Editing Mewtwo (SSBU)/Down special

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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}}.
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.
*''p'' is the opponent's percentage after Disable hits,
*''h'' represents the victims stock deficit over Mewtwo (0.2 for -1 stock, 0.45 for -2 or less stocks),
*''r'' represents Mewtwo's stock lead over the opponent (1.2 for +1 stock, 1.4 for +2 or more stocks),
*and finally, ''k'' represents the numerical knockback inflicted by the stunning move, using a [[weight]] of 100 for every character.
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:
*8 extra frames of stun-time if Mewtwo is behind by two or more stocks,
*4 extra frames if Mewtwo is behind by one stock,
*No change in stun time in even stock scenarios, stun-time is effected only by percentage as usual,
*loses 19 frames if Mewtwo is ahead by one stock,
*and finally loses 22 frames if Mewtwo is ahead by two or more stocks.


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