Mewtwo (SSBU)/Up smash: Difference between revisions
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==Overview== | ==Overview== | ||
Mewtwo thrusts | Mewtwo thrusts its hand into the air to create a swirling galaxy-shaped cyclone. This move possesses respectable KO power, KOing most middleweights around 90%. It also starts up fast for it's power, with the initial scoop hitbox coming out on frame 9, and the main hitboxes starting at frame 10. | ||
Up smash is fair game as an anti-air, with aforementioned respectable KO power upon connection, and possessing a disjointed hitbox thanks to the cyclone. It can also be used underneath platforms, which Mewtwo can sometimes force opponents onto. | Up smash is fair game as an anti-air, with aforementioned respectable KO power upon connection, and possessing a disjointed hitbox thanks to the cyclone. It can also be used underneath platforms, which Mewtwo can sometimes force opponents onto. | ||
However, the move has sizable ending lag, making it very punishable if whiffed. Additionally, | However, the move has sizable ending lag, making it very punishable if whiffed. Additionally, due to the scoop hitbox only lasting for a single frame and [[Jostle|jostling]], the scoop hitbox can be unreliable to connect with. Additionally, the move can sometimes have trouble hitting correctly on platforms. | ||
Overall, up smash is a high-risk, high reward move that can potentially result in great reward if it connects, but | Overall, up smash is a high-risk, high reward move that can potentially result in great reward if it connects, but its flaws make it very unsafe if it whiffs. | ||
==Update History== | ==Update History== |
Latest revision as of 02:53, September 27, 2024
Overview[edit]
Mewtwo thrusts its hand into the air to create a swirling galaxy-shaped cyclone. This move possesses respectable KO power, KOing most middleweights around 90%. It also starts up fast for it's power, with the initial scoop hitbox coming out on frame 9, and the main hitboxes starting at frame 10.
Up smash is fair game as an anti-air, with aforementioned respectable KO power upon connection, and possessing a disjointed hitbox thanks to the cyclone. It can also be used underneath platforms, which Mewtwo can sometimes force opponents onto.
However, the move has sizable ending lag, making it very punishable if whiffed. Additionally, due to the scoop hitbox only lasting for a single frame and jostling, the scoop hitbox can be unreliable to connect with. Additionally, the move can sometimes have trouble hitting correctly on platforms.
Overall, up smash is a high-risk, high reward move that can potentially result in great reward if it connects, but its flaws make it very unsafe if it whiffs.
Update History[edit]
- Up smash's last hit has more knockback scaling (107 → 111).
- Up smash's last hit has a longer hitbox duration (frames 22-23 → 22-25).
Hitboxes[edit]
ID | Part | Rehit rate | Damage | SD | Angle | Angle type | BK | KS | FKV | Set weight | Radius | Bone | Offset | H× | SDI× | T% | Clang | Rebound | Effect | Type | G | A | Sound | Direct | Hit bits | Hit part | Blockable | Reflectable | Absorbable | Flinchless | No GFX | Heedless | |||||||||||||||||
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Hit 1 (early) | |||||||||||||||||||||||||||||||||||||||||||||||||
2 | 0 | 0 | 2.0% | 0 | Standard | 0 | 100 | 90 | 3.0 | top | 0.0 | 11.7 | -6.0 to 7.5 | 1.0× | 1.0× | 0% | Fire | All | All | ||||||||||||||||||||||||||||||
Early hit 1 uses a position vector with offsets [0, 24] for 7 frames. | |||||||||||||||||||||||||||||||||||||||||||||||||
Hits 1 (late), 2, 3 | |||||||||||||||||||||||||||||||||||||||||||||||||
0 | 0 | 0 | 2.0% | 0 | Standard | 0 | 100 | 18 | 4.6 | top | 0.0 | 22.0 | -5.8 | 1.0× | 1.0× | 0% | Fire | All | All | ||||||||||||||||||||||||||||||
1 | 0 | 0 | 2.0% | 0 | Standard | 0 | 100 | 18 | 4.6 | top | 0.0 | 22.0 | 5.8 | 1.0× | 1.0× | 0% | Fire | All | All | ||||||||||||||||||||||||||||||
2 | 0 | 0 | 2.0% | 0 | Standard | 0 | 100 | 40 | 3.5 | top | 0.0 | 14.0 | 0.0 | 1.0× | 1.0× | 0% | Fire | All | All | ||||||||||||||||||||||||||||||
3 | 0 | 0 | 2.0% | 0 | Standard | 0 | 100 | 5 | 4.0 | top | 0.0 | 23.6 | 0.0 | 1.0× | 1.0× | 0% | Fire | All | All | ||||||||||||||||||||||||||||||
Hit 4 | |||||||||||||||||||||||||||||||||||||||||||||||||
0 | 0 | 0 | 10.0% | 0 | Standard | 60 | 111 | 0 | 6.4 | top | 0.0 | 22.0 | -7.0 | 1.0× | 1.0× | 0% | Fire | All | All | ||||||||||||||||||||||||||||||
1 | 0 | 0 | 10.0% | 0 | Standard | 60 | 111 | 0 | 6.4 | top | 0.0 | 22.0 | 7.0 | 1.0× | 1.0× | 0% | Fire | All | All | ||||||||||||||||||||||||||||||
2 | 0 | 0 | 10.0% | 0 | Standard | 60 | 111 | 0 | 5.2 | top | 0.0 | 23.0 | 0.0 | 1.0× | 1.0× | 0% | Fire | All | All | ||||||||||||||||||||||||||||||
3 | 0 | 0 | 10.0% | 0 | Standard | 60 | 111 | 0 | 4.0 | top | 0.0 | 14.0 | 0.0 | 1.0× | 1.0× | 0% | Fire | All | All |
Timing[edit]
Charges between | 2-3 |
---|---|
Hit 1 (early, late) | 9, 10-11 |
Hits 2-3 | 14-15, 18-19 |
Hit 4 | 22-25 |
Interruptible | 69 |
Animation length | 83 |
Lag time |
Charge interval |
Hitbox |
Hitbox change |
Interruptible |
|