MetaKnight0
Smash Lord
calm the **** down lmao I'll post my thoughts later
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You think I was serious about the spelling errors? BAH! I just saw a joke when it was there. And you just admitted that you were just as persistent or a broken record like I was.Sorry Meta lol. I will be patient. Lol you are sad man li. It was supposed to be argue. You know people make spelling errors. How long did it take you to find those pictures?? Im tired of having to repeat myself and listen to you repeat yours. I didnt feel the need to get into a giant arguement about what mewtwo has and doesnt have. I addressed one issue and more came from that. I could have challenged you about the balance of all of the characters traits but it was unnecessary. I hope youve impressed yourself because..... yuhh know what
I made up that M2's should remove the 2nd and 3rd jump? What sorcery are you conjuring up for this? You "wasted" more of your time by replying my boy, then you edited which took even longer. Nothing about M2's discussion did I make up for the sake of this argument. Leverage? DId I imply leverage? Geez, first I know everything, then I'm dense, then I have leverage, make up your mind. I should've researched this conversation for what? It seems like you just posted a request since you were tired of getting bodied. I at least put analysis and research in the character I main M2, and what you suggested is too extreme for M2 still be considered good.Ohh sorry I just remembered in the middle of my sentence that I wasnt gonna waste my time anymore.
Edit: And I was tired of having to repeat that I had never said something that you made up in your head to have imaginary leverage in your arguments. You should have researched this conversation
Edit: I still dont know what SUNC meansThank you Standardtoaster
It's not needed. While teleport is big part of Mewtwos movement and offensive game, its still a recovery. Using a recovery is traditionally supposed to leave you vulnerable. We can already attack out of it. Adding an airdodge would give us ANY option out of TP. We would be able to wavedash out TP, allowing us to TP>wd>TP>wd etc. That does seem a little OP for my liking. Besides, we can essentially get the same result through other means, it just takes some creativity.If you short hop teleport, you should be able to airdodge.
I don't see how that's op.
Classic Armada effect. TBH before Emukiller, they had no real basis off their argument. But this isn't the thread to debate it.NO. People were claiming M2 was broken beforehand (heck, just look earlier in this thread and see the time stamps), but Emukiller may have just been the last straw for some people to use.
Anyway, I could live with those nerfs.
As for point 1I don't think there's anything wrong with people wanting nerfs for Mewtwo after Emukiller. I think it's a good thing that Emukiller showed us a lot more of what Mewtwo can really do because now we have an idea of what needs to be fixed/nerfed about that character. I mean, how else would we know a character needs nerfing outside of seeing someone do well with it? Anyway, here are a couple of nerf ideas for Mewtwo that I got from watching my friend (who's won a few local tournies, and I play him a lot) and Emukiller.
1. No more floating after up-b teleport. Mewtwo's teleport is fast enough, and allowing M2 to float after that just allows for him to have way too many safe options. Watch Professor Pro vs. Emukiller at SKTAR 3 and you'll see what I mean. Emukiller likes to abuse teleport to float nair for shield pressure that is extremely difficult for Prof to punish without putting himself in a disadvantageous position. Some characters literally have no response for this. You don't even have to use float nair- you can just do something like float fair to shield stab and then get a combo (my friend does this a lot) and if it doesn't work Mewtwo is still safe. There aren't many (any?) other characters that can do something like that this well, and this unpunishably. Keep in mind that I don't think that Mewtwo shouldn't be able to act out of teleport - I just think that he shouldn't be able to float out of it. That's all. This kinda brings me to my next point.
2. Slower air to air teleport / ground to air teleport. These teleports are just too fast. They're unreactable, and just allow Mewtwo to get in and close space with near impunity. Especially with being able to float after the ground to air teleport. My main issue is just the huge advantage Mewtwo gets being able close space that quickly and get in the opponent's face and then be quite difficult to punish. A slower teleport would make Mewtwo players think more about teleporting to close space since that action would be much more punishable, but rewarding if done at the right time.
Criticism on my ideas or any general comments are welcome.