Ulevo
Smash Master
META KNIGHT
Match Up: 4:6
This match up is one of Marths most frustrating to face, if not the worst. He out speeds Marth, as well as rivals and out ranges him in many circumstances. He is equipped with the best recovery in the game, and has the best approach, dash grab and offensive prowess of any character. His attacks are all equipped with little to no lag, and he has very advantageous specials to aid his move set. Gimping comes naturally, and it is near impossible to attempt the same to him. This character forces Marth to play a completely systematic, defensive play style in order to win in which few errors can be forgiven. This is Meta Knight.
Meta Knights Pros & Advantages
• Faster Running Speed
• Faster Attack Speed
• Less Lag On Attacks
• Superior Ground Game
• High Priority Specials
• Superior Approach
• Amazing Recovery
• Exceptional Gimp Ability
• Good Edge Guard Ability
Marths Pros & Advantages
• Heavier
• Superior Aerial Range
• Better Aerial Influence
• Excellent Defensive Game
• Higher Damage & Knockback
• Invincibility Frames (Counter/Dolphin Slash)
• Grab Release Set Ups
Strategy
Meta Knight has a much better approach than you, so unless you feel the need to devise something elaborate and unexpected, avoid approaching at all. Meta Knight also has an overall superior ground game compared to you with DTilt out ranging most of your moves besides an equally lengthy FSmash, so staying aerial in this match is essential to win. You must play completely defensive, and act accordingly to attacks he uses and mistakes he makes to effectively punish.
Defend:
Short Hop a lot, and keep those Shuffled Fairs going. Do not fail to Shuffle, as it will leave you open if the Fairs do not Auto Cancel. Weave in and out of his range. If he approaches, retreat and Fair. Also use DTilt in conjunction with Shuffled Fairs to keep a solid defense. You can also use Standard A to mix it up. If Meta Knight approaches too close with Fair, FTilt or DTilt, shield grab him and follow it up with a Release Grab set up via Dancing Blade (always green variations for damage at low %, blue variations at high % for set ups),Fair (if Meta Knight lands on a platform or if they're off stage from the Jump Break) or Dolphin Slash (KO method, absolute kill with DI at 130%+). These are the tools and methods to defending against Meta Knights onslaughts. Whatever you do, do not FTilt, as it lags far too much and is out ranged by Meta Knights FTilt and DTilt. Play it safe and don't leave openings.
Punish:
Punish his moves appropriately. If Marth grabs Meta Knight at 7% or lower, DThrow to FSmash will deal a free 24%+. If Marth grabs Meta Knight at a higher percent, it will lead to Grab Release set ups. Spot Dodge/Shield Grab FSmash and DSmash attempts and stick to grabs and Dancing Blades as counter attacks. If he uses Standard A, FSmash, DSmash, Dancing Blade, DTilt and Short Hop Counter work very well. Do not role around this move (or at all this match), as it will catch you on the other side along with a DSmash. If Meta Knight begins to approach with DTilt, time a Fair or DTilt of your own, or FSmash for an easy kill. Marth can hit Meta Knight out of his Tornado too through FSmash, Counter, Dancing Blade and Dolphin Slash. Shielding works if time is not allotted to counter it. To punish the Glide Attack, shield at lower percents and grab or Dolphin Slash at higher percents. If the opposing player tries to take advantage of your shield by canceling the glide without the attack, hit him with a Standard A which should clank with the Glide Attack or hit him on the way down.
DI Properly:
If Meta Knight ever catches you in his DThrow, always DI away unless you wish to eat a Shuttle Loop. Try to get into the habbit of Smash DIing the Fairs, Bairs and USmash to help prevent damage accumulation. If a Mach Tornado traps you, the best method to release is to not DI at all. Leave the control stick alone and Marth will bounce upwards and will be able to fast fall through the nado with an Air Dodge. For the Drill, simply Smash DI towards the the Drill. If performed properly, Marth will receive 1-2% damage and will escape early behind Meta Knight, able to punish with a plethora of options.
Recover Properly:
When recovering, you need to make sure that you use your Shield Breaker away from the stage further than usual, otherwise recovery will become predictable and thus punishable. Have awareness when Meta Knight is going to Edge Hog you, and use your Dancing Blade to stall if necessary, as you need to Dolphin Slash after the Invincibility Frames wear out. When climbing back on the stage, Ledge Hopping Air Dodges are the best method. Combine this with Ledge Fairs and Ledge Jumps to keep them guessing. Avoid Ledge Hop Nairs, as Meta Knight will simply Shield and DSmash you off again.
Knock Out Methods:
Meta Knight begins to die at around 130% from Dolphin Slash on Final Destination regardless of DI, so Grab Releases are a good set up. FSmashing Standard A's, DTilts and Tornados also work. Bair is often fresh, and out ranges all of Meta Knights aerials, so it too can be a good option if landed while guarding the edge.
Counter Picks:
• Smashville
• Final Destination
• PictoChat
Bans:
• Rainbow Cruise
• Norfair
• Luigis Mansion