Pierce7d
Wise Hermit
- Joined
- Dec 20, 2006
- Messages
- 6,289
- 3DS FC
- 1993-9028-0439
I often claim that I'm a situational player, and I merely choose the best options available to me at any given situation. I feel that if I consistently do this in every situation, I will win. Naturally, it's nearly impossible to do this at fast paced high level play, and sometimes you must play by reaction. However, if you perfectly condition yourself to always choose the right reaction, you'll do a lot better.
That being said, here's what I recommend doing vs. MK. I've beaten many top level MKs in play using these tactics and strategies.
Oh, and I'll suppose I'll disclaim here that sometimes, depending on mindgames, especially conditioning, against different opponents, the options you need won't be here. Use your common sense, and play intelligently.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
At neutral:
Zone with a mixture of FFFAIR, Nair, Jab, a tiny bit of ftilt, dtilt, retreated pivot grabs, retreated Dancing Blade one, and a tiny bit of shield breaker.
At random mix up dash in shield, dash in Dancing Blade, Dash in grab (usually, shield grab is better, but a little slowed) and a very little but of Dash in Shieldbreaker (watch your spacing). Approaching at random a little bit is O.K.
Mostly stick to zoning with Fair and Nair.
IF MK dashes at you, try the following options:
Pivot grab
Run up and Dancing Blade
Jump away Fair
Roll Forward (lol mindgames)
When MK Tornadoes at you:
If you have a lot of room, Fsmash.
If you have a little room, counter.
If you have very little time, Shield.
I'm going to be experimenting with retreating Usmash, because I found out it goes through Tornado from the side (sex).
When MK hits your shield with Tornado:
If you have little shield, Dolphin Slash immediately.
If MK is in kill range, Dolphin Slash immediately.
If your shield is strong and MK lands far, run and Dancing Blade.
If MK lands very far, let him go, he barely scratched your shield. Zone more.
If MK autocancels Tornado ??? I'm going to start trying retreating Fair/Dair.
I hate getting my Dancing Blade shielded when I'm supposed to be punishing tornado.
If they foolishly land right near you, Usmash OOS. If they land in tipper fsmash/dsmash range, you know what to do.
If MK tornadoes just at the top of your head: Crouch (yes, I do this and it works when MK's try to cut my sexy blue hair.) Shield if necessary.
When Metaknight is knocked far from the stage and recovering, ALWAYS grab the ledge immediately, then:
If MK is still very far, refresh the ledge by dropping and jumping. Do this until MK is in range.
If they glide, challenge with Bair from below, or Counter. Mix-ups are good.
If they glide onto the stage, chase them, gauge what to do depending on landing.
If they glide very low, as if attempting to fly under the stage, drop quickly and footstool them. I've netted MANY K.O.s doing this. If you're good, Footstool Spike (I don't usually attempt this). YES, YOU CAN FOOTSTOOL PEOPLE OUT OF GLIDE.
If they simply fly (jump) to a range where they can hit you, hit them first. Marth outranges MK in the air. Make sure to check your DI in case of a mishap.
If they Drill rush, counter off the ledge.
If they drill rush at kill percentages, reverse UpB off the ledge. If done properly, you will survive.
If they tornado to recover this is try, try the following things based on these situations:
If you are still invincible: Try DB1. It's transcended, and you're invincible for a short while even after letting go of the ledge. Since the MK may try and hover over you to hit you while you're on the ledge with Tornado, they'll pull back a bit. This may cause them to drill rush off the stage.
If they are high up, get off the stage and chase.
If they are low, unless you are amazingly pro, do not attempt that spike, just counter.
Also, in any situation, you may attempt Dolphin Slash in a way described for Drill Rush.
MK should never reach a position to use Shuttle Loop to recover, if he got hit far off stage. If he's close, then simply stay on the stage, and get ready to edgeguard from onstage. This will make it extremely hard for MK to recover reliably. Similarly, he should be hit for attempting Dimension Cape. If you are refreshing the ledge properly, he should not be able to Dimension Cape to the ledge. Be patient, and observe the options your opponent chooses, then react appropriately.
When MK is hanging from the ledge: Zone with Nair and Fair from a reasonable distance, but not so far that he can safely stand onto the stage.
If he uses an option that involves climbing onto the stage, punish appropriately. You should be able to do this well by now. Dtilt if he stands, as it can't be spot dodged, and even if you mess up the timing, and he shields, he'll go back to the ledge. Fair if he jumps. Counter if he tornados. If he Tornadoes through you, and you acquire a stun jacket, Neo has brilliantly discovered that DB1 -> grab will combo REGARDLESS OF SHIELDING (omfgsex).
Nairing and Fairing in place shuts down rolling pretty good.
Don't get close enough to get Uaired, and just pay attention.
If he drops into a position to reverse SL, you have many options. Shield -> UpB is the most reliable, but if you have some other option, go for it. I sometimes smash attack to punish, or simply back up. It depends how you feel.
If MK gets hit up and is above you:
If MK is jumping in the air a lot, Double jump to Uair (they rarely see it coming)
If MK tornadoes, Counter or Shield
If MK is high above you: SHFFUair
DO NOT COMMIT to an attack while MK can airdodge AND Jump. Wait for them to be forced into landing. They WILL either A) get hit, B) airdodge, then get hit C) Tornado, then get hit. Try to send them back up into the air with DBUp, Uthrow, Dsmash, Usmash, Uair, or Utilt. If done properly, after MK wastes ALL of his jumps, he will get hit. If done superbly, he will not get his jump back, and you may juggle him until he tornadoes.
If SL hits your shield:
If you were at neutral on the ground, Uair. It's guaranteed.
If he was on the edge, and tried to hit you with SL, Fair him back off the stage
If he was on the edge, and tried to hit you with SL while at kill range, jump and UpB
These are the BEST GUARANTEED options I believe. Although, it may be that run forward and tipper Bair is guaranteed, I rarely try it.
If Glide attack hits your shield, you must measure the angle at which MK is diving in, and the precision of MK's spacing. Pay close attention to punish correctly:
If MK is in grab range, grab
If MK is in UpB range, but not grab range, UpB
If MK is not in grab or UpB range (this is possible after shield knockback), roll away or remain shielding.
If you Fair, and hit MK's shield, DO NOT UpB OR I WILL KILL YOUR BABIES!!! This is only to be done if the MK consistently drops their shield, or if there is a platform above you, preferably on Battlefield. What you should do is:
If the MK dashed in, and you're close, Jab. Often it will hit a MK for dropping their shield.
If you spaced well and tippered or near it, Dtilt
If the MK perfect shields, perhaps UpB, as you're probably getting hit otherwise.
If MK is conditioned to hold their shield, grab, or DB1, then grab.
IF MK is not likely to hold their shield for long, Dancing Blade
If you suspect you are likely to get punished, Shield and roll away. Do not spot dodge.
If you get hit by Tornado:
If you are at low percents and the opponent MK is at mid percent or higher, Dolphin Slash out. Good DI required
If you are at any other percent, or the MK has caught you at the top of the tornado so DS will whiff: Spam Uair. Godly DI required
ALWAYS try to DI to the center and footstool out.
If you grab MK, pummel once for every 45%, then:
If he is at 0%, use a combo of your choice. Dthrow -> fsmash is the most popular, although I believe dthrow -> fthrow -> fsmash is better. Roy_R combo is also a reasonable option (fthrow -> Nair -> Fsmash)
If he is not at kill percent and the floor is level, grab release dash attack. This won't stale your Fair, and does good damage. Dash attack is also to the easiest to execute properly.
If near the edge of the stage, Grab release Fair
If release will let MK go off the stage: Grab release run off Fair
If Smashville's annoying platform is hovering in the way of grab release, Pummel until ground release, then DB1, then regrab. MINDGAMES SON.
If MK is in kill range, Grab release Dolphin Slash
I think that's all for now, but if I think of anything else, I'll add it. Study up, and feel free to post any suggestions. If I refute your suggestion, I'll reply saying why. If it's good, I"ll add it in and credit you.
EDIT: Here's some more tips http://www.smashboards.com/showpost.php?p=7692742&postcount=77
That being said, here's what I recommend doing vs. MK. I've beaten many top level MKs in play using these tactics and strategies.
Oh, and I'll suppose I'll disclaim here that sometimes, depending on mindgames, especially conditioning, against different opponents, the options you need won't be here. Use your common sense, and play intelligently.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
At neutral:
Zone with a mixture of FFFAIR, Nair, Jab, a tiny bit of ftilt, dtilt, retreated pivot grabs, retreated Dancing Blade one, and a tiny bit of shield breaker.
At random mix up dash in shield, dash in Dancing Blade, Dash in grab (usually, shield grab is better, but a little slowed) and a very little but of Dash in Shieldbreaker (watch your spacing). Approaching at random a little bit is O.K.
Mostly stick to zoning with Fair and Nair.
IF MK dashes at you, try the following options:
Pivot grab
Run up and Dancing Blade
Jump away Fair
Roll Forward (lol mindgames)
When MK Tornadoes at you:
If you have a lot of room, Fsmash.
If you have a little room, counter.
If you have very little time, Shield.
I'm going to be experimenting with retreating Usmash, because I found out it goes through Tornado from the side (sex).
When MK hits your shield with Tornado:
If you have little shield, Dolphin Slash immediately.
If MK is in kill range, Dolphin Slash immediately.
If your shield is strong and MK lands far, run and Dancing Blade.
If MK lands very far, let him go, he barely scratched your shield. Zone more.
If MK autocancels Tornado ??? I'm going to start trying retreating Fair/Dair.
I hate getting my Dancing Blade shielded when I'm supposed to be punishing tornado.
If they foolishly land right near you, Usmash OOS. If they land in tipper fsmash/dsmash range, you know what to do.
If MK tornadoes just at the top of your head: Crouch (yes, I do this and it works when MK's try to cut my sexy blue hair.) Shield if necessary.
When Metaknight is knocked far from the stage and recovering, ALWAYS grab the ledge immediately, then:
If MK is still very far, refresh the ledge by dropping and jumping. Do this until MK is in range.
If they glide, challenge with Bair from below, or Counter. Mix-ups are good.
If they glide onto the stage, chase them, gauge what to do depending on landing.
If they glide very low, as if attempting to fly under the stage, drop quickly and footstool them. I've netted MANY K.O.s doing this. If you're good, Footstool Spike (I don't usually attempt this). YES, YOU CAN FOOTSTOOL PEOPLE OUT OF GLIDE.
If they simply fly (jump) to a range where they can hit you, hit them first. Marth outranges MK in the air. Make sure to check your DI in case of a mishap.
If they Drill rush, counter off the ledge.
If they drill rush at kill percentages, reverse UpB off the ledge. If done properly, you will survive.
If they tornado to recover this is try, try the following things based on these situations:
If you are still invincible: Try DB1. It's transcended, and you're invincible for a short while even after letting go of the ledge. Since the MK may try and hover over you to hit you while you're on the ledge with Tornado, they'll pull back a bit. This may cause them to drill rush off the stage.
If they are high up, get off the stage and chase.
If they are low, unless you are amazingly pro, do not attempt that spike, just counter.
Also, in any situation, you may attempt Dolphin Slash in a way described for Drill Rush.
MK should never reach a position to use Shuttle Loop to recover, if he got hit far off stage. If he's close, then simply stay on the stage, and get ready to edgeguard from onstage. This will make it extremely hard for MK to recover reliably. Similarly, he should be hit for attempting Dimension Cape. If you are refreshing the ledge properly, he should not be able to Dimension Cape to the ledge. Be patient, and observe the options your opponent chooses, then react appropriately.
When MK is hanging from the ledge: Zone with Nair and Fair from a reasonable distance, but not so far that he can safely stand onto the stage.
If he uses an option that involves climbing onto the stage, punish appropriately. You should be able to do this well by now. Dtilt if he stands, as it can't be spot dodged, and even if you mess up the timing, and he shields, he'll go back to the ledge. Fair if he jumps. Counter if he tornados. If he Tornadoes through you, and you acquire a stun jacket, Neo has brilliantly discovered that DB1 -> grab will combo REGARDLESS OF SHIELDING (omfgsex).
Nairing and Fairing in place shuts down rolling pretty good.
Don't get close enough to get Uaired, and just pay attention.
If he drops into a position to reverse SL, you have many options. Shield -> UpB is the most reliable, but if you have some other option, go for it. I sometimes smash attack to punish, or simply back up. It depends how you feel.
If MK gets hit up and is above you:
If MK is jumping in the air a lot, Double jump to Uair (they rarely see it coming)
If MK tornadoes, Counter or Shield
If MK is high above you: SHFFUair
DO NOT COMMIT to an attack while MK can airdodge AND Jump. Wait for them to be forced into landing. They WILL either A) get hit, B) airdodge, then get hit C) Tornado, then get hit. Try to send them back up into the air with DBUp, Uthrow, Dsmash, Usmash, Uair, or Utilt. If done properly, after MK wastes ALL of his jumps, he will get hit. If done superbly, he will not get his jump back, and you may juggle him until he tornadoes.
If SL hits your shield:
If you were at neutral on the ground, Uair. It's guaranteed.
If he was on the edge, and tried to hit you with SL, Fair him back off the stage
If he was on the edge, and tried to hit you with SL while at kill range, jump and UpB
These are the BEST GUARANTEED options I believe. Although, it may be that run forward and tipper Bair is guaranteed, I rarely try it.
If Glide attack hits your shield, you must measure the angle at which MK is diving in, and the precision of MK's spacing. Pay close attention to punish correctly:
If MK is in grab range, grab
If MK is in UpB range, but not grab range, UpB
If MK is not in grab or UpB range (this is possible after shield knockback), roll away or remain shielding.
If you Fair, and hit MK's shield, DO NOT UpB OR I WILL KILL YOUR BABIES!!! This is only to be done if the MK consistently drops their shield, or if there is a platform above you, preferably on Battlefield. What you should do is:
If the MK dashed in, and you're close, Jab. Often it will hit a MK for dropping their shield.
If you spaced well and tippered or near it, Dtilt
If the MK perfect shields, perhaps UpB, as you're probably getting hit otherwise.
If MK is conditioned to hold their shield, grab, or DB1, then grab.
IF MK is not likely to hold their shield for long, Dancing Blade
If you suspect you are likely to get punished, Shield and roll away. Do not spot dodge.
If you get hit by Tornado:
If you are at low percents and the opponent MK is at mid percent or higher, Dolphin Slash out. Good DI required
If you are at any other percent, or the MK has caught you at the top of the tornado so DS will whiff: Spam Uair. Godly DI required
ALWAYS try to DI to the center and footstool out.
If you grab MK, pummel once for every 45%, then:
If he is at 0%, use a combo of your choice. Dthrow -> fsmash is the most popular, although I believe dthrow -> fthrow -> fsmash is better. Roy_R combo is also a reasonable option (fthrow -> Nair -> Fsmash)
If he is not at kill percent and the floor is level, grab release dash attack. This won't stale your Fair, and does good damage. Dash attack is also to the easiest to execute properly.
If near the edge of the stage, Grab release Fair
If release will let MK go off the stage: Grab release run off Fair
If Smashville's annoying platform is hovering in the way of grab release, Pummel until ground release, then DB1, then regrab. MINDGAMES SON.
If MK is in kill range, Grab release Dolphin Slash
I think that's all for now, but if I think of anything else, I'll add it. Study up, and feel free to post any suggestions. If I refute your suggestion, I'll reply saying why. If it's good, I"ll add it in and credit you.
EDIT: Here's some more tips http://www.smashboards.com/showpost.php?p=7692742&postcount=77