This is what i think Myuutsu's moveset should be like; prepare your eyes, because if this sentence is too long for you to read, then what i am going to post next will...
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- Mewtwo slams into his opponent with his tail (minimal knockback, 2%) (slow attack)
- Mewtwo slams into his opponent again with his tail, this time swinging in the opposite direction (low KB, 3%)
(slow attack)
- Mewtwo stands upright and with his left hand, blasts the foe with a transparent, blue, psychic wave
(moderate knockback, 7%, can kill at about 120%)
(medium speed attack)
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- Mewtwo swipes his hand in a horizontal fashion and a short ranged, blue, psycho cut-like wave comes out (of his hand) (moderate knockback, 10% damage, can be angled, acts as a projectiles instead of a throwN graphic (coder language), can kill at about 150%. (medium speed attack)
- Mewtwo does his tail sweep from Melee, with due changes, of course; it will have low, combo orientated knockback, it will be faster by about 1.22x, deals 8%, can kill at about 235%. (fast attack)
- Mewtwo does his tail flip from Melee, only this time it will have higher knockback, no sweetspot (in return for his whole tail being stronger), does 10%, is about 1.3x faster, and can kill at about 151% (high speed)
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- Mewtwo lags alittle, then quickly thrusts his hand forward, releasing a big blue psychic wave of energy, with a slightly more bent(slanted) posture; it has high knockback, does 20% damage uncharged, and kills at about 90%; although it has high starting lag and normal ending lag, the actual execution frames are very fast and the hitbox stays out for a very long time (probably 15 frames after the initial hit), making it almost like PM Bowser's forward smash. (overall medium-slow attack)
- Same as Melee, only the hits connect better, the starting lag of the move was cut by 1/4, and the frames where the hitbox is active are 2x faster than before, although the hitstun will make it a more melee-esque speed if the move connects, although because of this, there are 8 more frames of ending lag, the hitbox is bigger and can properly connect with grounded opponents, the galaxy wave become bigger to match the bigger hitbox, though the move has "less" knockback, killing most foes at roughly 140% (K.O nerf); the move is still a multi-hit, and the move will deal 15% uncharged (which is actually a % nerf), with the final hit being responsible for 7% of that damage. (medium speed move, although slower than his Side-A)
- Mewtwo crosses it's arms in a similar manner to Megaman's start-up frames for his down smash, and then Mewtwo releases two horizontal, blue, psychic energy waves on both sides of him, with the attack animation being similar to that of when Mewtwo repelled the mechs in Mewtwo Returns (before walking into the trap to protect his friends); this move will have high knockback, a mostly horizontal trajectory, the move will also deal about 16% uncharged, with both sides doing equal damage; this move's start-up lag won't be as high as Megaman's startup lag is, although this move will have high ending lag to balance it out. overall, the move can kill at about 125%. also note that Mewtwo is still vulnerable from above or below. (medium speed attack, being 12 frames faster than his Forward Smash)
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- Same as in Melee, only this time the hitbox and electric graphic are bigger, the move will also have higher knockback than before, the move will also deal 12%. This move can kill at about 150%. (medium speed attack like in melee)
- Shadow Claw returns!, Time to roll in the buffs; the range of the move will be drastically increased, with a tweaked animation to accommodate for this, in addition, the knockback of this move is increased quite a bit, it also deals 14.5% (slight buff), the starting lag of this move is also cut by about 1/4, although the ending lag has been increased by about 20%. The move can kill at about 135% (not as early as in Melee, but fits well in Smash 4).
(quick attack)
- Mewtwo slightly turns around and shoots a small, purple, round, psychic blast that has good KB, and does 15%. This is Mewtwo's slowest aerial (due to start-up lag), however, so to counterbalance that, the move kills at about 100% if sweetspotted (which is at the core of the blast), and about 120% if sourspotted. (this move's range is vertically better yet horizontally worst in comparison to Mewtwo's old tail flick attack)
(medium-slow attack)
- Same as in Melee, however, the move's speed has been increased by a multiple of 1.4x. and the hitbox is bigger, however, the move now kills at around 140%.
fast attack)
- The Flip-kick returns, this time around, the move's start-up lag has been halved, and the ending lag has been cut by 1/4, the move now does 14% (which is a % nerf), in addition, the move has much less Base Knockback, but noticeably more Knockback Growth than before, being able to kill at about 100%.
(medium-speed attack)
- Shadow Ball; same as Melee, except now the Shadow Ball goes faster and further, and he shoots the Shdadowballz faster so he can approach better.
(various speed)
- Psychic; Mewtwo sticks his arm out and glow blue, with aura eminating from his hand, and a blue spark will appear a bit infront of Mewtwo, anyone who get's hit by the collision will get
nabbed and grabbed, once grabbed, it functions like a normal grab, where, depending on what direction you press on the analog stick, the enemy will get thrown in that direction; Throwing upwards is good for K.Os (but is weak in terms of %), Throwing forward is good for damage (but is weak in terms of knockback), throwing backwards serves as a middle ground of the two, and throwing downwards is good for combos, and if you are right by the ledge, can be good for early gimps if your foe has a bad recovery, however to balance it, this throw has the lowest knockback growth of essentially all of Mewtwo's moves (excepts for the electric hits of Mewtwo's Nair), as it takes up to 240% for Mewtwo to have a guaranteed kill via the ledge method. As usual, if you stay idle for too long, the enemy can shake out. oh, also, Mewtwo still has to say "Nigh-ee!" during some part of this move, for old times sake. (though if you press A while an enemies is grabbed, Mewtwo will use confusion and the foe will get launched far away, then get stunned (a stun timer, you could say)... and of course he will say his signature line... (If you press Side-B, then B again, Mewtwo will automatically use confusion, only it will be the P:M confusion, this was put in here so Mewtwo could still have a reflector, since this one properly reflects moves, but now it only does 7% to accommodate for the inconceivable variety that Mewtwo has)
(various speed)
- Teleport; same as Melee's, except now Mewtwo lasts in the "teleporting" phase longer, thus increasing his invincibility and recovery distance, but Mewtwo gets more ending lag (this was done to Sm4shilize the move). Also, Mewtwo can react out of this, like with Fox's fox illusion.
(medium speed)
- Recover; Mewtwo takes his recovering stance from the games (you know it well), and then Mewtwo gets in a looping position to recover, and for every second you hold down the B button, is a 4% that Mewtwo recovers. The catch is that as opposed to healing 4% in 1 second increments, for every 1/4 of a second Mewtwo will heal 1%. While this is happening, Mewtwo will glow green and the healing graphics from Melee will surround him, only they will be green flashes, not bluish-white ones. The downside to this move is that the ending lag is pretty bad on this one (14 frames), leaving him open for assault.
(various speed)
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- Electric Shock; Everyone's favorite grab-attack returns to the fray, the only difference is that all around, the move is faster by about 18 frames.
- Mewtwo sticks his arm out and telekentically pushes the foe away a set distance, then the character floats there, after about 12 frames, Mewtwo, with his arm still stuck out, will close his hands into a "fist", and a small blue energy explosion will appear and the foe will get launched with medium knockback (medium KB because that in conjunction with the set KB push which leads into the hit, indirectly makes it a high KB attack just like his other throws)
- Same as in Melee, though, the throw is a bit faster, and it was modified to kill at about 100%, regardless of the weight changes from Melee to Smash 4.
- Same as in Melee, but has a more horizontal launch angle and slightly more KB.
- Same as in Melee, only it has more knockback and a more horizontal launch angle. it can kill at about 150% (good for chaingrabs)
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Final Smash
- Psystrike; Mewtwo stays in his idle position, only his eyes glow blue (or yellow), and i beam comes from them, dealing 5%. If the beam connects, then Mewtwo will get into his Psystrike position from XY, and the screen will turn to the Psystrike background, then it will show all of the enemies lined up. Then, telekenetic energy rocks start to float around Mewtwo, then teleport over to the opponents, surrounding them, and then the cinematic goes back over to Mewtwo, to show him closing his hands, then the screen goes back to the opponents, and not a second later, we see them getting hit by psystrike, as a purple/blue colored explosion grows around them, and once that's over an even bigger blue explosion will appear and the opponents will get launched far away. This move does 50% and can kill at 30%.
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Abtributes
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Weight - 102 (about a 12pt buff)
Walking Speed - same
Maxium Walking Velocity - same
Running Speed - close to Falcon's Speed (buff)
Jump height - same
Double Jump height - same
Gravity - about as high as Mario's (buff)
Jump Horizontal Velocity - close to Falcon's (buff)
Fastfall Velocity - about the same as falcon's (buff)
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You can take off your reading glasses now.