Mewtwo vs Ryu

Ryu Matchup (Mewtwo)

Mewtwo vs Ryu

Mewtwo vs Ryu is most stable when you stop playing directly into Ryu's Forward Tilt (2) and Up Tilt (1), punish Jab 1 and Jab 2, and take the landing or ledge route first.

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Matchup Summary (Win Condition and Game Plan)

Mewtwo wants to stop Ryu’s Jab 1, Jab 2, and Jab 3 with Up Smash (9f), Grab (10f), OOS Fair (10f), and OOS Nair (10f), then force Ryu back outside Forward Tilt (2) and Up Tilt (1) to keep stage control.
In Mewtwo vs Ryu, the stable plan is to avoid playing directly into Ryu’s Forward Tilt (2) and Up Tilt (1) and take the landing or ledge route before Ryu can reset.
The table shows that Ryu’s Jab 1, Jab 2, and Jab 3 can be answered by Mewtwo’s Up Smash (9f), Grab (10f), OOS Fair (10f), and OOS Nair (10f), so those overcommitments should be cashed out immediately.
For Mewtwo, Ryu’s Forward Tilt (2) and Up Tilt (1) are still hard to hit immediately out of shield, so reading the landing spot or ledge route matters more than forcing an early swing.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldMewtwo OOS Candidate MovesBarely Missed Moves
Jab 12-10
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (+3)
Jab 23-21
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Bair (16f)
  • OOS Dair (18f)
Jab 38-21
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Bair (16f)
  • OOS Dair (18f)
Jab (1)7-19
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Bair (16f)
  • OOS Dair (18f)
Jab (2)9-13
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Bair (+3)
Forward Tilt (1)3-20
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Bair (16f)
  • OOS Dair (18f)
Forward Tilt (2)8-8
  • None
  • Up Smash (+1)
  • Grab (+2)
  • OOS Fair (+2)
  • OOS Nair (+2)
Forward Tilt (3)15/17-13
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Bair (+3)
Up Tilt (1)3-8
  • None
  • Up Smash (+1)
  • Grab (+2)
  • OOS Fair (+2)
  • OOS Nair (+2)
Up Tilt (2)7-19
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Bair (16f)
  • OOS Dair (18f)
Down Tilt (1)2-9
  • Up Smash (9f)
  • Grab (+1)
  • OOS Fair (+1)
  • OOS Nair (+1)
Down Tilt (2)6-15
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Bair (+1)
  • OOS Dair (+3)
Dash Attack7-22
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Bair (16f)
  • OOS Dair (18f)
Forward Smash15-19/-18
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Bair (16f)
  • OOS Dair (18f)
Up Smash9-24
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Bair (16f)
  • OOS Dair (18f)
Down Smash5-25
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Bair (16f)
  • OOS Dair (18f)
Neutral Air4-1/-2
  • None
Forward Air8-7/-6, -7/-6
  • None
  • Up Smash (+3)
Back Air8-4/-5
  • None
Up Air6/9-8/-8
  • None
  • Up Smash (+1)
  • Grab (+2)
  • OOS Fair (+2)
  • OOS Nair (+2)
Down Air8-10
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (+3)
Neutral B12-27/-28/-28, -26/-25/-25
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Bair (16f)
  • OOS Dair (18f)
Side B (1)8-40—-72/-35/-67/-65, -38—-70/-33/-64/-63
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Bair (16f)
  • OOS Dair (18f)
Side B (2)8-62 to -61, -61 to -60
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Bair (16f)
  • OOS Dair (18f)
Up B6**
Down B11 (+21), 11(+31), 11(+59)-33, -34, unblockable
  • 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 play directly into Ryu’s Forward Tilt (2) and Up Tilt (1); wait for Ryu’s Jab 1, Jab 2, and Jab 3 and answer with Up Smash (9f), Grab (10f), OOS Fair (10f), and OOS Nair (10f).
  • After Mewtwo blocks Ryu’s Jab 1, Jab 2, and Jab 3, pick the reachable option from Up Smash (9f), Grab (10f), OOS Fair (10f), and OOS Nair (10f) immediately.
  • Mewtwo should not mash after Ryu’s Forward Tilt (2) and Up Tilt (1); take the landing route, escape route, or ledge route first.
  • Mewtwo should finish stocks by breaking Ryu’s landing and recovery routes so Forward Tilt (2) and Up Tilt (1) does not get more neutral reps.

Actions to Avoid

  • Letting Ryu start the exchange on Forward Tilt (2) and Up Tilt (1) terms and giving Mewtwo’s stage control away for free.
  • Having Mewtwo block Ryu’s Jab 1, Jab 2, and Jab 3 but never answer with Up Smash (9f), Grab (10f), OOS Fair (10f), and OOS Nair (10f).
  • Sending Mewtwo too deep after Ryu’s Forward Tilt (2) and Up Tilt (1) and letting the reset punish the chase back.
  • Panicking at the ledge as Mewtwo and simplifying Ryu’s Forward Tilt (2) and Up Tilt (1)-driven advantage sequence.

Reference Links

Related Pages