Mewtwo (SSBD)

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Mewtwo
in Super Smash Bros. Dream
Mewtwo

50px
Universe Pokémon
Availability Unlockable
Final Smash Psystrike
MewtwoHeadSSBD.png

Mewtwo is a returning veteran in Super Smash Bros. Dream. He was confirmed by BeepYou on February 28th, 2016. This time around, Mewtwo is referred with male pronouns, just like he was referred to in the movie Mewtwo Strikes Back. He is once again voiced by Keiji Fujiwara, using recycled voice clips from SSB4.

How to unlock[edit | edit source]

  • Play 1500 battles on VS. mode.
  • Clear Classic mode with all other characters from the Pokémon universe.

Mewtwo then must be fought on Pokémon Stadium 2, with the track Battle! (Xerneas/Yveltal) playing.

Attributes[edit | edit source]

Walking speed Dashing speed Falling speed Air speed Gravity Air acceleration Weight Traction
Value 1.1 1.87 1.5 1.15 0.082 0.03 90 0.04

Changes from SSB4[edit | edit source]

Having been considered a sub-par character in all of his Smash Bros. appearances, Mewtwo has been heavily buffed in his transition from SSB4. He has been made more similar to his Melee iteration, while retaining some of his attributes from SSB4 and the unofficial mod for Brawl, Project M. Like in SSB4, Mewtwo is fairly mobile, while like in Project M, he is heavier and harder to KO, has disjointed reach on its tail, and can float. Some of his moves have are now easier to land due to its hitboxes now matching his attack trails. His special moveset is also different from his previous iterations, as Confusion now works much better as a command grab that allows Mewtwo to throw opponents if it lands, and he also has a new down special with much more utility: Dark Pulse. Overall, Mewtwo is significantly better than in his previous iterations.

Aesthetics[edit | edit source]

  • Notice.png Mewtwo is now considered as being male, with his trophy stating such.
  • Notice.png Mewtwo is slightly more vocal, now making sounds when jumping, teetering and using some moves.
  • Notice.png He has a new alternate color based on his shiny appearance, with his eyes turning green as well.
  • Notice.png Some of his previous SFX from Melee play when executing an attack, replacing in most cases the ones SSB4 used. The SSB4 hit SFX will still play when these moves hit, however.

Attributes[edit | edit source]

  • Buff.png He is drastically heavier (72 → 90), meaning he is a medium-lightweight rather than a featherweight, which significantly increases his survivability.
    • Nerf.png The aforementioned change makes Mewtwo easier to combo, though.
  • Nerf.png Mewtwo walks slower (1.2 → 1.1).
  • Nerf.png Mewtwo's dashes slightly slower (1.9 → 1.87).
  • Nerf.png Mewtwo's air speed is slower (1.25 → 1.15).
  • Notice.png Mewtwo's midair jump now uses its Melee SFX on execution.
  • Buff.png Mewtwo can now float, much like Peach (though it is called "hovering" in game). It lasts for one second less than Peach's float, which is compensated by his superior aerial mobility.
  • Buff.png Mewtwo's tail is a bit longer, resulting in increased reach on any attacks that involve him using his tail, such as his tilts. Additionally, only the inner half of his tail has a hurtbox (whereas in Melee and SSB4 the entire tail has a hurtbox), thus giving Mewtwo disjointed hitboxes on his tail attacks. The hitboxes on said attacks also now match their attack trails, resulting in Mewtwo having even longer range.

Ground attacks[edit | edit source]

  • Notice.png All tilts now use their Melee SFX on execution.
  • Buff.png Forward tilt has slightly less startup lag (frame 10 → 8) and an angled forward tilt lasts 1 more frame (2 → 3 frames).
  • Buff.png Up tilt has slightly less startup lag (frame 8 → 6) and has less ending lag (17 → 14 frames). The clean hitbox also lasts 1 more frame (1 → 2 frames) and the sourspot that sent opponents on the Sakurai angle has been removed (361° → 110°).
  • Buff.png Down tilt now knocks opponents on a different angle regardless of where it lands (80°/70°/60° → 70°). This allows for easier followups. The mid part of his tail also deals .5% more damage (4.5% → 5%).
  • Buff.png Forward smash's sweetspot is a bit larger and has longer reach in front of Mewtwo, both visually and hitbox-wise. Its sourspot is also slightly smaller and is now overlapped by the attack's sweetspot. It also has slightly less startup lag (frame 19 → 17) and less ending lag (32 → 28 frames).
  • Notice.png Forward smash's sweetspot has higher hitlag (x1.? → x1.6), while the sourspot's hitlag is lower (x1.? → x1.0). This is to help differentiate both hitboxes.
  • Buff.png Up smash's grounded hitbox is a bit larger, making it easier to land on grounded opponents. The looping hitbox part has an additional hitbox from frames 34-35 (with the finishing hit being moved to frames 38-39), meaning the attck deals 1% more damage if all hits connect (16% → 17%). As a result, the move also has less ending lag (39 → 35 frames).
  • Buff.png Down smash has slightly less startup lag (frame 21 → 19) and now hits behind Mewtwo as well (with his animation now having him pointing both fingers to the ground). The move's latter half also has a new weak lingering hitbox that lasts from frames 21-23 and deals 8% with weaker knockback growth (118 → 100), making it safer to land. As a result of the new lingering hitbox, the move has also 1 frame less of ending lag (22 → 21 frames).

Aerial attacks[edit | edit source]

  • Buff.png Neutral aerial's hitbox is larger and no longer has trascendent priority, allowing it to cancel out weak projectiles and now properly covering Mewtwo. The move comes out slightly faster (frame 6 → 5). The first eight hits now send opponents on the autolink angle (185°/110° → 366°), have higher base knockback on all hitboxes (22/46 → 50) and deal .5% more damage (1% → 1.5%), meaning the move deals more damage overall (12% → 16%). The move's landing hitbox has also been restored, making the move harder to punish when landing, but it deals half less damage (4% → 2%) with different knockback (?? base/?? scaling → 20/100).
  • Nerf.png Neutral aerial has slightly more landing lag (13 → 16 frames).
  • Buff.png Forward aerial has slightly more vertical reach above Mewtwo. The move comes slightly faster (frame 6 → 5) and can now also SHFF due to it autocanceling earlier (frame 38 → 30).
  • Notice.png Back and up aerials now use their Melee SFX on execution.
  • Buff.png Back aerial has slightly faster startup lag (frame 13 → 11). Its sweetspot is also bigger.
  • Nerf.png Back aerial deals 1% less damage at the tip of the tail (9% → 8%), though with its knockback scaling mostly compensated (90 → 100).
  • Buff.png Up aerial has slightly faster startup lag (frame 10 → 9) and the sweetspot is now located at the tip of the tail like in Melee (11%/9%/7% → 7%/9%/11%), which is also bigger and now overlaps the sourspot hitboxes.
  • Notice.png Up aerial now sends opponents opponents on the same angle regardless of where it hits (72°/65°/55° → 70°).

Grab/throws/other attacks[edit | edit source]

  • Buff.png Grab has slightly higher range (now being as high as in Melee).
  • Buff.png Dash grab comes out slightly faster (frame 9 → 8) and has less ending lag (33 → 28 frames).
  • Buff.png Pummel deals 1% more damage (2% → 3%).
  • Buff.png Forward throw's Shadow Balls have much lower SDI multipliers, making it harder to escape the entire throw.
  • Buff.png Back throw deals 1% more damage (10% → 11%), making it slightly stronger despite its reduced knockback scaling (75 → 70).
  • Buff.png Up throw is stronger (72 base/65 scaling → 70/72).
  • Notice.png The last part of Mewtwo's back throw SFX now plays when the opponent is thrown during his up throw.
  • Buff.png Down throw has less ending lag and its base knockback is stronger while its scaling is weaker (65 base/50 scaling → 90/35), allowing for followups once again.
  • Notice.png Down throw now uses its Melee SFX on execution.

Special moves[edit | edit source]

  • Buff.png Shadow Ball's hitbox while charging has been restored.
  • Notice.png Shadow Ball's hitbox while charging now has a darkness effect instead of an electric one.
  • Notice.png A fully charged Shadow Ball now uses its Melee SFX while still charging.
  • Buff.png Confusion's command grab now works similar to DK's cargo throw, letting Mewtwo throw opponents on a desired direction, with the default one being forward if no inputs are made afterwards. Mewtwo's throws are almost the same as his default ones, but in a weaker state as they deal less damage (13% total → 8% forward, 11% → 6% back, 12% → 7% up, 4% hit 1/5% throw → 5% down). This down throw is also a weak meteor smash with lower knockback than Mewtwo's default down throw (90 base/35 scaling → 20/70). This makes Mewtwo more difficult to edgeguard while setting up an edgeguard for him as well. The move still reflects projectiles and gives Mewtwo some a slight vertical boost on the first use.
  • Nerf.png Due to the moves' new nature, Confusion no longer deals damage if opponents are caught inside the ripple, with all throws dealing less damage than it previously did (~9.0495% → 8%/6%/7%/5%).
  • Buff.png Teleport no longer plays out its momentum-granting endlag if Mewtwo re-appears on the ground, like in Melee.
  • Notice.png Teleport now plays a combination of Melee's SFX and SSB4's SFX during startup.
  • Notice.png Mewtwo has a new down special: Dark Pulse. It involves him reaching out with his hand and releasing a blast of darkness while command grabbing nearby foes, much like Lucario's Force Palm, but with the same strength throughout the attack. When Mewtwo succesfully grabs the opponent, he'll also utter "Orokana!" (japanese for "Foolish!").
  • Buff.png Dark Pulse deals much more damage (1% → 11% projectile close/7% projectile far/13% command grab) and has actual knockback (0/0 → 50/48 projectile, 20/118 command grab). As a command grab, it also comes out faster (frame 16 → 9). Overall, it has much higher utility as a move.
  • Nerf.png As a projectile, Dark Pulse comes out slower (frame 16 → 23) and lasts shorter (frames 16-?? → 23-27). It also has higher ending lag, both as a command grab and as a projectile (?? → 24 frames (command grab)/37 (projectile)).
  • Buff.png Psystrike deals more damage (30% → 40%) with knockback compensated (50 base/80 scaling → 45/65).

Trivia[edit | edit source]

  • One of his unlock criteria (playing 1500 VS matches) is a reference to his Pokédex number, #150.
  • Despite having Dark Pulse, Mewtwo cannot learn Dark Pulse by any means in the game. A similar thing occurs with Teleport (though he can learn it on Generation I by TM30).