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Mewtwo (SSBU)/Side special

Hitbox visualization for Mewtwo's Confusion
Hitbox visualization showing Mewtwo's side special special, Confusion.

OverviewEdit

Mewtwo 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 Falco'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.

Opponent's % Mewtwo Hit Advantage
0-14% -1
15-39% +1
40-64% +2
65-89% +3
90-114% +4
115-139% +5
140%+ +6

Update HistoryEdit

  4.0.0

  •   Confusion has less startup lag (frame 12 → 10) with its total duration reduced as well (FAF 45 → 43).
  •   Confusion starts reflecting projectiles earlier (frame 12 → 10).

Grab and Throw DataEdit

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

ID Radius Bone Offset G A
Grabboxes
0 7.4 top 0.0 8.4 17.0    
1 10.2 top 0.0 8.4 17.0    
Kind ID Damage Angle Angle type BK KS FKV Effect Type Sound
Throw hits 1-7 and release
Confusion 0 1.15%   Forward 50 16 0 0.0×       None
Throw 0 1.0%   Forward 50 16 0 0.0×       None
Break 0 5.0%   Forward 0 100 0 0.0×       None

TimingEdit

MissEdit

Grab 10-13
Reflection 10-33
Interruptible 43
Animation length 57
                                                                                                                 
                                                                                                                 

SuccessEdit

Grab 10-13
Reflection 10-33
Throw hits 1-7 18, 20, 22, 24, 26, 28, 30
Throw release 38
Interruptible 39
Animation length 57
                                                                                                                 
                                                                                                                 
Legend (1 square = 1 frame)
 
Lag time
 
Reflect
 
Grab
  
Throw point
 
Interruptible

ParametersEdit

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 0.04p + 1, 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.

Move (aerial)Edit

Vertical speed on startup 1
Horizontal speed multiplier on startup 0.2
Air acceleration multiplier during move 0.2
Gravity multiplier during move 0.7
Gravity if an opponent is grabbed 0.025

ReflectorEdit

Offsets [0, 8.5, 13]
Size 10u
Damage threshold 50%
Damage multiplier 1.4
Speed multiplier 1.2
Lifetime multiplier 1.25