Training the strongest Mewtwo amiibo in Super Smash Bros. Ultimate

Today we’re talking about the Genetic Pokémon, Mewtwo! Whose Super Smash Bros. Ultimate appearance is kind of strange. In the Pokémon series, Mewtwo weighs 269.0 lbs. In Smash Bros., Mewtwo is really light and easy to knock away. Despite being the only playable Legendary Pokémon in Smash Bros., Mewtwo is neither high-tier nor highly represented. Let’s try and change that right now!

Thanks to Trademark for contributing Mewtwo’s training information!

Introduction

Mewtwo is simultaneously a complicated and not-so-complicated character to train. Its FP is able to make use of most of its moveset, which opens up a wide variety of options to use against opponents. Let’s start with Mewtwo’s signature strength: its range. The Genetic Pokémon’s tail stretches quite far, allowing it to outrange a good amount of the cast’s options! This range extends to its tilts and smash attacks, which also deal solid damage and knockback. Add on a respectable grab game and a reliable recovery, and you’ve got a character with a lot of unique strengths!

Despite being a Legendary Pokémon (again), Mewtwo isn’t even the strongest Pokémon in the format! That’s Incineroar, and it’s no contest. But back to Mewtwo: it’s got a few notable flaws that could potentially explain its lack of representation. As mentioned earlier for a brief moment, Mewtwo is a lightweight character and has a tall frame on top of that. “Light and tall” isn’t a good combination of traits, especially in the context of amiibo training, as Ultimate’s AI tends to fall victim to multi-hit moves more than the average player would. Pair that with a big hurtbox and you’ve got a character that’s going to be taking a lot of damage. Mewtwo’s AI is also strange with its Shadow Ball; it’ll charge the move but will sometimes take way too long to fire it. In tournaments, Mewtwo seems to struggle when its opponents attack it up close. While its attacks do have range, they don’t always have speed, so they’re easily intercepted by faster moves.

Overall, Mewtwo’s tournament results and representation have been slightly below average. Again, Incineroar is the most used (and most successful) Pokémon character, which kind of leaves Mewtwo in the dust. Its range and power are not to be underestimated, though, so if you have a Mewtwo amiibo and some spare time, you ought to train one up! Though if you’re reading this post, that’s probably already your intention. Whoops.

Spirits

Mewtwo is marginally stronger in Spirits, as it benefits from many potential Spirit effects! Most of our tournaments are vanilla, though – which means no Spirits, stats, or effects – so if you don’t want to give your FP Spirits, that’s fine too! In that case, feel free to skip ahead to the next section to start training.

Light and tall means Mewtwo’s best option is Armor Knight. Its 1.8x defense boost is too good to pass up, and helps Mewtwo take less damage and suffer less knockback. It does come with a movement penalty, but said penalty can be completely nullified if you occupy the third bonus slot with Move Speed ↑ or Trade-Off Ability ↑. Which makes this a powerful set, and certainly one worth using!

Your other options include Physical Attack ↑, Strong Throw, Hyper Smash Attacks, Move Speed ↑, and Toss & Meteor. Choose any three (or the three that would be most relevant, in your opinion) and you should be all set to enter a tournament! Well, actually, not just yet — you have to train the amiibo, too! For stats, a balanced build (2100 / 2100) is fine, but you can lean more into defense to give Mewtwo additional cushioning against powerful attacks.

Training

We’re going to be mirror matching your Mewtwo amiibo all the way to Level 50! If you notice it acting strange or doing something you don’t like, don’t worry about it! Figure Players use a “base AI” that changes as they level up. At Level 1, imagine your FP using a Level 1 CPU base AI. And at Level 50, imagine it using a Level CPU base AI. That base AI then pulls from your training and uses it to modify that CPU’s artificial intelligence. In other words, your FP isn’t going to be using its strongest base AI until Level 50, so don’t worry if it starts acting up. Wait until Level 50 to start addressing issues!

With Mewtwo, you’re going to want to walk. You don’t see players walk all that often in competitive Smash Bros. matches (human versus human ones, that is), but it’s actually the best way for FPs to get around! It gives them full and complete access to all of their defensive options, and forces AI opponents to make the first move and leave themselves vulnerable. So only run when your FP is far away, and try not to foxtrot (which is when you smash the left stick in a direction a bunch of times in a row, causing the character to dash forward and make a bunch of “smoke waves”).

Now then, moves. Mewtwo’s tilts are really good! Forward tilt balances strength and speed, and be used at close range to swat opponents away. Up tilt’s good, too! Use it against your FP when it’s trying to land, and follow up with an up air or two afterwards. Forward smash deals a lot of damage, but has a bit of startup, so use it when you’re sure it will connect. Up smash can also be used against your FP when it’s trying to land. It strikes multiple times and deals a lot of damage and knockback! The occasional short-hopped forward and back airs work too.

Forward smash and up smash are your go-to on-stage killers. Down smash isn’t as powerful as forward smash and doesn’t even cover both sides, so don’t use it as often as the other two smash attacks. You can grab your FP and use an up throw to KO it at high percentages! If you grab your FP when it’s not at a high percentage, try throwing it towards the nearest ledge with a forward or back throw. Then, chase it off-stage and try to gimp it with a forward, back, or down air! Mewtwo’s recovery is fast, so it’s not too vulnerable to being gimped. Be sure to go for off-stage aerials whenever you can!

You might have noticed that we aren’t talking about Mewtwo’s special moves. They’re not super important to its game plan; as mentioned earlier, the AI has trouble with Shadow Ball. It’ll either use it uncharged or charge it and then never fire it. Confusion can be used to reflect projectiles, but by Level 50, your FP should have this knowledge hard-coded into its AI without needing to be taught. And this should go without saying, but just in case: don’t use Teleport to move around on-stage. The FP can sometimes teleport right off-stage and self-destruct! You could work in a bit of Disable, but it only works when Mewtwo is facing an opponent who isn’t shielding. Some tournament-ready FPs like blocking, so they’ll most likely just shield Disable and punish Mewtwo with a smash attack. We don’t want that!

Wrap-Up

Thanks so much for reading! If there’s anything you need help with during training, feel free to join our Discord community and ask a question! And if you want to learn about general amiibo training, we actually have a guide on general amiibo training, so be sure to give it a read if you have a spare moment. Thanks again to Trademark for contributing Mewtwo’s training information. Until next time!

If you would like to read more amiibo training guides, please follow this link.


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2 thoughts on “Training the strongest Mewtwo amiibo in Super Smash Bros. Ultimate”

    1. You could use a bit of Disable – in fact, I’ll update the guide to mention it – but a lot of competitive-trained FPs are sort of shield-heavy right now. So they’re likely to just block Mewtwo’s Disable and then hit back with a smash attack, which definitely isn’t good given Mewtwo’s light weight.

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