Mewtwo (SSBU)/Up special
Overview[edit]
Mewtwo quickly vanishes for a brief time, reappearing in another location chosen by the player's directional input. Its travel distance, combined with its ability to retain vertical momentum out of a double jump and granting Mewtwo full intangibility from frame 9-19 makes it a strong tool for recovery. Additionally, its low landing lag (20 frames) gives it extra utility as an escape option which can also be used out of shield, however this can be punished if used unwisely.
Teleport can also be used to edge cancel, however this is a risky endeavour as precise spacing is required to avoid overshooting the ledge.
Update history[edit]
- Teleport has less landing lag (30 frames → 20).
Timing[edit]
Move[edit]
The move's travel direction is decided on frame 14, with Mewtwo disappearing on frame 9, and it enables ledge grabs from both sides starting on frame 16. Mewtwo's ledge grab range is also increased during it.
Intangibility | 9-19 |
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Interruptible (grounded) | 45 |
Animation length (grounded) | 49 |
Animation length (aerial) | 46 |
Grounded | |||||||||||||||||||||||||||||||||||||||||||||||||
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Aerial | |||||||||||||||||||||||||||||||||||||||||||||||||
Hurtboxes |
Landing[edit]
Animation length | 20 |
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Lag time |
Vulnerable |
Intangible |
Interruptible |
Parameters[edit]
Gravity during startup | 0.04 |
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Falling speed during startup | 0.75 |
Teleport base speed | 6 |
Teleport maximum additional speed by stick tilt | 3 |
Minimum stick sensitivity for additional teleport speed | 0.2 |
Disappearance period before teleporting | 5 frames |
Teleport duration | 6 frames |
Teleport angle on air-to-ground transition | 360° |
Maximum speed after teleport | 1 (grounded) 2 (aerial) |
Landing lag | 20 frames (8.0.0 onward) 30 frames (before 8.0.0) |
Helplessness air speed multiplier | 0.6 |
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