OverviewEdit

Mewtwo quickly vanishes for a brief time, reappearing in another location chosen by the player's directional input. Its travel distance, combined with its ability to retain vertical momentum out of a double jump and granting Mewtwo full intangibility from frame 9-19 makes it a strong tool for recovery. Additionally, its low landing lag (20 frames) gives it extra utility as an escape option which can also be used out of shield, however this can be punished if used unwisely.

Teleport can also be used to edge cancel, however this is a risky endeavour as precise spacing is required to avoid overshooting the ledge.

Update historyEdit

  8.0.0

  •   Teleport has less landing lag (30 frames → 20).

TimingEdit

MoveEdit

The move's travel direction is decided on frame 14, with Mewtwo disappearing on frame 9, and it enables ledge grabs from both sides starting on frame 16. Mewtwo's ledge grab range is also increased during it.

Intangibility 9-19
Interruptible (grounded) 45
Animation length (grounded) 49
Animation length (aerial) 46
Grounded                                                                                                   
Aerial                                                                                                   
Hurtboxes                                                                                                   

LandingEdit

Animation length 20
                                       
Legend (1 square = 1 frame)
 
Lag time
 
Vulnerable
 
Intangible
 
Interruptible

ParametersEdit

Gravity during startup 0.04
Falling speed during startup 0.75
Teleport base speed 6
Teleport maximum additional speed by stick tilt 3
Minimum stick sensitivity for additional teleport speed 0.2
Disappearance period before teleporting 5 frames
Teleport duration 6 frames
Teleport angle on air-to-ground transition 360°
Maximum speed after teleport 1 (grounded)
2 (aerial)
Landing lag 20 frames (8.0.0 onward)
30 frames (before 8.0.0)
Helplessness air speed multiplier 0.6