Matchup Summary (Win Condition and Game Plan)
This matchup becomes awkward when Mewtwo leans too hard on charging Shadow Ball, because Pit can disrupt that rhythm with reflection and arrows, then walk into the fair and nair space Mewtwo wanted to avoid. It is usually better to vary charge timing, aerial drift, and teleport placement so Pit has to swing first and expose a punish window.
Pit is stable everywhere, but Mewtwo still has the heavier single-touch kill routes. If Mewtwo turns fair, grab, or uair pressure into up throw, bair, or a ledge relaunch before Pit can start a long juggle cycle, the matchup stays on Mewtwo’s terms instead of Pit’s steady attrition game.
The frame table shows jab strings, forward tilt, up tilt, down tilt, dash attack, every smash attack, neutral B, and side B are clearly punishable with Up Smash (9f) or Grab (10f). By contrast, bair and dair do not surrender an immediate punish, so trying to solve them only with shield tends to feed Pit another aerial reset.
The win condition is not to outlast Pit’s consistent tempo, but to disguise your setup long enough to turn one whiff punish into a real stock. Central stage and ledge coverage are more reliable here than extended offstage chases.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Mewtwo OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 4 | -18 |
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| Jab 2 | 5 | -21 |
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| Jab 3 | 3 | -23 |
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| Rapid Jab | 6/8/10… | — | ||
| Rapid Jab Finisher | 4 | -40 |
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| Forward Tilt | 10 | -22/-19 |
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| Up Tilt | 6/15 | -23/-13 |
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| Down Tilt | 6 | -13 |
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| Dash Attack | 7 | -17 |
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| Forward Smash | 10/21 | -26 |
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| Up Smash | 6/7/10/18 | -27 |
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| Down Smash | 5/18 | -27/-28/-14/-15 |
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| Neutral Air | 4/7/10/13/16/19/22/25 | -12/-11 |
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| Forward Air | 11/14/18 | -10/-9 |
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| Back Air | 10 | -4/-3 |
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| Up Air | 10/13/16/19/22 | -12/-11 |
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| Down Air | 10 | -8 |
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| Neutral B | 16—76 | -23 to -20 |
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| Side B (1) | 18 | -37 |
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| Side B (2) | 21 | -40 |
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| Up B | — | — | ||
| Down B | 7 (Start of Reflect) | — | ||
| Grab | 6 | — | ||
| Dash Grab | 9 | — | ||
| Pivot Grab | 10 | — |
Win Condition Checklist
- Do not show Shadow Ball on one fixed rhythm. Vary the charge level, aerial stall, and teleport location so Pit cannot line up reflect or arrows on autopilot.
- After blocking Jab 1-3, forward tilt, up tilt, down tilt, dash attack, any smash attack, neutral B, or side B, punish with Up Smash (9f) or Grab (10f) and keep Pit from winning by simple repetition.
- Do not insist on immediate shield punishes against bair or dair. Cover the landing and retreat path with fair, uair, or grab and win the second interaction instead.
- Prefer up throw, bair, and ledge relaunch sequences over deep offstage races so Pit’s long recovery does not drag you away from the stronger stage-side kill routes.
- Because Mewtwo’s survivability is fragile, aim to convert one clean whiff punish into both damage and kill pressure rather than extending every neutral exchange.
Actions to Avoid
- Charging and releasing Shadow Ball in a predictable pattern that Pit can read with reflect or arrows.
- Letting Pit’s fair and nair start the scramble before Mewtwo’s aerial movement has changed the angle.
- Swinging at air after every blocked bair or dair and feeding Pit another landing trap.
- Chasing too far offstage and giving up the stage control that actually produces the safer kills in this matchup.