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Meta Knight 3.5: Positive Differences

MegaAmoonguss

Smash Apprentice
Joined
Apr 21, 2014
Messages
193
Location
Boston, Massachusetts
NNID
MegaAmoonguss
3DS FC
2251-4929-9404
Pretty much what the title says. How do you utilize MK's 3.5 differences?

For example: one thing I have found myself doing more is f-air. It seems to combo a little better in 3.5, and hits them differently. In 3.02 it felt like a "push", but in 3.5 it feels more like a light hit. It's much easier to make them go forward after, and at a nice angle too. Something I've been doing often now as opposed to never in 3.02 is f-air -> nair because it actually combos well now. Also f-air -> f-air works.

Also, I've found that you can still come down from the air using d-air in certain situations. You can still fake people out with your multiple jumps, and a lot of people will just shield. If this is the case, I just come down with a d-air and land behind them to not get shield grabbed, and either just run away or go in for a grab or roll read. Probably not the best option, but it's a possible mixup, which is always good and less predictable.

So just stuff like that, what positive changes have been made to him and how do you utilize them?
 
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Hinichii.ez.™

insincere personality
Joined
Nov 2, 2013
Messages
4,290
NNID
hinichii
3DS FC
2423-5382-7542
One thing I like in v3.5 is I can nair> full hop/short hop dair(hasn't be stuff yet) and do w/e I want afterwords like, fall on them with something, cross them up, land on a platform etc.

I like doing Usmash to dair to stuff as well.

Fade away dairs in neutral are cool. Dair in tech chases are awesome.

EDIT: sweet spot dair is brutal on the edge
 
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9bit

BRoomer
BRoomer
Joined
Jun 28, 2005
Messages
2,740
Location
Illinois
Edgeguarding is definitely better. F-air to anything. Sour D-air to anything.

F-air in general seems more useful. You can combo out of it easier both in the air and when SHFFL'd. N-air hits harder so it kills earlier, on stage and as an edgeguard. D-air OoS is sweet, especially when they're behind you and maybe too far for a N-air. When the opponent is on the platform above you, full jump Up-air to D-air is fun.

I like being able to use A to attack out of Dimensional Cape. It makes some maneuvers easier. Like, you can just DC + forward + A and it will do the same thing as DC + forward + C-stick forward. If you're not holding a direction on the control stick, the A button will act like a C-up or C-down. Stuff like that.

DC is also better for recovery now that it goes a little farther. You can actually 'sweetstpot' the ledge from a bunch of different positions.

DACUS.
 

Espi

Smash Journeyman
Joined
Jun 5, 2014
Messages
482
Location
Vancouver, BC
Combos have undergone quite a drastic change with Dair. I love Dair to regrab, it feels so satisfying. DACUS combo extenduuuuuur.

DACUS.
 

Espi

Smash Journeyman
Joined
Jun 5, 2014
Messages
482
Location
Vancouver, BC
I personally don't, I know people that do. Just practice it for a bit/a while depending on how you pick it up. Some people are better/worse at learning specific things. I would say that it's definitely worth mastering though.
 
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