Mewtwo (SSBU)/Forward throw: Difference between revisions
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==Overview== | ==Overview== | ||
After [[grab]]bing the opponent, Mewtwo telekinetically lifts them into the air and fires five [[Shadow Ball]]-like projectiles in their direction. Boasts very high damage for a throw, being the most damaging forward throw in the game if all five projectiles are able to connect (15% unstaled). These projectiles can be [[reflect]]ed back at Mewtwo if they possess a passive reflector, such as [[Hero (SSBU)]] using [[Command Selection|Bounce]] or if they are wearing a [[Franklin Badge]]. Additionally since they are [[energy]]-based projectiles, nearby opponents with absorption moves can choose to intercept and [[heal]] by a sizeable amount. | |||
Due to being a multi-hitting move it can be effected by DI at higher percentages, limiting its damage potential at those percentages. While it does not possess any true follow-ups, the thrown opponent is consistently forced into a bad position regardless of if all five projectiles connect with their target, made more dangerous by the low ending [[lag]] present after the throws completion. With improper DI it can also KO opponents around 140% from the combined [[knockback]] of the projectiles. | |||
==Update History== | ==Update History== | ||
'''{{GameIcon|ssbu}} {{SSBU|13.0.1}}''' | '''{{GameIcon|ssbu}} {{SSBU|13.0.1}}''' |
Latest revision as of 17:00, October 16, 2023
Mewtwo forward throw hurtbox visualization | ||||
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Overview[edit]
After grabbing the opponent, Mewtwo telekinetically lifts them into the air and fires five Shadow Ball-like projectiles in their direction. Boasts very high damage for a throw, being the most damaging forward throw in the game if all five projectiles are able to connect (15% unstaled). These projectiles can be reflected back at Mewtwo if they possess a passive reflector, such as Hero (SSBU) using Bounce or if they are wearing a Franklin Badge. Additionally since they are energy-based projectiles, nearby opponents with absorption moves can choose to intercept and heal by a sizeable amount.
Due to being a multi-hitting move it can be effected by DI at higher percentages, limiting its damage potential at those percentages. While it does not possess any true follow-ups, the thrown opponent is consistently forced into a bad position regardless of if all five projectiles connect with their target, made more dangerous by the low ending lag present after the throws completion. With improper DI it can also KO opponents around 140% from the combined knockback of the projectiles.
Update History[edit]
- Forward throw's Shadow Balls deal more damage (2% → 2.4%; total: 13% → 15%).
Throw and Hitbox Data[edit]
Kind | ID | Damage | Angle | Angle type | BK | KS | FKV | H× | Effect | Type | Sound |
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Throw | 0 | 3.0% | Forward | 0 | 100 | 35 | 0.0× | None | |||
Break | 0 | 3.0% | Forward | 40 | 100 | 0 | 0.0× | None |
Timing[edit]
Invincibility | 1-19 |
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Throw release | 19 |
Shadow Balls | 33-45, 40-52, 47-59, 54-66, 61-73 |
Interruptible | 82 |
Animation length | 98 |
Lag time |
Vulnerable |
Invincible |
Prop event |
Throw point |
Interruptible |
Shadow Ball parameters[edit]
Unlike the Shadow Ball from Mewtwo's neutral special, forward throw's Shadow Balls can pierce opponents, and are not affected by hitlag, with only the opponent experiencing it while the Shadow Balls keep moving ahead.
Lifetime | 13 frames |
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Travel speed | 9 |
Trivia[edit]
- The Shadow Balls have a rehit rate of 16. However, as they only last up to 13 frames, it takes no effect.
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