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Meta Knight Q&A Thread

Paix

Smash Apprentice
Joined
Oct 17, 2009
Messages
155
Location
England
how does M2K use the down+b move for recovering so well? i just SD whenever i use it.

i see it having some useful potential in mk dittos and it seems safer to recover with it than the other options sometimes.
 

Kaffei

Smash Hero
Joined
Feb 8, 2008
Messages
7,048
how does M2K use the down+b move for recovering so well? i just SD whenever i use it.

i see it having some useful potential in mk dittos and it seems safer to recover with it than the other options sometimes.
It's really not that hard, just sweet spot the ledge, which is also easy. Good practice makes better. Keep trying.
 

Renegade TX2000

Smash Ace
Joined
Mar 23, 2008
Messages
631
Location
indianapolis
mk vs olimar.... Meh this match up is so annoying, what do I do for this? just dair camp? and wait for right time to nado? how do you guys handle this bs. Also when I nado it's like he just up smashes me and pivot grabs alllll day. So I ask +).
 

CO18

Smash Hero
Joined
Jul 25, 2007
Messages
5,920
Location
In Your Mom
mk vs olimar.... Meh this match up is so annoying, what do I do for this? just dair camp? and wait for right time to nado? how do you guys handle this bs. Also when I nado it's like he just up smashes me and pivot grabs alllll day. So I ask +).
just watch ksizzle vs dabuz. then after u watch it forget about mk and main ike again scrub.
 

ksizl4life

Smash Hero
Joined
Aug 3, 2008
Messages
5,222
Location
NJ/NY
dair to tornado ***** oli and so does f throw to follow up with more nado or up air/nair/etc. i dont need to say more
 

Nic64

Smash Lord
Joined
Jun 6, 2003
Messages
1,725
In addition to what ksizzle said, if you have a lead against oli he can't force you to approach, you can bat away his pikmin while air camping or nair to shake them off without taking any damage.
 

Palpi

Smash Hero
Joined
Jun 26, 2008
Messages
5,714
Location
Yardley, Pennsylvania
Kaffei with diddy just focus on not wasting your moves. Don't fair for the sake of fairing or dair camp for the sake of dair camping. All of your moves must be properly executed but more importantly, they must have a purpose, because a campy diddy will eat you up if you just do random aerials. Diddy's punishing game is pretty absurd.

I lot of ~meh~ marths just fair when they are kind of near the opponent, and top marths stay on the ground more and fair at the ideal time, instead of random one. I guess it is hard to explain but..hopefully u get it =]
 

earla

Smash Lord
Joined
Aug 29, 2008
Messages
1,422
1. why in mk ditto m2k short hop dair approaches? what is that trying to counter?

2. how do you use nado effectively in mk ditto considering mk can stop it with alot of things?

3. is there any reason in particular m2k f-rolls after a dash then grabs then edge? instead of just dashing and grabbing the edge straight away.

4. does nado out prioritize drill rush?

5. is mk v mk grab release - dash grab repeat escapable? can you do it on low %'s as well?

6. what's best way to DI when another mk d-throws you? well gives them least options to follow up?

7. does aerial shuttle loop have invincibility frames at all? or is that just grounded
 

iFudge

Banned via Warnings
Joined
Oct 11, 2009
Messages
326
Location
ghana/tampa/atl
Most mk's sh dair cause if the other tries to nado. dair stops it.
using nado in a ditto isnt really effict. at all. i only use if maybe there off-guard or when im recovering.
 

Kaffei

Smash Hero
Joined
Feb 8, 2008
Messages
7,048
1. why in mk ditto m2k short hop dair approaches? what is that trying to counter?

2. how do you use nado effectively in mk ditto considering mk can stop it with alot of things?

3. is there any reason in particular m2k f-rolls after a dash then grabs then edge? instead of just dashing and grabbing the edge straight away.

4. does nado out prioritize drill rush?

5. is mk v mk grab release - dash grab repeat escapable? can you do it on low %'s as well?

6. what's best way to DI when another mk d-throws you? well gives them least options to follow up?

7. does aerial shuttle loop have invincibility frames at all? or is that just grounded

1. Pressure; stops nado; ask real pros for this.

2. Tornado isn't really useful in MK dittos because all of MK's sword moves out-prioritize Tornado.. I find it easier to suck MK in Tornado if he's in the air, but that's also hard because he'll probably dair.

3. It's a lot easier to speed hug if you're at the exact edge. When you roll into it, it automatically puts you into that exact spot. Meta Knight's roll is pretty fast, so it's not too bad of an idea, but I agree with you on the fact that dashing > speed hug is better.

4. Idk

5. Idk

6. I DI up and predict their follow up. They'll probably uair or SL. Ask pros.

7. Aerial SL doesn't have any invincibility frames.
 

FB Dj_Iskascribble

Frostbitten
Joined
Nov 25, 2008
Messages
794
Location
DAYTON OH
1: its all a mixup. since there is a counter to everything

2: use it to edgeguard when you expect or see a glide or drill rush or as a mix-up
its also a GREAT recovery (your best actually) if they go too low or too high when edgeguarding it is a free pass back on stage. also if your on the ledge its so fast it can catch the other mk off guard or in lag and he can get caught up in it

3: speedhugging is fastest when your right at the edge. You dont always want to immediatly hug the ledge as that doesnt always allow you to take advantage of your ledge invunerability, so being there and picking your time to drop maximizes effiency

4: yes it does

5: you cant force a release but if they press the jump button at all when mashing they can air release and you can get a regrab guaranteed

6: away and down and airdodge right before you hit the ground (you'll tech if your too late)
this removes almost all options except if they can time a dash attack or grab in your 2 frame landing lag which is difficult to do consitantly as how far you fly differs by percent
DONT di up unless you know they will go forward it is a free hit for them. if they immediatley up-air you cant do anything but airdodge and then they can d-air right after the air to catch you when your vunerable. you cant do anything to stop it.

7: invincibility on ground only

edit* @ kaffei yea i know my ditto stuff its my best matchup as i practice with M2k often
 

Kaffei

Smash Hero
Joined
Feb 8, 2008
Messages
7,048
Yeah DJ sounds like he knows what he's talking about. Listen to him. lol.
 

Staco

Smash Champion
Joined
Jan 26, 2008
Messages
2,173
Location
Germany
1. why in mk ditto m2k short hop dair approaches? what is that trying to counter?

2. how do you use nado effectively in mk ditto considering mk can stop it with alot of things?

3. is there any reason in particular m2k f-rolls after a dash then grabs then edge? instead of just dashing and grabbing the edge straight away.

4. does nado out prioritize drill rush?

5. is mk v mk grab release - dash grab repeat escapable? can you do it on low %'s as well?

6. what's best way to DI when another mk d-throws you? well gives them least options to follow up?

7. does aerial shuttle loop have invincibility frames at all? or is that just grounded
1. run approach
he also sometimes just jumps up multiple times and tries to bait his enemy to run into him

2. its not effective at all xD sometimes its useful to recover with it really high, when you lack of jumps

4. yeah, I think so, but I know that drill rush can hit through nado if it hits it really weird

5. mk wont bet air released against mk, if he doesnt press buttons
else its unescapeable

6. I would DI away, so that you can dodge into the ground or directly jump up + dair

7. no, it has no invincibility frames, just the grounded one
 

FB Dj_Iskascribble

Frostbitten
Joined
Nov 25, 2008
Messages
794
Location
DAYTON OH
2. its not effective at all xD sometimes its useful to recover with it really high, when you lack of jumps

6. I would DI away, so that you can dodge into the ground or directly jump up + dair

nado is useful but situational

if you jump and dair after d-throw i will GSL you and it can be done on reaction

you can press l,r,b,a to break out and you will not be jump released

its important for anyone to NEVER be any sort of predictable when you are d-thrown


against Gdubz wait for him to commit to any approach before you do anything.
like dash attack when they are in turtle landing lag is great
when he recovers hold the ledge and do a regular get up as they pass you going up. you get free nair or whatever if your fast enough they cant airdodge yet
never get predictable with GSL they can SH up-air OOS and you will eat f-smash or up-smash
you can GSL any approach they attempt, but they will try to bait you to do it. so know your spacing and only do it when it will hit
nado sparringly if at all since they can up-b it and send you up really high and the you eat f-smash or up-smash. it does beat his aerials. if you do use it dont press b alot so they have less time to send you up
Turtle > mk fair so space f-tilt 1 and d-tilt instead. But only because these are faster because again Turtle >
you can up-b OOS while blocking turtle if you time it inbetween hits. (especially between the 5 and 6th hits)
if they d-throw you and you dont tech they get free f-smash so make sure to almost always tech (especially when your at kill percents as they will go for it more then)
most g&w players will DJ and d-air you after you hit them with a low knockback attack like a dash attack or weak SL. so be ready to up-tilt it
 

Kaffei

Smash Hero
Joined
Feb 8, 2008
Messages
7,048
nado is useful but situational

if you jump and dair after d-throw i will GSL you and it can be done on reaction

you can press l,r,b,a to break out and you will not be jump released

its important for anyone to NEVER be any sort of predictable when you are d-thrown


against Gdubz wait for him to commit to any approach before you do anything.
like dash attack when they are in turtle landing lag is great
when he recovers hold the ledge and do a regular get up as they pass you going up. you get free nair or whatever if your fast enough they cant airdodge yet
never get predictable with GSL they can SH up-air OOS and you will eat f-smash or up-smash
you can GSL any approach they attempt, but they will try to bait you to do it. so know your spacing and only do it when it will hit
nado sparringly if at all since they can up-b it and send you up really high and the you eat f-smash or up-smash. it does beat his aerials. if you do use it dont press b alot so they have less time to send you up
Turtle > mk fair so space f-tilt 1 and d-tilt instead. But only because these are faster because again Turtle >
you can up-b OOS while blocking turtle if you time it inbetween hits. (especially between the 5 and 6th hits)
if they d-throw you and you dont tech they get free f-smash so make sure to almost always tech (especially when your at kill percents as they will go for it more then)
most g&w players will DJ and d-air you after you hit them with a low knockback attack like a dash attack or weak SL. so be ready to up-tilt it
Wow, thanks a lot.
So MK's utilt beats GW's dair in terms of range, priority, or both?
 

Staco

Smash Champion
Joined
Jan 26, 2008
Messages
2,173
Location
Germany
both

it got more range and MKs tilts have got laser priority, so it just goes through gaws dair
 

FuRyOf1000SuNs

Smash Journeyman
Joined
Aug 20, 2008
Messages
256
My friend and I have a bet going. Does Metaknight's downb have at least one frame where he is completely unable to be hit (we're not talking about laggy moves that can hit him once he gets out of his invisibility). We just want to know whether or not there is a point in his down b (AT LEAST ONE FRAME) where he can not be hit.
 

Kaffei

Smash Hero
Joined
Feb 8, 2008
Messages
7,048
Tornado doesn't have invincibility at any point in its duration, therefore it's vulnerable the entire time.
What? Down B =/= Tornado.

DIMENSIONAL CAPE
frame breakdown:
1-17
18-26 invincibility frames
27-54 cooldown

frame summary:
cooldown: 27
total invincibility frames:9

notes:
- despite MK turning invisible on frame 13, he does not receive invincibility frames until frame 18
- MK can move around starting on frame 14
 

FuRyOf1000SuNs

Smash Journeyman
Joined
Aug 20, 2008
Messages
256
What? Down B =/= Tornado.

DIMENSIONAL CAPE
frame breakdown:
1-17
18-26 invincibility frames
27-54 cooldown

frame summary:
cooldown: 27
total invincibility frames:9

notes:
- despite MK turning invisible on frame 13, he does not receive invincibility frames until frame 18
- MK can move around starting on frame 14
haha awesome, thanks man
 

Ancho

Smash Rookie
Joined
Sep 6, 2009
Messages
2
How do I deal with Snake's grenades>
Watch for an opening then go for grabs or well spaced tilts. If you use nado, make sure it's a head-level nado (where the bottom of your tornado hits Snake's head). If you grab him don't pummel cause that can set nades off, usually upthrow or bthrow once you've grabbed em.
 

earla

Smash Lord
Joined
Aug 29, 2008
Messages
1,422
matchup thread is out-dated.

tips v

a) sheik/zelda
b) snake
c) wolf
d) diddy

plz
 

Z1GMA

Smash Hero
Joined
Sep 10, 2008
Messages
5,523
Location
Sweden
Is Snake's aerial grabrelease -> regrab garantueed on MK?
I haven't had the chance to test it on a human MK.
 

Jupz

Smash Master
Joined
Jun 21, 2008
Messages
3,283
Location
Perth, Australia
Is Snake's aerial grabrelease -> regrab garantueed on MK?
I haven't had the chance to test it on a human MK.
Yes it is but FD will usually be banned anyway so he won't be able to get more then one regrab. He can also dash attack us out of it I believe.


Earl - against shiek/zelda walk up slowly space tilts/fair, not much she can do. on holiday but ill do a big explanantion when i get back/
 

RMelee

Smash Rookie
Joined
Mar 2, 2009
Messages
20
Location
Imperial Beach,CA
hey dojo, if your fighting a snake thats holding a nade (or a kirby in doubles on the off chance) can you omni gay him if you time it correctly? i think i saw someone do it at WGF 2010 but im not sure tho.
 

Zatchiel

a little slice of heaven 🍰
Joined
May 27, 2009
Messages
11,089
Location
Georgia
NNID
Zatchiel
Switch FC
SW-0915-4119-3504
I have been thinking about usin my meta knight more,
but everytime i use him i 3 stock, no death my friends.
they call him a "Gay top tier queer and leave" Should i
use him more and ignore them, or stop and use a lower tier?

P.S Im better with my olimar, peach, ness, and lucas anyway....
 

Jo0

Smash Cadet
Joined
Aug 10, 2008
Messages
58
Location
Garland,Texas
I have been thinking about usin my meta knight more,
but everytime i use him i 3 stock, no death my friends.
they call him a "Gay top tier queer and leave" Should i
use him more and ignore them, or stop and use a lower tier?

P.S Im better with my olimar, peach, ness, and lucas anyway....
I've picked up my meta and been using it alot more recently. Just ignore your friends and keep going. Tell them that you are helping them get better at the meta match-up. :) That's what friends are for.
 

Kaffei

Smash Hero
Joined
Feb 8, 2008
Messages
7,048
Shuttle Loop Stuff..

How do you ground Shuttle Loop, and land slightly behind your original position?

http://www.youtube.com/watch?v=d69xKxOd4X0#t=5m21s
Starts there. 5:21. M2K SLs close to the ledge, and when he lands, he's farther away from the ledge compared to his original position.

I keep trying to do this but I end up free falling and landing with lag.:confused:
 

FB Dj_Iskascribble

Frostbitten
Joined
Nov 25, 2008
Messages
794
Location
DAYTON OH
smash down on the control stick and press b when your glide starts. but only do it one time

@rmelee
you can only onmigay if they shield drop the nade and pick it back up as an item. also you MUST be a higher controller port. (if your player 1 it wont work at all)
 
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