A few things I think you should add:
1. Forward B launches you forward a bit in the air, making it useful for recovery.
2. Double Jump Canceling is helpful when you want to get a u-air on a grounded opponent, among other things.
3. A note on d-tilt chaining: to follow the DI, you'll want to hold diagonally down and toward your enemy if he/she's DIing away, this'll make you walk forward a little bit after each tilt and make the chain longer.
4. Character matchups. Mewtwo vs. Link is intersting. Link's d-throw->up-b is irritating, but Mewtwo can chain u-tilts, then chain d-throws, then finish link off with a well placed confusion->shadow ball.
There are a few other things I can't remember right now, I'll add them later.
1. Forward B launches you forward a bit in the air, making it useful for recovery.
2. Double Jump Canceling is helpful when you want to get a u-air on a grounded opponent, among other things.
3. A note on d-tilt chaining: to follow the DI, you'll want to hold diagonally down and toward your enemy if he/she's DIing away, this'll make you walk forward a little bit after each tilt and make the chain longer.
4. Character matchups. Mewtwo vs. Link is intersting. Link's d-throw->up-b is irritating, but Mewtwo can chain u-tilts, then chain d-throws, then finish link off with a well placed confusion->shadow ball.
There are a few other things I can't remember right now, I'll add them later.