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Meta Knight Q&A Thread

V

Smash Ace
Joined
Mar 17, 2008
Messages
963
We don't do MU discussions anymore because our boards are really lazy.
Marth generally out ranges you, so you have to be careful with your spacing. Tornado is alright vs Marth but he can up b out of it, and counter it. I think dancing blade breaks it as well, I don't remember.

MK's Dtilt and the last hit of ftilt out range Marth mostly.

If they're just spamming fairs then you can power shield one of them and grab him cus Marth is not really supposed to play aggressively vs MK. If they're playing aggressive vs you, you can pretty much read and punish everything they do
So I'm basically playing a punishing game... Correct?
 

Kaffei

Smash Hero
Joined
Feb 8, 2008
Messages
7,048
So I'm basically playing a punishing game... Correct?
Sorta... You can be more aggressive than Marth, but you still have to be really careful since Marth mostly outranges you. Unable Table's tips help a lot as well. You want Marth off stage, and in the air.

Also, your signature pretty much sums up a lot of the MU lmfao
 

theunabletable

Smash Lord
Joined
Feb 18, 2009
Messages
1,796
Location
SoCal
^Yeah if Marth is on the ledge you can Tornado towards the ledge and try and knock him off it with nado.

Just watch MikeHAZE vs M2K from ActiveGamers.

It's a little old by now, but it can give you a basic idea on some of the things you can do.
 

V

Smash Ace
Joined
Mar 17, 2008
Messages
963
Sorta... You can be more aggressive than Marth, but you still have to be really careful since Marth mostly outranges you. Unable Table's tips help a lot as well. You want Marth off stage, and in the air.

Also, your signature pretty much sums up a lot of the MU lmfao
Is fair usefull in the match?
 

Kaffei

Smash Hero
Joined
Feb 8, 2008
Messages
7,048
Is fair usefull in the match?
yes, but be very careful. MK's fair comes out on frame 6 and Marth's comes out on frame 4, not only that it outrange's MK's fair so you're not really gonna wanna challenge Marth's fair with your own.
 

V

Smash Ace
Joined
Mar 17, 2008
Messages
963
Marth is my main and MK is my secondary but I don't like Marth dittos so i use MK against Marth. Something I've been doing a lot lately for gimps which seems to work is as soon as Marth gets off stage i grab the ledge and then drop and turn around facing Marth. Marth's recovery is pretty much limitid to grabbing the ledge because if he recovers to the stage its punsish city, so whether he tries to hit you or go for the ledge, time the SL and it should be a gimp every time. Dairs and weak nairs seem to work well too but SL seems safer and harder to punish.
 

V

Smash Ace
Joined
Mar 17, 2008
Messages
963
I got lost here.
Ledge drop down low and jump/turn around so you're facing away from the stage and you're also in a position to SL and sweet spot the ledge. Wait for Marth to use his DJ and time your SL. It should gimp him and place you on the ledge where you can proceed to plank after Marth comes back. I prefer doing this on FD because Marth MUST sweetspot the ledge or he gets nooked. If you position yourself right it takes away his abilty to stage spike with dolphin slash and it's a free SL since he loses invincibilty after frame 6. If he DJ to fair you then SL him out and he's royally f***ed. It's kinda like a checkmate gimp if he has to recover from below the stage. If he manages to then its no big deal because you should land with no lag and you can then harass him with Nado. It's either a stock loss or a momentum swing for you.
 

Kaffei

Smash Hero
Joined
Feb 8, 2008
Messages
7,048
Ledge drop down low and jump/turn around so you're facing away from the stage and you're also in a position to SL and sweet spot the ledge. Wait for Marth to use his DJ and time your SL. It should gimp him and place you on the ledge where you can proceed to plank after Marth comes back. I prefer doing this on FD because Marth MUST sweetspot the ledge or he gets nooked. If you position yourself right it takes away his abilty to stage spike with dolphin slash and it's a free SL since he loses invincibilty after frame 6. If he DJ to fair you then SL him out and he's royally f***ed. It's kinda like a checkmate gimp if he has to recover from below the stage. If he manages to then its no big deal because you should land with no lag and you can then harass him with Nado. It's either a stock loss or a momentum swing for you.
You don't even have to turn around, just ledge drop nair or something and do a reverse SL.
http://www.youtube.com/watch?v=n_5PyCEBNRE#t=1m08s Like this
 

V

Smash Ace
Joined
Mar 17, 2008
Messages
963
You don't even have to turn around, just ledge drop nair or something and do a reverse SL.
Yeah that works too. Rather than ledge dropping you could also run off fast fall and DI back and be in the same position faster.

If you ledge drop Nair can his DS outprioritize it?

EDIT: I watched the video. That is much better. You could probably ledge drop nair with some leftover invincibilty frames too.

Is there anybody this gimp doesnt work on?
 

Kaffei

Smash Hero
Joined
Feb 8, 2008
Messages
7,048
Yeah that works too. Rather than ledge dropping you could also run off fast fall and DI back and be in the same position faster.

If you ledge drop Nair can his DS outprioritize it?

EDIT: I watched the video. That is much better. You could probably ledge drop nair with some leftover invincibilty frames too.

Is there anybody this gimp doesnt work on?
If you do it right you can do an invincinair so DS won't hit MK at all.

This gimp won't work on people who know how to recover vs MK (this is kind of an over statement but yeah)
 

V

Smash Ace
Joined
Mar 17, 2008
Messages
963
How do you approach marth?
I just asked this question last page. I've found out it can be tricky. Now I try to bait him into throwing out a fair. If he's double fairing then nado works well but don't be predictible because he can counter it. If your close enough and he's fairing then I like to dash attack between fairs to nair/uair juggle and finish with a SL so he's off stage and you can start edgeguarding. I like to play this match defensively now because you can camp Marth and if he approaches you can **** everything with nado and SL OoS. Just be patient and get him in the air/off the stage. I would stay away from getting into an aerial duel horizontally with him because he outranges you there. If you are going to approach him I recommend doing so from the ground and shield his aerials > SL/nair OoS but never sit in shield because of SB.

Also his Uair > your Dair and he has faster aerial movement than you which allows him jo juggle you so don't dair camp him.

Your Dtilt and 3rd hit of Ftilt outrange him so those are good tools too.
 

V

Smash Ace
Joined
Mar 17, 2008
Messages
963
i dont do that kinda stuff lol

thanks for the tips drew :3
De nada. It feels weird telling MK players how to beat my main lol. But being Marth in this MU sucks if the MK knows what to do.
 

etecoon

Smash Hero
Joined
May 31, 2009
Messages
5,731
stingers I wasn't saying run away and time him out, I'm just saying don't attack when it isn't advantageous -_- drews signature actually more or less sums up my thoughts on playing marth lol
 

stingers

Smash Obsessed
Joined
Oct 21, 2006
Messages
26,796
Location
Raleigh, NC
i only ever try to punish marth's aerials with tornado because it seems like the only safe thing =/ but marths can punish that too once they're inside. there's just no guarnateed thing you can do to a marth after he jumps at you and it bothers me.
 

Kaffei

Smash Hero
Joined
Feb 8, 2008
Messages
7,048
i only ever try to punish marth's aerials with tornado because it seems like the only safe thing =/ but marths can punish that too once they're inside. there's just no guarnateed thing you can do to a marth after he jumps at you and it bothers me.
You're MK. Just swing your sword like mad@@@@
 

BoTastic!

Smash Master
Joined
Jun 24, 2006
Messages
3,232
Location
Chicago Heights
NNID
BoScotty
Mk mk really sucks in the ditto, mainly because I get comboed to death and I can never approach well. What's a general strat?
 
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