I'm a wee bit late with this, but I typed this out earlier and just got back to it. Forgive me for interrupting the current conversation.
I agree with everything that's been said in these posts, and I'm not disputing them, but now I'm wondering: how do you nerf Meta Knight without dismantling his entire gameplan?
~ AN ESSAY IN DEFENCE OF META KNIGHT'S PUNISH GAME ~
Unless I'm missing something (and it's highly possible that I am), MK's a dominant force because his punish game is
so good. He doesn't lack in other departments, he's a good character overall, but it's his punish game that really makes him stand out. He just needs to win neutral once at the right percents and your stock's gone.
Oversimplification but I'm trying to make it as to-the-point as possible. I don't think he's really dominant in any other aspects, except maybe being difficult to punish due to his absurd frame data, but that comes with the "death of a thousand cuts" style. Nothing else really strikes me as "good god, this is awful, we need to nerf this thing
stat!" - at least not any more than fellow top-tiers.
The easy response is to gut, or at least tone down, his punish game: make it more difficult, it not outright impossible, to u-air -> u-air -> up-b to victory. Well, now his ace in the hole is gone, or at least severely weakened. You take the holy grail away, he's a decent character, but now he's missing the most vital piece of his gameplan. That can be mitigated by buffing him in other areas and making him better in other ways that don't invalidate low-tiers to the same extent - the old "redistribution" method of balance adjustments. But is it a case of it not being broken, and we the people trying to fix it?
The other option is to let MK keep the holy grail, but soften him up in other ways: decrease his speed, weaken his damage output even further, something that doesn't outright affect his best kill option. Unfortunately, I can't think of any nerfs you could really give him that would both decrease his dominance in the meta
and ensure this option isn't compromised - that and nerfing everything
except the holy grail would just encourage MK mains to work even harder to get the combo, since everything else is even more redundant compared to it. Then you've just got a character that is barely worth using except for a fatal gimmick that
still lets him oppress the weaker folk to whatever extent he is capable of.
Is MK's punish game overpowered or unnecessary? We have examples that we can examine in contrast, namely Diddy and Luigi. Diddy and Luigi both had their strongest options toned down via balance patches, and both options were deemed too strong considering how easy they were to use. They were good characters that had a very easy-to-connect, often fatal or extremely damaging setup from a throw that, due to the aforementioned ease of use, were abused with impunity and caused quite a bit of stress for weaker characters. Furthermore, I think there are two vital things to remember here:
- Diddy and Luigi were not weak characters even without these options, and we can see that now: both characters are still considered viable in the current metagame, in spite of having their best kill confirms neutered quite drastically. They still retain notable and important advantages that keep them relevant, but now they have to rely on other options beyond the paint-by-numbers secret weapons they once wielded.
- MK's holy grail combo is significantly more difficult to use than Diddy's Hoo-Hah and Luigi's 'Nado, and it is something that MK mains are still trying to optimise. There is no easy way to connect it and no guaranteed secret formula that assures victory: it's a move that requires dedication and understanding to work consistently, and without it, I honestly do not think MK has any significant tools to dominate other significant matchups. While he is not defined by Shuttle Loop shenanigans, it is a very important part of his identity and it seems to be the thing people most often request be addressed about MK.
Does he invalidate weaker characters with this option? Absolutely. He even goes some way to invalidate certain options of stronger characters. But it is an option that is very difficult to connect, and even more difficult to use consistently. This is not really a case of Sheik's "I can dominate you in every state of the game with just my bare hands" or ZSS's "every option I have is a potential kill confirm": this is a character that has to work for a very precise combo to really get the results people claim he does.
The other important thing is that, while he does have very definite strengths, he is not immortal either: he does still have a disadvantage state and knowing how to evade the kill combo is a good way to counter MK. You know how to beat his best option, he has to work extra-hard to get it or have a miserable time trying. The burden is as much on the opponent to know how to beat it as it is on the MK to know how to use it.
I don't know, I'm honestly wondering what kind of character people perceive MK to be. I would not personally be adverse to his punish game being tweaked (I detest this matchup at times, and I'm sure others will empathise), but I don't know if that's necessary. Maybe hard work should not be rewarded with a stock every time the effort is successful, or maybe it's just MK's destiny to be a successful character by nature of his design. I've said it before, but MK is a very misunderstood character, and it seems there is inevitably controversy surrounding him and his meta - and it raises the question, "If the option is there, should it not be used to its greatest effect?" And that in itself raises the question, "Should the option exist in the first place?"
Bottom line is, MK's punish game is good. Very good. It is a vital part of who he is and it is something that most other characters would kill to have. And yet I can't help but wonder if he has much else to hold him up: his neutral doesn't seem to amount to much except setting up for Shuttle Loop kills, his advantage state is much the same...his disadvantage seems decent, and he's exceptionally difficult to punish, but are those traits really that dominant in themselves? Is MK just a vessel for a decisive punish game, or is there more to him than meets the eye?
I'd love to get somebody who knows what they're talking about to help me out with this. Is MK able to stand on his own two feet without his incredible punish game, or is that punish game the defining point of his entire identity?
EDIT: Fixed for formatting and added new thoughts.