Mewtwo

97 moves33 changed by HDR64 vanillainternal mewtwo
Notes ↓

Jabs

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Jab
5-6683°20 / 27-6517–0, 1, 2top
5-66Sakurai20 / 20-63top
hdr↧
Jab
6-84Sakurai40 / 90-22633–0, 1top
Attack100Start vanilla•
Jab
no hitboxes–3––
hdr•
Jab
no hitboxes––––
hdr
Jab
6-86Sakurai89 / 69-28640–0, 1, 2top

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr◆‡
Dash Attack
10-111254°50 / 90-241043–0, 1top
12-21760°47 / 97-250, 1top

Tilt Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Forward Tilt
7-107Sakurai25 / 100-21734–0s_tail2
7-109Sakurai25 / 100-201s_tail4
7-1011Sakurai25 / 100-182s_tail6
hdr‡
Forward Tilt
7-107Sakurai25 / 100-21734–0s_tail2
7-109Sakurai25 / 100-201s_tail4
7-1011Sakurai25 / 100-182s_tail6
hdr‡
Forward Tilt
7-107Sakurai25 / 100-21734–0s_tail2
7-109Sakurai25 / 100-201s_tail4
7-1011Sakurai25 / 100-182s_tail6
hdr‡
Up Tilt
7980°63 / 81-16730–0s_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 / 80-11523–0s_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 hitboxes–61––
hdr‡
Forward Smash
19-2216Sakurai30 / 95-281958–0top
19-2220Sakurai30 / 93-251top
hdr‡
Forward Smash
19-2216Sakurai30 / 95-281958–0top
19-2220Sakurai30 / 93-251top
hdr‡
Forward Smash
19-2216Sakurai30 / 95-281958–0top
19-2220Sakurai30 / 93-251top
AttackHi4Charge vanilla•
Up Smash
no hitboxes–61––
hdr
Up Smash
92368°90 fixed-60973–2, 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 hitboxes–61––
hdr
Down Smash
21-231655°20 / 115-162148–0top
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 hitboxes–120–––
SpecialNMax vanilla•
Neutral Special
no hitboxes–––––
SpecialNCancel vanilla
Neutral Special
no hitboxes–9–––
vanilla‡
Neutral Special
no hitboxes–28–––
vanilla➔•
Neutral Special
spawns shadowball113–––
SpecialAirNHold vanilla•
Neutral Special
no hitboxes–120–––
SpecialAirNMax vanilla•
Neutral Special
no hitboxes–––––
SpecialAirNCancel vanilla
Neutral Special
no hitboxes–9–––
SpecialAirNJumpCancel vanilla
Neutral Special
no hitboxes–6–––
vanilla‡
Neutral Special
no hitboxes–28–––
hdr
Side Special
120280°50 / 16–1245––0–
120Sakurai100 / 100–0–
12-15––– / ––0, 1grab
12-441280°100 / 50–0–
SpecialHiStart vanilla•
Up Special
no hitboxes–9–––
vanilla
Up Special
no hitboxes–26–––
hdr•
Up Special
no hitboxes–932––
hdr•
Up Special
no hitboxes–2632C 11–
hdr➔◆‡
Down Special
spawns bindball1645–––
hdr➔‡
Down Special
spawns bindball1645–––

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Grab
7-8––– / –––39–0grab
CatchPull vanilla
Grab
no hitboxes–2––
CatchWait vanilla•
Grab
no hitboxes––––
vanilla
Pummel
11.3Sakurai30 fixed–18–0top
CatchCut vanilla
Grab
no hitboxes–30––
hdr‡
Dash Grab
10-11––– / –––44–0grab
hdr‡
Pivot Grab
11-12––– / –––39–0grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
vanilla➔
Forward Throw
1363°35 fixed–1982630–
1-813Sakurai40 / 100–0–
vanilla
Back Throw
11147°70 / 79–3055250–
1-543Sakurai40 / 100–0–
hdr‡
Up Throw
11290°70 / 80–4372290–
1-423Sakurai40 / 100–0–
hdr‡
Down Throw
1574°65 / 57–1836180–
1-153Sakurai40 / 100–0–
16-17480°40 / 104–0, 2s_tail7, s_tail3
16-17480°40 / 105–1s_tail5

Defensive

39 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
EscapeN vanilla•
Spot Dodge
intangible 3–15–27––
vanilla•
Forward Roll
intangible 4–13–34––
EscapeB vanilla•
Back Roll
intangible 4–13–34––
hdr•
Air Dodge
intangible 4–26–6110–
hdr•
Air Dodge
intangible 4–26–6110–
vanilla
Ledge Attack
21-23945°90 / 20-282156–0top
vanilla
Get-Up Attack
19-20748°80 / 48-271952–0top
24-25748°80 / 48-220top
vanilla
Get-Up Attack
19-20748°80 / 48-271952–0top
24-25748°80 / 48-220top
DamageFall vanilla•
DamageFall
no hitboxes––––
vanilla
DownBoundU
no hitboxes–26––
DownWaitU vanilla•
DownWaitU
no hitboxes––––
DownDamageU vanilla•
DownDamageU
no hitboxes–14––
DownDamageU3 vanilla•
DownDamageU3
no hitboxes–40––
vanilla
DownEatU
no hitboxes–30––
DownStandU vanilla
Get-Up
no hitboxes–33––
DownForwardU vanilla
Get-Up Roll
no hitboxes–38––
DownBackU vanilla
Get-Up Roll
no hitboxes–38––
vanilla
DownBoundD
no hitboxes–26––
DownWaitD vanilla•
DownWaitD
no hitboxes––––
DownDamageD vanilla•
DownDamageD
no hitboxes–14––
DownDamageD3 vanilla•
DownDamageD3
no hitboxes–40––
vanilla
DownEatD
no hitboxes–30––
DownStandD vanilla
Get-Up
no hitboxes–33––
DownForwardD vanilla
Get-Up Roll
no hitboxes–38––
DownBackD vanilla
Get-Up Roll
no hitboxes–38––
DownSpot vanilla
DownSpot
no hitboxes–30––
Passive vanilla
Tech
no hitboxes–29––
PassiveStandF vanilla
Tech
no hitboxes–43––
PassiveStandB vanilla
Tech
no hitboxes–43––
PassiveWall vanilla•
Tech
no hitboxes–27––
PassiveWallJump vanilla•
Tech
no hitboxes–41––
vanilla
Tech
no hitboxes–27––
Pass vanilla•
Pass
no hitboxes–30––
vanilla
Ledge Grab
intangible 1–29–20––
CliffWait vanilla•
Ledge Hang
no hitboxes––––
CliffClimb vanilla
Ledge Climb
no hitboxes–37––
CliffEscape hdr✕
Ledge Roll
no hitboxes–52––
CliffJump1 vanilla•
Ledge Jump
no hitboxes–13––
CliffJump2 vanilla•
Ledge Jump
no hitboxes–56––

Other

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
LandingLight vanilla
Landing
no hitboxes–2––
LandingHeavy vanilla◆
Landing
no hitboxes–5––
GuardOn vanilla
Shield
no hitboxes–8––
Guard vanilla•
Shield
no hitboxes––––
vanilla
Shield
no hitboxes–12––

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.