Wall of text warning!
Why can't I do this ;_;
oh that's right... wifi. >_>
That might not be all there is to it. I'm going to go practice this with Scribble later today because while out of a dozen games I managed to do it about 20 times the day I posted that, I couldn't get it to work at all yesterday...
lol, i try, anywho i experimented against MK in my lab coat lol and found that instead of doing the dashgrab, do the reverse momentum grab. U know the one where u slide but reverse grab, it helps when ur opponent is close to u.
Heh, yeah, I've found doing that can be really useful. Course, I hate it when it's done to me >.<
Pretty sure Dair only beats shuttle loop if you hit a certain part of MK's animation. I feel like if MK positions himself correctly you should both hit each other, which is really a victory for MK unless you get a spike out of it.
Also rock on a recovering MK is very good (as it is against most opponents) but keep in mind MK can use a lot more than shuttle loop to recover; all 4 of his B moves can do it.
Finally, the fact that you said bair is one of your best tools, leads me to believe that this MK does not use grounded shuttle loops. If he does, kirby cannot approach with bair or you will lose every time. shuttle loop's initial hit absolutley shuts down bair. and yea, shuttle loop beats shieldgrab too because MK is in the air when the attack ends.
bair is still useful in some situations though, just not really as an approach.
Looking over what I wrote, I feel I didn't really explain myself very well, and having played this matchup another 40 or so times yesterday, I feel the need to revise some things.
Dair beats out SL as long as you position yourself so that the front of the arc doesn't touch you. If it does, then you trade hits (though you don't go flying very far), which can be useful A) offstage: It frustrates your opponent and causes them to expend more jumps. No, you aren't going to gimp MK, and that's not what I'm getting at, but it is easier to hit a recovering MK with fewer jumps than one who's not worried about falling offastage. B) On BF, Lylat, or any other stage where the Dair will spike them into a platform and you can attempt to follow up with one of your faster moves (I usually do Bair or FFed Nair>something).
Also, I do make it sound like I'm talking about Bair approaches, don't I? (Actually, as good as Bair is for this, I still end up using it less than I do on most characters.) Heh, I usually bait the MK into approaching me actually, then punish with either throws (I use these the most. Dthrow is actually my new savior in this matchup), Bair, Ftilt, or Fsmash, depending on the approach (Or shield if I can't punish).
Some ways to bait attacks/approaches:
-run towards, then away (mixing it up with DAs from time to time so they don't see it coming).
-random SHs, and some SHs towards them, with a AD'd SH back (mixing in some BAirs to keep them guessing).
-Running shieldgrabs (I'm not sure if wat I mean is what Gonzo means or not... I just run at them, shield, then grab though I'm always holding the same direction (not sure if that changes anything).).
-Random FFed Nairs (ACed) aimed at nothing (Doesn't work against the MK I play now, but some people don't seem to know it ACs, or forget, and run straight into the next attack.).
-Random FC (people tend to run at you after shielding the shockwave, just make sure you're far enough away that you aren't giving away free damage.).
-Random Inhales (Bad idea, but it sometimes work. Inhale to make them approach, then stop as they come and hurt them.).
Actually... the more I type the more I feel it's situation sensitive and that really the only good way to show this would be to record a few matches, so I'll try to do that tomorrow.
Here's a couple more things though. It seems under 40%, there is nothing MK can do to punish Dthrow>Utilt. Yeah, it's not the best tactic, but it seems to work, especially since a MK that doesn't know better might try to FF a Dair after the Utilt, at which point they hit my shield and get another Dthrow>Utilt (Just remember to stop Utilting after the second (or 40%, whichever comes first, or you'll get Daired. After that point just shield.). Even after that point, Dair still puts MK in a bad spot, for despite what I first thought, onstage it is good to have MK above you, as his only ways to hurt you can all be shieldgrabbed (with the exception of DC, which gets punished, and Tornado, which gets Baired/Fsmashed).
Oh, and speaking of tornado, apparently there's a way to inhale MK out of it, but I've only managed it once or twice, so I wouldn't suggest trying it. (Inhale's really not as bad as you might think here, just VERY situational.)
Oh, what I said about rock edgeguarding/rock on SL in this thread: Ignore it. I'm ********. It works a lot better on paper than in the match... (It's still better than MK's DownB though
)
Oh, also, if you see MK Dtilt, know that Fsmash can either beat it or trade hits, depending on the spacing.
Back to throws for a second. If you shield a Dsmash, hit grab. Your grab is fast enough that there really isn't much he can do about it. Also, Kirby's grab is faster than MK's. Just thought I'd throw it out there.
****it... there was more I had to say, but I don't remember what anymore...