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Jungles of Guyana - Mewtwo Frame / Hitbox Data
Hello everyone. This thread will contain as much data on Mewtwo's moveset as I can datamine at this point in time. Once Mewtwo's fighter files are dumped, I will embed a sheet to bring it in line with my other frame/hitbox projects. Let's begin, shall we?
Jabs, Tilts, and Dash Attack
Jab- A quick palm thrust in front of Mewtwo, with an orb of psychic energy a decent distance in front of it.
- Damage: 4%
- Hits on: F6
- Angle: ~80°
Rapid Jab Loop
- After the palm thrust, Mewtwo waves its other hand in a circular motion, generating a psychic whirl. Excellent range, probably comparable to Robin's rapid jab.
- Damage: 1% ×5 (min. no. hits/loop)
- Angle: ~105°
Rapid Jab Finisher
- Upon ending the loop, Mewtwo quickly strikes back with its other hand, in an upwards arc toward itself.
- Damage: 2%
- Angle: ~45° (361°?)
FTilt
- Mewtwo swipes its tail in front of itself. Decent range, though with noticeable startup. Can be angled.
- Damage - Unangled: 10% near base, 8% near tip
- Damage - Angled: 10% near base, 9% near tip
- Hits on: F10
UTilt
- A floating backflip in place. Average startup. Doesn't cover a full 180° above Mewtwo, more like 135°.
- Damage - Front: 6% near base, 5%/4.5% around middle, 4.5% near tip
- Damage - Diagonals: 6% near base, 5% around middle, 4% near tip 3% past tip
- Damage - Top: 6% near base, 4% around middle, 3% near tip
- Damage - Back: 5%
- Hits on: F7
DTilt
- A quick tail swipe at the target's feet. Minimal startup, minimal endlag. Can combo into FAir at low to mid percents. Can combo into UAir at mid to mid-high percents.
- Damage: 5% near base, 4% near tip
- Hits on: F6
Dash Attack
- Mewtwo lunges forward, gripping one wrist with one of its hands and creating a small psychic burst with the other. Average startup, average endlag.
- Damage: 10% early, 6% late
- Hits on: F10
Smashes and Aerials
FSmash
- Putting its hands together before leaning and thrusting them forward, Mewtwo generates a psychic wave. Good range. Noticeable startup, average endlag.
- Damage: 15% at epicenter, 19% at edge
- Hits on: F19
USmash
- An arm straight up creates a psychic galaxy, complete with stars. Low startup, high-ish endlag.
- Damage - Setup hit: 1%
- Damage - Weak hits: 1% ×5
- Damage - Strong finisher: 10%
- Hits on: F9
DSmash
- Mewtwo violently points a finger toward the ground in front of itself, creating a psychic explosion. High-ish startup, low-ish endlag.
- Damage: 15%
- Hits on: F21
NAir
- A continuous jolt of electricity surrounds Mewtwo. The move still hits multiple times like it does in Melee. However, this time the hitboxes link into each other more reliably, making it less likely your target will escape prematurely. Nearly non-existent endlag.
- Damage - Weak hits: 1% ×8
- Damage - Strong finisher: 4%
- Hits on: F7
FAir
- The iconic Shadow Claw makes its return. Mewtwo quickly slashes a hand enveloped in a psychic aura in an arc similar to that of its rapid jab finisher.
- Damage: 13%
- Hits on: F6
- Mewtwo swings its tail behind itself. Moderate startup with a deceiving hitbox - despite the tail beginning to swing beneath its feet, the hitbox doesn't appear until around the diagonal beneath and behind the body. However, the damage makes up for it.
- Damage: 13% near base, 11% around midde, 9% near tip
- Hits on: F13
UAir
- Somewhat visually similar to UTilt. Another tail-based attack with an unexpected blind spot. The swing again begins beneath Mewtwo, but the tail doesn't become a hitbox until it reaches the diagonal above and in front. It does however cover a nice fan-shaped arc.
- Damage: 11% near base, 9% around middle, 7% near tip
- Hits on: F10
DAir
- A shadowy flip kick aimed directly underneath Mewtwo's body. Range is somewhat forgiving for a spike, and the non-spiking hitbox still has good knockback.
- Damage: 15% near foot (spike), 14% around body (non-spike)
- Hits on: F15
Grabs, Throws, and Pummel
Grab
- Mewtwo raises a hand a releases a small burst of psychic energy. The standing grab has poor-ish range, only reaching about a character space ahead.
- Grabs on - Standing: F7
- Grabs on - Dashing: F9
- Grabs on - Pivot: F10
Pummel
- Mewtwo zaps its victim with an electric spark imbued with a dark aura. Low endlag, allowing you to pummel quickly.
- Damage: 2%
- Hits on: F4
FThrow
- After telekineticaly shoving the target away into the air at a diagonal, Mewtwo launches a barrage of small Shadow Balls, which can be Pocketed, reflected, and absorbed. The move has been vastly improved from Melee; fast-fallers like the spacies can no longer just fall out of the barrage, so opponents in general are subject to the entire more nearly all the time.
- Damage - Throw: 3%
- Damage - Shadow Ball: 1.5% ×5
BThrow
- A simple backhand throw utilising Mewtwo's mind rather than its muscles. KOing capabilities seem to have been significantly reduced from Melee.
- Damage: 10%
UThrow
- The fearsome "Tornado Throw" is back, While it is still a powerful throw, it also seems to have been nerfed, with its knockback just barely missing the KO. Usually KOs 10%-15% later than you'd expect, so keep that in mind.
- Damage: 12%
DThrow
- Mewtwo sets the target on the ground before giving them a sound slam with its tail. For reasons unknown, this move hits twice, but the individual hits combo so reliably it is functionally a one-hit attack.
- Damage - Tail slam: 4%
- Damage - Ground bounce: 5%
Specials
Shadow Ball (Neutral B)
- Shadow Ball returns just as powerful as ever. However, charging the move no longer yields a damaging electrical field, further differentiating it from Lucario's Aura Sphere. The move seems to me to have bonus shield damage when fully charged, but more testing will have to be done in order to confirm this, and find out just how much additional damage it does. The attack hits sooner when launched from charging than it does from neutral.
- Damage - Uncharged: 2.5%
- Damage - Fully charged: 25%
- Hits on - From charge: F6
- Hits on - From neutral: F23
Confusion (Side B)
- Mewtwo's side special has been significantly buffed compared to its Melee incarnation, as it now acts as a true reflector. No longer will your opponents laugh at their own projectiles coming back their way! The move is a command grab, so you can whirl people around right out of their shields.
- Damage - Hit: 1.125% ×8
- Damage - Reflect: ×1.4
- Hits on: F12
Teleport (Up B)
- Disappearing from sight momentarily, Mewtwo quickly reappears a set distance in the direction you input. Using it in the air will carry Mewtwo a bit farther in that direction due to its momentum carrying forward. Additionally, according to an in-game tip, reappearing on a platform will cause Mewtwo to slide a short distance along the ground. Finally, like Palutena's Warp, Teleport can be edge-cancelled, allowing for nifty ledge play.
- Intangibility: F9-17 (9F)
Disable (Down B)
- A flash of the eyes launches a string of sparkles a short distance in front of Mewtwo. Anyone who makes eye contact with the sparkles will be momentarily stunned as though their shield was broken. Using this on a target who is already stunned will not incapacitate them longer, only deal damage. Connecting with an airborne target will not stun them, but will launch them a short distance away. Connecting on a target who is facing away will yield no results at all. The beam can be Pocketed and reflected.
- Damage: 1%
- Hits on: F15
Dodges and Rolls
Spotdodge
- Mewtwo quickly leans into the background. Low startup.
- Intangibility: F2-15 (14F)
Rolls
- A glide across the ground in the direction you chose. Forward and backward roll have identical intangiblity.
- Intangibility: F4-17 (14F)
Airdodge
- Using its psychic powers, Mewtwo disappears to avoid an incoming attack. Low startup, good duration.
- Intagibility: F2-24 (23F)
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