Funkmasterblitz
Smash Cadet
MK is light and can be grab released into crap by a few characters. But yeah, nothing very crippling.
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At most they'll probably give him his real feet instead of giving him some kind of iron boots. Otherwise I've always loved how Meta Knight and Dedede look in Brawl, where as they look a bit too fluffy and cute in Return to Dreamland. Of course they'll be getting more saturated colors which is awesome, but I don't feel that they need to give them much of a model upgrade.I hope Meta Knight gets redesigned so he looks like he did in Return to Dreamland—simpler colours and less evil-looking. Although I do like his cape.
I actually like all of these changes, because they nerf him but don't change his moveset. I love Meta Knight's moveset, I just hate how they went all out with the numbers and his overall speed and gimp-potential. Though I think he'd need a bit more nerfs on top of this too, probably change the angle in which the opponent flies from being hit by d-air too, to make it a less successful gimping tool.My changes I'd make to MK:
-Tornado moves slower, doesn't last as long, and has less priority
-Increased ending lag on d-air, u-air, and d-smash
-Decrease his grab range a little bit
-Add a bit of starting lag to f-air
-Make each of his jumps a little lower
Or they can do something similar to what Project M did.That just means he's more of a secondary character for you. That's not really weird.
As for MK, nerfing him will be quite a project. For starters, they'd have to nerf his Special Moves. Dimensional Cape and Drill Rush are fine as is, in my opinion, so it comes down to the other two.
Mach Tornado: This needs to be heavily nerfed somehow. The way I can think of for nerfing it would be to down the priority significantly, so that more attacks can hit him out of it, and make it so that once he starts to move in one direction, it will be very difficult to stop momentum to move in the other direction. Honestly, that's the best I can think of.
Shuttle Loop: The speed of Shuttle Loop is fine, as is its power. What needs to change is the knockback of the aerial Shuttle Loop. Rather than give it powerful horizontal knockback, it should have the same knockback at a grounded Shuttle Loop.
Any thoughts or critiques?
That too. Just remember my post precedes Project M.Or they can do something similar to what Project M did.
Not gonna argue with this. I don't see any reason why when I agree. Meta knight is really OP.Reasons why MK's possibly too strong in Brawl
1. He doesn't suffer from RCO lag on any of his specials. Whereas character's like Marth and Falco have to deal with RCO lag when they ledge snap with their specials, MK suffers from no such drawback, making getting back on the stage unpunished way easier.
2. Up-b has stupid levels of base knocback, killing people on the side of the stage at percents as low 80, which is stupid considering its speed, and the fact he can attack and glide out of it. It plainly just, shouldn't kill like that. At 160%? Sure
Grounded up-b being autocanceleable just by fast falling as soon as you can is also silly, it should have landing lag (really glide attack should have landing lag too, but it's shield grabable already so it's not that big of a deal)
3. Tornado beats out so many moves because of its refreshing hitbox. It makes sense as a shield pressure move when their shield gets low from your aerial pressure. It's also basically the best move at punishing landings in the game because of how much space he can cover with it. It's generally a balanced move in the ditto, because MK's aerials are transcendent allowing tornado to be beaten out on the approach. If any move could beat out tornado in the same way (so if tornado had transcendent priority), it wouldn't so heavily polarise many of MK's matchups.
4. Ledge mechanics in brawl are dumb in general, MK is the best abuser of them. How the game should work is that your ledge invincibility decreases every time you grab the ledge until you land on stage (not on a platform) Planking isn't a fault of MK's specifically though, hopefully next smash fixes ledge mechanics (hey Ike had a limit to how many times he can up-b on the ledge, so obviously Sakurai at least anticipated ledge camping...somewhat)
5. Best air-dodge in the game. I don't know why air-dodges aren't standardised, but for some reason MK's invincibility starts a frame earlier (and lasts till the same point as other air-dodges, he doesn't have more lag). That should be standardised.
I am unsettled by this. Why is Metaknight a top tier? Fast attacks, insane recoveries, great Momentum cancelling, high priority, fast and powerful KO moves, barely any start up/end lag, and other stuff. If all characters were like him, we'd have balance, but it would just be spam everywhere. Not saying I don't want other chars to be buffed, but not to Metaknight's level.He doesn't need any heavy nerfs. Nerfing all the top tiers into trash tier is just bad game design, everyone should be buffed up to his level. Up-b and Tornado needs nerfs, RCO lag shouldn't exist (but if it does, MK should have it), but that's all the changes he would need to be balanced. He also doesn't care as much about stale moves as some characters, since D-smash, Nair and up-b (aerial or grounded) all work as kill moves, in an environment where knockback doesn't decrease when a move's stale, like in Melee, that's one less advantage for MK.
True, I guess we will have to waitOf course, none of these necessarily apply in Smash4, we have to wait to see what the game physics are like. If falling speed is increased like is rumoured, while the brawl air-dodge remains, juggling will barely exist in the next game, and MK relies on his aerial frame traps, so he may be heavily nerfed just because of that change in game physics. Similarly, if hitstun cancelling doesn't exist, MK won't be able to abuse the fact he has the fastest momentum cancel in the game (uair > DJ > possibly more DJs), another nerf.
Not sure how taking away priority would buff his aerials, so could you explain that to me? Also, I think it would be best to hand that unique trait to chars who could actually benefit from it like the LoZ cast.Edit: People saying to take away his transcendent priority, that would be a buff to all his aerials. It's also MetaKnight's unique trait, it'd be a shame if they took it away.
Especially his Up B. That move is way too powerful IMOMeta Knight's speed and recovery fit his character so he shouldn't lose it. What I would do is give him less killing power in some, but not all, of his moves.
I think it did a good job balancing him, but that's more so because they brought every other character up by a lot too. Meta Knight saw few but heavy nerfs in Balanced, which took him down to what would be high tier in Brawl, and that's where all the other characters are gathered anyways (except Jiggs who still sucks )u should look at balanced brawl.
The Mach Tornado acts much like it does his Kirby Super Star fight, just instead of going downwards like he does in Super Star he goes upwards. It basically is just a reverse Tornado ability.Meta Knight, having trance priority on 9O% of his moves, gives the impression that his slashes are faster than the speed of sound; as cool as that is, we can all agree that it'd be more fair as regular priority, Ex. as Pikachu, against Meta Knight's Glide Attack, I can N-Air through it, and hit Meta Knight; being able to clash with all of Meta Knight's moves, in itself, would make a MASSIVE difference in terms of balance. As for Mach Tornado; it's Meta Knight's Grand Finale, I honestly don't understand why it was based off of Tornado Kirby this time around (Tornado Kirby is actually ridiculous in any game it's in, as silly as that is).
I never knew it went that high!Yes, I was thinking the exact same thing for Mach Tornado! It'd reach as high as Pikachu's Thunder.
some of my thoughts
Metaknight:
- Tornado is SDI-able throughout the entire attack.
- More landing lag after tornado.
- Shuttle Loop always has vertical knockback. Making it harder to get low percent kills near the ledge.
- Down throw does less damage.
- Up tilt no longer has a sweetspot hitbox.
- Up air now comes out on the same frame as down air
- Decreased knockback on Down Air.
- Down smash is a few frames slower.
- Down smash no longer has a tipper hitbox.
- Decreased knockback on Down Smash.
I want to see the source on this.MetaKnight was revealed i that early image along with Marth, GW and Wario, I'm sure it will be revealed soon
He means the concept art:I want to see the source on this.