Shadow Mewtwo
Shadow Mewtwo
Classification Unknown (Formerly the Genetic Pokémon)
Type N/A
Implied Gender Genderless
Style Technique
HP 480
Synergy Gauge Size 100CC
Stance Effects High: Charges Synergy Gauge.

Low: Counter Armor against Low Attacks.

Unlockability Unlocked by beating Shadow Mewtwo boss battle (WiiU)

Starter (DX and Arcade)

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More Details From Shadow Mewtwo at Pokken Arena

Shadow Mewtwo is one of two unlockable fighters in Pokkén Tournament(the other being Mewtwo). And an alternate form of Mewtwo, created when it absorbed the energy of the Shadow Synergy Stone. Unlocking it is difficult, as you have to beat the Chroma League or by using the Shadow Mewtwo Amiibo Card. An Amiibo special card distributed in the first run of Pokkén Tournament. It made its debut in Pokkén Tournament, meaning it has no type or Pokémon classification. Yet, in the DX version and the Arcade version of Pokkén Tournament, it is unlockable as a starter Pokémon. This makes as a cruel irony as it is possible to defeat the Shadow Mewtwo bosses in the game using Shadow Mewtwo itself. It was shown along with the original roster in Pokkén tournament in the trailer.

In Pokkén Tournament Edit

Shadow Mewtwo is the supposed alternate form of Mewtwo in the game, and serves as the main antagonist for most of the story mode of Pokkén Tournament.

Being a Technical fighter, Shadow Mewtwo is an extremely potent Burst fighter that has lots of combo options and setups for high damage racking. It's many forms of deriviations from a single one of its Pokemon Moves gives it a wide range of choices when acting and allow it to battle with unpredictability when using variation moves like Psywave and Reflect. It also has one of the only self-heal moves in the entire game, the only other ones being Sceptile's backwards ranged attack and Darkrai's Phanthoms, though the latter requires some beforehand actions in order to work. In addition, having a 100CC burst volume, 2 phase shifts can usually fill up the Synergy Gauge and allow it to use one of the most powerful burst attacks in the game, Dark Nova. It's hitbox is one of the largest in Pokkén Tournament, and it's damage output is really only outshined by Blaziken's Gatling Flame Kick.

Although, Shadow Mewtwo also has some serious flaws on its side too, the most notable of which is his squishiness. Shadow Mewtwo has the lowest HP count in the game, 480. In addition, all of his Pokémon Moves except for Recover drain Shadow Mewtwo's health, making counters and blocks vitally important when using it. It can get so bad that sometimes Shadow Mewtwo has to rely on Burst Activation to restore lost health. A lot of his X attacks are easily punishable as well, and this literally makes Shadow Mewtwo a glass cannon of sorts.

Special Characteristics Edit

Pokemon Move HP Draining Edit

Similar to Mewtwo, Shadow Mewtwo also drains resources while attacking with Pokemon Moves; however, instead of draining the user's Synergy Gauge, it drains the user's HP instead. Shadow Mewtwo already has the lowest HP in the game and has significant ending lag on most of its strong attacks, so this makes Shadow Mewtwo incredibly vulnerable in most instances. However, this damage can only reduce the user's HP to 1. It is also one of the only Pokemon in the game to have an effective healing move, Recover (Hold A).

Recover Edit

Recover is one of Shadow Mewtwo's Pokemon Moves. It is activated by holding A and then releasing once the user has a charged aura around it. It is one of the only moves in the game to heal HP without draining the opponent's, and this is direly needed for Shadow Mewtwo as it has one of the lowest HP counts in the game. Like all other charging moves, as long as the button is held down it will still record the charge timer, regardless if you are attacking or in a freeze state. This makes it useful as an after-counter move in duel phase or while the opponent is knocked down.

Miracle Eye Edit

Miracle Eye is another one of Shadow Mewtwo's Pokemon Moves, being a defining feature of it. It is activated by pressing Back + A in either duel phase or field phase. It has the capability of enhancing and/or "reactivating" particular moves in battle, most notably the electric balls of Shadow Mewtwo's Ranged Attack, the boomerangs of the Side Ranged Attack, or the pillars of energy used in the Backwards Ranged Attack (FP) or the Forwards Weak Attack (DP). The interesting property of Miracle Eye is that it is capable of reactivating the attacks even after they have made contact with the opponent and dissipated. It has various effects on different moves.

When a move is reactivated, it simply means that even after the move has hit, it will still come back and hit twice, if Miracle Eye is used in a certain amount of time after the original attack.

Move Default Effect Miracle Eye
Backwards Ranged Attack (FP) Sends out a pillar of energy. Radius of pillar is expanded, damage output is higher. Guarantees a Phase Shift.
Ranged Attack (FP) Fires several small yellow orbs. Links into Forwards Ranged Attack. Orbs will freeze temporarily, then aim for the opponent's current location. Note that they will not home in.
Side Ranged Attack (FP) Fires three boomerang-like objects consisting of purple energy. Links up to Forward Ranged Attack. Boomerangs will turn into immobile circled panels. Will last awhile before dissipating.
Forward Weak Attack (DP) Summons blue energy in the shape of a punch and a pillar, the former of which combos into the other. The pillar will expand in radius and deal increased knockback and damage. It will also edge a little more towards the opponent. Can be used as an infinite combo sequence if done correctly and if PSPs (Phase shift Points) are turned off, since Shadow Mewtwo has a combo hit limit of only 21.

Synergy Burst Edit

Aesthetics Edit

Aesthetically, Shadow Mewtwo will transform into a Shadow Mewtwo version of the usual Mega Mewtwo X, with a seemingly broader posture and a more muscular appearance. However, orange shards of the shadow synergy stone will now shove up all across Shadow Mewtwo's body, and orange veins will course along the body, arms and legs. Purple energy and black accents now surround Shadow Mewtwo, and the outline of Shadow Mewtwo will occasionally pulse a cyan color. In addition, many of its standard attacks have altered physics and it's Grab attacks are both visually altered. Many now involve Shadow Mewtwo stretching its limbs to attack.

Burst Attack - Dark Nova Edit

Dark Nova is one of the most potent burst attacks in the game. It's a Normal burst attack, meaning that it bypasses counters and grabs, and can be blocked. The hitbox is in a dome shape that expands at maximum size to eventually have a diameter similar to the radius of Neos City. Anything that is caught in this dome experiences upwards knockback for about 0.9-2.5 seconds. If, however, the enemy is knocked out of the radius of the dome during the startup phase of the burst attack, Dark Nova is cancelled and the attack cutscenes do not occur. If all hits connect, however, the main attack cutscene proceeds.

The startup involves Shadow Mewtwo crouching down and seemingly absorbing dark energy from its nearby environment, then expelling it all in a dome-storm of dark energy. Similar to Darkrai's burst attack, it is able to hit both airborne and grounded opponents, however, due to the upwards knockback sequence airborne opponents may be knocked out of the blast range before the main attack animation commences. Akin to Machamp's Dynamic Fury, the combo counter greatly exceeds expectations for the combo counter during and after Dark Nova, reaching 9999 hits after the attack ends.

Some Research might need to be done on how Shadow Mewtwo's Dark Nova ranks in with the other Burst attacks in the game, due to debates about the current damage output of various other Burst attacks such as Blaziken's Gatling Flame Kicks (C. 258) and Darkrai's Infinite Eclipse/Machamp's Dynamic Fury (C. 252), compared to Dark Nova's current damage output of 268 at point blank in Duel Phase.

Move ListEdit

This is Shadow Mewtwo's entire moveset. Joystick inputs are marked using an asterisk (*). Joy inputs in duel phase depend on what direction the player is facing.

Standard movesEdit

Name Input Phase Description Base Damage
Grab Attack Y+B Any Psychokinetically grabs the opponent, then releases psychic ripples before attacking with psychic energy. (Field Phase)

Psychokinetically grabs the opponent, before sending the target airborne and ending the attack with an energy-infused shove. (Duel Phase)

60 (Field Phase)

90 (Duel Phase)

Counter Attack X+A Any Shadow Mewtwo thrusts forward surrounded in an orb of purple energy. 40-91
Ranged Attack Y Field Shadow Mewtwo fires several small yellow orbs of energy. Links up to Forward Ranged Attack. Can be cancelled with a Pokémon move. Can be reactivated using Miracle Eye. 48
Side Ranged Attack Left/Right* + Y Field Shadow Mewtwo fires three boomerang-like objects consisting of purple energy. Links up to Forward Ranged Attack. Stops opponent. 48 per projectile
Forward Ranged Attack Up* + Y Field Shadow Mewtwo lunges at the opponent while slashing with fire and ice blades. Guarantees a Phase Shift. 110
Backward Ranged Attack Down* + Y Field Shadow Mewtwo sends out a pillar of energy that moves a distance of about 12 in-game meters over 4 seconds. Can be reactivated using Miracle Eye. 30
Jumping Ranged Attack Y (Midair) Field Shadow Mewtwo launches three balls of purple energy that home in on the enemy (note that this does not guarantee a hit). Can be cancelled with a Pokémon move. 12 x 3
Homing Attack X,X,X Field Shadow Mewtwo summons blue energy in the shape of a punch then kicks, then fires a purple-colored tornado. Can be cancelled with R or B. Overcomes blocks and counters when fully-charged. 132-200
Jumping Attack X (Midair) Field Shadow Mewtwo dashes midair towards the opponent, then drills downward feet first. Chargeable. Bypasses counters when fully charged. 80-100
Weak Attack Y,Y Duel Shadow Mewtwo fires two bursts of energy. Second Burst can only be triggered if first burst connects with the opponent. Can be cancelled with a Pokémon move 30 (1st burst)

64 (2nd burst)

Forward Weak Attack Forward* + Y Duel Shadow Mewtwo summons blue energy in the shape of a punch and a pillar, the former of which combos into the other. The pillar can be reactivated using Miracle Eye. 74 (Punch)

7 x 4 (Pillar)

High Stance Weak Attack Up* + Y,Y Duel Shadow Mewtwo fires a Gatling kick made of blue energy upward then roundhouses forward. Roundhouse is chargeable. 9-54 (Gatling kick)

60-80 (Roundhouse)

Low Stance Weak Attack Down* + Y,Y Duel Shadow Mewtwo crouches and slashes twice with fire and ice blades. Can be cancelled with a Pokémon move. 20 + 27
Midair Weak Attack Y (Midair) Duel Shadow Mewtwo surrounds itself in purple energy with orbs, like a shield. Can be cancelled with a Pokémon move. 20-56 (# of hits)
Strong Attack X,X Duel Shadow Mewtwo moves forward slightly and cuts the opponent with blades of fire and ice. 30 + 90
Forward Strong Attack Forward* + X Duel Shadow Mewtwo lunges at the opponent, headed by a psychic force-panel. Can be cancelled with a Pokémon move. 60
Backward Strong Attack Back* + X Duel Shadow Mewtwo fires blue energy from its palms in a small barrage. 60
High Stance Strong Attack Up* + X Duel Shadow Mewtwo fires a pulse of electricity diagonally downwards. Electrically stuns the opponent for 0.5 seconds if critical. Has different physics if used in Burst mode. 60
Low Stance Strong Attack Down* + X Duel Shadow Mewtwo performs a sliding kick that travels ~2 in-game meters. 60
Midair Strong Attack X (Midair) Duel Shadow Mewtwo performs a drill kick. Pierces counters if charged. Useful for combos as its hitstun is relatively high and spins the opponent for 0.7 seconds regardless of charge. 60-80

Pokémon movesEdit

Input Name Phase Notes Damage
A,{A,X,Y,B,R} Psywave Any Shadow Mewtwo charges a ball of dark energy with an orange core which grows in size briefly if held for a while. Damages Shadow Mewtwo upon pressing A and upon using any of the follow-up inputs. Using a full-sized Psywave differentiates from a small Psywave. Properties depend on input after initial Psywave. Damage in large size is shown in bold in the following 4 table spaces. 0
A,A Psywave: Blast Any The ball from Psywave is fired and travels in a straight line before coming into a contact with either a projectile or the opponent. The ball penetrates all objects and almost guarantees a Phase Shift in Field Phase if used at a close distance if A was pressed from a large Psywave. 57-120
A,X Psywave: Vortex Any Shadow Mewtwo absorbs the Psywave and spins into a tornado of dark energy, which acts as a counter and pierces all normal counters. The vortex increases in diameter and damage if X was pressed from a large Psywave. 118-154
A,Y,[Y,Y] Psywave: Slash Any Shadow Mewtwo absorbs the Psywave and slashes at the enemy **n** times, where **n** is the amount of times Y was pressed, up to a max of 3. Initial slash range and damage are increased if Y was pressed from a large Psywave. Can combo into Blast, Vortex or Teleport after the first Slash. 20-40 (1st Slash)

94-150 (Full Slash Combo)

A,B/R Psywave Any Briefly renders Shadow Mewtwo invulnerable and teleports in the inputed direction. Remains in same position if no input is given. R teleports Shadow Mewtwo horizontally, while B teleports Shadow Mewtwo upwards slightly as well. Joystick inputs while B/R is pressed is used to direct the teleport direction. 0
Hold and Release A Recover Any Heals HP (10 HP per tick for 6 ticks) N/A
Forward* + A Zen Headbutt Any Dashes forward and headbutts the enemy. Damages Shadow Mewtwo. 40-80 (# of hits)
Back* + A Miracle Eye Any Damages Shadow Mewtwo and modifies the properties of some attacks. (See above chart at beginning of page. 0
A (Midair) Reflect Any A counter. Can be followed up with Flamethrower using A, Thunder with X, or Earthquake with Y. 0
A (Midair),A Flamethrower Any Spurts fire from Shadow Mewtwo's palm as well as maintaining any horizontal movement, hovering at the current y-pos for the duration of Flamethrower. Inflicts fire-stun on enemies. 92
A (Midair),X Earthquake Any Dives and slams the reflection barrier into the ground, damaging and flinging up any on-ground enemies in the effect radius. 120
A (Midair),Y Thunder Any Marks the target's current x-pos and after a brief moment strikes the mark with thunder, electrically stunning the opponent if they are on the same x-pos.

Maintains Shadow Mewtwo's midair horizontal movement and y-pls for a brief second.

Up + A Psystrike Duel A can be pressed multiple times to result in a combo. Special timing of pressing A can be applied to the move to deal double damage on the 2nd and 3rd hits. Amplified damage is shown in bold. 63 First hit)

8(Second hit)

40 (Third hit)

Just Frames

16(Second Hit)

80 (Third Hit)

Down + A (Duel Phase) Teleport Similar to Teleport via Psywave. Input left or right immediately after Teleporting to Teleport in a certain direction. Does not ignore unit collision. 0
Burst Attack Dark Nova Any Pierces counters. Deals most damage at close range. Dark Nova is cancelled after the Startup Storm if the opponent flies out of the Effect radius during or after the storm.
1(Startup Storm)2999 (Dark Nova)

Version HistoryEdit


  • Backward ranged attack has more endlag before the player can use Miracle Eye and is cancelled entirely if the move is used again.
  • Backward ranged attack is now a multihit move.
  • Miracle Eye has more pushback.
  • Dark Nova has less range.


  • Counter can lead into more combos while in Burst Mode.
  • Back ranged attack has increased hitstun and transitions into Miracle Eye more easily.
  • Back ranged attack ~ Miracle Eye hitstun increased.
  • Startup and endlag of midair ranged attack increased.
  • Homing attack deals less hits during the second portion of the move.
  • Back midair dash modified to offer less time to interrupt the move.
  • Recoil damage from Vortex increased and damage on guarding opponents decreased.
  • Endlag on Recover decreased.
  • Recoil damage from Miracle Eye increased.
  • Thunder combos modified to work on airborne opponents.
  • Earthquake made easier to block.
  • Duration of Synergy Burst reduced.


Trivia Edit

  • Shadow Mewtwo was created specifically for Pokken Tournament by the developers at Bandai Namco, who ultimately had its inclusion in the game approved by The Pokemon Company.
  • Curiously, both its English and Japanese names (Shadow Mewtwo and Dark Mewtwo, respectively) happen to be identical to the term used by the Pokemon Colosseum series to refer to Pokemon whose hearts have been artificially shut in both English and Japanese. In particular, Mewtwo's transition from a largely white colour scheme to a largely purple one, in tandem with spiked protrusions appearing on its body strongly resemble the Shadow Lugia that appeared in Pokemon XD: Gale of Darkness.
  • Shadow Mewtwo's burst attack is the only one not to show the opponent in the animation.
  • During the story mode, Shadow Mewtwo presents different skills than the playable character when battling, some of them comes from the normal Mewtwo, this probably suggests the changing progress that it's suffering.
Characters in Pokkén Tournament
AegislashBlastoiseBlazikenBraixenChandelureCharizardCroagunkDarkraiDecidueyeEmpoleonGarchompGardevoirGengarLucarioMachampMewtwoPikachuPikachu LibreSceptileScizorShadow MewtwoSuicuneWeavile
Unlockable characters in the Wii U version in italics. Characters not in the Wii U version in bold.
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