Matchup Summary (Win Condition and Game Plan)
Mewtwo can make this matchup look worse for Lucario whenever Lucario starts chasing too honestly. Shadow Ball, strong air drift, and threatening fair, bair, uair, and throw routes let Mewtwo punish overcommitted entries and keep the light Lucario above or offstage for a long time. If Lucario leans too hard on big callouts or early Force Palm attempts just because Aura is rising, Mewtwo usually gets the whiff it wants.
The important counterpoint is that Mewtwo is still huge and light. Once Lucario pins down the landing rhythm with Aura Sphere, Mewtwo becomes much easier to catch with fair, grab, or dair, and the stock can swing immediately. Lucario should treat Aura Sphere as a way to stop Mewtwo from floating freely first, then turn that hesitation into corner carry and ledge pressure instead of forcing raw scrambles in center stage.
The frame table also gives Lucario clear answers to close-range overextensions: Rapid Jab Finisher, Jab, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, the smash attacks, and Down B are all punishable by OOS Dair, Grab, or OOS Fair when Mewtwo lands too close. By contrast, Fair, Bair, Uair, and Dair are not reliable instant shield punishes.
Kills are most stable when Lucario keeps the ledge sequence going with Aura Sphere and Force Palm coverage, then closes with bair, uair, or up throw. Even at high Aura, the matchup gets worse if Lucario rushes into center-stage brawls and gives Mewtwo the first launcher.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Lucario OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Rapid Jab | 5/8/11… | — | ||
| Rapid Jab Finisher | 6 | -30 |
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| Jab | 5 | -12 |
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| Forward Tilt | 10 | -15/-15/-16 |
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| Up Tilt | 8 | -14/-15/-15 |
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| Down Tilt | 6 | -11/-12/-12 |
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| Dash Attack | 10 | -14 |
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| Forward Smash | 19 | -20/-18 |
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| Up Smash | 9/14/18/22 | -39 |
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| Down Smash | 21 | -8 |
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| Neutral Air | 7/11/15/19/23/27 | -8/-7 |
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| Forward Air | 7 | -3 |
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| Back Air | 13 | -5/-6/-6 |
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| Up Air | 10 | -3/-4/-4 |
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| Down Air | 15 | -6 |
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| Neutral B | 9(+12) | -16 to -2 |
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| Side B | 10 (21/23/25/27/29/31/33/39) | — | ||
| Up B | ** | — | ||
| Down B | 16 | -30 |
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| Grab | 7 | — | ||
| Dash Grab | 10 | — | ||
| Pivot Grab | 11 | — |
Win Condition Checklist
- Do not chase Mewtwo’s drift on pure reaction; use Aura Sphere first to narrow the hover and landing zones.
- Punish Rapid Jab Finisher, Jab, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, the smash attacks, and Down B with OOS Dair, Grab, or OOS Fair when Mewtwo lands close enough.
- After blocking Fair, Bair, Uair, or Dair, do not force a spot punish; take the drift path or landing spot with Fair or dash grab instead.
- Once Mewtwo is cornered, keep ledge pressure with Aura Sphere and Force Palm coverage before looking for bair, uair, or up throw kills.
- High Aura should make your threat cleaner, not wilder; choose kill attempts that still leave you safe from an immediate juggle if they miss.
Actions to Avoid
- Overcommitting to big aerials or Force Palm just because Aura is active and handing Mewtwo an easy whiff punish.
- Trying to punish every blocked Fair, Bair, Uair, or Dair on the spot and getting baited by Mewtwo’s retreat.
- Chasing too deep offstage and losing your corner advantage to Teleport mixups.
- Turning high Aura into a center-stage brawl and dying first because Mewtwo got the first launcher.