It looks and sounds like Mewtwo's Super Smash Bros. Melee incarnation, but plays nothing like it. Though its attacks are quite slow, it can get a combo going with its very diverse moveset consisting of both ranged and melee attacks. Its huge file size may turn some heads, however, considering the impact it has on older computers and loading times.
Mewtwo is a semi-slow six-button character with very strict and thus limited comboability; though it can Chain Combo its Normals, allowing for punches to be cancelled into kicks of the same strength (Ⓧ > Ⓐ), it cannot actually combo into any other attack afterwards. Comboing isn't limited to just Chain Comboing, however, as Normals can be cancelled into Specials and Hypers if the previous attack in the combo was not a Normal, so while the combos may be short, the damage output remedies this to an extent.
Mewtwo has many mechanics up its proverbial sleeve outside of the aforementioned Chain Comboing that give it a few more options on the battlefield. Though Mewtwo's natural jump height is quite high, it is capable of performing a significantly smaller jump (known internally as a hop), which allows it to use aerial attacks like its rather effective Electro Ball while close to the ground in preparation for a follow-up ground hit. Mewtwo also has access to a Zero Counter, a mechanic from the Street Fighter series that functions as a counter-attack when activated during blockstun, at the cost of 1000 Power.
With its varied moveset of both melee and ranged attacks, Mewtwo isn't just limited to one specific play style, especially when considering that its melee attacks do have quite a bit of range to them, allowing it to attack up-close or from afar without feeling too much pressure, though what does hinder this character is not just its finicky comboing options, but also its slow movement speeds and attacks, giving it real trouble against faster characters that prefer to get in close and combo; if put in such a situation, Mewtwo isn't completely helpless, as both High and Low variants of Shadow Ball (especially the / variants) function as effective zoning options, pushing the opponent back and giving Mewtwo room to breathe.
Mewtwo does not have a custom A.I., meaning it uses the engine default, though there is a piece of code in Mewtwo's .cmd file that prevents its A.I. from taunting. As it uses the default A.I., Mewtwo will often guard and jump around, rarely attacking purposefully, if at all, thus making Mewtwo an unchallenging opponent.
Stats[]
Life
1100
Power
3000
Attack
100
Defence
100
Movelist[]
Hovering the mouse cursor over the Command Input icons will display text that refers to the inputs set in M.U.G.E.N's Key Config.
Icons encased in square brackets [ ] require the respective button(s) to be held down. Hovering the mouse cursor over the icon displays the hold duration if applicable.
Specials[]
Zero Counter
Command Input
Properties
+ during blockstun or during blockstun
Attack does not K.O. Uses 1000 Power
High Shadow Ball
Command Input
Properties
or
Horizontal projectile velocity varies with button pressed [ ] to charge version: , uses 600 Power
Ⓧ
No charge
Fully charged
Ⓨ
No charge
Fully charged
Ⓩ
No charge
Fully charged
Low Shadow Ball
Command Input
Properties
or
Horizontal projectile velocity varies with button pressed [ ] to charge version: , uses 600 Power
Ⓐ
No charge
Fully charged
Ⓑ
No charge
Fully charged
Ⓒ
No charge
Fully charged
Electro Ball
Command Input
Properties
or
Startup time varies with button pressed version: uses 600 Power