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Specific Characters Match-up: Pikachu vs Meta Knight

Felth

Smash Apprentice
Joined
Dec 6, 2011
Messages
79
Location
Chile
I know that there's a Matchup Thread. But I don't like that the information is spread among different pages because the discussion can be changed to different characters and that could be a little messy. To avoid this, I suggest the following idea: one post for each character. Following some general points I'll organize all the post in a very simple way.

I propose to study in this post the Meta Knight MU. If you want to discuss other Matchup and you liked my idea just write a post following this idea. Suggestions of any type are welcome (I'm not an expert of Smash so it's probably that you know more than me about this).



Meta Knight:

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  • Neutral Game:
  • Stage selection and Ban:
  • Specific Situations:
    • Ground - Ground:
    • Ground - Air:
    • Air - Air:
    • Off Stage:
    • Some situation to punish or to look (Situations that are advantageous to pikachu vs this character)
    • Situations to avoid?
Extra information:

  • I don't want to lose all the information that the community has discovered at this point. Most of this theory it's in the MU Thread.
  • You can read the document made by the User Umbreoff which summarizes the previous post. Click here to see the document. I'm transcribing this document into a pdf version with access to new options. If you want to check the progress of this document I'll invite you to see the PDF Online Version.
  • With respect to the Killing Section: add Good Set-ups to perform the killing (not just the final attack). Set-ups performed in specific Stages are also welcome.
  • With respect to the Stage Selection Section: we should discuss what stages to avoid and what stages are good for Pikachu. The Smash Player Esam made a Depth Analysis on each Stage. Recall that some stages could be good for Pikachu but are even better for other character that's the reason for why we should discuss this kind of things here (one example is Halberd: IMO is good for Pikachu but not against Meta Knight).
  • With respect to the Difficulty Section we should discuss how difficult is this MU for Pikachu. If it's possible it would be good to associate a measure to this difficulty. I think that this section should be completed once we developed a lot of theory in the corresponding MU, otherwise is just speculation.
  • With respect to the Specific Situations Section we should discuss what to do in both scenarios.
 
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Felth

Smash Apprentice
Joined
Dec 6, 2011
Messages
79
Location
Chile
One important thing to keep in mind is that MK is fast faller and it's really easy to get combos on him. It's also important to play very defensive against him and spacing a lot because he has insane combos from 15% to death.

Also I'll put here the MK- Pikachu MU discussed in the MK section
 
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Gibbs

Smash Apprentice
Joined
Jun 5, 2015
Messages
186
So I have played a lot of friendlies with my region's best MK. So I have a couple of quick thoughts.

We tried for like 20 minutes to see which attack wins, pika's uair or MK diar. Pika has a tiny bit more range. Both moved hit on frame 4, but pika has less end lag with FAF 27 vs MK FAF 28. Essentially they're the same move. Lots of MK players like to camp the air with repeated dairs to poke your shield and bait a bad reaction. In the air below MK I found after the apex of pika's jump, FF is a good wait to bait the dair and punish with a DJ uair.

MK below pika is a huge disadvantage for pika, If you're falling into a MK it's probably better to skull bash offstage and QA to ledge than to risk uair strings into shuttle loop.

I would ban T&C against MK, and think really hard before taking him to Dreamland. The free QA cancel probably isn't worth the low ceiling. FD, Lylat, Battlefield, and Duck Hunt are probably best in this MU. Castle Seige and Smashville are probably in Pika's favor more than MK. Delfino and Halberd probably favor MK, but these stages are so janky it might be a wash just due to pika's mobility; shuttle loop can probably kill from the ground at 50 though on those transforming parts.

Pika is a great bait and punish character, but MK is the best bait and punish character in this game. Don't try and beat him at his own game. Use Tjolt to control space and his approach options, use QA safely, combo aggressively due to his fall speed. Out lame MK and the matchup should be in our favor.

Overall I think Pika is +1 on MK. Pika should comfortably win a Bo5 due to guaranteed game 1 stage advantage with usual starter stages, and strong CPs against MK. In a Bo3 the matchup is more volatile, since it is so easy for MK to convert one mistake to a stock loss against light characters. Play carefully, expect to get carried off the top.
 

Soul.

 
Joined
Jul 7, 2014
Messages
19,659
So this is what I could think of, or at least get the idea of the MU.

It's pretty even tbh. MK is a fast faller; our combos obviously work. We have QA which is nice and all in the neutral (and for everything, lol) but you shouldn't overuse it as MK can get out of QA range by walking (yes, walking) and use forward smash to punish us because it's good at spacing (and KOs, so be aware). It has extremely low endlag, too. His dash attack is pretty good (it's one of the best) as it can lead to UAir or Shuttle Loop if they don't feel like doing up air combos, which I'll talk about right now.

MK's BnB mostly lies in his ability to easily KO around 50-60% with up air combos into Shuttle Loop; this is noticeable on stages with low ceiling, such as Town and City, Dream Land and Smashville. If you're facing a good MK, you better be prepared for these. I don't know if we can get out of them with Thunder; if we can that's a huge boon for us in such a matchup.

If he hits your shield, we have NAir OoS. Frame 7 (our jumpsquat is frame 4; 4+3 is 7), good get-off me kinda move and just good in general. MK's only moves that are safe on shield, to my knowledge, are retreating DAir and forward smash, both of which he can use to camp and space.

Offstage, we all know edgeguarding is good for us, but MK has BAir which KOs extremely early (like 80%). Avoid getting hit by that. He also has 5 jumps, so it's not easy to get rid of him in this scenario. I could be theorycrafting but with his not-so-good air speed, we could [probably] beat him offstage.

As Gibbs said, we should play carefully when fighting MK. If you do one or two mistakes, it can cost you the match or even the set. Don't be on the offensive 100% of the time. Use your tools wisely.

Also before I forget, always use down tilt. Never stop using it, especially in neutral.
 
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The_Devious

Smash Apprentice
Joined
Mar 27, 2015
Messages
75
NNID
The_devious97
This is not my work, but is the 330th post in the pikachu matchup thread, posted by esam.

Metaknight's neutral kinda relies on his dash attack and grab, so avoiding those two moves is pretty essential to you winning.

On the ground, use a lot of D-tilt because i think it is longer than MK's d-tilt and f-tilt? Not 100%. Either way, T-jolt camp to slowly approach is really good since he doesn't really have an answer to it besides like...walk up shield. Either way, you cover space and then get into dair/dash grab mix-ups. Pikachu gets A LOT more out of every hit than MK does. Pikachu can also edgeguard MK really well because we can kinda manipulate where he is with t-jolt and fall off fair/bair. MK does have a lot of kill potential with up-b, but Pika's size and weight honestly makes it hard for him to get it. I've fallen out of it so many times and punished them. Metaknight really can't contend in the neutral game, in the air, or off stage. MK's weight is also very condusive of Pika combos, which is amazing.

Also, once you've posted a matchup thread for each character, it would be it good idea to post a pikachu specific match ups index thread, containing links to each character's thread.
 

Noro~

Smash Cadet
Joined
Oct 1, 2015
Messages
67
Location
Germany
So, a Metaknight main from my region (propably the best MK in all of Germany) told me about the killer (Upair)^4 > UpB combo and how he has to use it on Pikachu. Apparently, after hitting with an Upair, he has to fast fall very shortly before he can continue.
Stages like BF can mess this combo up since the fast fall forces him to land on the upper platform. To string the next Upair, he has to go through a jumpsquat. Those extra frames are enough to airdodge.
 

warionumbah2

Smash Master
Joined
Jun 7, 2012
Messages
3,077
Location
Playing KOF XIV
Apparently, after hitting with an Upair, he has to fast fall very shortly before he can continue.
If he's doing that then he's doing it at the wrong percentage. MK never needs to fast fall at the right percent.

Pre patch it was even but this patch jacked everything up. I'll say its even again but i have not played pikachu as of this patch. Both characters gained alot from this, MKs neutral isn't dash attack, dash grab its actually dash attack,dash grab,dtilt and f-smash.

MK wants to stay at QA 1 range and keep pikachu out with disjoints. Tyrant did this against Esam back in customs and another good but unknown pikachu. Brought it to 3-2 at EVO 2 stocked Esam on game 2. Multiple jumps allows MK to ignore tjolts and his fall speed allows him to get back home(ground) before Pikachu can get under him.

F-smash is MKs best tool at it outranges all of Pikas normals and makes all of Pikas sh aerials(besides dair) unsafe as they extend his hurtbox most of the time. Its one of the few MUs where MK is required to space instead of being mid range heavy.
 
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