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Meta Knight Q&A Thread

FB Dj_Iskascribble

Frostbitten
Joined
Nov 25, 2008
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794
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DAYTON OH
Hey guys, I'm BPC. I run the Brawl- project, where we attempt to gain balanced and fun gameplay by breaking the **** out of everyone. It seems my original idea for metaknight has been rejected, permanently (only buffing his air speed WOULD be good enough and those *******s know it); and I kinda agree that it wouldn't really draw MK mains to Brawl-. Seeing as this is probably the only hack project in the near future where MK is going to get buffed (and by buffed I mean buffed a lot, have you seen the other guys?), I thought the MK boards would be able to give me some good ideas.

Keep in mind that anything such as infinite stall tactics, long chaingrabs, and easy-to-use OHKO moves are not what we're looking for. We want broken, or stupid. Not both. :V
umm....
frame 1 invunerablilty on grounded SL (so it would be something like 1-8 instead of 5-8 as it is now) so it can be like marths *
slightly more damage and maybe knockback on everything (except for u-air and f-air knockback wise) *
less f-air knockback so you can combo better with it
less cooldown on d-smash (make it like f-smash) and make f-smash lagless (like you did for g&w)
make jab useful?
2 or 3x speed on down b, slash do far greater knockback and 2 to 3x less ending lag
much greater air speed *
make d-tilt trip like 60% of the time or something

*=do these if nothing else

if i think of anything else ill edit it in


In dittos, what is the best way to punish a glide attack. I don't think F-smash beats it out. Is Up+B OoS the best?
if you see a glide coming nado it or GSL it
fsmash beats it unless they come from slight above or higher
ub oos can work
grab can work if they miss space
you can also shield it and the d-smash that follows typically
you can shield-drop d-smash too after the glide attack
 

Staco

Smash Champion
Joined
Jan 26, 2008
Messages
2,173
Location
Germany
Up B is the safest way to punish it.
Glide attack can hit through the tornado, if they use it very well and if they get hit by the tornado they can DI and maybe punish you for using it.
 

FB Dj_Iskascribble

Frostbitten
Joined
Nov 25, 2008
Messages
794
Location
DAYTON OH
glide attack has to be spaced directly at the top horizontally to hit you out of nado. Its VERY inconsistant to do and can be avoided altogether if you nado them without them being above you. They cant aim it up and hit you with it. Tonado edgeguard is a really good edgeguard if you use it right. Also you you mash B when you nado them it is really hard for them to di out also if you space it so that they are in the corner if they di out you can move away to avoid the d-air. M2k does this to me all the time and it works. As far as saftey is concerned up-b is the safest
 

Kaffei

Smash Hero
Joined
Feb 8, 2008
Messages
7,048
I'm having trouble dealing like 12%+ damage with Tornado on light characters. What can I do? They always pop out.
 

Dru2

Hail to the King
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Getting bodied at the nearest local
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DruetheDruid
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a secondary is a character you pick up to use for matches you have trouble with.
i.e. you trouble beating...say falco.
so you pick up like ice climbers. Meta falco is 55-45. IC falco is 70-30
you have a much bigger advantage as ic than you do as mk so the match-up is far easier for you to win.
but since meta has a good set of matchups you dont really need a second character so I suggest that you play whoever is fun for you or to help with a personal bad match-up.

personally i use G&w against falco when i dont feel like d-air camping the whole match (and also when i know im better than the falco)
Thanks. Btw i found a secondary. It's Toon Link! for some reason i just seem 2 beat falco users better when i use him.
 

Kaffei

Smash Hero
Joined
Feb 8, 2008
Messages
7,048
Thanks. Btw i found a secondary. It's Toon Link! for some reason i just seem 2 beat falco users better when i use him.
I'm pretty sure Falco has the advantage in that MU..

I'm having trouble dealing like 10%+ damage with Tornado on light characters. What can I do? They always pop out.
 

laki

Smash Apprentice
Joined
Aug 18, 2008
Messages
154
transcendent priority explenation pl0x?

I was pretty sure it meant his sword never clashed but I'm not 100% sure. Full explanation would be appreciated.
 

theunabletable

Smash Lord
Joined
Feb 18, 2009
Messages
1,796
Location
SoCal
^Transcendent priority on an attack means it ONLY interacts with a hurtbox.

Examples:

Falco's lasers, ICs blizz, MKs almost everything, Fox's lasers, etc.
 

theunabletable

Smash Lord
Joined
Feb 18, 2009
Messages
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Location
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^Well a disjointed hitbox is just a hitbox that isn't part of the characters own hurtbox.

IE Marth

Although his disjointed sword interacts with BOTH hurtboxes AND hitboxes.

Whereas almost all of MKs disjointed sword attacks ineract with only hurtboxes (Glide Attack is his only sword attack that interacts with both hitboxes and hurtboxes (actually I don't think 'nado and Drill Rush are transcendent)).

Which is why Marth can clank, and MK can't.
 

Kaffei

Smash Hero
Joined
Feb 8, 2008
Messages
7,048
^Well a disjointed hitbox is just a hitbox that isn't part of the characters own hurtbox.

IE Marth

Although his disjointed sword interacts with BOTH hurtboxes AND hitboxes.

Whereas almost all of MKs disjointed sword attacks ineract with only hurtboxes (Glide Attack is his only sword attack that interacts with both hitboxes and hurtboxes (actually I don't think 'nado and Drill Rush are transcendent)).

Which is why Marth can clank, and MK can't.
So MK's sword out prioritizes everything?
 

theunabletable

Smash Lord
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^Kinda.

It's hard to describe :p

A hurtbox is stuff like a character, ROBs Gyro, Pikmin (those are the only ones I can think of immediatly). A normal hitbox can interact and hit (some) other hitboxes AND hurtboxes. A hitbox with transcendant priority will ONLY hit a hurtbox.

So if your everything has transcendant priority, you won't ever clank (unless with like dash attack or glide attack), but it ALSO means your opponent will never clank with you (except against stuff like dash attack and glide attack (I think 'nado and Drill Rush may not be transcendent, but I don't remember)). It just goes through all hitboxes.

Like you know how some attacks can cancel projectiles, but NO attack but a reflector or something like that can cancel Falco's laser? Well NO attack can cancel MKs sword attacks (however MK can't cancel anything with his sword attacks, either, because his attacks don't interact with hitboxes).

I don't know about all this as well as some, but I kinda know how transcendent priority works.

In a battle of transcendent vs anything (other than a hurtbox), it comes down to whichever attack has more range will connect; because neither attack will ever be cancelled out/clank.

I don't really remember what causes a normal non-transcendent attack to clank or not (I can't imagine it'd be built in priority to attacks; because there isn't anything in PSA for that, other than transcendent, or not transcendent (as far as I know)).
 

Kaffei

Smash Hero
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Messages
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^Kinda.

It's hard to describe :p

A hurtbox is stuff like a character, ROBs Gyro, Pikmin (those are the only ones I can think of immediatly). A normal hitbox can interact and hit (some) other hitboxes AND hurtboxes. A hitbox with transcendant priority will ONLY hit a hurtbox.

So if your everything has transcendant priority, you won't ever clank (unless with like dash attack or glide attack), but it ALSO means your opponent will never clank with you (except against stuff like dash attack and glide attack (I think 'nado and Drill Rush may not be transcendent, but I don't remember)). It just goes through all hitboxes.

Like you know how some attacks can cancel projectiles, but NO attack but a reflector or something like that can cancel Falco's laser? Well NO attack can cancel MKs sword attacks (however MK can't cancel anything with his sword attacks, either, because his attacks don't interact with hitboxes).

I don't know about all this as well as some, but I kinda know how transcendent priority works.

In a battle of transcendent vs anything (other than a hurtbox), it comes down to whichever attack has more range will connect; because neither attack will ever be cancelled out/clank.

I don't really remember what causes a normal non-transcendent attack to clank or not (I can't imagine it'd be built in priority to attacks; because there isn't anything in PSA for that, other than transcendent, or not transcendent (as far as I know)).

Wow, talk about a broken sword. That's Galaxia for you.
 

CaliburChamp

Smash Master
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It seems to me that MK's tornado is harder for your opponent to get out of when the tornado is touching the ground. Perhaps a grounded tornado has different properties and has more hitstun? I noticed it when playing around in training mode the other day.
 

Nic64

Smash Lord
Joined
Jun 6, 2003
Messages
1,725
Maybe I'm off on it but in my experience between staying grounded or rising or even sinking, it seems like different characters respond to it differently, sometimes you have to follow them up and others that just helps them escape easier.
 

hojunc

Smash Rookie
Joined
Aug 29, 2009
Messages
12
I'm using metaknight and please help me
My problems:
Game & Watch
-Shielding and then grabbing from my attacks (downsmash)
-Down grab & then Down Smash (Hammer)

In General
-I'm scared of hitting them when they're on the floor charging an attack
-I can't move fast enough to prevent them from moving
-What do I do when they're airborn
-When I use up-B, where do I hit them to make them go backwards when I go forwards?
-What should I do if they constantly air dodge while I use up-b
 

theunabletable

Smash Lord
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-Shielding and then grabbing from my attacks (downsmash)
Don't downsmash his shield.
-Down grab & then Down Smash (Hammer)
Tech the Dthrow. Just don't get predictable or you can get read into a charged upsmash or something like that.
-I'm scared of hitting them when they're on the floor charging an attack
Just learn when to punish him after the attack.
-What do I do when they're airborn
Depends on the situation. If they start to BAir, remember that Shuttle Loop goes right through it.
-When I use up-B, where do I hit them to make them go backwards when I go forwards?
It's hard to describe. Just go into training and learn the hitboxes of Shuttle Loop.
-What should I do if they constantly air dodge while I use up-b
Then make it seem as if you're going to Up-B, bait them to air dodge, then punish them in the after lag.
 

CaliburChamp

Smash Master
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Maybe I'm off on it but in my experience between staying grounded or rising or even sinking, it seems like different characters respond to it differently, sometimes you have to follow them up and others that just helps them escape easier.
Maybe, some further testing is needed on this.
 

CaliburChamp

Smash Master
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I would say Yoshi Island Brawl is MK's worst stage, the center platform gets in the way, and MK can't fly underneath that stage. Flying underneath the stage, and up-airing or double shuttle looping is the reason why I don't call it MK's worst stage.
 

Kaffei

Smash Hero
Joined
Feb 8, 2008
Messages
7,048
Can any pro MKs give me some tips versus Pikachu and Snake?

Also, someone told me that Meta Knight's Dtilt out ranged Snake's Ftilt. Is this true?
 

smasher01

Smash Ace
Joined
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Messages
524
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Bremerton,WA
I would say Yoshi Island Brawl is MK's worst stage, the center platform gets in the way, and MK can't fly underneath that stage. Flying underneath the stage, and up-airing or double shuttle looping is the reason why I don't call it MK's worst stage.
i CP that level vs diddy kong and always win.
 

Toronto Joe

Smash Master
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May 13, 2008
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during what part of the dimensional cape can they hit mk?

and how do you guys time your invincibility moves at the edge,now i know how to do it,i just for the life of me cant do it when i need to punish people...should i just jump beneath the edge or some **** and hope for the best?
 

Kaffei

Smash Hero
Joined
Feb 8, 2008
Messages
7,048
during what part of the dimensional cape can they hit mk?

and how do you guys time your invincibility moves at the edge,now i know how to do it,i just for the life of me cant do it when i need to punish people...should i just jump beneath the edge or some **** and hope for the best?
MK turns invisible on frame 13, but he actually doesn't receive invincibility frames until frame 18.

As for the edge guard thing, just practice. Have a friend repeatedly try to recover on the ledge and keep trying out stuff.
 

Toronto Joe

Smash Master
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kk thanks,i see more mks using dimensional cape to recover im just trying to figure out when its safe and all that junk


btw grounded shuttleloop kicks ***,**** kills and ***** oos and invincibility yeee
 

smasher01

Smash Ace
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Sep 2, 2007
Messages
524
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Bremerton,WA
you dont have to use dimensional cape to recover just because m2k does it.
i dont feel safe doing it feels weird and iv been punished for it. but idk im just holding myself back buy not mastering it.
 

Holty

Smash Apprentice
Joined
Nov 24, 2009
Messages
130
Location
England
More a question about the MK boards here, but will there be a tourny results thread anytime soon?
 

FB Dj_Iskascribble

Frostbitten
Joined
Nov 25, 2008
Messages
794
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DAYTON OH
we really dont need one for mk. hes always somewhere in every tourney

also dim cape recovery is great because it is faster than your other recoveries and is very useful as a mix-up especially in dittos.
 
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