dizzypink
Smash Lord
This thread is to talk about and share our "order of operations" with Meta Knight, these could be very specific going into detail about where to land and what distance to keep, or it could be general ideas like how to play on stages with platforms vs without platforms. I decided to pick up Meta Knight for 3.6 and as it turns out I'm pretty good with him, so I'd like to see what others have found out that it might take me longer to find on my own, as well as let everyone else know what I do just in case I find something that hasn't been thought about before.
So here are all of my flowcharts for Meta Knight so far, I might add some more if I find out new ones, and they're mostly combos.
By the way, all of these should be viewed with the implication that they're all SHFFL'd, just so that I can save time writing them.
Fair > Fair endless combo works on pretty much anyone with average weight, I find.
Fair > Dtilt (works on everyone if they don't tech or CC) > Ftilt X3 > dash attack (or Nair if low percent) > Ftilt X3 (can also be replaced with a side B at high percents)
Fair > Dtilt > Dair > Fair/Bair (depends on which way they go) > down B if you think you can finish
Fair > Utilt until out of reach (if you land close enough) > Nair > down B or side B
If opponent is falling, Nair > Uair (possible to juggle) > neutral B
If opponent is on platform Nair (canceled by platform if you Nair fast enough) > jab > grab > use any grab flowchart
Grab > Fthrow > Fair/Dair/Nair
Grab > Dthrow > Fair/Dair/Nair
Grab > Bthrow > neutral B/side B
Grab > Uthrow > If DI behind, Nair/Bair, If DI forward, Nair/Fair, If no DI or down/up DI, Nair/Dair/neutral B, if popped up from high percent, Uair/neutral B
That's all that I can think of right now, but I'm sure there are tons more. In my experience, the attacks not used as combo starters are known to send enemies too far to start a combo without momentum. So what am I missing? What can you come up with? How can you tweak or apply some of my flowcharts? I'd love to see what you all think.
So here are all of my flowcharts for Meta Knight so far, I might add some more if I find out new ones, and they're mostly combos.
By the way, all of these should be viewed with the implication that they're all SHFFL'd, just so that I can save time writing them.
Fair > Fair endless combo works on pretty much anyone with average weight, I find.
Fair > Dtilt (works on everyone if they don't tech or CC) > Ftilt X3 > dash attack (or Nair if low percent) > Ftilt X3 (can also be replaced with a side B at high percents)
Fair > Dtilt > Dair > Fair/Bair (depends on which way they go) > down B if you think you can finish
Fair > Utilt until out of reach (if you land close enough) > Nair > down B or side B
If opponent is falling, Nair > Uair (possible to juggle) > neutral B
If opponent is on platform Nair (canceled by platform if you Nair fast enough) > jab > grab > use any grab flowchart
Grab > Fthrow > Fair/Dair/Nair
Grab > Dthrow > Fair/Dair/Nair
Grab > Bthrow > neutral B/side B
Grab > Uthrow > If DI behind, Nair/Bair, If DI forward, Nair/Fair, If no DI or down/up DI, Nair/Dair/neutral B, if popped up from high percent, Uair/neutral B
That's all that I can think of right now, but I'm sure there are tons more. In my experience, the attacks not used as combo starters are known to send enemies too far to start a combo without momentum. So what am I missing? What can you come up with? How can you tweak or apply some of my flowcharts? I'd love to see what you all think.