Mewtwo (SSBU)/Down smash: Difference between revisions
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{{ArticleIcons|ssbu=y}} | {{ArticleIcons|ssbu=y}} | ||
[[File:MewtwoDSmashSSBU.gif|thumb| | [[File:MewtwoDSmashSSBU.gif|thumb|350px|Hitbox visualization showing Mewtwo's down smash.]] | ||
==Overview== | ==Overview== | ||
Extends its arm at a diagonal angle toward the ground to emit a blast of dark energy from its fingertip. It is one of the few down smashes that does not hit on both sides, but it is powerful nonetheless, and has the highest knockback scaling out of Mewtwo's entire moveset. While it has noticeable startup at frame 21, its ending lag relative to its power and startup is extremely low, as Mewtwo can act out of it after 41 frames. As such, it is safe on shield, and potentially even on whiff. It can also 2-frame punish at the ledge if timed correctly. As a result, Mewtwo's down smash is overall a very versatile move in its kit as it provides immense safety and power, and serves as a great punishment out of a successful Disable or shield break, even when not fully charged. | Extends its arm at a diagonal angle toward the ground to emit a blast of dark energy from its fingertip. It is one of the few down smashes that does not hit on both sides, but it is powerful nonetheless, and has the highest knockback scaling out of Mewtwo's entire moveset. While it has noticeable startup at frame 21, its ending lag relative to its power and startup is extremely low, as Mewtwo can act out of it after 41 frames. As such, it is safe on shield, and potentially even on whiff. It can also 2-frame punish at the ledge if timed correctly. As a result, Mewtwo's down smash is overall a very versatile move in its kit as it provides immense safety and power, and serves as a great punishment out of a successful Disable or shield break, even when not fully charged. | ||
==Update History== | |||
'''{{GameIcon|ssbu}} {{SSBU|4.0.0}}''' | |||
*{{buff|Down smash has less ending lag (FAF 44 → 41).}} | |||
==Hitboxes== | ==Hitboxes== | ||
{{UltimateHitboxTableHeader}} | {{UltimateHitboxTableHeader}} | ||
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{|class="wikitable" | {|class="wikitable" | ||
|- | |- | ||
!Charges | !Charges between | ||
|15-16 | |15-16 | ||
|- | |- | ||
! | !Hitboxes | ||
|21-23 | |21-23 | ||
|- | |- | ||
!Interruptible | !Interruptible | ||
| | |41 | ||
|- | |- | ||
!Animation length | !Animation length | ||
Line 66: | Line 69: | ||
|} | |} | ||
{{FrameStripStart}} | {{FrameStripStart}} | ||
{{FrameStrip|t=Lag|c=15|e=LagChargeS}}{{FrameStrip|t=Lag|c=5|s=LagChargeE}}{{FrameStrip|t=Hitbox|c=3}}{{FrameStrip|t=Lag|c= | {{FrameStrip|t=Lag|c=15|e=LagChargeS}}{{FrameStrip|t=Lag|c=5|s=LagChargeE}}{{FrameStrip|t=Hitbox|c=3}}{{FrameStrip|t=Lag|c=17}}{{FrameStrip|t=Interruptible|c=18}} | ||
{{FrameStripEnd}} | {{FrameStripEnd}} | ||
Latest revision as of 18:07, July 3, 2022
Overview[edit]
Extends its arm at a diagonal angle toward the ground to emit a blast of dark energy from its fingertip. It is one of the few down smashes that does not hit on both sides, but it is powerful nonetheless, and has the highest knockback scaling out of Mewtwo's entire moveset. While it has noticeable startup at frame 21, its ending lag relative to its power and startup is extremely low, as Mewtwo can act out of it after 41 frames. As such, it is safe on shield, and potentially even on whiff. It can also 2-frame punish at the ledge if timed correctly. As a result, Mewtwo's down smash is overall a very versatile move in its kit as it provides immense safety and power, and serves as a great punishment out of a successful Disable or shield break, even when not fully charged.
Update History[edit]
- Down smash has less ending lag (FAF 44 → 41).
Hitboxes[edit]
Timing[edit]
Charges between | 15-16 |
---|---|
Hitboxes | 21-23 |
Interruptible | 41 |
Animation length | 59 |
Lag time |
Charge interval |
Hitbox |
Interruptible |
|