Mewtwo vs King K. Rool

King K. Rool Matchup (Mewtwo)

Mewtwo vs King K. Rool

Mewtwo vs King K. Rool is most stable when you stop playing directly into King K. Rool's Neutral Air and Forward Air, punish Jab 1 and Jab 2, and take the landing or ledge route first.

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ChatGPT Matchup Summary (Win Condition and Game Plan)

Mewtwo wants to stop King K. Rool’s Jab 1, Jab 2, and Jab 3 with Up Smash (9f), Grab (10f), OOS Fair (10f), and OOS Nair (10f), then force King K. Rool back outside Neutral Air and Forward Air to keep stage control.
In Mewtwo vs King K. Rool, the stable plan is to avoid playing directly into King K. Rool’s Neutral Air and Forward Air and take the landing or ledge route before King K. Rool can reset.
The table shows that King K. Rool’s Jab 1, Jab 2, and Jab 3 can be answered by Mewtwo’s Up Smash (9f), Grab (10f), OOS Fair (10f), and OOS Nair (10f), so those overcommitments should be cashed out immediately.
For Mewtwo, King K. Rool’s Neutral Air and Forward Air are still hard to hit immediately out of shield, so reading the landing spot or ledge route matters more than forcing an early swing.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldMewtwo OOS Candidate MovesBarely Missed Moves
Jab 14-16
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Bair (16f)
  • OOS Dair (+2)
Jab 23-20
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Bair (16f)
  • OOS Dair (18f)
Jab 35-21
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Bair (16f)
  • OOS Dair (18f)
Forward Tilt12-20/-18
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Bair (16f)
  • OOS Dair (18f)
Up Tilt5-21
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Bair (16f)
  • OOS Dair (18f)
Down Tilt13-17
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Bair (16f)
  • OOS Dair (+1)
Dash Attack7-38
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Bair (16f)
  • OOS Dair (18f)
Forward Smash19-29/—/-29/—/-29/-30
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Bair (16f)
  • OOS Dair (18f)
Up Smash6/19/22-55/-42
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Bair (16f)
  • OOS Dair (18f)
Down Smash22-29/-34
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Bair (16f)
  • OOS Dair (18f)
Neutral Air7-4/-5
  • None
Forward Air11-5/-6/-7/-7
  • None
Back Air18-7/-9
  • None
  • Up Smash (+2)
  • Grab (+3)
  • OOS Fair (+3)
  • OOS Nair (+3)
Up Air7-8/-9
  • None
  • Up Smash (+1)
  • Grab (+2)
  • OOS Fair (+2)
  • OOS Nair (+2)
Down Air14-9/-10
  • Up Smash (9f)
  • Grab (+1)
  • OOS Fair (+1)
  • OOS Nair (+1)
Neutral B25-25
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Bair (16f)
  • OOS Dair (18f)
Side B27-26
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Bair (16f)
  • OOS Dair (18f)
Up B11**
Down B5 (Start of Counter)**
Grab8
Dash Grab11
Pivot Grab12

Win Condition Checklist

  • Mewtwo should not play directly into King K. Rool’s Neutral Air and Forward Air; wait for King K. Rool’s Jab 1, Jab 2, and Jab 3 and answer with Up Smash (9f), Grab (10f), OOS Fair (10f), and OOS Nair (10f).
  • After Mewtwo blocks King K. Rool’s Jab 1, Jab 2, and Jab 3, pick the reachable option from Up Smash (9f), Grab (10f), OOS Fair (10f), and OOS Nair (10f) immediately.
  • Mewtwo should not mash after King K. Rool’s Neutral Air and Forward Air; take the landing route, escape route, or ledge route first.
  • Mewtwo should finish stocks by breaking King K. Rool’s landing and recovery routes so Neutral Air and Forward Air does not get more neutral reps.

Actions to Avoid

  • Letting King K. Rool start the exchange on Neutral Air and Forward Air terms and giving Mewtwo’s stage control away for free.
  • Having Mewtwo block King K. Rool’s Jab 1, Jab 2, and Jab 3 but never answer with Up Smash (9f), Grab (10f), OOS Fair (10f), and OOS Nair (10f).
  • Sending Mewtwo too deep after King K. Rool’s Neutral Air and Forward Air and letting the reset punish the chase back.
  • Panicking at the ledge as Mewtwo and simplifying King K. Rool’s Neutral Air and Forward Air-driven advantage sequence.

Reference Links

Related Pages