There is SO MUCH WRONG WITH THIS POST.
I'm being serious here. Let me put it into these terms okay?
Ganondorf's Grab Game
It's not the most spectacular of grab games, but it's still a good one nonetheless. His neutral grab is short ranged, yes, but let's remember who also has a short range grab in this game (Jigglypuff, Pikachu and even Captain Falcon come to mind). His neutral grab is something of moderate speed and good to punish attackers who come airborne or roll into it.
His running grab on the other hand aids him out significantly. Despite popular belief, it's not at all that bad; you can bait opponents into trying to come toward you and you'll have ample time to grab them as long as you can read what they're pulling out. Dash grab is good for a number of things because it has 3 times normal range than ever, but people don't like it because of Ganondorf's slow speed. But what would you rather have? Captain Falcon's dash grab where you can't even grab an opponent point blank, or Ganondorf's grab where you can grab point blank?
His pivot grab is not good, but not bad. It increases the range just a bit but the problem is, is that Ganondorf's running speed isn't the best. Instead of trying to rush opponents in with this, it's better to retreat pivot grab. Think of it like using F-Tilt while running away from the opponent, but you can actually grab them instead.
But then there's the fact of Flame Choke, which is perfect for tech chases and D-Tilts, as well as reading opponents using attack getup and retaliating with a plethora of Ganondorf's attacks, such as F-Air, D-Air and the best to use, D-Spec. However, there are certain characters with hitboxes large enough to be hit by F-Tilt, which makes this extra dangerous; if you tech, Ganondorf might read and grab you with another Flame Choke until you tech backwards or in the same spot. If you play someone like Kirby, the damage just racks up and up until you might eventually be KO'd by an F-Tilt and then an edge-guard attack. And let's not forget that Flame Choke is literally a win on last stocks for Ganondorf.
Let's not end it there and head to his Dark Dive. You might not think anything of it because of its bad knockback, but the thing is, it's meant for Ganondorf's humongous recovery on grab. The attack has a huge reach not only on ledges, but opponents. There are times where Ganondorf will seemingly teleport to an opponent with Dark Dive and gain a huge boost in recovery. But thing is, Ganondorf uses this grab not for recovery only, but also for stage spikes, and the closer to the stage Ganondorf is while he's using it on an opponent, the more likely the opponent cannot tech it.
Let's end it here because people often forget Flame Wave being a very early KO tool for Ganondorf's grab game.
But now for his throws; super heavyweights (outside of Donkey Kong) would kill for his throws. 13% forward throw, 10% up throw and back throw and 7% down throw. Not bad considering other throws don't total up 40% most of the time (calculated). Now while three of the four throws do not have much set ups, Back Throw and Forward Throw are good for edge-guarding and blast line KOs, with Forward Throw dealing great damage. Down Throw on the other hand, can link into attacks like U-Air, D-Spec, N-Air and Dash Attack, and is good for mind games and reading air dodges for follow up attacks.
I've known a lot of Ganondorf's grab game because I play as him and am steadily learning onto how to improve my Ganondorf game.
As for Mewtwo's whole process, let me tell you that he's not unfinished. If that were the case, Lucas, Roy and Ryu would be heavily unfinished as well. It took the developers time to actually make Mewtwo, and if you don't appreciate Mewtwo in the game, you don't have to play as him, but if you call him an unfinished character, that means you don't want to take the real necessary time to actually play as him and figure out some really good techs with him. You have to understand, Mewtwo might not be the best character, but he's nowhere to be called an "unfinished draft". It's called learning a character out to the bone for a reason instead of making up an excuse on why you can't play him right or utilize his tools properly.
Instead of making up a dumb excuse for him, why not give him more time? You can't say for 100% certainty that Mewtwo is unfinished in this game, not just yet. And who knows, there may be updates that hit around the future that will buff Mewtwo in some way or fashion. You just never, ever know until you look at the character a lot more.
But honestly, calling him an "unfinished character" is an excuse, and in Smash terms, a John. You have the option not to play Mewtwo, just like you'd have the option to not play as any other character in the game.
This is not pointed toward you necessarily, Vipermoon, but to everyone who quoted my post. You might say there's so much wrong with my previous post, but when I resort to making a longer post, I am trying to make a serious discussion.
We are a generally friendly and welcoming bunch on the Samus boards. Check out the stickied links for matchup XP, the combo thread and knowledge compendium for tips and ATs and links to other good threads with specific info.
The game play video thread is where most people post their vids for critque as well as montages, combo and string displays, etc...
Many of us do not think the character is dead in the water, even as is.
I'll check the Samus boards out sometime then, see if I can find anything to improve my game with her and see if she really does stack up against the opponents.