Line 1,682: | Line 1,682: | ||
| FP Shift / DP +49 | | FP Shift / DP +49 | ||
| FP -11 / DP -5 | | FP -11 / DP -5 | ||
| | | '''<span style="color:#FC3F2C">10 HP Recoil</span>''' | ||
|- | |- | ||
| '''<span style="color:#FC3D3C">j.AY Reflect: Thunder</span>''' | | '''<span style="color:#FC3D3C">j.AY Reflect: Thunder</span>''' |
Latest revision as of 19:42, 9 May 2023
Introduction
Shadow Mewtwo is a volatile character who is the prominent glass cannon of the roster. He uses his own health during all special attacks, with the only exception being Psywave itself. Known to be as strong as the player is, Shadow Mewtwo is extremely volatile with a game focused on controlling the opponent with mixups and solid offense.
SM2’s FP is very strong given threatening tools at round start to claim center stage control, thus creating a good start on his agenda to get a shift with his opponent on the outskirts (meaning near the wall in Duel). Usually at longer ranges, the focus is more towards stage position / collecting synergy crystals although his projectiles are still strong. Specifically, sY and jY which control movement fairly well. Close in to midrange, he has fY, Slash, Homing and Zen. The first three being main options that make one second guess trying to contest, as each has a certain property or two that is pretty good:: high priority, tracking, and / or cancelability. Zen is just there kinda as a slower fY in some cases, but less minus and a tad slower (shrug).
In 2D, SM2 has strong tools in neutral. More of a personal opinion, but he has one of the best neutral game out of the roster, with few beating him. His game here is mainly as the (whiff) Punisher. Tickling toes with 2Y, giving the cold shoulder (6X) to those who you don’t like and just throwing some of that dark physic energy at them (Blast fireballs). His reactive anti air game is pretty good with 8Y and 8A, although getting crafty with a 2X or Teleport crossunder isn’t something to shy away from to gain a better position.
SM2's Burst Mode can be very intimidating, although it isn't for long. His meter gauge is 100cc, the lowest in the game thus making him tied with a few other characters for fastest Burst gain. However, he solely takes the cake when it comes to shortest Burst time at 8 seconds. A huge thing to note is that he doesn't use his own HP for any Special attacks whilst in Burst! Use that to your advantage! Underneath the surface he has some changes to his moveset that allow him to confirm into a threatening Burst Attack: Dark Nova. About his Dark Nova, it has a very large hitbox and deals lots of chip. The closer the opponent is to the center of the hitbox, the more damage it does. It's more commonly used as a punish tool, but there are many ways to confirm it so feel free to explore what you can do with it.
Shadow Mewtwo #PTDX_SM2 | |
---|---|
Vitals | |
HP | 480 HP |
Shield Health | 480 SH (Weak) |
Synergy Gauge | 100 CC |
Burst Mode Duration | 480F (8 sec) |
Movement | |
Back Dash | FP (27F) / DP (29F), 1-8F Strike/Throw Invuln, Cancelable on Frame FP 23 / DP 25 |
Side Dash | 37F, 5-14F Projectile Invuln, Cancelable on Frame 27 |
Forward Dash | 21F, Cancelable on Frame 17 |
Unique Movement Options | Midair Dash, Teleport |
Stances | |
High Stance | Charges Synergy Gauge (2.5CC/sec) |
Low Stance | Low Counter Armor on Frame 5 |
General Moves
Burst Mode
Attack Type | Damage | PSP | Height | Priority | Impact | Total Frames | Hit Adv. | Block | Properties |
Normal (Wave) | 0 | -12 | Mid | BA(projectile) | i18 | 48 | +8 | 0 | 1-48F Total Invuln, Pierce |
Pokemon moves no longer consume HP on use. Certain moves become enhanced. |
Burst Attack: Dark Nova
Attack Type | Damage | PSP | Height | Priority | Impact | Total Frames | Hit Adv | Block | Properties |
Normal (projectile) | 226 (80) | 12 | Mid | S+ | i23 | 87 | Knockdown | -20 | 9-63F Total Invuln, Airborne on Frame 21, Pierce |
Releases a fullscreen wave of dark energy. Only goes through the full animation if done close enough. If done from too far away, the opponent will be launched. |
j.R Midair Dash
Recovery | Properties |
Until landing FP +27 / DP +13 | Air Actionable on Frame 7 |
Shadow Mewtwo dashes forward in the air. |
Y+B Grab Attack
Attack Type | Damage | PSP | Height | Priority | Impact | Total Frames | Hit Adv |
Grab | FP (60/100 (Burst)) / DP (90/150 (Burst)) | 12 | Ground only | 1 | i11 | 49 | FP Shift (+8) / DP Shift |
X+A Counter Attack
Version | Attack Type | Damage | Scaling | PSP | Height | Priority | Impact | Total Frames | Hit Adv | Block | Properties |
X+A Counter Attack | Counter (strike) | 80 | 40% | 3 | Mid High | 5 | i35 | 73 | +4 | -8 | 1-28F Counter Armor, Destroys Projectiles while active, Forward/Side Dash Cancelable on Frame 9, Back Dash Cancelable on Frame 17 |
[X+A] Charged Counter Attack | Counter (strike) | 91 | 40% | 3 | Mid High | 6 | i55 | 93 | Soft Launch | +4 | 1-48F Counter Armor, Pierce, Destroys Projectiles while active, Forward/Side Dash Cancelable on Frame 9, Back Dash Cancelable on Frame 17 |
Field Phase Attacks
nY
Version | Attack Type | Damage | Scaling | Height | Priority | Impact | Throw Crush Frame | Total Frames | Hit Adv | Block | Properties |
nY | Normal (projectile) | 12 each / 20 each (Burst) | 20% per hit | Special Mid | 6 | i15 | 5 | 59 | -6 / -2 (Burst) | -18 / -14 (Burst) | Special/fY Cancelable on Frame 35 |
nY (Miracle Eye) | Normal (projectile) | 12 (10) each / 20 (10) each (Burst) | 40% per hit | Mid | S | i51 | N/A | 39 | +67 | +63 | N/A |
Creates three orbs that travel in a straight line. Using Miracle Eye causes the orbs to increase in size and track down the opponent. In Burst Mode, the amount of orbs increases to five. |
sY
Version | Attack Type | Damage | Scaling | Height | Priority | Impact | Throw Crush Frame | Total Frames | Hit Adv | Block | Properties |
sY | Normal (projectile) | 48 each | 20% per hit | Special Mid | 7 | i53 | 9 | 65 | +42 | +22 | fY Cancelable on Frame 45, Miracle Eye Cancelable on Frame 49, Cancelable into other Specials on Frame 53 |
sY (Miracle Eye) | Normal (projectile) | 40 (10) | 20% | Mid | S | i11 | N/A | 39 | +20 | +0 | N/A |
Shadow Mewtwo dodges to the side and creates arrow-like projectiles that travel in a straight line. Using Miracle Eye transforms the projectiles into mirrors that absorb enemy projectiles. The arrows rotate as they travel forward, and the position of the Mirrors is dependent on the rotation of the arrows when Miracle Eye is used. Travels slightly forward, and has increased duration in Burst Mode. |
fY / nYY / sYY
Version | Attack Type | Damage | Height | Priority | Impact | Throw Crush Frame | Total Frames | Hit Adv | Block | Properties |
fY | Normal (strike) | 110 | Mid Low | 4 | i19 | 9 | 63 | Shift (Launch) | -8 | Destroys Projectiles while active |
fY (projectile) | Normal (projectile) | 110 | Mid | 8 | i27 | N/A | N/A | Shift (Launch) | -8 | N/A |
A vertical sword attack that spews flames that travel forward. |
bY
Version | Attack Type | Damage | Scaling | Height | Priority | Impact | Throw Crush Frame | Total Frames | Hit Adv | Block |
bY | Normal (projectile) | 30 | 20% | Mid | 7 | i35 | 9 | 69 | +12 | -16 |
bY (Miracle Eye) | Normal (projectile) | 40 (15) | N/A | Mid | 9 | i11 | N/A | 39 | Shift (+8) | +6 |
Shadow Mewtwo throws out a pillar that heads towards the opponent. Using Miracle Eye expands the pillar. |
j.Y
Attack Type | Damage | Scaling | Height | Priority | Impact | Throw Crush Frame | Recovery | Hit Adv | Block | Properties |
Normal (projectile) | 20 each | 20% per hit | Mid High | 6 | i19 | 9 | Until landing +35 | -7 | -22 | Special Cancelable on Frame 25 |
Throws three orbs that chase down the opponent. In Burst Mode, j.Y throws out five orbs. |
Homing Attack
Version | Attack Type | Damage | Height | Priority | Impact | Throw Crush Frame | Total Frames | Hit Adv | Block | Properties |
X Homing Attack 1 | Normal (strike) | 50 | Mid | 6 | i17 | 1 | 53 / 49 (Burst) | +8 | -8 | Throw Blast, Airborne on Frame 23, Block/Jump Cancelable on Frame 1 |
XX Homing Attack 2 | Normal (strike) | 40 | Mid | 4 | i43 / i41 (Burst) | N/A | 74 | +8 | -4 | Airborne |
XXX Homing Attack 3 | Normal (strike) | 70 | Mid | 4 | i77 / i75 (Burst) | N/A | 111 / 113 (Burst) | Shift (+8) | -8 | N/A |
XX[X] Charged Homing Attack 3 | Normal (strike) | 110 | Mid | 4 | i97 / i95 (Burst) | N/A | 131 / 133 (Burst) | Shift (+8) | Guard Break (+30) | Guard Break, Pierce |
Shadow Mewtwo homes in on the opponent and does an uppercut followed by a kick (or flurry of kicks in Burst Mode), ending with a tornado of dark energy. If Homing Attack 2 was blocked, there is a 36 frame window to punish a charged Homing Attack 3.* * In Burst Mode, the frame window is reduced to 34 frames. |
j.X
Version | Attack Type | Damage | Height | Priority | Impact | Throw Crush Frame | Recovery | Hit Adv | Block | Properties |
j.X | Normal (strike) | 80 | Mid High | 5 | i24 | 1 | Until landing +44 | Shift (Knockdown) | -8 | Throw Blast, Destroys Projectiles while active |
Burst j.X | Normal (strike) / Normal (projectile) | 113 | Mid High / Mid (Pillar) | 5 / S+ | i24 / i34 | 1 | Until landing +44 | Shift (Launch) | +1 | Throw Blast |
Charged j.[X] |
Normal (strike) | 100 | Mid High | 6 | i44 | 1 | Until landing +44 | Shift (Knockdown) | -4 | Throw Blast, Pierce, Destroys Projectiles while active |
Burst j.[X] |
Normal (strike) / Normal (projectile) | 151 | Mid High / Mid (Pillar) | 6 / S+ (Pillar) | i44 / i54 (Pillar) | 1 | Until landing +44 | Shift (Launch) | +5 | Throw Blast, Pierce |
Shadow Mewtwo homes in on the opponent and divekicks. |
Duel Phase Weak Attacks
5Y
5Y | ||||||||||||
Version | Attack Type | Damage | Scaling | PSP | Height | Priority | Impact | Throw Crush Frame | Total Frames | Hit Adv | Block | Properties |
5Y | Normal (strike) | 30 | 20% | 0 | High | 3 | i15 | 5 | 49 | 0 / +4 (Miracle Eye) | -8 / -4 (Miracle Eye) | Special Cancelable on Frame 22 |
Burst 5Y | Normal (strike) | 30 | 20% | 0 | Mid Low | 3 | i15 | 5 | 45 | 0 / +4 (Miracle Eye) | -8 / -4 (Miracle Eye) | Special Cancelable on Frame 18 |
5YY | Normal (strike) | 64 | 20% | 4 | Mid | 3 | i40 | N/A | 78 | +8 / +12 (Miracle Eye) | -12 / -8 (Miracle Eye) | Special Cancelable on Frame 51 |
Burst 5YY | Normal (strike) | 64 | 20% | 4 | Mid | 3 | i36 | N/A | 79 | +8 / +12 (Miracle Eye) | -6 / +2 (Miracle Eye) | Special Cancelable on Frame 47 |
A series of quick strikes with dark energy. |
6Y
Version | Attack Type | Damage | Scaling | PSP | Height | Priority | Impact | Throw Crush Frame | Total Frames | Hit Adv | Block | Properties |
6Y | Normal (strike) / Normal (projectile) | 102 | 10% / 0% (Pillar) | 4 | Mid | 5 / 7 (Pillar) | i15 / i27 (Pillar) | 9 | 63 | Soft Launch / N/A (Pillar) | -8 / +9 (Pillar) | Destroys Projectiles while active |
6Y (Miracle Eye) | Normal (projectile) | 49 (18) | 10%, 10%, 10% | 0 | Mid | 8 | i11 | N/A | 23 | Hard Launch | +37 | N/A |
An uppercut that spawns a pillar on the other side of the stage. The pillar has no hitstun when it hits grounded opponents. Using Miracle Eye detonates the pillar and launches the opponent. |
8Y
Version | Attack Type | Damage | Scaling | PSP | Height | Priority | Impact | Throw Crush Frame | Total Frames | Hit Adv | Block | Properties |
8Y | Normal (strike) | 54 | 0% | 0 | High | 3 | i15 | 9 | 55 | +4 | -12 | 5-16F High/Mid High Invuln, Soft Launch on Crit |
8YY | Normal (strike) | 60 | 20% | 4 | High | 5 | i57 | N/A | 85 | Soft Launch | +10 | Airborne on Frame 48 |
Charged - 8Y[Y] | Normal (strike) | 60 | N/A | 4 | High | 6 | i77 | N/A | 105 | Shift | +10 | Airborne on Frame 68 |
Shadow Mewtwo does a flurry of vertical kicks. |
2Y
Version | Attack Type | Damage | Scaling | PSP | Height | Priority | Impact | Throw Crush Frame | Total Frames | Hit Adv | Block | Properties |
2Y | Normal (strike) | 20 | 10% | 0 | Low | 3 | i11 | 1 | 41 | 0 | -8 | Throw Blast, 1-41F High Invuln, Special Cancelable on Frame 18 |
2YY | Normal (strike) | 27 | 10% | 2 | Low | 3 | i11 | N/A | 58 | 0 | -8 | 1-58F High Invuln. (Burst), Special Cancelable on Frame 35 |
A short string of two low sword attacks. |
j.Y
Version | Attack Type | Damage | Scaling | PSP | Height | Priority | Impact | Throw Crush Frame | Recovery | Hit Adv | Block | Properties |
j.Y | Normal (strike) | 20 per hit | 10% (First Hit Only) | 0, 1, 1 | Mid High | 3 | i11 | 1 | Until landing +23 (+13 on hit) | +24 | -8 | Throw Blast, Special Cancelable on Frame 13 |
Burst j.Y | Normal (strike) | 40 | 10% | 3 | Mid High | 3 | i11 | 1 | Until landing +23 (+13 on hit) | +28 | -6 | Throw Blast, Special Cancelable on Frame 13 |
Shadow Mewtwo surrounds itself with dark energy. In Burst Mode, j.Y is replaced with a quick downwards kick. |
Duel Phase Strong Attacks
5X
Version | Attack Type | Damage | Scaling | PSP | Height | Priority | Impact | Throw Crush Frame | Total Frames | Hit Adv | Block |
5X | Normal (strike) | 30 | 0% | 0 | Mid Low | 5 | i19 | 9 | 51 | Crumple | -12 |
5XX | Normal (strike) | 60 | 20% | 4 | Mid | 5 | i44 | N/A | 82 | Hard Launch | -12 |
A horizontal sword slash followed by a double-sword attack that covers both sides. |
6X
Attack Type | Damage | Scaling | PSP | Height | Priority | Impact | Throw Crush Frame | Total Frames | Hit Adv | Block | Properties |
Normal (strike) | 60 | 20% | 2 | Mid Low | 5 | i19 | 9 | 53 | +8 / +12 (Miracle Eye) | -4 / +2 (Miracle Eye) | +12 on Crit, Destroys Projectiles while active, Special Cancelable on Frame 24, Jump Cancelable on Frame 28 |
Shadow Mewtwo shoulder tackles the opponent. cr.6X can combo into i15s with Miracle Eye, and can combo into i11s without it. |
4X
Attack Type | Damage | Scaling | PSP | Height | Priority | Impact | Throw Crush Frame | Total Frames | Hit Adv | Block | Properties |
Normal (strike) | 60 / 80 (Burst) | 20% | 4 | Mid Low | 5 | i27 | 9 | 67 | Crumple | -4 | Destroys Projectiles while active, Dash Cancelable on Frame 13 and Frame 42 / 46 (Burst) |
Throws out multiple shadow punches. |
8X
Version | Attack Type | Damage | Scaling | PSP | Height | Priority | Impact | Throw Crush Frame | Total Frames | Hit Adv | Block | Properties |
8X | Normal (projectile) | 60 | 30% | 4 | Mid Low | S+ | i27 | 1 | 59 | +12 | -8 | Throw Blast, Airborne on Frame 5, Crumple on Crit |
Burst 8X | Normal (strike) | 100 | 30% | 4 | Mid | 4 | i27 | 1 | 57 | Hard Launch | +8 | Throw Blast, Airborne on Frame 5 |
A bolt of electricity. In Burst Mode, 8X is replaced with an advancing overhead punch. |
2X
2X | ||||||||||||
Version | Attack Type | Damage | Scaling | PSP | Height | Priority | Impact | Throw Crush Frame | Total Frames | Hit Adv | Block | Properties |
2X | Normal (strike) | 60 | 30% | 3 | Low | 4 | i15 | 5 | 55 | Hard Launch | -12* | 1-55F High Invuln. |
Burst 2X | Normal (strike) | 100 | 30% | 3 | Low | 5 | i15 | 5 | 55 | Hard Launch | +4 | 1-55F High Invuln. |
A sliding motion. In Burst Mode, 2X gains four extra hits, dealing more damage. * Becomes safer on block if done at a distance. |
j.X
Version | Attack Type | Damage | Scaling | PSP | Height | Priority | Impact | Throw Crush Frame | Recovery | Hit Adv | Block | Properties |
j.X | Normal (strike) | 60 | 20% | 0 | Mid High | 5 | i21 | 9 | Until landing +30 | +20 | -4 | Destroys Projectiles while active |
Burst j.X | Normal (strike) / Normal (projectile) | 115 | 40% | 3 | Mid High / Mid | 5 / S+ | i21 | 9 | Until landing +45 | Hard Launch | -8 | N/A |
Charged j.[X] |
Normal (strike) | 80 | 20% | 0 | Mid High | 5 | i41 | 9 | Until landing +30 | +20 | +2 | Pierce, Destroys Projectiles while active |
Burst j.[X] | Normal (strike) / Normal (projectile) | 135 | 40% | 3 | Mid High / Mid | 6 / S+ | i41 | 9 | Until landing +45 | Hard Launch | -4 | Pierce / Pierce |
Shadow Mewtwo divekicks to the ground. In Burst Mode, a pillar spawns upon landing. |
Pokemon Moves
5A Psywave
Total Frames | Properties |
86 | Psywave Followup Cancelable on Frame 12 |
Shadow Mewtwo charges Psywave, which can lead into multiple actions. Psywave has three levels. The level is based on how long Psywave was charged. Shadow Mewtwo enters Psywave Level 1 by charging for 12-16F, or for more than 56F. Shadow Mewtwo enters Psywave Level 2 by charging for 17-36F. Shadow Mewtwo enters Psywave Level 3 by charging for 37-56F. |
5A~A Psywave: Blast
Version | Attack Type | Damage | Scaling | PSP | Height | Priority | Impact | Throw Crush Frame | Total Frames | Hit Adv | Block | Properties |
Level 1 | Normal (projectile) | 57 (16) | 10%, 10% | 2 | High | 8 | i22 | 12 | 66 | -2 | -12 | 10 HP Recoil |
Level 2 | Normal (projectile) | 81 (24) | 10%, 10%, 10% | 3 | Mid High | 8 | i27 | N/A | 71 | +6 | -6 | 20 HP Recoil |
Level 3 | Normal | 120 (30) | 50% | 4 | Mid | S | i47 | N/A | 95 | Soft Launch | -12 | 30 HP Recoil |
A blast of energy that powers up based on the amount of time charged. Level One Blast is a two-hit slow moving projectile. Level Two Blast is a three-hit projectile with increased speed. Level Three Blast is a one-hit projectile with an even faster speed that launches the opponent. |
5A~Y Psywave: Slash
Version | Attack Type | Damage | Scaling | PSP | Height | Priority | Impact | Throw Crush Frame | Total Frames | Hit Adv | Block | Properties |
5A~Y | Normal (Strike) | 20 (6) / 30 (8) / 40 (11)* | 0% | 0 | High | 4 | i26 | 16 | 64 | +4 | -16 | 10 HP Recoil, Destroys Projectiles while active, Psywave Followup Cancelable on Frame 20 |
5A~YY | Normal (strike) | 20 (6) | 0% | 0 | Mid | 5 | i46 | N/A | 88 | Soft Launch | -16 | 10 HP Recoil, Airborne on Frame 53, Destroys Projectiles while active |
5A~YYY | Normal (strike) | 54 (16) / 72 (21) / 90 (28)* | 40% (Level 1), 50% (Level 2/3) | 4 | Mid High | 6 | i77 | N/A | 121 | Knockdown | -12 | 20 HP Recoil, Airborne, Destroys Projectiles while active |
Advances forward with a slashing motion. *Shadow Mewtwo advances farther during 5A~Y, and does more damage with both 5A~Y and 5A~YYY, based on the level of the charge. Canceling into Psywave Followups from 5AY treats Shadow Mewtwo's Psywave charge as the level he was when he performed 5AY. |
5A~X Psywave: Vortex
Version | Attack Type | Damage | Scaling | PSP | Height | Priority | Impact | Total Frames | Hit Adv | Block | Properties |
Level 1 | Counter (projectile) | 118 (22) | 60% | 5 | Mid | S+ | i38 | 96 | Soft Launch | -8 | 40 HP Recoil, 12-52F Counter Armor, Airborne on Frame 23, Pierce |
Level 2 | Counter (projectile) | 136 (24) | 60% | 5 | Mid | S+ | i43 | 101 | Soft Launch | -8 | 40 HP Recoil, 17-57F Counter Armor, Airborne on Frame 28, Pierce |
Level 3 | Counter (projectile) | 154 (27) | 60% | 5 | Mid | S+ | i63 | 121 | Soft Launch | +4 | 40 HP Recoil, 37-77F Counter Armor, Airborne on Frame 48, Pierce |
Consumes 5CC of Synergy if blocked or whiffed. Creates a vortex that increases in size and damage by charging Psywave. |
2A / 5A~R / 5A~B Teleport
Version | Total Frames | Properties |
2A / 5A~R Teleport | 37 | 20 HP Recoil, 1-26F Total Invuln. |
5A~B Teleport (Air) | FP 97 / DP 85 | 20 HP Recoil, 27-47F Total Invuln, Airborne on Frame 33, Air Actionable on Frame 53 |
A frame 1 invincible Teleport that can change trajectory, and teleports Shadow Mewtwo into the air when used as a Psywave Followup. Inputting 1A/4B teleports Shadow Mewtwo backwards. Inputting 2A/5B teleport Shadow Mewtwo in place. Inputting 3A/6B teleports Shadow Mewtwo forwards. |
6A Zen Headbutt
Attack Type | Damage | Scaling | PSP | Height | Priority | Impact | Throw Crush Frame | Total Frames | Hit Adv | Block | Properties |
Normal (strike) | 80 (20) | 20% | 4 | Mid Low | 3 | i23 | 9 | 65 | +8 | -4 | 30 HP Recoil, Destroys Projectiles from 15-22F and while active |
Shadow Mewtwo lunges forward with a headbutt. |
4A Miracle Eye
Total Frames | Properties |
39 | 20 HP Recoil |
Shadow Mewtwo flashes an image of an eye, altering the properties of certain moves. Moves such as 2Y, 5Y, and 6X become safer on block when canceled with Miracle Eye. |
8A Psystrike
Attack Type | Damage | PSP | Height | Priority | Impact | Throw Crush Frame | Total Frames | Hit Adv | Block | Properties |
Normal | 57 (18) / 7{14}* / 35{70}* | 0 / 0* / 12* | Mid | 6 | i15 | 1 | 79 | Soft Launch | -24 | 40 / 10* / 0* HP Recoil, 1-15F Red Armor, Destroys Projectiles while active |
Shadow Mewtwo conjures a wave of energy upwards. Throw Blast. *On hit, you can press A twice more to perform two successive followups, the third of which Phase Shifts. Each of these followups also have Just Frame versions, which double their damage when executed correctly. The Just Frame version of 8AA can be done by pressing A right before the screen transitions. The Just Frame version of 8AAA can be done by pressing A when Shadow Mewtwo hits the opponent with Its tail. |
j.A Reflect
Version | Attack Type | Damage | Scaling | PSP | Height | Priority | Impact | Throw Crush Frame | Recovery | Hit Adv | Block | Properties |
j.A Reflect | Counter | N/A | N/A | N/A | N/A | N/A | N/A | N/A | Until landing FP +27 / DP +13 | N/A | N/A | 20 HP Recoil, 1-31F Counter Armor, Reflector Followup Cancelable on Frame 10 |
j.AA Reflect: Flamethrower | Normal (projectile) | 92 (30) | 10%, 10%, 0%, 20%, 30% | 4 | High | S+ | i11 | 10 | Until landing FP +27 / DP +13 | FP Shift / DP +49 | FP -11 / DP -5 | 10 HP Recoil |
j.AY Reflect: Thunder | Normal (projectile) | 100 (25) | 50% | 4 | Mid | S+ | i62 | 10 | Until landing FP +27 / DP +13 | FP +70 / DP +89 | +24 | 10 HP Recoil |
j.AX Reflect: Earthquake | Normal (strike) | 120 (32) | 40% | 4 | Low | 5 | i37 | 18 | Until landing +57 | Hard Launch | +4 | 20 HP Recoil |
Can cancel into three unique Pokemon moves only usable from Reflect. Flamethrower carries Shadow Mewtwo's momentum through the air and causes it to shoot a large blast of flame. Thunder halts the momentum of Reflect's jump and casts a bolt of thunder from above after a certain amount of time that disappears if Shadow Mewtwo grabs. Earthquake causes Shadow Mewtwo to strike the ground with its fist. |
]A[ Recover
Total Frames | Properties |
73 | Charge Time: 90F, Heal 60 Recoverable HP, Airborne on Frame 11 |
Shadow Mewtwo briefly pauses and heals 60 recoverable HP. |
Combos
Notable Players
- InTheGroove (CA)
- Kapo (CN)
- Lydia (JP): Vods
- Mins (US): Twitter
- TytoVortex (CA): Twitter
External Resources
Shadow Mewtwo Beginner Guide
Shadow Mewtwo Advanced Guide
Pokken Arena: Shadow Mewtwo