Matchup Summary (Win Condition and Game Plan)
Mewtwo can shift the lane with Shadow Ball and elite mobility, and Confusion can send projectiles back, so mindless Gyro and Robo Beam from the same height often turn into a fast reversal against R.O.B.
But Mewtwo is light and has a large body plus tail hurtbox, so once R.O.B. lands Down Tilt, Fair, Uair, or a Gyro pickup, the juggle and ledgetrap sequence tends to last for a long time.
On shield, Jab, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, Forward Smash, Up Smash, and Down B are all easy to answer with Fair (9f), Grab (10f), OOS Uair (10f), or Up Smash (10f), so it is more stable to steal turns from shield than to force the first swing.
The win condition is to show Gyro first, force out Confusion or Teleport, and then stack Fair, Uair, and Up Smash over the return path until Mewtwo’s light weight turns the sequence into an early stock.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | R.O.B. OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Rapid Jab | 5/8/11… | — | ||
| Rapid Jab Finisher | 6 | -30 |
| |
| Jab | 5 | -12 |
| |
| Forward Tilt | 10 | -15/-15/-16 |
|
|
| Up Tilt | 8 | -14/-15/-15 |
|
|
| Down Tilt | 6 | -11/-12/-12 |
| |
| Dash Attack | 10 | -14 |
|
|
| Forward Smash | 19 | -20/-18 |
| |
| Up Smash | 9/14/18/22 | -39 |
| |
| Down Smash | 21 | -8 |
|
|
| Neutral Air | 7/11/15/19/23/27 | -8/-7 |
|
|
| Forward Air | 7 | -3 |
| |
| Back Air | 13 | -5/-6/-6 |
| |
| Up Air | 10 | -3/-4/-4 |
| |
| Down Air | 15 | -6 |
|
|
| Neutral B | 9(+12) | -16 to -2 |
| |
| Side B | 10 (21/23/25/27/29/31/33/39) | — | ||
| Up B | ** | — | ||
| Down B | 16 | -30 |
| |
| Grab | 7 | — | ||
| Dash Grab | 10 | — | ||
| Pivot Grab | 11 | — |
Win Condition Checklist
- Do not fire Gyro and Robo Beam on the same rhythm. Show one before Shadow Ball charge is established, force out Confusion or jump, then reclaim space with pickup pressure and dash shield.
- After blocking Jab, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, Forward Smash, Up Smash, or Down B, immediately choose the punish that actually reaches: Fair (9f), Grab (10f), OOS Uair (10f), or Up Smash (10f).
- Once Down Tilt, Fair, or Grab connects, do not chase directly over Mewtwo. Keep shrinking the landing space with Uair and Gyro pickups so the slow double jump and large hurtbox stay under pressure.
- For edgeguarding, do not chase Teleport startup too early. Hold Gyro at the ledge to cover both the reappearance point and standard ledge options, then take ledge jump with Uair and in-place or defensive returns with Up Smash or Grab.
- At kill percent, do not add extra Side B guesses or oversized reads. Lean on the moves that cash out on Mewtwo’s light weight: Fair, Up Smash, Uair, and Gyro-held ledge pressure.
Actions to Avoid
- Repeating same-height Robo Beams or careless Gyro tosses and giving Confusion reflections plus high-mobility whiff punishes for free.
- Trying to take space directly above Mewtwo and eating Fair, Bair, or Uair while R.O.B.’s large hurtbox carries the whole punish route into kill percent.
- Blocking Jab or Down Tilt and then choosing jump-out or panic buttons instead of taking the guaranteed Fair, Grab, OOS Uair, or Up Smash punish.
- Spending Robo Burner too early high above the stage and getting trapped again and again by Shadow Ball and Uair on the way down.
- Overchasing offstage, letting Teleport shift the landing point, and giving up your own Gyro ledgetrap for no reason.