Roy vs Mewtwo

Mewtwo Matchup (Roy)

Roy vs Mewtwo

Roy vs Mewtwo is most stable when you refuse to overrespect the opponent's projectiles and keep pressure on the body through shield discipline and forward movement.

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ChatGPT Matchup Summary (Win Condition and Game Plan)

Roy is strongest at disjoint-heavy spacing and tipper control, while Mewtwo is strongest at speedy movement, whiff punishing, and landing pressure.
If you let the opponent pin you down with projectiles, they get to own spacing. The stable plan is to shield well, keep advancing, and pressure the body anyway.
The table shows reliable shield punishes on Up Smash, Rapid Jab Finisher, Down B, Forward Smash, and Forward Tilt, with OOS Uair, OOS Nair, Up B, and Grab 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 ShieldRoy OOS Candidate MovesBarely Missed Moves
Rapid Jab5/8/11…
Rapid Jab Finisher6-30
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up B (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • OOS Fair (13f)
  • OOS Dair (19f)
Jab5-12
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up B (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • OOS Fair (+1)
Forward Tilt10-15/-15/-16
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up B (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • OOS Fair (13f)
Up Tilt8-14/-15/-15
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up B (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • OOS Fair (13f)
Down Tilt6-11/-12/-12
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up B (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • Up Smash (+1)
  • OOS Fair (+2)
Dash Attack10-14
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up B (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • OOS Fair (13f)
Forward Smash19-20/-18
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up B (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • OOS Fair (13f)
  • OOS Dair (+1)
Up Smash9/14/18/22-39
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up B (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • OOS Fair (13f)
  • OOS Dair (19f)
Down Smash21-8
  • OOS Uair (8f)
  • OOS Nair (+1)
  • Up B (+1)
  • Grab (+2)
  • OOS Bair (+3)
Neutral Air7/11/15/19/23/27-8/-7
  • None
  • OOS Uair (+1)
  • OOS Nair (+2)
  • Up B (+2)
  • Grab (+3)
Forward Air7-3
  • None
Back Air13-5/-6/-6
  • None
  • OOS Uair (+3)
Up Air10-3/-4/-4
  • None
Down Air15-6
  • None
  • OOS Uair (+2)
  • OOS Nair (+3)
  • Up B (+3)
Neutral B9(+12)-16 to -2
  • None
Side B10 (21/23/25/27/29/31/33/39)
Up B**
Down B16-30
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up B (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • OOS Fair (13f)
  • OOS Dair (19f)
Grab7
Dash Grab10
Pivot Grab11

Win Condition Checklist

  • Do not chase the opponent’s projectiles by themselves; shield well, push the line forward, and keep pressure on the body.
  • After blocking Up Smash, Rapid Jab Finisher, Down B, Forward Smash, and Forward Tilt, answer immediately with OOS Uair, OOS Nair, Up B, and Grab 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

  • Focusing only on clearing the opponent’s projectiles while shrinking your own chances to touch 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 Roy’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