A complete summary of Mewtwo’s performance in Super Smash Bros. Ultimate can be found on the character’s information page. It includes strengths and weaknesses, AI quirks, and an archive of tournament representation and results.
Stats & Spirit Effects
At the time of writing, a vast majority of Super Smash Bros. Ultimate amiibo tournaments have enacted a blanket ban on Spirits. Within only a few months of the game’s release, competitions that allowed Spirits became stale; this is because almost every entry utilized heavily defensive Spirits and stats. For more information, check the Spirits & Equipment page.
While Mewtwo’s representation in the Spirits metagame is minimal, it is recommended that a tournament-ready Mewtwo run the Armor Knight & Move Speed ↑ bonuses (collectively known as the AKS setup). This is, of course, assuming that Super Armor and Slow Super Armor haven’t been banned, which may not be the case in online Battle Arenas. If at all possible, run the Super Armor or Slow Super Armor setup to counter Mewtwo’s floatiness and take advantage of his hard-hitting smash attacks.
An amiibo becomes strongest if it is mirror matched all the way to Level 50 with its Learn button switched on. Playing a best-of-five match (configurable via the rules menu) will cause it to level up much faster.
Mewtwo’s AI is aerially-oriented even when taught to stay grounded. Its smash attacks are excellent KO options, as are a few of its aerial attacks and Shadow Ball projectile. If Mewtwo is to succeed, it must make stellar use of its spacing abilities and only get close to its opponent when a KO is in order. Here is a complete breakdown of Mewtwo’s moveset and which attacks to focus on during training:
- Neutral attack: A rapid jab that doesn’t build up much damage nor deal a lot of knockback. Can be used infrequently, but doesn’t have to be prioritized.
- Forward tilt: A simple tail swing with a small hitbox that can shove opponents away temporarily, but isn’t very effective at any percent. Don’t teach this move to your amiibo.
- Up tilt: A useful combo starter that gets opponents in the air and ready to be hit by a full jump into forward air KO combo. Use this to keep an opponent in the air or build up damage at low percents.
- Down tilt (Tail Sweep): More useful than forward tilt, and with similar hitboxes, down tilt consists of a tail swing that leaves Mewtwo vulnerable. It’s only useful when comboing into forward aerial, which is a useful kill setup but leaves him wide open if missed. If you teach down tilt to your amiibo, only use it to set up a forward air KO.
- Dash attack: A useful get-up-close option that deals reasonable damage and, at very high percents, can KO. Also launches opponents in the air and away from Mewtwo, making it useful to launch opponents off-stage.
- Forward smash (Shadow Blast): Mewtwo’s most powerful KO move on the ground. Mewtwo thrusts a blast of psychic energy in front of him. The attack has a large hitbox and very powerful knockback, so teach this to your amiibo as a primary option.
- Up smash (Galaxy Force): Mewtwo’s best KO option on the ground. Up smash has hitboxes that extend to Mewtwo’s sides even on the ground, so teaching a Mewtwo to dash into its up smash is very effective. Even the smallest hitboxes from the move deal useful damage and knockback, and the angle is vertical so the attack can be used over and over again until the opponent makes their way down or is KOed.
- Down smash (Shadow Bomb): Still a powerful smash attack, but not as useful as forward sash. It’s best to focus on forward smash and up smash instead.
- Neutral aerial (Body Spark): A useful move for trapping opponents in a damage-racking cage, but the utility of it is situational. This move requires Mewtwo to be in the air, which puts him in danger of being hit by a smash attack. Use neutral aerial sparingly.
- Forward aerial (Shadow Scratch): Mewtwo’s best aerial KO option. It comes out quickly, has a sizable enough hitbox that it can’t be easily avoided, and both up tilt and down tilt combo into this move. Use forward aerial frequently.
- Back aerial: Useless. If a situation arises where Mewtwo needs to use this to edgeguard, he’ll innately know to use it. Otherwise, don’t teach it to him.
- Down aerial: Surprisingly useful. While it is a meteor smash, the AI doesn’t prefer to use it that way. Instead, it prefers to start on the ground, dash into a short hop and use down aerial against its opponent. It’s powerful enough that it can KO from the ground, and is arguably more powerful than forward aerial. Teach this move to your amiibo, and it’ll also use it as a meteor smash when offstage.
- Forward throw (Shadow Cannon): You have better options on the ground than forward throw. While it does sometimes get good knockback due to the Shadow Balls being thrown at the opponent, it can only KO at high percentages near the edge of the stage. While this move is more useful against larger targets like Bowser, King K. Rool and others, it’s not a solid enough option to warrant regular use.
- Back throw: A similar situation as forward throw, but with no Shadow Balls and more base knockback. This can be useful, but isn’t as useful as Forward throw and thus should be overlooked.
- Up throw (Psychic Whirlwind): This throw is a stairway to heaven for your opponents. Mewtwo’s best kill throw is his up throw, which has high enough knockback scaling that it can KO opponents from the platform of Final Destination at around 120%. While less useful against heavy opponents, this move performs exceedingly well on stages with low blast zones or platforms, especially Battlefield.
- Down throw: This move is largely a combo setup that Mewtwo doesn’t know how to use. In normal play, a Mewtwo player would use down throw to forward air for an easy KO. Mewtwo Figure Players don’t know how to follow up with forward air, as amiibo can’t consistently combo. To that end, don’t use this move very much unless you follow it up with a forward smash or up smash.
- Neutral special (Shadow Ball): Mewtwo amiibo tend to use this move at one end of the spectrum or the other. They either use it with no charge for a tiny little projectile, or they’ll charge it fully for a KO move. This is arguably Mewtwo’s most effective KO move, so charge it fully each and every time you use it: otherwise the Figure Player will start to throw out useless uncharged Shadow Balls.
- Side special (Confusion): Mewtwo amiibo innately know to use this move to reflect projectiles, but won’t use it for anything else. Don’t bother trying to teach this move to them, as they already know everything they need to know for it.
- Up special (Teleport): Mewtwo knows to use this to recover, and it will recover very, very low with this move. You shouldn’t have too much trouble teaching him to use it, so long as you use it properly yourself and teleport to the ledge every time.
- Down special (Disable): While not very useful, the projectile for Disable does have reasonable range and can sometimes be used to great effect. Use it infrequently.
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