Matchup Summary (Win Condition and Game Plan)
Mewtwo wants to block Joker’s Jab 1-3, tilts, Dash Attack, smash attacks, Forward Air, Up Air, and Eiha, then answer with Up Smash (9f), Grab (10f), OOS Nair (10f), or OOS Fair (10f) before Joker can loop that touch into another landing trap.
Joker still pressures Mewtwo’s large hurtbox extremely well with Gun, Eiha, mobility, and Arsene, but his clean kill routes are much thinner before Arsene appears, so Mewtwo benefits from getting the lead and forcing Joker to chase first.
The table shows punish windows on Joker’s jab string, Up Tilt, Down Tilt, Dash Attack, smash attacks, and Eiha, which means Mewtwo should lean on Shadow Ball, drift mix, Fair, Uair, and Grab for repeatable advantage rather than forcing raw high-commitment swings.
For stocks, Mewtwo should convert earlier through throw setups, Bair, Uthrow, and ledge pressure while Joker is still in base form, then slow the game down once Arsene is out and make the dangerous clock work against Joker.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Mewtwo OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 4 | -16 |
|
|
| Jab 2 | 3 | -17 |
|
|
| Jab 3 | 3 | -26 |
| |
| Forward Tilt | 8/13 | /-15(/-11) |
|
|
| Up Tilt | 8/11/14/17/20 | -27 |
| |
| Down Tilt | 8 | -22(-19) |
| |
| Dash Attack | 6/15 | **/-23 |
| |
| Forward Smash | 16 | -21 |
| |
| Up Smash | 10 | -32(-30) |
| |
| Down Smash | 12/16 | -24/-20(—/-18) |
| |
| Neutral Air | 12 | -5 |
| |
| Forward Air | 7/12 | -10/-9 |
|
|
| Back Air | 7 | -5 |
| |
| Up Air | 5… | -12 |
|
|
| Down Air | 13 | -7 |
|
|
| Neutral B (1) | 12/37/65 | ** | ||
| Neutral B (2) | 12/18/24 | ** | ||
| Side B (1) | 16 | -27 |
| |
| Side B (2) | 16 (1/6/11/16) | ** | ||
| Up B (1) | 20 | ** | ||
| Up B (2) | ** | — | ||
| Down B (1) | 3 (Start of Block) | — | ||
| Down B (2) | 4 (Start of Counter) | — | ||
| Grab | 6 | — | ||
| Dash Grab | 8 | — | ||
| Pivot Grab | 9 | — |
Win Condition Checklist
- After Mewtwo blocks Joker’s Jab 1-3, tilts, Dash Attack, smash attacks, Forward Air, Up Air, or Eiha, punish immediately with Up Smash (9f), Grab (10f), OOS Nair (10f), or OOS Fair (10f).
- Do not stand still in front of Gun and Eiha; show Shadow Ball first, then use drift and repositioning to touch Joker on a whiff or a shielded approach.
- Once Joker is above Mewtwo, keep chasing the landing with Uair, Fair, and Bair so base Joker never gets the calm time he wants before Arsene.
- After Arsene appears, lower the scramble count, use Grab, Uthrow, and Shadow Ball to drain the timer, and only take close-range risks when the reward is clear.
Actions to Avoid
- Letting Joker farm Gun and Eiha pressure uncontested until Arsene arrives with no percent or stage lead to show for it.
- Accepting repeated point-blank scrambles where Joker’s Nair and Uair can exploit Mewtwo’s huge hurtbox and start long advantage.
- Covering only the ledge lip and giving Joker the tether recovery route back for free.
- Swinging the same high-reward options into Arsene timing and handing Joker a counter or a lethal reversal.