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Hitbox visualization for Mewtwo's down smash
Hitbox visualization showing Mewtwo's down smash.

Overview

Extends its arm at a diagonal angle toward the ground to emit a blast of dark energy from its fingertip. It is one of the few down smashes that does not hit on both sides, but it is powerful nonetheless, and has the highest knockback scaling out of Mewtwo's entire moveset. While it has noticeable startup at frame 21, its ending lag relative to its power and startup is extremely low, as Mewtwo can act out of it after 41 frames. As such, it is safe on shield, and potentially even on whiff. It can also 2-frame punish at the ledge if timed correctly. As a result, Mewtwo's down smash is overall a very versatile move in its kit as it provides immense safety and power, and serves as a great punishment out of a successful Disable or shield break, even when not fully charged.

Update History

  4.0.0

  •   Down smash has less ending lag (FAF 44 → 41).

Hitboxes

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
0 0 0 16.0% 8.0   Standard 20 118 0   7.5 top 0.0 4.0 13.7 1.3× 1.0× 0%               Fire   All All            
1 0 0 16.0% 4.0   Standard 20 118 0   11.0 top 0.0 4.0 13.7 1.3× 1.0× 0%               Fire   All All            

Timing

Charges between 15-16
Hitboxes 21-23
Interruptible 41
Animation length 59
                                                                                                                   
Legend (1 square = 1 frame)
 
Lag time
  
Charge interval
 
Hitbox
 
Interruptible