Mewtwo (SSBU)/Neutral special
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Overview[edit]
Update History[edit]
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%).
Hitboxes[edit]
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:
- Damage:
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
Timing[edit]
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.
| Charges between | 12-13 |
|---|---|
| Hitbox (from release) | 16-95 (4-83) |
| Interruptible (from release) | 40 (28) |
| Animation length (from release) | 52 (40) |