nyuuzyou/wikis huggingface dataset:
Mewtwo (SSB4)/Neutral aerial

==Overview==
Mewtwo's body is encased in electric sparks, damaging the opponent several times. Due to the incredibly minimal start-up lag, this move serves as an exceptional out-of-shield option when performed in a short hop. Can also be used to forcibly drag recovering opponents down to the lower blast line, and with the help of Mewtwo's exceptional recovery abilities, it can reliably return to the stage afterward.
==Update History==
 1.0.8
*
 1.1.3
*
 1.1.5
*
==Hitboxes==
|}
==Timing==
===Attack===
Linking hits 	7-8, 11-12, 15-16, 19-20, 23-24, 27-28, 31-32, 35-36
Final hit 	39-40
Ending autocancel	46-
Interruptible 	46
Animation length 	71
|-
===Landing lag===
Animation length	13
Category:Mewtwo (SSB4)
Category:Neutral aerials (SSB4)
Mewtwo (SSB4)/Neutral attack

==Overview==
Mewtwo's neutral attack consists of darkness-fueled blasts from its hand.
For the technical data of each individual hit, see:
*Mewtwo (SSB4)/Neutral attack/Hit 1
*Mewtwo (SSB4)/Neutral attack/Infinite
Category:Mewtwo (SSB4)
Category:Neutral attacks (SSB4)
Mewtwo (SSB4)/Neutral attack/Infinite

==Overview==
==Hitboxes==
|}
==Timing==
Interruptibility and animation length are only for the finisher.
Rapid Jab 	8, 14, 20, 26, 32...
Finisher 	6
Interruptible 	41
Animation length	36
Category:Mewtwo (SSB4)
Category:Neutral attacks (SSB4)
Mewtwo (SSB4)/Up aerial

==Overview==
==Update History==
 1.1.0
*
*
*
*
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-2
Hitboxes 	10-14
Ending autocancel 	36-
Interruptible 	40
Animation length 	56
|-
===Landing lag===
Animation length	13
Category:Mewtwo (SSB4)
Category:Up aerials (SSB4)
Mewtwo (SSB4)/Up smash

==Overview==
==Update History==
 1.0.8
*
 1.1.5
*
==Hitboxes==
|}
==Timing==
Charges between 	4-5
Hit 1 	9
Linking hits 	10-11, 14-15, 18-19, 22-23, 26-27, 30-31
Final hit 	34-35
Interruptible 	69
Animation length	94
Category:Mewtwo (SSB4)
Category:Up smashes (SSB4)
Mewtwo (SSB4)/Up throw

==Overview==
Using its psychic powers, Mewtwo telekinetically swirls the opponent around its body before launching them upwards. In terms of knockback, it is the second strongest up throw in the game behind 's up throw, but its completely vertical angle makes DI have very little effect on its kill power, which allows it to kill earlier than Charizard's, even on a platform. Gains KO potential at around 140% against middleweights.
==Throw data==
|}
==Timing==
The speed of this throw depends on the opponent's weight.
|-
!Invincible
|1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18
|}
|rowspan=2|Min (Jigglypuff) 
|-
|-
|rowspan=2|Baseline 
|-
|-
|rowspan=2|Max (Bowser) 
|-
Category:Mewtwo (SSB4)
Category:Up throws (SSB4)
Category:Normal attacks (SSB4)
Mewtwo (SSBM)/Air dodge

==Overview==
==Timing==
Intangible 	4-29
Glide toss window	2-4
Animation length 	39
!Intangibility 
|-
!Glide toss 
===Landing Lag===
Animation length	10
Category:Mewtwo (SSBM)
Category:Dodges (SSBM)
Mewtwo (SSBM)/Back aerial

==Overview==
==Hitboxes==
|}
==Timing==
Initial autocancel	1-2
Hitbox 	12-15
Ending autocancel 	30-
Animation length 	31
|-
===Landing lag===
Animation length 	28
L-cancelled animation length	14
|Normal 
|-
|L-cancelled 
Category:Mewtwo (SSBM)
Category:Back aerials (SSBM)
Mewtwo (SSBM)/Back throw

==Overview==
==Throw and Hitbox Data==
|}
|}
==Timing==
The speed of this throw depends on the opponent's weight.
|-
!Invincible
|1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8
|}
|rowspan=2|Min (Pichu) 
|-
|-
|rowspan=2|Baseline 
|-
|-
|rowspan=2|Max (Bowser, PAL) 
|-
Category:Mewtwo (SSBM)
Category:Back throws (SSBM)
Mewtwo (SSBM)/Dash attack

==Overview==
==Hitboxes==
|}
==Timing==
* Mewtwo can technically boost grab, but gains less distance from doing so than a normal dash grab, making it a worthless technique.
Clean hit 	10-14
Late hit 	15-29
Boost grab window	2-4
Interruptible 	38
Animation length 	49
!Hitboxes 
|-
!Boost grab 
Category:Mewtwo (SSBM)
Category:Dash attacks (SSBM)
Mewtwo (SSBM)/Down aerial

==Overview==
==Hitboxes==
|}
==Timing==
Initial autocancel	1-5
Hitbox 	18-21
Ending autocancel 	45-
Interruptible 	47
Animation length 	57
|-
===Landing lag===
Animation length 	28
L-cancelled animation length	14
|Normal 
|-
|L-cancelled 
Category:Mewtwo (SSBM)
Category:Down aerials (SSBM)
Mewtwo (SSBM)/Down tilt

==Overview==
Mewtwo does a spin with his tail sticking out. This is generally believed to be one of Mewtwo's best moves as well as one of the best down tilts in all of Melee.
It has exceptional startup, being Mewtwo's fastest move on the ground, with very short end lag due to its big interruptibility window. This makes it difficult to punish if it misses and, coupled with its above average range, impossible to punish out of shield if spaced properly.
It can also start combos, being easily Mewtwo's best combo starter. Typical follow-ups for down tilt include itself at lower percents, its to set up a juggling situation, and its to either combo fast fallers with , set up a tech chase with , or KO its opponent with up or .
==Hitboxes==
|}
==Timing==
Hitboxes 	5-7
Interruptible 	20
Animation length	29
Category:Mewtwo (SSBM)
Category:Down tilts (SSBM)
Mewtwo (SSBM)/Forward aerial

==Overview==
==Hitboxes==
|}
==Timing==
Hitbox 	5-7
Ending autocancel	35-
Interruptible 	36
Animation length 	39
|-
===Landing lag===
Animation length 	25
L-cancelled animation length	12
|Normal 
|-
|L-cancelled 
Category:Mewtwo (SSBM)
Category:Forward aerials (SSBM)
Mewtwo (SSBM)/Forward throw

==Overview==
==Throw data==
===Throw===
|}
===Shadow Balls===
|}
==Timing==
The speed of this throw depends on the opponent's weight.
|-
!Invincible
|1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8
|}
|rowspan=2|Min (Pichu) 
|-
|-
|rowspan=2|Baseline 
|-
|-
|rowspan=2|Max (Bowser, PAL) 
|-
Category:Mewtwo (SSBM)
Category:Forward throws (SSBM)
Mewtwo (SSBM)/Forward tilt

Mewtwo forward tilt hitbox visualizations	Mewtwo forward tilt hitbox visualizations	Mewtwo forward tilt hitbox visualizations	Mewtwo forward tilt hitbox visualizations	Mewtwo forward tilt hitbox visualizations
↗ 	 	 	 	
→ 	 	 	 	
↘ 	 	 	 	
==Overview==
==Hitboxes==
|}
==Timing==
Hitboxes 	6-8
Interruptible 	29
Animation length	31
Category:Mewtwo (SSBM)
Category:Forward tilts (SSBM)
Mewtwo (SSBM)/Grab

==Overview==
==Grabbox Data==
===Standing grab===
|}
===Dash grab===
|}
==Timing==
===Standing grab===
Grab 	7-8
Animation length	30
===Dash grab===
Grab 	9-10
Animation length	40
Category:Mewtwo (SSBM)
Category:Grabs (SSBM)
Mewtwo (SSBM)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	Dark Flash 	
Neutral attack infinite 	Dark Flame 	
Forward tilt 	Tail Whip 	
Forward tilt (angled up) 	Tail Whip 	
Forward tilt (angled down)	Tail Whip 	
Up tilt 	Flip 	
Down tilt 	Tail Sweep 	
Dash attack 	Dark Torch 	
Forward smash 	Shadow Blast 	
Up smash 	Galaxy Force 	
Down smash 	Shadow Bomb 	
Neutral aerial 	Body Spark 	
Forward aerial 	Shadow Scratch 	
Back aerial 	Tail Flick 	
Up aerial 	Somersault Kick 	
Down aerial 	Meteor Kick 	
Neutral special (Charging)	Shadow Ball 	
Neutral special 	Shadow Ball 	
Side special 	Confusion 	
Down special 	Disable 	
Up special 	Teleport 	
Grab 	Psychic 	
Dash grab 	Psychic 	
Pummel 	Dark Shock 	
Forward throw 	Shadow Cannon 	
Back throw 	Telekinesis 	
Up throw 	Psychic Whirlwind	
Down throw 	Tail Slap 	
Forward roll 	 	
Back roll 	 	
Spot dodge 	 	
Air dodge 	 	
Floor attack (front) 	 	
Floor attack (back) 	 	
Ledge attack (fast) 	 	
Ledge attack (slow) 	 	
Category:Hitbox repositories
Category:Mewtwo (SSBM)
Category:Hitboxes (SSBM)
Mewtwo (SSBM)/Neutral aerial

==Overview==
==Hitboxes==
|}
==Timing==
Initial autocancel	1-4
Hits 1-8 	5-6, 9-10, 13-14, 17-18, 21-22, 25-26, 29-30, 33-34
Hit 9 	37-38
Ending autocancel 	37-
Interruptible 	42
Animation length 	54
|-
===Landing lag===
Hitbox 	1
Animation length 	26
L-cancelled animation length	13
|Normal 
|-
|L-cancelled 
Category:Mewtwo (SSBM)
Category:Neutral aerials (SSBM)
Mewtwo (SSBM)/Neutral attack

==Overview==
Mewtwo's neutral attack consists of a darkness-fueled blasts from its hand and then followed-up by repeated blasts of shadow energy.
For the technical data of each individual hit, see:
*Mewtwo (SSBM)/Neutral attack/Hit 1
*Mewtwo (SSBM)/Neutral attack/Infinite
==Quickest loop==
Jab 1 	8
Rapid jab 	24, 31, 38, 45, 52, 59, 66
Interruptible 	26
Animation lengths	30, 83
|-
Category:Mewtwo (SSBM)
Category:Neutral attacks (SSBM)
Mewtwo (SSBM)/Neutral attack/Infinite

==Overview==
==Hitboxes==
|}
==Timing==
Note: the timing for all hitboxes are increased by 1 frame following the first loop.
Animation length is only for the ending lag.
Hitbox 1 	13, 20, 27, 34, 41, 48, 55...
Animation length	14
Category:Mewtwo (SSBM)
Category:Neutral attacks (SSBM)
Mewtwo (SSBM)/Up aerial

==Overview==
==Hitboxes==
|}
==Timing==
Initial autocancel	1-3
Hitbox 	9-11
Ending autocancel 	33-
Interruptible 	35
Animation length 	37
|-
===Landing lag===
Animation length 	20
L-cancelled animation length	10
|Normal 
|-
|L-cancelled 
Category:Mewtwo (SSBM)
Category:Up aerials (SSBM)
Mewtwo (SSBM)/Up smash

==Overview==
==Hitboxes==
|}
==Timing==
Charges between 	2-3
Hits 1-6 	9-10, 13-14, 17-18, 21-22, 25-26, 29-30
Hit 7 	33-34
Interruptible 	70
Animation length	79
Category:Mewtwo (SSBM)
Category:Up smashes (SSBM)
Mewtwo (SSBM)/Up throw

==Overview==
==Throw data==
|}
==Timing==
The speed of this throw depends on the opponent's weight.
|-
!Invincible
|1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8
|}
|rowspan=2|Min (Pichu) 
|-
|-
|rowspan=2|Baseline 
|-
|-
|rowspan=2|Max (Bowser, PAL) 
|-
Category:Mewtwo (SSBM)
Category:Up throws (SSBM)
Mewtwo (SSBU)/Back aerial

==Overview==
==Update History==
 
*
*
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-2
Hitboxes 	13-17
Ending autocancel 	38-
Interruptible 	40
Animation length 	49
|-
===Landing lag===
Interruptible 	11
Animation length	16
Category:Mewtwo (SSBU)
Category:Back aerials (SSBU)
Mewtwo (SSBU)/Back throw

Mewtwo back throw hurtbox visualization	Mewtwo back throw hurtbox visualization	Mewtwo back throw hurtbox visualization	Mewtwo back throw hurtbox visualization	Mewtwo back throw hurtbox visualization
 	 	 	 	
==Overview==
==Update History==
 
*
==Throw Data==
|}
==Timing==
Invincibility 	1-30
Throw Release 	30
Interruptible 	55
Animation length	71
|-
Category:Mewtwo (SSBU)
Category:Back throws (SSBU)
Mewtwo (SSBU)/Dash attack

==Overview==
==Update History==
 
*
==Hitboxes==
! Shieldstun
|1.3×
|1.3×
|1.3×
|1.3×
|}
==Timing==
Clean hit 	10-11
Late hit 	12-20
Interruptible 	39
Animation length	60
Category:Mewtwo (SSBU)
Category:Dash attacks (SSBU)
Mewtwo (SSBU)/Down aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-3
Hitboxes 	15-18
Ending autocancel 	42-
Interruptible 	48
Animation length 	66
|-
===Landing lag===
Interruptible 	12
Animation length	17
Category:Mewtwo (SSBU)
Category:Down aerials (SSBU)
Mewtwo (SSBU)/Down smash

==Overview==
Extends its arm at a diagonal angle toward the ground to emit a blast of dark energy from its fingertip. It is one of the few down smashes that does not hit on both sides, but it is powerful nonetheless, and has the highest knockback scaling out of Mewtwo's entire moveset. While it has noticeable startup at frame 21, its ending lag relative to its power and startup is extremely low, as Mewtwo can act out of it after 41 frames. As such, it is safe on shield, and potentially even on whiff. It can also 2-frame punish at the ledge if timed correctly. As a result, Mewtwo's down smash is overall a very versatile move in its kit as it provides immense safety and power, and serves as a great punishment out of a successful Disable or shield break, even when not fully charged.
==Update History==
 
*
==Hitboxes==
|}
==Timing==
Charges between 	15-16
Hitboxes 	21-23
Interruptible 	41
Animation length	59
Category:Mewtwo (SSBU)
Category:Down smashes (SSBU)
Mewtwo (SSBU)/Down special

==Overview==
Mewtwo emits a miniscule spark from its eyes. Should an opponent be on the ground and facing towards Mewtwo if this spark connects with them, they will be stunned. Unlike the stun inflicted from a shield break, Disable keeps the opponent stunned for longer the more damaged they are, allowing it to confirm KOs from as low as 50%. If the opponent is airborne while facing Mewtwo, the move will instead deal very low knockback and damage, while having no effect at all if the opponent has their back turned to Mewtwo. Due to being a projectile, Disable can also be reflected back to Mewtwo. 
While these properties (combined with its 16 frames of start-up) do make Disable somewhat of a situational move, finding the right times to use it can grant Mewtwo high reward - it can be used to punish over-extensions on the ground and poor defensive habits, and its deceptively long range allows it to be used in tech-chase scenarios, being especially dangerous if the opponent is forced onto a platform. Additionally, Disable grants full intangibility on frames 10-16, allowing it to phase through moves with proper timing.
Its ability to double jump cancel becomes quite strong when paired with footstool out of shield, technically being Mewtwo's fastest albeit most difficult to perform out of shield option, working on every character in the game except , and .
Finally, the moves stun-time is also effected by the overall state of the match being played, leaving the opponent stunned for longer if Mewtwo is at a stock deficit and for a shorter time if Mewtwo is ahead. To be more specific; in Ultimate, Disable uses the following formula to determine the stun-time inflicted on the opponent: 1.3p + 16h + 16(3 - r) + k , simplified to 48 + 1.3p + k for even stock scenarios. 
*p is the opponent's percentage after Disable hits, 
*h represents the victims stock deficit over Mewtwo (0.2 for -1 stock, 0.45 for -2 or less stocks), 
*r represents Mewtwo's stock lead over the opponent (1.2 for +1 stock, 1.4 for +2 or more stocks),
*and finally, k represents the numerical knockback inflicted by the stunning move, using a weight of 100 for every character. 
The solution to this formula is always rounded up. With this formula in mind, Disable inflicts the following depending on the state of the match:
*8 extra frames of stun-time if Mewtwo is behind by two or more stocks,
*4 extra frames if Mewtwo is behind by one stock,
*No change in stun time in even stock scenarios, stun-time is effected only by percentage as usual,
*loses 19 frames if Mewtwo is ahead by one stock,
*and finally loses 22 frames if Mewtwo is ahead by two or more stocks.
Disable cannot be B-reversed.
==Update History==
 
*
==Hitboxes==
The hitboxes are coded to only hit opponents from the front.
|}
==Timing==
Intangibility 	10-16
Disable 	16-23
Interruptible 	53
Animation length	63
|-
|-
==Parameters==
===Move===
Vertical speed multiplier on aerial startup	0.5
Gravity 	0.08
Falling speed 	1
Disable spark X/Y offsets 	[4.5, 4.1]
===Disable spark===
Lifetime 	8 frames
Travel speed	2.9
Category:Mewtwo (SSBU)
Category:Down special moves (SSBU)
Mewtwo (SSBU)/Down throw

Mewtwo down throw hurtbox and hitbox visualization	Mewtwo down throw hurtbox and hitbox visualization	Mewtwo down throw hurtbox and hitbox visualization	Mewtwo down throw hurtbox and hitbox visualization	Mewtwo down throw hurtbox and hitbox visualization
 	 	 	 	
==Overview==
==Update History==
 
*
==Throw and Hitbox Data==
|}
|}
==Timing==
Invincibility 	1-18
Hitbox 	16-17
Throw Release 	18
Interruptible 	42
Animation length	61
|-
Category:Mewtwo (SSBU)
Category:Down throws (SSBU)
Mewtwo (SSBU)/Edge attack

==Overview==
==Update History==
 
*
==Hitboxes==
|}
==Timing==
For each ledge grab without touching the ground or being hit, intangibility is reduced on subsequent ledge grabs, until it is lost entirely from the fourth grab onward. The hitbox visualization only shows intangibility for the first ledge grab.
Intangibility (1st grab)	1-23
Intangibility (2nd grab)	1-19
Intangibility (3rd grab)	1-11
Hitbox 	21-23
Interruptible 	56
Animation length 	55
!Hitbox 
|-
!1st grab 
|-
!2nd grab 
|-
!3rd grab 
Category:Mewtwo (SSBU)
Category:Edge attacks (SSBU)
Mewtwo (SSBU)/Forward aerial

==Overview==
Mewtwo slashes the air with an energy-infused swipe. Considered one of the best tools in Mewtwo's moveset as well as one of the best moves of its kind in the game, forward aerial plays multiple important roles in Mewtwo's kit. It is able to start combos, while also serving as an effective poking tool with its somewhat disjointed hitbox, low landing lag and shield safety (-3 on shield if landed properly) and as a kill option at higher percentages. It also boasts 7 frames of start-up, tying it with neutral aerial for having the lowest start-up of Mewtwo's aerials.
Notably, forward aerial becomes an near-inescapable follow-up if Mewtwo is able to land an aerial Confusion on opponents who have accumulated at least 140% in damage and lacks a frame 1 combo breaker. Against certain characters it starts being true earlier depending on their airdodge speed and/or the speed of their fastest aerial/escape option.
==Hitboxes==
|}
==Timing==
===Attack===
Hitboxes 	7-9
Ending autocancel	37-
Interruptible 	40
Animation length 	54
|-
===Landing lag===
Interruptible 	9
Animation length	13
Category:Mewtwo (SSBU)
Category:Forward aerials (SSBU)
Mewtwo (SSBU)/Forward smash

Mewtwo forward smash hitbox visualizations	Mewtwo forward smash hitbox visualizations	Mewtwo forward smash hitbox visualizations	Mewtwo forward smash hitbox visualizations	Mewtwo forward smash hitbox visualizations
↗ 	 	 	 	
→ 	 	 	 	
↘ 	 	 	 	
==Overview==
==Update History==
 
*
==Hitboxes==
|}
==Timing==
Charges between 	12-13
Hitboxes 	19-22
Interruptible 	53
Animation length	69
Category:Mewtwo (SSBU)
Category:Forward smashes (SSBU)
Mewtwo (SSBU)/Forward throw

Mewtwo forward throw hurtbox visualization	Mewtwo forward throw hurtbox visualization	Mewtwo forward throw hurtbox visualization	Mewtwo forward throw hurtbox visualization	Mewtwo forward throw hurtbox visualization
 	 	 	 	
==Overview==
After grabbing the opponent, Mewtwo telekinetically lifts them into the air and fires five Shadow Ball-like projectiles in their direction. Boasts very high damage for a throw, being the most damaging forward throw in the game if all five projectiles are able to connect (15% unstaled). These projectiles can be reflected back at Mewtwo if they possess a passive reflector, such as Hero (SSBU) using Bounce or if they are wearing a Franklin Badge. Additionally since they are energy-based projectiles, nearby opponents with absorption moves can choose to intercept and heal by a sizeable amount.
Due to being a multi-hitting move it can be effected by DI at higher percentages, limiting its damage potential at those percentages. While it does not possess any true follow-ups, the thrown opponent is consistently forced into a bad position regardless of if all five projectiles connect with their target, made more dangerous by the low ending lag present after the throws completion. With improper DI it can also KO opponents around 140% from the combined knockback of the projectiles.
==Update History==
 
*
==Throw and Hitbox Data==
|}
|}
==Timing==
Invincibility 	1-19
Throw release 	19
Shadow Balls 	33-45, 40-52, 47-59, 54-66, 61-73
Interruptible 	82
Animation length	98
|-
|-
|-
|-
|-
|-
==Shadow Ball parameters==
Unlike the Shadow Ball from Mewtwo's neutral special, forward throw's Shadow Balls can pierce opponents, and are not affected by hitlag, with only the opponent experiencing it while the Shadow Balls keep moving ahead.
Lifetime 	13 frames
Travel speed	9
==Trivia==
*The Shadow Balls have a rehit rate of 16. However, as they only last up to 13 frames, it takes no effect.
Category:Mewtwo (SSBU)
Category:Forward throws (SSBU)
Mewtwo (SSBU)/Forward tilt

Mewtwo forward tilt hitbox visualizations	Mewtwo forward tilt hitbox visualizations	Mewtwo forward tilt hitbox visualizations	Mewtwo forward tilt hitbox visualizations	Mewtwo forward tilt hitbox visualizations
↗ 	 	 	 	
→ 	 	 	 	
↘ 	 	 	 	
==Overview==
Mewtwo thrusts its tail forward in a spinning motion. Can be angled. Due to its quick start-up and excellent range, can be used to keep opponents at bay with relative ease.
==Update History==
 
*
 
*
 
*
==Hitboxes==
|}
==Timing==
Hitboxes 	10-11
Interruptible 	36
Animation length	52
Category:Mewtwo (SSBU)
Category:Forward tilts (SSBU)
Mewtwo (SSBU)/Grab

==Overview==
==Grabbox Data==
===Standing Grab===
|}
===Dash Grab===
|}
===Pivot Grab===
|}
==Timing==
===Standing grab===
Grab 	7-8
Interruptible 	40
Animation length	45
===Dash grab===
Grab 	10-11
Interruptible 	48
Animation length	47
===Pivot grab===
Grab 	11-12
Interruptible 	43
Animation length	53
Category:Mewtwo (SSBU)
Category:Grabs (SSBU)
Mewtwo (SSBU)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	Dark Flash 	
Neutral attack rapid jab 	Dark Flame 	
Neutral attack rapid jab finisher	Dark Finish 	
Forward tilt (mid) 	Tail Whip 	
Forward tilt (high) 	Tail Whip 	
Forward tilt (low) 	Tail Whip 	
Up tilt 	Quick Wiper 	
Down tilt 	Tail Sweep 	
Dash attack 	Dark Torch 	
Forward smash (mid) 	Shadow Blast 	
Forward smash (high) 	Shadow Blast 	
Forward smash (low) 	Shadow Blast 	
Up smash 	Galaxy Force 	
Down smash 	Shadow Bomb 	
Neutral aerial 	Body Spark 	
Forward aerial 	Shadow Scratch 	
Back aerial 	Air Tail 	
Up aerial 	Somersault Attack	
Down aerial 	Meteor Kick 	
Neutral special 	Shadow Ball 	(unavailable)
Side special 	Confusion 	
Up special 	Teleport 	(unavailable)
Down special 	Disable 	
Standing grab 	Psychic 	
Dash grab 	Psychic 	
Pivot grab 	Psychic 	
Pummel 	Dark Shock 	
Forward throw 	Shadow Cannon 	
Back throw 	Psycho Throw 	
Up throw 	Psychic Whirlwind	
Down throw 	Tail Beat 	
Getup attack front 	 	
Getup attack back 	 	
Getup attack trip 	 	
Ledge attack 	 	
Category:Mewtwo (SSBU)
Category:Hitboxes (SSBU)
Mewtwo (SSBU)/Neutral attack

==Overview==
Mewtwo's neutral attack consists of darkness-fueled blasts from its hand.
For the technical data of each individual hit, see:
*Mewtwo (SSBU)/Neutral attack/Hit 1
*Mewtwo (SSBU)/Neutral attack/Infinite
==Quickest loop==
Jab 1 	5-6
Rapid jab 	11, 14, 17, 20, 23, 26, 29
Rapid jab finisher	36-37
Interruptible 	22, 71
Animation lengths 	33, 77
|-
Category:Mewtwo (SSBU)
Category:Neutral attacks (SSBU)
Mewtwo (SSBU)/Neutral attack/Hit 1

==Overview==
==Update History==
 
*
==Hitboxes==
! Hitstun
|+6 frames
|+6 frames
|+6 frames
|+6 frames
|}
==Timing==
Upon reaching the continuability window, the move transitions into the rapid jab if the button has been pressed and released at least 2 times since its initiation.
Hitboxes 	Hitboxes 	5-6
Continuability 	Pressed repeatedly	7-21
Continuability 	Held on hit 	11
Interruptible 	Interruptible 	22
Animation length	Animation length 	33
|-
Category:Mewtwo (SSBU)
Category:Neutral attacks (SSBU)
Mewtwo (SSBU)/Neutral attack/Infinite

==Overview==
==Hitboxes==
!Hitstun
!Shieldstun
|+3 frames
|4×
|—
|—
|—
|—
|—
|—
|}
==Timing==
After one full loop, releasing the attack button at any point causes the infinite to transition into the finisher. Interruptibility and animation length are for the finisher only.
Loop points 	2-3, 24-25
Rapid Jab 	5, 8, 11, 14, 17, 20, 23
Finisher 	6-7
Interruptible 	41
Animation length	47
Category:Mewtwo (SSBU)
Category:Neutral attacks (SSBU)