Mewtwo (SSBU)/Neutral special
- Fully charged Shadow Ball has more knockback scaling (67 → 71).
- Shadow Ball deals less shield damage (0 → -0.6 (uncharged), 3 → -4 (fully charged).
- The move has less ending lag (FAF 44 → 40; from release: 32 → 28).
- Uncharged Shadow Ball deals more damage (2.5% → 4%).
The ID 0 and 1 hitboxes are used for no charge and full charge, respectively. For every charge frame, Shadow Ball's damage, shield damage, base knockback, and knockback scaling are linearly scaled from the ID 0 hitbox to the ID 1 hitbox. The sound effect's level also changes to M (Medium) when reaching at least half of the move's charge, then to L (Large) at full charge. The effective values can be calculated by the following formulas:
4 + 21 * charge frames / 120
- Shield damage:
-0.6 - 3.4 * charge frames / 120
- Base knockback:
14 + 16 * charge frames / 120
- Knockback scaling:
30 + 41 * charge frames / 120
Charge-canceling incurs 4 frames of lag before the selected action. While the Shadow Ball's hitbox is active on frame 4 of release, it often ends up hitting later due to still being inside Mewtwo's jostle area for a few frames.
|Hitbox (from release)||16-95 (4-83)|
|Interruptible (from release)||40 (28)|
|Animation length (from release)||52 (40)|
|Total charge time||120 frames|
|Minimum recoil speed after shot||0.2 (grounded)|
|Maximum recoil speed after shot||1.4 (grounded)|
|Aerial recoil friction||0.07|
|Initial travel angle||0°|
|Period between random trajectory curves||8 frames|
|Maximum angle deviation speed between curves||18°|
|Minimum curve randomness modifier (uncharged)||0.28|
|Maximum curve randomness modifier (fully charged)||0.14|