Matchup Summary (Win Condition and Game Plan)
Mewtwo can make Sora’s early swings miss with Shadow Ball and strong air drift, then carry hard off fair, bair, and grab, but the combination of a large hurtbox and light weight means that once Sora connects at matching height, Mewtwo’s landing and ledge options become much easier to chase repeatedly.
Instead of chasing on the ground, Sora does better by using Firaga and Thundaga to interrupt charge time and lateral movement, then placing lingering nair, fair, and uair ahead of Mewtwo’s re-entry path.
The frame table shows that Rapid Jab Finisher, jab, ftilt, utilt, dtilt, dash attack, fsmash, usmash, and Disable are all punishable by Sora’s OOS nair (9f), OOS fair (9f), Up B (9f), and grab (10f), while fair, bair, uair, and Shadow Ball are usually too safe to force an immediate answer, so it is better to take the second beat at the landing or after Teleport.
Stocks are more reliable when Sora shuts down high positions and ledge space with Blizzaga and uair, then closes with bair, up smash, or forward smash before Mewtwo gets extra chances to drift away.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Sora 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
- Show Firaga and Thundaga often enough to interrupt Shadow Ball charge and lateral drift, then force Mewtwo to jump or swing backward first before contesting at the same height with nair, fair, or uair.
- When you block Rapid Jab Finisher, jab, ftilt, utilt, dtilt, dash attack, fsmash, usmash, or Disable, answer immediately with OOS nair (9f), OOS fair (9f), Up B (9f), or grab (10f) and convert that touch into a landing trap.
- Do not force instant shield punishes on fair, bair, uair, or Shadow Ball. Reset your position, then cover the drift-back landing or the Teleport endpoint with uair, bair, or up smash as the second layer.
- At the ledge, show Blizzaga to slow the timing of getup choices, then cover normal getup and spot dodge with fair or grab, and cover higher recovery routes with uair so the corner sequence keeps going.
- At kill percent, do not overchase offstage. Lean on ledge bair, up smash, and forward smash so Mewtwo’s light weight gets cashed out cleanly.
Actions to Avoid
- Drifting straight into the front of Shadow Ball and letting Mewtwo threaten retreating fair, retreating bair, and grab at the same time.
- Trying to punish fair, bair, uair, and Shadow Ball on shield every time, whiffing, and then getting clipped again by drift-back landings or Teleport reappearance.
- Cycling magic carelessly at close range and giving Mewtwo a clean starter before Sora has established air-space control.
- Swinging anti-airs too early and letting Mewtwo’s air drift shift outside your line, which opens the door for bair or uair whiff punishes.
- Chasing too deep offstage for the kill and letting Teleport reverse the position so Sora ends up under the ledge or in a losing landing.