Sage JoWii
Smash Champion
Overview: Metakniiii!?!! Whether he's in a tier by himself or just remaining above EVERYONE, he's the bat you love to hate. Many options and large error margins for MK means this is an uphill battle but it's not unwinnable. Are you calm under pressure? Can you stay frosty? Do you have THE ANSWER?!?? I do, and it's 'You got this'.
Kirby’s Pros and Cons:
+ Good grab game.
+ FSmash kills early (if fresh).
+ Useful bair and tilts.
- Lightweight leads to early deaths.
- Slow airspeed (in comparison).
Metaknight's Pros and Cons:
+ Plenty of defensive and offensive options.
+ Excellent recovery
+ Large error margin
+ Plenty of avenues for damage racking.
- Light, floaty for earlier kills.
- Most disliked character in the game.
Watch out for:
Shuttle loop – You're going to get shuttleloop'd. Come to terms with that. Now realize if you, stay out of the air when it isn't necessary, mixup recovery patterns, and space your approach, it IS possible to MINIMALIZE your chances of being shuttleloop'd.
D-Air – Dair retreat, dair approach, dair camping.
'Nado and 'Nado spam – An easy way for MK to rack damage or recover. DI out if you get caught in it or you'll eat damage. Kirby's FSmash beats 'nado so read the 'nado and kill the bat; Rock is risky but also breaks through the top.
How to win:
Keep the fight on the stage! – Kirby (or anyone) can't beat MK's planking. Kirby is also slow and light in the air and offstage it's a nightmare. Keep your feet planted or relatively close to the middle of the stage if you're in the air and you'll stand a better chance.
Fsmash!!!– Remember what FSmash can go through and you'll save some damage from 'nado and overB. Fsmash is most likely going to be your kill move as well so when MK starts getting to those higher percents, start refreshing the FSmash with pummels, grabs and BAir.
Grab, and grab often. – The safest way to rack some damage on MK is with a shieldgrab..or any grab for that matter! FThrow> Uair> reverse Utilt> BAir @ low percents. BThrow> instant jump> BAir to mix up or keep it simple and DThrow>UTilt. Grab> quick Pummel> UThrow around 170% for the kill or a bit earlier on platform stages.
Mix up your recovery. – I can't stress how important it is to mix up your recovery. That shuttle loop is ready for you and so is the NAir. To avoid getting killed for being predictable change up how you approach from off the stage. Off timing an air dodge, FF and UAiring to grab the ledge, UpB ledge grab, Rock!, etc; learn to be unpredictable when recovering.
DONT GET HIT. – Shield when appropriate and mindgame the **** outta this matchup to avoid getting hit. The name of the game is 'tag', and MK is it.
Spit out or Swallow?
Spit. Don't get DAir'd out of the copy. Don't get gimped from the Kirbicide. If you feel comfortable copying 'nado realize that MK can break it with FAir, DAir, etc.. It's an interesting recovery option and is faster than MKs but is it worth the added percent and the possibility of it being knocked out within two seconds? No.
What NOT to do:
Panic. – This match up is a giant mindgame. He's fast, he's strong, he combos, he's Metakniiiii. It's hard but you need to remain calm and outread this bat. Make him come to you (and he will 'til he has the percent lead) and don't get hit.
Get off the stage – You do NOT want to be in the air off the stage against a MK. Stick to the middle of the stage and the ground. Avoid being in a position to be shuttle loop'd, NAir, etc.; and for the love of Kirby remember how many jumps you've used and how many MK still has.
Rock, Hammer or UpB often. – It's mostly about not getting read or putting yourself in heavy endlag animation. All three options put you in a punishable state and are easily shielded/ avoided. If you wanna Rock/ Hammer a predictable MK's recovery, feel free, but it better be guaranteed or you'll find yourself on the short end of the blade.
Get shuttleloop'd. –
Stages-
The main rule in CPing is stick to where you feel comfortable because it's all in MKs favor. Some choose Brinstar, some prefer to stay on the starters; just stay in your comfort zone.
Synopsis:
Stay ****in' calm. This is a giant mindgame match up. If you can stay frosty, be unpredictable and stay outta the air, you can win. Memorize this match-up and you'll beat any scrub MK who dares pick him up just to win.; but remember, 'if it's the perfect MK, you'll have to catch that ONE mistake'. Remember your grabs, tilts and FSmash and kill the bat.
Kirby’s Pros and Cons:
+ Good grab game.
+ FSmash kills early (if fresh).
+ Useful bair and tilts.
- Lightweight leads to early deaths.
- Slow airspeed (in comparison).
Metaknight's Pros and Cons:
+ Plenty of defensive and offensive options.
+ Excellent recovery
+ Large error margin
+ Plenty of avenues for damage racking.
- Light, floaty for earlier kills.
- Most disliked character in the game.
Watch out for:
Shuttle loop – You're going to get shuttleloop'd. Come to terms with that. Now realize if you, stay out of the air when it isn't necessary, mixup recovery patterns, and space your approach, it IS possible to MINIMALIZE your chances of being shuttleloop'd.
D-Air – Dair retreat, dair approach, dair camping.
D-Smash – Near lagless and with a large error margin for MK it'll most likely be the kill move if shuttle loop isn't. Once you reach the higher percents watch for a dashattack>spotdodge>DSmash or something along those lines. The practical way to avoid it is shieldgrab after the first hit but mostly just try not to be in his range.Our uair might beat his dair, but not dair camping. Remember, his dair starts and ends faster than our uair, so all he has to do is aircamp until we throw out an uair, then he hits us. We might have more range, but not speed...
'Nado and 'Nado spam – An easy way for MK to rack damage or recover. DI out if you get caught in it or you'll eat damage. Kirby's FSmash beats 'nado so read the 'nado and kill the bat; Rock is risky but also breaks through the top.
How to win:
Keep the fight on the stage! – Kirby (or anyone) can't beat MK's planking. Kirby is also slow and light in the air and offstage it's a nightmare. Keep your feet planted or relatively close to the middle of the stage if you're in the air and you'll stand a better chance.
Fsmash!!!– Remember what FSmash can go through and you'll save some damage from 'nado and overB. Fsmash is most likely going to be your kill move as well so when MK starts getting to those higher percents, start refreshing the FSmash with pummels, grabs and BAir.
Grab, and grab often. – The safest way to rack some damage on MK is with a shieldgrab..or any grab for that matter! FThrow> Uair> reverse Utilt> BAir @ low percents. BThrow> instant jump> BAir to mix up or keep it simple and DThrow>UTilt. Grab> quick Pummel> UThrow around 170% for the kill or a bit earlier on platform stages.
Mix up your recovery. – I can't stress how important it is to mix up your recovery. That shuttle loop is ready for you and so is the NAir. To avoid getting killed for being predictable change up how you approach from off the stage. Off timing an air dodge, FF and UAiring to grab the ledge, UpB ledge grab, Rock!, etc; learn to be unpredictable when recovering.
DONT GET HIT. – Shield when appropriate and mindgame the **** outta this matchup to avoid getting hit. The name of the game is 'tag', and MK is it.
Spit out or Swallow?
Spit. Don't get DAir'd out of the copy. Don't get gimped from the Kirbicide. If you feel comfortable copying 'nado realize that MK can break it with FAir, DAir, etc.. It's an interesting recovery option and is faster than MKs but is it worth the added percent and the possibility of it being knocked out within two seconds? No.
What NOT to do:
Panic. – This match up is a giant mindgame. He's fast, he's strong, he combos, he's Metakniiiii. It's hard but you need to remain calm and outread this bat. Make him come to you (and he will 'til he has the percent lead) and don't get hit.
Get off the stage – You do NOT want to be in the air off the stage against a MK. Stick to the middle of the stage and the ground. Avoid being in a position to be shuttle loop'd, NAir, etc.; and for the love of Kirby remember how many jumps you've used and how many MK still has.
Rock, Hammer or UpB often. – It's mostly about not getting read or putting yourself in heavy endlag animation. All three options put you in a punishable state and are easily shielded/ avoided. If you wanna Rock/ Hammer a predictable MK's recovery, feel free, but it better be guaranteed or you'll find yourself on the short end of the blade.
Get shuttleloop'd. –
The shuttle loop is a key part of any MKs playstyle so expect it, and expect it often. Approaching Bair? Shuttleloop'd. In the air? Shuttleloop'd. Just got dair'd or dsmash'd? Shuttleloop'd. Did you just attack my shield?? Shuttle loop'd.
And after you've been shuttle loop'd, if the MK is fortunate enough to be coming towards the stage (and towards you?) expect them to attack out of the shuttle loop glide.
Stages-
The main rule in CPing is stick to where you feel comfortable because it's all in MKs favor. Some choose Brinstar, some prefer to stay on the starters; just stay in your comfort zone.
Starters: Ranked and Explained
Key: Good, Bad.
Battlefield– Reasonable blastzones, top platform = lower percent UThrow kills, it's not really bad for you but don't expect it to help. It's really just about where you feel comfortable as far as neutrals go.
PS1– Different terrains help Kirby live longer/ rack damage easier AND limits the 'nado a bit. Blast zones can help you live longer if you properly DI.
Final Destination– It's Final. It's a destination. It's the FINAL DESTINATION. Doesn't hurt, doesn't help.
Smashville– Just avoid it. Strike first and you can avoid, planking/scrooging/ etc.; just avoid!!!
Key: Good, Bad.
Battlefield– Reasonable blastzones, top platform = lower percent UThrow kills, it's not really bad for you but don't expect it to help. It's really just about where you feel comfortable as far as neutrals go.
PS1– Different terrains help Kirby live longer/ rack damage easier AND limits the 'nado a bit. Blast zones can help you live longer if you properly DI.
Final Destination– It's Final. It's a destination. It's the FINAL DESTINATION. Doesn't hurt, doesn't help.
Smashville– Just avoid it. Strike first and you can avoid, planking/scrooging/ etc.; just avoid!!!
Synopsis:
Stay ****in' calm. This is a giant mindgame match up. If you can stay frosty, be unpredictable and stay outta the air, you can win. Memorize this match-up and you'll beat any scrub MK who dares pick him up just to win.; but remember, 'if it's the perfect MK, you'll have to catch that ONE mistake'. Remember your grabs, tilts and FSmash and kill the bat.