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Meta Knight Minus: And you thought vBrawl MK was broken as ****...

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Oct 9, 2008
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(thank you Xyless for making the kickass banners)

Changes
Metaknight is one of the characters who didn't have all that much changed. Most of his changes are straight-up buffs. But there are a few things...

  • Tornado spikes on the last hit. This is not a weak spike. This is a ****ing strong spike. Don't get hit by this.
  • Shuttle loop hits harder; glide attack has a very, very low angle
  • Dair has a lower angle on strong and weak hits.
  • Fair does more damage and can be used as a kill move
  • You don't go into specialfall after using a special
  • Fthrow has a much lower angle
  • Dthrow has a knockback tweak to prevent CGs
  • Uthrow can kill starting around 100-120, does around 7 damage to MK.
  • Fsmash startup sped up considerably
  • Usmash is uair
  • Jab is worthwhile; has slight knockback but incredibly fast IASA.

Not all that much. MK plays mostly the same, most of his old strategies are intact (although if you try to plank you will get ***** due to the stupidly low amount of invincibility on the ledge). Yeah, most of MK's buffs come from the physics (AKA the stupidly increased hitstun). Yep. That pretty much wra-

DOESN'T GO INTO SPECIALFALL???

This changes MK's offstage game and makes it even MORE ridiculous. MK has a similar specialfall state as Snake or Game&Watch: he can use one special in the air, but after that can't use them again until he either gets hit, lands, grabs the ledge, etc. After using a special, he still has any jumps left, plus his aerials, etc. So MK can REALLY abuse upB offstage. Add the gimp angle glide attack, and you have one evil bat.

There isn't too much to say about Brawl- MK. If you can play MK in vBrawl, playing MK- should not be hard at all. Abuse your "grounded uair" (usmash), use Uthrow or Bthrow to kill early, abuse your incredibly safe cheap moveset, etc. Full changelist:

[collapse=MK breaklist]------------------
== Metaknight ==
------------------

==JABS/DASH ATTACK==

Jab Multi - Hitbox significantly larger (hits slightly above and below MK on all hits) and significantly stronger. Very fast IASA. Great for combos.

Dash Attack - No changes

==TILTS==

Forward Tilt - Slightly faster IASA on third hit.

Up Tilt - Faster IASA, strong hitbox tweaked slightly.

Down Tilt - Damage way up, pops straight up (incredible combo starter)

==SMASHES==

Forward Smash - Startup slightly faster, slightly less knockback

Up Smash - Does first hit, then puts MK in free aerial control. Great base on first hit.

Down Smash - First hit angle lower, damage up, growth down. Second hit growth down, hits behind MK, damage up.

==AERIALS==

Neutral Air - Faster IASA, more knockback. Landing lag sped up.

Forward Air - Last hit easier to SDI, damage up.

Back Air - doubled speed on everything except startup and end

Up Air - Uair WAY easier to SDI, base knockback up

Down Air - Sourspot and Sweetspot spike better. Sweetspot damage up.

==GRABS/THROWS==

Standing Grab - Unchanged

Dash Grab - Unchanged

Pivot Grab - Unchanged

Pummel - Unchanged

Forward Throw - Angle way lower

Back Throw - Way more knockback

Up Throw - Way more knockback and damage. MK does 6 damage to himself.

Down Throw - Angle raised, knockback buffed slightly.

==SPECIALS==

Neutral Special - Last hit spikes in the air.

Side Special - Last hit is a strong semi-spike

Up Special - Damage up

Down Special - Damage way up, knockback way up.

==OTHER==

Attributes - Shield size down, weight down, air speed up.

Glide Attack - Semispikes instead of hitting almost straight up

Special Fall - can be interrupted (like sonic's). MK retains all jumps he had before using a special. He can only special once before landing again/being hit in midair. [/collapse]

Option abuse as MK

When you're MK, you have options. I don't mean "you have the ability to do things in time X", I mean "you have the ability to do almost anything WELL at ANY time". MKs options are ridiculous. Most "option abuse" as MK revolves around either being offstage, or using Jab. Let's start with Jab, because MK's options offstage are well known from vBrawl.
Jab is huge. Just go to training mode and check it out. It's huge, and it will beat out anything that doesn't have super armor or a big fat disjoint. Additionally, it has incredible IASA. Meaning that you can do things like Jab->dtilt (guaranteed), Jab->ftilt (guaranteed), Jab->dsmash (sometimes), Jab->upB (sometimes), and probably Jab->fair/nair/dair/grab (untested). So in short, you have a very spammable move that you can start brutal combos out of (dtilt leads to another group of moves, a very LARGE group of moves). Abuse the **** out of this! If you're just randomly confronted with an MK jab, most of the time you will get hit. If the opponent is charging something random, run in and jab them, then dtilt, and follow up out of it! Punish any lag with either it or Dtilt. Punish poor spacing with it. And if your opponent has a lousy recovery (peach, Mario, CF come to mind), just hold A next to the ledge and watch them just not recover. It's evil.

Option Abuse: On shield!

Moves of MK that are completely safe on shield:
-Jab
-Dtilt
-Ftilt
-Dsmash
-Fsmash
-Fair
-Bair
-Dair
-Nair
-Uair
-Usmash (if you follow up with one of his aerials)

Now guess why I say MK has tons of options on shield... In fact, up against a wall, most of those are guaranteed to go until the opponent's shield is so weak that they shield stab or the shield breaks. ****ing sick.


Combos as MK

This is evil. I currently hold the belief that MK's combo game is the best in the game. Why?

Dtilt->any aerial or special at low %s.
Jab->dtilt/ftilt
Ftilt->followups
Uthrow at low %s->followups
Dthrow->uair/upB
Usmash->aerial
UpB->glide chasing/glide attack
Fair/bair->fair/bair->upB

MK has a ridiculously large number of guaranteed combos on the whole cast, many of them starting from moves that are not only crazy safe but also very easy to hit with (Jab, Dtilt, upB). Chasing the opponent offstage while in hitstun and then killing with shuttle loop works even better now, especially since you don't die if you go too far. Comboing into kill moves is a little tricky, but Jab->dsmash does the trick, and upB is also a kill move you can combo into offstage.
Finally, Dair is worth a little mention due to the abuse it hands out offstage. It's like luigi's fair, just bigger.
 

highfive

Smash Lord
Joined
Mar 22, 2009
Messages
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Location
Buhl, Idaho
Cool beans. Guess I'll look in to this. I use to play MK as a GTFO character but MK- looks A-OK to me.
 
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