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Meta Knight Q&A Thread

ぱみゅ

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It's the red name, it makes everything look sexier than they already are.
 

BlueXenon

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As Metaknight, is it better to try to get kills or to wait for the kill to come by itself?
 

ぱみゅ

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Wait for it, you have 4 main kill moves, and if you keep yourself safe, you'll eventually find the way to hit with one:
a) Dsmash - A Frame 5 (?) attack with massive range, you can punish many small mistakes with it. As long as you don't stale it too much, it kills fairly well.
b) Grounded Shuttle Loop - It is invincible at certain frames, you can punish with it through certain attacks. It's also pretty powerful.
c) Glide Attack - Very different to the others, this is a mid-risk, high-reward move, great for pressure, and excellent for mixups. You can harrass opponents with it, and even psych opponents out, by either making them believe you'll perform it but actually cancel and do other stuff, or making them believe exactly that and hitting them with it. Heck, even just slow gliding for bait an Airdodge and punish with it works.
idk, I just love Gliding.
d) Aerial Shuttle Loop/Dair/Nair - Although all require different conditions, all serve the same purpose: punish aerial mistakes. Nair is the most powerful one and you can kill with it well, you can punish important mistakes with it, like Airdodges, so it's specially useful for juggling. As for the other two, they are mainly for gimp, intercepting the opponent's recoveries and kill them early. As said before, if you keep yourself safe, they'll be offstage often, so you'd get lots of opportunities to do this.
Note: if you barely miss an attack when trying to gimp, don't force it, return to the stage and keep yourself safe once again.


There are more attacks that can kill, like the back of Dsmash, Fsmash, Uthrow and Utilt. Plus, the listed attacks have more functions than just the listed ones...
But that's a very basic summary of how I think it works (it might not be perfect, or accurate).
 

DewDaDash

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mk ditto is confusing x.X

Like I know my best options when edgeguarding but on the platform battling I don't really know what options are best.

Like apparently im suppose to save my d-smash until 115% then use it so it autokills. I usually like to use dsmash tho, covers so many options ;.;. Getting into the use of mixing it up with different moves but still learning this mu. Like I throw **** out and it works, but more than half the time i dont truly know if its the best option, it just kinda feels right?

Like I play the mu and rather than it being a test of skill, it feels more like a gamble really.
 

ぱみゅ

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MK being so strong defensively, is maybe one of the characters that can punish MK the best, covers many offensive (and recovery) options and everything you do against him feels unsafe.
If you watch japanese MK dittos, you'll notice that they can't effectively recover, and throw walling Fairs/Dtilts A LOT. That's how scary MK is.

Also, they DO use Dmash and Shuttle Loop a lot.
Like they want to build as much damage as possible and kill by edgeguarding/being offstage.
They also get lots of grabs, I don't even know how that works.
 

BlueXenon

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Wait for it, you have 4 main kill moves, and if you keep yourself safe, you'll eventually find the way to hit with one:
a) Dsmash - A Frame 5 (?) attack with massive range, you can punish many small mistakes with it. As long as you don't stale it too much, it kills fairly well.
b) Grounded Shuttle Loop - It is invincible at certain frames, you can punish with it through certain attacks. It's also pretty powerful.
c) Glide Attack - Very different to the others, this is a mid-risk, high-reward move, great for pressure, and excellent for mixups. You can harrass opponents with it, and even psych opponents out, by either making them believe you'll perform it but actually cancel and do other stuff, or making them believe exactly that and hitting them with it. Heck, even just slow gliding for bait an Airdodge and punish with it works.
idk, I just love Gliding.
d) Aerial Shuttle Loop/Dair/Nair - Although all require different conditions, all serve the same purpose: punish aerial mistakes. Nair is the most powerful one and you can kill with it well, you can punish important mistakes with it, like Airdodges, so it's specially useful for juggling. As for the other two, they are mainly for gimp, intercepting the opponent's recoveries and kill them early. As said before, if you keep yourself safe, they'll be offstage often, so you'd get lots of opportunities to do this.
Note: if you barely miss an attack when trying to gimp, don't force it, return to the stage and keep yourself safe once again.


There are more attacks that can kill, like the back of Dsmash, Fsmash, Uthrow and Utilt. Plus, the listed attacks have more functions than just the listed ones...
But that's a very basic summary of how I think it works (it might not be perfect, or accurate).
Thankyou, I already knew almost all of this this but maybe this information will help someone else.
 

Calvonta

The secret weapon
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There was a video on Youtue that Keitaro mentioned at XSmash after Zero acutually survived an Shuttle-Loop Glide under Battlefield's stage after being Edge-Hogged on the opposite side of the field he started the glide. I hope i'm explaining it right.

Keitaro said something about Kakera making some sort of tutorial video on that site on doing what Zero did.

Can't find it.

Halp.

:phone:
 

Calvonta

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How can I do an UpB cancel on the lower platforms on BF?
It's weird if you're aiming to do it without altering your controls. You're going to have to take Tap-Jump off if needed. Once you do that, just be a couple of inches above the stage floor.just under the lower BF platform and use upB.

But without the control alteration, I think youre going to have to buffer? It's pretty much all I know ATM about it.

:phone:
 

ぱみゅ

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I'm pretty sure MK's grab releases haven't been analyzed much because he's short and won't get a guaranteed GR unless opponents use jump (mash out wrong) or MK gets them in the air.

That said, I'm pretty sure he gets Shuttle Loop on 90% of them.

Oh, and anything that takes less than 10 frames (Dsmash, F/Dtilt, Dash Regrab) is guaranteed on Lucas and Ness.
 

Mr. game and watch

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I <3 GR stuff so I'll test it all and make a thread~

How do I Nado better? I thought it was if you mash B super fast you go higher, but sometimes I go higher mashing slower...

:phone:
 

Ledge_g2

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Thanks thanks :). Is the Grab release to Grounded SL against MK a true combo?

Does anybody know the exact input needed to buffer Ftilt? It seems like it doesn't work if I hold the direction, but mostly works if I let it go during buffering.

EDIT: NVM, I've worked out the Ftilt buffering, it seems you have to kind of buffer the buffer for direction and let go before the buffer window is over.
 

Labernash

Smash Lord
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I am struggling with the Snake MU. Any tips?? I have trouble approaching and just dealing damage without taking damage.

:phone:
 

LOE1

Smash Lord
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what are mk's options against ice climbers blizzard wall? every time i jump over em, one of them just uairs :/
 

AtneyB

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Jump over but where uair won't reach you, then react to punish it.
Or just wait till they get weary... MK has a lot of jumps, use them.
 

ぱみゅ

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Get close, take the hit, SDI in, punish on hit.


About Snake, the thing I do the most is to bait and punish, I just don't want to try to wall just to make a grenade exploe with one of my attacks, or get punished for rushing in...
 

BlueXenon

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I played an olimar today, and every time I tried to juggle him, he would land with a nair and then usmashed me. Was I doing something wrong? and how can I punish this.
 

Mr. game and watch

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Juggling Oli is hard. Especially if they can whistle well :(

IMO punishing landings with fair is better than Uair, however if they're not Dabuz rich brown or Denti, Uair should work fine when spaced well.

:phone:
 

Mr. game and watch

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You have to follow them with it. If you start close to the opponent it's easier to not just swing to far past, which would pop them up and our of you.

So from the left:
Start Nado at~ little over ftilt range
Move right, stopping on your opponent
Mash B enough to kind of hover above ground, try to move up to auto cancel height(about the smashville platforms height from the main stage)

Oh, and lighter characters like Oli, puff, and MK tend to pop out either way iirc.
Practice Nado in training mode! I do this for all technical practice(except combo strings, I'll fight lvl 3 CPUs so I can account for the staling)

:phone:

:phone:
 

ぱみゅ

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Try to hit with the sides of the tornado, that makes it less likely for opponents to pop out of it.

As for juggling Olimar, try to hit with the very horizontal tip of Uair in order he can't reliably reach you with his Nair. Optionally, just cover his landing options to get a little extra damage and reset the juggle.
 

ぱみゅ

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Hit :stick7: (assuming your opponent is at your left) and :cstick2: multiple times so you start a Dair while approaching your opponent at the very first frame you are out of hitstun (which doesn't really last long).

I can only do it if my opponent IC is right next to me, and actually the only one I've seen doing that consistently is Nairo.
 

BlueXenon

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I don't know if this question is answerable but I will still ask it.

How do I do mk's uair/other aerial combo's that I always see the top level mk's do? I can do 2 uairs in a row, but thats usually all I can do.
 
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