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Editing Mewtwo (SSBU)/Down special

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[[File:MewtwoDisableSSBU.gif|thumb|500px|Hitbox visualization showing Mewtwo's down special, Disable.]]
[[File:MewtwoDisableSSBU.gif|thumb|500px|Hitbox visualization showing Mewtwo's down special, Disable.]]
==Overview==
==Overview==
Mewtwo emits a miniscule spark from its eyes. Should an opponent be on the ground and facing towards Mewtwo if this spark connects with them, they will be [[stun]]ned. Unlike the stun inflicted from a shield break, Disable keeps the opponent stunned for longer the more [[damage]]d they are, allowing it to confirm KOs from as low as 50%. If the opponent is airborne while facing Mewtwo, the move will instead deal very low knockback and damage, while having no effect at all if the opponent has their back turned to Mewtwo. Due to being a projectile, Disable can also be reflected back to Mewtwo.  
Mewtwo emits a miniscule spark from its eyes. Should an opponent be on the ground and facing towards Mewtwo if this spark connects with them, they will be [[stun|stunned]]. Unlike the stun inflicted from a shield break, Disable keeps the opponent stunned for longer the more [[damage|damaged]] they are, allowing it to confirm KOs from as low as 50%. If the opponent is airborne while facing Mewtwo, the move will instead deal very low knockback and damage, while having no effect at all if the opponent has their back turned to Mewtwo. Due to being a projectile, Disable can also be reflected back to Mewtwo.  


While these properties (combined with its 16 frames of start-up) do make Disable somewhat of a situational move, finding the right times to use it can grant Mewtwo high reward - it can be used to punish over-extensions on the ground and poor defensive habits, and its deceptively long range allows it to be used in tech-chase scenarios, being especially dangerous if the opponent is forced onto a platform. Additionally, Disable grants full [[intangibility]] on frames 10-16, allowing it to phase through moves with proper timing.
While these properties (combined with its 16 frames of start-up) do make Disable somewhat of a situational move, finding the right times to use it can grant Mewtwo high reward - it can be used to punish over-extensions on the ground and poor defensive habits, and its deceptively long range allows it to be used in tech-chase scenarios, being especially dangerous if the opponent is forced onto a platform. Additionally, Disable grants full [[Intangibility|invulnerability]] on frames 10-16, allowing it to phase through moves with proper timing.


Its ability to [[double jump cancel]] becomes quite strong when paired with [[footstool]] [[out of shield]], technically being Mewtwo's fastest albeit most difficult to perform out of shield option, working on every character in the game except {{SSBU|Pac-Man}}, {{SSBU|Mr. Game & Watch}} and {{SSBU|Ivysaur}}.
Its ability to [[Double jump cancel]] becomes quite strong when paired with [[footstool]] [[out of shield]], technically being Mewtwo's fastest albeit most difficult to perform out of shield option, working on every character in the game except {{SSBU|Pac-Man}}, {{SSBU|Mr. Game & Watch}} and {{SSBU|Ivysaur}}.


Finally, the moves stun-time is also effected by the overall state of the match being played, leaving the opponent stunned for longer if Mewtwo is at a [[stock]] deficit and for a shorter time if Mewtwo is ahead. To be more specific; in ''Ultimate'', Disable uses the following formula to determine the stun-time inflicted on the opponent: <code>1.3p + 16h + 16(3 - r) + k </code>, simplified to <code>48 + 1.3p + k</code> for even stock scenarios.  
Finally, the moves stun-time is also effected by the overall state of the match being played, leaving the opponent stunned for longer if Mewtwo is at a [[stock]] deficit and for a shorter time if Mewtwo is ahead. To be more specific; in ''Ultimate'', Disable uses the following formula to determine the stun-time inflicted on the opponent: <code>1.3p + 16h + 16(3 - r) + k </code>, simplified to <code>48 + 1.3p + k</code> for even stock scenarios.  

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