Wreckarooni
Smash Apprentice
side note: (at the end I'm posting the damage and KB info and also asking a question about the mysterious semi-spike Uair hitboxes that I can never seem to witness)
Okay back to the main course -
I find that Mewtwo's Uair is pretty under-valued and under-explored in general. Most of Mewtwo's moves pop upwards to set up for easy Uair Juggles and it's pretty easy to hit with the 14% tip HB.
But perhaps the most underused aspect of his Uair is with edgeguarding. Back facing the opponent, Frame 10 and 11 of the up and back of his tail has amazing range and priority. It can go through every recovery, it also seems like there is lag on the tail hurtboxes so the hitboxes precede always making it more disjointed front to back in actual use. It's wonderful for intercepting the spacies before, during, and after they activate their Up Bs, against Falcon Sheik, Peach the reverse Uair is amazing, pretty much any character you can get 3 backwards or forwards Uairs in on every edge guard because of how fast it SAFs.
It's also quite powerful, able to get KOs even on heavy characters like falcon off the edge as low as 90-130%. The tip of the Uair is much more powerful in both KB and damage than the tip of the Bair which is what commonly hits.
Bair is the usually go to of the edge, but let's be honest it's a very wonky animation and it can be very hard to be precise with since the hitboxes have strange placement and timing. Personally I find Mewtwo's Uair much easier to hit with, backwards hitting with the final 2 hitbox frames feels similar to Marth's Bair. Use FF to space it right (this also can contort your hurtboxes and frame so that the tail covers more space safely, like a wall of rotating hitboxes) or come up from beneath and bicycle tail whip them using Mewtwo's DJC ability.
And of course all know how great it is right after letting go of the ledge. Instant Uair after letting go is actually pretty amazing for fending off opponents on stage but more importantly the up/back Frame 10 and 11 are amazing for swatting away recovering opponents. Not enough Metwo's use it for that, they usually mess up a bair or get nervous and nair....which does nothing but help the opponent get back :/
So does anyone know what is going on with the (LATE-MID) 0 and 30 degree hitboxes of Mewtwo's Uair? I've never EVER seen them hit and the bones they are connected to (7 and 8) are connected usually to disjointed areas that aren't even part of Mewtwo's body. Those 2 are associated with shadow ball and parts of Mewtwo's Up-smash. Would be awesome if these actually existed, a semispike like Pikachu's Up-air would be stellar....maybe they are off axis extended in the z plane like Yoshi's grab lol
Okay back to the main course -
I find that Mewtwo's Uair is pretty under-valued and under-explored in general. Most of Mewtwo's moves pop upwards to set up for easy Uair Juggles and it's pretty easy to hit with the 14% tip HB.
But perhaps the most underused aspect of his Uair is with edgeguarding. Back facing the opponent, Frame 10 and 11 of the up and back of his tail has amazing range and priority. It can go through every recovery, it also seems like there is lag on the tail hurtboxes so the hitboxes precede always making it more disjointed front to back in actual use. It's wonderful for intercepting the spacies before, during, and after they activate their Up Bs, against Falcon Sheik, Peach the reverse Uair is amazing, pretty much any character you can get 3 backwards or forwards Uairs in on every edge guard because of how fast it SAFs.
It's also quite powerful, able to get KOs even on heavy characters like falcon off the edge as low as 90-130%. The tip of the Uair is much more powerful in both KB and damage than the tip of the Bair which is what commonly hits.
Bair is the usually go to of the edge, but let's be honest it's a very wonky animation and it can be very hard to be precise with since the hitboxes have strange placement and timing. Personally I find Mewtwo's Uair much easier to hit with, backwards hitting with the final 2 hitbox frames feels similar to Marth's Bair. Use FF to space it right (this also can contort your hurtboxes and frame so that the tail covers more space safely, like a wall of rotating hitboxes) or come up from beneath and bicycle tail whip them using Mewtwo's DJC ability.
And of course all know how great it is right after letting go of the ledge. Instant Uair after letting go is actually pretty amazing for fending off opponents on stage but more importantly the up/back Frame 10 and 11 are amazing for swatting away recovering opponents. Not enough Metwo's use it for that, they usually mess up a bair or get nervous and nair....which does nothing but help the opponent get back :/
So does anyone know what is going on with the (LATE-MID) 0 and 30 degree hitboxes of Mewtwo's Uair? I've never EVER seen them hit and the bones they are connected to (7 and 8) are connected usually to disjointed areas that aren't even part of Mewtwo's body. Those 2 are associated with shadow ball and parts of Mewtwo's Up-smash. Would be awesome if these actually existed, a semispike like Pikachu's Up-air would be stellar....maybe they are off axis extended in the z plane like Yoshi's grab lol
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