I'd say shadow ball is his 8th best move. Out of 22 total commands (barring only jump, shield, roll, and dodges) it sits on the better end I'll agree. I never said it wasn't good, though you keep insinuating I did. All I was saying was that for his move set, it doesn't really fit too well for him. Confusion was given to him to counter projectile game and give him a long reach grab option, even though it was garbage in Melee. Disable was given to him to punish characters rushing at him that were planning to avoid shielding for fear of a grab, though the range was too short to give the move a reasonable chance to reliably use. His Dtilt acted as a fairly safe poke that could lead to a combo provided it wasn't read outright. And his throws were the things of miracles barring F throw, making opponents scared to death of getting grabbed. All of these things worked to give Mewtwo a neutral that could be respected, though unfortunately were too weak compared to the rest of the casts options. Shadow ball merely feels like it was given to him for the sake of having a projectile and possible kill option. And don't get me wrong, having a projectile is always a good thing because then you aren't forced into a approach you don't want, but it didn't do much other than just act as a hit box on the screen you avoid, almost like a stage hazard in a Mega Man game. It wasn't quick enough to be spammable to force an approach into Mewtwo's favorable fighting area, it didn't do enough damage to help him reliable get the opponents to high percents, and didn't cover enough area to serve as a tool to mitigate an approach. It was a decent projectile for its knock back and its jagged path alone. I mean it works if that's all you want for a move, a big, hard hitting, awkward flight path projectile, but usually for me I like characters moves to be thought out, out of Mewtwo's entire move set Shadow Ball was the elephant in the room for me design-wise.