Mewtwo (SSBU)/Down special

Overview
Mewtwo emits a miniscule spark from its eyes. Should an opponent be on the ground and facing towards Mewtwo if this spark connects with them, they will be stunned. Unlike the stun inflicted from a shield break, Disable keeps the opponent stunned for longer the more damaged they are, allowing it to confirm KOs from as low as 50%. If the opponent is airborne while facing Mewtwo, the move will instead deal very low knockback and damage, while having no effect at all if the opponent has their back turned to Mewtwo. Due to being a projectile, Disable can also be reflected back to Mewtwo.

While these properties (combined with its 16 frames of start-up) do make Disable somewhat of a situational move, finding the right times to use it can grant Mewtwo high reward - it can be used to punish over-extensions on the ground and poor defensive habits, and its deceptively long range allows it to be used in tech-chase scenarios, being especially dangerous if the opponent is forced onto a platform. Additionally, Disable grants full intangibility on frames 10-16, allowing it to phase through moves with proper timing.

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, and.

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:, simplified to   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.

Update History
 

Hitboxes
The hitboxes are coded to only hit opponents from the front.


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Timing