fromundaman
Henshin a go-go Baby!
Oh... all right. Thanks for clearing that up.
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Alright lol, I'll see what I can do.Before we start...could this thread double as thread on how NOT to get gimped by these characters? We don't have one of those, though we touch on the subject a little on each matchup discussion.
That sounds good, still, it might be a good idea if we got input from the other boards to clarify things and such.Uhh, you could always just make a list.
How well cape works against this character: (explanation here.)
How does FLUDD affect the this character's recovery: (explanation.)
What moves keep this character offstage: (list.)
Any other ideas?
Yes, he will.If Mario can cape a glide, MK will still have his remaining jumps and shuttle loop, right?
I never really saw that happene.
You can cape MK's dimensional cape.Yeah, there's not much MK can do but waste all of his jumps, then shuttle loop. Which to the best of my knowledge, can be caped. It makes for hilarious footage. Although, dimensional cape could be an alternate option, if close enough to the edge.
No, what I'm saying is, it's a good alernative to shuttle loop. For me, I'm always expecting the loop, so I stay slightly above the Meta Knight.You can cape MK's dimensional cape.
That's true, but DC is still a risky move for MK to use.No, what I'm saying is, it's a good alernative to shuttle loop. For me, I'm always expecting the loop, so I stay slightly above the Meta Knight.
I almost never expect a dimensional cape, so if they have good reaction time, they'll probably DC back.
Actually, Meta Knight becomes predictable when they go for the easy dsmash if you approach. If you spotdodge, you have a few options. The standard dsmash for decent knockback, a potential kill, and damage. Ftilt, if you can manage, as well. Jab combo/cancel. You can even grab. And at lower percentages, you can go for a few utilts, if you're fast enough.I'd imagine you could up b MK while he's doing it, although it's possible he could dodge it and punish you, although MK can't punish very hard...
Actually, MK's sword doesn't clash with projectiles unless he's in glide attack, so he can't actually swat away fireballs. They work VERY well when you're coming from an upwards angle.-RECOVERY
MK's Dair beats our upB. MK hits fast enough with his attacks to swat fireballs defending our recovery. Fludding MK away during recovery actually works very well since he's so light, but you must watch where you Fludd him. It could easily put him in position to ledgehog us, in which case you cape to wait out the invincibility, then upB. Fair during recovery, when uses sparingly, is viable as a mixup and could potentially take a stock off the MK. Capestalling is not safe...at all. Fair and Dair outrange cape. It only takes one to gimp Mario most times.
I'll try to put something together, but any suggestions would help.I think we covered everything these is about Meta Knight, except his side-b. Are you gonna make a big guide out of this, or is it all for nothing?
In any case, should we start alphabetically, or pick the next character by vote?
I think we can start on a new character.
Alright, we can make a final summary on Meta Knight, then move on.I'll try to put something together, but any suggestions would help.