Jazzasaur
Smash Cadet
- Joined
- Nov 2, 2015
- Messages
- 36
- NNID
- KingofSnorlax
- 3DS FC
- 1934-1786-2430
You're most welcome and I'm happy that I could help! I'm sure you can overcome your fears and do really well, wish you the best of luck! :DThanks for the tips! I know exactly what you're talking about with the momentum-ized Up Smash, and it's very useful, indeed. I think my issue is mainly just a lack of trust in myself. I know that Mewtwo's U-Smash is a good punishing option, but I'm too paranoid to properly use it. Thankfully, however, I seem to be getting over said paranoia, so I'll probably be fine within a few days... Or weeks. Seriously, though, thanks again for the advice! I don't have very many friends who are into Smash Bros., so I spend a lot of time playing on For Glory, but I'll remember that tip about ledges, in particular. I think that'll prove to be especially useful!
Also, while we're on the topic of Mewtwo's air-to-ground game, I've had this idea floating around in the back of my head for awhile that I think I'll share. Basically, I thought it would be extremely useful if Mewtwo's N-Air had transcendent priority and trampled. For those who don't know, "trampling" is an attack property that makes the user immune to freeze frames when the attack in question clangs; Mewtwo's jab has it. What do guys think? Would it be very useful, or would it be a pointless change?
Awesome idea for the neutral air as well, the move definitely needs a higher priority or something else added to it. Not sure what, just feels like the move is missing something that could be really beneficial.
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