Mewtwo's Frame Data
[intro paragraph.]
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Table of Contents :
( To skip to a section, Ctrl + F and search for its 4-letter code. )
( To skip to a section, Ctrl + F and search for its 4-letter code. )
Section 1: Standard Terms [TRMS]
Section 2: Frame & Hitbubble Data [FRME]
Section 4: Credits [CRDT]
Section 2: Frame & Hitbubble Data [FRME]
2.1 Ground Moves [GRND]
2.2 Aerial Moves [AERL]
2.3 Specials [SPCL]
2.4 Ledge Moves [LDGE]
2.5 Tech & Trip Moves [TCHM]
2.6 Item Moves [ITMM]
Section 3: Sticker & Moveset Attributes [STCK]2.2 Aerial Moves [AERL]
2.3 Specials [SPCL]
2.4 Ledge Moves [LDGE]
2.5 Tech & Trip Moves [TCHM]
2.6 Item Moves [ITMM]
Section 4: Credits [CRDT]
Section 1 / Standard Terms [TRMS]
[COLLAPSE="Terms List"]Hitbox Active: Frames during which the attack's hitboxes are active.
FAF (First Actionable Frame): First frame on which you can perform another move. This will be the animation's end or the IASA frame if the move has one.
Base Damage: Base damage values for each hit.
Angle: Angle at which the opponent will be knocked away.
BKB: Base knockback of the move.
KBG: Knockback growth of the move. This number affects how quickly knockback will increase relative to the opponent's damage.
Block Advantage: Ground moves only. Frame difference between Mewtwo's FAF and the opponent's when the move hits the opponent's shield. Counted from first hit frame per damage value. Add +7 to find the normal shield drop advantage.
Landing Lag: Aerials only. Number of frames Mewtwo lags when he hits the ground during the move.
Autocancel: Aerials only. Frames during which Mewtwo can land without the aerial move's landing lag. (He will instead suffer normal jump landing lag.)
Intangibility: Frames during which Mewtwo will take no damage.
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FAF (First Actionable Frame): First frame on which you can perform another move. This will be the animation's end or the IASA frame if the move has one.
Base Damage: Base damage values for each hit.
Angle: Angle at which the opponent will be knocked away.
BKB: Base knockback of the move.
KBG: Knockback growth of the move. This number affects how quickly knockback will increase relative to the opponent's damage.
Block Advantage: Ground moves only. Frame difference between Mewtwo's FAF and the opponent's when the move hits the opponent's shield. Counted from first hit frame per damage value. Add +7 to find the normal shield drop advantage.
Landing Lag: Aerials only. Number of frames Mewtwo lags when he hits the ground during the move.
Autocancel: Aerials only. Frames during which Mewtwo can land without the aerial move's landing lag. (He will instead suffer normal jump landing lag.)
Intangibility: Frames during which Mewtwo will take no damage.
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Section 2 / Frame & Hitbubble Data [FRME]
2.1 Ground Moves [GRND]
Jab 2 | 21-22, 28-29, 36-37, 44-45...| 36 | 2 | -12
Dash Attack | 10-14, 15-29 | 38 | 9, 6 | -21
Ftilt (All angles) | 6-8 | 29 | 6/8/10 | -18
Utilt | 6, 7-13 | 28 | 10/8/6/5 | -15
Dtilt | 5-7 | 25 | 9/8/5 | -12
Fsmash |18-21 | 52 | 12/20 | -26
Usmash (1st hit) | 7-8 | - | 1 | -
Usmash (2-7th hit) | 9-10, 13-14, 17-18, 21-22, 25-26, 29-30 | - | 1 | -
Usmash (8th hit) | 33-34 | 62 | 10 | -22
Dsmash | 20-22, 23-36 | 40 | 17/15, 17/7 | -10
Grabs | Hitbox Active | FAF | Base Dmg. | {colsp=6} Notes Standing Grab | 7-8 | 30 | - | {colsp=6}Average.
Dash Grab | 9-10 | 41 | - | {colsp=6}Average.
Pivot Grab | 9-10 | 30 | - | {colsp=6}Average.
Grab Pummel | 11-14 | 28 | 3 | {colsp=6}Slow.
Throws | Weight Dependant? | Notes Fthrow | Yes | -
Bthrow | Yes | -
Uthrow | Yes | -
Dthrow | No | -
Miscellaneous | Intangibility | FAF | {colsp=7} Notes Spotdodge | 2-18 | 28 | {colsp=7}Average. Goes invisible on frames 3-17.
Forward Roll | 4-19 | 39 | {colsp=7}Distance-wise is longer than most.
Back Roll | 4-19 | 39 | {colsp=7}Distance-wise is longer than most.
Shielddrop | - | 15 |
Up Taunt | - | 123 | {colsp=7}Mewtwo floats as long as you hold taunt.
Side Taunt | - | 100 | {colsp=7}
Down Taunt | - | 100 | {colsp=7}
2.2 Aerial Moves [AERL]
Fair | 5-7 | 36 | 14 | 16/8 | 35
Bair | 8-11 | 28 | 11/11/13 | 26/13 | 1, 26-27
Uair | 7, 8-9, 10-12 | 30 | 10, 12/14, 11/9/7 | 20/10 | 1-3, 28-29
Dair | 15-19 | 44 | 14/15/16, 10/11/12 | 18/9 | 1-4, 42-43
Jump Data | Jump Squat Duration | SH Air Time | FH Air Time | Empty Landing | {colsp=5} Notes
| 5 | 35 | 61 | 5 | {colsp=5}
Miscellaneous | Intangibility | Invisible on | {colsp=8} Notes Airdodge | 4-29 | 5-28 | {colsp=8}
2.3 Specials [SPCL]
Shadow Ball (Shot) | 18 | 35 | Shot: 3-25% | Variable | Absorbable, Reflectable
Confusion (Grab) | 12-13 | 49 | 10% | Unshieldable | Command grab.
Confusion (Windbox) | 15 | 49 | 0% | - | Very weak windboxes.
Confusion (Reflection) | 6-30 | 49 | - | - | Reflects projectiles.
Teleport (Grounded) | - | 47 | - | No hitboxes| Invisible on 8-18, 20, 22
Teleport (Aerial) | - | 23 | - | No hitboxes | Invisible on 8-18, 20, 22
Disable | 15-21 | 40 | Grounded: 1% Airborne: 10% | -22 |
2.4 Ledge Moves [LDGE]
Ledge Attack >100% | 50-52 | 1-46 | 70 | 10 | -13
Miscellaneous | Intangibility | FAF | {colsp=7} Notes Ledge Grab |
Ledge Climb <100% | 1-30 | 34
Ledge Climb >100% | 1-55 | 60
Ledge Roll <100% | 1-27 | 50
Ledge Roll >100% | 1-74 | 80
Ledge Jump <100% | 1-15 | 16
Ledge Jump >100% | 1-20 | 21
2.5 Tech & Trip Moves [TCHM]
Get Up Attack (Stomach) | 20-35 | 1-35 | 50 | 7/7/5/5 | -24
Trip Attack | 18-31 | 1-8 | 47 | 6/6/5/5 | -24
Miscellaneous | Intangibility | FAF | {colsp=7} Notes Tech | 1-20 | 26 | Universal.
Tech Roll | 1-20 | 40 | Universal.
Stand (Back & Stomach) | 1-22 | 31 |
Get Up Roll Forward (Back) | 1-21 | 36 |
Get Up Roll Backward (Back) | 1-22 | 36 |
Get Up Roll Forward (Stomach) | 1-19 | 36 |
Get Up Roll Backward (Stomach) | 1-24 | 36 |
Trip | 1-6 | 34
Trip Get Up | 1-17 | 26
Trip Roll Forward | 1-17 | 36
Trip Roll Backward | 1-17 | 36
2.6 Item Moves [ITMM]
Back Toss (Ground) | 12 | 27
Up Toss (Ground) | 13 | 27
Down Toss (Ground) | 13 | 29 | Hitbox does not come out.
Dash Toss | 9 | 37
Forward Toss (Air) | 12 | 25
Back Toss (Air) | 11 | 25
Up Toss (Air) | 12 | 25
Down Toss (Air) | 10 | 25
Section 3 / Sticker & Moveset Attributes [STCK]
Jab 1 - Foot/Darkness
Even though he uses his hand, this is a foot attack.
Jab 2 - Hand/Aura
This is Aura but looks like Darkness. I checked this like, 3 times. Not sure what's up here.
Dash Attack - Foot/Darkness|Foot/Darkness|Foot/Normal
One of the three hitboxes uses the Normal attribute
Ftilt - Hand/Normal
Tail confirmed to be Mewtwo's hand.
Utilt - Foot/Normal
Tail confirmed to be Mewtwo's foot.
Dtilt - Foot/Normal
Is this real life?
Fsmash - Hand/Normal|Hand/Darkness
Sourspot uses Normal attribute.
Usmash - Hand/Darkness
Not much to say here.
Dsmash - Explosive/Darkness
Mewtwo getting a bit excited.
Nair - Energy/Electric
Typically Energy attacks are seen on things like Fox Blaster.
Fair - Magic/Darkness
Magical!
Bair - Hand/Normal
Did they realise that there are tail stickers?
Uair - Hand/Normal
Apparently not.
Dair - Hand/Normal
... no comment.
Pummel - Energy/Electric
<insert witty comment here>
Shadow Ball - Typeless/Darkness
This attack is only boosted by Darkness stickers since Typeless ones don't exist.
Disable (vs. Grounded) - Foot/Stun
Don't use this vs. Subspace Emissary enemies plz
Disable (vs. Aerial) - Foot/Normal
Don't use this either.
Section 4 / Credits [CRDT]
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