Mewtwo vs Zelda

Zelda Matchup (Mewtwo)

Mewtwo vs Zelda

Mewtwo vs Zelda is most stable when you stop playing directly into Zelda's Rapid Jab and Forward Air, punish Rapid Jab Finisher and Jab, and take the landing or ledge route first.

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ChatGPT Matchup Summary (Win Condition and Game Plan)

Mewtwo wants to stop Zelda’s Rapid Jab Finisher, Jab, and Forward Tilt with Up Smash (9f), Grab (10f), OOS Fair (10f), and OOS Nair (10f), then force Zelda back outside Rapid Jab and Forward Air to keep stage control.
In Mewtwo vs Zelda, the stable plan is to avoid playing directly into Zelda’s Rapid Jab and Forward Air and take the landing or ledge route before Zelda can reset.
The table shows that Zelda’s Rapid Jab Finisher, Jab, and Forward Tilt 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, Zelda’s Rapid Jab 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
Rapid Jab4/6/8/10…
Rapid Jab Finisher6-32
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Bair (16f)
  • OOS Dair (18f)
Jab4/7-13
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Bair (+3)
Forward Tilt12-13/-10
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (+3)
Up Tilt7-15
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Bair (+1)
  • OOS Dair (+3)
Down Tilt5-10
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (+3)
Dash Attack6-18
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Bair (16f)
  • OOS Dair (18f)
Forward Smash16/18/20/22/24-16
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Bair (16f)
  • OOS Dair (+2)
Up Smash9/13/17/21/25/29/34-25
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Bair (16f)
  • OOS Dair (18f)
Down Smash5/13-24/-17
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Bair (16f)
  • OOS Dair (+1)
Neutral Air6/10/14/18/22-10/-9
  • Up Smash (9f)
  • Grab (+1)
  • OOS Fair (+1)
  • OOS Nair (+1)
Forward Air6-8/-12
  • None
  • Up Smash (+1)
  • Grab (+2)
  • OOS Fair (+2)
  • OOS Nair (+2)
Back Air6-8/-12
  • None
  • Up Smash (+1)
  • Grab (+2)
  • OOS Fair (+2)
  • OOS Nair (+2)
Up Air14-6/-8
  • None
  • Up Smash (+3)
Down Air14-6/-9
  • None
  • Up Smash (+3)
Neutral B11…-25
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Bair (16f)
  • OOS Dair (18f)
Side B44—70-18 to -10
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (+3)
Up B6/35-29 (ground) // -19 (air)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Bair (16f)
  • OOS Dair (18f)
Down B26/32/38/46/59-127-19 to -15
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Bair (+1)
  • OOS Dair (+3)
Grab10
Dash Grab13
Pivot Grab14

Win Condition Checklist

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

Actions to Avoid

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

Reference Links

Related Pages