Mewtwo

97 moves33 changed by HDR64 vanillainternal mewtwo
Notes ↓

Jabs

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
5-6683°20 / 27-65170, 1, 2top
5-66Sakurai20 / 20-63top
hdr
Jab
6-84Sakurai40 / 90-226330, 1top
Attack100Start vanilla
Jab
no hitboxes3
hdr
Jab
no hitboxes
hdr
Jab
6-86Sakurai89 / 69-286400, 1, 2top

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr◆‡
Dash Attack
10-111254°50 / 90-2410430, 1top
12-21760°47 / 97-250, 1top

Tilt Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Forward Tilt
7-107Sakurai25 / 100-217340s_tail2
7-109Sakurai25 / 100-201s_tail4
7-1011Sakurai25 / 100-182s_tail6
hdr
Forward Tilt
7-107Sakurai25 / 100-217340s_tail2
7-109Sakurai25 / 100-201s_tail4
7-1011Sakurai25 / 100-182s_tail6
hdr
Forward Tilt
7-107Sakurai25 / 100-217340s_tail2
7-109Sakurai25 / 100-201s_tail4
7-1011Sakurai25 / 100-182s_tail6
hdr
Up Tilt
7980°63 / 81-167300s_tail1
7885°54 / 81-161s_tail3
7-13667°45 / 71-172s_tail5
7567°45 / 71-183s_tail7
8-13974°45 / 81-150s_tail1
8-13874°45 / 81-151s_tail3
8-13567°45 / 71-173s_tail7
hdr
Down Tilt
5-7980°40 / 80-115230s_tail2
5-7880°40 / 80-111s_tail4
5-7590°40 / 80-132s_tail7

Smash Attacks

8 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla
Forward Smash
no hitboxes61
hdr
Forward Smash
19-2216Sakurai30 / 95-2819580top
19-2220Sakurai30 / 93-251top
hdr
Forward Smash
19-2216Sakurai30 / 95-2819580top
19-2220Sakurai30 / 93-251top
hdr
Forward Smash
19-2216Sakurai30 / 95-2819580top
19-2220Sakurai30 / 93-251top
AttackHi4Charge vanilla
Up Smash
no hitboxes61
hdr
Up Smash
92368°90 fixed-609732, 4top
10-18 (every 4)2170°18 fixed-590, 1top
10-18 (every 4)295°40 fixed-592top
10-18 (every 4)2270°5 fixed-593, 4top
22-251080°60 / 111-430, 1top
22-251090°60 / 111-432, 3top
AttackLw4Charge vanilla
Down Smash
no hitboxes61
hdr
Down Smash
21-231655°20 / 115-1621480top
24-30755°20 / 118-180top

Aerial Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr
Neutral Air
7-23 (every 4)2115°15 fixed-77501041–0, 2top
7-23 (every 4)2225°15 fixed-71, 3top
27-284Sakurai60 / 87-60, 1top
hdr
Forward Air
6-8 (every 1)1384°43 / 96063891-2, 35–0, 1top
hdr
Back Air
10-1413Sakurai5 / 105-31033121-2, 28–0s_tail1
10-1412Sakurai5 / 95-41s_tail5
10-1411Sakurai5 / 95-42s_tail7
hdr◆‡
Up Air
8-91055°0 / 100-283291-2, 29–0s_tail2
8-91155°0 / 100-11s_tail5
8-91255°0 / 114-12s_tail7
10-12765°0 / 100-40s_tail2
10-12865°0 / 100-31s_tail5
10-12965°0 / 100-32s_tail7
hdr
Down Air
16-1916270°11 / 62-11643111-3, 43–0top
16-191370°20 / 105-21top

Special Attacks

18 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagCancelIDHitbox
vanilla➔•
Neutral Special
spawns shadowball113
SpecialNHold vanilla
Neutral Special
no hitboxes120
SpecialNMax vanilla
Neutral Special
no hitboxes
SpecialNCancel vanilla
Neutral Special
no hitboxes9
vanilla
Neutral Special
no hitboxes28
vanilla➔•
Neutral Special
spawns shadowball113
SpecialAirNHold vanilla
Neutral Special
no hitboxes120
SpecialAirNMax vanilla
Neutral Special
no hitboxes
SpecialAirNCancel vanilla
Neutral Special
no hitboxes9
SpecialAirNJumpCancel vanilla
Neutral Special
no hitboxes6
vanilla
Neutral Special
no hitboxes28
hdr
Side Special
120280°50 / 1612450
120Sakurai100 / 1000
12-15– / –0, 1grab
12-441280°100 / 500
SpecialHiStart vanilla
Up Special
no hitboxes9
vanilla
Up Special
no hitboxes26
hdr
Up Special
no hitboxes932
hdr
Up Special
no hitboxes2632C 11
hdr➔◆‡
Down Special
spawns bindball1645
hdr➔‡
Down Special
spawns bindball1645

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Grab
7-8– / –390grab
CatchPull vanilla
Grab
no hitboxes2
CatchWait vanilla
Grab
no hitboxes
vanilla
Pummel
11.3Sakurai30 fixed-201240top
CatchCut vanilla
Grab
no hitboxes30
hdr
Dash Grab
10-11– / –440grab
hdr
Pivot Grab
11-12– / –390grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
vanilla
Forward Throw
1363°35 fixed1982630
1-813Sakurai40 / 1000
vanilla
Back Throw
11147°70 / 793055250
1-543Sakurai40 / 1000
hdr
Up Throw
11290°70 / 804372290
1-423Sakurai40 / 1000
hdr
Down Throw
1574°65 / 571836180
1-153Sakurai40 / 1000
16-17480°40 / 104-150, 2s_tail7, s_tail3
16-17480°40 / 105-151s_tail5

Defensive

39 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
EscapeN vanilla
Spot Dodge
intangible 3–1527
vanilla
Forward Roll
intangible 4–1334
EscapeB vanilla
Back Roll
intangible 4–1334
hdr
Air Dodge
intangible 4–266110
hdr
Air Dodge
intangible 4–266110
vanilla
Ledge Attack
21-23945°90 / 20-2821560top
vanilla
Get-Up Attack
19-20748°80 / 48-2719520top
24-25748°80 / 48-220top
vanilla
Get-Up Attack
19-20748°80 / 48-2719520top
24-25748°80 / 48-220top
DamageFall vanilla
DamageFall
no hitboxes
vanilla
DownBoundU
no hitboxes26
DownWaitU vanilla
DownWaitU
no hitboxes
DownDamageU vanilla
DownDamageU
no hitboxes14
DownDamageU3 vanilla
DownDamageU3
no hitboxes40
vanilla
DownEatU
no hitboxes30
DownStandU vanilla
Get-Up
no hitboxes33
DownForwardU vanilla
Get-Up Roll
no hitboxes38
DownBackU vanilla
Get-Up Roll
no hitboxes38
vanilla
DownBoundD
no hitboxes26
DownWaitD vanilla
DownWaitD
no hitboxes
DownDamageD vanilla
DownDamageD
no hitboxes14
DownDamageD3 vanilla
DownDamageD3
no hitboxes40
vanilla
DownEatD
no hitboxes30
DownStandD vanilla
Get-Up
no hitboxes33
DownForwardD vanilla
Get-Up Roll
no hitboxes38
DownBackD vanilla
Get-Up Roll
no hitboxes38
DownSpot vanilla
DownSpot
no hitboxes30
Passive vanilla
Tech
no hitboxes29
PassiveStandF vanilla
Tech
no hitboxes43
PassiveStandB vanilla
Tech
no hitboxes43
PassiveWall vanilla
Tech
no hitboxes27
PassiveWallJump vanilla
Tech
no hitboxes41
vanilla
Tech
no hitboxes27
Pass vanilla
Pass
no hitboxes30
vanilla
Ledge Grab
intangible 1–2920
CliffWait vanilla
Ledge Hang
no hitboxes
CliffClimb vanilla
Ledge Climb
no hitboxes37
CliffEscape hdr
Ledge Roll
no hitboxes52
CliffJump1 vanilla
Ledge Jump
no hitboxes13
CliffJump2 vanilla
Ledge Jump
no hitboxes56

Other

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
LandingLight vanilla
Landing
no hitboxes2
LandingHeavy vanilla
Landing
no hitboxes5
GuardOn vanilla
Shield
no hitboxes8
Guard vanilla
Shield
no hitboxes
vanilla
Shield
no hitboxes12

Projectiles & Articles

3 articles

Spawned objects carry their own hitboxes. Some moves put all of their damage here and none on the fighter, so this is where their numbers live. Frames count from the article appearing, not from the input.

Bindball

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Shoot
1-51030°50 / 800top
1-51Sakurai0 / 1401top

Psychobreak

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla
Hit
7040Sakurai80 / 400top

Shadowball

4 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Charge
1-80183°10 / 930top
hdr
ChargeMax
1-80183°10 / 930top
vanilla
Shoot
1-804Sakurai14 / 300top
1-802547°30 / 711top
vanilla
ShootThrowF
1-802.438°50 / 1000top

Attributes

Weight & Size

Weight
93
Jostle Weight
3.4
Shield Radius
13.6

Ground Movement

Walk Speed
1.26
Walk Accel (mul)
0.315
Walk Accel (add)
0.105
Initial Dash
1.45
Run Speed
1.66
Run Accel (mul)
0.05
Run Accel (add)
0.1
Traction
0.05

Jumps

Jumpsquat
5
Jump Initial Y
11.1218
Full Hop Height
31.11
Short Hop Height
14.5
Air Jump Height
57.35
Jump Count
2
Horizontal Jump Speed
1.4

Air Movement

Air Speed
1.2
Air Accel (add)
0.02
Air Accel (mul)
0.03
Air Friction
0.016
Gravity
0.082
Fall Speed
1.5

Landing Lag

Nair
10
Fair
9
Bair
12
Uair
9
Dair
11
Empty Landing
4
Heavy Landing
5

Notes

HDR replaces the vanilla animation, which changes when the move ends.
  • HDR replaces the animation (61 -> 60 frames).Dash Attack
  • HDR replaces the animation (56 -> 55 frames).Up Air
  • HDR replaces the animation (64 -> 65 frames).Down Special
  • HDR replaces the animation (34 -> 43 frames).Landing (Heavy)
Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
  • Jab 1, Dash Attack, Forward Tilt, Forward Tilt (Up), Forward Tilt (Down), Up Tilt, Forward Smash, Forward Smash (Up), Forward Smash (Down), Back Air, Up Air, Down Air, Neutral Special (Shoot), Neutral Special (Air, Shoot), Down Special, Down Special (Air), Grab, Dash Grab, Pivot Grab, Up Throw, Down Throw
HDR's optional gentleman jab. Land jab 1, then hold attack for this sequence, or tap repeatedly for the rapid jab.
  • Jab 2 (Gentleman)
HDR removes this move’s hitboxes.
  • CliffEscape
The hit lasts as long as the object carrying it does. Its script never closes the hitbox, so the active frames end where the article’s life runs out.
  • Bindball is on the field for up to 5 frames (param_bindball.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Bindball: Shoot
  • Shadowball is on the field for up to 80 frames (param_shadowball.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Shadowball: Charge, Shadowball: ChargeMax, Shadowball: Shoot, Shadowball: ShootThrowF
Damage comes from a spawned article, listed under Projectiles & Articles.
  • Damage comes from Shadowball — see Projectiles & Articles below.Neutral Special (Start), Neutral Special (Air, Start)
  • Damage comes from Bindball — see Projectiles & Articles below.Down Special, Down Special (Air)
  • Also spawns Shadowball — see Projectiles & Articles below.Forward Throw
Other notes.
  • FAF here is the animation's length: the motion list sets no cancel frame for this action, so the true actionable frame may be earlier.Attack100Start, AttackS4Charge, AttackHi4Charge, AttackLw4Charge, Neutral Special (Start), Neutral Special (Hold), Neutral Special (Air, Start), Neutral Special (Air, Hold), Up Special (Start), Up Special (Air, Start), Up Special (Air), DownDamageU, DownDamageU3, DownDamageD, DownDamageD3, PassiveWall, PassiveWallJump, Pass, CliffJump1, CliffJump2
  • Repeats while the input is held or mashed; one cycle is 16 frames. Frames shown are one cycle, so there is no fixed FAF.Rapid Jab
  • Held: the animation loops, so this ends on release or on a state change rather than on a fixed frame.Neutral Special (Max), Neutral Special (Air, Max), CatchWait, DamageFall, DownWaitU, DownWaitD, CliffWait
  • Landing lag is 32 frames, from `param_special_hi.landing_frame`. This special has no landing animation of its own — it hands the figure to the landing directly — so nothing in the script or the motion list shows it.Up Special (Air, Start), Up Special (Air)
  • Timing from fighter_param_motion (escape_n_cancel_frame), not the animation.Spot Dodge
  • Intangible on frames 3-15.Spot Dodge
  • Timing from fighter_param_motion (escape_f_cancel_frame), not the animation.Forward Roll
  • Intangible on frames 4-13.Forward Roll, Back Roll
  • Timing from fighter_param_motion (escape_b_cancel_frame), not the animation.Back Roll
  • Timing from fighter_param_motion (escape_air_cancel_frame), not the animation.Air Dodge
  • Intangible on frames 4-26.Air Dodge, Air Dodge (Directional)
  • Landing lag is 10 frames, from common's `landing_frame_escape_air` — the param HDR's air dodge status hands the landing when the dodge ends on the ground.Air Dodge
  • Timing from fighter_param_motion (escape_air_slide_cancel_frame), not the animation.Air Dodge (Directional)
  • Landing lag is 10 frames, from param_motion's `landing_frame_escape_air_slide_max` — the param HDR's air dodge status hands the landing when the dodge ends on the ground.Air Dodge (Directional)
  • Held: the animation is a hold placeholder, so this ends on release or on a state change rather than on a fixed frame.Shield

ACMD

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The animation command script the frame data on this page was read from. frame and wait move the animation on; ATTACK, CATCH and hitbox! create the hitboxes; clear_all ends them.