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Super Smash Bros. Ultimate

Mewtwo (SSBU)/Neutral attack/Hit 1: Difference between revisions

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|type=Hand
|type=Hand
|effect=Darkness
|effect=Darkness
|sfx=Burn
|sfx=Fire
|slvl=S
|slvl=S
}}
}}
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|type=Hand
|type=Hand
|effect=Darkness
|effect=Darkness
|sfx=Burn
|sfx=Fire
|slvl=S
|slvl=S
}}
}}
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|type=Hand
|type=Hand
|effect=Darkness
|effect=Darkness
|sfx=Burn
|sfx=Fire
|slvl=S
|slvl=S
}}
}}
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|type=Hand
|type=Hand
|effect=Darkness
|effect=Darkness
|sfx=Burn
|sfx=Fire
|slvl=S
|slvl=S
}}
}}
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==Timing==
==Timing==
Upon reaching the continuability window, the move transitions into the rapid jab if the button has been pressed and released at least 2 times since its initiation.
{|class="wikitable"
{|class="wikitable"
!colspan=2|Hitboxes
!colspan=2|Hitboxes
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|-
|-
!rowspan=2|Continuability!!Pressed repeatedly
!rowspan=2|Continuability!!Pressed repeatedly
|7
|7-21
|-
|-
!Held on hit
!Held on hit

Latest revision as of 13:06, July 29, 2022

Hitbox visualization showing Mewtwo's jab.
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You can discuss this issue on the talk page or edit this page to improve it.

Overview[edit]

Update History[edit]

Super Smash Bros. Ultimate 3.0.0

  • Buff Neutral attack has less start-up lag (frame 6 → 5).

Hitboxes[edit]

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless Hitstun
0 0 0 3.0% 0 Sakurai angle Forward 25 15 0 HitboxTableIcon(False).png 3.0 top 0.0 11.0 5.0 1.8× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Darkness (effect) Hand (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Fire SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png +6 frames
1 0 0 3.0% 0 Sakurai angle Forward 25 15 0 HitboxTableIcon(False).png 3.8 top 0.0 11.8 9.0 1.8× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Darkness (effect) Hand (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Fire SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png +6 frames
2 0 0 3.0% 0 AngleIcon180.png Forward 20 15 0 HitboxTableIcon(False).png 3.5 top 0.0 9.0 13.0 1.8× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Darkness (effect) Hand (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Fire SpecialsDirect.png Fighter only All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png +6 frames
3 0 0 3.0% 0 Sakurai angle Forward 20 15 0 HitboxTableIcon(False).png 3.5 top 0.0 9.0 13.0 1.8× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Darkness (effect) Hand (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Fire SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png +6 frames

Timing[edit]

Upon reaching the continuability window, the move transitions into the rapid jab if the button has been pressed and released at least 2 times since its initiation.

Hitboxes 5-6
Continuability Pressed repeatedly 7-21
Held on hit 11
Interruptible 22
Animation length 33
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(HitboxContinuableS).png FrameIcon(LagContinuableE).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(LagContinuableS).png FrameIcon(LagContinuableE).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
FrameIcon(Continuable).png
Continuable
FrameIcon(BlankContinuableS).pngFrameIcon(BlankContinuableE).png
Earliest continuable point
Interruptibility
Interruptible