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Pokemon moves no longer consume HP on use.
Certain moves become enhanced.
Deals additional damage when in Burst Mode.
Shadow Mewtwo is put into a counter state from frame 1-28 (48 if charged).
Counter pierces when fully charged.
Can be dash canceled by inputting a direction and R.
Shadow Mewtwo dashes forward in the air.
Can cancel into aerials.
Can halt the distance by canceling into aerials.
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.
Invincible on frame 13.
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.
Special / fY cancelable.
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.
Travels slightly forward, and has increased duration in Burst Mode.
A vertical sword attack that spews flames that travel forward.
The flames are considered a projectile.
Shadow Mewtwo throws out a pillar that heads towards the opponent.
* Using Miracle Eye expands the pillar, causing it to Phase Shift on hit.
Throws three orbs that chase down the opponent.
In Burst Mode, j.Y throws out five orbs.
Shadow Mewtwo homes in on the opponent and divekicks.
Charging the divekick makes it counter pierce.
In Burst Mode, a pillar spawns upon landing.
When charged, the pillar counter pierces as well.
Shadow Mewtwo homes in on the opponent and does an uppercut.
Following up from Homing Attack 1, Shadow Mewtwo kicks the opponent.
In Burst Mode, this kick is replaced with a multihit flurry of kicks.
Following up from Homing Attack 2, Shadow Mewtwo fires a tornado from Its fist.
Can be charged to guard break/counter pierce.
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.
A low sword attack that is invincible against Highs on frame 1.
A three hit jolt of dark energy.
* More advantageous on hit if canceled into Miracle Eye.
** Becomes safer on block if canceled into Miracle Eye.
In Burst Mode, 5Y is replaced with a quick one-hit jab.
An uppercut that spawns a pillar on the other side of the stage.
The pillar has no hitstun, unless Shadow Mewtwo is in Burst Mode or has an Attack buff.
Using Miracle Eye detonates the pillar and launches the opponent.
Shadow Mewtwo does a flurry of vertical kicks.
Invincible against Highs and Mid Highs on frame 5.
Charging 8YY gives more damage and instantly phase shifts.
Shadow Mewtwo surrounds itself with dark energy.
In Burst Mode, j.Y is replaced with a quick downwards kick.
A sliding motion that's invincible against Highs on frame 1.
* Becomes safer on block if done at a distance.
In Burst Mode, 2X gains four extra hits. Dealing more damage.
Invincible against Highs on frame 1.
Throws out multiple shadow punches that can absorb projectiles.
Dash cancelable (both before and after the attack).
A horizontal sword slash that can followup into 5XX.
A double-sword attack that covers both sides.
Shadow Mewtwo shoulder tackles the opponent.
Special / Jump cancelable.
A bolt of electricity that stuns if Its a critical hit.
Invincible against Lows on frame 5.
In Burst Mode, 8X is replaced with an advancing overhead punch.
Shadow Mewtwo divekicks to the ground.
Shadow Mewtwo briefly pauses and heals 60 recoverable HP.
Invincible against Lows on frame 9.
20 HP Recoil on use.
A frame 1 invincible Teleport that can change trajectory.
Inputting 1A teleports Shadow Mewtwo backwards.
Inputting 2A teleport Shadow Mewtwo in place.
Inputting 3A teleports Shadow Mewtwo forwards.
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.
Shadow Mewtwo charges Psywave, which can lead into multiple actions.
Psywave has three levels. The level is based on how long Psywave was charged.
Charging Psywave Level Three for too long will cause Psywave to go back to Level One.
Can cancel into Teleport by pressing R.
Can cancel into an aerial Teleport by pressing B.
10 / 20 / 30 HP Recoil on use.
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.
10 HP Recoil on use.
Advances forward with a slashing motion.
Shadow Mewtwo advances farther based on the level of the charge.
Can cancel into any Psywave action afterwards (5AY only).
40 HP Recoil on use.
Consumes 5CC of Synergy if blocked or whiffed.
Creates a vortex that increases in size and damage by charging Psywave.
Counter armor on frame 1.
30 HP Recoil on use.
Shadow Mewtwo lunges forward with a headbutt.
Destroys enemy projectiles on frame 23.
Shadow Mewtwo conjures a wave of energy upwards.
Grants red armor on frame 1.
A followup attack from Psystrike.
The Just Frame version can be done by pressing A right before the screen transitions.
A final followup attack from Psystrike.
The Just Frame version can be done by pressing A when Shadow Mewtwo hits the opponent with Its tail.
Shadow Mewtwo creates a barrier that grants counter armor on frame 1.
Can cancel into three unique Pokemon moves only usable from Reflect.
Casts a bolt of thunder from above after a certain amount of time.
Thunder halts the momentum from Reflect's jump.
Thunder disappears if Shadow Mewtwo grabs.
Shadow Mewtwo strikes the ground with Its fist.
Afterwards, Shadow Mewtwo jumps backwards from where Earthquake was done.
A multihit flame attack that stuns the opponent.
Flamethrower carries the momentum from Reflect's jump.
Return to Pokken Tournament DX/Shadow Mewtwo.