Super Smash Bros. Melee

Disable: Difference between revisions

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==Origin==
==Origin==
As a Normal type status move, the mechanics of Disable have changed throughout the generations of {{uv|Pokémon}}. In the first generation, Disable inaccurately and randomly disallowed the opponent to use one of its moves for a random chosen number of turns of 0-6. Since Generation II and beyond, Disable would disable the opponent Pokémon from reusing the last move it used for 2-5 turns, adding more strategic depth, especially against high-PP recovery moves; in Generation V, it gained 100% accuracy, making it a staple part of many Pokémons' metagames. Disable works differently in ''Melee'', where it prevents the victim from moving entirely.
As a Normal type status move, the mechanics of Disable have changed throughout the generations of {{uv|Pokémon}}. In the first generation, Disable inaccurately and randomly disallowed the opponent to use one of its moves for a random chosen number of turns of 0-6. Since Generation II and beyond, Disable would disable the opponent Pokémon from reusing the last move it used for 2-5 turns, adding more strategic depth, especially against high-PP recovery moves; in Generation V, it gained 100% accuracy, making it a staple part of many Pokémon's metagames. Disable works differently in ''Melee'', where it prevents the victim from moving entirely.


==Short Hop Disable==
==Short Hop Disable==

Revision as of 23:51, November 24, 2014

Disable
Disable
Disable in Melee.
User Mewtwo
Universe Pokémon
Article on Bulbapedia Disable (move)

Disable is Mewtwo's down special move. Mewtwo shoots out a short beam from its eyes in front of it, and any opponent right in front of Mewtwo that is facing it will be dazed for a short period. If the move is performed whilst the character is already dazed, he or she will fly off taking 1% damage, but will recover when they land. The disable will also send foes flying anytime they are in either a dazed state from a shield break or in an aerial tumble. If the move hits an opponent in the air, they will flinch but instantly recover after the freeze frames, taking no appreciable knockback.

Disable being reflected, demonstrating how it works as a projectile.

The move is often considered impractical due to its short, narrow range (the opponent must be very close, in front of Mewtwo and at approximately eye level), but it can be used to disrupt an advancing enemy or stun them for a charged smash attack. For a better use, wavedashing into it or jump canceling it, allows the player to keep their momentum and reach opponents. Also of note is that the effect of the stun will last longer the higher the foe's damage. The move is also a projectile (rather surprisingly), so alert opponents can reflect, powershield, and counter it.

Disable in Generation V Pokémon games.

Disable can be used to perform glitches, including the Disable jump.

Origin

As a Normal type status move, the mechanics of Disable have changed throughout the generations of Pokémon. In the first generation, Disable inaccurately and randomly disallowed the opponent to use one of its moves for a random chosen number of turns of 0-6. Since Generation II and beyond, Disable would disable the opponent Pokémon from reusing the last move it used for 2-5 turns, adding more strategic depth, especially against high-PP recovery moves; in Generation V, it gained 100% accuracy, making it a staple part of many Pokémon's metagames. Disable works differently in Melee, where it prevents the victim from moving entirely.

Short Hop Disable

Mewtwo performing a Short Hop Disable

Performing disable while running will stop Mewtwo in place. However, by shorthopping first, it can retain its horizontal momentum.

Trivia

  • While using Disable, Mewtwo's irises turn yellow.
  • As the move can only hit opponents facing Mewtwo, it can also only be reflected by opponents facing Mewtwo.