Mewtwo
Nair: 10 frames
Fair: 8 frames // landing at the end incurs 5 frames
Bair: 10 frames // landing at the end incurs 5 frames
Uair: 8 frames // landing at the end incurs 5 frames
Dair: 11 frames // landing at the end incurs 5 frames
Fullhop height: 2.5 stage units
Shorthop height: 1.6 stage units
Interesting Notes: So
Confusion makes you go totally even with the opponent now frame-wise. If they don't have an aerial that comes out frame 4 they have to airdodge or they'll get hit with fair every time. Confusion midair sets up for fair every time, if the opponent 'guesses wrong' you can also do nair (which is frame 7 hitbox). Aerial confusion can hit grounded opponents,
and it hits shielding opponents. Confusion has a bigger 'grab box' that is about 1.5 units in diameter, and it doesn't pull the opponent to the center, it just spins them where they are so you can space with it. Nair still drags down and has fixed knockback/combos into things. I was able to do the Abadango disable motion, but I have no proof whether or not its a true 'combo' anymore. You have to be facing the opponent's eyes to disable them. Nair has hitboxes that pop out or put the opponent behind Mewtwo but it is predictable after you practice for awhile. Teleport can still ledge cancel and the AI actually does this regularly for some reason. Mewtwo is quick and snappy like he was, except probably even faster. Dashback is a little too long to step-back reverse ftilt or dtilt but approaching/sliding dtilt feels pretty good, as well as reverse sliding uptilt. Mewtwo's head and tail are invincible during shield release. Mewtwo is fully invincible for frames 10-16 of disable, disable becomes active on frame 16. You can shorthop autocancel all aerials except nair. You can double jump (barely) after shorthop fair,bair, and uair.
The only reason confusion is even remotely fair is because airdodge away protects you from most followups unless Mewtwo guesses correctly and follows you, but you still just got free damage from the confusion.