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Mewtwo (SSBU)/Neutral special

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This article is about the hitbox visualization in Super Smash Bros. Ultimate. For the move itself, see Shadow Ball.

Overview

Update History

  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%).

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.

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%               Burn   All All            
Maximum charge
0 0 0 25.0% -4.0   Forward 30 71 0   2.2 top 0.0 0.0 0.0 1.0× 1.0× 0%               Burn   All All            

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
                                                                                                                                                                                             
                                                                                                                                                                                             
Legend (1 square = 1 frame)
 
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