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Meta Rosalina Match-Up Analysis R2 - Meta Knight

Mario & Sonic Guy

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Rosalina Match-Up Analysis R2 - Meta Knight


Welcome to the Rosalina vs. Meta Knight match-up analysis thread. This thread will be used to analyze Rosalina's match-up against Meta Knight. For all the rules on the round 2 match-up discussions, please refer to the directory thread.

Last Updated: 12/20/2015
Special Moves Allowed| | :4metaknight:
Default only | :rosalina: | -1.5
Default + Custom | :rosalina: | -1.5
Default only
Amadeus9: -2
Kaishin: -2
Katakiri: -2
Marie <3: ±0 - +1
Micaelis: -1
Royug: -2
warionumbah2: -2

Default + Custom
Amadeus9: -2
Kaishin: -2
Katakiri: -2
Marie <3: ±0 - +1
warionumbah2: -2
 

Amadeus9

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Matchup is pretty hard in MK favor. Probably +2 for us. We simply do not care about Luma. At all. Everything we have swats him away and kills him pretty readily. Dash attack > nair, Dash attack > Fsmash, Tornado, Drill Rush, Jab, Ftilt... You will probably spend most of this matchup without Luma unless you are playing beyond extremely safe. Even then he'll be dead a lot. And it gets worse in customs for Luma. High Speed Drill will always kill Luma. Always.

Worst part about this matchup for you is that when Luma is gone, your death percentage is 5-35% off dash attack. Yep you heard that right. The kill percentages:
:rosalina:5-35%
  • 5% 6 uairs to SL
  • 6-9% 6 uairs to SL
  • 9-14% 5 uairs to SL
  • 15-22% 4 uairs to SL
  • 23-27% 3 uairs to SL
  • 28-35% 2 uairs to SL
And this is guaranteed true combo stuff. The only character that eats it harder than you is Samus.

Our sword disjoint is smaller than other swordsman, but it is still a disjoint. We outrange you and win mid range fighting pretty easily. Our punish game is especially strong against you. Really, really strong. Mistakes will result in dead Luma and then shortly afterwards a dead you! You still have nasty Rosalina stuff, but the point is we don't care about as much as other characters because we kill Luma readily and also are able to avoid your traps with our multiple jumps and high mobility. Really, this matchup is not fun for you.
 

ZTD | TECHnology

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I think +2 is laying it on a tad thick. But I do believe this MU is in our favor as well for many of the reasons listed above. Getting in is the most difficult part but we have options. Should you decide to commit to Jabbing to walling us out. We can roll past you (our rolls are very good). This creates a situation where now you have to guess when we're going to do that or when we may do something else. Also we can Dimensional Cape you if you get too Jab Happy. But yeah, it's our punish game and its our ease of eliminating Luma that makes this in our favor.

Also, for those Rosa mains who choose to comment on this, I would like to know what kind of high level Meta Knight experience you have. There aren't many of us, so we're likely to know if you have relevant experience or not.

EDIT: Also @ Katakiri Katakiri is the authority on this MU. He could likely write a book on why we believe we soundly win this.
 
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warionumbah2

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Falln is the only one who's played a high level MK(well not the current patch MK to my knowledge). +2 sounds about right, everyone can kill luma that isn't special but MK is so safe when doing this. DA at early percents on Rosa and Luma creates a win win situation for us, if Rosalina tries to airdodge Luma will extend the hitbox of F-smash and both of them will get hit, Rosa tries to nair she will get hit why? Cuz it starts from behind her, she has no frame 3 aerial, her only option is to jump but mk wasn't aiming for her he wants luma.

We can kill her early af(as Amadues has shown) but our main priority is taking Luma out. It is not hard to get past Rosalina's walling, drill rush is safe, DA is always a good option and Caping a jab happy Rosalina is a solid punish. When Rosalina is off stage she is free, but our biggest advantage is the fact that if you're on the ledge you will ALWAYS lose Luma, MK just has to hold jab and if you do any get up option you lose Luma.

MK strips Rosalina of what makes her dangerous, our recovery is too good, we have better ground mobility thus prevent Rosa from camping until luma comes back, better frame data so even if she engages us we will come out ontop, strong disadvantage state with multiple jumps and cape.

Our advantage state is absurd there's no reason to go over that. MK really has nothing to fear, even Dabuz could barely beat a 2 week MK by Mr R, who missed all his uair to shuttle loop options.

Customs don't matter much, you won't see a MK in customs but the ratio stays the same HSD makes this MU so braindead. A faster Drill rush in start up and travelling speed, still safe because of Luma and kills Luma from the half way point of FD.


By Katakiri
  • It's actually a lot more than that. Basically the MU boils down to a few factors:Unlike most characters, almost every single move MK has knocks Luma away. I think D-tilt & Up-Air are the only moves that don't. Even his throws knock Luma away when he throws Rosa. With MK's mobility options, he can dance around Rosalina's Jab wall and wrangle them into a position where MK can simply Dash Attack or DA to N-Air to KO Luma. Additionally, as of a couple patches ago, F-Tilt knocks Luma FAR away making her Jab wall even less safe. If I really want Luma dead and I have no safer options, I can Drill Rush into Luma and drag it with me to KO it from anywhere on the stage even if Rosalina herself shields the move; MK bounces off Luma on the final hit so I can even drag it off-stage and still recover.

  • If MK messes up and Rosa shields his move, Luma at least gets knocked away so only Rosalina is punishing shielded moves. I could Nado Rosa's shield and, if it doesn't shield-poke, the worst I get punished with is a Solo Rosalina Smash Attack since the last hit of Nado knocks Luma away.

  • Effectively, Rosalina doesn't get a Luma for 70% of this MU. Luma gets knocked off-stage by MK far too easily. Rosa will be lucky to have 10 full seconds of consistently having a Luma. Rosa is constantly on the run waiting for Luma to respawn just to have a chance of boxing-out MK and MK is far faster than her.

  • .Dimensional Cape makes her Jab & Smashes unsafe. One wrong button press and "FOOL", she's dead. MK can use Dimensional Cape to fake her out with the Slash-less variant of Cape and either condition her not to Jab (literally scaring her from using her best option too often) or use it look for an input before committing to the Slash to punish her.

  • Rosalina is a perfect weight & size that she gets Up-Air chained into the upper blast-zone VERY consistently at stupid-low percents. Even if I don't get the gimp, MK also has very powerful KO moves in F-Smash, Up-Smash, B-Air, Shuttle Loop, and Dimensional Cape so her light weight and size makes it rare to see Rosa live much past 100% against MK and one good Up-Air chain does at least 30~40% and that's not even counting the follow-ups MK can get by abusing Rosalina's floatiness and difficulty with landing. If Rosa loses neutral 3 times, that's probably her stock.

  • MK isn't afraid of Rosa in the air. 5 mid-air jumps and a teleport with decent air speed makes MK very hard for Rosa to KO with Up-Airs. And if Rosa whiffs Up-Air because MK air dodged, MK falls below her and gets a free Up-Air chain KO off the top.

  • Rosalina's recovery vs Meta Knight's edge-guarding. I don't even need to explain how bad that situation is.

Pretty much anything people complain about Rosalina for, MK kinda just disregards. "Luma?...Oh you mean the Soccer Ball." "Yeah that's a nice Up-Air but...have you seen mine?"
 

Amadeus9

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@ Amadeus9 Amadeus9 : Is your score for when customs are turned OFF?
I would say it's +2 in both customs on and off, maybe slightly more in rosa's favor in customs because she gets so much out of customs, but High Speed Drill's ability to consistently KO Luma prevents the matchup from going into her favor.
 

Mario & Sonic Guy

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I would say it's +2 in both customs on and off, maybe slightly more in rosa's favor in customs because she gets so much out of customs, but High Speed Drill's ability to consistently KO Luma prevents the matchup from going into her favor.
Now I'm taking it that this favors Meta Knight, right? If so, then the score will be -2 for Rosalina with customs OFF and ON.
 

Mario & Sonic Guy

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High Speed Drill is literally our only custom worth using (like ever) for the record.
What can be baffling, however, is how Meta Knight can avoid being pressured by Shooting Star Bit; he doesn't have Wario's aerial mobility, nor a reflector. Does High Speed Drill have higher priority than all the Star Bit variations or something?

There's also Guardian Luma, though I haven't really seen how Meta Knight can cope with that move.

And of course, there's Rosalina's disjointed hitboxes for her up air, but if Meta Knight can use Dimensional Cape to dodge the attack and punish Rosalina right back, then Rosalina pretty much loses one of her best KO move options.
 

DanGR

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I'm heavily invested in learning this matchup more extensively. A local MK beat me to win the last HASL event here in my state.

If anyone could watch some these matches and elaborate on the missed opportunities from both sides, (mistakes that weren't a result of my obviously flubbed inputs) I'd appreciate it. Even though it's not the highest level of play, it'd probably help others to see what kind of things you generally can and can't do. My best showing was the first set of grand finals.
I competed at a tournament this weekend. I placed 2nd of 72 entrants.


Winner's Finals
DanGR :rosalina:vs Arkaizer :4metaknight:

Grand Finals (Set 1)
DanGR(L):rosalina: vs Arkaizer(W):4metaknight:

Grand Finals (Set 2)
DanGR :rosalina:vs Arkaizer :4metaknight:
 
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warionumbah2

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HSD beats star bit shooter, but this mu in customs is meaningless because no mk with a brain will enter a custom tournament.

This is where HSD can end luma while mk still bounces off it, mid range makes HSD safe on blok and mid range is where mk is always at. **** quality tho

http://i.imgur.com/yYa4NNt.jpg
 
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Mario & Sonic Guy

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HSD beats star bit shooter, but this mu in customs is meaningless because no mk with a brain will enter a custom tournament.

This is where HSD can end luma while mk still bounces off it, mid range makes HSD safe on blok and mid range is where mk is always at. **** quality tho

http://i.imgur.com/yYa4NNt.jpg
I don't know if that was set up, but Rosalina could've easily attacked Meta Knight after he finished that attack. Rosalina isn't entirely helpless without the Luma, but she does have to tread more carefully. In other words, it's a bait & punish type of scenario.

By the way, if Rosalina sees Dimensional Cape coming, wouldn't that put Meta Knight at risk? In a case like that, I would think that Shield Piercer would be a better alternative for Meta Knight to avoid shield-grab risks.
 

warionumbah2

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I don't know if that was set up, but Rosalina could've easily attacked Meta Knight after he finished that attack. Rosalina isn't entirely helpless without the Luma, but she does have to tread more carefully. In other words, it's a bait & punish type of scenario.
Bruh, its obvious that im showing where HSD can kill and which range allows MK to ignore her shield and drag Luma away. Her punish will be weak and we will give back double the punishment she gives us, without Luma what punish should any MK be scared of?

Ok its a bait and punish, now who punishes harder? Pretty one sided if you ask me.

By the way, if Rosalina sees Dimensional Cape coming, wouldn't that put Meta Knight at risk? In a case like that, I would think that Shield Piercer would be a better alternative for Meta Knight to avoid shield-grab risks.
Cape is there for a hard read, if you Rosalina users get too jab happy when walling us out we will read it and take your stock. Shield piercer is so weak and unrewarding.

Every other custom is pointless besides HSD.

can't believe im discussing customs.
 
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Mario & Sonic Guy

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Bruh, its obvious that im showing where HSD can kill and which range allows MK to ignore her shield and drag Luma away. Her punish will be weak and we will give back double the punishment she gives us, without Luma what punish should any MK be scared of?

Ok its a bait and punish, now who punishes harder? Pretty one sided if you ask me.
Shield-grabs still need to be taken into account though.

By the way, how well does High Speed Drill handle Guardian Luma?
 

Mario & Sonic Guy

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She can't shield grab it.
Technically, I wasn't referring to Drill Rush or its customs, but more on the lines of Meta Knight's other direct attacks. And of course, Drill Rush does leave Meta Knight wide open for Rosalina to deliver a big hit on him, so even if Rosalina can't shield-grab Drill Rush or its customs, she can still take advantage of Meta Knight's vulnerable frames if she successfully avoids the attack.

Sorry if I'm bringing up this stuff, but last time Rosalina analyzed Meta Knight, the final score ended up being close to even, due to the lack of contributors. I'm only trying to find answers as to why this match-up would be so awful for Rosalina now.
 

warionumbah2

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Technically, I wasn't referring to Drill Rush or its customs, but more on the lines of Meta Knight's other direct attacks. And of course, Drill Rush does leave Meta Knight wide open for Rosalina to deliver a big hit on him, so even if Rosalina can't shield-grab Drill Rush or its customs, she can still take advantage of Meta Knight's vulnerable frames if she successfully avoids the attack.
Oh my bad, well good luck shield grabbing MK when everytime he's in mid range its a 50:50 situation where he gains the most reward. As i said without Luma her punishes are weak, one fully charged up smash from Roslaina can easily be made up in 1 DA(from 5-35% you're dead pretty much).

Sorry if I'm bringing up this stuff, but last time Rosalina analyzed Meta Knight, the final score ended up being close to even, due to the lack of contributors. I'm only trying to find answers as to why this match-up would be so awful for Rosalina now.
Rosalina
  • Jab got nerfed
Metaknight
  • Jab got buffed and creates a situation where Luma always dies. ALWAYS.
  • Ftilt sends Luma at a better angle and has less end lag on every swing
  • Ftilt is a kill confirm
  • Nair has less landing lag making it safer when killing Luma who's resting on a platform
It was even in the old discussion because 2 members put it down as Rosalina's favor with poor reasoning and as you said little to no contribution. Pre patch the MU was in our favor anyway, there's nothing even about this MU and the ratio honestly hasn't changed much the patches just made everything we could do easier. Also MKs overall getting better at edgeguarding, keeping their punish game consistent and actually knowing when we can uair combo to death early in the game.
 
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Gemba Board

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During the last few weeklys, I went up against a pretty decent rosa and I can account for everything the boys from the batcave boards are saying. I didn't understand the MU at all so I played very agressivley as not to allow room for her to setup any rosa luma stuff I'm ignorant to. To say the least, that alone convinced me the MU was unbearable for her. I would confirm into tornado from DA and there goes luma. A quick detour to fair luma off stage became clockwork.

Luma doesn't spend much time alive. In fact, once MK breaks neutral, luma is assumed dead. I only played against rosa a handful of times in tourney and every time, the rosa players goes to an alt.
 

Mario & Sonic Guy

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It was even in the old discussion because 2 members put it down as Rosalina's favor with poor reasoning and as you said little to no contribution. Pre patch the MU was in our favor anyway, there's nothing even about this MU and the ratio honestly hasn't changed much the patches just made everything we could do easier. Also MKs overall getting better at edgeguarding, keeping their punish game consistent and actually knowing when we can uair combo to death early in the game.
Another problem is probably the lack of highly competitive Rosalina players. If people are going to claim that Rosalina is the best fighter, they really need to prove it so that we don't end up with false information on either side of the playing field.
 

Katakiri

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HSD is garbage in this MU:
- Luma sometimes gets out it
- Because Luma sometimes gets out of it, you're limited to the range you can do the move at. If you're too close to the ledge and Luma gets out, you can't bounce off Luma so you fall to your death
- The ability to angle default Drill Rush is invaluable for minimizing the window for punishment by aiming yourself to ledge-snap on rebound, land on a platform, or even fall through the platform for a mix-up landing.

HSD is cute for more projectile-based characters like Toon Link and Mega Man but it's a completely unnecessary risk against Rosalina and most other characters.
Shooting Star Bit is beat by jumping with 6 jumps and knocking Luma away with an aerial or tomahawk whatever.

I'm gonna re-post and flesh-out a previous post of mine on the Rosa MU from a couple weeks ago:

For the MKs and maybe few Rosalina that don't know, Luma has Knock-back-based Heavy Armor like Bowser but much weaker. Meta Knight has 8 moves that don't knock away Luma when it's at 0%:
- Grab Pummel
- F-Throw
- B-Throw
- D-Tilt
- N-Air (Knocks Luma away at 4%+)
- Up-Air (Knocks Luma away at 25%+)
- D-Air (Knocks Luma away at 30%+)
- Galaxia Darkness [Final Smash] (All hit-boxes completely ignore Luma dealing no damage LOL)

MK has to actively try to not kill Luma. Even his Up- & Down-throws knock Luma away when he throws Rosa.

With MK's mobility options, he can dance around Rosalina's Jab wall and wrangle them into a position where MK can simply Dash Attack or DA to N-Air to KO Luma because MK's Dash Attack is stupid-safe and even crosses-up on shield. MK's F-Air & B-Air out-range and beats Luma's Jab and knocks Luma away. Additionally, as of a couple patches ago, F-Tilt knocks Luma FAR away making her Jab wall even less safe. Even MK's own Jab can be used to hit an idle Luma and knock it away. If I really want Luma dead and I have no safer options, I can Drill Rush into Luma and drag it with me to KO it from anywhere on the stage even if Rosalina herself shields the move; MK bounces off Luma on the final hit so I can even drag Luma off-stage and still recover via ledge-snap.

I preform well against Rosalina because I don't fear her. If MK messes up and Rosa shields his move, Luma at least gets knocked away so only Rosalina is punishing shielded moves. I could Nado Rosa's shield and, if it doesn't shield-poke, the worst I get punished with is a Solo Rosalina Smash Attack since the last hit of Nado knocks Luma away, and she now has a VERY low shield for MK to take advantage of because shielding a full Nado either shield-pokes or nearly breaks shields. An once it's down to solo Rosalina, she has no good options to keep Meta Knight out with his fast, reactionary play-style.

If Rosa tries to get cute and use Luma Shot to send just Luma out, Rosa has just fed Luma to a shark. I remember that a week ago, one of our local Rosalina threw me off-stage, I barely survived and was in the bubble, he predicted me to recover low so he threw out a fully charged Luma Shot to pressure me as I fell, I air-dodged past the Jabbing Luma then used 2 jumps to B-Air it into the blast-zone before returning to the stage. Obviously not a smart play by the Rosa but it goes to show that even under pressure, Luma doesn't survive in this MU without mama to protect it. Same goes for Rosalina herself tbh.

Effectively, Rosalina doesn't get a Luma for 70% of this MU. Luma gets knocked off-stage by MK far too easily. Rosa will be lucky to have 10 full seconds of consistently having a Luma. Rosa is constantly on the run waiting for Luma to respawn just to have a chance of boxing-out MK and MK is far faster than her. She has almost no options to wall MK out so once Luma's gone, no matter how she chooses to punish me for killing Luma, I'll return that damage five-fold.

Dimensional Cape makes Rosa's Jab & Smashes very unsafe, especially when edge-guarding MK. One wrong button press and "FOOL!:4metaknight:", she's dead. MK can use Dimensional Cape to fake her out with the much safer non-attacking variant of Cape and either condition her not to Jab (literally scaring her from using her best option too often) or use it look for an input before committing to the Slash to punish her. We don't have to press the button for Cape Slash right away so we do have time to watch you movements invisibility before committing. Even if Rosa shields the move, once again, MK only gets punished by Solo Rosalina as Luma likely died from the knock-back from Dimensional Cape Slash. Unless she lands the killing blow on MK because of it, there is no situation in this MU where Rosalina gets a worthwhile trade because every trade, at best, results in Luma being knocked away.

Rosalina is a perfect weight & size that she gets Up-Air chained into the upper blast-zone VERY consistently at stupid-low percents. Even if I don't get the gimp, MK also has very powerful KO moves in F-Smash, Up-Smash, B-Air, Shuttle Loop, and Dimensional Cape so her light weight and size makes it rare to see Rosa live much past 100% against MK and one good Up-Air chain does at least 30~40% and that's not even counting the follow-ups MK can get by abusing Rosalina's floatiness and difficulty with landing. If Rosa loses neutral 3 times without Luma, that's probably her stock.

MK isn't afraid of Rosa in the air either. 5 mid-air jumps and a teleport with decent air speed makes MK very hard for Rosa to KO with Up-Airs. And if Rosa whiffs Up-Air because MK took the risk and FF air dodged, MK falls below her and gets a free Up-Air chain KO off the top.

Rosalina's recovery vs Meta Knight's edge-guarding. Oh boy. MK can either hang off the ledge and react with N-Air, B-Air, or he can Jab at the ledge and deal 10-12% before flinging her back off-stage for a second helping of Jabs or aerials. If she tries to recover high, MK can chase her landing and punish with a move of his choice. I prefer to use Dimensional Cape Slash to punish her landing like that as it will also beat Luma's Jab.

MK's better than Rosalina at KOing off the top on all her counter-picks so it would probably be best to CP MK to BF for the higher ceiling. Castle Siege is probably Rosa's best pick since Luma can't die easily on the 2nd transformation and it has the highest ceiling in the game. Delfino is also good because of its walk-offs saving Luma but the low ceiling can work against Rosa very easily. However, if MK gets two stage bans, Castle Siege and Delfino would be those bans imo.

I think this MU is a solid -2 or 30:70 for Rosalina. I don't think it's quite unwinnable and I strongly believe there are things that either aren't common knowledge or maybe haven't been thought of yet that could swing things a little better for Rosalina. But right now, MK is by definition a CP to Rosalina. MK shuts down a huge portion of Rosalina's toolkit on-stage by either easily defeating/punishing her Jab wall or removing Luma much easier than any other character, he avoids her strong juggle-game entirely with air-speed + multiple jumps, he KOs Rosa off the top as early as 5%, and MK ruins Rosalina off-stage while Rosalina's own ledge-guarding options get her Dimensional Cape Slashed for attempting.

I think that, with MK usage on the rise, Rosalina mains need to consider picking up a secondary for this MU if something isn't figured out for her quickly.
 

warionumbah2

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Damn didn't know about the armor Luma has, the more you know. I only brought up HSD cuz well customs, but every MK thats worth their **** went default during the dark age of Sm4sh.

Great write up i finally agree with you again. ( ͡° ͜ʖ ͡°)
 

Katakiri

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It's definitely 30:70 or -2 for the Default metagame.

With Customs On, Teleporting Luma alone probably brings the MU to 35:65 or -1.5 if decimals exist in that system, if not I'd still call it -2 then. It doesn't fix any of Rosalina's problems in the MU but it gives her a much-appreciated spacing mix-up that can net her stage control or even a KO but that still requires Luma to be alive. Her other customs don't really change or add enough to matter. Shooting Star Bit doesn't really hinder MK much more than regular Star Bits would since he can just fly over them while approaching.
 

DanGR

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Why would MK jump high over star bits rather than stay near the ground and walk, shield, and roll through star bits? Jumping more than once gives up loads of pressure. Seems like an unnecessary risk.
 
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Gemba Board

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Why would MK jump high over star bits rather than stay near the ground and walk, shield, and roll through star bits? Jumping more than once gives up loads of pressure. Seems like an unnecessary risk.
6 jumps kinda makes it so we don't have to commit to an approach that might get anti-aired. If MK can get rosa to fair or something he could simply start jumping the other direction right? I mean if I just run in and block bits, the rosa player is thinking "he's about to DA". MK's roll is really good, too, but it's easier to read than his double jump FF game. But then there are MK players who excel in grounded play. Your approach might work best for them.
 

Mario & Sonic Guy

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It's definitely 30:70 or -2 for the Default metagame.

With Customs On, Teleporting Luma alone probably brings the MU to 35:65 or -1.5 if decimals exist in that system, if not I'd still call it -2 then. It doesn't fix any of Rosalina's problems in the MU but it gives her a much-appreciated spacing mix-up that can net her stage control or even a KO but that still requires Luma to be alive. Her other customs don't really change or add enough to matter. Shooting Star Bit doesn't really hinder MK much more than regular Star Bits would since he can just fly over them while approaching.
What about Guardian Luma? Meta Knight obviously lacks projectiles, and that move might make it trickier for him to approach Rosalina from the front.
 

DanGR

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6 jumps kinda makes it so we don't have to commit to an approach that might get anti-aired. If MK can get rosa to fair or something he could simply start jumping the other direction right? I mean if I just run in and block bits, the rosa player is thinking "he's about to DA". MK's roll is really good, too, but it's easier to read than his double jump FF game. But then there are MK players who excel in grounded play. Your approach might work best for them.
Maybe it'd help me to understand if I knew what kind of approaches you're planning on using in the air, especially if there's platforms. In my experience that doesn't really work out for the MK, but maybe I haven't considered something they should be using but haven't been. MK has no safe aerials on block so I'm only really afraid of tomahawks, and tornado/drill rush killing luma. Even then, I disagree with the common opinion that a 14% solo-Rosa charged upsmash punish for killing Luma is insignificant in comparison to what I lose from Luma dying. It's an unnecessary trade in a matchup MK should be able to make cleaner trades against. I'm going to lab out some other higher damaging options too, considering there's tons of lag on the end of those specials. There's likely something better at mid percents.

No you don't have to commit to anything but you give up stage positioning by jumping more than once, (Rosa can just walk/run forward once you've jumped twice) and there's a risk of getting anti-aired that doesn't need to be taken. Yes you can airdodge, but it's an unnecessary risk when you have higher reward:lower risk options by simply staying near the ground.

You can roll on reaction to shooting bits from long range, and at close range it's no longer very safe. So there's little risk, and you keep your ground options available.
 
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Zonderion

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I'm heavily invested in learning this matchup more extensively. A local MK beat me to win the last HASL event here in my state.

If anyone could watch some these matches and elaborate on the missed opportunities from both sides, (mistakes that weren't a result of my obviously flubbed inputs) I'd appreciate it. Even though it's not the highest level of play, it'd probably help others to see what kind of things you generally can and can't do. My best showing was the first set of grand finals.
I am interested in someone giving tips to these matches as well. I got put out by 2 Meta Knights at a tournament yesterday, one of them being Arkaizer. He would have won if Reflex Wonder hadn't of been there.

I competed at a tournament this weekend. I placed 2nd of 72 entrants.


Winner's Finals
DanGR :rosalina:vs Arkaizer :4metaknight:

Grand Finals (Set 1)
DanGR(L):rosalina: vs Arkaizer(W):4metaknight:

Grand Finals (Set 2)
DanGR :rosalina:vs Arkaizer :4metaknight:

Do any of the Meta Knights have a suggestion for a good counter we could pick up as a secondary?
 
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Zonderion

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Just recently found out that Meta Knight can 0 to death Rosalina if he has 70% rage. Pretty cool if you ask me.
When you say 70% rage, do you mean Meta Knight has taken 70% damage? Can Meta Knight gain too much rage that will force Rosalina out of the combo, if so, at what %?
 

warionumbah2

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When you say 70% rage, do you mean Meta Knight has taken 70% damage?
Yes
Can Meta Knight gain too much rage that will force Rosalina out of the combo, if so, at what %?
No it doesn't, it'll only take less Uairs before you finish with shuttle loop.

70%(or 80%) rage - 6 uairs is needed before shuttle loop(this is on FD so lower ceiling stages won't need 6 maybe 4 at most).
100% rage - 5 uairs instead of 6 uairs.

If this sounds shady, i can link you to a vid where a Rosa player died below 10% when MK had no rage at a tournament.
 
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Zonderion

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I believe you. Although, I wouldn't mind watching the video.

So basically, if MK is at 70% or higher, he can 0 to death us. Nice. I might quit this game, lol.
 

Zonderion

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I'm just going to put this here, I'd give the MU ±0 or -1, but that's just me (Customs on and off)

Stage selection is crucial. Had they been on any stage other than duck hunt, Rosalina would have died to one of those up air strings.
 

Nadeko Sengoku

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Stage selection is crucial. Had they been on any stage other than duck hunt, Rosalina would have died to one of those up air strings.
One of the points of the video was to show everyone here that it is possible to avoid the up air strings, you just need to know how

EDIT: To beat Metaknight you can't lose the neutral as Rosalina
 
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Zonderion

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One of the points of the video was to show everyone here that it is possible to avoid the up air strings, you just need to know how

EDIT: To beat Metaknight you can't lose the neutral as Rosalina
So how is it done? DI down?

The other point is that MK only needs a dash attack, or dash grab to start.

I like the concept of sending Luma out, but Ito didn't focus on getting rid of Luma.
 

Nadeko Sengoku

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So how is it done? DI down?

The other point is that MK only needs a dash attack, or dash grab to start.

I like the concept of sending Luma out, but Ito didn't focus on getting rid of Luma.
I don't think the best Metaknight in the world doesn't know to get rid of Luma, ESPECIALLY since they play very often (falln and ito). Yes all Metaknight needs is a dash attack or grab but as you saw, falln was not allowing him to do so, or rather not letting him get it for free. Sending Luma out is much better than most people think because it isn't that easy to dispose of if the Rosalina knows what he/she is doing.

EDIT: At the end of the day I really think this is a skill based match up as both characters have really strong tools, Rosalina with Luma can wall him out but if Metaknight gets in things could get really bad, also if Luma is right next to Rosalina as Metaknight grabs her Luma can instantly break the grab but IF and only IF Luma is unbound/detethered
 
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