Regarding the Greninja/Mewtwo matchup discussion in the previous thread;
Mewtwo has absolutely nothing on well spaced Fairs from Greninja. Nair works too but the spacing required to make it safe is a lot tighter. Mewtwo's so tall that even retreating Bairs are good against him.
Basically the only threats Mewtwo has in the neutral against a jumpy Greninja are Fair, Utilt and shadow ball, none of which leads into anything significant and all of which are awful on whiff. His grab range sucks so you really shouldn't get shield grabbed unless you make a big mistake.
Even if you do get grabbed, Greninja has such a ridiculous combination of jump height/fall speed that you can easily double jump and/or fast fall out of further pressure with almost no risk. Any shuriken short of a full charge is basically impossible for Mewtwo to reflect on reaction and again his height lets you throw them so high that reflected shurikens whiff Greninja anyway.
Neither of them can really do much to the other offstage without a super hard read, but Greninja at least has the mobility to punish Mewtwo if he can force him to land onstage. Not really the case for Mewtwo.
Greninja's also one of the characters with a small enough hurtbox for Mewtwo's grab/jab to randomly whiff even if you do something punishable. It makes Bair a pretty legit approach when it should be absolutely awful.
Staples of Mewtwo's game like Nair, Dtilt and uncharged shadow balls are all pretty much useless against a Greninja that just wants to jump at you, and there are no stages with platforms low enough to stop him from doing that, so...
The one advantage Mewtwo has is a significantly stronger ground game, but Greninja doesn't have to play that game at all until he's looking for the kill and even then he has stuff like empty jump Dtilt and jab1/2 setups that kill much earlier on Mewtwo than most.