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Editing Mewtwo (SSBU)
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|neutralcount=1 | |neutralcount=1 | ||
|neutralinf=y | |neutralinf=y | ||
|neutralname=Dark Flash ({{ja|ダークフラッシュ|Dāku Furasshu}}) | |neutralname=Dark Flash ({{ja|ダークフラッシュ|Dāku Furasshu}}) / Dark Flame ({{ja|ダークフレイム|Dāku Fureimu}}) / Dark Finish ({{ja|ダークフィニッシュ|Dāku Finisshu}}) | ||
|neutral1dmg=3% | |neutral1dmg=3% | ||
|neutralinfdmg=0.8% (loop), 2.5% (last) | |neutralinfdmg=0.8% (loop), 2.5% (last) | ||
|neutraldesc=Extends its arm to emit a small burst of energy. Repeatedly pressing the attack button causes Mewtwo to sway its arm up and down to emit multiple bursts of energy before finishing with an energy-infused upward swipe. The first hit can [[jab reset]]. It is one of the most damaging neutral attacks in the game (especially when backed up against a wall or edge), and is usually able to deal around 20%-30%, even if the opponent uses optimal [[SDI]]. | |neutraldesc=Extends its arm to emit a small burst of energy. Repeatedly pressing the attack button causes Mewtwo to sway its arm up and down to emit multiple bursts of energy before finishing with an energy-infused upward swipe. The first hit can [[jab reset]]. It is one of the most damaging neutral attacks in the game (especially when backed up against a wall or edge), and is usually able to deal around 20%-30%, even if the opponent uses optimal [[SDI]]. | ||
|ftiltname=Tail Whip ({{ja|テイルウィップ|Teiru | |ftiltname=Tail Whip ({{ja|テイルウィップ|Teiru Uippu}}) | ||
|ftiltdmg=12% (near), 11% (mid), 10% (far) | |ftiltdmg=12% (near), 11% (mid), 10% (far) | ||
|ftiltdesc=Swings its tail forward. It is surprisingly strong for a tilt attack, with its near hitbox KOing at around 80% near the edge and even its far hitbox KOing at around 120%. It can be angled up to function as an anti-air, and angled down to hit opponents hanging on the ledge. Its long range and high power allows it to function as an effective whiff punish, especially out of a pivot. | |ftiltdesc=Swings its tail forward. It is surprisingly strong for a tilt attack, with its near hitbox KOing at around 80% near the edge and even its far hitbox KOing at around 120%. It can be angled up to function as an anti-air, and angled down to hit opponents hanging on the ledge. Its long range and high power allows it to function as an effective whiff punish, especially out of a pivot. |