Mewtwo seems to have probably hit the "thematic" ideals we often hear about.
"Cloud is meant to be big, fast, strong, broken, a fallen angel... it's hard to do that without ruining the game so we made his recovery awkward!"
Mewtwo was one of the characters who seemed most out of place when we're told game themes impact on balance and design.
I've been preaching the mewtwo for months. The first time he got some mobility buffs and a few fixed hitboxes it was game time - his moveset shares a lot of similarities to Marth/swordies (so he's a good ranged, arcing hitboxes, footsie based, monster).
But to be fair, any character could be as good as Mewtwo is now when they got the
Mario treatment (bigger hitboxes, bigger mobility, bigger frame data, bigger-better-and-easy single button presses). It's been mentioned by Sakurai before that he could give everyone mario-esque abilities and have great "character" balance, at the cost of much of everything else. Well, Mewtwo got Mario'd.
And every other character ever buffed or wanting to get buffed wishes they got Mario'd.
To contrast, prior to these buffs, Mewtwo's noticeable fastest means to get from one side of the stage to the other was
rolling (Samus and Ganon mains cringing everywhere). Compared to now having top 5-ish mobility specs overall, this is insanely drastic.
When the balance team realised it was important to go for base stat changes to make characters strong and viable, they really went all out on Mewtwo with only fluff changes to the other characters (Kirby, Lucario).
But the truth of the matter is, take any character right now, and shift them from average to below average mobility to top 5-caste [there's more than 5 characters in this group by now, but I think it is self defining] and they're going to become a more significant threat than they are now.
Mobility has been stated time and time again as the biggest factor for a character's viability, and this has proved it. Cue mewtwo mains crying that "these combos and things were possible before!!!" Yep, and the character was still mediocre because
you don't have top tier mobility specs to make it
significantly easier.
Mewtwo also has an extremely fast, long ranged, safe horizontal aerial in forward air and this has been a significant point in defining the viability of mobile zoners/fighters since Melee. Having it buffed to come out 1 frame earlier so it matches it's animation? Yep, most of the cast wishes they could get something like this. But even beforehand it was incredibly strong, but now it's just monstrous when combined with top mobility.
Someone asked me if I think Mewtwo is suddenly abusive.
I think shadowball is close to the best projectile in the game (always was), and the increase of it's hitbox size was significant in allowing Mewtwo to have a stupendously good anti-approach tool because you can't really jump or dodge through it anymore. This combined with top mobility specs is producing something a lot better than most other characters have. A mewtwo on the ground charging shadowball is in almost complete control and it does it for free.
The damage/knockback on mewtwo's forward air is insane and was fine to be, but now is too heavily skewed with his mobility specs to be "fair" on the rest of the cast. A move which went from maybe getting one as a punish to getting two or three in succession - with it's clearly strong numbers it's impact on a game has arguably
doubled.
Other than that, he's just... a Mario'd character with two or three silly moves. While Mario was Mario'd with maybe 1 silly move at best (Up Smash) between Brawl and S4.
Moral of the ramble is: balance wise, don't give characters with most definitely very strong character defining moves the Mario treatment. It's going to result in a monster.
And although I've been saying this for longer than the last 2-3 weeks, yay for tweethistory