Matchup Summary (Win Condition and Game Plan)
If Shadow Ball and Mewtwo’s aerial drift are allowed to run freely, Snake gets forced to chase outside his setups and eat whiff punishes or grabs from awkward angles. At the same time, Mewtwo is light, large, and still carries a hurtbox on the tail, so once Snake catches him, explosives and heavy normals can convert that opening into a large damage swing very quickly. Grenade and C4 matter most when they are used to force a stop and then let Snake move in on the body.
The full table shows that Rapid Jab Finisher, Jab, all tilts, Dash Attack, Forward Smash, Up Smash, and Down B are all clearly punishable by OOS Dair (6f), with Grab, OOS Bair, Up Smash, and sometimes OOS Nair or OOS Uair extending the reward. By contrast, Forward Air, Back Air, Up Air, and Side B are mostly not real shield-punish spots, while Neutral Air is usually only an OOS Dair check, so the higher-value plan is to cover the landing or Teleport destination instead of insisting on immediate shield retaliation.
The win condition is to use Grenade and C4 to lock down jump and drift lanes, then meet the Shadow Ball charge or Teleport escape with Up Tilt, Up Smash, Bair, or Nikita until the stock is in kill range. At ledge, Mewtwo’s thin frame matters less than his light weight and large hurtbox, so explosive confirms can take stocks surprisingly early.
Mewtwo’s Side B still reflects projectiles and doubles as a grab, so sending single Grenades or Nikita at the same height over and over can hand back the pace. It is usually steadier to keep your setup on stage, hold ledge control, and close the next option rather than chasing too deep offstage.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Snake OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Rapid Jab | 5/8/11… | — | ||
| Rapid Jab Finisher | 6 | -30 |
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| Jab | 5 | -12 |
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| Forward Tilt | 10 | -15/-15/-16 |
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| Up Tilt | 8 | -14/-15/-15 |
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| Down Tilt | 6 | -11/-12/-12 |
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| Dash Attack | 10 | -14 |
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| Forward Smash | 19 | -20/-18 |
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| Up Smash | 9/14/18/22 | -39 |
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| Down Smash | 21 | -8 |
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| Neutral Air | 7/11/15/19/23/27 | -8/-7 |
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| Forward Air | 7 | -3 |
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| Back Air | 13 | -5/-6/-6 |
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| Up Air | 10 | -3/-4/-4 |
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| Down Air | 15 | -6 |
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| Neutral B | 9(+12) | -16 to -2 |
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| Side B | 10 (21/23/25/27/29/31/33/39) | — | ||
| Up B | ** | — | ||
| Down B | 16 | -30 |
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| Grab | 7 | — | ||
| Dash Grab | 10 | — | ||
| Pivot Grab | 11 | — |
Win Condition Checklist
- Do not leave Grenade and C4 as passive objects. Use them to force the Shadow Ball release or the jump path, then move toward Mewtwo before he gets his full air-mobility reset.
- When you block Rapid Jab Finisher, Jab, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, Forward Smash, Up Smash, or Down B, punish reliably with OOS Dair (6f) first, then choose between Grab (10f), OOS Bair (10f), Up Smash (11f), or OOS Nair / OOS Uair (13f) for the better follow-up.
- Do not try to answer Forward Air, Back Air, Up Air, or Side B on the spot. Cover the landing, airdodge, or Teleport end position with Up Smash, C4, and Bair to take the second interaction instead.
- Once Mewtwo is above you, cash in on the light weight and tail hurtbox with Up Tilt, Bair, and explosive confirms so the stock reaches kill range quickly.
- At ledge, keep Nikita and your stage setup available, prioritizing the next trap over a deep chase so Teleport reappearances and jump from ledge are both threatened.
Actions to Avoid
- Overjumping just to avoid Shadow Ball and drifting directly into Mewtwo’s Fair, Bair, or grab ranges.
- Missing guaranteed punishes on Jab, the tilts, Dash Attack, Forward Smash, Up Smash, or Down B and failing to convert the openings that should matter most against such a light character.
- Throwing single Grenades or Nikita straight at visible Side B range and letting the reflect-grab mechanic break Snake’s setup rhythm.
- Giving up stage control for a deep offstage chase and opening room for Teleport drift or aerial movement back to center.