technomancer
Smash Champion
- Joined
- May 17, 2006
- Messages
- 2,053
Falco is Metaknight's biggest issue. 0-40% chaingrab finished with a d-air, gatling combo and possibly more followups and lasers change the game. He has a lot of shield stun and little lag, one of the best jabs in the game, and unexpected priority on several moves including his b-air, f-smash and u-air, a top notch recovery mixup, and several good answers to the tornado, particularly just angling the shield and then u-smashing or lasering for free depending on how you land. He also just ***** your up-B and glide attack with d-airs, b-airs and upsmashes and lives a long time with good DI.
To be fair to Metaknight, you have the advantage on offense. Our in-close air game is good. F-airs and N-airs damage and give advantge. Tornado can juggle well. A good mixup and punishing obvious mistakes should put you above Falco's distance game and priority hits. Unlike many other matchups, however, the pressure doesn't last against Falco. Much like Snake, a few steps back or a well timed dodge can set you up to take a 20% chunk, reset the spacing, and force you to wiggle your way back in past the lasers.
There's the rub of it. Falco's looking to force a low% grab or just deal a lot of raw damage based on the fact that you need to avoid it. Until you hit 45% or so, you'll need to avoid grabs with your spacing, and avoid using things like spot-dodges and n-airs that lead to easy grabs, and Falco can just add on the same percentage with lasers, his b-air, and good spacing. Unless you can break out a solid string from a grab or well-timed tornado then you're going to be behind for a little while.
So now Falco is up by about 20% or so, and considering he'll likely kill you by 120% whereas he can survive to 130-140%, you're down a solid 40% worth of damage that you have to work to make up, and from here, it's all prediction and not messing up your timing to give him free %. Falco's going to be looking to force you to compete with his forward priority and punish even the fastest of your attacks. You're going to be looking to exploit a diminished shield for a free hit and pressure, and these competeing forces breed aggression and thrust both players into the mix where mindgames can thrive.
This matchup is awesome. Discuss.
To be fair to Metaknight, you have the advantage on offense. Our in-close air game is good. F-airs and N-airs damage and give advantge. Tornado can juggle well. A good mixup and punishing obvious mistakes should put you above Falco's distance game and priority hits. Unlike many other matchups, however, the pressure doesn't last against Falco. Much like Snake, a few steps back or a well timed dodge can set you up to take a 20% chunk, reset the spacing, and force you to wiggle your way back in past the lasers.
There's the rub of it. Falco's looking to force a low% grab or just deal a lot of raw damage based on the fact that you need to avoid it. Until you hit 45% or so, you'll need to avoid grabs with your spacing, and avoid using things like spot-dodges and n-airs that lead to easy grabs, and Falco can just add on the same percentage with lasers, his b-air, and good spacing. Unless you can break out a solid string from a grab or well-timed tornado then you're going to be behind for a little while.
So now Falco is up by about 20% or so, and considering he'll likely kill you by 120% whereas he can survive to 130-140%, you're down a solid 40% worth of damage that you have to work to make up, and from here, it's all prediction and not messing up your timing to give him free %. Falco's going to be looking to force you to compete with his forward priority and punish even the fastest of your attacks. You're going to be looking to exploit a diminished shield for a free hit and pressure, and these competeing forces breed aggression and thrust both players into the mix where mindgames can thrive.
This matchup is awesome. Discuss.