Mewtwo (SSBU)/Side special

Overview
performs Confusion. This move functions as a reflector (1.4× damage) and command grab, making it have a variety of uses in Mewtwo's kit.

Confusion has Fall Break qualities, allowing Mewtwo to utilize it as an alternative way to leave hitstun. Mewtwo also bounces at the beginning of the move, making it a well-guarded recovery option considering the reflector and command grab qualities. This is a staple move in Mewtwo's disadvantage.

As a reflector, Confusion is mediocre. The 10 frame startup, despite buffs, is still more than average compared to reflectors such as 's. It is also only interruptible on frame 43, making it extremely punishable if it's baited out. However, the 23 active frames leave Mewtwo less vulnerable to losing reflector wars.

The command grab qualities are a mixed bag. It puts the opponent into tumble with hitstun-like frames depending on damage. Thanks to this, it provides Mewtwo with a clean kill confirm into forward aerial at 140% in the air. Neutral attack is also a fairly decent combo from the ground from 115%. However, prior to 140%, Confusion's hit advantage is negligible, in fact it's negative on hit at lower percentages. This makes exploitation of Confusion's command grab qualities difficult, limiting Mewtwo's potential to exploit shielding opponents.

Update History
 

Grab and Throw Data
While the throw has coded knockback values, it does not inflict any traditional knockback, instead simply dropping the opponent in a tumbling state.


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Parameters
When throwing an opponent with at least 25% damage, they are prevented from taking action for a certain amount of frames, similarly to hitstun. This is determined by the formula, where p is the opponent's percent after damage from the throw. This immobility period caps at 7 frames, reached with at least 150% damage upon release, or when grabbed at around 140% in a 1v1 battle. If the opponent is released with less than 25% damage, they can act immediately as they are released from the throw.