Mewtwo (SSBU)/Up smash: Difference between revisions
(New Page: {{ArticleIcons|ssbu=y}} thumb|550px|Hitbox visualization showing Mewtwo's up smash. {{competitive expertise}} ==Overview== ==Hitboxes== {{UltimateHitboxTab...) |
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{{ArticleIcons|ssbu=y}} | {{ArticleIcons|ssbu=y}} | ||
[[File:MewtwoUSmashSSBU.gif|thumb| | [[File:MewtwoUSmashSSBU.gif|thumb|350px|Hitbox visualization showing Mewtwo's up smash.]] | ||
{{competitive expertise}} | {{competitive expertise}} | ||
==Overview== | ==Overview== | ||
Mewtwo thrusts his hand into the air to create a swirling galaxy-shaped cyclone. This move possesses respectable KO power, KOing most middleweights around 90%. It also starts up fast for it's power, with the initial scoop hitbox coming out on frame 9, and the main hitboxes starting at frame 10. | |||
Up smash is fair game as an anti-air, with aforementioned respectable KO power upon connection, and possessing a disjointed hitbox thanks to the cyclone. It can also be used underneath platforms, which Mewtwo can sometimes force opponents onto. | |||
However, the move has sizable ending lag, making it very punishable if whiffed. Additionally, die to the scoop hitbox only lasting for a single frame and [[Jostle|jostling]], the scoop hitbox can be unreliable to connect with. Additionally, the move can sometimes have trouble hitting correctly on platforms. | |||
Overall, up smash is a high-risk, high reward move that can potentially result in great reward if it connects, but it's flaws make it very unsafe if it whiffs. | |||
==Update History== | |||
'''{{GameIcon|ssbu}} {{SSBU|4.0.0}}''' | |||
*{{buff|Up smash's last hit has more knockback scaling (107 → 111).}} | |||
*{{buff|Up smash's last hit has a longer hitbox duration (frames 22-23 → 22-25).}} | |||
==Hitboxes== | ==Hitboxes== | ||
{{UltimateHitboxTableHeader}} | {{UltimateHitboxTableHeader}} | ||
{{HitboxTableTitle|Hit 1 (early)| | {{HitboxTableTitle|Hit 1 (early)|50}} | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=2 | |id=2 | ||
Line 26: | Line 38: | ||
|rebound=f | |rebound=f | ||
}} | }} | ||
{{HitboxTableTitle|Hits 1 (late), 2, 3| | {{HitboxTableRowNote|Early hit 1 uses a [[position vector]] with offsets [0, 24] for 7 frames.|50}} | ||
{{HitboxTableTitle|Hits 1 (late), 2, 3|50}} | |||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=0 | |id=0 | ||
Line 86: | Line 99: | ||
|slvl=S | |slvl=S | ||
|rebound=f | |rebound=f | ||
|g=f | |||
}} | }} | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
Line 107: | Line 121: | ||
|rebound=f | |rebound=f | ||
}} | }} | ||
{{HitboxTableTitle|Hit 4| | {{HitboxTableTitle|Hit 4|50}} | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=0 | |id=0 | ||
Line 193: | Line 207: | ||
{|class="wikitable" | {|class="wikitable" | ||
!Charges between | !Charges between | ||
|3 | |2-3 | ||
|- | |- | ||
!Hit 1 | !Hit 1 (early, late) | ||
|9, 10-11 | |9, 10-11 | ||
|- | |- | ||
!Hits 2 | !Hits 2-3 | ||
|14-15, 18-19 | |14-15, 18-19 | ||
|- | |- | ||
Line 212: | Line 226: | ||
{{FrameStripStart}} | {{FrameStripStart}} | ||
{{FrameStrip|t=Lag|c= | {{FrameStrip|t=Lag|c=2|e=LagChargeS}}{{FrameStrip|t=Lag|c=6|s=LagChargeE}}{{FrameStrip|t=Hitbox|c=1|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=2|s=HitboxChangeE}}{{FrameStrip|t=Lag|c=2}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=2}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=2}}{{FrameStrip|t=Hitbox|c=4}}{{FrameStrip|t=Lag|c=43}}{{FrameStrip|t=Interruptible|c=15}} | ||
{{FrameStripEnd}} | {{FrameStripEnd}} | ||
{{FrameIconLegend|lag=y|charge=y|hitbox=y|hitboxchange=y|interruptible=y}} | {{FrameIconLegend|lag=y|charge=y|hitbox=y|hitboxchange=y|interruptible=y}} |
Latest revision as of 20:54, March 15, 2024
Overview[edit]
Mewtwo thrusts his hand into the air to create a swirling galaxy-shaped cyclone. This move possesses respectable KO power, KOing most middleweights around 90%. It also starts up fast for it's power, with the initial scoop hitbox coming out on frame 9, and the main hitboxes starting at frame 10.
Up smash is fair game as an anti-air, with aforementioned respectable KO power upon connection, and possessing a disjointed hitbox thanks to the cyclone. It can also be used underneath platforms, which Mewtwo can sometimes force opponents onto.
However, the move has sizable ending lag, making it very punishable if whiffed. Additionally, die to the scoop hitbox only lasting for a single frame and jostling, the scoop hitbox can be unreliable to connect with. Additionally, the move can sometimes have trouble hitting correctly on platforms.
Overall, up smash is a high-risk, high reward move that can potentially result in great reward if it connects, but it's flaws make it very unsafe if it whiffs.
Update History[edit]
- Up smash's last hit has more knockback scaling (107 → 111).
- Up smash's last hit has a longer hitbox duration (frames 22-23 → 22-25).
Hitboxes[edit]
ID | Part | Rehit rate | Damage | SD | Angle | Angle type | BK | KS | FKV | Set weight | Radius | Bone | Offset | H× | SDI× | T% | Clang | Rebound | Effect | Type | G | A | Sound | Direct | Hit bits | Hit part | Blockable | Reflectable | Absorbable | Flinchless | No GFX | Heedless | |||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hit 1 (early) | |||||||||||||||||||||||||||||||||||||||||||||||||
2 | 0 | 0 | 2.0% | 0 | Standard | 0 | 100 | 90 | 3.0 | top | 0.0 | 11.7 | -6.0 to 7.5 | 1.0× | 1.0× | 0% | Fire | All | All | ||||||||||||||||||||||||||||||
Early hit 1 uses a position vector with offsets [0, 24] for 7 frames. | |||||||||||||||||||||||||||||||||||||||||||||||||
Hits 1 (late), 2, 3 | |||||||||||||||||||||||||||||||||||||||||||||||||
0 | 0 | 0 | 2.0% | 0 | Standard | 0 | 100 | 18 | 4.6 | top | 0.0 | 22.0 | -5.8 | 1.0× | 1.0× | 0% | Fire | All | All | ||||||||||||||||||||||||||||||
1 | 0 | 0 | 2.0% | 0 | Standard | 0 | 100 | 18 | 4.6 | top | 0.0 | 22.0 | 5.8 | 1.0× | 1.0× | 0% | Fire | All | All | ||||||||||||||||||||||||||||||
2 | 0 | 0 | 2.0% | 0 | Standard | 0 | 100 | 40 | 3.5 | top | 0.0 | 14.0 | 0.0 | 1.0× | 1.0× | 0% | Fire | All | All | ||||||||||||||||||||||||||||||
3 | 0 | 0 | 2.0% | 0 | Standard | 0 | 100 | 5 | 4.0 | top | 0.0 | 23.6 | 0.0 | 1.0× | 1.0× | 0% | Fire | All | All | ||||||||||||||||||||||||||||||
Hit 4 | |||||||||||||||||||||||||||||||||||||||||||||||||
0 | 0 | 0 | 10.0% | 0 | Standard | 60 | 111 | 0 | 6.4 | top | 0.0 | 22.0 | -7.0 | 1.0× | 1.0× | 0% | Fire | All | All | ||||||||||||||||||||||||||||||
1 | 0 | 0 | 10.0% | 0 | Standard | 60 | 111 | 0 | 6.4 | top | 0.0 | 22.0 | 7.0 | 1.0× | 1.0× | 0% | Fire | All | All | ||||||||||||||||||||||||||||||
2 | 0 | 0 | 10.0% | 0 | Standard | 60 | 111 | 0 | 5.2 | top | 0.0 | 23.0 | 0.0 | 1.0× | 1.0× | 0% | Fire | All | All | ||||||||||||||||||||||||||||||
3 | 0 | 0 | 10.0% | 0 | Standard | 60 | 111 | 0 | 4.0 | top | 0.0 | 14.0 | 0.0 | 1.0× | 1.0× | 0% | Fire | All | All |
Timing[edit]
Charges between | 2-3 |
---|---|
Hit 1 (early, late) | 9, 10-11 |
Hits 2-3 | 14-15, 18-19 |
Hit 4 | 22-25 |
Interruptible | 69 |
Animation length | 83 |
Lag time |
Charge interval |
Hitbox |
Hitbox change |
Interruptible |
|