Mewtwo vs Samus

Samus Matchup (Mewtwo)

Mewtwo vs Samus

Mewtwo vs Samus 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 Samus is strongest at speedy movement, whiff punishing, and landing pressure.
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 Forward Smash, Down Smash, Down Tilt, Side B (1), and Up 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 and Down 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 13-10
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (+3)
Jab 26-15
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Bair (+1)
  • OOS Dair (+3)
Forward Tilt8-17/-16/-15
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Bair (+1)
  • OOS Dair (+3)
Up Tilt15-12
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (+1)
Down Tilt6-26
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Bair (16f)
  • OOS Dair (18f)
Dash Attack8-23
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Bair (16f)
  • OOS Dair (18f)
Forward Smash10-29/-28
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Bair (16f)
  • OOS Dair (18f)
Up Smash11/15/19/23/27-24
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Bair (16f)
  • OOS Dair (18f)
Down Smash9/17-27/-18
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Bair (16f)
  • OOS Dair (18f)
Neutral Air8/14-5/-5/-6
  • None
Forward Air6/12/18/24/30-12/-12/-11
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (+2)
Back Air9-9/-9/-10
  • Up Smash (9f)
  • Grab (+1)
  • OOS Fair (+1)
  • OOS Nair (+1)
Up Air5…-16/-16/-15
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Bair (+1)
  • OOS Dair (+3)
Down Air17-8/-7
  • None
  • Up Smash (+2)
  • Grab (+3)
  • OOS Fair (+3)
  • OOS Nair (+3)
Z Air8/16-4/-3
  • None
Neutral B3(+13)-17 to +4
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Bair (16f)
  • OOS Dair (+1)
Side B (1)18-26
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Bair (16f)
  • OOS Dair (18f)
Side B (2)21-24
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Bair (16f)
  • OOS Dair (18f)
Up B (1)4…
Up B (2)5…
Down B33
Grab15
Dash Grab17
Pivot Grab18

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 Forward Smash, Down Smash, Down Tilt, Side B (1), and Up 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 and Down 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 and Down 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