Mewtwo vs Ryu

Ryu Matchup (Mewtwo)

Mewtwo vs Ryu

Mewtwo vs Ryu is most stable when you refuse to let the matchup stay only about projectile trades and instead force body contact while stacking clean punishes.

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ChatGPT Matchup Summary (Win Condition and Game Plan)

Mewtwo is strongest at speedy movement, whiff punishing, and landing pressure, while Ryu is strongest at midrange disjoints backed by projectile support.
The more this stays only about projectile trades, the more both sides get to set their preferred pace. The side that steps forward first after forcing hesitation usually takes control.
The table shows reliable shield punishes on Side B (1), Side B (2), Down B, Neutral B, and Down Smash, with Up Smash, Grab, OOS Fair, and OOS Nair showing up most often as the clean ways to take the turn back.
Do not force shield punishes on the relatively safer choices like Neutral Air, Forward Air, and Back Air. It is usually better to read the landing or ledge route and punish the next action.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldMewtwo OOS Candidate MovesBarely Missed Moves
Jab 12-10
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (+3)
Jab 23-21
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Bair (16f)
  • OOS Dair (18f)
Jab 38-21
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Bair (16f)
  • OOS Dair (18f)
Jab (1)7-19
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Bair (16f)
  • OOS Dair (18f)
Jab (2)9-13
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Bair (+3)
Forward Tilt (1)3-20
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Bair (16f)
  • OOS Dair (18f)
Forward Tilt (2)8-8
  • None
  • Up Smash (+1)
  • Grab (+2)
  • OOS Fair (+2)
  • OOS Nair (+2)
Forward Tilt (3)15/17-13
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Bair (+3)
Up Tilt (1)3-8
  • None
  • Up Smash (+1)
  • Grab (+2)
  • OOS Fair (+2)
  • OOS Nair (+2)
Up Tilt (2)7-19
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Bair (16f)
  • OOS Dair (18f)
Down Tilt (1)2-9
  • Up Smash (9f)
  • Grab (+1)
  • OOS Fair (+1)
  • OOS Nair (+1)
Down Tilt (2)6-15
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Bair (+1)
  • OOS Dair (+3)
Dash Attack7-22
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Bair (16f)
  • OOS Dair (18f)
Forward Smash15-19/-18
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Bair (16f)
  • OOS Dair (18f)
Up Smash9-24
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Bair (16f)
  • OOS Dair (18f)
Down Smash5-25
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Bair (16f)
  • OOS Dair (18f)
Neutral Air4-1/-2
  • None
Forward Air8-7/-6, -7/-6
  • None
  • Up Smash (+3)
Back Air8-4/-5
  • None
Up Air6/9-8/-8
  • None
  • Up Smash (+1)
  • Grab (+2)
  • OOS Fair (+2)
  • OOS Nair (+2)
Down Air8-10
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (+3)
Neutral B12-27/-28/-28, -26/-25/-25
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Bair (16f)
  • OOS Dair (18f)
Side B (1)8-40—-72/-35/-67/-65, -38—-70/-33/-64/-63
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Bair (16f)
  • OOS Dair (18f)
Side B (2)8-62 to -61, -61 to -60
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Bair (16f)
  • OOS Dair (18f)
Up B6**
Down B11 (+21), 11(+31), 11(+59)-33, -34, unblockable
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Bair (16f)
  • OOS Dair (18f)
Grab6
Dash Grab9
Pivot Grab10

Win Condition Checklist

  • Do not settle for projectile trades alone; step forward and touch the body as soon as you make the opponent pause.
  • After blocking Side B (1), Side B (2), Down B, Neutral B, and Down Smash, answer immediately with Up Smash, Grab, OOS Fair, and OOS Nair so the opponent cannot keep the turn.
  • Do not force immediate retaliation on Neutral Air, Forward Air, and Back Air; take the landing route, escape route, or ledge direction first.
  • Prioritize kills through landing traps and ledge pressure while keeping your positional advantage intact.

Actions to Avoid

  • Drifting back forever around projectile trades, then giving up the time needed to pressure the body.
  • Swinging after every blocked Neutral Air, Forward Air, and Back Air and feeding the whiff punish or reset the opponent wants.
  • Chasing too deep for the kill and exposing Mewtwo’s own recovery or defensive weakness.
  • Panic-jumping or panic-rolling from the ledge and making the opponent’s ledge trap too simple.

Reference Links

Related Pages