Mewtwo is ranked 27th on the tier list. Mewtwo has a good array of projectiles, in a similar manner to Link and Young Link, which help from his neutral and edgeguarding game. Its Disable is decent at racking up a lot of damage in a short period of time. It also has slightly disjointed instant-KO attacks with both variations of Disable.
However, its projectile game is somewhat dampened by the mediocrity of Shadow Ball, forcing him to rely more on Mystic Palm, which itself is not the best projectile. However, one of Mewtwo's most glaring flaws is its abysmal air speed, which gives it one of the worst recoveries, and to a further extent, one of the lowest survivability ratings in the game. Coupled with its very large hurtbox, it makes Mewtwo a very unreliable character.
Mewtwo launches a small purple projectile from its palm. As with other projectiles in the game, only one can be on-screen at a time, as attempting to launch another will cancel out the first one, neglecting its range.
Mewtwo extends both arms forward, releasing a quickly growing pulse of shadow energy in front of itself. Strangely for a side attack, Mewtwo cannot skid forward with this move, but it is still able to manually move forward by holding down a movement input.
Mewtwo uses Disable, producing a psychic spark that semicircles above its head. Because grabs and reflectors are not present in this game, Disable loses many of its attributes from its counterpart in the official titles and is merely a damaging move.
Mewtwo uses Shadow Ball, rapidly charging a ball of energy and launching it in front of itself. Because of the charging motion Mewtwo performs, this attack has a notable startup lag that leaves it vulnerable. The Shadow Ball has a unique movement pattern compared to all other projectiles, moving in an undulatory trajectory as it travels.