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| Its ability to [[double jump cancel]] becomes quite strong when paired with [[footstool]] [[out of shield]], technically being Mewtwo's fastest albeit most difficult to perform out of shield option, working on every character in the game except {{SSBU|Pac-Man}}, {{SSBU|Mr. Game & Watch}} and {{SSBU|Ivysaur}}. | | Its ability to [[double jump cancel]] becomes quite strong when paired with [[footstool]] [[out of shield]], technically being Mewtwo's fastest albeit most difficult to perform out of shield option, working on every character in the game except {{SSBU|Pac-Man}}, {{SSBU|Mr. Game & Watch}} and {{SSBU|Ivysaur}}. |
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| Finally, the moves stun-time is also effected by the overall state of the match being played, leaving the opponent stunned for longer if Mewtwo is at a [[stock]] deficit and for a shorter time if Mewtwo is ahead. To be more specific; in ''Ultimate'', Disable uses the following formula to determine the stun-time inflicted on the opponent: <code>1.3p + 16h + 16(3 - r) + k </code>, simplified to <code>48 + 1.3p + k</code> for even stock scenarios.
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| *''p'' is the opponent's percentage after Disable hits,
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| *''h'' represents the victims stock deficit over Mewtwo (0.2 for -1 stock, 0.45 for -2 or less stocks),
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| *''r'' represents Mewtwo's stock lead over the opponent (1.2 for +1 stock, 1.4 for +2 or more stocks),
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| *and finally, ''k'' represents the numerical knockback inflicted by the stunning move, using a [[weight]] of 100 for every character.
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| The solution to this formula is always rounded up. With this formula in mind, Disable inflicts the following depending on the state of the match:
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| *8 extra frames of stun-time if Mewtwo is behind by two or more stocks,
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| *4 extra frames if Mewtwo is behind by one stock,
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| *No change in stun time in even stock scenarios, stun-time is effected only by percentage as usual,
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| *loses 19 frames if Mewtwo is ahead by one stock,
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| *and finally loses 22 frames if Mewtwo is ahead by two or more stocks.
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| ==Update History== | | ==Update History== |