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Meta Knight Q&A Thread

Kamikaze*

Smash Ace
Joined
Dec 14, 2008
Messages
803
Is it better to be aggro or pateint? I'm an aggro player, but sometimes I just don't know how to touch some chars (olimar), and I feel like gaying them so bad, but I'm just aggro by nature.
 

etecoon

Smash Hero
Joined
May 31, 2009
Messages
5,731
I think it can depend a lot on matchup but I tend to be more on the cautious side, some characters you really should camp the crap out of(ice climbers for instance).
 

Tero.

Smash Champion
Joined
Jul 18, 2008
Messages
2,686
For Hype, I can't even get it to work on Dedede, can you tell me how to do that? I've gone to practice mode, put Dedede at the very edge of SmashVille (The non-moving platform) and I dash grab him, but we never leave the darn stage! Is it simply because I grab to early? Or does Dedede have to face the opposite direction of me?
Do a grab attack.

Is it better to be aggro or pateint? I'm an aggro player, but sometimes I just don't know how to touch some chars (olimar), and I feel like gaying them so bad, but I'm just aggro by nature.
It's Match-Up dependent.
 

rocklee10

Smash Journeyman
Joined
Jul 12, 2008
Messages
452
Do a grab attack.
You mean dash grab? I do that. Guess I'll just wait till I get my wii back and practice it lol.

Against Olimar, I like being aggresive. I just nado them into the air, get them off stage, and edge-hog. Remember, though your Nado does beat most all Olimars moves, his grab beats Nado and most of your SH aireals.
 

smasher01

Smash Ace
Joined
Sep 2, 2007
Messages
524
Location
Bremerton,WA
hey do yo guys have any things i can practice to make my metaknight more technical? Maybe it will help me control my MK better. like side b cancle on the ledge on BF
 

CaliburChamp

Smash Master
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Infinite Tornado is too good. Just keep spamming tornado while spacing lol. jk.

With characters with mediocre or bad recoveries, MK's neutral A seems to continually push them off the edge when you edge guard them.
 

rocklee10

Smash Journeyman
Joined
Jul 12, 2008
Messages
452
Never Tornado in the air, because the other MK can either wait till your done and punish, or Nado himself, the nado on bottom has priority because the top corners of Nado are disjointed hitboxes.

Ftilt beats out almost all of MK's approaches, including Fair.

I find that it's best to let the other MK approach you, play defensive, untill you get him off his feet, than pumble him.

As for edgeguarding, I don't know if you can, sorry.
 

Shadow 111

Smash Lord
Joined
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Never Tornado in the air, because the other MK can either wait till your done and punish, or Nado himself, the nado on bottom has priority because the top corners of Nado are disjointed hitboxes.

Ftilt beats out almost all of MK's approaches, including Fair.

I find that it's best to let the other MK approach you, play defensive, untill you get him off his feet, than pumble him.

As for edgeguarding, I don't know if you can, sorry.
can't edgeguard... are you serious?!? LOL
edgeguarding is one of the most important aspects of the mk ditto as the highest level... any move one mk does can be countered by the other mk if done properly.....
if they forward b back to the ledge you dair. nair, or up b it
if they tornado back... you DAIR... NAIR.... or UP B it....
if they up b back you can nair it with proper timing...
probably the most important way to edgeguard which i get most of the top mks with because it's just so simple... is reverse up bing thme while they are gliding back to the stage... they cannot air dodge while they are in their glide... and they don't have time to cancel it and air dodge if you are quick about it.

following the other mk offstage and edgeguarding him is important in this matchup because even if you can't get the gimp off (which you most likely won't due to mks numerous recoveries and multiple jumps) you will rack up some damage... and you CAN gimp them by doing things such as stage spiking them.
 

Popertop

Smash Champion
Joined
Jun 6, 2006
Messages
2,131
Location
Houston (Clear Lake)
shadow has it right.

another thing you can do is charge Fsmash on the stage,
in case they roll or get up or Nado, Fsmash will beat it if they do it too low
if you get predictable with it tho, they can glide and hit you out of your Fsmash

grabs are also a pretty big part in Meta ditto
 

noodles

Smash Champion
Joined
May 29, 2007
Messages
2,309
im usually to scared to go under the stage with mk. i tornado glide attacks and drill rush though
 

Shadow 111

Smash Lord
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This works both ways...... So again, it comes down to who attacks first.
yes... but EVERYTHING works both ways.... because it's a ditto....
with edgeguarding it comes down to who's better at it... just like how the whole match is determined.... by who is playing better

and yeah. i agree with the f smash... it works so well for some reason, like sonic's hypno smash XDD. i actually was able to hit m2k A LOT with that everytime he jumped onto the stage... in teams >_<. i noticed tyrant was able to hit him with it effectively too... so it's definitely a good move to use.
however, to be flashy.... if they don't space that f smash correctly i am going invisible and hitting them from behind ^_^. dimensional cape tactics= too good XDD
tornadoing the forward b and glide attack also works well though, if you're trying to just rack damage and don't feel too confident with edgeguarding.
 

Gates

Banned via Warnings
Joined
Mar 22, 2008
Messages
9,316
Looks like the MK Mirror is what we should discuss in the match-up thread next.
But I'm not done telling you how awesome King Dedede is yet.

(Seriously though, there have been like 2 MK mains who have weighed in on that matchup)
 

CaliburChamp

Smash Master
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What are some good set ups for a grab?

D-tilt to grab... I know there should be more than that.

Also I discovered that F-throw, dash grab and f-throw to shuttle loop works great against Snake as long as Snake is at 0%. But sometimes its hard to get in range to grab unless you have a way to set up for it. Like D-tilt to grab.
 

earla

Smash Lord
Joined
Aug 29, 2008
Messages
1,422
Hey, any additional information on MK vs PIT matchup tips?
- apart from the following:


----------------------------------------------------------------------------------------------
Pit is mostly about having strong basics. You outrange him on sword attacks so just spacing well works to your favor. Either power shield the arrow spam or you can tornado through it, most Pit's I've played are also pretty predictable about going for kill moves because Pit's KO attacks can mostly be seen coming from a mile away, don't roll into him and you shouldn't get smashed much(more basics, don't do this at low % either, his fsmash does 19% damage and is fast enough to punish a mistake like this), and if he glides at you or flies around with his back to you it should be obvious what's coming. If Pit has jumped around a few times on stage if you can shuttle loop him off he'll be forced to use his up B which can be gimped with a single hit. For that reason you should also edge guard him tenaciously. Pit can also reflect your shuttle loop and drill rush when you're recovering so don't be too hasty to use the B attacks off stage if you think this could happen, you usually don't need them and he can't really edge guard you otherwise. But yeah, mostly just good spacing, zoning, and minimizing risks pays off against Pit IMO
-----------------------------------------------------------------------------------------------------
 

Affinity

Smash Hero
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Also I discovered that F-throw, dash grab and f-throw to shuttle loop works great against Snake as long as Snake is at 0%. But sometimes its hard to get in range to grab unless you have a way to set up for it. Like D-tilt to grab.
The Snake can just pull out a grenade before your 2nd F-throw, or just DI away from it.
 

CaliburChamp

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The Snake can just pull out a grenade before your 2nd F-throw, or just DI away from it.
It works just as well as D-throw, walk and follow the DI and D-throw again. But the low % f-throw combo forces Snake off the edge more. Yeah, they can use grenade to get out of it, unfortunately, but usually you can just speed up to where the Snake DI's to, so even if they DI it, you can still follow through, unless the Snake uses a grenade. Still worth it, in my opinion, just because something's not guaranteed doesn't mean its not useful.

As for other grab set ups. I think these might set up for a grab.

D-tilt to grab
F-tilt X 1/ F-tilt X 2 cancel to grab
Drill Rush to grab
Glide attack to grab (very low %)
F-air to grab (low%)
B-air to grab (low%)
D-smash to grab (very low%)
 

Shadow 111

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It works just as well as D-throw, walk and follow the DI and D-throw again. But the low % f-throw combo forces Snake off the edge more. Yeah, they can use grenade to get out of it, unfortunately, but usually you can just speed up to where the Snake DI's to, so even if they DI it, you can still follow through, unless the Snake uses a grenade. Still worth it, in my opinion, just because something's not guaranteed doesn't mean its not useful.

As for other grab set ups. I think these might set up for a grab.

D-tilt to grab
F-tilt X 1/ F-tilt X 2 cancel to grab
Drill Rush to grab
Glide attack to grab (very low %)
F-air to grab (low%)
B-air to grab (low%)
D-smash to grab (very low%)
meh, doing glide attack to a grab at very low percents is succhhh a waste. if you manage to hit snake with a glide attack at low percents, you are always set up for up air strings into a probable RUFIO.
 

Affinity

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It works just as well as D-throw, walk and follow the DI and D-throw again. But the low % f-throw combo forces Snake off the edge more. Yeah, they can use grenade to get out of it, unfortunately, but usually you can just speed up to where the Snake DI's to, so even if they DI it, you can still follow through, unless the Snake uses a grenade. Still worth it, in my opinion, just because something's not guaranteed doesn't mean its not useful.
No. D-throw is a much better option than F-throw. F-throw allows the Snake to DI much more vertically than D-throw, which makes it harder to get him off-stage.

I remember trying lots of setups with F-throw a long time ago when I first started playing MK, but in almost every situation there's always a better option.

Play better Snakes; you'll see what I mean.

As for other grab set ups. I think these might set up for a grab.

D-tilt to grab
F-tilt X 1/ F-tilt X 2 cancel to grab
Drill Rush to grab
Glide attack to grab (very low %) *Baiting the air-dodge*
F-air to grab (low%)
B-air to grab (low%)
D-smash to grab (very low%)
The bolded ones are the only ones even worth trying IMO. Even the Glide Attack to Grab, like Shadow said, would be better if you replaced grab with U-airs.

meh, doing glide attack to a grab at very low percents is succhhh a waste. if you manage to hit snake with a glide attack at low percents, you are always set up for up air strings into a probable RUFIO.
RUFIO?
 

etecoon

Smash Hero
Joined
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Messages
5,731
tornado kill off the top?

and yeah fthrow isn't "really" that useful, I use it as a mixup sometimes and it can work because it's fast and unexpected, but that's just exploiting the human element, usually dthrow is a lot better or bthrow if you want them off the edge(or grab release for forward)
 

CaliburChamp

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meh, doing glide attack to a grab at very low percents is succhhh a waste. if you manage to hit snake with a glide attack at low percents, you are always set up for up air strings into a probable RUFIO.
That is a better idea. I'm going to use that. lol. Although I never glide attack to grab. I usually glide attack to N-air.

No. D-throw is a much better option than F-throw. F-throw allows the Snake to DI much more vertically than D-throw, which makes it harder to get him off-stage.

I remember trying lots of setups with F-throw a long time ago when I first started playing MK, but in almost every situation there's always a better option.

Play better Snakes; you'll see what I mean.


The bolded ones are the only ones even worth trying IMO. Even the Glide Attack to Grab, like Shadow said, would be better if you replaced grab with U-airs.


RUFIO?
It seems to work on heavy and big targets. The Snakes I've played seemed to have trouble with that. They aren't the best Snakes in the country, but they are good, and it only works at 0%.
 

PrinceRamen

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So yeah, does anybody have any good uses for drill rush, beside recovery purposes?
 

PrinceRamen

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Thanks. i like the one where you drill rush under the ledge and the short hop afterward saves you. i also know where if you edge cancel and you hit with the last one, you can do a shuttle loop the person. i done it once and it killed him, but it is easy to DI out of, the first time was luck i guess.

Thanks again.
 
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