ADHD
Smash Hero
Easiest nana lock on Metaknight
Well, basically, this should be known but no one has been using it, so I don't want to hear whether it's obvious or not.
People have been using the auto-canceled dair forever on the recatch, and while this does work, there's a much easier and consistent way to do this.
Just SH over metaknight, throw it down with the c-stick, and recatch it using an airdodge. Right before this airdodge, be sure to tilt your control stick in the direction that metaknight has tripped over to, and then buffered turn around down throw the banana. After that, instant throw it back down and recatch it with another airdodge, buffered turn around down throw--repeat.
This is so easy, we can use it to stall the match by keeping him in the lock forever. It took me a half hour to get this under muscle memory, but then after that and even now, I'm doing it at ease. I literally did this to 548 percent on a computer 30 seconds ago. Since it covers such a little part of the stage, you can use it anywhere.
Applications? If Metaknight tornados your shield and lands directly in front or back of you, use it. If there is enough time, you can also follow his tornado and during the lag dash over there. If you powershield Metaknight's downsmash, use it. I'm working on some other stuff that I had in mind, but this is promising. All you have to do to kill Metaknight at any %, is realistically short hop - down throw the banana over him. If it trips, GG.
This also works on anyone with a trip animation shorter or equal to Metaknight's distance. AKA: Snake, falco, diddy kong, ZSS, Samus, Link, etc. You get the idea, however, the timing and spacing is slightly different for these characters (except diddy kong's, who's trip animation is exactly the same length as MK's).
Well, basically, this should be known but no one has been using it, so I don't want to hear whether it's obvious or not.
People have been using the auto-canceled dair forever on the recatch, and while this does work, there's a much easier and consistent way to do this.
Just SH over metaknight, throw it down with the c-stick, and recatch it using an airdodge. Right before this airdodge, be sure to tilt your control stick in the direction that metaknight has tripped over to, and then buffered turn around down throw the banana. After that, instant throw it back down and recatch it with another airdodge, buffered turn around down throw--repeat.
This is so easy, we can use it to stall the match by keeping him in the lock forever. It took me a half hour to get this under muscle memory, but then after that and even now, I'm doing it at ease. I literally did this to 548 percent on a computer 30 seconds ago. Since it covers such a little part of the stage, you can use it anywhere.
Applications? If Metaknight tornados your shield and lands directly in front or back of you, use it. If there is enough time, you can also follow his tornado and during the lag dash over there. If you powershield Metaknight's downsmash, use it. I'm working on some other stuff that I had in mind, but this is promising. All you have to do to kill Metaknight at any %, is realistically short hop - down throw the banana over him. If it trips, GG.
This also works on anyone with a trip animation shorter or equal to Metaknight's distance. AKA: Snake, falco, diddy kong, ZSS, Samus, Link, etc. You get the idea, however, the timing and spacing is slightly different for these characters (except diddy kong's, who's trip animation is exactly the same length as MK's).