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Meta Knight Q&A Thread

Exdeath

Smash Master
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Sep 20, 2009
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TKD are you playing Fox/Marth or just Marth? I'd rather see you play DDD because I think that he fits your play style better. Falco is difficult for DDD, but a lot of the difficulty is grabbing him in places that you're used to going for with Fox anyway. If you put some time in the lab on the MU then I think that you'd find it to pretty tolerable.
 

Kaffei

Smash Hero
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Feb 8, 2008
Messages
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Doom said:
Actually, chasing with uair is fine. You have to be precise and patient with it and follow her very carefully, but it generally ends up being extremely rewarding with the only risk being like 10% or whatever from her dair.

What you SHOULDN'T do is chase her with up Bs. The only time you should up B ZSS is when you KNOW it's going to hit, aka you baited her air dodge. Poke at her shield with dtilt and ftilt, but use them in the least laggy way possible. As slow as her grab may be, it's super long and she can shieldgrab your tilts if you do them in a manner that leaves a lot of frames open.

Since the only option she has is grab, she may roll away/behind or spot dodge. Punish accordingly. I like nair or dsmash for rolling behind, tornado for rolling behind and spot dodge, and dash attack/grab/fair for rolling away. Since you're kinda new, just know that you shouldn't have to react to the roll or dodge, but you should be able to guess when your opponent does it and preemptively input your punish. Also, she can grab your fair on block, or just pivot grab it if she predicts it.

Powershield side B and dsmash. If you want to win this matchup, you absolutely need to have these timings down, otherwise she's just going to ruin your shield and do all kinds of gay ZSS stuff. If you powershield side B, punish with a dash grab or dash attack. For dsmash, use dash grab, fair, up B, or dsmash. If you don't powershield, ZSS can shield/dodge/roll/jab before you can punish her.

Lots of ZSS players like to charge a paralyzer shot as you run forward and bait you to shield, then grab you right after. As MK, you have a ton of ways to avoid this. Jump out of your shield after the paralyzer hits you, roll backwards/spot dodge (time these well though, otherwise the lingering hitbox on the grab can snag you), or roll behind ZSS. You could also up B if you want, but make sure it's when ZSS is right near you and preparing to grab, otherwise she can react to this and up air you.

Something else very important is not to grounded up B very liberally. ZSS is fantastic at punishing this with uair and even bair. You can clash it with glide attack, but if you're not close to the ground, she can get another aerial out and hit you. Fair also straight up beats glide attack (first hit will clash, second hit will hit MK), but it's pretty difficult to get it out due to the small hitbox. Gliding at ZSS in general is a bad idea, if you don't grab the ledge from very low while recovering she can dsmash you which leads to a down B or bair into the stage (or just a killing side B/bair if they think you'll tech and you're at kill percents). Side B also ***** glides.

If ZSS is jabbing you, hold shield. Her jab doesn't actually combo into itself, and even though the full 3-hit jab has low lag, you can still shield the third hit and punish her with something. Her dtilt is extremely good and starts combos. Up tilt is super quick with a really gay hitbox, and is one of her best punishes if MK does something dumb on her shield such as ending the tornado near it. Make sure you end your tornado just slightly away from ZSS (out of up tilt, grab, and dash attack range) and always do the autocanceled landing. You'll probably end up getting punished if she blocks the full tornado, but if it isn't close to her, you can probably escape in time.

Edgeguarding ZSS is harder than people think at first, but also pretty **** easy at the same time. Generally she'll either use up B or an up air at the same time as her second jump if she's recovering low, then down B and/or tether to the edge. Her up air beats your dair handily, so just avoid her as she wastes her jump. Then it's all about the NAIR JORDAN, baby. Nair her all day and the weak hit will knock her out of her jump easily, and can also hit her down B before the kick comes out. Once you hit her out of down B, she can't use it again. Once down B and her jump are both gone, grab the edge and ZSS loses a stock. Also, if she down Bs and the apex of her jump is right on MK's head as you edgehog her, she can do a footstool and bounce onto the stage. Don't think you're entirely safe when she's close. Also, DON'T ***** OUT AND LET GO OF THE EDGE! Yes, up B can drag you down, but you're ****ing MK. You won't die from it.

If she's recovering high, keep refreshing the edge and wait for her to come near you, or jump up with some up airs or fairs. Sometimes they'll try to side B you as you chase her up high, just go under this and punish it with an aerial of your choice. Basically, the point is to force her to recover low or just kill her off the top/sides with an up air/nair. If you bait her air dodge, smack her with an up B. Gimping her from up high is significantly harder from down low, but it also leaves her with the difficulty of landing. Catch her landing with an up tilt or a tornado, or a grab if you so please.

On the edge, ZSS has a few tricks, but isn't anything to be feared. She can do huge ranged side B from the edge and either land onstage or refresh the edge. She can pseudo-plank with her down B, or fire paralyzer shots pretty safely. If you aren't super close to ZSS, don't bother trying to punish the side B, instead just shield it and get closer. If you're right in her face, or a smaller distance from the ledge, she's not going to side B. Tornado beats paralyzer shots and any ledgehop aerials she'll try. Ignore her planking, if you edgehog her she'll just footstool you. You can TRY dairing or nairing her, but I've never experimented with this and I'm not sure if she's vulnerable long enough.

ZSS'S LEDGE ATTACK ABOVE 100% IS SUPER GAY. Probably the gayest move in the game. It's SUPER long range (moreso than any of MK's grounded moves) and virtually unpunishable if you don't powershield. It also beats tornado since it does 10 damage. Just stand outside of the range of this move and wait for her next action, if you're not confident that you can powershield it consistently then don't bother trying to punish it.

She's got some dumb **** on MK once MK is in the air. Her up air is crazy good and will beat your dair head on. If you air dodge, she can uair again or bair you in the face. She can also do cool traps with up B that will either drag you down into a free hit (tech this if she tries it) or force you to air dodge, putting you in a bad position. Side B can also hit you out of the air if you're not careful, but it's telegraphed. The best way to avoid her juggles is to use your jumps to escape her as she chases you and then land as quickly as you can (or get near the ground and tornado, down B, grab the edge, etc.). Fast fall air dodge through her uair into your own uair strings or a nair work well.

While you're on the edge, she's going to try dumb **** like down smashing you or side Bing you. Just don't be predictable with your returns to the edge and you should be fine. Tornado loses to both of these things if you space poorly, and so does edge hop air dodge. The best way to get back is to move below and away from the edge (both side B and dsmash can't hit you here) and then either jump or tornado back carefully.
Luckily I saved this huge wall of text about MK vs ZSS
 

Exdeath

Smash Master
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Actually I think that's from Doom. The only MKs who I know of that know the MU and have posted a write-up on it are Doom, Orion, and me.
 

Orion*

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Orion stated that Pikachu is.
I dont ever recall saying this. I usually tend to say I don't know the MU, and not give an opinion. Same goes for fox actually...

I think Diddy is even if it's not a gay *** stage list.

Falco, ICs/Marth/Olimar, Snake/Wario, in that order all close but I think MK wins by a little bit. Fox is definitely in one of the first two groups. I'm not sure about Pikachu yet though like the character has no usage so I can't even get Any practice for him really.

I could see ICs getting better at it still. And snake/wario both have a lot of room for improvement imo. same for oli. I think in practical terms he's better than most and the MU could get worse... But I have never see and MK actually play the MU and just abuse the character so I'm not sure..
 

Tesh

Smash Hero
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^ Isn't that every matchup?


Curlz, if you have videos, I might be able to help.
 

lilseph

Smash Ace
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ftilt and dtilt are really good against sonic. Oh and SL is godlike. Learn it, love it.
 

Tesh

Smash Hero
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Yea SL is a great way to deal with spindash, and the easiest ways for Sonic to deal with it won't hit you hard (spring+dair or fairing the glide attack).

Dtilt isn't really that amazing unless you are already close to him. If you aren't close enough to hit him you are leaning in for no reason with barely any coverage.

If you have platforms to work with (2 out of 3 games you should at least) I recomend you stay in the air. Dair/fair/nado all get you the same results as dtilt/ftilt/grab vs sonic without the risk of eating 20 damage from a dive attack or grab.

If you get hit by Fair, you can SDI down and Uair him. Its fairly useful if you wind up whiffing a shuttle loop and you know he is coming for you.
 

Curlz

Smash Lord
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Thanks for the tips.
There's a tournament in LA coming up at the end of the month and I'm sure I'm gonna play one of the two sonics in the area. I'll try to get a video or two saved.

:phone:
 

theunabletable

Smash Lord
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against Sonic dair camping is really effective. Make sure there's sound on the TV so that when he's charging his spindash bull**** the moment you hear him release you can air jump dair, and that tends to cover his options.

if you're near a ledge, fall off uair is like really good, he can't do anything to stop it (like say you're right next to the ledge, and you just press in the direction so you're off the stage and instantly uair) if he's in a spindash anyways.

Watch out for his fsmash, it's like... super disjointed. If you're offstage, you really have to be careful not to throw anything out, 'cause it like... just beats ****.

Dair is like really good against Sonic. Tornado isn't that good against a Sonic that knows how to stop it, a lot of the time tornado is what they wait for, because he can just shield it, and then punish you afterwards no matter where you go because Sonic's cheap.

If you get up thrown, and you don't DI it, and you see him spring, usually you can just throw out a dair on reaction, and he can't really do anything about it. It's not like he can change his momentum to bait the dair and then attack you afterwards, if he's springed, his vertical movement is now completely predictable, apart from ability to fastfall/dair which isn't relevant in this position. So if you see him spring, usually you can just throw out dair (on reaction to seeing spring, don't just throw it out without seeing him spring, because if you do that he can mix up his timing and predict you, because you're working off prediction, not reaction).

Idk maybe Sonic has something he can do against just dairing him when he comes at you after Uthrow, but I haven't seen it, and it's worked for me in that position against every Sonic lol

You can juggle him pretty well, tornado is good here for juggling if he's already springed. Like if he's springed and he's just cartwheeling down to the ground, and you tornado, he can only really dair to get away, air dodge, or fastfall (and stuff after fastfall if he wants). Well if you space it like ****tily he could drop into your nado and do **** but try and make it so he's not able to do that, so that you don't need to worry about it.

If he takes you to yoshi's, and he charged up his side B on the ledge because that's what he'll do, tornadoing is really safe. If he's fully charged his side B, his options are to do his spinning jump thing (where he's still in ball form and just jumps up) which can evade tornado, but with that platform in the middle he has no real way of punish it if you retreat well. Or he can continue his spindash. Moooost of the time, tornado clanks with his spindash, and that causes his invincibility to go away, but your tornado still has hitboxes, and then he gets swallowed up by it. But sometimes tornado gets cancelled out and stuff. Idk it's pretty inconsistent and I don't know what causes it, in practicality it's kinda random, so the majority of the time your tornado should win out. But I guess keep in mind that dumb Brawl stuff can happen here lol

If he hasn't charged up his side B completely, like if he's just started the spindash charge thing, he can shield cancel it, and if he does that, and then you tornado at him, he has a legitimate shot of punish you, so don't throw out preemptive tornados unless you're pretty sure they'll hit, but if you're like at a stalemate or something for a moment, or you just see that he's waiting for you to do something and he's already fully charged his side B, you can just throw out tornado and it's almost completely safe.

On a normal stage, if his spindash hits your shield, and he jumps out of it, a lot of the time you can just up air him out of shield, or up B him if you guess which direction he goes (like a standard up B if he doesn't cross you up, but if they hit your shield with spindash, I think they almost always cross up, so a turnaround up B can usually beat whatever his option is after a spindash).

I think he can hit your shield with a spindash, and immediately spring out of it, and be unpunishable at first, like if you try something out of shield and he picks that option, he'll never take damage or something lol. But then he's also way high in the air after a spring, and you can kinda just throw out a tornado in the direction he's facing (to cover his auto-cancel down air option).

I'm not 100% sure on some of the out of shield stuff, I always feel kind of inconsistent here, because sometimes I'm fast, and Sonics hit my shield and then I just punish them with a juggle or something, but other times maybe I mess up a buffered uair and I get hit by a spring, or a bair or something. Like if I'm playing on point, and precise, I feel like Sonic's unsafe on shield, but I think you need to be kind of fast to do that, and I'm really inconsistent in my in-game control in general haha

Sonic's really tough, because they all know how to play the MK matchup, and if you go on autopilot, you're gonna get *****, because they're all trained to punish everything you whiff. Sonic can bait you really hard.

Doooon't go for shorthop fairs, he can just hit you after them and they don't protect you lol. Fullhop fair can be pretty good because it's often a really awkward angle for Sonic to punish, and by the time he's caught on to the way he needs to punish it, you often have enough time to rising dair him.

If you're juggling him, and you're gonna tornado, and you're just a tiny bit unsure that he's able to air dodge through it, don't go for it, just continue with your uair traps. If your reaction time is quick you can uair his dair. Don't just go for shuttle loops that have a good chance of missing, but also don't forget that getting an early kill is HUGE in this matchup, especially. Sonic does have trouble killing, and if you just don't get hit by his spindash, and you don't walk into his Fsmash (it's not toooo hard, but it is much harder than you would think, it's a lot more disjointed than it looks lol. If you're at a kill percent and you're unsure, don't challenge it because it probably has more range than you expect haha. Be careful about that **** when you're on the ledge, too. If he's charging his Fsmashes at the ledge and aiming them down, see if you can wait until you see him release the Fsmash, and then fair him afterwards or make your move then, but not DURING his fsmash charge, because it beats a lot more than you'd expect, a lot more consistently than you'd expect), then he's not gonna get kills particularly easily.

and if you die to something unexpected early, make sure to shrug it off, especially against Sonic. He can hold a lead against MK, but not nearly as well as you can hold a lead against him, as long as the timer isn't too much on his side, you're NEVER out of this matchup.

In general, juggling is really helpful because he doesn't have many options after spring (keep that in mind and figure out for yourself the best way that you personally can take advantage of that), try not to get hit by anything especially dumb because living a long time is one of your best advantages in this matchup, and don't throw stuff out/on his shield because he can punish like everything on whiff other than a rising dair. Oh and dair camping is good if you do it right.

idk this is all I could think of about this matchup, and I'm probably wrong on a lot of it, but this has been my experience with it from playing X, and some socal sonics and some vegas sonic recently. I hope it helps you, I'm pretty done with the game so I figured I might as well make what's probably my last post on the Brawl boards a hopefully constructive one for somebody c:
 

Orion*

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if you're near a ledge, fall off uair is like really good, he can't do anything to stop it (like say you're right next to the ledge, and you just press in the direction so you're off the stage and instantly uair) if he's in a spindash anyways.
please just do this if you have a lead and they are camping like ******s.

also @ table

sorry you're quitting man :/
it's a shame i never met you or anything but i always liked your posts and I felt like you are one of the most optimal posters on SWF. if like half the community put the effort you did before posting then I honestly think this would be a very enjoyable website... (sad amirite >_>).
 

Kaffei

Smash Hero
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please just do this if you have a lead and they are camping like ******s.

also @ table

sorry you're quitting man :/
it's a shame i never met you or anything but i always liked your posts and I felt like you are one of the most optimal posters on SWF. if like half the community put the effort you did before posting then I honestly think this would be a very enjoyable website... (sad amirite >_>).
Orion is GR to SL on Olimar legit
 

TSM ZeRo

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I'm also curious about the Grab Release>Shuttle Loop tactic Otori used against Nietono in GF's. Can someone test it and then report if it's actually a true combo?

One weird thing is that Jason and me tried it for a while before Apex but couldn't find the right timing... Hmmm.
 

#HBC | ZoZo

Shocodoro Blagshidect
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Only works if Olimar mashes with jump. Grabbing him out of the air and/or buffering a pummel won't help.

Also wow, worst avatar ever Zero. Why.
 

Tesh

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^ Wouldn't it still be possible (and most effective) if you dash grabbed him at the ledge or edge of a platform? Or does it require a running start for the shuttle loop to hit?

Certainly there must be some area of uneven ground where its effective, considering the likely Oli and MK Cps.
 

Kaffei

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99% sure if you grab him at the ledge, he'll air release cus his feet aren't touching the ground (obviously)
 

Ori_bro

ignite the fire
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I'm also curious about the Grab Release>Shuttle Loop tactic Otori used against Nietono in GF's. Can someone test it and then report if it's actually a true combo?

One weird thing is that Jason and me tried it for a while before Apex but couldn't find the right timing... Hmmm.
If the :olimar: is mashing and clicks jump or up on the control stick, it forces an air release. Thus the combo can happen. I haven't tested this extensively though, I've managed it a few times against cpus, maybe Otori-san just has the reads of a god.

99% sure if you grab him at the ledge, he'll air release cus his feet aren't touching the ground (obviously)
^^^^ this.
 

Tesh

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What I was asking was, does metaknight need ground to dash on before his ASL for it to work?

For example, Marth can't grab release Squirtle into an Fsmash at the ledge, because he needs ground to stutter step it.
 

#HBC | ZoZo

Shocodoro Blagshidect
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Wow Kaffei is good at stating the obvious

and Ori is good at retelling information!

These boards are amazing. Nice metagame progression, guys.
 

Tesh

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Yes. After looking at the ASL on Nietono, Otori did dash before doing the SL.
Ah, thats what I was worried about. Probably doesn't work at the ledge, since MKs airspeed is so bad. Meaning there is probably no reliable way to make it happen, except maybe the SV platform.
 

Ori_bro

ignite the fire
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Ah, thats what I was worried about. Probably doesn't work at the ledge, since MKs airspeed is so bad. Meaning there is probably no reliable way to make it happen, except maybe the SV platform.
I'm actually curious now to see if it works at the ledge. I'll test that today at some point.

Brosuke is mad that I'm just doing what you should do in this thread.
 

BadKarma

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Hi, I was wondering if there is any combo's/strings that I could work on just by myself with computer's. I've gotten all the oos stuff down perfect and all the other basic stuff, just wondering if there was any good combo's to work on that would be useful.

Thanks!
 

#HBC | ZoZo

Shocodoro Blagshidect
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Hey man, at least you know you can air release Olimar over the edge while you have to dash to do a follow-up! I mean, what if the stage magically extends? That'd be swell.
 

Ori_bro

ignite the fire
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Hi, I was wondering if there is any combo's/strings that I could work on just by myself with computer's. I've gotten all the oos stuff down perfect and all the other basic stuff, just wondering if there was any good combo's to work on that would be useful.

Thanks!
you could practice basic U-Air strings. Remember that it won't be guaranteed when you fight a live opponent, but its nice to know the U-Air strings.

Other than that if you wanna get technical, you could always try the Otori FF B-air -> U-Air strings, or just FF B-air to bascally a lo of stuff.
 

BadKarma

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I was watching some videos of otori playing and I noticed he would always air dodge to the ground. I'm just curious why, is it faster to land or more lagless than landing regularly?
 

Tesh

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Airdodging into the ground will always give you the same landing lag as a normal landing. Otori was likely airdodging so he could buffer his next move during the airdodge, something thats alot harder to do without the AD.
 

BadKarma

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Thanks! I also have a few more questions. Does DownB have invincibility frames in the middle of it or are you vanurable through the whole thing. Also does anybody use Uair oos? it seems like nair oos or UpB oos would be better options.

Thanks!
 
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