Browny
Smash Hater
It has bothered me for a while how people continue to say that Mewtwos hurtbox is massive, extends beyond his model and is the worst in the game. This is caused by people taking screenshots of mewtwo being hit in the frames immediately after an attack connecting which naturally pushes him away during the initial hitlag. It is easy to make any character appear to be hit from a long way away by doing this along with some hard DI.
But enough of that, no one ever got better at a game by manipulating screenshots to make their character look bad.
The first thing to talk about is how much of Mewtwos tail is given z-depth. For those that dont know, some character have parts of their body in a different 2D plane to where the game is. The new DK stage is a perfect example. 2 characters can appear to hit each other with an attack but the other is clearly on another plane deeper in the level. The same applies normally in the game.
To do all these tests, we use the sparks made by the game when a hitbox comes within 1 pixel of the hurtbox, proving beyond any doubt where the hurtbox actually starts. First I am going to start on the idle animations and then show some attacks. Attacks always naturally have a hurtbox extension but the MASSIVE misconception about mewtwo is that his hurtbox extends beyond his body. That is just so blatantly wrong and I'm here to show it.
What we see here is that the furthest part that extends to the side is Mewtwos wrist. Marths fsmash has a deceiving hitbox which doesnt actually hit where the animation says it does (OMG WHAT A BAD CHARACTER) but all that matters is the spark. Since in the first image the spark clearly should have hit mewtwos finger but in the second one it hit his wrist, this proves that front on, his wrist is the maximum extension of his hurtbox.
Also in this picture you see his toes also seem to be given depth in the z-axis
I actually did this a few months back to show that actually, almost his entire foot isnt a hurtbox, is starts at his ankle
OK so thats his front done, now lets look at the back
ROBs fsmash is a pretty good move to test with as it has a gigantic disjoint
Here we see quite clearly just how much of Mewtwos tail is given z-depth. Everyone needs to notice that the attack sparked on mewtwos wrist and NOT his tail showing that at worst, his tail hurtbox is actually closer to him than his wrist. Now I want to make a very clear distinction here. In this example, mewtwos tail is NOT disjointed or intangible, it is simply not even in the same plane as the other character.
If we want to talk about intangilibity we need to look at examples of when Mewtwo sweeps his tail into the same plane as the enemy. This happens during any attack . Bair and dtilt are pretty easy to show.
uair is super difficult to make work but I get the exact same results. Around the last 40% of Mewtwos tail length is intangible. This is highly consistent among those moves. Ftilt is very hard to test but it seems to have a larger disjoint. It is perfectly possible for a move to have varying disjoint so I think the explanation for this is that it simply has a larger disjoint and thats it.
And lastly, when not in idle or not attacking, just his run animation.
In the bottom image, Mewtwo was actually hit by the attack. So what does this show? It shows that once again it is entirely consistent how much of his tail is given z-depth when not attacking therefore, you cant hit it. This is consistent with the first few images. And once again you can see that his toes have no hurtbox, it only starts at his ankle.
I think all of those images prove what I am saying here. People need to understand the difference between z-depth and intangibility.
And finally, what does this all mean? It means that roughly, this is Mewtwos hurtbox;
When he attacks his hurtbox does grow slightly but it changes depending on each attack. All of the above images are the only reference you need to see the hurtbox extension which as you can see at most, is no more than 50% of his tail.
That is all.
But enough of that, no one ever got better at a game by manipulating screenshots to make their character look bad.
The first thing to talk about is how much of Mewtwos tail is given z-depth. For those that dont know, some character have parts of their body in a different 2D plane to where the game is. The new DK stage is a perfect example. 2 characters can appear to hit each other with an attack but the other is clearly on another plane deeper in the level. The same applies normally in the game.
To do all these tests, we use the sparks made by the game when a hitbox comes within 1 pixel of the hurtbox, proving beyond any doubt where the hurtbox actually starts. First I am going to start on the idle animations and then show some attacks. Attacks always naturally have a hurtbox extension but the MASSIVE misconception about mewtwo is that his hurtbox extends beyond his body. That is just so blatantly wrong and I'm here to show it.
![](http://i.imgur.com/fgvZqzQ.jpg)
What we see here is that the furthest part that extends to the side is Mewtwos wrist. Marths fsmash has a deceiving hitbox which doesnt actually hit where the animation says it does (OMG WHAT A BAD CHARACTER) but all that matters is the spark. Since in the first image the spark clearly should have hit mewtwos finger but in the second one it hit his wrist, this proves that front on, his wrist is the maximum extension of his hurtbox.
Also in this picture you see his toes also seem to be given depth in the z-axis
I actually did this a few months back to show that actually, almost his entire foot isnt a hurtbox, is starts at his ankle
![](http://i.imgur.com/5jJogJT.jpg)
OK so thats his front done, now lets look at the back
ROBs fsmash is a pretty good move to test with as it has a gigantic disjoint
![](http://i.imgur.com/UQ0vLaN.jpg)
Here we see quite clearly just how much of Mewtwos tail is given z-depth. Everyone needs to notice that the attack sparked on mewtwos wrist and NOT his tail showing that at worst, his tail hurtbox is actually closer to him than his wrist. Now I want to make a very clear distinction here. In this example, mewtwos tail is NOT disjointed or intangible, it is simply not even in the same plane as the other character.
If we want to talk about intangilibity we need to look at examples of when Mewtwo sweeps his tail into the same plane as the enemy. This happens during any attack . Bair and dtilt are pretty easy to show.
![](http://i.imgur.com/JMdumps.png)
![](http://i.imgur.com/9pHb1bm.png)
uair is super difficult to make work but I get the exact same results. Around the last 40% of Mewtwos tail length is intangible. This is highly consistent among those moves. Ftilt is very hard to test but it seems to have a larger disjoint. It is perfectly possible for a move to have varying disjoint so I think the explanation for this is that it simply has a larger disjoint and thats it.
![](http://i.imgur.com/43A1v3d.jpg)
And lastly, when not in idle or not attacking, just his run animation.
![](http://i.imgur.com/HdGDHJ8.jpg)
In the bottom image, Mewtwo was actually hit by the attack. So what does this show? It shows that once again it is entirely consistent how much of his tail is given z-depth when not attacking therefore, you cant hit it. This is consistent with the first few images. And once again you can see that his toes have no hurtbox, it only starts at his ankle.
I think all of those images prove what I am saying here. People need to understand the difference between z-depth and intangibility.
And finally, what does this all mean? It means that roughly, this is Mewtwos hurtbox;
![](http://i.imgur.com/r1ra5Pm.png)
When he attacks his hurtbox does grow slightly but it changes depending on each attack. All of the above images are the only reference you need to see the hurtbox extension which as you can see at most, is no more than 50% of his tail.
That is all.
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