So, I haven't read through much of the comments but I grabbed the most recent download and checked out the progress and here is my suggestion for a design process:
- Get Mewtwo working as he was in Melee before going further with new stuff. Get his wavedashing and dash dancing working, get the DJC in, tidy up his animations so that his hitboxes match his attacks. This is very important because in order to judge the character for balance changes with regard to the rest of the cast, his attacks need to properly convey the information they contain to the players. Since the way we do this primarily is visuals, secondarily through sound; get his animations to match his attacks. This is important so that he can be properly tested.
- Next, start implementing some of those changes. One at a time, start with the smaller changes. Play the character all the time and update us here with your progress. You need to utilize the community to help you playtest. You've already done this, so you're on the right track.
- Implement the bigger changes. Normally, I would say start with the big changes and then design the rest of his moveset around those. But in this case, you have a template character that is already pretty unique and can be shaped well with careful tweaking. So while it's a bit awkward, design the bigger changes within the smaller changes.
Now, I used to play a decent amount of Mewtwo and I have a few things to contribute and critique on your design.
1. His aerial mobility has been returned to Melee-esque form
Approve. If anything, I think it'd end up being increased a bit, but this is only speculative. We'll see what direction his design goes in.
2. His weight has been increased to Ganon's
Approve.
3. Shadow Claw, Down B (don't know the name), and his grab range have all been increased in size.
Down B is called Disable, btw.
This is good, increasing the size on Shadow Claw and his grab are going to help improve his approach just a little bit which he could use. Regarding Disable, I'm not so sure I even like the move but perhaps it could function a little like ZSS's Dsmash. Though that design feels tacky to me. Perhaps a new move is in order, but I don't know what just yet.
4. His size has been restored to Melee size
So, a large reason I think Mewtwo was so bad in Melee is because he was much too tall. Most of the games combat takes place on a more horizontal plane and thus, being taller exposes him to easy harassment. I recommend scaling him down so that he's shorter than Melee Mewtwo but still larger than Lucario, then tweaking his idle animation so that he stands a little less upright. This way, he still maintains a large presence as he should, but he doesn't suffer from being so damn tall like he used to.
5. The graphic on his double jump is no longer the size of a sonic boom. My bad on that one.
Cool.
6. The startup and ending lag on most of his smash attacks, his dash attack, and his down-b have all been halved.
So, I really like the idea of two things here: the dash attack and the Dsmash. I think it'd be nice for his Dsmash to have Melee start up lag, but virtually no end lag. Dsmash was often his finisher on fast fallers and one of his edgeguarding tools. Perhaps it should hit slightly below the ledge as well. This way, he can harass the ledge without exposing himself too much. He wasn't real hot at edgeguarding before.
Then, I really love the idea of something like this for his dash attack: just like Melee, there is little to no change in velocity when transitioning into the dash attack from the run. It comes out fast, stays out for a while and has almost no end lag. The knockback is still relatively weak and allows him to smoothly and seamlessly combo from it. This is essentially the "feel" I think should be aimed for in Mewtwo:
smooth. The dash attack should have little shield pushback as well, so that when it's blocked, Mewtwo can still pass behind and continue pressuring from behind their shield. I saw a post above about a cool change to the SideB that allowed Mewtwo to essentially rotate his enemy around him. How cool would it be to give him a pseudo-reliable way in with that move via the dash attack? If when he put his hands out in front of him, he also could negate some projectiles, then this would be a pretty reasonable approach option. Akin to Wario's SideB but instead of being more of a combo finisher or tech chase option, it's more of a combo starter/approach/tech chase option. If this were the case, the pressure could become akin to that of the spacies in that when they aerial into your shield, your best option is often to buffer a roll away lest you get shined. Except this option is a little easier to prevent for 2 reasons which are closely entwined: that pressure can only be applied via one approach option, that makes it more predictable; and the fact that that option is relatively slow and linear. Love it.
7. He has a new dair! It comes out really fast and is more powerful.
Don't make it come out really fast, maybe just a little bit faster. A lot of what made that move useful was that Mewtwo could DJC with his Dair to time his descent properly and control his aerial trajectory and timing. This is something that severely disappointed me with Ness' new Project: M Dair. Sure it came out fast, but the timing was super ****ed compared to before and I didn't like it. Perhaps I've just not adapted to the new yet, but that's just me. I object this change.
So, let me take a look at this real quick...
Melee Jab: Terrible. Interesting idea: keep the move the same, just remove all graphical indication that Mewtwo is jabbing. It's a jab from the mind. This could birth some incredible mind games.
Melee Utilt: Don't change.
Melee Ftilt: Don't change, it's fine.
Melee Dtilt: Don't change, it's wonderful.
Melee Usmash: This is a cool move. It never kills and it doesn't need to. It'd be really interesting to try scaling the galaxy above his head outward really far. Have a weak effect on the outside with hitboxes that it inward and up slightly, then at the center toward the end of the move have it send upwards as it did before. Basically like a grounded Young Link Up+B that he places above his head. Could be pretty cool for extending combos and harassing platforms.
Melee Fsmash: I don't see a reason to change it just yet, but this wouldn't be a terrible move to tweak a bit.
Melee Dsmash: I talked about this above.
Melee Nair: Randomness at its finest. Make sure to copy this move over as close as you can, especially the hitboxes that hit below the ledge if you SHDJC it quickly.
Melee Uair: Excellent combo tool, I wouldn't change it for the world.
Melee Fair: The slight increase to the hitbox size is a fair change.
Melee Bair: Such a weird little bair. It's a really good move, but perhaps his little tail flick animation should actually have a hitbox like it always looked like it did. Just a small little sourspot with a pseudo-spike trajectory would do the trick methinks. That'd give this move some real nice utility. Almost like a weird Pikachu Uair with all the crazy trajectories that tail can send you, except one pseudo-spikes and one knocks horizontal and can be DI'd upward.
Melee Dair: Talked about this already. I am also unsure of how this should be changed, but I know that it shouldn't be sped up if anything at all.
Melee B: Fine as it was, perhaps a slight slight reduction in end lag on the uncharged Shadow Ball to make it just a tiny bit more spammable.
Melee UpB: No need to change it much IMO. Maybe allow him to grab the ledge a little bit earlier out of it, but even that's nitpicking and may not even be entirely desirable.
Melee SideB: It should remain a command grab IMO. Mind over matter is a prominent theme with the character. Being able to bypass the almighty shield with more than just a standard grab as a means of demonstrating that seems pretty expected of him in my eyes.
Melee DownB: Whatever this move does, it needs to just become more useful. Perhaps not super useful, but at least more than it currently is.
Melee Grab: If adjusted to match a slightly smaller Mewtwo, the grab radius just needs lowered to match. One problem with it in Melee was that it was too high and was very easily crouched, like Ganon's. I think making Mewtwo's grab game really solid is a great way of improving him as a character while still maintaining his "character".
Melee Uthrow: No changes at all.
Melee Fthrow: I would keep this the same, being able to throw projectiles in teams was useful in niche situations and I really think it should stay. But I could see this throw being change first if any of them were to be changed.
Melee Dthrow: Don't change it.
Melee Bthrow: Good throw to set up edgeguarding opportunities, I wouldn't change it.
Anyway, hope you find that constructive.