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SSBU/Mewtwo

From Dragdown


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.
Overview

Mewtwo
Weight:79
Spotdodge:The duration and intangibility of this character's on-spot dodges.25F (3~17F intangible)
Air Dodge:The intangibility of this character's air dodges, both neutral and directional.3~26F intangible (Neutral)
3~21F intangible (Directional)
Unique Recovery Options:Recovery options that this character may have other than their Up Special.Extended Double Jump, Wall Jump, Confusion
Fastest OOS:Up Smash (9F)
Overview
Mewtwo (M2) uses the charging of their Shadow Ball (SB) to incentivize the opponent to approach, which then allows M2 to begin their mixups at the mid-range with consistently threatening normal and special moves to hard punish any potential slip-ups the opponent has.

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.

Summary
Mewtwo is a versatile and agile mid-range glass cannon character with explosive kill power backed up by dominant neutral tools.
Pros Cons
  • Versatile, Powerful Moveset: Mewtwo has tools for just about any situation in the game and can compliment any playstyle from highly technical to the most basic and fundamental gameplan. Mewtwo also has no actually bad moves, all of them at least being decent at their job, but with most ranging from quite good to contenders for the best moves this game's cast can offer. Mewtwo can handle just about any matchup or situation if piloted properly.
  • Explosive Advantage State: Mewtwo benefits from strong combos, early kill confirms easy ledge trapping, and much more allowing Mewtwo to be able to seal out stocks in just about any advantageous position without much effort, with this character any opening could potentially mean a stock lead for the Mewtwo player.
  • Quick and Tricky Movement: Bolstering a top 10 run speed, top 3 air speed, and a multitude of unique movement techniques, Mewtwo can maneuver around any stage with ease, posing a threat from just about any distance.
  • Mixup Heavy: Mewtwo being granted a safe, shield breaking Down Smash, command grab side special that puts the opponent in a disadvantageous position which also reflects projectiles, Shadow Ball and a multi-hit NAir makes for a very potent mixup game at any stage of the match which is bound to keep the opponent always on their toes to avoid as many hard punishes as possible.
  • Really Good Recovery: Mewtwo has a multitude of offstage tricks and a teleport recovery that culminate as one of the most useful and variable recoveries in the game. So long as Mewtwo has enough resources they should be able to recover from anywhere offstage even inside of the blast zone.
  • Unique Double Jump: Mewtwo's unique double jump that dips down for 10 frames before rising high up grants Mewtwo many unique techniques when combined with other moves.
  • Teleport Recovery: due to the nature of teleport recoveries M2 is capable of removing their 2 frame window whilst recovering if they go past the ledge whilst teleporting and then snapping to ledge from above the stage so if they are able to position properly a good M2 could consistently never be 2 framed when recovering. (Move to Tech section later pls)
  • *Hurtboxes: Mewtwo is among the taller characters in the game, which is compounded by the hurtboxes on a large portion of their tail. Furthermore, Mewtwo using their outstretched tail for many long ranged attacks causes them to be much easier to hit than other characters in nearly all regards. This weakness permeates throughout Mewtwo's entire kit, making Mewtwo much more punishing when they make mistakes.
  • Featherweight: Contrasting Mewtwo's size, their abnormally low weight class makes them suffer to losing stocks quite early should they get opened up in a bad position.
  • Unique Double Jump: Mewtwo's unique double jump isn't immediately effective vertically, making the usual double jump to escape from combos practically useless in most situations, in turn causing Mewtwo to be even more convenient to combo and juggle.
  • Out of Shield and Anti-Air: All of Mewtwo's out of shield and anti-air options are either inconsistent, slow, situational, short ranged or any combination of these.
  • Disadvantage: All the above weaknesses congregate into causing Mewtwo to be particularly easy to combo and a very easy target to keep a hold of once the opponent does get in on them.



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 massive 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.
  • Tends 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 pop up Nair.
  • 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
  • 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
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
  • 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
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
  • 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
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
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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
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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 -
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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


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
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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
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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
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
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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


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
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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
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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
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
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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
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
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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
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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
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
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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


Navigation

To edit frame data, edit values in SSBU/Mewtwo/Data.
Mewtwo


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System Explanations

Essentials
ControlsFAQ
The Basics
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Detailed & Advanced Information
Damage/KnockbackFrame Data ExplanationsStates of PlayUniversal StrategyEsoterica
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Mechanics Glossary

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