Now I'm sure any player that frequents the competitive Brawl sub-forums has seen a fair share of threads hovering around the MK issue. Alot of blame has been pushed around and alot of suggestions have been made.
Some attack stage legality or stage bans:
http://www.smashboards.com/showthread.php?t=308724
http://www.smashboards.com/showthread.php?t=307648
Some propose players be character locked to prevent switching to MK:
http://www.smashboards.com/showthread.php?t=301373
A few say there just isn't enough time to deal with his camp game safely:
http://www.smashboards.com/showthread.php?t=304966
[COLLAPSE="I have a different idea in mind..."]
[/COLLAPSE]
Now I know this seems a bit absurd at first. The thought of restricting input usage by character. But consider the benefits.
Mach Tornado
A move that almost seems to break all the rules. Improve his aerial mobility, increases recovery, tremendous priority, beats spotdodges while being extremely damaging to shields. Adds insult to injury in many of his easiest matchups and drastically shifts a few others. Imagine a Metaknight with an actual slow air speed. No more Uair to Nado kills.
Drill Rush
Metaknight's seemingly endless and unstoppable recovery. Watch as he flies from the very edge of the blast zone and grabs the ledge. A last chance momentum cancel, should he take a particularly strong hit. Imagine a metaknight that can't dair you into the bottom corners of the screen and recover even after expending all of his jumps and glide.
Dimensional Cape
All enforceability issues with EDC now solved. Perfect planking now extremely vulnerable to falling projectiles. Perhaps MKs LGL can be in line with the rest of the cast with reduced options.
Shuttle Loop
Metaknight rises in a powerful arc and finishes up with a glide. MK's fearsome shuttle loop. An OoS option with deadly power, invincibility, anti air and extremely flexible ending lag. In the air Shuttle Loop is an unrivaled gimping tool. Powerful stagespikes at 0%, easily deadzoning characters under 70%. Another powerful asset to his planking game. Imagine a Metaknight with a slower recovery, only 1 glide and a less oppressive edgeguard game.
Imagine MK without the limitless offstage options.
Imagine MK without the spammy shield poking nonsense.
Imagine MK that is vulnerable offstage and only has 1 shot at scrooging.
Imagine MK susceptible to shield pressure.
Imagine MK weakened to juggles and projectiles.
Imagine Metaknight without specials.
Imagine MK without....
Some attack stage legality or stage bans:
http://www.smashboards.com/showthread.php?t=308724
http://www.smashboards.com/showthread.php?t=307648
Some propose players be character locked to prevent switching to MK:
http://www.smashboards.com/showthread.php?t=301373
A few say there just isn't enough time to deal with his camp game safely:
http://www.smashboards.com/showthread.php?t=304966
[COLLAPSE="I have a different idea in mind..."]
![](http://img850.imageshack.us/img850/6729/snapshot181.jpg)
![](http://img148.imageshack.us/img148/690/snapshot184.jpg)
![](http://img64.imageshack.us/img64/8213/snapshot182.jpg)
[/COLLAPSE]
Now I know this seems a bit absurd at first. The thought of restricting input usage by character. But consider the benefits.
Mach Tornado
![](http://img839.imageshack.us/img839/623/nado03.png)
A move that almost seems to break all the rules. Improve his aerial mobility, increases recovery, tremendous priority, beats spotdodges while being extremely damaging to shields. Adds insult to injury in many of his easiest matchups and drastically shifts a few others. Imagine a Metaknight with an actual slow air speed. No more Uair to Nado kills.
Drill Rush
![](http://img836.imageshack.us/img836/8009/sideb6.png)
Metaknight's seemingly endless and unstoppable recovery. Watch as he flies from the very edge of the blast zone and grabs the ledge. A last chance momentum cancel, should he take a particularly strong hit. Imagine a metaknight that can't dair you into the bottom corners of the screen and recover even after expending all of his jumps and glide.
Dimensional Cape
![](http://img3.imageshack.us/img3/1057/downb2.png)
All enforceability issues with EDC now solved. Perfect planking now extremely vulnerable to falling projectiles. Perhaps MKs LGL can be in line with the rest of the cast with reduced options.
Shuttle Loop
![](http://img189.imageshack.us/img189/6553/sl1h.png)
Metaknight rises in a powerful arc and finishes up with a glide. MK's fearsome shuttle loop. An OoS option with deadly power, invincibility, anti air and extremely flexible ending lag. In the air Shuttle Loop is an unrivaled gimping tool. Powerful stagespikes at 0%, easily deadzoning characters under 70%. Another powerful asset to his planking game. Imagine a Metaknight with a slower recovery, only 1 glide and a less oppressive edgeguard game.
Imagine MK without the limitless offstage options.
Imagine MK without the spammy shield poking nonsense.
Imagine MK that is vulnerable offstage and only has 1 shot at scrooging.
Imagine MK susceptible to shield pressure.
Imagine MK weakened to juggles and projectiles.
Imagine Metaknight without specials.
Imagine MK without....
![](http://images2.wikia.nocookie.net/__cb20090615010532/ssb/images/4/44/B_Button%28GCN%29.png)