Jump to content
Sign in to follow this  
Thulius

Mewtwo's Movelist - A Basic Overview

Recommended Posts

Hey there, this is an overview of Mewtwo's entire movelist; what each button does in each phase and why you should or shouldn't use 'em!

 

~~~~~~~~~~

Universal Mechanics and Special Attacks (Pokemon Moves)

~~~~~~~~~~

 

Spoiler

Mewtwo employs strong neutral control through a variable air dash and powerful specials, but it comes at a cost. His synergy meter is the longest in the game, coming in at a whopping 400CC (compared to the second highest 250CC, a value shared by both Gengar and Garchomp). To top it off, all of Mewtwo's specials drain synergy meter on use.

~~~~~~~~~~

 

j.R

Spoiler

Air Dash

~~~~~~~~~~

XoxFrHc.png

In the air, Mewtwo can only dash forward, and floats upward slightly if canceled directly into j.Y (duel phase). Pressing back at any point during your air dash causes you to end prematurely and descend. Very strong tool for mobility, offense, stalling in the air, and basically doing whatever you want in duel phase.

 

Lack of strong close range air options makes this significantly weaker in field phase, though it can still be used to maneuver around projectiles or stall out counters.

 

X+A

Spoiler

Counter Attack

~~~~~~~~~~

HbTvXmQ.pngvx34jDx.png

27 frame startup uncharged, 47 full charge, tied for fastest standard CA. Hits very low and won't hit jump startup at all. It hits all around and clears most projectiles that are low enough to interact with it. A decent CA defensively, but since it's a telegraphed low, it's unreliable as a meaty.

 

In field phase, will always phase shift.

 

Y+B

Spoiler

Grab

~~~~~~~~~~

9ukNFt5.png

11 frame startup, very long range. 90 damage in field phase, 120 damage in duel phase. Good grab.

 

5A(A)

Spoiler

Psycho cut

~~~~~~~~~~

uzszAQy.pngwQGWvqO.png

In duel phase, this is Mewtwo's only reliable projectile. 23 frame startup, lots of priority. 5AA will transition into a followup that chases behind the projectile and ends with a downward slash. This slash is unsafe (-12) but can be dash canceled in either direction with the R button. Good for contesting overactive opponents and general movement, but most characters can simply crouch to nullify its threat.

 

In field phase, it retains its high priority and slash followup, but with the added benefit of being able to dash cancel sideways. While it has no tracking, it's very wide, and few characters have a way to crouch it in field, making it an extremely strong space control tool. The projectile does not phase shift, but the followup slash always will.

 

Costs approximately 5CC for the projectile, and another 5CC for the followup.

 

4A

Spoiler

Barrier

~~~~~~~~~~

7uldZQA.png

A counter stance of sorts. Has counter armor starting on frame 3, and can transition into any of 4 followups starting on frame 13.

 

Costs approximately 12.5CC.

 

4AY

Spoiler

Telekinesis

~~~~~~~~~~

2izP9to.png

Grab followup to barrier. 15 frame startup. Launches the opponent and can lead into a combo in either phase. Offensive mixup tool and critical punish if you should happen to barrier a counter attack.

 

Does not shift from field phase to duel, meaning you can combo into something that does, or drop it for a knockdown and further field phase pressure.

 

Costs 9~10CC.

 

4AX

Spoiler

Drain Punch

~~~~~~~~~~

9sI18Tj.png

Attack followup to barrier. 15 frame startup, incredibly long range, +-0 on block. Long range punish for catching quick projectiles, whiffs, preemptive jumps, etc. Restores 30 recoverable HP and grants a significant amount of synergy meter on hit.

 

In field phase, this attack has near perfect tracking, only whiffing if your opponent jumps over you. Always phase shifts.

 

Costs 9~10CC.

 

4AA

Spoiler

Confusion

~~~~~~~~~~

aQrCOEq.png

Confusion, counter followup to barrier. 11 frame startup, fairly short range. Has armor up to its first active frame, and the swipe itself can nullify many projectiles. Full combo on crit or airborne hit. Unsafe on block, but only -12 and blockstun is very short, so it's a difficult punish.

 

In field phase, this causes a much longer stun, allowing for a variety of followups. Drain punch for meter, hyper beam for damage, and it even combos into Mewtwo's burst attack. Does not phase shift.

 

Costs about 5CC.

 

4AB

Spoiler

Teleport

~~~~~~~~~~

RMHhUpD.pngVhulYU2.png

Teleport, mobility followup to barrier. Always teleports into the air, and you can hold a direction to change where Mewtwo reappears. Travels much further forward than backward. It's invincible while traveling, but has enough startup that it's difficult to use as a reaction. In field phase, you can also teleport sideways.

 

This one's free!

 

 

 

 

 

6A(B)

Spoiler

Hyper Beam

~~~~~~~~~~

C82iGDX.png

Hyper beam. Incredibly slow at 47 frame startup, but it's a full screen, armor piercing projectile. Lots of damage, lots of chip. Can be used for very specific punishes, but much like psycho cut, its primary function is to keep overactive opponents in check. While it's relatively safe on block at long ranges, it is a high, and can be ducked for significant punishes. Press B during startup to cancel into a teleport with the same mechanics as barrier’s teleport.

 

In field phase it has some extra utility, as it can be canceled out of Y or side Y to catch CADCs, and it's difficult to punish without the ability to crouch, but it should still be used sparingly. Usually phase shifts, but will retain field phase if connected from very far away.

 

Costs approximately 32CC.

 

8AAA (Duel phase only)

Spoiler

Psystrike

~~~~~~~~~~

xwDnOB9.pngDchC0Zi.png

A reversal with super (red) armor, meaning it can both tank physical attacks and break grabs. While it's technically got 15 frame startup, the first 4 of its 6 hits cause no hitstun, meaning there's an opportunity for your opponent to block even after getting hit. Incredibly unsafe on block; you take the full damage from any attacks absorbed, it's vulnerable to piercing attacks, and can be phase shifted.


Overall it's a poor defensive option with a lesser reward than other callouts, but it is one of Mewtwo's strongest corner combo enders. Press the A button again just as his hand glows during the first portion, and just as the kick connects during the second portion to increase psystrike's damage output. You'll know you did it right if you hear a sharp ping sound and see the screen darken.

 

Costs approximately 45CC.

 

2AAA (Duel phase only)

Spoiler

Fire punch, Ice punch, Thunder punch

~~~~~~~~~~

giEcmsJ.pngOuad2r3.pngv7C6m51.png

Advancing armored attack, 19 frame startup. 2AA is ice punch, and 2AAA is thunder punch. 2AA can be done any time, but 2AAA is only available when 2AA hits. Fire punch is unsafe on block, its armor ends before the attack becomes active, it only combos into ice punch on crit or airborne hit, and ice punch is even less safe on block. That said, the full combo does a whopping 194 damage on crit and it's very fast for a counter.

 

Primarily a reactionary tool, but with fire punch being only -12 and ice punch followup always being a threat, it can make for a solid guess when you think you have a read. Can be avoided entirely by anti airs, but cannot be crouched normally.

 

Fire punch costs approximately 10CC, and ice punch is another 10CC.

 

 

~~~~~~~~~~

Duel Phase

~~~~~~~~~~

 

Spoiler

In duel phase, Mewtwo's long range game is very linear. He threatens space with quick approaches and devastating whiff punishes, while dishing out big damage when he finds his opportunities. While he lacks consistent pressure, he makes up for it by using high mobility to bait the responses he wants.

 

~~~~~~~~~~

Light Attacks

~~~~~~~~~~

 

Spoiler

5Y

Spoiler

zKMg8MP.png

Basic jab, 15 frame startup, 3 hits. Nice range, very disjointed, but somewhat held back by its high properties; many common counterpokes will duck it entirely.

 

5YY

Spoiler

kYSePxK.png

Second part of Mewtwo's jab combo; more range, just as disjointed, 4 hits, but can only be canceled into on hit or block. Easy to hit confirm and will occasionally catch counter attacks with its lingering hitbox. Continue pressing the Y button for an auto combo into Pscyho Cut Slash (5AA)

 

8Y

Spoiler

CEHliwO.png

Anti air. 15 frame startup. 4 hits. Lots of range, very disjointed. This move can be jump canceled on hit or block, opening many pressure, combo and bait opportunities. Though negative, it is safe even without a jump cancel. As with all 8Ys, it's upper body invulnerable shortly into its startup. A very strong tool for both offense and defense, its only major flaw is that it's another high.

 

2Y

Spoiler

7FEGOpk.png

Fast low poke. 11 frame startup, 3 hits. Lots of range, very disjointed! One of Mewtwo's best midrange harassment tools. Fairly low reward on its own, but it's only -4 on block and outranges a majority of 9 frame counterpokes. This means most characters need to commit to a counter or a slower low crushing option to contest at max range. Unlike most 2Ys, this attack can not be used to avoid highs.

 

6Y

Spoiler

gaP3fkK.png

11 frame startup, 5 hits, good range, disjointed, you get the idea. 6Y on its own is unsafe on block (-12), but has two different followups to force a mixup situation. Somewhat marred by its mid-high properties, but comes with the benefit of being a quick option that still flinches burst mode opponents.

 

6YY

Spoiler

lqLS3cv.png

A quick followup to 6Y. 5 hits and more range, but even less safe on block (-16). Primarily used as a corner combo ender, but can be used as a risky option to catch an opponent trying to punish 6Y or interrupt 6YX.

 

6YX

Spoiler

wNnMQoV.png

A very slow followup to 6Y. 3 hits, high damage, fantastic range and +-0 on block, but interruptable by anything and everything that would punish 6Y alone. Great midscreen combo ender, and can be used to turn a bad situation around against players who are looking for 6YY.

 

j.Y

Spoiler

Yhps6Sr.png

Your primary air option and one of Mewtwo's most important tools in duel phase. 9 frame startup, hitbox all around, 3 hits, floats on air-to-air hit, decent hitstun on grounded hits and can be canceled into j.X on hit or block. An extremely potent threat when combined with short air dashes. -8 on block when done at the lowest point possible, but pushes opponents far enough that it's generally safe midscreen when performed higher.

 

 

~~~~~~~~~~

Heavy Attacks

~~~~~~~~~~

 

Spoiler

5X

Spoiler

5dLYF3F.png

23 frame startup, single hit, special cancelable, decent range. Mewtwo rears back a bit before delivering the backhand, which can be used to dodge some short range attacks. It's slow to start and incredibly unsafe on block if not canceled, so it's not a great poke, but being one of Mewtwo's few confirmable mids, it makes for a strong meaty option on an opponent's wakeup.

 

8X

Spoiler

D3LjaBa.png

Mewtwo's dedicated throw crush. 27 frame startup, 5 hits, good range, disjoint. While it's slow and doesn't confirm into anything at max range, it is Mewtwo's only decent mid poke. -8 on block but only moves Mewtwo forward slightly, meaning it's well out of range of most 11-15 frame threats when spaced well. It also has deceptively little recovery on whiff.

 

2X

Spoiler

CP6ULDl.png

Hellsweep! A low tail sweep with deceptive range. 19 frame startup. Midscreen it simply scores a knockdown on hit, but in the corner it can lead to big damage. -12 on block, but another attack that outranges a majority of 11 frame responses. Mewtwo's only reliable option to duck high attacks.

 

2XX

Spoiler

zq1omVH.png

Launcher followup to 2X. Safe on block, but interruptable by counters. Leads into a full combo anywhere on the screen. While it's not an attack you'll be landing often in neutral situations, it's a huge reward if you can successfully call out an opponent's high attack.

 

6X

Spoiler

Z7rcXO0.png

Very long range launcher. 19 frame startup. -16 on block, doesn't duck highs and has no form of invulnerability. Very risky, but insanely fast startup relative to its range means you can confirm into it reliably and it will catch people off guard if they aren't cautious within its range. Not to be used haphazardly, but a good option to keep in mind when you need to give your opponent a reason to be afraid.

 

j.X

Spoiler

CTEFzvp.png

Fairly standard diving attack, Mewtwo travels downward at about a 45 degree angle. ~23 frame startup, very large hitbox, + on block when it hits low, and combos into nearly anything you'd want at most heights. Huge reward, but telegraphed startup and significant recovery makes it vulnerable to counter attacks.

 

 

 

~~~~~~~~~~

Field Phase

~~~~~~~~~~

 

Spoiler

Mewtwo gains access to much stronger zoning tools in this phase, and is able to fight effectively at all ranges. With a powerful homing attack and many options to confirm into phase shifts off of projectiles, Mewtwo controls the pace of field phase in a majority of matchups.

~~~~~~~~~~

 

Y

Spoiler

qYDqLl7.png

Basic, quick projectile. While it has low priority, it fires 3 shots, meaning it can beat many other single hit projectiles with even priority. Very weak tracking. Can be canceled into any special move fairly early, making Y > Barrier a very safe way to check your opponent’s reactions. Continue pressing the Y button for an auto combo into Pscyho Cut Slash (5AA).

 

Does not phase shift.

 

Side Y

Spoiler

rz6Uuby.png

Mewtwo glides in the chosen direction while firing 3 weak discs. Again, low priority individually, but beats out single hit projectiles of similar strength. Amazing tracking, big hitbox, special cancelable, slow travel speed, lots of blockstun, decent hitstun. This is Mewtwo’s bread and butter in field phase.


Despite its appearance, it has decent vertical reach, and the horizontal orientation of the discs can make it difficult for opponents to gauge the correct distance to jump them. On block you’re left at a significant advantage from longer ranges, and CADC can be threatened by any of his special cancels depending on distance. The speed of the glide also allows you to dodge many projectiles while firing back. Get very comfortable with this attack, because you’ll be using it a lot. Continue pressing the Y button for an auto combo into Pscyho Cut Slash (5AA).

 

Does not phase shift.

 

Forward Y

Spoiler

30ctlmv.png

Mewtwo fires a large shockwave straight ahead. Counter armor on startup. The shockwave is a wide, high reaching projectile with “transcendent” properties; it clears any weaker projectiles and passes straight through other transcendent projectiles without interacting. Lots of recovery, fairly easy to react to and punishable on block at close ranges, it’s a risky attack to use without purpose. Primarily used as a response to other projectiles, either to armor through them or to punish predictable patterns before they can get started.

 

Always phase shifts.

 

Back Y

Spoiler

Ic5nsSR.pngB2EbByN.png

Commonly referred to as fire spin. Mewtwo places a trap directly underneath the opponent, which erupts into a pillar of flame after a short delay. High priority, 8 hits and special cancelable. Incredible advantage on block; the only attack in Mewtwo’s arsenal that allows a true string into a fully charged counter attack. The trap takes a significant amount of time to activate and only tracks your opponent’s position at startup, meaning it can be easily avoided by simply moving away.

 

Primarily used when you score a knockdown, typically when transitioning out of duel phase. While it does no chip damage and minimal shield damage, the speed of its hits makes it very risky to counter attack through. If an opponent tries, they’ll be locked into the startup for the duration of the fire spin, giving you ample time to respond with a grab, charged counter, or piercing support. Use this to set the pace in field phase; reposition, bait out certain responses, or just get your pressure started. Continue pressing the Y button for an auto combo into Pscyho Cut Slash (5AA).

 

Does not phase shift.

 

j.Y

Spoiler

9GVbgep.png

Mewtwo fires 3 large ice projectiles which spread vertically and travel quickly. Fast startup, low priority, multiple hits, same deal as his other light projectiles. Weak tracking, decent recovery and vulnerable to CADCs up close. This attack is special in that it causes Mewtwo to float slightly before firing, carrying the momentum of his jump. Can be used late in a jump to catch opponents trying to punish your landing, or avoid preemptive counters. Not much blockstun, so don’t use this to approach unless you’ve got a hard read.

 

Does not phase shift.

 

Homing attack (XXX)

Spoiler

hLLlRzl.pngUjGlrqO.pngUHedzWd.png

3 part homing attack. A 2-hit uppercut, followed by a single downward kick and finished with a 3-hit energy blast. High movement speed, good range, activates from well within grab range, and very high priority. Easily one of the strongest homing attacks in the game.

 

The first part comes out quickly and reaches very high, so it's your most reliable anti-air in field phase. The transition from homing 1 to homing 2 is a true blockstring, making this attack very easy to hit confirm. The third attack is very large, difficult to avoid without interrupting, and will guard break when fully charged, so charging it partially is a great way to bait out reactions.

 

Third attack always phase shifts.

 

j.X

Spoiler

l3q1nb7.png

Very similar to duel phase j.X; 45 degree diving attack. Same startup, similar hitbox, + on block when it hits low, but just as vulnerable to counter attacks. This always phase shifts, so use with caution, as the reward is significantly lower than that of duel phase j.X.

 

 

~~~~~~~~~~

Burst Mode

~~~~~~~~~~

 

Spoiler

While Mewtwo doesn't gain much from simply being in burst mode, the threat of his burst attack alone is enough to force a response out of any opponent. It's highly unlikely you'll be seeing this more than once per game, but it's important to utilize it well when you do have it.

~~~~~~~~~~

 

j.Y (Duel phase)

Spoiler

W1OMr87.png

Instead of the circular forcefield, this is now a far reaching kick. Single hit, lots of hitstun, but only hits in front. Less utility than normal j.Y and harder to juggle with, but can confirm into stronger combos without canceling into j.X.

 

8X (Duel phase)

Spoiler

WqyLn9u.png

This becomes a 2 hit, stretchy punch. Still very nice range, and causes a sliding knockdown on hit. Will wallsplat near the corner for big damage opportunities.

 

Fire punch combo (Duel phase)

Spoiler

Same mechanics as normal fire punch combo, but fire punch now applies an attack debuff, while thunder punch applies a speed debuff. The duration of the debuffs is short, but it’s useful to clear your opponent’s buffs or to make your next mixup harder to deal with.

 

Psystrike (Duel phase)

Spoiler

Mewtwo lunges forward a bit during startup, giving this move more effective range. It also gains hitstun on the first hit, making it a true reversal and a decent anti air.

 

Drain Punch (Both phases)

Spoiler

SVsXFLo.png

Stretchy arms, slightly more range.

 

Homing attack (Field phase)

Spoiler

Homing attack 2 hits 3 times, and homing 3 hits 5 times; can stuff counter attacks more reliably.

 

Grab (Field phase)

Spoiler

Base damage increases from 90 to 100

 

L+R

Spoiler

Psydisaster

~~~~~~~~~~

JZZO5w0.png

An 11 frame grab. Fully invincible from the first startup frame until it’s active; cannot be broken by attacks. Very good range, can be used offensively as a mixup or defensively to punish whiffs, gaps in strings, or the landing of characters trying to call it out with a jump. Simply having this attack available exerts tons of pressure, and tends to open opponents up to damaging 8Y mixups.

 

 

Share this post


Link to post
Share on other sites
Guest
This topic is now closed to further replies.
Sign in to follow this  

×