Ah! OK! Thank you. And, I believe I might have already told you this, but nice avatar
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OK! I now see exactly what your saying. Yes, I agree, I used Shadow Ball to break edge guard attempts, as well. I was just saying that the option was there. It would seem like a waste to me to remove something that's not really doing any harm. Maybe that's just me, but I definitely see where your coming from, and I respect that.
As for Teleport removing Mewtwo's mid-air jump, I think you might have just opened a door for discussion. I heavily object to Teleport removing Mewtwo's mid-air jump. The entire point of removing the helpless state if left him in is to buff him. It allows for more strategic recovery options because you can use your mid-air jump are you Teleport, and removing that option, in my opinion, very nearly defeats the purpose of buffing Mewtwo. Sure, he can still attack out of it, but is recovery options aren't increased nearly as much as if he could still double jump, and the ability to double jump after Teleport opens many doors for combos as well. I mean, even if he had an inability to double jump after Teleport, he'd still have good combo ability, but adding in the double jump increases it ten-fold. I suppose I'd be fine if Mewtwo wasn't left in helpless but couldn't double jump, but I'd rather him have the option, assuming the scenario of Mewtwo being able to act out of Teleport even becomes a reality in SSB4.