Ike vs Mewtwo

Mewtwo Matchup (Ike)

Ike vs Mewtwo

Ike vs Mewtwo is most stable when you stop staring at Shadow Ball, claim the Teleport landing first, and keep the sword on Mewtwo's light hurtbox.

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Matchup Summary (Win Condition and Game Plan)

Mewtwo is strongest when Shadow Ball stops Ike from swinging, then air drift and Teleport make the landing point hard to pin down. If Ike chases the movement directly, the sword often whiffs first.
But Mewtwo is still large and light. The stable plan is not to win a projectile minigame. It is to walk behind shield, take space, and put the sword where Teleport or drift is going to end so each clean hit matters more.
The table shows reliable shield punishes on Up Smash, Rapid Jab Finisher, Down B, Forward Smash, and Forward Tilt, with Grab, OOS Bair, OOS Nair, and OOS Fair serving as the main ways to punish panic options up close.
Neutral Air, Forward Air, and Back Air are not the spots to mash. It is safer to hold position, cover the next landing lane, and shrink the routes back to center or ledge.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldIke OOS Candidate MovesBarely Missed Moves
Rapid Jab5/8/11…
Rapid Jab Finisher6-30
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Nair (13f)
  • OOS Fair (14f)
  • Up B (15f)
  • OOS Uair (16f)
  • OOS Dair (19f)
  • Up Smash (25f)
Jab5-12
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Nair (+1)
  • OOS Fair (+2)
  • Up B (+3)
Forward Tilt10-15/-15/-16
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Nair (13f)
  • OOS Fair (14f)
  • Up B (15f)
  • OOS Uair (+1)
Up Tilt8-14/-15/-15
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Nair (13f)
  • OOS Fair (14f)
  • Up B (+1)
  • OOS Uair (+2)
Down Tilt6-11/-12/-12
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Nair (+2)
  • OOS Fair (+3)
Dash Attack10-14
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Nair (13f)
  • OOS Fair (14f)
  • Up B (+1)
  • OOS Uair (+2)
Forward Smash19-20/-18
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Nair (13f)
  • OOS Fair (14f)
  • Up B (15f)
  • OOS Uair (16f)
  • OOS Dair (+1)
Up Smash9/14/18/22-39
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Nair (13f)
  • OOS Fair (14f)
  • Up B (15f)
  • OOS Uair (16f)
  • OOS Dair (19f)
  • Up Smash (25f)
Down Smash21-8
  • None
  • Grab (+2)
  • OOS Bair (+2)
Neutral Air7/11/15/19/23/27-8/-7
  • None
  • Grab (+3)
  • OOS Bair (+3)
Forward Air7-3
  • None
Back Air13-5/-6/-6
  • None
Up Air10-3/-4/-4
  • None
Down Air15-6
  • None
Neutral B9(+12)-16 to -2
  • None
Side B10 (21/23/25/27/29/31/33/39)
Up B**
Down B16-30
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Nair (13f)
  • OOS Fair (14f)
  • Up B (15f)
  • OOS Uair (16f)
  • OOS Dair (19f)
  • Up Smash (25f)
Grab7
Dash Grab10
Pivot Grab11

Win Condition Checklist

  • Do not freeze on Shadow Ball; advance behind shield and take the Teleport landing before Mewtwo resets spacing.
  • After blocking Up Smash, Rapid Jab Finisher, Down B, Forward Smash, and Forward Tilt, answer immediately with Grab, OOS Bair, OOS Nair, or OOS Fair.
  • After shielding Neutral Air, Forward Air, or Back Air, cover the next landing lane instead of swinging immediately.
  • Take stocks by punishing high landings and ledge escapes on Mewtwo’s light body, not by forcing whiff wars in center stage.

Actions to Avoid

  • Spending every decision on Shadow Ball and giving up the real chance to hit the body.
  • Chasing Teleport straight upward and letting Mewtwo choose the landing mixup for free.
  • Mashing after every blocked Neutral Air, Forward Air, or Back Air and eating the next drift or whiff punish.
  • Overchasing offstage for the kill and letting Teleport or aerial drift flip the stage position.

Reference Links

Related Pages