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