Jackson
Smash Lord
It's obvious that MK is nowhere near what he was in Brawl. But I feel that he still has potential. I will be playing him as at least one of my mains and I'm going to post findings and tidbits here. I want to hear what you guys have to say as well so we can all collectively improve this character and develop his meta (pun intended).
10/5/14 Thoughts
- MK is clearly lacking power and range. I feel that the strongest way to play him is methodically aggressive. By this I mean that we should play very conservatively on stage and punish hard when given the opportunity.
- Meta Knight's main strength is his recovery. He has many jumps and a multitude of recovery options. With these, I feel that it is paramount to go full aggro when edge guarding. Dive deep for kills. Although gimping is very difficult in Smash 4, at least add some damage or pressure your opponent.
- Our main approach options are dash grab, dash attack, and dash to shield. Dash to shield is VERY GOOD in this game, and can lead to shield grabs or other punishes OOS (out of shield). Dash attack is solid. Dash grab has high payoff but be careful with it.
- The foundation of Meta Knight's combo game is his throws. Dthrow has many followups until mid percents, most notably Fair, Dair, Nair, and Usmash. At mid to high percents, you could try going Dthrow into Down B. If successful, you may get the kill. At very higher percents it might be a better option to just Bthrow your opponent off the stage.
- It was heavily nerfed from Brawl but Dtilt is still one of MK's best moves in my opinion. I feel that it is very good after landing from an aerial. Some combo ideas are Dtilt into: Dtilt, Dash attack, Dash grab (sometimes), maybe Nair, or just go for a tech chase read.
- MK's fair can spike- very powerfully. It's a strange hitbox that I'm struggling to land, but good use of this could have huge payoff. Look on YouTube for demonstration.
- No joke- footstooling someone offstage is a lucrative edgeguard, especially against fighters with poor vertical recovery like Mario. Don't neglect it.
- Was Tornado nerfed from Brawl? Definitely. Is it bad? No. It deals a clean 10% and can combo from Uair sometimes.
- I love Nair. I feel that it is a great edge guarding and pressure tool. Use it often.
- Utilt is a great combo starter/extender but hard to land. Try to combo into it from dash attack at low %.
- At high percents, Dash attack into Up B seems to be a strong kill setup, although whiffing the Up B will get you punished hard.
That's all I have to say for now. What are your ideas? Let's all share what we find.
10/5/14 Thoughts
- MK is clearly lacking power and range. I feel that the strongest way to play him is methodically aggressive. By this I mean that we should play very conservatively on stage and punish hard when given the opportunity.
- Meta Knight's main strength is his recovery. He has many jumps and a multitude of recovery options. With these, I feel that it is paramount to go full aggro when edge guarding. Dive deep for kills. Although gimping is very difficult in Smash 4, at least add some damage or pressure your opponent.
- Our main approach options are dash grab, dash attack, and dash to shield. Dash to shield is VERY GOOD in this game, and can lead to shield grabs or other punishes OOS (out of shield). Dash attack is solid. Dash grab has high payoff but be careful with it.
- The foundation of Meta Knight's combo game is his throws. Dthrow has many followups until mid percents, most notably Fair, Dair, Nair, and Usmash. At mid to high percents, you could try going Dthrow into Down B. If successful, you may get the kill. At very higher percents it might be a better option to just Bthrow your opponent off the stage.
- It was heavily nerfed from Brawl but Dtilt is still one of MK's best moves in my opinion. I feel that it is very good after landing from an aerial. Some combo ideas are Dtilt into: Dtilt, Dash attack, Dash grab (sometimes), maybe Nair, or just go for a tech chase read.
- MK's fair can spike- very powerfully. It's a strange hitbox that I'm struggling to land, but good use of this could have huge payoff. Look on YouTube for demonstration.
- No joke- footstooling someone offstage is a lucrative edgeguard, especially against fighters with poor vertical recovery like Mario. Don't neglect it.
- Was Tornado nerfed from Brawl? Definitely. Is it bad? No. It deals a clean 10% and can combo from Uair sometimes.
- I love Nair. I feel that it is a great edge guarding and pressure tool. Use it often.
- Utilt is a great combo starter/extender but hard to land. Try to combo into it from dash attack at low %.
- At high percents, Dash attack into Up B seems to be a strong kill setup, although whiffing the Up B will get you punished hard.
That's all I have to say for now. What are your ideas? Let's all share what we find.