Mewtwo (SSBU)/Neutral special

Update History
 

 

Hitboxes
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:
 * Shield damage:
 * Base knockback:
 * Knockback scaling:


 * }

Timing
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.