Super Smash Bros. Ultimate (SSBU)

Mewtwo Guide: Matchup Chart and Combos

July 2022 Major Tier List Update!
13.0 Best Character Tier List

Patch Notes and Updates
All Update and Patch Note History
Ver. 13.0.1 Patch Notes and Balance Changes

Super Smash Bros. Ultimate Mewtwo Guide

This is a guide to using Mewtwo in Super Smash Bros. Ultimate. Mewtwo's bread and butter combos, how to unlock, frame data, alt costumes and skins, as well as Mewtwo's matchups, counters, and tier list placement can all be found here.

Mewtwo Tier and Overview

Stats and General Info

Mewtwo Image
Game Series Pokémon
Smash Bros. Debut Super Smash Bros. Melee
Fighter Number 24
Unlock Order 60
Number of Jumps 2
Weight 79 Units (79/87)
Dash Speed 2.255 (9/87)
Air Speed 1.313 (3/87)
Fast Fall Speed 2.48 (51/87)
Special Attributes Wall Jump

Tier List Placement

SSBU Mewtwo Icon C Tier Tier

A long to mid range zoner

Smash Ultimate Mewtwo can zone out opponents with its neutral special (B), and use its down tilt and forward aerial to fight at a mid distance. Use F-air and Dtilt to poke opponents and keep your opponents from getting too far in.

Mewtwo's main weakness comes from its large hurtbox size (which includes its tail), combined with light weight, which means Mewtwo will end up getting hit easily and dying rather early. It's very important for Mewtwo players to keep their opponents from approaching too closely by using tools such as side b and neutral aerial.

See Our Tier List Here!

Mewtwo's Strengths and Weaknesses

Strengths ・Powerful attacks make it easy to damage opponents
・Several attacks that are good for taking stocks
・Decent projectile in Neutral Special (B)
・Access to a reflector in Side Special (→ + B)
・Can use Down Special to temporarily immobilize opponents
・Tail provides decent attack range (↓ + A, etc)
・Has multiple kill throws (Up Throw / Back Throw)
Weaknesses ・Extremely light and dies early
・Extremely large hurtbox on Mewtwo's body / tail
・Gets comboed very easily

Mewtwo Matchup Chart

Matchup Chart

Mewtwo Image
BayonettaBowserCloudDiddy KongDonkey KongGreninjaInklingJokerLinkMarioMega ManMii BrawlerMin MinMr. Game & WatchOlimarPeach/DaisyPikachuPokemon TrainerR.O.B.SephirothSheikShulkSnakeTerryWarioWolfYoshiYoung LinkZero Suit Samus
Banjo & KazooieBylethCaptain FalconCorrinDuck HuntHeroIkeIsabelleJigglypuffKenLucarioLucasLucinaLuigiMarthMeta KnightNessPac-ManPichuPit/Dark PitRidleyRobinRosalina & LumaRyuSamus/Dark SamusSimon/RichterSonicSteveVillagerWii Fit TrainerZelda
Bowser Jr.Dr. MarioIce ClimbersIncineroarKing DededeKing K. RoolKirbyLittle MacMii GunnerMii SwordfighterPiranha PlantToon Link

Notes About Matchup Chart

1. -2 = Disadvantage. -1 = Slight Disadvantage or Even. 0 = Even. +1 = Slight Advantage or Even. +2 = Advantage.
2. The matchup chart was based around both the opinions of professional players of each character, as well as our own experience through playing Mewtwo.
3. Characters within each tier are unordered
4. Pokemon Trainer's individual Pokemon (Squirtle, Ivysaur, and Charizard) as well as Echo fighters with no significant difference than their regular counterpart are not shown.
5. For other characters who are not shown here, we are still investigating the matchup.

Mewtwo Combos

Bread and Butter Combos
Down Tilt→Fair
Down Tilt→Up Tilt→Jump→Up Air
Dash Attack→Jump→Fair

Bread and Butter Combos

Combo 1
Combo 2
Combo 3
Down Tilt→Fair
This combo can be used on opponents with lower percents. An easy combo that will land about 19%.
Down Tilt→Up Tilt→Jump→Up Air
This combo can be used on opponents with lower percents. This combo will only work when close to your opponent, so try using is when they come in for a dash attack.
Dash Attack→Jump→Fair
This combo can be used on opponents with lower percents. An easy combo that will land about 27%.

Mewtwo Frame Data and Moveset

Best Out of Shield Options

Move Frames
Up Smash 9 Frames
Neutral Air 10 Frames
Forward Air 10 Frames
Shield Grab 11 Frames
Jump > Side B 13 Frames

Mewtwo has somewhat limited out of shield options. While up smash is the fastest out of shield punish it has, the attack only hits above Mewtwo, and won't be able to punish opponents in front of Mewtwo, especially if they are small. This makes neutral air its go-to out of shield option, since it is relatively fast, and covers Mewtwo's whole body. Additionally, shield grab can be used, though at 11 frames, it is not the fastest punish. As an occasional mixup, jump into side B can work as well, although it will take 13 frames.

Jab (Neutral Attack)

1v1 Damage (%) Startup Frames
Jab 1
3.6 5
Rapid Jab (Multi-Hit) 0.96 5/8/11/14/17/20/23
Rapid Jab (Finisher) 3.0 6


Mewtwo's jab is relatively quick, and can go into a rapid jab by repeatedly pressing the attack button, so it is used as an up close get-off-me tool. If the full jab is followed through on an opponent, it can deal a lot of damage.

Dash Attack / Tilts

1v1 Damage (%) Startup Frames
Dash Attack
(Dash + A)
14.4/10.8 10
Dash Attack (Lingering) 7.2/5.4 12
Forward Tilt
(← or → + A)
13.2/12.0/10.8 10
Up Tilt
(↑ + A)
7.2/6/5.4/5.4 8
Up Tilt (Lingering) 6/4.8/3.6 9
Down Tilt
(↓ + A)
6/5.4/4.8 6

Dash Attack

Mewtwo's dash attack has great range and knockback. It can be used to find an opening by whiff punishing an opponent's endlag, as well as to catch an opponent's landing.

Forward Tilt

Mewtwo's forward tilt has good range and knockback as well. While it is great for spacing out opponents, beware that Mewtwo's tail is not a disjoint, so it doesn't have intangibility.

Up Tilt

Mewtwo's up tilt is quick, and hits the entire area above it, making it a good anti-aerial, but watch out for characters with disjoints who can beat it out.

Down Tilt

Mewtwo's down tilt is very quick, and it is very useful as a poking tool, due to its low endlag. If the move hits at the base of the tail, it can lead into combos.

Smash Attacks

1v1 Damage (%) Startup Frames
Forward Smash
(Smash ← or → + A)
19.2/24 19
Up Smash Hit 1-3
(Smash ↑ + A)
2.4 9(10)/14/18
Up Smash Hit 4 12 22
Down Smash
(Smash ↓ + A)
19.2 21

Forward Smash

Mewtwo's forward smash deals high damage and knockback. The tip of the tail is the sweetspot of the hitbox, and hitting it will allow you to KO opponents before 100% in some cases.

Up Smash

Mewtwo's up smash comes out extremely fast (9 frames), and deals very high damage and knockback. It the opponent is very close to Mewtwo, it can be used as an out of shield punish, since there is a hitbox on Mewtwo's body in the startup frames, but be warned that it is somewhat inconsistent.

Down Smash

Mewtwo's down smash is slow, but extremely powerful. It only attacks directly in front of Mewtwo, but it can hit below a platform, making it very useful for edgeguarding an opponent grabbing the ledge.


1v1 Damage (%) Startup Frames
Neutral Air Hit 1-5
(A + no direction while airborne)
1.92 7/11/15/19/23
Neutral Air Hit 6 4.8 27
Forward Air
(Hold ← or → in the direction you are facing + A while airborne)
15.6 7
Back Air
(← or → Opposite of the direction you are facing + A while airborne)
15.6/13.2/10.8 13
Up Air
(↑ + A While Airborne)
14.4/13.2/12.0 10
Down Air
(↓ + A While Airborne)
18/16.8 15

Neutral Air

Mewtwo's neutral air is tied with its forward air for its fastest aerial attacks. It has somewhat poor range, but a hitbox will cover Mewtwo's entire body, making it a good get-off-me tool.

Forward Air

Like neutral air, Mewtwo's forward air comes out in just 7 frames. It is a powerful move with great knockback, so it is useful for edgeguarding and KOing. It is also -3 on shield, making it very safe for poking, and one of Mewtwo's most essential tools.

Back Air

Mewtwo's back air deals good damage and has great range. The hitbox is pretty big, and the move is safe on shield (-5/-6/-6), so it can be used to pressure shields and punish jumps.

Up Air

Mewtwo's up air has a very large hitbox, making it a great tool to juggle opponents in the air, and can be comboed into.

Down Air

Mewtwo's down air has a meteor hitbox on it. It reaches pretty far below Mewtwo, so it can be used to go offstage and spike opponents before they can grab the ledge.


1v1 Damage (%) Startup Frames
Neutral Special
(B) - Shadow Ball, No Charge
3.0 12
Neutral Special - Shadow Ball, Fully Charged 30 16
Side Special
(← or → + B)
- 10
Down Special
(↓ + B)
1.2 16

Neutral Special (Shadow Ball)

Mewtwo's neutral special is a pivotal part of its kit. Pressing the special button allows Mewtwo to begin charging up a shadow ball, which can be fired at any time by pressing the button again. It can be cancelled mid-charge by jumping, rolling, spot-dodging, or shielding, as well as air dodging if done in the air. Once it is fully charged, it can be released at any time by pressing the special button once more, and releasing it at full charge makes it larger and more powerful. The move is good for both zoning opponents out, as well as edgeguarding.

Side Special (Confusion)

Mewtwo's side special is a command grab, which will put an opponent into tumble. Additionally, it can reflect projectiles. It is useful when recovering to prevent an edgeguard, and can also combo into some of Mewtwo's other moves.

Up Special (Teleport)

Mewtwo's up special allows it to warp across the stage in the direction the control stick is held. Since Mewtwo is invulnerable while warping, it is a powerful recovery, but be careful when using it on stage not to accidentally go off the stage with it, as Mewtwo will SD. When landing on the ground, it has somewhat long endlag and can be punished.

Down Special (Disable)

Mewtwo's down special temporarily disables the opponent. The higher their percent is, the longer they will be immobile, allowing it to confirm into smashes, but it doesn't affect opponents turned away from Mewtwo or those in the air. When using the move, Mewtwo is intangible from frame 10. This means Mewtwo can in effect use it to counter an opponent's grounded attack, giving him invulnerability and stunning the opponent in the process.

Grabs and Throws

1v1 Damage (%) Startup Frames
Pummel 1.56 1
Grab (Normal) - 7
Dash Grab - 10
Pivot Grab - 11
Forward Throw (Hitbox 1-5)
(← or → While Grabbing)
2,4 33/40/47/54/61
Forward Throw (Throw) 3.6 19
Back Throw (Throw) 12 30
Up Throw (Throw) 14.4 43
Down Throw (Hitbox)
(↓ While Grabbing)
4.8 16
Down Throw (Throw) 6.0 18

Forward Throw

Mewtwo's forward is mostly used for stage control, although it also deals the most damage of all his throws, to is useful for racking up percent on an opponent. Near the ledge, it can KO at high percents.

Back Throw

Metwo's back throw is also used for stage control. It doesn't combo, but if used by the ledge, can KO opponents from about 100%.

Up Throw

Metwo's up throw sends an opponent into the air. It doesn't have any combos, but it can KO from the top at about 150%.

Down Throw

Mewtwo's down throw has a few combos, depending on the opponent's percent. At higher percents, it can be followed up with forward air to KO opponents.

Final Smash

Attack How to Use Effect
Psystrike Press B after obtaining the Smash Ball Mewtwo turns into Mega Mewtwo Y and throws out a large psychic ball that will deal significant damage and knockback to whoever it hits. Can strike multiple opponents.

Mewtwo Balance Changes

Version 13.0.1 Balance Patch

Side Tilt Attack Increased power.
Extended launch distance.
Forward Throw Increased power.

Version 8.0.0 Balance Patch

Back Air Attack Extended launch distance.
Increased power of the tip and middle attack-range areas of the tail.
Up Air Attack Extended launch distance.
Downward Throw Reduced vulnerability.
Neutral Special Increased power when not charged.
Increased attack speed.
Reduced vulnerability.
Up Special Reduced vulnerability after landing and finishing the move.

Version 7.0.0 Balance Patch

Other Changed posture while shielding to reduce vulnerability to a shield stab.
Increased shield size.

Version 4.0.0 Balance Patch

Basic Movements Reduced the area of the tail that can take damage.
Up Smash Attack Increased the amount of time hit detection lasts.
Extended launch distance.
Down Smash Attack Reduced vulnerability.
Backward Throw Increased power.
Side Special Increased attack speed.
Increased the speed to reflect projectiles.

Version 3.0.0 Balance Patch

Edge Dodge Extended invincibility time.
Neutral Special Extended launch distance.
Reduced the power against shields.
Side Tilt Attack Increased attack power and maintained launch distance.
Up Air Attack Increased attack power and maintained launch distance.
Up Tilt Attack Increased attack power and maintained launch distance.
Adjusted launch angle when hit by the tip of the tail.
Edge Attack Increased attack range.
Side Smash Attack Increased attack range.
Neutral Attack 1 Increased attack speed.
Basic Movement Increased the fighter’s weight.

Version 2.0.0 Balance Patch

Dash Attack Shortened the downtime from shielding.
Side Tilt Attack This move will now always launch forward.
Up Special Made it easier to grab edges.

How to Unlock Mewtwo

Unlocking Via Smash Mode
60th Fighter Unlocked
After unlocking Chrom, let 10 minutes pass OR play another battle in smash after soft-resetting OR return to the menu from World of Light
Unlocking via Classic Mode
Clear Classing Mode 8 times using Fox.
Unlocking via World of Light
Mysterious Dimension

There are three ways to unlock Mewtwo. Completing any of these, then defeating Mewtwo when they appear in the “a New Challenger Appears” screen will allow you to use them afterward.

How to Unlock Characters Fast

Mewtwo Alt Costumes and Skins

Mewtwo Reveal Trailer

Smash Ultimate Character Guides

List of Fighters
Tier List
Tier List
Unlocking Characters
Unlocking Fighters

Character Stat Lists

Character Stats
Weights of All Characters Run Speeds of All Characters
Air Speeds of All Characters Fast Fall Speeds of All Characters


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