Super Smash Bros. Melee/Mewtwo

Handling a Weapon

 * Home-Run Bat, Lip's Stick, Fan, Beam Sword, Star Rod
 * Mewtwo never physically touches an item, they all merely float near him.

Special Attacks
{| !Button(s) !Attack !Description/notes
 * Shadow Ball
 * While on the ground or in the air, press B and Mewtwo will start charging his Shadow Ball. Any enemy that comes into contact with the Shadow Ball while Mewtwo is still charging will be damaged slightly. While charging, press R or L to cease charging, or left or right to dodge in that direction. If Mewtwo finishes charging, but is interrupted, the charge for the Shadow Ball will still remain, as long as Mewtwo had charged for long enough. The Shadow ball will cause an explosion if it hits an obstruction in it's path, which can cause damage to any enemy close enough. Throwing a partially-charged Shadow Ball big enough, will cause you to recoil, significantly if you are in the air while throwing it.
 * Teleport
 * Mewtwo will immediately move from one point to another. There is a very short wind up time before Mewtwo teleports. Thus you are able to move in a direction in which you wish Mewtwo to go when he teleports, however, you must be quick, otherwise he will just teleport up. This move makes Mewtwo invulnerable while he is teleporting, so when he uses Teleport, he cannot be attacked.
 * Disable
 * Mewtwo will jerk his head and release a short-distance attack represented by two shiny dots. Mewtwo must make eye-contact with the enemy for it to work. How long the enemy is disabled depends on the current damage of the enemy, much like Jigglypuff's singing, but it doesn't last as long. If you use this move while the enemy is already disabled, the enemy will get knocked away as if he was punched, doing 1% damage. If you use this move on an enemy who is in the air, they will also get knocked back as if they were punched. Note that this attack is considered a projectile and can be reflected back into Mewtwo.
 * width="110"|
 * Confusion
 * Mewtwo will spin an enemy around whether he or she is in the air or on the ground. It causes a maximum of 10% damage and will degrade to a minimum of 5% damage if it is used continuously. After using this move, the enemy will pratfall, but can still use an aerial attack move if he or she is quick enough. It can also be used to deflect (not reflect) projectile attacks.
 * Disable
 * Mewtwo will jerk his head and release a short-distance attack represented by two shiny dots. Mewtwo must make eye-contact with the enemy for it to work. How long the enemy is disabled depends on the current damage of the enemy, much like Jigglypuff's singing, but it doesn't last as long. If you use this move while the enemy is already disabled, the enemy will get knocked away as if he was punched, doing 1% damage. If you use this move on an enemy who is in the air, they will also get knocked back as if they were punched. Note that this attack is considered a projectile and can be reflected back into Mewtwo.
 * width="110"|
 * Confusion
 * Mewtwo will spin an enemy around whether he or she is in the air or on the ground. It causes a maximum of 10% damage and will degrade to a minimum of 5% damage if it is used continuously. After using this move, the enemy will pratfall, but can still use an aerial attack move if he or she is quick enough. It can also be used to deflect (not reflect) projectile attacks.
 * Confusion
 * Mewtwo will spin an enemy around whether he or she is in the air or on the ground. It causes a maximum of 10% damage and will degrade to a minimum of 5% damage if it is used continuously. After using this move, the enemy will pratfall, but can still use an aerial attack move if he or she is quick enough. It can also be used to deflect (not reflect) projectile attacks.

Throws

 * Mewtwo's throws are the strongest attacks he can dish out, but they require precision timing and aim to pull off.