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Meta Knight Q&A Thread

smasher01

Smash Ace
Joined
Sep 2, 2007
Messages
524
Location
Bremerton,WA
when i play me friend he always punishes me when i f-tilt even when i dont finish with the third hit.
mabe its because hes snake?idk tips?lol
 

etecoon

Smash Hero
Joined
May 31, 2009
Messages
5,731
best way to not get punished is to not expose yourself, don't attack shields, space aerials and retreat them if they shield it, use cross ups to make it more confusing to try and hit you...ftilt isn't really a safe attack against anyone that has good fast ranged attacls(like snake), and even without that it can be punished especially if not spaced very well. dtilt is a fairly safe ground move and aerials are great, waiting for an opening and then running in also allows safe approach because your opponent will still be suffering lag
 

earla

Smash Lord
Joined
Aug 29, 2008
Messages
1,422
1. whats the % to kill a diddy with shuttle loop OoS.

2. How many fairs until you would use a bair instead because of fair being stale.

3. When is bair useful?

4. Why isn't Dair camping effective vs Diddy?

thx
 

smasher01

Smash Ace
Joined
Sep 2, 2007
Messages
524
Location
Bremerton,WA
1. test it out you have wii right?

2. bair is not as good cuz the range seems to be shorter just mix up f-tilts and f-airs and air camp d-airs,and you should be fine .just try to save down smash for KO

3. like i said its not that useful only when you 100% know you can hit them with it i would rather approach with a stale f-air than a refreshed b-air.

4.because it lets them set up their bananas and i find that d-air trades hits with diddys air attacks if you can time it out right. Its better to be in their face not leting them pull out a bananas tho. GL
 

smasher01

Smash Ace
Joined
Sep 2, 2007
Messages
524
Location
Bremerton,WA
O and question. if snake keep smash DI ing out of tornado can you jusy press b faster to make them stay in it?
my friend keeps smash DI ing out of it when im nadoing high in the air and i get punishing because of the landing lag from nado.
 

Affinity

Smash Hero
Joined
May 27, 2006
Messages
6,876
Location
Wichita, KS
NNID
Affinity2412
O and question. if snake keep smash DI ing out of tornado can you jusy press b faster to make them stay in it?
my friend keeps smash DI ing out of it when im nadoing high in the air and i get punishing because of the landing lag from nado.
Are you referring to you trying to get a early % tornado KO off the top?

If you are, you're probably just not using a jump right before the tornado. They shouldn't be able to get out if you do it correctly.
 

V

Smash Ace
Joined
Mar 17, 2008
Messages
963
Whats the best way to stop Marth's aggro fair game? My friend has near perfect spacing with marth on his fair and once he gets one in, its hard to stop it until i'm off the edge. Whats the best way to stop the first one from hitting?
 

pixelbind

Smash Cadet
Joined
May 29, 2008
Messages
54
Location
NJ
any advice to play against a good ic. I've been dair camping for a bit but it doesnt work since has can desyc and do blizzard (shuts down fair approach) and u air at the same time.
 

Kamikaze*

Smash Ace
Joined
Dec 14, 2008
Messages
803
How should I go about when trying to plank on norfair? I'm tired of people picking this gay *** stage, so I want to gay the hell out of them when they do pick it. I've decided to always strike japes due to the croc, so I might as well learn my other most hated stage.
 

earla

Smash Lord
Joined
Aug 29, 2008
Messages
1,422
1. how is the winner of NADO VS NADO determined? priority>

2. how do you DI pits F-Smash

3. How does the 'air release' concept work. for eg. if marth grabs mk. does mk always release in the air?
 

Kamikaze*

Smash Ace
Joined
Dec 14, 2008
Messages
803
Whats the best way to stop Marth's aggro fair game? My friend has near perfect spacing with marth on his fair and once he gets one in, its hard to stop it until i'm off the edge. Whats the best way to stop the first one from hitting?
Shuttle loop oos
 

theAPExp

Smash Ace
Joined
Aug 5, 2006
Messages
601
Location
statesville/boone NC
i main ddd. if my opponent mains a character who can be chain grabbed and alts meta;
is cp'ing castlesiege a reliable option to use even assuming he will fall to his alt to avoid the gay, or should i just play it safe and go fd if it's up? any other suggestions would be appreciated
 

smasher01

Smash Ace
Joined
Sep 2, 2007
Messages
524
Location
Bremerton,WA
how should i use nado on snake?
should i stay near the ground whens hes in it so he cant smash DI out and punish me

o and how do you F-tilt cancel
 

Affinity

Smash Hero
Joined
May 27, 2006
Messages
6,876
Location
Wichita, KS
NNID
Affinity2412
how should i use nado on snake?
should i stay near the ground whens hes in it so he cant smash DI out and punish me
If you can, try to get the top of his head with the tornado so the grenade he may be holding falls to the ground and doesn't hit you.
 

smasher01

Smash Ace
Joined
Sep 2, 2007
Messages
524
Location
Bremerton,WA
ok nice should i bring him up in the air with the nado when he gets in it?

when i seem to take him to the air he smash DI s out if it and punishes my lag because you have lag when you land with nado when when you are high up and he punishes me with B-air or somthing.
 

Affinity

Smash Hero
Joined
May 27, 2006
Messages
6,876
Location
Wichita, KS
NNID
Affinity2412
ok nice should i bring him up in the air with the nado when he gets in it?

when i seem to take him to the air he smash DI s out if it and punishes my lag because you have lag when you land with nado when when you are high up and he punishes me with B-air or somthing.
If you catch him with the middle or bottom of the tornado, he shouldn't be able to get out unless he's holding a grenade while in it.
 

Sushi-Man

Smash Ace
Joined
Jun 6, 2008
Messages
925
Location
Charlotte, NC
For an MK + Snake team, what are some good 2v1 infinites?
You can do an omni-gay by attaching a c4 onto the mk and mk can upthrow the opponent and the snake can blow them up to take a stock off of the opponent. The catch is that mk has to have the higher controller spot than the opponent.
 

Gates

Banned via Warnings
Joined
Mar 22, 2008
Messages
9,316
The catch is that mk has to have the higher controller spot than the opponent.
AFAIK, this isn't correct. I believe the MK needs to be in the lower port than the Snake (port 3 or 4 depending on which set of ports the team has).

There are also a bunch of combos MK and Snake can do together:

MK dthrow at the ledge -> Snake fair spike
MK uthrow -> Snake utilt (or uair dependind on how high the character goes)
MK grab release -> Snake fsmash
Snake footstool -> MK dtilt lock
Snake dthrow -> pretty much anything
Snake utilt on opponent and MK (if he'll survive it) -> MK following DI, momentum canceling with uair, uair stringing, and Tornado to kill off the top.

Snake and MK work REALLY well together in teams imo.
 

Affinity

Smash Hero
Joined
May 27, 2006
Messages
6,876
Location
Wichita, KS
NNID
Affinity2412
AFAIK, this isn't correct. I believe the MK needs to be in the lower port than the Snake (port 3 or 4 depending on which set of ports the team has)
I'm pretty sure that's what he means; 4 being the highest number.

And yes, this works really well if you have enough practice with it. I used to do this all the time with my last teammate. The key to pulling this off consistantly, though, is grabbing your opponent while the C4 is on you, then waiting for Snake to say "NOW!". If you get the timing down this way, it'll be super easy.

And yes, you'll always want Port 4 for this (higher than all opponents). Snake's port is irrelevant.
 

Gates

Banned via Warnings
Joined
Mar 22, 2008
Messages
9,316
I'm pretty sure that's what he means; 4 being the highest number.

And yes, this works really well if you have enough practice with it. I used to do this all the time with my last teammate. The key to pulling this off consistantly, though, is grabbing your opponent while the C4 is on you, then waiting for Snake to say "NOW!". If you get the timing down this way, it'll be super easy.

And yes, you'll always want Port 4 for this (higher than all opponents). Snake's port is irrelevant.
Oh ok. I get confused sometimes by what exactly people mean when they talk about highest/lowest port.
 

Gates

Banned via Warnings
Joined
Mar 22, 2008
Messages
9,316
Wait to see what else he does and react to that. ****, nevermind that, I thought this was the Dedede Q&A thread.

Utilt or use uair strings. Go for shuttle loop anyway if he's high enough to be killed and the grenade damage won't hurt you too much. Definitely not Tornado though.
 

earla

Smash Lord
Joined
Aug 29, 2008
Messages
1,422
1. how is the winner of NADO VS NADO determined? priority>

2. how do you DI pits F-Smash

3. How does the 'air release' concept work. for eg. if marth grabs mk. does mk always release in the air?

thx
 

CaliburChamp

Smash Master
Joined
Oct 13, 2003
Messages
4,453
Location
Fort Lauderdale, FL
3DS FC
1392-6575-2504
1. how is the winner of NADO VS NADO determined? priority>

2. how do you DI pits F-Smash

3. How does the 'air release' concept work. for eg. if marth grabs mk. does mk always release in the air?

thx
Answers.

1. The newest tornado always beats it.

2. Smash DI up and back with the control stick while hitting your c-stick in a direction. Good Smash DI practice can be used when you use a smart bomb on yourself in training mode, since it's a multi hit explosion try to smash DI as fast as you can from the explosion.

3. I don't know about Marth since he is a tall character, I think he can always grab release you when your MK. I know in MK dittos, if an MK grabs you, don't press anything, otherwise you will be grab released and you will get grabbed all the way across the stage. MK isn't tall enough to have a guaranteed grab release combo IF your opponent knows how to get out of it.
 

etecoon

Smash Hero
Joined
May 31, 2009
Messages
5,731
grab releases are caused by taller characters, if your feet aren't touching the ground when being held, you will be air released. marth can always air release you unless you mash out when he is pummeling, fair, DS, and dair(rare, I think they have like 2-3 frames or something margin of error so you don't see it attempted much), he can also do other things as mixups like up smash that can be avoided but may catch you if you're unprepared, watch out for that x_x marth's pivot grab is great and beats out most of your dashing approaches, so don't run at marth when the game is in the neutral state, especially at low %(dthrow to fsmash is 24%) or at KO % since he can set up kill moves with this

MK is short so a ton of characters have grab release things on him, yoshi and bowser can chain grab you across the stage with it, yoshi is another character with a good pivot grab so be careful about that. shorter characters can only air release you in some situations like if you hit jump while attempting to mash out
 

Affinity

Smash Hero
Joined
May 27, 2006
Messages
6,876
Location
Wichita, KS
NNID
Affinity2412
1. how is the winner of NADO VS NADO determined? priority>

2. how do you DI pits F-Smash

3. How does the 'air release' concept work. for eg. if marth grabs mk. does mk always release in the air?

thx
1) Yes, priority. Whoever is pressing B faster will win.

2) SDI up, I believe.

3) MK will always get air-released by characters that, when MK gets grabbed, his feet are dangling above the ground. This is why characters like Marth and Snake have air-release setups on him.

For a character like Fox to get you to air-release, who's not tall enough to force one, you have to input a jump command while you're being grabbed. Needless to say, don't input a jump command while being grabbed by Fox unless you want to get Up-smashed.

The URLs are malformed.
 

Shadow 111

Smash Lord
Joined
Sep 19, 2007
Messages
1,766
Location
Staten Island, New York
Answers.

1. The newest tornado always beats it.

2. Smash DI up and back with the control stick while hitting your c-stick in a direction. Good Smash DI practice can be used when you use a smart bomb on yourself in training mode, since it's a multi hit explosion try to smash DI as fast as you can from the explosion.

3. I don't know about Marth since he is a tall character, I think he can always grab release you when your MK. I know in MK dittos, if an MK grabs you, don't press anything, otherwise you will be grab released and you will get grabbed all the way across the stage. MK isn't tall enough to have a guaranteed grab release combo IF your opponent knows how to get out of it.
1. i'm pretty sure where you hit with your tornado vs the other mk's tornado determines it... i've never really believed that theory of "newest one wins" because it does not always work that way. usually if you both charge straight at eachother in torandos, they will cancel out... and if one mk is slightly above the other mk, the higher mk seems to win.
not sure if that's completely true, but i'm postivie that the newest tornado does not always win.

2. smash DIing INTO pit is actually the best option, or so it seems. same with diddy... you should smash DI the first hit into them so that you end up behind them and the second hit will not hit you. if you don't DI it far enough, the worst that will happen is you wiull get hit by the back of the second hit, sending you in the opposite direction, which if you're near the edge of the vstage, can still save you.

3. you can mash any button other than the jump commands to get out of a grab without having to worry about being air released.... maybe you knew that already, but the way you said " don't press anything" made it seem liek you didn't.


oh, ****... i didn't see affinity's post XD. my bad.. not gonna erase what i said anyway though.
affinity- you know for sure that the mk pressing b faster wins? i didn't know that and that would REALLY help lol.
 

DUCKAtl

Smash Apprentice
Joined
Jun 6, 2009
Messages
84
Location
Stockbridge, GA
Hey, does any one know a good stage for me to train my meta knight on, does anyone know a good character to train meta knight against, tips for training?
 
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