_Kadaj_
Smash Hero
Steel what do you think I was doing wrong vs luigi?
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if you break his shield at 110% its 50/50lol.
You are funny.
Other way around my good man.
Edit: Steel leave Dedede vs Marth at 50/50 for now.
For Ike and Link, it should definitely be 7:3. 6:4 is too lenient, particularly for Ike. Meta Knight I believe should stay at 6:4 Meta Knight. I'd like to see it get to 55:45 Meta Knight, but I'm willing to compensate for my bias on the match.What are your proposed ratios for those matchups Ulevo?
"Silence, I kill you!" ~ Achmed the Dead TerroristUlevo MK is no where NEAR even lmao
That is too simplistic of a way of looking at it, and a common misconception. Meta Knight and Marth at the core of things are vastly different from each other. The main similarity between the two is spacing is key, and you can transfer from one to the other easily.I'm gonna go with Steel, Mk vs Math is not even close to that. He does everything you do, but better. It's like Marths worst nightmare.
I plan to at some point. I think you'd know that.Well don't just spew ratios at us, tell us why you think this is.
Either here or the MK thread, whichever you wish.
Please understand that I didnt just pull that out of my *** >_>That is too simplistic of a way of looking at it, and a common misconception. Meta Knight and Marth at the core of things are vastly different from each other. The main similarity between the two is spacing is key, and you can transfer from one to the other easily.
In either case, Marth has the tools to deal with some of Meta Knights strongest assets. I think these traits at least put him at 45:55 in theory, but 4:6 is much more reasonably in practice. 35:65 is going overboard.
Marths DTilt is rivaled in range only by Meta Knights own DTilt. You are normally able to beat the DTilt with your own if you time it properly. I have done it on many circumstances.Please understand that I didnt just pull that out of my *** >_>
Metaknight counters pretty much everything Marth has. Let me explain:
Marth has one of the best pokes in the game, but MK's is faster and has better range. Of course I am referring to both of their dtilts, what is usually one of Marths strongest assets is rendered almost obsolete here.
Marth does not have a good gimping game. In fact, I'd argue his gimping game is less than adequate. Tippered aerials only aid characters in helping them return since they have high knock back and send upward as opposed to downward. Dair is very unsafe as well. In order to achieve a hitbox that can gimp appropriately, you have to use non-tipped attacks, which Marth should never be trying to do in any circumstance, especially off stage where he is most unsafe.Then there is Marth's crazy amazing gimping game, probably the second best in the game, but second to who? Metaknight of course. And not only can MK gimp you pretty easily, he nullifies Marth's gimping game with his untouchable recovery.
Meta Knight does not have 0 lag on everything, and can be punished on many circumstances. Dolphin Slash and Dancing Blade are THE BEST moves in the game for punishing. Add in the fact that Meta Knights attacks have next to no stun on your shield, and you have a lot of exploits.Another thing, Marth punishes very well, but MK has 0-lag on everything but his fsmash and drill rush (which he really shouldnt be using anyways) so there aren't really any openings for Marth to punish. On top of that, MK's quickness allows him to punish even BETTER. And since Marth has to throw out some risky attacks in order to kill, MK finds himself with a lot more oppurtunities to punish.
There isn't anything stopping you from DSing the Tornado once it approaches you. Meta Knight doesn't have time to retreat with it to avoid being hit if you use it. Shuttle Loop is less likely to happen because Meta Knight needs to be right in your face in order for it to work, which is unlikely to happen anyway.I never said any of MK's other moves could beat out Marths d-tilt. Anyways, If you keep taking to the air you'll get punished by a whorenado or shuttle loop. Shuttle loop isn't risky, you can cancel all the lag into anything. And if the marth is aerial, he won't be DBing or DSing without taking a huge chance.p
Marth can't follow characters off stage very well. He doesn't have the recovery to make it back without putting himself at risk, and his attacks do not knock opponents back in a gimping fashion anymore than any other characters simple aerials would. Eating double jumps is not a Marth exclusive advantage either. Most likely if you lose your double jump and you don't have an amazing Up B, you're dead no matter who gimped you. He is simply not good at it at all.This is the FIRST time I've heard somebody say Marth's gimping game is sub-par. Even if you tip the attack off stage, they will lose much more distance than they would if they just floated along. And if use hit them when their double jump is already consumed, you can count them dead.
How do you not have chances to use Dancing Blade on Meta Knight? Meta Knight has to move past your defense. And once he does, he has to rely on OOS options and spot dodges, along with DSmash to best you. Dancing Blade is an answer to almost all of these tactics, and a very effective one too. Did you know Dancing Blade has more range than Meta Knights Fair? Hell, even if you shield a DSmash from Meta Knight as opposed to PS or Sidestep, the reach is longer enough for you to punish Meta Knight after dropping the shield, despite the pushback from the DSmash.You make a good point with their punishing, however I could argue that you don't really have much of a chance to use DB on MK. DS is pretty much your only chance to kill. And moves like dsmash have too much shield pushback so you can't DS OoS there. And there is no way Fsmash is better than dsmash. Just no way. Dsmash has very minimal startup lag, a great hitbox, has very little ending lag, and is safe on block. Fsmash has more range and knockback, but thats it.
Merely supporting my opinion, I'm not trying to win an argument with regards to that move.IDK about Drill Rush, but if it's as good as you say, more power to him. That certainly doesn't help your argument here >_>
The set ups involved for grabbed Meta Knight are the Grab Release set ups, the DThrow to FSmash at very low percents, and the UThrows. There are many other tactics to fight Meta Knight, and I personally rarely ever attempt a grab unless I'm certain I can manage it. I'm just pointing these strategies out as viable methods for the match up, I'm not suggesting you need to rely on them. In either case, Meta Knight often needs to close the distance because FTilt is punishable, DTilt can only hit Marth while grounded, and Fair loses to Marths everything. Grabbing him is not entirely out of the question when that is kept in mind.Now, a lot of your setups included grabbing MK. The problem is, a good MK won't get grabbed. There is so much MK can do to keep him self out of grab range and still ****. Otherwise Yoshi would probably have an advantage on him.
I can live with that answer. Still irritates me though. I'm too picky anyway.We had the match at 60/40, but we can't ignore that MK's almost always beat Marth's and lesser skilled MK's at that.
The ratio was changed to better reflect the tournament data.
I PERSONALLY see the match as 60/40.
uh
i feel its 50:50 personally
Bwahaha.Well don't just spew ratios at us, tell us why you think this is.