Mewtwo Hitboxes and Frame Data

standardtoaster

Tubacabra
Moderator
Joined
Nov 26, 2009
Messages
9,259
Location
Eau Claire, Wisconsin
#1
Images compiled and edited by standardtoaster.
"Hitbox System" format, method, and organization developed by Stratocaster.
All animated GIF's are at 1/3rd game speed.

Attack11 | Jab 1

Total: 29
Hit: 8
______________________________________________

Attack100 | Rapid Jab

Total: 51
Hit: 6, 13, 20, 27, 34, 41
_______________________________________________

AttackS3S | Forward Tilt

Total: 31
Hit: 6-8
_______________________________________________

AttackS3Hi | Up-Forward Tilt

Total: 31
Hit: 6-8
_______________________________________________

AttackS3Lw | Down-Forward Tilt

Total: 31
Hit: 6-8
_______________________________________________

AttackLw3 | Down Tilt

Total: 29
Hit: 5-7
_______________________________________________

AttackHi3 | Up Tilt

Total: 31
Hit: 6-11
_______________________________________________

AttackDash | Dash Attack

Total: 49
Hit: 10-29
_______________________________________________

AttackS4 | Forward Smash

Total: 59
Hit: 18-19
Charge frame: 14
_______________________________________________

AttackHi4 | Up Smash

Total: 79
Hit: 9-10, 13-14, 17-18, 21-22, 25-26, 29-30, 33-34
Charge frame: 2
_______________________________________________

AttackLw4 | Down Smash

Total: 59
Hit: 20-21
Charge frame: 17
_______________________________________________

AttackAirN | Neutral Air

Total: 54
Hit: 5-6, 9-10, 13-14, 17-18, 21-22, 25-26, 29-30, 33-34, 37-38
Auto-cancel: <5 37>
Landlag: 17
L-Cancelled: 9
________________________________________________

AttackAirF | Forward Air

Total: 39
Hit: 6-8
Auto-Cancel: <1 35>
Landlag: 25
L-Cancelled: 13
_________________________________________________

AttackAirB | Back Air

Total: 31
Hit: 12-15
Auto-Cancel: <3 30>
Landlag: 28
L-Cancelled: 14
_________________________________________________

AttackAirHi | Up Air

Total: 37
Hit: 9-11
Auto-Cancel: <4 33>
Landlag: 20
L-Cancelled: 10
_________________________________________________

AttackAirLw | Down Air

Total: 57
Hit: 18-21
Auto-Cancel: <6 45>
Landlag: 28
L-Cancelled: 14
_________________________________________________

Catch | Grab

Total: 31
Grab: 7-8
_________________________________________________

CatchDash | Dash Grab

Total: 39
Grab: 8-9

_________________________________________________

SpecialS | Confusion

Total: 55
Grab: 12-15
Reflect: 12-27
_________________________________________________

SpecialLw | Disable

Total: 41
Hit: 15-21
_________________________________________________

Shadow Ball

17 frames forced startup

100 frames to fully charge

8 frames shield cancelling
_________________________________________________

Teleport

7 frames forced startup

10 frames travel

15 frames endlag

Can grab edge if travelling downward
________________________________________________

EscapeF | Forward Roll

Total: 37
Invincible: 4-22
_________________________________________________

EscapeB | Backward Roll

Total: 37
Invincible: 4-20
_________________________________________________

EscapeN | Spotdodge

Total: 37
Invincible: 2-21
_________________________________________________

EscapeAir | Air Dodge

Total: 39
Invincible: 4-30
_________________________________________________

CatchAttack | Pummel

Total: 27
Hit: 11
_________________________________________________

ThrowF | Forward Throw

Total: 74
Hit: ??
Shadow Balls thrown: 4/5
_________________________________________________

ThrowB | Back Throw

Total: 49
Throw: 28
_________________________________________________

ThrowHi | Up Throw

Total: 69
Throw: 42
_________________________________________________

ThrowLw | Down Throw

Total: 52
Throw: 14
_________________________________________________


Miscellaneous


Jump startup: 5, airborne on frame 6

Air time: 60
Earliest FF: 30
FF air time: 44

SH Air time: 35
Earliest FF: 19
SH FF air time: 24

Landing lag: 4 frames

Dash becomes run at frame: 18

Run turnaround: 49
 

standardtoaster

Tubacabra
Moderator
Joined
Nov 26, 2009
Messages
9,259
Location
Eau Claire, Wisconsin
#7
I was actually going to put stuff on that up, but I didn't really have the time to see how long certain moves such as shadow ball and teleport work out. I'll get that stuff up there relatively soon.

:phone:
 

FooltheFlames

needs hugs~<3
Joined
Oct 27, 2008
Messages
918
Location
Lake Erie Islands
#18
Wow this is really helpful for anyone who doesnt have access to AR. You gotta love that disjointed hitbox at the end of his tail! I always hated how his down & fsmash hitboxes only lasted 2 frames, there good kill moves but 95% of the moves is lag! Mastery of Mewtwo is Mastery fo Melee I believe thats why I play him, hes the hardest character to get good with.
 
Joined
May 5, 2012
Messages
5,599
Location
Fort Polk/Leesville, Louisiana
#19
Would it be reasonable to request that that images be spoilered in sections such as tilts, smashes, aerials, specials, and others, toaster/other mods/admins? I use this thread a lot but my comp is lame and the .gifs end up screwing up, slowing way down, or skipping frames or other nonsense.
 

.K1

Smash Apprentice
Joined
Oct 23, 2013
Messages
89
Location
SoCal
#23
Is there any particular reason Mewtwo doesnt have as much frame data listed as most other characters? Notably how + or - attacks are on shield.......those values are pretty important lol.
 

.K1

Smash Apprentice
Joined
Oct 23, 2013
Messages
89
Location
SoCal
#24
Okay so I decided to figure out Mewtwo's frame advantage when attacking a shielded opponent. Unfortunately not even the IASA's are listed, so I couldnt do the grounded moves (the IASA affects it a lot). All of Mewtwo's aerials are listed though, so you can kinda get an idea of how safe you are when using X aerial. Also, the value calculated for N-Air is the LAST hit, which supposedly comes out regardless of how far into the moves animation you are.....meaning if you do a full jump nair, it will come out as normal but if you do a DJC or SH Nair, it will come out as soon as you hit the floor. Anyways, yeah. Once the IASA's are up, I will do his grounded moves. Sorry I couldnt do more, but the IASA's are pretty important when doing this.

https://docs.google.com/spreadsheet/ccc?key=0AokIpuS
SI2bidF9NZUczUXEtaUJNY09MQ0dTZmxra0E&usp=sharing

Edit: Sorry but Im forced to break up the URL into two sections. The original link contains " p u s s" all together and the forum is censoring it as foul language. Just copy both sections into your URL and itll work. Sorry about that =(
 

.K1

Smash Apprentice
Joined
Oct 23, 2013
Messages
89
Location
SoCal
#26
Ah okay sweet. Ill have the data for his grounded attacks done within 30 min! Thanks for the link!
 

.K1

Smash Apprentice
Joined
Oct 23, 2013
Messages
89
Location
SoCal
#27
The spreadsheet has been updated! It contains ALL of Mewtwos "normal" attacks except Jab and D-Tilt (no IASA values are listed for either unfortunately)

Again, sorry that I have to break up the link, but maybe we can get a mod to fix it or something. Anyways, here you go!


https://docs.google.com/spreadsheet/ccc?key=0AokIpuS
SI2bidF9NZUczUXEtaUJNY09MQ0dTZmxra0E&usp=sharing

Edit: If you didnt read my previous post, I have to break up the link because it contains the letter "p u s s" all in a row and is being censored by the forum. Just copy and paste the link into the URL. Sorry for the inconvenience.
 

Fish&Herbs19

Smash Journeyman
Joined
Mar 17, 2013
Messages
243
Location
SoCal
#28
On the google doc, you listed fair's l-cancelled lag as 9 frames, when the guide above says it is 13. Also this makes me really sad, seeing that all of Fox's aerials have 14-16 frames of shield stun while our highest aerial only has 8 frames. :c
 

.K1

Smash Apprentice
Joined
Oct 23, 2013
Messages
89
Location
SoCal
#29
Oops, ill fix it in the morning. I'm on my phone atm and not home. Thank you for pointing it out though!
 
Joined
May 25, 2013
Messages
704
Location
Ottawa, Ontario
#37
According to Master Hand the three are identical aside from damage. They share the following:

Active from frames 9-11
Angle: 55°
Base knockback: 0
Knockback growth: 100

The base of the tail does 10%, the middle does 12%, and the tip does 14%. If more than one hitbox hits the opponent, the priority is in order of base>middle>tip, so the tipper must be spaced well in order to be used.
 
Joined
May 25, 2013
Messages
704
Location
Ottawa, Ontario
#39
Yeah, I've also noticed some wrong things in Master Hand, so I agree with you on that. DI only affects trajectory by a max of 18°, but fall speed might be enough to make up for the difference. I've seen a similar thing happen with Yoshi's Ftilt, which has a 60° hitbox but sometimes makes Fox go almost straight horizontal.

Good luck!
 

Thor

Smash Champion
Joined
Sep 26, 2013
Messages
2,013
Location
UIUC [school year]. MN [summer]
#40
Is there any reason Mewtwo's L-cancelled nair and fair have half their landing lag rounded up, and not down? I'm reading 17/9 for nair and 25/13 for fair, but L-cancelling is usually rounded down (ex: Peach frame data is 15/7 for not-fair and 25/12 for fair).
 
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