Mewtwo
Mechanics
Double Jump
- Mewtwo's double jump has a delayed rise similar to Melee
- Release Jump within three frames of performing an aerial to interrupt the vertical momentum of the jump (double jump cancel), or continue holding Jump to rise with the aerial
- Using double jump consumes float during that airtime
- There is a 5 frame window at the start of double jump to float instead
Float
- Mewtwo can float in any direction for up to 60 frames
- Can only start moving vertically after frame 3
- Float can be started, and maintained during aerials
- Using float consumes double jump during that airtime
- There is a 10 frame window at the start of float to double jump instead
Tail
- The outermost two hurtboxes of Mewtwo's tail are only present while performing a tail-based attack
Moveset
Jab 1
- Can be canceled into Rapid Jab Finisher by pressing Special between frames 8 and 16
Rapid Jab
Rapid Jab Finisher
Forward Tilt
Up Tilt
Down Tilt
Dash Attack
Forward Smash
Up Smash
Down Smash
Neutral Air
Forward Air
Back Air
Up Air
Down Air
Shadow Ball (Neutral Special)
Confusion (Side Special)
- Does not stall Mewtwo if used while floating
Teleport (Up Special)
- Consumes double jump unless initiated on the ground
- If double jump is still available when starting the teleport, Mewtwo will be actionable on reappearance after frame 8
- If the move is performed within the first 3 frames of double jump, Mewtwo will still be actionable
- Inputting the opposite direction during the travel or reappearance will make Mewtwo face the other way
Disable (Down Special)
Standing Grab
- Hitbox Duration: F7-8
- FAF: 40
Dash Grab
- Hitbox Duration: F10-11
- FAF: 48
Pivot Grab
- Hitbox Duration: F11-12
- FAF: 43
Forward Throw
Back Throw
Up Throw
Down Throw