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Pokkén Tournament Mewtwo Guide

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Pokkén Tournament Mewtwo Guide


General Information

- character type: standard

- health: 600

- synergy gauge: 400cc

- unlocked by: clear story mode through Red League


Glossary of Terms Used (credits to @Milln for this thread): 



Considered by many to be the strongest character in Pokkén as of recently, Mewtwo is a dominant force in the metagame that you should always be prepared for. Mewtwo has so many tools at his disposal. Knowing the right tools to use in every situation will allow you to unlock Mewtwo’s true potential. On the other hand, having so many tools can be overwhelming to you, the player! This can make Mewtwo somewhat difficult to effectively play, although the work is definitely worth the reward. Ideally, by the end of this guide, you should have a good idea how to utilize these tools to their full effect.


Pros and Cons

+ good damage

+ strong whiff punishes

+ lots of options for mobility

+ amazing field phase

+ good anti air

+ incredibly long range poke to play neutral with

+ iAD j.Y is an amazing all-purpose tool for Mewtwo, potentially one of the best moves in the game

+ doesn’t lose any matchups, and wins several

- lack of safe mids

- no particularly strong mixups

- by extension, not the strongest okizeme

- biggest synergy gauge in the game as well as specials that drain meter hold him back against fast burst characters



While he's not known for them, Mewtwo has some tools to pressure opponents with. Chief among these is iAD j.Y. iAD j.Y is a move that has good framedata, can confirm into a combo, and is hard to contest. On hit, he can go into the j.X followup and do pretty much anything. If it gets blocked, it's normally -8, but if you press X right as you land, it can be up to +2. More info on this move can be found here: 


Because Mewtwo has no safe mid, and because his main offensive tools have lots of pushback on block, your best pressure will be in the corner. The main corner mixup is 8Y/iAD j.Y/grab. Grab will open up the opponent if they try to block or CA, iAD j.Y will catch most lows (you can substitute it with 2Y against some moves that go under iAD j.Y), and 8Y will beat high moves and jumps. Also, Mewtwo's 8Y can be jump canceled. In the corner, this is really useful, as it lets you connect with iAD j.Y afterwards on grounded opponents. This property makes it a viable meaty against characters who don't have an option to beat it every time. If the opponent tries to CA it, you can always use j.A, delay j.X, or just do an empty airdash, but these options are all very risky.

Once he has a knockdown, Mewtwo has a handful of options, but none have particularly high reward in comparison to the risk. At midscreen, Mewtwo can do meaty 5X followed by Barrier. From there, he can cover their defensive option with 1 of 3 followups. However, if the opponent jumps, all the followups will whiff, unless you do a delayed Confusion. As mentioned, you can do a meaty 8Y in the corner. Other than that, you can iAD j.Y, grab, or simply back off and return to neutral.



Mewtwo is very good at keeping his opponents out. In field phase, he has an onslaught of projectiles he can throw at his opponents, making him almost look like a zoner. sY is the one you’ll probably end up using the most. It has 3 hits, travels quickly, and has absurd amounts of tracking. This move locks the opponent down with ease, creating space and giving you an opportunity to confirm into a special. Similar to sY, nY is another fast moving 3 hit projectile, but it doesn’t track as much as sY. The tradeoff is that it has better framedata than sY overall. You can use this projectile in the midrange to keep your opponents on the defensive. 

While it takes way too long to become active for use in even mid level play during neutral, as an oki tool bY can be considered the best in the game. It is +60 on block and is a true blockstring into charged CA, which is +8 on block and does serious shield damage. If they attempt to CA it in any way, you can either let the fully charged CA rip for a hard knockdown or grab for a chunk of synergy. If they attack, bY will lock them in place, allowing for a multitude of followups ranging from a grab to Hyper Beam. There is no way to beat this okizeme other than holding block and waiting until it is your turn. For these reasons, it is an extremely good idea to learn where and when you are allowed to set this oki up.

Duel Phase changes Mewtwo's options considerably. At the long range, Mewtwo's Psycho Cut demands respect against most characters, as it can be dash canceled for extra mobility. Be careful, however: it can be low profiled, meaning some characters can actually punish it with a slide. To prevent them from jumping in on you, you can use 8Y as an anti air. In addition to having head invulnerability starting from the 5th frame, you can rack up big damage if you connect with it. As far as the ground game goes, 2Y has great range, even reaching further than attacks like Lucario's 2Y. The drawback is that it does very low damage and cannot be special canceled. If your opponent whiffs a move, you can often use 6X to punish it. It moves Mewtwo forward very far, is quick for a whiff punish (17f), and often leads into a combo.

Once the opponent is close to you, Mewtwo has several options he can use to get his opponent off of him, although most of them are risky. 2A is a command counter that leads to big damage on a critical hit, iAD j.Y will beat grabs and low attacks, and simply backdashing will avoid a lot of moves at the cost of sacrificing space. Knowing when to use which move is important in the neutral game, but don't worry if you struggle with keeping your opponents away: it will come with experience.



Most Mewtwo players tend to only use 2 or 3 supports to cover his few weaknesses, switching between them depending on the matchup. Let’s go over them.

- Eevee: The most common support for Mewtwo, Eevee has a lot of utility for Mewtwo. Having an Attack buff increases the potency of Mewtwo’s attacks, allowing him more damage, earlier guard breaks, and most importantly, the ability to use light attacks against an opponent with burst. Because he struggles so much against fast burst characters, using Eevee can be a smart choice. As an added bonus, Eevee also heals a bit of recoverable health. The other half of the Eevee set, Frogadier, can create some opportunities to control space, but otherwise doesn’t do much for Mewtwo.

- Togekiss: One of Mewtwo’s biggest assets is his mobility. He moves very fast in field phase, has a dash cancelable projectile, a jump cancel, and a quick dash. Adding a Speed buff on top of all that can be very frustrating to deal with for an opponent. It also makes it easier for him to punish his opponents, what with him being able to move from one point to the next faster. It also heals some recoverable health. Don’t be fooled: Rotom is awful. It’s only useful for calling out jumps fullscreen, which isn’t really necessary at all.

- Umbreon: Everyone’s favorite "panic button" support is useful on Mewtwo as well. It locks opponents out of critical hits and takes synergy meter, which can put a damper on your opponent’s ability to terrorize you with synergy. Aside from Psydisaster in burst, Umbreon is the only 9f fully invincible move that Mewtwo has access to. This can be particularly useful against characters like Garchomp and Charizard, who have strong setplay options, as a tool to go back to neutral. Espeon ultimately won’t be saving you from as many dire situations as Umbreon.


Burst Mode

While not regarded as a particularly strong burst, Mega Mewtwo X comes with some interesting moveset changes and a very potent Burst Attack, Psydisaster. The details:

- Mega Mewtwo X lasts 12 seconds.

- Mewtwo gains Psydisaster, a 9f fully invincible command grab (that also beats attacks!) that can always pose your opponent a big threat.

- Psystrike (8A) has hitstun in Burst.

- Fire Punch (2A) causes an Attack Down debuff, and the Thunder Punch followup causes a Speed Down debuff, each one lasting 6 seconds.

- 8X becomes a single hit 4PSP grab crush that causes a knockdown or low wallbang, based on positioning. It has a sweet spot at the fist.

- j.Y becomes a single hit 3PSP ‘toe stub’ attack with a lot of hitstun. Good for combos, but loses some of its good hitboxes above Mewtwo.

- Drain Punch (4AX) gets increased range.

Overall, Mega Mewtwo X gets more reward off a punish at the cost of his j.Y pressure not being as hard to escape. In addition to Mewtwo's burst charging very slowly it also elicits much riskier play from opponents once they know about your options. It can be difficult to adjust to this crazy play at times, and for the most part you'll never really land Burst Attack in the interest of covering the option they'll most likely be taking. Somewhat related to this is that Burst jY may cause you to drop combos if you want to iAD extremely fast. You also have very limited air to air options, as Burst jY's horizontal hitbox is somewhat pitiful. Fire Punch's new debuffs last a very short time and for the most part are made to clear buffs, not actually debuff the opponent. Burst Mode is not a tool to neglect, but overall it's neither the strongest nor the weakest of the cast's Synergy Bursts.


Additional Resources


Mewtwo Movelist Overview (credits to @Thulius for this thread): 


Mewtwo Combo Guide: 


Mewtwo’s Matchups: 

Mewtwo Videos: 



I hope this guide was helpful to you. Special thanks go to @Thulius. @Aegis____, and @Mewtater for their contributions to this guide. I will be updating this thread periodically as information changes. If you have any questions about Mewtwo or this guide, ask me (@6tennis#3069) or any of the Mewtwo mains in the Pokkén Mewtwo Discord server: https://discord.gg/m4fRc7M

Take care!

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