Super Smash Bros. 4

Mewtwo (SSB4)/Down tilt: Difference between revisions

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(New Page: {{ArticleIcons|ssb4=y}} thumb|270px|Hitbox visualization showing Mewtwo's down tilt. {{competitive expertise}} {{technical data}} ==Overview== ==Hitboxes== ==...)
 
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{{ArticleIcons|ssb4=y}}
{{ArticleIcons|ssb4=y}}
[[File:MewtwoDTilt.gif|thumb|270px|Hitbox visualization showing Mewtwo's down tilt.]]
[[File:MewtwoDTilt.gif|thumb|270px|Hitbox visualization showing Mewtwo's down tilt.]]
{{competitive expertise}}
 
{{technical data}}
==Overview==
==Overview==
Mewtwo rotates low to the ground, swinging its tail ahead. Easily Mewtwo's quickest tilt attack, as it comes out as early as frame 6. Not only does this make the tilt a good out of shield option, but it is also a very reliable combo starter. Notable follow-ups include neutral attack, up tilt, up smash, neutral aerial, forward aerial, and up aerial. Can also succeed a neutral aerial that dragged the opponent to the floor with it, though this is admittedly situational, as the enemy could land on either side of the character.


==Hitboxes==
==Hitboxes==
{{SSB4HitboxTableHeader}}
{{SSB4HitboxTableRow
|id=0
|part=0
|damage=5%
|angle=80
|bk=60
|ks=82
|fkv=0
|r=4.3
|bn=1003
|type=Tail
|sdi=1.0
|sfx=Punch
|slvl=M
}}
{{SSB4HitboxTableRow
|id=1
|part=0
|damage=4.5%
|angle=70
|bk=65
|ks=84
|fkv=0
|r=3.8
|bn=1005
|xpos=1.0
|type=Tail
|sdi=1.0
|sfx=Punch
|slvl=S
}}
{{SSB4HitboxTableRow
|id=2
|part=0
|damage=4%
|angle=60
|bk=60
|ks=70
|fkv=0
|r=3.2
|bn=1007
|type=Tail
|sdi=1.0
|sfx=Punch
|slvl=S
}}
|}


==Timing==
==Timing==

Latest revision as of 18:16, September 21, 2022

Hitbox visualization showing Mewtwo's down tilt.

Overview[edit]

Mewtwo rotates low to the ground, swinging its tail ahead. Easily Mewtwo's quickest tilt attack, as it comes out as early as frame 6. Not only does this make the tilt a good out of shield option, but it is also a very reliable combo starter. Notable follow-ups include neutral attack, up tilt, up smash, neutral aerial, forward aerial, and up aerial. Can also succeed a neutral aerial that dragged the opponent to the floor with it, though this is admittedly situational, as the enemy could land on either side of the character.

Hitboxes[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
0 0 5% 0 AngleIcon80.png 60 82 0 4.3 1003 0.0 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Tail (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Punch SpecialsDirect.png
1 0 4.5% 0 AngleIcon70.png 65 84 0 3.8 1005 1.0 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Tail (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Punch SpecialsDirect.png
2 0 4% 0 AngleIcon60.png 60 70 0 3.2 1007 0.0 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Tail (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Punch SpecialsDirect.png

Timing[edit]

Hitboxes 6-7
Interruptible 21
Animation length 30
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).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(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
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
Interruptibility
Interruptible