SSBU Icon.png

Mewtwo (SSBU)/Neutral special

Competitive.png This article or section may require competitive expertise.
You can discuss this issue on the talk page or edit this page to improve it.
This article is about the hitbox visualization in Super Smash Bros. Ultimate. For the move itself, see Shadow Ball.

OverviewEdit

Update HistoryEdit

  3.0.0

  •   Fully charged Shadow Ball has more knockback scaling (67 → 71).
  •   Shadow Ball deals less shield damage (0 → -0.6 (uncharged), 3 → -4 (fully charged).

  8.0.0

  •   The move has less ending lag (FAF 44 → 40; from release: 32 → 28).
  •   Uncharged Shadow Ball deals more damage (2.5% → 4%).

HitboxesEdit

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
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
Minimum charge
0 0 0 4.0% -0.6   Forward 14 30 0   2.2 top 0.0 0.0 0.0 1.0× 1.0× 0%               Fire   All All            
Maximum charge
1 0 0 25.0% -4.0   Forward 30 71 0   2.2 top 0.0 0.0 0.0 1.0× 1.0× 0%               Fire   All All            

TimingEdit

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)
                                                                                                                                                                                             
                                                                                                                                                                                             
Legend (1 square = 1 frame)
 
Lag time
  
Charge interval
 
Hitbox
  
Prop event
 
Interruptible

ParametersEdit

MoveEdit

Total charge time 120 frames
Minimum recoil speed after shot 0.2 (grounded)
0.4 (aerial)
Maximum recoil speed after shot 1.4 (grounded)
2.3 (aerial)
Aerial recoil friction 0.07

Shadow BallEdit

Lifetime 80 frames
Minimum speed 1.6
Maximum speed 2.3
Initial travel angle
Period between random trajectory curves 8 frames
Maximum angle deviation speed between curves 18°
Minimum curve randomness modifier (uncharged) 0.28
Maximum curve randomness modifier (fully charged) 0.14
Minimum scale 4
Maximum scale 12