Originally an unlockable character in Pokkén Tournament, in DX he comes as available alongside Mewtwo right from the get-go. An extremely powerful attacker, lowest HP in the game only at 480, but crazy high DPS (Damage Per Second) and combos. This is my Review/Analysis of the Dark Glass Cannon, Shadow Mewtwo.
Field Phase is a strong point of Shadow Mewtwo (referenced simply as Shadow from here on) thanks to great coverage options and the back A or back Pokémon Move (Pmove) which is Miracle Eye, which changes certain attacks properties. Side Range creates three homing missiles, and the Miracle Eye variant turns them into reflective shields. Forward Range is an advancing slash attack that hits multiple times and covers surprising range, including the air to an extent. Back Range is a cyclone of telekinetic energy, hitting multiple times and trapping the opponent, allowing a possible follow-up attack. When Miracle Eye is used on this technique, the Cyclone extends in range and power, hitting more quickly and more times. Finally Neutral Range, similar to an electrical bullet, which Miracle Eye makes stationary for a moment
before zipping to the opponent again. Forward A/Pmove is Zen Headbutt, a decent tool to close distance while damaging the opponent. Finally neutral Pmove, Psywave, is an amazing combo maker. Tapping once builds up power, and the larger the sphere, the greater the move and combo's power. Tapping A again launches the orb, B becomes Teleport, making you vanish and reappear in the air for any aerial you want, X becomes a Twister attack that pierces counter attacks, and Y becomes Psycho Cut which follows up with either A, B, or X.
Both Field Phase and Duel Phase have the same aerial moves, so I will cover them here. Pressing R/Shield in the air allows a mid-range floating movement, closing distance, and can be cancelled out into any aerial move. Y/Weak Attack becomes a sphere of dark energy surrounding Shadow, and allows combos when it hits, both aerial and ground. Aerial with Y can become Reflect, which not only blocks attacks as a countering move, but button inputs here transition into another attack. X/Strong Attack becomes Earthquake, a long-lasting multi-hit powerful move, but can potentially leave Shadow wide open to retaliation. Y becomes Thunder, which after a short delay strikes the opponent and paralyzes them for a moment, allowing follow-up attacks. A/Pmove becomes Flamethrower, perfect for jumpy opponents. And lastly, aerial X, which can be charged to pierce counter attacks and increase damage.
Now while grounded in Duel Phase, you obtain more combo potential. Up A is Psystrike, a move that resists Hitstun and when followed with additional inputs, becomes a multi-part move, and is guaranteed to transition phases. Down A is Teleport, allowing dodges and retaliation attacks. A decent move for Fighters that like to play close combat styles.
Synergy Burst attack is Dark Nova, classified as a normal attack, thus dealing greater damage via Critical Hit on enemies who attempt to Grab you. While in Burst, many attacks for combos are altered for greater damage and combo potential.
Overall rating: 8/10
Pure Glass Cannon, but immensely powerful. Great choice for those with quick reflexes who like to play purely offensively.