Super Smash Bros Ultimate Mewtwo Guide

Mewtwo was a decent pick in Smash 4 and if you liked him in Smash 4; you are going to love him here. He retains his speed, damage, and combos from Smash 4 alongside Boosted Edge Guarding and Aero Mobility in SSBU. In our Super Smash Bros Ultimate Mewtwo Guide, we talk about what changes have been brought on board for Mewtwo including his moves, combos, playing as Mewtwo, and countering him.

Super Smash Bros Ultimate Mewtwo

Mewtwo has been gifted with few changes since Smash 4, but do not expect all the changes to be pretty.

Mewtwo has some of the best combos and kill option in the entire game, but his primary playstyle should be defensive.

Mewtwo has great defensive range on many of his moves but is sluggish on the ground. Therefore, if an enemy manages to get past his defense Mewtwo is pretty much toast.

Furthermore, Mewtwo is huge; as such, he has a larger hitbox making him more susceptible to launchers and combos.

The best defensive style to opt for the Mewtwo mains is zoning. Zoning is keeping your distance from the opponent and chipping away at their life with shadow balls and throws, waiting for an opportunity to capitalize on their mistake.

Though the shadow balls have been made significantly smaller and weaker, this also affected his throw.

Forward Throw will lift the opponent in the air after which it will fire 5 Shadow Balls at them. Back Throw will throw the opponent backwards and it is also a good KO option for Mewtwo.

Up Throw will allow Mewtwo to move the opponent around itself before it launches them upwards. Down Throw slams the opponent to the ground, after which Mewtwo will perform a somersault to hit them with its tail.

Floor attacks allow Mewtwo to spin around in front, back, and the trip directions to swing its tail before it gets up.

The Special attacks feature Mewtwo creating a large sphere of dark energy. The Side special, Confusion, will allow Mewtwo to emit some psychic energy, which functions as a reflector, or as a grab which will spin the opponent around and leave them to tumble.

The Neutral special, Shadow Ball can combo into any of its quicker moves, depending on the charge. It also acts as a very good KO ability if charged enough.

Teleport, the Up special, will allow Mewtwo to teleport to another location. Disable is the Down special and it emits a small amount of psychic energy that stuns the opponent.

Keeping the enemy off you is not easy on the ground, since one of his best spacing moves; the Down Tilt has been significantly nerfed. Now it takes more time to finish and is even more punishable.

While he may be vulnerable on the ground, his mobility in the air is better than ever. His spacing and mix-ups are far superior in the air, and to add the cherry on top, all of his aerial attacks have been buffed.

All his aerial attacks have less landing lag. His Forward air has significantly further range, making it a top-tier combo and killing move. His Down Aerial also received a range buff and an improved hitbox and so did the Back Aerial.

Down/Back Aerials hit more reliably. Your air game can be combined with Edge Guarding to get some insane evasion advantage because his Edge Guard is very good and can be used multiple times.

The Up Tilt backflips Mewtwo so that it may swing its tail in a backward direction. The hitboxes will launch the opponents in the player’s favorable direction and eventually one can perform particular combos.

Although his Down Tilt has been nerfed, he can use his Forward Tilt for launching the enemy. Forward Tilt will probably be his best combo starter because it is fast, increased range, and additional knockback.

The only situation to test the Forward Tilt is when you are at an advantage; otherwise, the spacing game is your best option.

The Dash Attack allows Mewtwo to lunge while encompassing a dark energy palm thrust. The ability deals a sufficient knockback on the enemy, and it can also perform a knockout with higher chances.

Forward Smash will make Mewtwo cup its hands to a side and then push them forward to employ a double palm thrust which will produce a dark energy blast. This is Mewtwo’s smash attack with the highest damage.

In Up Smash, Mewtwo thrusts an arm upward and produces a dark energy blast which will be fast, though the initial hitbox will be relatively small, and your opponents may even fall out of it rather conveniently. Down Smash allows Mewtwo to emit a blast towards the ground, and it does not hit on both sides.

Pummel will release some darkness into the opponent.

The Final Smash mega evolves into Mega Mewtwo and performs Psystrike. It is a signature move and it is a very strong sphere of psychic energy that can stun any opponent that it catches, and it goes through walls and opponents, both. The move KO’s around 50% from center stage.

Adores Bo Burnham, Pink Guy and Kumail Nanjiani. Plays all sort of games. Spends too much time watching anime and comical TV series. Some of the games he plays include: Rocket League, DoTA2, PUBG, ARK: ...