= Shadow Ball
Custom #1
Waving Shadow Ball
Still chargeable, shield-cancels & can roll out of charging, & retains the hit from it charging upon contact. Except this Shadow Ball has more emphasis on the waving path when fired & takes longer to charge it fully, but is generally a faster projectile. A baby Waving Shadow Ball will have a slight wave-pattern when fired much like the baby shadow balls from Melee, but the more it's charged alters how much it waves up & down. When Fullcharged this projectile has a huge waving curve to it, making this move almost a hit-or-miss situation if a character is in a blind area where the WSB won't be due to waving too low or too high. However, the damage & knockback are immensely more powerful than the regular Shadow Ball, the speed of it fired is faster, & the recoil after firing it pushes Mewtwo backward even farther than before, being a viable recovery option if you Reverse the move Fullcharged. Oh and don't worry, the dark glowing power will still be visual.
Custom #2 Psyshock
Still chargeable, shield-cancels able to roll out of charging as well, & retains the hit from charging it upon contact. Except this Shadow Ball has more emphasis on the charging portion rather than firing it for it's immense power unlike SB & WSB. The charging ball of purple blob behind Mewtwo is larger than either SB or WSB, & the hits taken from the blob itself deal more damage. The interesting part about Psyshock on the ground is it putting characters in a stun-state when so much as run into the charging Neutral-B. The stunning duration lasts longer the higher their current % is. However, this move is not for throwing it as the fired damages are below par of damage & knockback, dealing barely any damage against shields, making this move a poor projectile for zoning purposes long-range. Rest assured, the glowing on Mewtwo's hand is there, but it's more of a purple blob-like sphere, than flaming dark energy.
= Confusion
Custom #1
Psychic
It's still a command grab / throw airborne & grounded, that is able to reflects projectiles becoming your own property, but the push-back property is removed. Except that Psychic has a longer start-up channeling the stronger psychic power to control your opponent. The command grab deals incredibly stronger damage & knock-back having good KO potential, along with the reflecting multiplier is increased to deal more damage while slightly increasing the trajectory speed of the projectile as well. However as said earlier, the start-up of the move is longer, the push-back is gone, & you don't stall-then-fall when airborne using it. You just fall normally while channeling this attack, so this is risky to perform off-stage if you're timing it too late.
Custom #2
Pushing Confusion
You still have the ability to reflect projectiles becoming your own & the push-back property, but the command grab / throw is removed. This Custom emphasizes around more of the push-back property more than anything, though the reflecting multiplier & the trajectory speed are both slightly increased. The push-back effect drastically increases, allowing you to setup your own situations pushing them away airborne or grounded. The pushing knockback doesn't flinch, though the push power is stronger the closer you are to them. However, as said before, this Custom deals no damage, & does not put them in any hit-stun whatsoever, & while the sour-spot push still sends them away, Mewtwo's ending lag on the move is longer, so this move whiffed or on shield is very punishable. Have fun gimping recovering characters off-stage, or pushing back bad landings!
= Teleport
Custom #1
Dark Pulsing Teleport
Mewtwo still vanishes & reappears from Point A to B at a relatively quick pace, however the end-lag of landing with this Custom is longer. Compensating for it is a hit-box property that occurs at his Point A location. If you know about Tabuu in Subspace Emissary from SSBBrawl, then you get the idea about this Custom. There still isn't a hit-box when reappearing at Point B hit-box, but you can still use this to evade attacks as a defensive option. The Point A vanish leaves behind a Darkness pulse attack dealing a moderately strong hit KO'ing in the ~130%, great for baiting aggressive approaches, edge-guarding recoveries off-stage, or for zoning the ledge. Note that the range of Explosive Teleport is decreased.
Custom #2
Dimensional Teleport
Mewtwo still vanishes & reappears from Point A to B avoiding attacks, but the emphasis behind this Custom is the incredibly longer distance recovering. There's no hit-box property at the vanishing Point A, rather there's a weak attack with a push-back effect while reappearing during Point B. The attack damage dealt is within the 5 - 7% range, but the attack is made up for the fairly good pushing knockback. Of course this isn't safe to do on block, but the mileage you get most out of is its distance airborne or grounded. Suppressed for a moment stalling in place, Mewtwo channels his power to travel between dimensions in order to use it's amazing recovery ability, passing through attacks as well. It takes 60 frames of a moment to finish channeling, however Mewtwo generates one after-imaging of himself mid-way as a result of traveling between dimensions, which it's possible to hit Mewtwo at this moment of time. Did I mention that his end-lag when landing is shortened?
= Disable
Custom #1
Imprison / Freezing Disable
Used in the same way as the default Disable, shooting a short beam forward from his eyes, except that any fighter making contact by this Custom will be frozen in a block of ice, similar to Lucas' PK Freeze or G&W's 8 Judgement. Imprison deals a measly 3% but the freezing effect will last longer the higher the foe's damage, allowing strong attacks like tilts to do damage to it without breaking the ice early game, while smash attacks are more opportunistic when their % is higher for a Fullcharged attack. Using Imprision on a frozen foe only deals another 3% with slight knockback. Imprision does apply to both grounded & airborne, although grounded opponents frozen won't really move anywhere; meanwhile it used airborne the affected trapped in ice will bounce up for a slight moment, then proceed to falling with or without spun movement. At that point, they're susceptible to a D-air meteor follow-up from you.
Custom #2
Glare / Tumbling Disable
Mewtwo still shoots a short beam from his eyes used in the same way as the default Disable, although the range of the beam is increased, & the daze effect at early % is shorter. When the beam makes contact with a front-facing foe on the ground, they'll be forcefully turned around put in a daze effect, much like a cape effect
(to express the fear to not look directly at Mewtwo after being glared at). When Glare aka Tumbling Disable is used airborne connecting with a foe, they're put in a tumbling state, unable to do anything until it wears off. They are unable to tech during the animation of falling, making it easy to follow-up with a guaranteed tilt or landing aerial given you both are airborne above stage level. It's notable that the tumbling lasts longer than the Glaring grounded daze effect early %, until later on when their % is higher for Glare's daze effect to last longer. The tumbling state is set & cannot decrease or increase unless they are flinched by another move. Finally the grounded Glare deals 2% for both airborne & grounded.