Editing Mewtwo (SSBU)/Forward throw

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After [[grab]]bing the opponent, Mewtwo telekinetically lifts them into the air and fires five [[Shadow Ball]]-like projectiles in their direction. Boasts very high damage for a throw, being the most damaging forward throw in the game if all five projectiles are able to connect (15% unstaled). These projectiles can be [[reflect]]ed back at Mewtwo if they possess a passive reflector, such as [[Hero (SSBU)|Hero]] using [[Command Selection|Bounce]] or if they are wearing a [[Franklin Badge]]. Additionally since they are [[energy]]-based projectiles, nearby opponents with absorption moves can choose to intercept and [[heal]] by a sizeable amount.
After [[grab]]bing the opponent, Mewtwo telekinetically lifts them into the air and fires five [[Shadow Ball]]-like projectiles in their direction. Boasts very high damage for a throw, being the most damaging forward throw in the game if all five projectiles are able to connect (15% unstaled). These projectiles can be [[reflect]]ed back at Mewtwo if they possess a passive reflector, such as [[Hero (SSBU)|Hero]] using [[Command Selection|Bounce]] or if they are wearing a [[Franklin Badge]]. Additionally since they are [[energy]]-based projectiles, nearby opponents with absorption moves can choose to intercept and [[heal]] by a sizeable amount.


Due to being a multi-hitting move, it can be affected by DI at higher percentages, limiting its damage potential at those percentages. While it does not possess any true follow-ups, the thrown opponent is consistently forced into a bad position regardless of if all five projectiles connect with their target, made more dangerous by the low ending [[lag]] present after the throws completion. With improper DI it can also KO opponents around 140% from the combined [[knockback]] of the projectiles.
Due to being a multi-hitting move it can be effected by DI at higher percentages, limiting its damage potential at those percentages. While it does not possess any true follow-ups, the thrown opponent is consistently forced into a bad position regardless of if all five projectiles connect with their target, made more dangerous by the low ending [[lag]] present after the throws completion. With improper DI it can also KO opponents around 140% from the combined [[knockback]] of the projectiles.


==Update History==
==Update History==
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==Shadow Ball parameters==
==Shadow Ball parameters==
Unlike the [[Shadow Ball]] from Mewtwo's neutral special, forward throw's Shadow Balls can pierce opponents, and are not affected by [[hitlag]], with only the opponent experiencing it while the Shadow Balls keep moving ahead. Unlike most projectiles, the Shadow Balls from Mewtwo's forward throw only have the vertical component of their speed affected when Mewtwo's size changes, while the horizontal component is unchanged. This results in the balls effectively being fired at a higher angle when Mewtwo is giant, and a lower angle when Mewtwo is mini.
Unlike the [[Shadow Ball]] from Mewtwo's neutral special, forward throw's Shadow Balls can pierce opponents, and are not affected by [[hitlag]], with only the opponent experiencing it while the Shadow Balls keep moving ahead.
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