BLKfrog
Smash Rookie
(Note that this thread is NOT a good place to learn new stuff if you just recently picked up Meta Knight, go learn the basics and mentality of meta knight first is my advice.)
Hi
This is going to be a very late thread since the last patch came out like a month ago.
If you played meta knight at a reasonably high level you do know how stupid the up air strings were and how easy stocks were taken if you could find openings in a consistent manner. 1.1.5 happened and it was a dark day for us. If you dropped meta knight after the patch, its understandable. If you stuck with him like i did, props.
Lets talk about the changes.
Meta Knight 10:00
Lets start with damage: 5 -> 4
This is a rather big nerf because not only does it do less damage, knockback lowered also means knockback reduction which basically means that doing up air strings requires ALOT of fastfalling while mid air. There is a bright side to this nerf tho, up air to up b can work at later %'s IF THE OPPONENT DOESN'T DI
Angle: 78/78/60 -> 69/69/52
When i saw this one i know the up air string was done for. The angle that opponent is sent to is just way too far for mk to follow. Please note that if floaty charachters like Peach, olimar, Rosalina etc. . . Can still be hit by the up air string like pre patch if they DO NOT DI.
SDI Multiplier: 1.0 -> 1.5
''If they nerfed the angle, what is the point in making it easier to SDI if you fall out anyway?'' Thats what i thought at first but there is a actual reason behind this. Pre patch if you di'ed the up air string it wouldn't matter at all because you weren't sent far enough to escape the combo, a good meta knight would always follow the DI.
Now if you SDI you always get out of the combo, i will get into 1.1.5 combos later on.
Neutral B Tornado
When i saw the nerfs i was expecting some crazy buff because lets be real, meta knights neutral was very limited and was mainly focused on one goal and he didn't have toooo many strong mixups. Everyone was afraid to get dash attacked so they shielded, in conclusion we grabbed them and did our really strong throw followups. But now our opponents will probably shield less which means our pressure isn't as threating anymore. So i expected a tornado buff, put your pitchforks down please. With all the end lag that tornado has i think that this move deserves a bit more shield damage and maybe 2-4% more damage. It would even out the nerfs a bit.
Up throw
Again, but your pitchforks down.
I know that back throw is a kill throw kinda. it only kills at like 140% on midweights on the edge of FD, not even talking about battlefield. I had a local practice with a bunch of friends last week, i was having a tight match with a roy main. It was really a tight battle, i had 120% so thats a lot of rage. i did up throw on FD he was at 150% and it did NOT end the stock. If they buffed his up throw to like the same knockback kirby's up throw does, meta knight would almost easily stay in the same tier as the last patch.
(This one is not needed but i think i should talk about it)
Down Smash
How many times did you finish off a stock with down smash? Exactly.
The first hit is absolutely useless. it probably doesn't even kill at 150.
I sometimes seriously think that they just forgot that the first hit should link into the second one.
If that got fixed it wouldn't change a whole lot, but i do think its kind of a useless smash attack.
Post Patch new combos (Only combos that came new with the patch)
Mid to High % possible mixup combos (DI OUT)
Dash attack -> up air (how many depends on %, weight and DI) -> airdodge read -> fair
Dash attack -> up air (how many depends on %, weight and DI) -> airdodge read -> Down b slash
Dash attack -> up air (how many depends on %, weight and DI) -> Double jump read -> Down b slash
Dash attack -> One up air -> Aerial read -> fast fall (before the oppnent throws the attack out) up smash
High % kill combos (These are mostly mixups in very specific situations)
(Grounded opponents)
Fast fall up air (follow di) If you can land another up air, do so and follow up with an up B. And if you can't just follow up with an up b or airdodge read up air Up b.
(Airborne opponents)
Up air -> up b (Still works on fast fallers/midweights/heavyweights regardless of DI from about 80%)
Up air -> air dodge read -> Down b slash
I think you are getting the idea of where i am getting at.
The future of Meta knight
Is meta knight still viable?
Ofcourse, meta knight still has an amazing offstage game and has a very strong punish game, has multijumps, an amazing forward smash and much more.
Is Meta Knight Top tier?
Sadly, i do not think so. He doesn't have anything that is really broken nor a mechanic that stands together with the rest of the top tiers.
Were the nerfs deserved?
I am totally fine with the nerfs. Where my problem lies is that bayonetta, rosalina and yes Cloud didn't get their broken mechanics removed. Its so weird that the patch team does not see this. The tournament where Abadango vs nairo happened in Japan Sakurai saw Zero Suit Samus vs Meta Knight zero to deathing eachother every single game, i'll leave it to you who got touched this patch after the tournament. My opinion on this is: If you are not taking out all the broken mechanics then what is the point of taking away just two of the bunch? Either keep them all and buff all the low to mid tiers and give them own strong mechanics, or just nerf em all so the game actually gets balanced. So final answer is, if everyone got nerfed i would've been okay with it.
That wraps it up for now.
Aight later Star Warriors
Hi
This is going to be a very late thread since the last patch came out like a month ago.
If you played meta knight at a reasonably high level you do know how stupid the up air strings were and how easy stocks were taken if you could find openings in a consistent manner. 1.1.5 happened and it was a dark day for us. If you dropped meta knight after the patch, its understandable. If you stuck with him like i did, props.
Lets talk about the changes.
Meta Knight 10:00
- Uair:
- Damage: 5 -> 4
- Angle: 78/78/60 -> 69/69/52
- SDI Multiplier: 1.0 -> 1.5
- Fair Landing Lag: 20F -> 16F
Lets start with damage: 5 -> 4
This is a rather big nerf because not only does it do less damage, knockback lowered also means knockback reduction which basically means that doing up air strings requires ALOT of fastfalling while mid air. There is a bright side to this nerf tho, up air to up b can work at later %'s IF THE OPPONENT DOESN'T DI
Angle: 78/78/60 -> 69/69/52
When i saw this one i know the up air string was done for. The angle that opponent is sent to is just way too far for mk to follow. Please note that if floaty charachters like Peach, olimar, Rosalina etc. . . Can still be hit by the up air string like pre patch if they DO NOT DI.
SDI Multiplier: 1.0 -> 1.5
''If they nerfed the angle, what is the point in making it easier to SDI if you fall out anyway?'' Thats what i thought at first but there is a actual reason behind this. Pre patch if you di'ed the up air string it wouldn't matter at all because you weren't sent far enough to escape the combo, a good meta knight would always follow the DI.
Now if you SDI you always get out of the combo, i will get into 1.1.5 combos later on.
- Fair Landing Lag: 20F -> 16F
- (Semi salt incoming) What even is this buff? it isn't positive on shield, spacing it makes no sense whatsoever since the landing lag was reduced so it was meant to stop incoming ground attacks, right? Forward smash does this job WAY WAY WAY better. ''But hold on Azreal, what about landing?'' Nair does this better, and if i find myself having trouble landing i just down b to the ledge or behind my opponent (at a distance that it is NOT punishable) so no, its not a landing option. It could be used as a mixup but why do that when you get punished most of the time (I know this out of experience) the only use i found for this move is a 0% combo. fast fall fair (make sure you hit all 3 hits) into dash attack in whatever you want out of a dash attack, up tilt for example.
Neutral B Tornado
When i saw the nerfs i was expecting some crazy buff because lets be real, meta knights neutral was very limited and was mainly focused on one goal and he didn't have toooo many strong mixups. Everyone was afraid to get dash attacked so they shielded, in conclusion we grabbed them and did our really strong throw followups. But now our opponents will probably shield less which means our pressure isn't as threating anymore. So i expected a tornado buff, put your pitchforks down please. With all the end lag that tornado has i think that this move deserves a bit more shield damage and maybe 2-4% more damage. It would even out the nerfs a bit.
Up throw
Again, but your pitchforks down.
I know that back throw is a kill throw kinda. it only kills at like 140% on midweights on the edge of FD, not even talking about battlefield. I had a local practice with a bunch of friends last week, i was having a tight match with a roy main. It was really a tight battle, i had 120% so thats a lot of rage. i did up throw on FD he was at 150% and it did NOT end the stock. If they buffed his up throw to like the same knockback kirby's up throw does, meta knight would almost easily stay in the same tier as the last patch.
(This one is not needed but i think i should talk about it)
Down Smash
How many times did you finish off a stock with down smash? Exactly.
The first hit is absolutely useless. it probably doesn't even kill at 150.
I sometimes seriously think that they just forgot that the first hit should link into the second one.
If that got fixed it wouldn't change a whole lot, but i do think its kind of a useless smash attack.
Post Patch new combos (Only combos that came new with the patch)
Mid to High % possible mixup combos (DI OUT)
Dash attack -> up air (how many depends on %, weight and DI) -> airdodge read -> fair
Dash attack -> up air (how many depends on %, weight and DI) -> airdodge read -> Down b slash
Dash attack -> up air (how many depends on %, weight and DI) -> Double jump read -> Down b slash
Dash attack -> One up air -> Aerial read -> fast fall (before the oppnent throws the attack out) up smash
High % kill combos (These are mostly mixups in very specific situations)
(Grounded opponents)
Fast fall up air (follow di) If you can land another up air, do so and follow up with an up B. And if you can't just follow up with an up b or airdodge read up air Up b.
(Airborne opponents)
Up air -> up b (Still works on fast fallers/midweights/heavyweights regardless of DI from about 80%)
Up air -> air dodge read -> Down b slash
I think you are getting the idea of where i am getting at.
The future of Meta knight
Is meta knight still viable?
Ofcourse, meta knight still has an amazing offstage game and has a very strong punish game, has multijumps, an amazing forward smash and much more.
Is Meta Knight Top tier?
Sadly, i do not think so. He doesn't have anything that is really broken nor a mechanic that stands together with the rest of the top tiers.
Were the nerfs deserved?
I am totally fine with the nerfs. Where my problem lies is that bayonetta, rosalina and yes Cloud didn't get their broken mechanics removed. Its so weird that the patch team does not see this. The tournament where Abadango vs nairo happened in Japan Sakurai saw Zero Suit Samus vs Meta Knight zero to deathing eachother every single game, i'll leave it to you who got touched this patch after the tournament. My opinion on this is: If you are not taking out all the broken mechanics then what is the point of taking away just two of the bunch? Either keep them all and buff all the low to mid tiers and give them own strong mechanics, or just nerf em all so the game actually gets balanced. So final answer is, if everyone got nerfed i would've been okay with it.
That wraps it up for now.
Aight later Star Warriors