OK, I've been tearing my hair out for two days trying to figure out how on earth mewtwo's side-b (doesn't) work, and now I'm giving in. So I come to you, the people, for help.
Here's what I know so far:
His side-b sends the opponent into MewtwoThrown, a 27 frame long animation, and manipulates their velocity using the lines that most special moves would use to set the player's own velocity (4D 00 00 01, 4C 00 00 01 and 4D 00 00 02). The second two are "set vertical velocity to zero" and "fall", according to itaru, although this subaction might interpret them differently? They happen on frame 39, 27 frames after the hitbox first came out, I presume so there's no frames of being stuck in MewtwoThrown, but if you change the time that 4C 00 00 01 and 4D 00 00 02 come out, the opponent remains stuck on frame 27 of MewtwoThrown until the frame they're on. After the opponent leaves MewtwoThrown, they take the damage from the Throw data within the subaction and enter DamageFall aka tumble. If you delete 4C 00 00 01 and 4D 00 00 02, or in another way avoid them coming out, you get the souleater glitch, where the opponent is stuck in MewtwoThrown until you use a second Confusion.
I've inferred from what I've learned above that 4C 00 00 01 and 4D 00 00 02 cancel the opponent out of MewtwoThrown, obviously, although I have no good clue as to why. I've also inferred that maybe the reason the throw doesn't work properly is because the opponent never enters a Captured state? In the list of common IDs in this post there's CaptureMewtwo and CaptureMewtwoAir, which seems to imply that it's possible this move was supposed to be a proper command grab at one point. The biggest difference I've noted between this and other command grabs is that this is all in a single subaction, where every other command grab afaik has a different subaction for the start, captured, and ending portions. It's also worth mentioning that this move is the only one I've seen thus far that has the throw data for the move side by side with the grab boxes and the release data. Not sure if that could be a reason it doesn't work.
I've tried searching all over, but there seems to have been little if any discussion of this to ever really take place. Has anyone looked into this before? I'm quite a noob, all the things I wrote above are basically just inference from my messing around in CrazyHand and rooting around in PlMt.dat to no avail.
Here's what I know so far:
His side-b sends the opponent into MewtwoThrown, a 27 frame long animation, and manipulates their velocity using the lines that most special moves would use to set the player's own velocity (4D 00 00 01, 4C 00 00 01 and 4D 00 00 02). The second two are "set vertical velocity to zero" and "fall", according to itaru, although this subaction might interpret them differently? They happen on frame 39, 27 frames after the hitbox first came out, I presume so there's no frames of being stuck in MewtwoThrown, but if you change the time that 4C 00 00 01 and 4D 00 00 02 come out, the opponent remains stuck on frame 27 of MewtwoThrown until the frame they're on. After the opponent leaves MewtwoThrown, they take the damage from the Throw data within the subaction and enter DamageFall aka tumble. If you delete 4C 00 00 01 and 4D 00 00 02, or in another way avoid them coming out, you get the souleater glitch, where the opponent is stuck in MewtwoThrown until you use a second Confusion.
I've inferred from what I've learned above that 4C 00 00 01 and 4D 00 00 02 cancel the opponent out of MewtwoThrown, obviously, although I have no good clue as to why. I've also inferred that maybe the reason the throw doesn't work properly is because the opponent never enters a Captured state? In the list of common IDs in this post there's CaptureMewtwo and CaptureMewtwoAir, which seems to imply that it's possible this move was supposed to be a proper command grab at one point. The biggest difference I've noted between this and other command grabs is that this is all in a single subaction, where every other command grab afaik has a different subaction for the start, captured, and ending portions. It's also worth mentioning that this move is the only one I've seen thus far that has the throw data for the move side by side with the grab boxes and the release data. Not sure if that could be a reason it doesn't work.
I've tried searching all over, but there seems to have been little if any discussion of this to ever really take place. Has anyone looked into this before? I'm quite a noob, all the things I wrote above are basically just inference from my messing around in CrazyHand and rooting around in PlMt.dat to no avail.