Super Smash Bros. Melee

Mewtwo (SSBM)/Down tilt

< Mewtwo (SSBM)
Revision as of 11:58, March 17, 2022 by Iron Warrior (talk | contribs) (Undid edit by CanvasK: "Avoiding every single out of shield punish" is synonymous with "completely impossible to punish out of shield", and the bit describing proper spacing would be asinine if it was contextualized in the sense of its OoS use)
Hitbox visualization showing Mewtwo's down tilt.

Overview

Mewtwo does a spin with his tail sticking out. This is generally believed to be one of Mewtwo's best moves as well as one of the best down tilts in all of Melee.

It has exceptional startup, being Mewtwo's fastest move on the ground, with very short end lag due to its big interruptibility window. This makes it difficult to punish if it misses, and coupled with its above average range, it is completely impossible to punish out of shield if spaced properly.

It can also start combos, being easily Mewtwo's best combo starter. Typical follow-ups for down tilt include itself at lower percents, its forward aerial to set up a juggling situation, and its grab to either combo fast fallers with up throw, set up a tech chase with down throw, or KO its opponent with up or back throw.

Hitboxes

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Rebound Effect G A Sound
0 0 9% 0   40 80 0 4.2966 21 0.0 0.0 0.0             Kick
1 0 8% 0   40 80 0 3.5154 23 0.0 0.0 0.0             Kick
2 0 5% 0   40 80 0 2.7342 25 0.0 0.0 0.0             Kick

Timing

Hitboxes 5-7
Interruptible 20
Animation length 29
                                                         
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
 
Interruptible