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It is also Mewtwo’s best out-of-shield option due to his aerial speed allowing him to safely escape pressure (compared to committing to a laggy up smash). Neutral aerial is a multihit move, a combo starter at all percents, and also a safe poke when spaced. Forward aerial is a safe poke when spaced on landing, low percent combo starter and KO option. Mewtwo's aerials are some of the best in the game, with generally quick startup, low landing lag and great power. However, Mewtwo can also use its great ground speed to move in and punish mistakes using these moves, making it necessary for high-level players to recognize when to approach offensively. These traits make Mewtwo one of the strongest characters in the game in terms of outright KO power, though it is optimal for players to not play too close to opponents with quick movement, disjointed range, or attacks that are fast enough to punish any mistakes. Forward smash has decent range, can be angled and is Mewtwo's most powerful smash attack in terms of knockback when spaced (being able to KO at mid percents close to ledge), but has noticeable endlag and is also not safe on shield if landed at close range. In contrast, up smash has the quickest startup of all Mewtwo's smash attacks and is a great anti-air to catch forced landings, but also has the highest ending lag and is generally the most punishable move in Mewtwo's kit. Nonetheless, it is still a risky move to throw out in neutral, due to it having the most amount of startup among all of Mewtwo's smash attacks and being one of few down smashes in the entire game to only hit on one side. On the contrary, down smash is safe on shield and is notorious for causing immense shield damage if it connects. While it is not technically safe on shield, its overall quick speed and long range make it difficult to punish if an enemy reacts too slowly. This makes it a great neutral and combo tool, comboing into all of Mewtwo's aerials and up tilt if the opponent is hit at close range. Down tilt boasts relatively low ending lag, quick startup, and good grounded range while launching opponents at mostly vertical angles. In addition to its somewhat surprising amount of power, it can also be angled to serve as a niche anti-air or ledge-hanging punish option. Forward tilt has good range and a sweetspot that can KO near the ledge at high percents, yet also has noticeable startup and punishable endlag. Neutral attack is a decently disjointed rapid jab that regularly racks up 20% or more damage if the opponent is caught at close range, but it is unsafe on shield. Mewtwo's overall damage output is very high, primarily due to its grounded moves. It also has average falling speed, above average traction, and below average gravity. It also possesses the highest double jump. Its overall mobility is outstanding, as it boasts among the fastest walking, dashing, and air speeds in the game. Mewtwo is a character that fills many archetypes, and despite being relatively large with a slew of powerful moves, a lightweight fighter. Mewtwo must then be defeated on Spear Pillar (the Ω form is used in World of Light). Have Mewtwo join the player's party in World of Light.Clear Classic Mode with Fox or any character in his unlock tree, being the last character unlocked after Wolf.matches, with Mewtwo being the 60th character to be unlocked. 6.1 Most historically significant players.
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