Couple of points I noticed.
1: His grab pretty much sucks when used normally, even if running. The only thing that makes up for this is that his boost grab and RCG are pretty and really good. When used correctly, they are mediocre. Quite a high leap from questionable at best.
2: Bouncing off the stage. Please learn spacing. There are multiple spots known as "Dead Zones" that any character will die from, except Mewtwo's teleport. You guys saw Nairo at CEO right? The pineapple? Mewtwo can teleport into that zone and reach the ledge. if he goes too much further beneath the stage, he will bounce. Also, remember the 50 frames rule and never teleport too close to the ledge horizontally, as that can cause an upwards bounce.
3: Mewtwo's frame data for rolls is 4-13 with an FAF of 30. He has the lowest invincibility frames out of anyone barring LM, with 4-12. The difference is that LM has an FAF of 27, making it better. Mewtwo can get away with rolling for multiple reasons. First, it is long. His roll actually goes pretty far, making it great when paired with Dtilt. Otherwise, Roll is mediocre at best. Plus, Mewtwo's only other good defensive options are frame 7 Phase or frame 9 LC (Invincibility).
4: The nair hitboxes help the move combo better. Try challenging it with a ZSS jab. Each hit deals 1% according to KH (Thought it was .7...) So, including the fact that it is an aerial and that each hit happens every 3 frames, this isn't that hard to beat. The hardest thing is reacting correctly. He uses it so much because the reward outweighs the risk.
5: Can you buffer a move during Jumpsquat to make it come out earlier? Otherwise, Fair OoS is a frame 11 option. If it can overlap, then it is frame 7 at best. I think it has to do with hurtbox positioning, as Mewtwo goes horizontal while using Fair, that he can beat Shiek pressure. That and perfect shields.
6: His ledge options suck... but I can't say how bad until I learn LLG. That might turn it around. LLG, DJCSB and Disable as well as Fall-back DJ Uair-Confusion/Teleport make for an okay game.
7: His fastest move is frame 6... However, his moves are pretty fast for there type. He doesn't have any low frame moves, but otherwise his moves are pretty fast for Smashes and aerials.
8: His best combobreaker is a frame 2 airdodge. We punish airdodges... easily... I have labbed sooo many frame traps with Mewtwo. Airdodge one follow-up, get combo'ed harder then before. The only way airdodge works well as a combo breaker is if the opponent isn't expecting it, which they should, since the next best option only hits in front and is frame 6.
9:
Mewtwo is really interesting. From release to now, he's gotten....
Nair LL 19 > 13
Fair LL 18 > 14
Uair LL 16 > 13
Bair LL 21 > 17
Dair LL 22 > 18
Fair Startup 7 > 6
Up-Smash FAF 74 > 69
Dair hitbox duration 2 > 4
F-Smash Sourspot 15% > 16%
Uair Damage 7.5% (far)/ 9% (mid) > 9%/10%
F-Throw total damage 10~% > 13%
Down Smash KBG buff
Walk Speed 1.1 > 1.2
Dash 1.696 > 2.05
Reworked Up Air
Bigger hitbox on Nair
Bigger hitboxes on UpAir
Bigger forward Smash hitbox
Better Bair X-Axis
The little science experiment has gotten a lot of love. Really took they style talked about above and gave him massive boosts for it.
I have a write-up on what the buffs did (in-depth) in my guide. Check it out for some more info!
http://smashboards.com/guides/studying-in-the-cerulean-cave-a-comprehensive-guide-to-mewtwo.744/
10:
By "glass cannon"
Nobie
intends to say "high-risk, high-reward," but when you apply this more accurate terminology to the character you can clearly see how the concept is misapplied. Mewtwo's mobility and ridiculous frame data allows him to
avoid taking risks in neutral. This is the basis of his design: Mewtwo has the "swordsman" archetype, like Marth, meaning that he thrives off of fundamentals like spacing, patient play, and reaction. This style of play is inherently low-risk, but in addition to the usual swordsman package, Mewtwo also sports a great disadvantaged state that most swordsmen (and indeed most characters) would kill for. frame 6 death f-air alone is enough to make him better than roughly half the cast in disadvantage, not to mention his airdodge and teleport/shadow ball/confusion mixups.
There's no way that just being light and big makes him a glass cannon when you consider the rest of his design.
Fox is a hundred times more glass cannon than Mewtwo will ever be. Way worse recovery, eats a third of his stock every time he gets up-tilted (or eats a Luma jab lol), almost as light, with worse landing options and airspeed.
Mewtwo is also not a particularly difficult character to play. Mewtwo mains like to throw around words like "phasing" to make him seem more technical than he is but really it's just a fancy way of saying short hop air dodging, something that even Mario can utilize pretty well and there's nothing particularly technical or difficult about Mario. Mewtwo oozes kill moves (including two throws and a projectile), has a dominating neutral, and gets out of a lot of things for free. If anything, Mewtwo's one of the easiest characters to use effectively in the game, very Cloud- and Mario-esque.
I'm glad that people are paying attention to the character but let's represent him accurately. He's very good, and fairly easy to use.
Lets get to thee fun stuff eh?
First off, Safe in neutral. You make it sound like Mewtwo doesn't have to take risks, because his frame data is good enough to keep him safe. Let's go!
Fair:
Frame 6
Landing Lag: 14 frames
Shieldstun: 9.42
Advantage on drop: +2
Notes: So, he has +2 on drop. However, he has a -5 otherwise. This, in combination with lackluster rolls and mediocre frame data, means that you have a minimum of 9 frames to punish Mewtwo OoS. If Mewtwo slightly mispaces, then he can get grabbed. Otherwise, he has a gigantic vertical hitbox, making it pretty easy for Fairs to hit. Now, here is the main point. Mewtwo CANNOT combo off of tipper Fair. Inn order to combo, he has to hit with the close hitbox or the center for less reward. Thus, he has a choice, semi-safe/low-reward, not safe/medium reward or Really unsafe/High reward. That is the context of Fair. Pick your poison. Now, Fair is a really good move, but there is more to it then you make it seem.
Dtilt:
Frame 6
FAF: 21
Shieldstun: 4.85 (Base) Otherwise it is safe because of distance.
Advantage on Drop: -1
Okay. So, this move falls into the same category as the one above Tipper gets low reward at low percents, and none at high. However, it is safe. Tail gets okay rewards at low, Fair and Usmash, but not much at medium and none at high. Although, it is pretty safe. Base gets high reward until 115%, but is unsafe on Shield. Now, a -1 on drop means that the opponent has at least 5 frames to act on shield drop. This is plenty of time to punish Mewtwo, plus, OoS is -8, -12 if you Factor in roll start-up. With the base hit, you can sometimes even shield-grab Mewtwo, as it doesn't send you sliding that far. Again, pick your poison.
BTW, I am not even going to cover perfect Shields... Those numbers are never good.
Shadowball is pretty safe. As long as Mewtwo doesn't commit to one at the wrong range. It comes out frame 23, and frame 6 if you are charging it. So, if you notice your opponent throwing out SB's recklessly, then wait for him to throw one out, predict that he will do it again and punish the third of a second lag. Even if you don't hit him, you can still gain stage-control.
He has a TON of kill moves, and you haven't even seen his good combos. Otherwise, I have all of his shieldstun numbers as well as outdated thoughts on it in my guide:
http://smashboards.com/guides/studying-in-the-cerulean-cave-a-comprehensive-guide-to-mewtwo.744/
Phasing was put into use by us when we were trying to name specific tech like DJCSBCBSD. The name was popularized in KillerJawz's video on the subject. Sadly, DJCSBCBSD never got a name. Now, Phasing isn't that technical, but Nair is. This guide is woefully shallow. I don't have the time to update it as of now, but I will double its length in a month or two.
http://smashboards.com/guides/mewtwos-nair-knockback-and-all-of-its-uses-and-forms.856/
Then, Mewtwo's combos aren't the easiest either. And I am not talking about Footstool-Disable. That one is easy. Even adding Nair to it barely makes it as hard as Nairway-to-Heaven(super-cringey) or Dtilt-Nair-Dtilt-Nair-Dtilt-Nair-DJ Uair-Uair. Try it. Get it to true. You also have random footstool combos, LC combos platform lock stuff like Dtilt-SB lock-Disable-SB tumble-SB lock-Disable-Combo. You also have forward hit of Bair combos, Dair combos that I can still never get to true for some dumb reason and Janky Uair trees. This is his combo game alone. Otherwise, to correctly play Mewtwo, you need to learn as much about the character as possible. He has multiple optimal playstyles, ranging from Defensive to Aggressive. However, each playsstyle has it's specific time and place. Abadango knows how to utilize each playstyle perfectly. I personally forget how to switch back to the optimal one mid-match, as it is quite aggravating to switch momentum like that. You also have LC, which is janky at best because of Mewtwo's ending of teleport. The best way is to slide off the platform by teleporting into it. Abadango decides to be extra stylish and teleport into the corner, which is much stricter and can cause Mewtwo to suffer severe endlag in a disadvantageous position. Besides Combos, LC and playstyles, you also have SB usage. It is pretty easy to see that Abadango sucks at using SB outside of edge-guarding. Hopefully he optimizes it by Evo. SB usage is complicated, as each form serves a different purpose. Mini SB's are great for hounding the opponent and Jab-locking, while still giving you access to Wave-SB and B-reverse/wavebounce SB. Medium charge gives you a 12% projectile that can't really kill, but gives you access to aforementioned techs and the possibility of easily full charging it. FC deals 26% and kills. Plus, it leads into vortex situations.
Ok. I am getting tired. I have more to say, but for a later time.
Ghostbone
Here is what KH has to say on the subject.
"Well gravity is falling speed acceleration. For what it's worth Mewtwo is fairly floaty sitting on Mario's fall speed with the 38th highest gravity. Personally I think the floaty characters start from Palutena/Charizard down. (It's probably closer to being in the eye of the beholder)"
Also, while he has top tier Air SPEED, he has the 44th worst air acceleration at 0.05.
V
Vhaltz
Your move will deal more then 1%. As long as you use a Diddy Fair or something, it is an extremely good trade. Plus, you will go nowhere while M2 could go flying.