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with diddy... i have never gimped a mk easier in my life... think about this for a secondWord on the street is, Diddy is the closest thing to a counter for Meta out there, but I'm having a problem seeing how that is. Watching him slip on a banana mid-tornado is fun, but what really puts Diddy over the top against Metaknight?
Are you serious? NL has probably put more practice into the game and his character than all three of you. He won sets because he knows his **** and he's good, and apparently none of you knew how his character works.NL beat me both matches, although they were very close, but he also 2-0d infernoomni, and 2 stock ***** him one game I heard (from omni), and took Azen to 5th game, but the match Azen went MK he lost by 1 stock low %. There's a high chance Diddy has the advantage in the match, but it could also be an issue of matchup experience. I think it's at least even, maybe Diddy's favor because of NL's **** performance.
No, you're wrong. Keeping people in the air or whatever is not MetaKnight's metagame. MetaKnight has an excellent ground game. In fact, it's one of his best attributes. His grab range is great, and all of his grabs do good damage and can be followed up with attacks easily. Furthermore, his standing grab has not only good range, but it's very fast; he also has a godly dash grab. I think we all know about how great his downsmash is (great knock back, range, and speed; a flawless move). His tilts are insane. His down tilt, for example, is probably the best trap/brick wall move in the game. It has great speed and range. Plus, on top of that, it trips. Additionally, it combos well into the ftilt, or you can jump out of it into a fair. Dtilt put MetaKnight into a position where he can be safe and brick wall you on reaction.yeah but the thing is we all know that metaknights metagame is to gimp them and keep them in the air, but if metaknight somehow fails to do that he can be in trouble no matter how godly he is. Characters like diddy and snake have good ground game and may give metaknight some trouble. In other words, if metaknight fights in the air while they are in the ground metaknight will most likely lose the fight, seeing how the both have anti tornadoe methods in which the can capadalize (ex: snake's granades, diddy's glide toss) and fight metaknight pretty well.
what I'm trying to say is this
metaknight> when opponent is in the air.
metaknight<when both are on the ground.
metaknight>offstage
metaknight<opponent on the ground and metaknight in the air.
it doesn't matter how good metaknight is but people will see even through his insane priority and speed he still has a weakness (thats why they counter pick norfair and rainbow cruise lol). One last thing, players has improved on how to fight metaknight over the months and will keep improving but he still is godly.
lol i was talking more about against diddy and snake. You won't see a mk rushing snake or diddy like that trying to get a grab or a dash attack either one, mk fights them in the air and SHs. what i was saying is that snake and diddy has a solid ground game in which people can see it is superior than metaknights. Snake has tilts, mortal slide and whatever else i forgot to mention and diddy kong has bananas, dash attack and tilts as well and again everything else i forgot to mention because i'm just to lazy to keep typing and them get denied again later on.No, you're wrong. Keeping people in the air or whatever is not MetaKnight's metagame. MetaKnight has an excellent ground game. In fact, it's one of his best attributes. His grab range is great, and all of his grabs do good damage and can be followed up with attacks easily. Furthermore, his standing grab has not only good range, but it's very fast; he also has a godly dash grab. I think we all know about how great his downsmash is (great knock back, range, and speed; a flawless move). His tilts are insane. His down tilt, for example, is probably the best trap/brick wall move in the game. It has great speed and range. Plus, on top of that, it trips. Additionally, it combos well into the ftilt, or you can jump out of it into a fair. Dtilt put MetaKnight into a position where he can be safe and brick wall you on reaction.
MetaKnight's aerial game is good, but his ground is just as good. That's what make Metaknight so good -- he's extremely versitile and has virtualy no weaknesses. There is no place on the stage where MetaKnight is at a disadvantage. You can be off the stage, in the air, or on the ground. MetaKnight is equiped to fight anywhere anytime effectively.
Replace 'opponent' with 'Diddy'.metaknight> when opponent is in the air.
metaknight<when both are on the ground.
metaknight>offstage
metaknight<opponent on the ground and metaknight in the air.