TLMSheikant
Smash Master
Discuss the Metaknight matchup here.
Ratio:
65:35 metaknight's favor
Toon Link's advantages:
*Can keep up with metaknight in the air through use of his bair and proyectiles.
*Moves faster in the air allowing him to avoid metaknight pretty well in the air.
*Bombs beat tornado and a lot of other mk stuff.
Metaknight's advantages:
*Tornado beats all of Toon Link's moves except bombs, pivot grabs and dair from directly above.
*Can gimp Toon Link relatively easily.
*His close range game is overwhelming against Toon Link.
*His grounded shuttle loop beats every aerial Toon Link throws at his shield.
*Almost unpunishable tilts.
*His overwhelming speed can make it hard to camp.
Stages to Strike:
*Yoshi's Island
*Lylat Cruise
Stage to Ban:
*Brinstar
Counterpick Stages:
*Halberd/Final Destination
Things to keep in mind:
*Being predictable while vulnerable to tornado is dangerous.
*If you have to take 30% to make it back onstage, that's always better than the alternative of getting hit by a dair or two and telling that stock goodbye.
*Grounded shuttle loop can be punished with bair or upair if the mk doesnt glide attack in time to clash.
*His down tilt is practically unpunishable on Toon Link's shield.
*You can grab mk out of dsmash.
Tactics/Attacks that help in this matchup:
*Always having a bomb out helps a lot. They aid your recovery, great for camping, beat tornado and are a great tool in the mk matchup.
Videos:
http://www.youtube.com/watch?v=hWMmyro9sYA Affinity vs mjg friendly
http://www.youtube.com/watch?v=zK-lHW0gyVo L vs smasher tourney match
Ratio:
65:35 metaknight's favor
Toon Link's advantages:
*Can keep up with metaknight in the air through use of his bair and proyectiles.
*Moves faster in the air allowing him to avoid metaknight pretty well in the air.
*Bombs beat tornado and a lot of other mk stuff.
Metaknight's advantages:
*Tornado beats all of Toon Link's moves except bombs, pivot grabs and dair from directly above.
*Can gimp Toon Link relatively easily.
*His close range game is overwhelming against Toon Link.
*His grounded shuttle loop beats every aerial Toon Link throws at his shield.
*Almost unpunishable tilts.
*His overwhelming speed can make it hard to camp.
Stages to Strike:
*Yoshi's Island
*Lylat Cruise
Stage to Ban:
*Brinstar
Counterpick Stages:
*Halberd/Final Destination
Things to keep in mind:
*Being predictable while vulnerable to tornado is dangerous.
*If you have to take 30% to make it back onstage, that's always better than the alternative of getting hit by a dair or two and telling that stock goodbye.
*Grounded shuttle loop can be punished with bair or upair if the mk doesnt glide attack in time to clash.
*His down tilt is practically unpunishable on Toon Link's shield.
*You can grab mk out of dsmash.
Tactics/Attacks that help in this matchup:
*Always having a bomb out helps a lot. They aid your recovery, great for camping, beat tornado and are a great tool in the mk matchup.
Videos:
http://www.youtube.com/watch?v=hWMmyro9sYA Affinity vs mjg friendly
http://www.youtube.com/watch?v=zK-lHW0gyVo L vs smasher tourney match
This matchup is garbage for Toon Link. You better pray with both hands on this one lol.
65:35 overall. Could possibly be 7:3, depends on what you rank 7:3 as (if you have Dedede vs DK as 7:3, then this certainly isn't as bad.)
Shuttle Loop, whether it be in the air or on the ground, blows for TL. It stuffs out too much too often, and disrupts your game plan.
Off the edge, be smart and don't let him gimp you. More likely than not, you ARE going to get hit while offstage. Take it like alittle boyMan, and focus on getting back to the stage through any means necessary than trying to dodge a move and end up getting gimped anyways. If you have to take 30% to make it back, that's always better than the alternative of getting hit by a dair or two and telling that stock goodbye.
Tilts on the ground aren't fun to deal with either. Be careful with your aerial spacing as you don't want to eat a OOS Nair or Uair string and get shafted.
Do not get predictable while you are vulnerable to moves like Tornado. Leaving yourself open consistently to a move like that is a plain recipe for disaster.
Usmash or Uair maybe is what you are probably gonna kill with. Fsmash is strong, but being able to actually guarantee that second hit will be very hard.
I'd say my opinion has slightly changed. I think his onstage game is a lot better than what I thought. All MK has to do is put you in the air. So if we're trying to be super safe in our shields, we're gonna get grabbed. And when you get grabbed, you're gonna get hit.
Another thing is, I don't find it safe to aircamp bombs to much. If they read one double jump, you're gonna get shuttle looped which could cost you the stock.
You have to KNOW when you're gonna get shuttle looped. There are a bunch of ways to try to recover against MK. Bomb backwards to bair like mentioned is one. Another is going low and throwing a bomb up. I would focus on trying to connect with a boomerang though, since even if they're right in your face, it's safe. Lately Lee's been going super low, waiting for the rang , then doing a rising dair for the gimp though.
When you do see them going for the dair gimp and you jump on TOP of the MK (or if they went super low), get ready to ibomb. You have to know when you're in the exact position to get reverse shuttle looped, then do it.
We have millions of strategies and tips to fight mk...all they knew to do is get you offstage. We can spend an hour trying to rack up damage and get the kill safely. They can come back and dair you twice. MK can and will take a stock off you a LOT easier then you can. Just because of how quickly the situation can change and how dangerous it is, I'd say 65-35. At least we have a chance vs Falco when we're at high percents. Just don't get killed.