actually discussing what custom moves he should get
Ohoho, I got this.
Neutral customs
Shadow Volley - Mewtwo charges two smaller Shadow Balls in both of his hands. He can launch either independently, and they are fired faster than default SB. Shadow Balls have reduced damage and knockback but would be primarily used for shield pressure. Will not kill unless the opponent is at a percentage where other moves are much better options.
Hyper Beam - This move cannot be used until it is fully charged. It has a long charge up time, very obvious when about to execute, but very high damage and very high knockback. If used in the air, it would be angled directly down. Mewtwo is immobile while using this move. Can kill early. Getting hit by an aerial Hyper Beam will spike the opponent.
Side customs
Protect - Mewtwo creates an impenetrable, blue orb around him for a brief time - he is immobilized by this. Projectiles are
not reflected back, but if Mewtwo uses Protect while an opponent is very close to him, they will take slight damage and be pushed out by a windbox. Drawbacks I'm not too sure about other than higher endlag. Helps to negate some shield pressure and possibly useful for edgeguarding.
Swift - Good old Swift. Mewtwo creates three stars and fires them out. Their is slight tracking but nothing that can't be dodged. The stars dissipate after a few seconds. A damage rack-up move. No kill power.
Up customs
Recover - Gives up major recovery move for a self-heal move, which takes about 3-4 seconds to execute. Once executed, Mewtwo's percentage is halved.
Warp Shock - Teleport's execution time is lengthened and its distance is reduced, but there will be a few frames where electricity will form where Mewtwo exits. Think N-Air, but a stationary AOE effect. Like Shadow Volley, it will not kill unless the opponent is at a point where you'd wonder why you didn't use something better.
Down customs
Future Sight - a counter for Mewtwo. If hit during the move, Mewtwo will have the Disable animation and send them a ways back. Medium kill power.
Mind Blast (PEW PEW EYES, YEAH) - High start-up lag: Mewtwo rears its head back and darts it forward with glowing eyes. A psychic blast, which will travel at medium speed, will fly out and be denoted by wave lines along the ground a la
Mewtwo Strikes Back. Projectile travels in a straight line, and has high damage and knockback, making it an extremely high-risk, high reward. Obviously, it's a kill move.
Reasoning: Since Mewtwo is a glass cannon, I tried to make many of his customs compliment that while at the same time allowing Customs that could appeal to other playstyles or new experimentation with custom combos.
Hope you guys like them
Edited for easier reading