Narelex
Smash Journeyman
Yeah Kirby has stubby little arms so its hard to deal with our sword.MK beats Kirby imo. I'll do the Ness write-up soon.
Good to hear I look forward to reading it soon.
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Yeah Kirby has stubby little arms so its hard to deal with our sword.MK beats Kirby imo. I'll do the Ness write-up soon.
Kirby's rock does make comboing him a harder task in the air, If he does it though he is committing hard or punishing you for going too far. His specials aren't too bad to deal with in general. Kirby has to commit to trying to swallow you so DDing is a good way to avoid it.Kirby's tilts, airs, and smashes lose to mk for sure, but I feel like his specials can still give mk trouble in a lot of situations, such as punishing a rollercoaster attempt with a brick
By no means is this mu in Kirby's favor, I'm just saying that it isn't a free win
Especially with that freaking mock tornado..
If there's any MU's you feel you've played enough to do some writeups on, feel free man. I've been a little busy so I haven't had time to work on any myself.Against kirby one of the keypoints is to remain level with him when he's off stage or far away, kirby's side cutter is one of his better tools for approach and recovery. One of the reason's it's so potent is how hard it is to beat it on shield; if he his you at the end of his cutter he will always get a bair or nair out before you have a chance to act out of shield. So you don't want to space far away on the ground against him, rather you want to stay in the middlish spacing or be in the air in front of him at all times.
When in the the afromentioned middle spacing you have to wary of dash attack. This attack is easy for him to combo out of, but it has a few weaknesses MK can exploit. MK can outspace this move cleanly with dair most of the time, but it comes out too quickly most of the time to react to, ur gonna have to read it to punish this way. Nair will trade, which is pretty favorable, and upair is fast enough to react and punish if he's coming from a platform (just make sure not to do it too quickly, and remember he can change the trajectory from falling off a platform with dash attack).
When being grabbed by kirby the most common thing he will try is the dair tech chase/jab reset. Always tech this throw, if he jab resets you he's either going to get a ton of percent or straight kill you super early with a hammer, dash attack, regrab, or other shenanigans. You want to mix up your tech patterns; he can punish both techrolls and tech in place with a guess, but he can't cover all the options. The thing is, he's going to try and read with a very strong punish like fsmash or hammer. My advice would be is to always insist that he needs to cover tech in place, then after he starts punishing tech in place start mixing up other tech patterns. Also remember he can see which direction you're holding while getting dthrown by watching your di, make sure to not always di and tech the same way every time.
For stages kirby likes the 3 platform stages, he likes having the option of dashing attacking from platforms. Smashfield is one of the best starters, I would ban dreamland because you can't kill him and he can still kill you albiet a little later.
Unfortunately I can safely say after watching the vids that the MK in those vids is playing incorrectly. MK's Nair is not safe on shield in the manner that he was using it. He was also jumping far too much and MK is supposed to be played similarly to Marth where you stay rooted to the ground in neutral until you can get your opponent airbone.Happened to stumble upon this thread.
I'm a Zelda player and one of the best PM players in my town plays MK. From the Zelda standpoint, I think we AT BEST go even with MK. Our punish game is super nasty on MK but it's hard to throw a Din's out that's any bigger than minimum size (otherwise MK runs in and combos). Uair to up b seems to be a thing that works very well on us, and MK's DD game gives us fits. Zelda does have Uair which will stuff nair approaches, but it is very committal (attack frames start on frame 8 but it lasts close to 30 frames I think, whereas MK has fair and bair disjoints).
To elaborate on the DI of her throws as well, DI'ing her fthrow in will land you a kick to the face, same with DI'ing dthrow in at high percents. I personally don't use dthrow much because you can react to it and Zelda doesn't tech chase terribly well IMO, or maybe I'm just doing it wrong. Anyway, upon getting grabbed DI for the fthrow and react to everything else. If you get up thrown at mid-higher percents, DI behind Zelda or else you'll eat a sweet spotted up air and die.
Got a couple videos, I don't really think my opponent knew how to play specifically against Zelda at this time. Also pardon the really bad commentary on both of these.
http://youtu.be/1EiUzRQ61UI
http://youtu.be/U7D-0ETpWj8 (Grand finals, skip to 12:15 to see the Zelda matches)
Yeah, perhaps those videos can serve as examples of what not to do. Critique as you please. And you make a really good point about Zelda getting juggled: one of her big weaknesses is getting juggled because of her floatiness, which MK can exploit quite well. Zelda either has to air dodge down (not safe for obvious reasons), try to dair through an attack (which is super slow and gets beat easily by MK's disjointed uair), or teleport down (her safest option but still very punishable especially for a speedy character like MK).Unfortunately I can safely say after watching the vids that the MK in those vids is playing incorrectly. MK's Nair is not safe on shield in the manner that he was using it. He was also jumping far too much and MK is supposed to be played similarly to Marth where you stay rooted to the ground in neutral until you can get your opponent airbone.
The punish game on each other is real but a good MK will not let Zelda back to earth after he gets her into the sky. Also they should always be DIing for the Fthrow/Bthrow and switch to the Dthrow DI if they see it coming.
He didn't seem to know the MU like you said, but that doesn't change the fact he was also playing MK at a base level incorrectly. Approaching with aerials especially Nair in neutral is the sign of an inexperienced MK.
The MU is in MK's favour but it does have some required knowledge otherwise it will feel closer to even.
Don't worry about it too much I just wanted to maintain that while Zelda can win the MU. It's not in her favour. Some people will see one or two games where a character loses and instantly think the MU is bad.Yeah, perhaps those videos can serve as examples of what not to do. Critique as you please. And you make a really good point about Zelda getting juggled: one of her big weaknesses is getting juggled because of her floatiness, which MK can exploit quite well. Zelda either has to air dodge down (not safe for obvious reasons), try to dair through an attack (which is super slow and gets beat easily by MK's disjointed uair), or teleport down (her safest option but still very punishable especially for a speedy character like MK).
I know someone was asking for Zelda vs. MK videos so I just thought I would put those there.
I actually have quite a good understanding of this matchup. One of the best players in our region uses Mewtwo, Fuzz. It seems to be a pretty weird matchup, and at top level I honestly have no idea who would actually win. Meta Knight can kill M2 pretty early off the top with Up-B, and that's probably going to be MK's best kill option against Mewtwo. It can kill ridiculously early sometimes and makes you think that alone might make MK win the matchup. I'd also probably say MK might win neutral just because he's way faster than M2 on the ground, and dash dancing seems to help a lot in the matchup. Sometimes however a simple shadow ball can disrupt that.What is the Mew2-MK Mu exactly?