Mewtwo vs Link

Link Matchup (Mewtwo)

Mewtwo vs Link

Mewtwo vs Link is most stable when you refuse to brawl directly with Link's projectile wall, cash out shield punishes on grounded commitments, and turn juggle advantage into ledge pressure.

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Matchup Summary (Win Condition and Game Plan)

Mewtwo should treat Shadow Ball less as a pure zoning answer and more as pressure that forces Link to reveal jump timing, shield timing, or bomb pulls before Link settles into Arrow and Boomerang control.
The table shows that after blocking Link’s Jab 1, Jab 2, Forward Tilt, Down Tilt, Up Tilt, Dash Attack, Neutral B, and Down B (2), Mewtwo can answer with Up Smash (9f), Grab (10f), OOS Nair (10f), and OOS Fair (10f), so Link’s grounded commitments can be taxed immediately.
At the same time, Link’s Neutral Air, Forward Air, Back Air, Up Air, and Side B are mostly safe on block, so forcing an immediate swing into the sword wall is less reliable than taking the landing spot, drift path, or bomb pickup route first.
Mewtwo should finish stocks by exploiting Link’s weak raw recovery and low combo escape, carrying juggle advantage to the ledge and covering both Spin Attack and bomb recovery without overchasing past Teleport’s return window.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldMewtwo OOS Candidate MovesBarely Missed Moves
Jab 17-12
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (+1)
Jab 25-16
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Bair (16f)
  • OOS Dair (+2)
Jab 36-23
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Bair (16f)
  • OOS Dair (18f)
Forward Tilt15-12
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (+1)
Up Tilt8-16
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Bair (16f)
  • OOS Dair (+2)
Down Tilt10-11
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (+2)
Dash Attack20-19
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Bair (16f)
  • OOS Dair (18f)
Forward Smash (1)17-27/-23/**
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Bair (16f)
  • OOS Dair (18f)
Forward Smash (2)10-41
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Bair (16f)
  • OOS Dair (18f)
Up Smash10/25/41-28
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Bair (16f)
  • OOS Dair (18f)
Down Smash12/24(-31/-32/??)/(-23/-23/??)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Bair (16f)
  • OOS Dair (18f)
Neutral Air7-1/-3
  • None
Forward Air16/24-7/-7
  • None
  • Up Smash (+2)
  • Grab (+3)
  • OOS Fair (+3)
  • OOS Nair (+3)
Back Air6/15-3/-3
  • None
Up Air11-8/-9
  • None
  • Up Smash (+1)
  • Grab (+2)
  • OOS Fair (+2)
  • OOS Nair (+2)
Down Air14Bounce: ** | Fast Fall: -13/-13
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Bair (+3)
Neutral B16-52-21 to -15
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Bair (+1)
  • OOS Dair (+3)
Side B27-7/-9
  • None
  • Up Smash (+2)
  • Grab (+3)
  • OOS Fair (+3)
  • OOS Nair (+3)
Up B (1)7-56
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Bair (16f)
  • OOS Dair (18f)
Up B (2)8/16/22/31/47
Down B (1)
Down B (2)12-19
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Bair (16f)
  • OOS Dair (18f)
Grab6
Dash Grab9
Pivot Grab10

Win Condition Checklist

  • Mewtwo should not stop after throwing Shadow Ball; advance on Link’s jump, shield, and bomb pull timing so Link cannot comfortably rebuild midrange control.
  • After Mewtwo blocks Link’s Jab 1, Jab 2, Forward Tilt, Down Tilt, Up Tilt, Dash Attack, Neutral B, or Down B (2), immediately choose the reachable answer from Up Smash (9f), Grab (10f), OOS Nair (10f), and OOS Fair (10f).
  • Mewtwo should not force a mash punish after blocking Link’s Neutral Air, Forward Air, Back Air, Up Air, or Side B; claim the landing spot, retreat line, or bomb pickup route first.
  • Once Mewtwo launches Link, carry the juggle to the ledge and narrow the recovery with Fair, Bair, Uair, and ledge trapping while watching for both Spin Attack and bomb recovery.

Actions to Avoid

  • Charging Shadow Ball in a flat rhythm from the ground and giving Link free time to shield, shoot Arrow, or layer Boomerang first.
  • Letting Link’s jabs, tilts, Neutral B, or Down B (2) go unpunished after shield and removing Mewtwo’s main close-range deterrent.
  • Swinging immediately after every blocked Neutral Air or Forward Air and getting clipped by Link’s lingering hitboxes and sword range.
  • Chasing Link’s recovery so deep that Spin Attack or bomb explosions reverse the position before Mewtwo can return safely with Teleport.

Reference Links

Related Pages