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|attack=Forward Aerial
|specificHits=
|description=Mewtwo's swiss army knife, best aerial and a contender for the top {{clr|aerial|Fairs}} in the game, this move does it all. It's frame 7, starts/ends combos, does high damage, -3 on shield, a strong OOS option, and has a great hitbox, and of course has Mewtwo's trademark KO power to boot. The only things holding {{clr|aerial|Fair}} back is it's aerial endlag and Mewtwo's floaty nature, restricting the ability to spam it quickly. Extremely simple, but extremely effective, and very rarely a bad idea to use.
* Mewtwo's safest aerial at -3, only tied with {{clr|aerial|Uair}}.
* Frame 10 OOS option. Much more immediately horizontally inclined than {{clr|aerial|Nair}} and {{clr|smash|Up Smash}}, but even more prone to being low-profiled.
* The most common move to perform out of ILDJ, due to its speed and immediately threatening range.
* If done instantly out of a shorthop, Mewtwo will recover just in time to be actionable again in the air. While this isn't enough to get out another aerial for free in the same shorthop, Mewtwo can still do movement options such as b-reverse {{clr|special|Shadow Ball}}, or choose to expend their double jump to get out another aerial before landing.
}}
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Revision as of 20:32, 18 January 2023
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Disclaimer This section is still being written. It may be wildly inaccurate or missing significant data. Please feel free to make edits, but include edit summaries and sources where applicable. |
![](http://static.miraheze.org/dragdownwiki/thumb/d/d2/SSBU_Mewtwo_Stock.png/25px-SSBU_Mewtwo_Stock.png)
Using Mewtwo's Shadow Ball, Confusion, long range grounded options, strong grab game and threatening aerials, Mewtwo thrives at the mid-range as this allows them to create very threatening RPS situations, where any mistake could potentially lead to a quick kill confirm or advantageous position for Mewtwo that may lead into a stock.
Shadow Ball is the most important, yet complicated tool in Mewtwo's arsenal. In order for a good Mewtwo to convert off this powerful projectile and use it effectively in neutral they have to know how to convert from close to long-range in an effective way, while also considering its many charge states from uncharged (UCSB), half-charged (HCSB), to full-charge (FCSB) and what attacks these different charges can beat. Mewtwo can also utilize the simple act of charging itself to force options from the opponent, to say nothing of the tricky movement options that techniques such as B-Reversing or Double Jump Cancelling(DJC) the charge offers Mewtwo.
NAir and FAir are other important, yet also complicated tools in M2's kit as they cover important blindspots from jump-ins that would go over FTilt and DTilt or potentially catch the extended hurtbox on UTilt whilst also often converting into any move in Mewtwo's moveset just like Shadow Ball can.
Mewtwo isn't without their flaws, however. Their power is only matched by their frailty. With a slow fall speed, large hurtbox at all times, a double jump unconducive to quickly getting away from the opponent, and especially their extremely light weight, Mewtwo heavily struggles in disadvantage.
If you want an agile, mixup based, mid-range monster with uniquely powerful options and an advantage state that could make any character jealous, then this psychic legend may just be for you.
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Pros | Cons |
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Normal Moves
Jab
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Jab 1 | 3.0 | 5-6 | 21 | 361/180 | -12 | none |
Rapid Jab | 0.8 | 2/5/8/11/14/17/... | - | 361 | - | none |
Finish | 2.5 | 6~7 | 40 | 361 | -30 | none |
Amazing jab. Long range, good speed and extremely high damage(for a jab). Not uncommon to do over 25% alone, even with SDI and staling.
- Mewtwo's fastest move at frame five.
- Works on the whole cast for jab locks
- High hitstun and low recovery on Jab 1 allows Mewtwo to easily hitconfirm into the Rapid Jab, dash away on block or whiff, or even go for a reset into another move.
- Most of this moves damage comes from Rapid Jab, although even without holding at all Jab still does about 14% in 1v1's.
- Jab Finisher outranges the Rapid Jab, potentially surprising opponents dropping their shield early as a gimmick.
- Avoid using Rapid Jab versus Kazuya and Bowser, as their innate Tough Guy mechanic grants them an easy punish(Jab 1 still works fine).
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Jab 1 | 25/20 | 15 | 4 | 1.8 | |||||||||
Rapid Jab | 8 | 10 | 4 | 0.5 | |||||||||
Finish | 82 | 100 | 4 | 2.0 |
Forward Tilt
/
+
(angleable)
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Close | 12.0 | 10~11 | 35 | 361 | -14 | none |
Mid | 11.0 | 10~11 | 35 | 361 | -13 | none |
Far | 10.0 | 10~11 | 35 | 361 | -13 | none |
A somewhat commital poke, but what FTilt lacks in low recovery, it makes up for in range and especially kill power. As with all other tail moves, this move has 3 hitboxes that get weaker the farther down Mewtwo's tail they are, but FTilt is so naturally strong knockback-wise that even the weakest hitbox often kills at respectable, sub-140 percents. However, Mewtwo is certainly not lacking in kill-power, so usage of this move is subjective to each Mewtwo player.
- Nearly rivals many smash attacks in knockback, especially with the strong and close hitboxes.
- Can be angled, albeit only slightly with very little added function.
- A tail move; hurtbox shenanigans may ensue, albeit not very often with FTilt as Mewtwo's tail quickly retracts into the Z-axis.
- Surprisingly good on shield when spaced.
- Sends at a low angle, forcing tech situations at low %.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Close | 70 | 75 | 11 | 1.2 | |||||||||
Mid | 70 | 75 | 10 | 1.0 | |||||||||
Far | 70 | 75 | 10 | 1.0 |
Up Tilt
+
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Close (Clean) | 7.0 | 8 | 29 | 110 | -14 | none |
Mid (Clean) | 6.0 | 8 | 29 | 110 | -15 | none |
Far (Clean) | 5.0 | 110 | -15 | none | ||
Close (Late) | 6.0 | 9~13 | 29 | 78 | -14 | none |
Mid (Late) | 5.0 | 9~13 | 29 | 78 | -14 | none |
Far (Late) | 4.0 | 9~13 | 29 | 78 | -14 | none |
A combo starter and Mewtwo's most reliable grounded anti-air. Starts guaranteed combos at low % with nearly all hitboxes, but needs the hitboxes closer to Mewtwo at medium % to get concrete followups. However, it's nearly always worth trying to followup with a mixup on every hit anyways due to the disadvantageous situation UTilt often forces the opponent into. However, this move is prone to being beat out by preemptive aerials when trying to anti-air with it due to being a tail move, especially against disjointed aerials, and UTilt's low damage more often than not makes trades unfavourable.
- Has extra hitboxes on this first active frame that are the most ideal for combos at low-mid%, but at high% sends the opponent much higher up, that, while can theoretically kill at nearly unreasonable %, doesn't grant Mewtwo nearly as much advantage.
- Mewtwo keeps their tail, and by extension its hurtboxes, in the air for the duration of UTilt's active frames, potentially losing against air approaches.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Close (Clean) | 70 | 105 | 7 | 1.0 | |||||||||
Mid (Clean) | 60 | 71 | 6 | 1.0 | |||||||||
Far (Clean) | 50 | 71 | 6 | 1.0 | |||||||||
Close (Late) | 60 | 105 | 6 | 1.0 | |||||||||
Mid (Late) | 50 | 105 | 5 | 1.0 | |||||||||
Far (Late) | 40 | 105 | 5 | 1.0 |
Down Tilt
+
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Close | 5.0 | 6~7 | 23 | 80 | -11 | none |
Mid | 4.5 | 6~7 | 23 | 70 | -12 | none |
Far | 4.0 | 6~7 | 23 | 60 | -12 | none |
Mewtwo's most useful grounded poke and combo starter. Most often comboed into Fair, although Mewtwo has quite a few other options.
- The farthest of DTilt's 3 hitboxes sends at a much more horizontal, less useful angle, but still often combos at low% and still puts the opponent in a poor position on hit.
- Hits below the ledge as Mewtwo's most reliable 2-framing option. Very useful when Mewtwo cannot get offstage for edgeuards in time or against difficult/dangerous to edgeguard recoveries, especially due to often leading into a stock-ending Fair.
- Mewtwo's tail can be hit during this move as with all other tail moves, but similarly to FTilt Mewtwo quickly retracts their tail into the z-axis.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Close | 60 | 82 | 5 | 1.0 | |||||||||
Mid | 65 | 84 | 5 | 1.0 | |||||||||
Far | 65 | 70 | 5 | 1.0 |
Dash Attack
while dashing or running
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Sweetspot (Clean) | 12.0 | 10~11 | 38 | 54 | -14 | none |
Sourspot (Clean) | 9.0 | 10~11 | 38 | 60 | -14 | none |
Sweetspot (Late) | 6.0 | 12~20 | 38 | 60 | -18 | none |
Sourspot (Late) | 4.5 | 12~20 | 38 | 70 | -18 | none |
Above average, lingering burst option. Has enough hitstun and fast enough recovery to virtually always force the opponent into an immediately threatening airdodge mixup with the use of a followup F-air at low-mid% with all hits, and at mid-high% with the lingering hitboxes. Covers a lot of space with the aforementioned lingering hitboxes.
- While frame data suggests decent safety on shield, Mewtwo moves forward for the entirety of Dash Attack, making OOS punishes extremely easy, most often with a free grab OOS.
- Niche kill option at very high % if you just can't land the hit you need.
- Mewtwo's tail lags behind them extremely far: Can occasionally cause very janky looking hurtbox interactions, especially when whiffed.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Sweetspot (Clean) | 80 | 70 | 14 | 1.25 | |||||||||
Sourspot (Clean) | 80 | 60 | 11 | 1.25 | |||||||||
Sweetspot (Late) | 80 | 70 | 8 | 1.25 | |||||||||
Sourspot (Late) | 80 | 60 | 6 | 1.25 |
Smash Attacks
Forward Smash
/
+
or
/
(angleable)
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Forward | 16.0/20.024/30 charged | 19-22 | 53 | 361 | -22 to -19/-20 to -17-18 to -15/-14 to -11 charged | N/A |
Up | 19-22 | 53 | 361 | -18 to -15/-14 to -11-14 to -11/-10 to -7 charged | ||
Down | 19-22 | 53 | 361 | -19 to -16/-15 to -12-13 to -10/-9 to -6 charged |
A basic smash attack, but effective at what it does. KOs extremely early with a large hitbox to boot, but somewhat slow and unsafe. Typically your safest bet to secure stocks after a shieldbreak or Disable.
- Possesses a sour spot around Mewtwo's hands that will take priority over the sweetspot that encompasses the psychic blast.
- Can be angled.
- The upwards angled version reaches surprisingly high for an admittedly gimmicky and prediction reliant anti-air, but another anti-air option nonetheless.
- The upwards angled version can be comboed into under extremely niche circumstances, such as landing a sweetspot 2-frame Down Tilt or a spaced pop up Nair(reminder to fact check this later).
- The downwards angled version isn't typically worth consideration at all despite being able to 2-frame due to being outclassed in this niche by Down Tilt and Down Smash.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Forward | 30 | 90 | N/A | N/A | 11/135/6 charged | ||||||||
Up | 30 | 90 | 14/18 | ||||||||||
Down | 30 | 90 | 14/18 |
Forward:
- Sourspot/Sweetspot values seperated by /
Up Smash
+
or
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Scoop | 2.03 charged | 9 | 69 | 368 | -56-56 charged | N/A |
Multihits (x6) | 2.03 charged | 10 - 11/14 - 15/10 - 11/14 - 15 | 69 | 170/95/270Sides/Central/Bottom | N/AN/A charged | N/A |
Final Hit | 10.015 charged | 22-25 | 69 | 80/90 | -39 to -36-36 to -33 charged | N/A |
High risk, high reward anti-air/OOS option. It's quite fast and Mewtwo's strongest vertical kill option, but has quite a few issues. While blessed with a scooping hitbox, it only covers above Mewtwo's waist and is short ranged horizontally, so it can be easily low-profiled or outright avoided by shorter/agile characters. The main weakness of this move comes from how long it takes, more specifically its endlag. Up Smash has a whopping 43 frames of endlag, with a total duration of 65 frames. If you don't directly hit with this move, you will die. Luckily, despite being a multi-hit, it's extremely consistent if your opponent gets tagged by any of its hits.
- Mewtwo's fastest OOS option at frame 9, although not necessarily the best due to its riskiness.
- Due to the low height and pyramid shape the hitboxes are arranged in, this move ends to completely fail when used against opponents standing above Mewtwo on a platform, although it's mostly stage(and maybe character, needs more testing) dependent; stages like SBF & BF's platforms typically never cause problems, while PS2 platforms will nearly always cause Up Smash to fail.
- Kill confirms off of PUNair.
- Looks really cool.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Scoop | 90 FKB | 100 | N/A | N/A | 33 charged | ||||||||
Multihits (x6) | 18 FKB/40 FKB/5 FKBSides/Central/Bottom | 100 | N/A | N/A | 33 charged | ||||||||
Final Hit | 60 | 111 | N/A | N/A | 74 charged |
Down Smash
+
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
16.024 charged | 21-23 | 44 | 55 | -11 to -9-7 to -5 charged | N/A |
Slow, but extremely safe and large smash attack. Has a comically low amount of endlag, letting Mewtwo often get away with whiffing it scot-free as long as the opponent doesn't punish its high startup. It's safety on shield combined with its high shield pushback makes Down Smash uncontestable on shield to many characters(such as Mewtwo themself!), and to even more characters if spaced even slightly. This meshes nicely with its high shield damage, making Down Smash extremely threatening to shields in general.
Buffering into other moves on whiff or shield such as Disable, a tilt or even another Down Smash to catch the opponent trying to punish it's non-existent endlag is tempting and can potentially be very rewarding, but is a gimmick nonetheless, and you'll typically want to dash/jump away instead to maintain safety and properly attempt to actually punish the opponent's defensive options.
- Easy 2-frame option hitbox wise, although somewhat hard to time due to startup.
- Has a sweetspot near the center of the blast, but the sourspot merely does slightly less knockback with no damage difference.
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
20 | 118 | N/A | N/A | 115 charged |
Aerials
Neutral Aerial
Airborne
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Multihit (x8) | 1.6 | 7 - 8/11 - 12/15 - 16/19 - 20 | 50 | 185/367 | -8 | N/A |
Final Hit | 4.0 | 27-28 | 50 | 361 | -7 | N/A |
Lingering OOS option and combo starter/extender. Nair is an aerial with many uses, being at least good in most of them. While it's not Mewtwo's fastest OOS option at frame 10, it's typically preferred over the inconsistent, small and super punishable Up Smash, although Nair is still prone to being easily low-profiled, with certain characters often doing it naturally.
Nair is also a consistent combo tool, with nearly every standard use case for Nair that results in hitting the ending hitbox(typically OOS fastfall Nair) allowing followups up until high-mid %, although Mewtwo will need to react to the direction the opponent gets sent in. Dragdown Nair is another way to get the most out of landing this move, although reacting to which side of Mewtwo ends up on is considerably more difficult.
The final, much harder but much more rewarding way to get combos off of Nair is with a technique known as Pop Up Nair(PUNair). When hitting with the multihit hitboxes attached to Mewtwo's feet on a grounded opponent and then immediately landing, the opponent will be knocked up with a large amount of hitstun. It's followups are independent of %, so it's typically used as a kill confirm into Up-Smash, although Mewtwo can basically do whatever followups they want. The most consistent way to land PUNair is by fastfalling and using Nair low enough to the ground such that only the first multihit comes out.
- Fairly safe on shield at -7(the multihits are -8, although much less reactable to OOS), and Mewtwo can easily control if Nair crosses up the opponents shield with their aerial attributes.
- The final hitbox of Nair is considerably larger than the multihits
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Multihit (x8) | 30 FKB/60 FKB | 100 | 10 | 46+ | 2 | ||||||||
Final Hit | 40 | 110 | 10 | 46+ | 3 |
Forward Aerial
Airborne +
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
13.0 | 7-9 | 40 | 47 | -3 | N/A |
Mewtwo's swiss army knife, best aerial and a contender for the top Fairs in the game, this move does it all. It's frame 7, starts/ends combos, does high damage, -3 on shield, a strong OOS option, and has a great hitbox, and of course has Mewtwo's trademark KO power to boot. The only things holding Fair back is it's aerial endlag and Mewtwo's floaty nature, restricting the ability to spam it quickly. Extremely simple, but extremely effective, and very rarely a bad idea to use.
- Mewtwo's safest aerial at -3, only tied with Uair.
- Frame 10 OOS option. Much more immediately horizontally inclined than Nair and Up Smash, but even more prone to being low-profiled.
- The most common move to perform out of ILDJ, due to its speed and immediately threatening range.
- If done instantly out of a shorthop, Mewtwo will recover just in time to be actionable again in the air. While this isn't enough to get out another aerial for free in the same shorthop, Mewtwo can still do movement options such as b-reverse Shadow Ball, or choose to expend their double jump to get out another aerial before landing.
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
40 | 100 | 8 | 37+ | 5 |
Back Aerial
Airborne +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Close | 13.0 | 13-17 | 40 | 361 | -5/-6 | N/A |
Mid | 12.0 | 13-17 | 40 | 361 | -5/-6 | N/A |
Far | 11.0 | 13-17 | 40 | 361 | -5/-6 | N/A |
- Placeholder
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Close | 20 | 101/90 | 10 | 1-2, 38+ | 5/4 | ||||||||
Mid | 20 | 101/90 | 10 | 1-2, 38+ | 5/4 | ||||||||
Far | 20 | 101/90 | 10 | 1-2, 38+ | 5/4 |
Up Aerial
Airborne +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Close | 12.0 | 10-14 | 40 | 72 | -3 | N/A |
Mid | 11.0 | 10-14 | 40 | 65 | -4 | N/A |
Far | 10.0 | 10-14 | 40 | 55 | -4 | N/A |
- Placeholder
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Close | 40 | 98 | 8 | ? | 5/4 | ||||||||
Mid | 40 | 92 | 8 | ? | 4 | ||||||||
Far | 40 | 92 | 8 | 1-2, 36+ | 4 |
Down Aerial
Airborne +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Down Aerial | 15.0/14.0Sweetspot/Sourspot | 15-18 | 48 | 270/70 | -6 | N/A |
- Placeholder
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Down Aerial | 10/20 | 100/98 | 11 | 1-3, 42+ | 5 |
Down Aerial:
- Values are seperated as Sweetspot/Sourspot
Specials
Shadow Ball
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
uncharged stance | ||||||
fully charged stance | ||||||
Uncharged throw | 2.5 | 21F12F to enter charge state, 9F startup from charge state | 27 | |||
fully charged throw | 25.0 | 16-98 | 39Throw animation | -2 | - |
- Placeholder
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
uncharged stance | |||||||||||||
fully charged stance | |||||||||||||
Uncharged throw | 7 | ||||||||||||
fully charged throw |
Uncharged throw:
- 4F to charge cancel with shield
<br/>fully charged throw:
- 133F to reach full charge
Confusion
/
+
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Grab | N/A | 10-13 | 45 | N/A | N/A | |
Throw | 1.15 x7 | 21/23/25/27/29/31/33/39 | 45 | 280 | N/A | N/A |
- Placeholder
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Grab | |||||||||||||
Throw | 50 | 16 | N/A | N/A | N/A | x7 |
Grab:
- Reflector active 10-33.
Teleport
+
(angleable)
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
N/A | 44End on Ground | N/A | all intangible 9-19 |
- Placeholder
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
N/A | N/A | 20 | N/A |
- Grabs ledge as early as frame 16.
Disable
+
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
1.0 | 16-23 | 52 | -30 | all intangible 10-16 |
- Placeholder
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Grabs & Throws
Grab
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Standing Grab | N/A | 7-8 | 39 | N/A | N/A | N/A |
Dash Grab | N/A | 10-11 | 47 | N/A | N/A | N/A |
Pivot Grab | N/A | 11-12 | 42 | N/A | N/A | N/A |
Pummel | 1.3 | 1 | 19 | N/A | N/A | N/A |
- Standing Grab
- Dash Grab (
or
>
)
- Pivot Grab (
>
+
)
- Pummel (
>
)
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Standing Grab | N/A | N/A | N/A | N/A | |||||||||
Dash Grab | N/A | N/A | N/A | N/A | |||||||||
Pivot Grab | N/A | N/A | N/A | N/A | |||||||||
Pummel | N/A | N/A | N/A | N/A |
Forward Throw
+
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Shadow Ball x4 | 2.4 x4 | 33/40/47/54 | 82 | 38 | NaN | all invincible 1-19 |
Forward Throw | 3.0 | 19 | 82 | 63 | N/A | all invincible 1-19 |
- Placeholder
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Shadow Ball x4 | 50 | 100 | N/A | N/A | 2 | ||||||||
Forward Throw | 35 fkb | 100 | N/A | N/A | N/A |
Back Throw
+
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
11.0 | 30 | 55 | 47 | N/A | all invincible 1-30 |
- Placeholder
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
70 | 79 | N/A | N/A | N/A |
Up Throw
+
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
12.0 | 43 | 80 | 90 | N/A | all invincible 1-43 |
- Placeholder
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
72 | 65 | N/A | N/A | N/A |
Down Throw
+
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Down Throw | 5.0 | 18 | 42 | 74 | N/A | all invincible 1-18 |
- Placeholder
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Down Throw | 65 | 50 | N/A | N/A | N/A |
Misc. Attacks
Ledge Attack
while holding the ledge
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
9.0 | 21-23 | 56 | 45 | -25 to -23 | all intangible 1-23 |
- Placeholder
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
90 | 20 | N/A | N/A | 9 |
Getup Attack
after getting knocked down
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Forward Hit | 7.0 | 19-25 | 46 | 48 | -19 to -13 | all intangible 1-25 |
Backwards Hit | 7.0 | 19-25 | 46 | 48 | -19 to -13 | all intangible 1-25 |
- Placeholder
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Forward Hit | 80 | 48 | N/A | N/A | 7 | ||||||||
Backwards Hit | 80 | 48 | N/A | N/A | 7 |
Trip Attack
after tripping
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
5.0 | 19-32 | 50 | 361 | -24 to -11 | all intangible 1-7 |
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Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
60 | 50 | N/A | N/A | 6 |
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To edit frame data, edit values in SSBU/Mewtwo/Data. |
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Essentials
• Controls • FAQ •
The Basics
• Movement •
Offense •
Defense •
Detailed & Advanced Information
• Damage/Knockback • Frame Data Explanations • States of Play • Universal Strategy • Esoterica •
Archived Information
• Patch Notes • Tier Lists • Alternate Resources • Discords •
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