Fox vs Mk is NOT even close to even. I'm not stupid enough to struggle break into an Usmash and I can just wall Fox. I ban Fd always so I'd force you to take me somewhere else.
The 2nd idea is kind of stupid because you can take someone to potentially Rainbow Cruise first round vs an Mk. Lose, then if it has to be a counterpick then you're forced upon a bunch of ****ty selections unless you're including neutrals in counterpick.
Here are some of Meta Knight's options along with punishments:
- Full hop fair (whiffed): Dash into MK and Usmash or dash into MK and short hop fair.
- Full hop nair: Very difficult (although possible) to punish because of its low cool-down (although impossible from block unless maybe when powerblocked). Counterable with a preemptive short-hop dair and it's possible to interrupt it if the opponent does actually commit to it) though.
- Full hop dair (whiffed): Full hop fair.
- Short hop fair (whiffed): Dash usmash, dash attack (dash usmash is better of course). DIFFICULT/UNSAFE/UNLIKELY
- Short hop nair (whiffed): Dash usmash, dash attack.
- Short hop dair (whiffed or blocked): Dash usmash, dash short-hop fair; unblock, dash usmash.
- Dash attack (blocked): Unblock, dsmash.
- Short hop fair (miss-spaced and blocked): Usmash from block. If not "inside" Fox and completely at Fox's backside, unblock and utilt.
- Landing fair (blocked): Usmash from block. Requires Meta Knight to not drift away (be in usmash range).
- Landing nair (blocked): Usmash from block. Requires Meta Knight to not drift away (be in usmash range).
- Landing dair (blocked): Usmash from block. Requires Meta Knight to not drift away (be in usmash range).
- Landing uair (anything): Shield-grab if blocking, anything if not (including moving away because its landing cool-down is very small). If this happens it's probably the opposing player's mistake.
- Dsmash (blocked or whiffed): Dash usmash or unblock, dash usmash. Punish dsmash every time you block it. Be aware that the second hit only has a 4 frame window for usmash to hit it, so it may be hard if it's tippered. Always possible when powerblocked.
- Shuttle loop (back facing Meta Knight): Full hop bair.
- Shuttle loop (facing Meta Knight): Full hop fair/nair.
If there's no time, walk under Meta Knight to usmash him. Dash under him uair works too. If there's really no time at all, block the glide attack. If it's miss-spaced horizontally (too close), shield-grab. If it's miss-spaced vertically (too high), usmash from block.
- Mach Tornado: Usmash or powerblock.
- Ftilt: Short-hop dair (short-hop over the attack. Must be predicted).
- Dtilt: Short-hop dair (short-hop over the attack. Must be predicted).
- Dsmash: Short-hop dair (short-hop over the attack. Must be predicted).
Fox can interrupt certain actions with the following moves:
- Walk grab.
- Dash usmash.
- Dash attack.
Interruptions.
Interrupting serves to punish excessive commitment. You must observe how interrupting and punishing affects the opponent's behavior. You should't attempt interrupting too often (as you commit too strongly to interruption attempts), specially usmash which is quite punishable (walk grab is very good though). Interrupting serves mostly to manage the opponent's behavior so it doesn't fall out of control.
Dash attack only from above around 50%. I don't know the exact percentage when a connected Dash Attack is no longer punished with nair or dair, but the opponent can hit Fox out of hit-stun because of Fox's frame disadvantage before certain percentage.
About short-hop fair:
Actions that you can't interrupt are usually whiffs (which are punishable). Meta Knight's forward air is flexible. The opponent can either short-hop fair immediately, or short-hop and fair at the latest possible moment (before it makes Meta Knight land with cool-down of course). Short-hop fair in general is countered by short-hop air-dodge, but you can also bait the ones performed quickly out of the short-hop to punish as they're whiffed, or interrupt the delayed ones before the opponent acts out of their short-hop.
I don't recommend to attempt punishing this whiff too often, as timing and spacing are too strict. Short-hop air-dodge still counters this, which is good.
Don't worry about this until you see it. I'm the only Meta Knight player I've ever seen that delays his short hop fair.
Mach Tornado.
You should shine before landing to wait out Mach Tornadoes. There's stuff you can do like air-dodge into the move's last hit to punish its cool-down or nair/dair into the center of it (nair's easier but both are unreliable as the opponent spaces himself), but safety is usually better.
After blocking this move, you should downsmash if the opponent's not at usmash KO percentage if Meta Knight ends the move right above Fox (priority is given to downsmash to keep usmash slightly fresher since usmash is connected more often). If he's at usmash KO percentage, simply perform it. It's also possible that they land with enough cool-down or a short enough distance from Fox for a dash usmash to reach. If there's no chance of punishment, you can mix-up on the opponent (dair, block, grab in order of usefulness).
Usmash counters Mach Tornado from below too, so you can hit it as it's coming if too predictable, dash and usmash it from below, or maybe even block and immediately usmash it: tip was spread that a decayed Mach Tornado's hitbox is inactive for 11 frames after touching you or your shield, which may be the reason you can smash DI it so often so you don't get caught in it.
Recovery.
No character handles Fox's landing mix-up extremely well, and even though Meta Knight is one of the best at it, it's not enough to cover Fox's options: shine turn-around or not, fast-fall air-dodge drifting into whichever direction, bair, dair (to punish waiting without blocking)...my recommendation is to always air-dodge outside of Meta Knight's nair range, since it's very easy to react with that move, it takes around 6 frames to come out and it deals enormous damage for such a useful move.
Remember to shine from knock-back if there's no chance of you being KOed (to gain slight height, remove tumble animation and gain a chance to decide on the following action) and to reduce your momentum appropriately if there is (uair into air-jump fair while holding the Control Stick towards the stage if there's chance to be KOed sideways; C-stick down while holding the Control Stick towards the side you're drifting is there's a chance to be KOed upwards; a combination of both: For example uair, fast-fall, air-jump fair towards the stage if there's a chance of being KOed in either direction).
Illusion towards the stage if its invincible frames will help you (you're invincible at the first part of Illusion's trajectory if you don't perform the short cancel), if it's a guaranteed return, or if you're feeling gutsy; and towards the ledge if there's no chance of a ledge hog (for example an opponent charging fsmash).
Gimp.
Oops. Don't let it happen. When grab released at the ledge, air-jump air dodge back onstage instead of just air-jumping into an ftilt or a dair. We'd all rather risk a hit or throw than being gimped. DON'T EVER BE AIR-RELEASED OFF THE LEDGE. THIS WILL KILL YOU.
There are likely many more things I didn't mention that work in this match-up or in general.
This match-up depends a lot on observing the opponent.
Read that made from TKD's group and coupled with MU thread. Please stop with the non-sense. Lol walling Fox. Tell me how that works one a Fox who is better than the lower level of the metagame.
Fox vs. MK is even because M2K said so guys....
Jeez.
lol no and if you are trying to be funny be exact. M2K said Fox counters MK 60/40.
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No hard feelings here guys but you came to the Fox Boards to tell the Foxes we are wrong about something that has a lot of time and testing put into it.