Introduction
Shadow Mewtwo is a volatile character who is the prominent glass cannon of the roster. He uses his own health during all special attacks, with the only exception being Psywave itself. Known to be as strong as the player is, Shadow Mewtwo is extremely volatile with a game focused on controlling the opponent with mixups and solid offense.
SM2’s FP is very strong given threatening tools at round start to claim center stage control, thus creating a good start on his agenda to get a shift with his opponent on the outskirts (meaning near the wall in Duel). Usually at longer ranges, the focus is more towards stage position / collecting synergy crystals although his projectiles are still strong. Specifically, sY and jY which control movement fairly well. Close in to midrange, he has fY, Slash, Homing and Zen. The first three being main options that make one second guess trying to contest, as each has a certain property or two that is pretty good:: high priority, tracking, and / or cancelability. Zen is just there kinda as a slower fY in some cases, but less minus and a tad slower (shrug).
In 2D, SM2 has strong tools in neutral. More of a personal opinion, but he has one of the best neutral game out of the roster, with few beating him. His game here is mainly as the (whiff) Punisher. Tickling toes with 2Y, giving the cold shoulder (6X) to those who you don’t like and just throwing some of that dark physic energy at them (Blast fireballs). His reactive anti air game is pretty good with 8Y and 8A, although getting crafty with a 2X or Teleport crossunder isn’t something to shy away from to gain a better position.
SM2's Burst Mode can be very intimidating, although it isn't for long. His meter gauge is 100cc, the lowest in the game thus making him tied with a few other characters for fastest Burst gain. However, he solely takes the cake when it comes to shortest Burst time at 8 seconds. A huge thing to note is that he doesn't use his own HP for any Special attacks whilst in Burst! Use that to your advantage! Underneath the surface he has some changes to his moveset that allow him to confirm into a threatening Burst Attack: Dark Nova. About his Dark Nova, it has a very large hitbox and deals lots of chip. The closer the opponent is to the center of the hitbox, the more damage it does. It's more commonly used as a punish tool, but there are many ways to confirm it so feel free to explore what you can do with it.
- 480 HP
- 100 CC Synergy Gauge
- Burst Mode Duration: 8 Seconds
- Shield: Weak
- High Stance: Charges Synergy Gauge (can move while active).
- Low Stance: Grants counter armor against Lows on frame 5.
- Shadow Mewtwo cannot crouch Highs with Low Stance.
- FP Forward Dash: 17 Frames
- FP Back Dash: 23 Frames (Invincible from frame 1-8)
- FP Side Dash: 27 Frames
- DP Forward Dash: 17 Frames
- DP Back Dash: 21 Frames (Invincible from frame 1-8)
General Moves
Burst Mode | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
N/A | N/A | N/A | N/A | N/A | N/A | N/A |
Pokemon moves no longer consume HP on use. Certain moves become enhanced. |
Y+B Grab | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Grab | FP 60 / DP 90 | 12 | N/A | i11 | FP Shift (+8) / DP Shift | N/A |
Deals additional damage when in Burst Mode. |
Burst Y+B Grab | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Grab | FP 100 / DP 150 | 12 | N/A | i11 | FP Shift (+8) / DP Shift | N/A |
X+A / [X+A] Counter Attack | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Counter | 80 / 91 | 3 | Mid High | i35 / i55 | +4 / Launch | -8 / +4 |
Shadow Mewtwo is put into a counter state from frame 1-28 (48 if charged). Counter pierces when fully charged. Can be dash canceled by inputting a direction and R. |
j.R Midair Dash | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
N/A | N/A | N/A | N/A | N/A | N/A | N/A |
Shadow Mewtwo dashes forward in the air. Can cancel into aerials. Can halt the distance by canceling into aerials. |
L+R Dark Nova | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 226 (80) | 12 | Mid | i23 | Knockdown | -20 |
Releases a fullscreen wave of dark energy. Only goes through the full animation if done close enough. If done from too far away, the opponent will be launched. Invincible on frame 13. Counter pierces. |
Field Phase Moves
nY | |||||
Attack | Damage | Height | Impact | Hit Adv | Block |
Normal | 12 / 32 (10) | Special Mid | i15 | -6 | -18 |
Creates three orbs that travel in a straight line. Using Miracle Eye causes the orbs to increase in size and track down the opponent. In Burst Mode, the amount of orbs increases to five. Special / fY cancelable. |
sY | |||||
Attack | Damage | Height | Impact | Hit Adv | Block |
Normal | 48 / 40 (10) | Special Mid / Mid | i53 | +44 | +23 |
Shadow Mewtwo dodges to the side and creates arrow-like projectiles that travel in a straight line. Using Miracle Eye transforms the projectiles into mirrors that absorb enemy projectiles. Travels slightly forward, and has increased duration in Burst Mode. Special / fY cancelable. |
fY | |||||
Attack | Damage | Height | Impact | Hit Adv | Block |
Normal | 110 | Mid Low, Mid | i19 | Shift (Launch) | -8 |
A vertical sword attack that spews flames that travel forward. The flames are considered a projectile. |
bY | |||||
Attack | Damage | Height | Impact | Hit Adv | Block |
Normal | 30 / 40 (18) | Mid | i35 | +12 / Shift (+8)* | -16 |
Shadow Mewtwo throws out a pillar that heads towards the opponent. * Using Miracle Eye expands the pillar, causing it to Phase Shift on hit. |
j.Y | |||||
Attack | Damage | Height | Impact | Hit Adv | Block |
Normal | 20 | Mid High | i19 | +16 | -22 |
Throws three orbs that chase down the opponent. In Burst Mode, j.Y throws out five orbs. Special cancelable. |
j.X / j.[X] | |||||
Attack | Damage | Height | Impact | Hit Adv | Block |
Normal | 80 / 100 | Mid High | i24 / i44 | Shift (Knockdown) | -8 / -4 |
Shadow Mewtwo homes in on the opponent and divekicks. Charging the divekick makes it counter pierce. |
Burst j.X / j.[X] | |||||
Attack | Damage | Height | Impact | Hit Adv | Block |
Normal | 113 / 151 | Mid High / Mid | i24 / i44 | Shift (Launch) | -8 / -4 |
In Burst Mode, a pillar spawns upon landing. When charged, the pillar counter pierces as well. |
X Homing Attack 1 | |||||
Attack | Damage | Height | Impact | Hit Adv | Block |
Normal | 50 | Mid | i17 | +8 | -8 |
Shadow Mewtwo homes in on the opponent and does an uppercut. |
XX Homing Attack 2 | |||||
Attack | Damage | Height | Impact | Hit Adv | Block |
Normal | 40 | Mid | i17 | +8 | -4 |
Following up from Homing Attack 1, Shadow Mewtwo kicks the opponent. In Burst Mode, this kick is replaced with a multihit flurry of kicks. |
XXX / XX[X] Homing Attack 3 | |||||
Attack | Damage | Height | Impact | Hit Adv | Block |
Normal | 42 / 110 | Mid | i17 | Shift (+8) | -8 |
Following up from Homing Attack 2, Shadow Mewtwo fires a tornado from Its fist. Can be charged to guard break/counter pierce. If Homing Attack 2 was blocked, there is a 36 frame window to punish a charged Homing Attack 3.* * In Burst Mode, the frame window is reduced to 34 frames. |
Weak Moves
2Y | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 20 | 0 | Low | i11 | 0 | -8 |
A low sword attack that is invincible against Highs on frame 1. Throw crush. Special cancelable. |
2YY | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 27 | 2 | Low | i11 | 0 | -8 |
Throw crush. Special Cancelable |
5Y | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 30 | 0 | High | i15 | 0 / +4* | -8 / -4* |
A three hit jolt of dark energy. Special cancelable. * More advantageous on hit if canceled into Miracle Eye. ** Becomes safer on block if canceled into Miracle Eye. |
5YY | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 64 | 4 | Mid | i15 | +8 / +12* | -12 / -8* |
Special cancelable. * More advantageous on hit if canceled into Miracle Eye. ** Becomes safer on block if canceled into Miracle Eye. |
Burst 5Y | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 30 | 0 | Mid Low | i15 | 0 / +4* | -8 / -4** |
In Burst Mode, 5Y is replaced with a quick one-hit jab. Special cancelable. * More advantageous on hit if canceled into Miracle Eye. ** Becomes safer on block if canceled into Miracle Eye. |
Burst 5YY | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 64 | 4 | Mid | i15 | +8 / +12* | -6 / +2** |
Special cancelable. * More advantageous on hit if canceled into Miracle Eye. ** Becomes safer on block if canceled into Miracle Eye. |
6Y | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 102 / 49 (18) | 4 / 0 | Mid / Mid | i15 | Launch / Launch | -8 / +37 |
An uppercut that spawns a pillar on the other side of the stage. The pillar has no hitstun, unless Shadow Mewtwo is in Burst Mode or has an Attack buff. Using Miracle Eye detonates the pillar and launches the opponent. |
8Y | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 54 | 0 | High | i15 | +4 | -12 |
Shadow Mewtwo does a flurry of vertical kicks. Invincible against Highs and Mid Highs on frame 5. |
8YY / 8Y[Y] | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 60 / 80 | 4 / 12 | High | i15 | Launch / Shift | +10 |
Charging 8YY gives more damage and instantly phase shifts. |
j.Y | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 20 per hit | 0, 1, 1 | Mid High | i11 | +24 | -8 |
Shadow Mewtwo surrounds itself with dark energy. Special cancelable. |
Burst j.Y | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 40 | 3 | Mid High | i11 | +24 | -8 |
In Burst Mode, j.Y is replaced with a quick downwards kick. Special cancelable. |
Strong Moves
2X | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 60 | 3 | Low | i15 | Launch | -12* |
A sliding motion that's invincible against Highs on frame 1. * Becomes safer on block if done at a distance. |
Burst 2X | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 100 | 3 | Low | i15 | Launch | +4 |
In Burst Mode, 2X gains four extra hits. Dealing more damage. Invincible against Highs on frame 1. |
4X | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 60 | 4 | Mid Low | i27 | Crumple | -4 |
Throws out multiple shadow punches that can absorb projectiles. Dash cancelable (both before and after the attack). |
5X | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 30 | 0 | Mid Low | i19 | Crumple | -12 |
A horizontal sword slash that can followup into 5XX. |
5XX | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 60 | 4 | Mid | i19 | Launch | -12 |
A double-sword attack that covers both sides. |
6X | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 60 | 2 | Mid Low | i19 | +8 / +12* | -4 / +2** |
Shadow Mewtwo shoulder tackles the opponent. Special / Jump cancelable. * More advantageous on hit if canceled into Miracle Eye. ** Becomes safer on block if canceled into Miracle Eye. |
8X | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 60 | 4 | Mid Low | i27 | +12 | -8 |
A bolt of electricity that stuns if Its a critical hit. Invincible against Lows on frame 5. Throw crush. |
Burst 8X | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 100 | 4 | Mid | i27 | Launch | +8 |
In Burst Mode, 8X is replaced with an advancing overhead punch. Invincible against Lows on frame 5. Throw crush. |
j.X / j.[X] | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 60 / 80 | 0 | Mid High | i21 / i41 | 20 | -4 / -2 |
Shadow Mewtwo divekicks to the ground. Charging the divekick makes it counter pierce. |
Burst j.X / j.[X] | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 115 / 135 | 3 | Mid High / Mid | i21 / i41 | Launch | -8 / -4 |
In Burst Mode, a pillar spawns upon landing. When charged, the pillar counter pierces as well. |
Pokemon Moves
]A[ Recover | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
N/A | N/A | N/A | N/A | N/A | N/A | N/A |
Shadow Mewtwo briefly pauses and heals 60 recoverable HP. Invincible against Lows on frame 9. |
2A Teleport | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
N/A | N/A | N/A | N/A | N/A | N/A | N/A |
20 HP Recoil on use. A frame 1 invincible Teleport that can change trajectory. Inputting 1A teleports Shadow Mewtwo backwards. Inputting 2A teleport Shadow Mewtwo in place. Inputting 3A teleports Shadow Mewtwo forwards. |
4A Miracle Eye | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
N/A | N/A | N/A | N/A | N/A | N/A | N/A |
20 HP Recoil on use. Shadow Mewtwo flashes an image of an eye, altering the properties of certain moves. Moves such as 2Y, 5Y, and 6X become safer on block when canceled with Miracle Eye. |
5A Psywave | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
N/A | N/A | N/A | N/A | N/A | N/A | N/A |
Shadow Mewtwo charges Psywave, which can lead into multiple actions. Psywave has three levels. The level is based on how long Psywave was charged. Charging Psywave Level Three for too long will cause Psywave to go back to Level One. Can cancel into Teleport by pressing R. Can cancel into an aerial Teleport by pressing B. |
5AA Psywave: Blast | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 57 (16) / 81 (24) / 120 (30) | 2 / 3 / 4 | High / Mid High / Mid | i11 | -2 / +6 / Launch | -12 / -8 / -12 |
10 / 20 / 30 HP Recoil on use. A blast of energy that powers up based on the amount of time charged. Level One Blast is a two-hit slow moving projectile. Level Two Blast is a three-hit projectile with increased speed. Level Three Blast is a one-hit projectile with an even faster speed that launches the opponent. |
5AY Psywave: Slash | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 20 (6) / 30 (8) / 40 (11) | 0 | High | i15 | +4 | -16 |
10 HP Recoil on use. Advances forward with a slashing motion. Shadow Mewtwo advances farther based on the level of the charge. Can cancel into any Psywave action afterwards (5AY only). |
5AYY Psywave: Slash | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 20 (6) | 0 | Mid | i15 | Launch | -16 |
10 HP Recoil on use. |
5AYYY Psywave: Slash | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 54 (16) / 72 (21) / 90 (28) | 4 | Mid High | i15 | Knockdown | -12 |
20 HP Recoil on use. |
5AX Psywave: Vortex | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Counter | 118 (22) / 136 (24) / 154 (27) | 5 | Mid | i33 | Launch | -8 / -8 / +4 |
40 HP Recoil on use. Consumes 5CC of Synergy if blocked or whiffed. Creates a vortex that increases in size and damage by charging Psywave. Counter armor on frame 1. Counter pierces. |
6A Zen Headbutt | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 80 (20) | 4 | Mid Low | i23 | +8 | -4 |
30 HP Recoil on use. Shadow Mewtwo lunges forward with a headbutt. Destroys enemy projectiles on frame 23. |
8A Psystrike | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 57 (18) | 0 | Mid | i15 | Launch | -24 |
40 HP Recoil on use. Shadow Mewtwo conjures a wave of energy upwards. Grants red armor on frame 1. Throw crush. |
8AA / 8A:A Psystrike | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 7 / 14 | 0 | N/A | i15 | Knockdown | N/A |
10 HP Recoil on use. A followup attack from Psystrike. The Just Frame version can be done by pressing A right before the screen transitions. |
8AAA / 8AA:A Psystrike | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 35 / 70 | 12 | N/A | i15 | Knockdown | N/A |
A final followup attack from Psystrike. The Just Frame version can be done by pressing A when Shadow Mewtwo hits the opponent with Its tail. |
j.A Reflect | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
N/A | N/A | N/A | N/A | N/A | N/A | N/A |
20 HP Recoil on use. Shadow Mewtwo creates a barrier that grants counter armor on frame 1. Can cancel into three unique Pokemon moves only usable from Reflect. |
j.AY Reflect: Thunder | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 100 (25) | 4 | Mid | i55 | Stun | +24 |
10 HP Recoil on use. Casts a bolt of thunder from above after a certain amount of time. Thunder halts the momentum from Reflect's jump. Thunder disappears if Shadow Mewtwo grabs. |
j.AX Reflect: Earthquake | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 120 (32) | 4 | Low | i28 | Launch | +4 |
20 HP Recoil on use. Shadow Mewtwo strikes the ground with Its fist. Afterwards, Shadow Mewtwo jumps backwards from where Earthquake was done. |
jAA Reflect: Flamethrower | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 92 (30) | 4 | High | i11 | Stun | -8 |
10 HP Recoil on use. A multihit flame attack that stuns the opponent. Flamethrower carries the momentum from Reflect's jump. |
Combos
Notable Players
- Lydia (JP): Vods
- Mins (US): Twitter