I felt that this really weird move needed a guide, I mean really it's not Shine or Zelda's Transform, but it's a really cool down B IMO.
Flash flash.
Mewtwo’s down B, possibly his most complicated move, is barely spammable at all, and is considered only good for mindgames. Probably the main thing people know about this move is that it stuns enemies, but it can do more. This guide is for info on this move.
Stuff about Disable, Terms and Whatnot
-Comes out quite quickly, has okay range, still punishable.
-Disable cancels your jump, whenever you use it when you are jumping. It can cancel your first jump, not just your second (and it can cancel your second jump too).
-The stun effect looks like Shield break status but shield break is shorter the more your percentage, and Disable is longer the more your percentage I believe.
-Disable does 1 damage every time I think.
-Disable is a (really short ranged) projectile move, so it can be reflected by the reflectors and power shield (I hate computers) but on real life opponents, this simple fact can be a huge mindgame if you spam Disable, then they might try to Cape or use Reflector a lot and then you can take advantage of that.
Don't poke a shield, with it, too slow and punishable, doesn't push your opponent at all since it's really weak.
21 frames out of Shield... that's like 4 jc shines +1 more shine... when you think about it, kinda slow T.T
Shorthop Disable (shDis)
Probably the only real use of the Disable as of now. Stuns your opponent, shorthopping it gives it a “sliding” effect (because it cancels your jump), much like JC grab, giving it a bit more range. Can be used to tech read. Can be used out of shield (recommended, still slow >.>).
Taj says it doesn't counter Falco’s SHL, since it's so slow. >.>
Knockback Disable (kbDis)
Most known probably as “double down B” or whatever, this is when Dis does knockback, which is quite large even at low percentages. I’m pretty sure the knockback is NOT set, so you hit people a little longer if they have more damage.
Disable does knockback when your opponent is in the stun of Disable already, or if they are “tumbling” in the air. I’ve actually done a shorthop kbDis off the stage to a double jump kbDis combo thingy and then I suicided -_- well yeah.
Easiest lead to kbDis is Dtilt probably. Stun with Disable then Dtilt to kbDis if that’s what you want to do since you deal extra damage with the Dtilt.
shkbDis is just short hopping Disable to produce the knockback, use when opponent is on/near ground.
Nothing Disable (airDis?)
It deals one damage and no knockback when your opponent is in the air and you hit with this. Strangely enough, I hit Falco’s Up B with this and he just stopped being in Fire Bird but he flew in neutral air position (doing nothing in the air). I’m not entirely sure about the requirements however.
Mindgames
Techreading/Chasing with this. It leads to grabs so it may be useful. Also has pretty good range compared to your grabs.
Combos… if I could call them that (these are just for... nothing really)
okay.
kbDis > secondJump > kbDis > stop there and teleport back to stage > edgeguard/taunt/rawr/too hypothetical/
Down Tilt > kbDis (most reliable for kbDis IMO)
Right… so I need more information >.<
Flash flash.
**************DISABLE MYTH************
Some people believe that Disable can "spike" Fox and Falco when they are recovering. Some people are wrong. If anything, it is like the "Cape Spike" but MUCH MUCH weaker. It puts the foe into a falling state, and with the fast falling properties that they have, will "spike" the fast faller. This does not work unless you are playing a comp or a person who doesn't know what to do.~~Disable~~
Mewtwo’s down B, possibly his most complicated move, is barely spammable at all, and is considered only good for mindgames. Probably the main thing people know about this move is that it stuns enemies, but it can do more. This guide is for info on this move.
Stuff about Disable, Terms and Whatnot
General
-Your opponent must be FACING YOU. GAH. If not it misses.
-Comes out quite quickly, has okay range, still punishable.
-Disable cancels your jump, whenever you use it when you are jumping. It can cancel your first jump, not just your second (and it can cancel your second jump too).
-The stun effect looks like Shield break status but shield break is shorter the more your percentage, and Disable is longer the more your percentage I believe.
-Disable does 1 damage every time I think.
-Disable is a (really short ranged) projectile move, so it can be reflected by the reflectors and power shield (I hate computers) but on real life opponents, this simple fact can be a huge mindgame if you spam Disable, then they might try to Cape or use Reflector a lot and then you can take advantage of that.
Don't poke a shield, with it, too slow and punishable, doesn't push your opponent at all since it's really weak.
Uses?
Using disable on an opponent using an aerial will knock them into a tumbling animation. This is where I think Mewtwo can shine. I REALLY want to see this tested to see if it can add to Mewtwo's defenses. Possibly even open them up to an attack.
Now, as long as Disable touches the opponent's frame(save for disjointed hitboxes, like Marth's sword ) it'll go off, correct? Now it's not exactly easy to chase your opponent down and hit them with Disable. That's why I believe that hitting an opponent trying to attack you with an aerial probably has more practical use than the others. This is what I want you guys to discuss. I have had success with it against those who prefer to bum rush me with NAirs and FAirs. I gave Ganon a hard time playing keep away with baby Shadow Balls and disabling his FAir. Please, look into it and tell me what you think. I know pretty much everybody here is no stranger to Disable, so anybody's input would be appreciated.
here are mookies frame data.
Disable (Down B)
* 1% damage
* Causes the enemy to enter a state of weariness (similar to that of a character breaking his shield)
* Frame Data:
* Total time: 39 frames
* Disabling eye spark comes out frame 15
* Eye spark lasts 7 frames
Jumps
Frame Data:
* Airborne on frame 6
* Air time: 60 frames
* Earliest possible time to fastfall: 31 frames
* Air time (including fastfall): 44 frames
so as you see. it takes 6 frames to start shorthopping and 15 more frames before disable's disjointed hitbox is executed. you need 21 frames.
21 frames out of Shield... that's like 4 jc shines +1 more shine... when you think about it, kinda slow T.T
Shorthop Disable (shDis)
Probably the only real use of the Disable as of now. Stuns your opponent, shorthopping it gives it a “sliding” effect (because it cancels your jump), much like JC grab, giving it a bit more range. Can be used to tech read. Can be used out of shield (recommended, still slow >.>).
Taj says it doesn't counter Falco’s SHL, since it's so slow. >.>
Knockback Disable (kbDis)
Most known probably as “double down B” or whatever, this is when Dis does knockback, which is quite large even at low percentages. I’m pretty sure the knockback is NOT set, so you hit people a little longer if they have more damage.
Disable does knockback when your opponent is in the stun of Disable already, or if they are “tumbling” in the air. I’ve actually done a shorthop kbDis off the stage to a double jump kbDis combo thingy and then I suicided -_- well yeah.
Easiest lead to kbDis is Dtilt probably. Stun with Disable then Dtilt to kbDis if that’s what you want to do since you deal extra damage with the Dtilt.
shkbDis is just short hopping Disable to produce the knockback, use when opponent is on/near ground.
Nothing Disable (airDis?)
It deals one damage and no knockback when your opponent is in the air and you hit with this. Strangely enough, I hit Falco’s Up B with this and he just stopped being in Fire Bird but he flew in neutral air position (doing nothing in the air). I’m not entirely sure about the requirements however.
Mindgames
Techreading/Chasing with this. It leads to grabs so it may be useful. Also has pretty good range compared to your grabs.
Combos… if I could call them that (these are just for... nothing really)
okay.
Not Combos:
kbDis > secondJump > kbDis > stop there and teleport back to stage > edgeguard/taunt/rawr/too hypothetical/
Down Tilt > kbDis (most reliable for kbDis IMO)
Right… so I need more information >.<