Recently I've been doing a lot of frame works, thanks to the pause/debug code, in collecting data for a guide I wish to eventually post on the boards.
One of my first collections were data for grab release metaknight options, and so far I had only done the chain grab and spike (on stage), both things being escapable, but wouldn't be if Marth was just one frame faster (lol).
So in the Q&A thread some discussion was sparked about grab release to spike on non-flat stages, and initially I thought it was on stage, soon after Havokk posted saying he wasn't able to escape a spike, and I initially thought he was insane, well, some testing later...
Video (with me commentating frame by frame): http://www.youtube.com/watch?v=hLMPxu1T_VA
So what's important here?
Proper Instructions
Why wasn't this found before?
- It's due to Marth's grounded jump taking 6 frames before an attack can start (i.e. a perfectly buffered aerial will have frame 1 on frame 6, the same point you leave the ground), while a mid air jump starts movement on frame 2, but you could be starting any aerial at ANY POINT.
Is this situational?
- Yes.
- Everything is situational. It's not unheard of to grab a character on the ledge, and the spacing for it isn't -so strict- that it's impossible unless you're frame perfect (You have about a 5-6 frame leeway).
How would you grab meta at the ledge?
- Edge guarding, Metaknight does an attack, you shield grab/punish for bad spacing. This could be a a shuttle loop... forward air.. maybe even nair.
- You're the one being edge guarded (totally rare against meta, amirite?) and you punish one slip up with a sexy neo style pivot grab. Metaknight's like the ledge, the opportunities aren't too farfetched.
Is this matchup changing?
- Yes
- No
- Maybe
- It's not like metaknight doesn't have a solution for everything ever, it's god **** metaknight.
Note: In the video above, Marth's position is most likely the maximum range from the ledge Marth can be before you will not be able to reach Meta in time.
DISCUSS! :D
One of my first collections were data for grab release metaknight options, and so far I had only done the chain grab and spike (on stage), both things being escapable, but wouldn't be if Marth was just one frame faster (lol).
So in the Q&A thread some discussion was sparked about grab release to spike on non-flat stages, and initially I thought it was on stage, soon after Havokk posted saying he wasn't able to escape a spike, and I initially thought he was insane, well, some testing later...
Video (with me commentating frame by frame): http://www.youtube.com/watch?v=hLMPxu1T_VA
So what's important here?
- It is only possible if Metaknight is released to be falling off the ledge.
- Marth must use a MID AIR JUMP, from dashing off the stage, as an on-stage jump is much laggier.
- Marth does a rising down air that is possible to spike meta before can do anything to avoid it.
- Metaknight (from what I can see) will not be able to survive a fresh spike from approximately 50%.
Proper Instructions
- Grab meta near the ledge.
- After metaknight is released you can start 'dashing' on frame 28/29 for it to start on frame 30. If you buffer too early you'll walk (If you're a little closer to the ledge, you may even have a larger frame window to start dashing). If you look at the video, you can see the position Marth is in before he can start moving (sword is 'neutral').
- Dash off the ledge, and be off the ledge by frame 39(?) of the grab release.
- Continue to move forward (you need to use your aerial momentum here boys).
- Start a jump, it is important you do this around frame 43/44.
- You start a dair straight after (perhaps even at the same time), started by frame 47 (i.e. frame 1 of dair is at frame 47; but you can start on frame 45, 46 or 47).
- Metaknight is spiked on frame 50, 51 or perhaps 52 (52 has meta able to uair/jump, but the spike will hit anyway, you will clash with the uair).
Why wasn't this found before?
- It's due to Marth's grounded jump taking 6 frames before an attack can start (i.e. a perfectly buffered aerial will have frame 1 on frame 6, the same point you leave the ground), while a mid air jump starts movement on frame 2, but you could be starting any aerial at ANY POINT.
Is this situational?
- Yes.
- Everything is situational. It's not unheard of to grab a character on the ledge, and the spacing for it isn't -so strict- that it's impossible unless you're frame perfect (You have about a 5-6 frame leeway).
How would you grab meta at the ledge?
- Edge guarding, Metaknight does an attack, you shield grab/punish for bad spacing. This could be a a shuttle loop... forward air.. maybe even nair.
- You're the one being edge guarded (totally rare against meta, amirite?) and you punish one slip up with a sexy neo style pivot grab. Metaknight's like the ledge, the opportunities aren't too farfetched.
Is this matchup changing?
- Yes
- No
- Maybe
- It's not like metaknight doesn't have a solution for everything ever, it's god **** metaknight.
Note: In the video above, Marth's position is most likely the maximum range from the ledge Marth can be before you will not be able to reach Meta in time.
DISCUSS! :D
Steel2nd said:steel2nd has made a comment on Marth's grab release spike on Metaknight:
i just cant get over how sexy your voice is