Mewtwo (SSBU)/Neutral special
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Overview
Update History
- Fully charged Shadow Ball has more knockback scaling (67 → 71).
- Shadow Ball deals less shield damage (0 → -0.6 (uncharged), 3 → -4 (fully charged).
- The move has less ending lag (FAF 44 → 40; from release: 32 → 28).
- Uncharged Shadow Ball deals more damage (2.5% → 4%).
Hitboxes
Shadow Ball's damage, shield damage, base knockback, and knockback scaling are linearly scaled from the minimum charge hitbox to the maximum charge hitbox for every charge frame. 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.
Timing
The move takes 12 frames to initiate before it can fire or start charging, and can be charge-canceled after this period. The timings listed below are without this initiation period. Charge-canceling also 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.
Hitbox | 4-83 |
---|---|
Interruptible | 28 |
Animation length | 40 |
Lag time |
Charge interval |
Hitbox |
Prop event |
Interruptible |
Parameters
Move
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 Ball
Lifetime | 80 frames |
---|---|
Minimum speed | 1.6 |
Maximum speed | 2.3 |
Amount of trajectory curves | 8 |
Speed of trajectory curves | 18 |
Minimum curve randomness (uncharged) | 0.28 |
Maximum curve randomness (fully charged) | 0.14 |
Minimum scale | 4 |
Maximum scale | 12 |
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