Matchup Summary (Win Condition and Game Plan)
R.O.B. is excellent at extending advantage once gyro, laser, Down Tilt, grab, and Up Air start forcing repeated landings, and Mewtwo’s large hurtbox plus low weight mean one lost scramble can carry all the way to kill percent.
Because of that, Mewtwo should not stay in a flat front-facing projectile war for long. It is more stable to use Shadow Ball to force R.O.B. into an early jump or shield, then punish Jab 1, Jab 2, Forward Tilt, Up Tilt, Dash Attack, Up Air, and Down B on block with Up Smash (9f), Grab (10f), OOS Nair (10f), and OOS Fair (10f), then turn the first opening into a landing trap or gyro-retrieval trap.
Neutral Air, Forward Air, Back Air, and Neutral B are much harder to punish directly in place, and swinging too early there often hands R.O.B. the Down Throw, Up Air, or Up Smash starter he wants. After blocking those options, it is better to pre-cover the landing spot, the drift-back route, and the falling gyro at the same time.
For stocks, it is more consistent to trap the post-fuel landing or ledge recovery with Up Air, Back Air, and fully charged Shadow Ball than to overchase R.O.B.’s long recovery offstage and force a risky scramble.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Mewtwo OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 3 | -13 |
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| Jab 2 | 3 | -13 |
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| Forward Tilt | 7 | -18 |
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| Up Tilt | 4/6 | -14 |
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| Down Tilt | 3 | -5 |
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| Dash Attack | 7 | -17 |
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| Forward Smash | 16 | -28/-30/-33 |
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| Up Smash | 10/14 | -35/-24 |
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| Down Smash | 7/11/16 | -25 |
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| Neutral Air | 14 | -4/-3 |
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| Forward Air | 6 | -6 |
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| Back Air | 19 | -8/-9 |
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| Up Air | 7/9/13/17/23 | -11/-10 |
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| Down Air | 20 | -44/-45/-46 |
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| Neutral B | 25 | -17/-16/-17, -17/-6/-10 |
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| Side B (1) | 13… | -37 |
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| Side B (2) | 13/18/23/28/33/38/ 43/48/53/58/66 | -37 |
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| Up B | — | — | ||
| Down B | 3(+6), 9 | -26 to -21, -21 |
| |
| Grab | 6 | — | ||
| Dash Grab | 9 | — | ||
| Pivot Grab | 10 | — |
Win Condition Checklist
- Use Shadow Ball to force the first jump or shield instead of playing only for projectile trades, then cover either the landing or the gyro pickup before R.O.B. is comfortable again.
- After blocking Jab 1, Jab 2, Forward Tilt, Up Tilt, Dash Attack, Up Air, or Down B, answer immediately with the reachable option from Up Smash (9f), Grab (10f), OOS Nair (10f), and OOS Fair (10f) so R.O.B. cannot keep the grounded sequence going.
- After blocking Neutral Air, Forward Air, Back Air, or Neutral B, do not mash in place. Cover the landing, the retreat path, and the falling gyro together so the second touch belongs to Mewtwo.
- At kill percent, prioritize trapping the post-fuel landing and ledge recovery with Up Air, Back Air, and fully charged Shadow Ball over deep offstage chases.
Actions to Avoid
- Fixating on direct gyro and laser handling from the front and standing still long enough to give R.O.B. the Down Tilt, grab, and Up Air starter he wants.
- Blocking Jab 1, Jab 2, Forward Tilt, Up Tilt, Dash Attack, Up Air, or Down B but still letting R.O.B. reset into another gyro pickup or landing setup.
- Swinging immediately after blocking Neutral Air, Forward Air, Back Air, or Neutral B and walking straight into the Down Throw, Up Air, or Up Smash reversal line.
- Overchasing for a kill offstage and letting Robo Burner drift plus a side switch turn the situation into a bad landing for Mewtwo.