Mewtwo boasts excellent mobility: in addition to retaining its very fast air speed, its walking and dashing speeds have become drastically faster, and it can now wall jump. Due to it hitting on frame 21, however, it has the highest amount of start-up lag out of Mewtwo's smashes. Mewtwo is ranked 10th out of 55 on the tier list, placing it in the A tier. It has low knockback and somewhat high ending lag. Despite Mewtwo's strengths, it has a few notable and fairly exploitable weaknesses. For a gallery of Mewtwo's hitboxes, see here. Telekinetically backflips to swing its tail in an overhead arcing motion. Mewtwo's special moves are powerful, yet risky, much like its ground game. Electrocutes the opponent. Mewtwo's aerial moves boast impressive power thanks to their respectable damage outputs and very high knockback scaling, yet are also useful for partaking in combos. Confusion's utility also extends to Mewtwo's recovery, as it now grants a slight vertical and average horizontal boost during its first use in midair, and can completely reverse both its aerial momentum and direction. However, its alt. Aside from forward aerial and fully charged Shadow Ball, the rest of Mewtwo's KOing options can be difficult to land. Telekinetically holds an opponent. Up and back throw can be risky to attempt because of its aforementioned average grab range. It can also miss small opponents, or opponents with very low crouches. ", https://www.ssbwiki.com/index.php?title=Mewtwo_(SSB4)&oldid=1478751, Neutral & up/forward/back/down aerial landing lag, 4.7u (hitbox 0)/ 3.9u (hitbox 1)/ 3.1u (hitbox 2), Extends its arm to emit a pulse of dark energy. Rather than retaining Masachika Ichimura as its voice actor, Mewtwo is instead voiced by Keiji Fujiwara, who imitates some of the former's voice clips from Melee. In regard to grounded mobility, Mewtwo's walking speed is tied with Charizard's for the fifteenth fastest in the game, whereas its dashing speed is the seventh fastest in the game. Due to it hitting on frame 6, it has the lowest amount of start-up lag out of Mewtwo's aerial attacks. The teaser confirming Mewtwo's return to the series. After initially being a poorly perceived character upon its release, game updates significantly improved Mewtwo's viability over time. Its near hitbox KOs middleweights at 103% while near the upper, 14% (grounded opponents, aerial sourspot), 15% (aerial sweetspot), Backflips to perform a dark energy-infused stomp. It has overall long range, as it can hit opponents near Mewtwo's back. Its near hitbox KOs middleweights at 138% while near the edge of Final Destination in the, Backflips to swing its tail in an overhead arcing motion, similarly to its up tilt. Following Abadango winning Pound 2016 while almost exclusively using Mewtwo, it is now regarded as a much better character than initially thought, with the general consensus being that Mewtwo warranted a spot as a high-tier character before it was officially reassessed as a top-tier character within the current tier list. In regard to playstyle, Mewtwo's is an odd combination of styles: it fits the archetype of a glass cannon, yet typically relies on bait and punish tactics and defensive maneuvers to keep opponents from performing rushdowns and capitalizing on its very tall frame and extremely light weight. However, it no longer has a landing hitbox like in, A dark energy-infused swipe. It can also be a situational, albeit rather unsuitable KO option at around 140% near the edge against middleweights. Mewtwo has been drastically buffed in its transition from Melee to Smash 4, especially owing to the handful of buffs it has received within the game updates. Mewtwo (ミュウツー, Mewtwo) is a playable character in Super Smash Bros. 4. 1.15% (hits 1-7), 1% (throw), 1.4× (reflected projectiles). Due to it hitting on frame 13, however, it has the second highest amount of start-up lag out of Mewtwo's aerial attacks. They can also be used for juggling beginning at medium percentages. It is tall, yet is the second lightest character in the game, being surpassed only by Jigglypuff. A lunging, dark energy-infused palm thrust. Lastly, Disable is a risky set-up option, but it can guarantee openings for combos and KOs if it connects, which is further supplemented by its stun duration having been increased since Melee. As a result, Mewtwo can pressure effectively, yet is also vulnerable to pressure. Back aerial has very large range, which enables it to edge-guard reliably, yet also combo into itself at low percentages or KO outright at high percentages. The improvements to Mewtwo's moveset also allow it to make better use of its Teleport-oriented mindgames. My boy Charizard lol Song: I eat Plants for a Living - Forget//Daybreak. Crouches and spins around to swing its tail in front of itself. Disable's stun duration has increased, while its hitbox has been extended and adjusted to reliably connect against even smaller fighters, while also being intangible, all of which improves its set-up potential. Unlike the other playable Pokémon, who are either lightweights (Pikachu, Jigglypuff and Mewtwo) or middleweights (Lucario and Greninja), Charizard is a super heavyweight. Despite WaDi achieving some very notable results, such as placing 5th at Super Smash Con 2017 and 2GGC: MkLeo Saga, Mewtwo's tournament presence has slightly waned since then, owing to players becoming more capable of exploiting its weaknesses. Its smash attacks have been similarly strengthened with larger hitboxes, improving their effectiveness. Up tilt can combo into Mewtwo's aerial moves and potentially itself on many characters even at high percentages, so long as it hits them with its near hitboxes. Furthermore, Mewtwo lacks an effective aerial attack that can interrupt combos, whereas an attempt to Teleport out of combos can lead to it being punished because of its ending lag, momentum, and start-up lag having been increased since Melee. However, Mewtwo's infamous frailty has become even more pronounced, owing to its larger size and much lighter weight. Mewtwo's return to the series was initially met positively, as players had soon noticed its increased mobility, power and range, which in turn led to it being perceived as a mid-tier character. As its power grants it safety against shields, it is useful for hard punishes and can be spammed rather safely. Fully charged Shadow Ball has a larger hitbox and longer range; Confusion now functions as a traditional reflector and now grants a small vertical boost when used in midair; and Disable's stun effect has a longer duration.
Shadow Ball has impressive utility regardless of its charge: it is useful for zoning or stopping approaches when uncharged, whereas it is one of the strongest and fastest projectiles in the game when fully charged. This page was last edited on September 30, 2020, at 19:44. It is Mewtwo's most damaging aerial attack. After being heavily buffed in game updates, Mewtwo has received more representation and better results in the tournament scene, with its notable players including Abadango, Rich Brown and WaDi. Mewtwo also slightly benefits from the changes to shield mechanics brought about by updates 1.1.0 and 1.1.1: the universal increase to shieldstun allows Shadow Ball, some of its sweetspotted attacks and Confusion-reflected projectiles (such as Timber's tree, a fully charged Charge Shot or a fully charged Shadow Ball) to heavily damage a shield. It has a slightly smaller head, slightly smaller eyes, a thicker and slightly longer tail, slightly smaller hands, a more vibrant shade of violet for its midsection, tail, and eyes, and its texture has a satin finish instead of a glossy finish. Up aerial, like back aerial, has a very large range, which enables it to partake in combos or juggles. The most noticeable of these differences are its hurtboxes and mobility. Said update also slightly increased Mewtwo's weight, which slightly improved its endurance. Despite having been toned down since Melee, Mewtwo's grab game is among the most potent in SSB4. This polarization is also apparent with Mewtwo's aerial mobility: its air speed is the third fastest in the game, yet it has slow air acceleration, while its double jump is the highest in the game, yet accelerates slowly at its beginning. Swings its tail forward. In comparison to its air and grab games, Mewtwo's ground game is a mixed bag. Its neutral attack is very useful: it can easily jab cancel and even out-prioritize many moves, which in turn enables Mewtwo to better utilize its grab game and quickly initiate combos when followed up with up tilt, down tilt, or Disable. Its return to the series was announced during the Super Smash Bros. for Wii U 50-Fact Extravaganza on October 23rd, 2014. Although its overall damage output and endurance are fittingly very high, it deviates from its weight class' archetype in a few ways. Any number following the Smasher name indicates placement on the PGR 100, which recognizes the official top 100 players in Super Smash Bros. 4 of all time. Quickly cups its hands to its side, and then thrusts them forward to perform a double palm thrust that emits a blast of dark energy. Motions toward itself with its arm further from the screen. These improvements led it to be ranked 37th on the first tier list, which established it as a low-tier character like in Melee. The differences between Mewtwo's models for Super Smash Bros. for Nintendo 3DS and Super Smash Bros. for Wii U. Down throw lacks true combo potential, but nevertheless has mindgame potential, thanks to it launching opponents just out of counterattacking range. However, its traction is also tied with Charizard's for the second lowest in the game. This new ranking was notable for not only reassessing it as a top-tier character but for also being the largest tier rise between the first and second tier lists.