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Meta Knights Hope: A guide to Meta Knight users Counterpicking Stages

Tomanator33

Smash Apprentice
Joined
Jan 21, 2008
Messages
86
Location
Temecula
I decided to right this guide since this games seems to have a lot of counter pick stages that give characters a very noticeable advantage and disadvantage. Since most people who counter pick stages usually use neutral stages or stages that are very similar to the neutral stages and neglect the stages that are a bit more out there. Meta Knight gains a lot from several stages and also has some dangers on some, here I will list what they are to the best of my ability.

This guide will have the counter pick stages that are widely used and a few stages that jump back and forth from neutral to counter pick. If there is anything that I miss or do not know let me know and I will post it and give you credit for it. Also if there are any stages that I do not include that you feel I should let me know and I will write one for it.

Stages:

Pokemon Stadium 1: This stage seems to be the one that jumps back and forth from neutral to counter pick, but I feel with the new physics of the windmill and game overall it belongs as a counter pick. One overall advantage for MK on this stage is on its ledge. There is a little grove right below and inward from the sweet spot, from most angles during game play you can’t really see it. All characters up B moves, except MK, that I have seen get stuck in it if they miss time it and they fall to there death. You up B will fit right in the groove and sweet spot you right onto the stage, unless your opponent is ledge guarding AND invincible, then you glide into the pole to your death. If your opponent is not invincible he will either A) get hit away from the stage forcing him to recover giving you a chance to gimp him or B) he will get hit down off the stage giving you a chance to attack or toadstool hope the to there death. (Note: at higher percents your opponent will get spiked off the stage)

Transformations:
Basic- This form of PS1 is very similar to battlefield minus the center platform. It generally helps MK from projectiles and campers giving him a higher platform to jump to and attack from, it also helps gives him height if you’re trying to go off stage into a glide attack a recovering opponent.

Jungle/Forest- There are three platforms on this one, two in the center and one on the right hand side. There is also a small dip on the stage floor here there is a river. This transformation has generally the same advantages for MK as its basic due to the platforms. Just be careful as snake can drop his bombs and stuff on the floor making it harder to see due to its darker color so if you hit one it can mess you up badly.

Water/Windmill- This stage is one of the big changes from melee. There are two platforms on the right side, the far right one being higher up. On the left there is the windmill. On the windmill you can no longer phase through the platforms but because of how small the windmill platforms are almost all attack boxes go through it. First Campers will run here trying to mess you up or spam a projects at you. People who will not approach you will normally try to stay on top or run around trying to keep you off balance and attack at the smallest opening. Generally since MK has more jumps and mobility in the air you can match most of there moves, and if you have good control of MK punish them for trying to get on top of it or around it. Also because the platforms you can no longer phase through MK gains a good advantage underneath it. He can use his tornado to bounce him off it and lead it into another attack, tornado, or a laser lock with his jab. He can build up a lot of damage here if you lead them to it. Be careful though since if your tornado hits the windmill platform you will bounce the other way, resulting in a SD if the tornado is almost complete. Overall a good MK can really take advantage of this transformation.

Fire- The house on the right has a platform, in the middle there is a dip, followed by the dead tree wall, and past that on the left there is another platform. MK is safe from all Infinites on the wall that I have seen due to the dip in the level right before the wall except laser lock, but then again MK can also laser lock there too for as long as the stage stays this way. D3 Can not chain grab infinite because of the dip, Marth can not down tilt to death you because of the dip, but he can build up a good bit of damage. Also none of your attacks go through to the other side but many other characters attacks can and hit you. (if anyone has any other knowledge of this with MK please let me know)

Rock/Mountain- There are five platforms in the center area and on the left there is a giant rock wall that has a ledge grab toward the top. There is also a small area on the left side that you can trap opponents and build up some damage, but they can too so be careful. Attacks go though all the platforms in the center and it is extremely easy to gimp some off stage on the left with the rock wall. Many people will camp behind the rock wall since there is a really small place that you can stand and try to lead you there. If you are recovering on the left, and use you up B here you can hit them off the wall, often providing in there death at higher percents as long as hey don’t tech it.

Overall: MK can use this stage to his advantage but you do need to be careful because campers will counter pick it also trying to use it obstacles to help them build up damage and keep you away.

Rating for a MK counterpick: 7/10


Lylat Cruise: This is a basic stage, the center is flat with the left and right tilting down slightly there are three platforms one in the center, left and right. What’s strange about this level is that it tilts with the ships movement but projectiles don’t. Because of the ships movement it can mess up a lot of projectiles making approaching with MK even easier. The other advantage this stage gives MK a great advantage, and is why most people ban it with MK is its underside and its edges. Because of how it goes straight from the ledge to a flat surface it screws up almost everybody’s up B if they to it overlapping the edge to much unless they are extremely careful. MK on the other hand up B will glide the back to auto sweet spot the ledge unless he is more than half way under the wing. Because MK can gimp people off the stage so well this is a very good counter pick for MK, also you can spike off the stage with his up if there not careful.

Rating for a MK counterpick: 8/10


Norfair: This stage is great for MK and all fliers in general.(i.e. Kirby, Dedede, Pit, Rob) All platforms can be ledge grabbed, are small in size, all except the bottom center can be phased through, the entire stage has well round feel to it, and there is random lava that comes from the background. MK can out maneuver all except the flyers a lot especially since he has 5 jumps, a glide and his up B which puts him in another glide. Since he can do that plus attack through platforms and everything it works great in MK favor. Also a good way to build up some damage here is to throw them into the lava. If its coming from the left or right throw them that way, if is a small sprite from the background, maneuver then do your best to get them in it. When it comes from the background and the shielding device comes there are a few things you can do. Try to keep him out if your opponent gets hit by the lava it will kill at higher percents. If you both get in spam the tornado builds a nice bit of damage and throws them a bit when it opens back up. If you both stay out, aim to do that on purpose. Since MK has little lag after his attacks try to land any aerial on him then air dodge so you avoid the lava and he cant because he will still be in his hit stun. Overall it is a very good stage for MK even if they are a flyer since you can even outlast them with your second glide and land nicely thanks to how the stage layout is.

Rating for a MK to counterpick: 9/10


I will be updating everyday with a few more stages until I have all counterpick stages up.
 

Affinity

Smash Hero
Joined
May 27, 2006
Messages
6,876
Location
Wichita, KS
NNID
Affinity2412
Great thread; I was just about to post a topic asking questions you've just answered for me. Thanks a lot.
 

Rhubarbo

Smash Champion
Joined
Jun 21, 2007
Messages
2,035
I was going to make a CP guide...I got beat to it :(

On topic: Yoshi's Island (Brawl) is good due to the tilting platfrom.
 

EternalCrusade

Smash Journeyman
Joined
Feb 19, 2008
Messages
485
Location
Oviedo, FL
As I said in the thread that R.Kefka posted, 95 percent of the time, I counterpick Castle Siege. I like the ledges and the close out of bounds walls on the first and third floor and I like the statues on the second floor for blocking projectiles of course. I would give that a 10/10 for Meta Knight counterpicks.

I haven't counterpicked it in a tournament yet, but Luigi's Mansion is also great. It has projectile stopping pillars, and a low ceiling in comparison to the roof of the mansion (good for U-throw kills). It even has tight hallways for gauranteed tornado hits and those crazy ledges for characters to get stuck under or spiked on.
 

R.Kefka

Smash Cadet
Joined
Apr 13, 2008
Messages
28
EternalCrusade: For Mansion, don't forget his f-throw. Most people won't have the reflexes to tech it--if it's even possible--so you can link your throw into something simple off the ground. If they somehow tech, a tornado would easily cover that and re-bounce them. F-tilt also has good follow up. Up-smash is easy to chase with and bounces them, but it has a lot of ending lag.

And don't forget decay removal. D-tilt the bottom pillars and they'll never break. You shouldn't ever have trouble KO'ing here.
 

Protathlitis

Smash Cadet
Joined
Feb 1, 2007
Messages
50
Location
San Jose, CA
I was going to make a CP guide...I got beat to it :(

On topic: Yoshi's Island (Brawl) is good due to the tilting platfrom.
Yes, Yoshi's Island is good due to the tilting platform and the ability to mach tornado from underneath it, but those rising platforms off of the edges really hurt MK's ability to gimp. It's not a great level for MK, but it's not bad either.
 

Eternak

Smash Rookie
Joined
Oct 9, 2007
Messages
15
Location
Arecibo
I also add to that list Skyworld, It has Breakable Platforms so ill explain a bit...

Skyworld: MK and also ROB and Pit got a really overpowered winning here...
You can just break all the ledges or break 1 of the Bottom centered platforms to create a hole and do spike all over the place if you manage to break the ledges you just need to gimp a bit until no more recoveries to edgehog its gets really interesting, and if you're good teching you'll survive easily like 270% like i do mostly of the time... mostly people get frustrated on the breaking platforms so you just need to be sure to land any fair on the sides to do platform spike on the right/left platforms. MK Shuttle Loop do auto sweetspot on every corner if him doesnt break it first tho... but in general its all overpowered for MK.

Overall For Meta Knight Counterpicking 10/10

Luigi's Mansion: another stage that has an exploitable setup, the right/left bottom pillars works so amazing with the D-tilt+Shuttle Loop to jab lock+Dsmash or whatever it comes to your mind, also the shuttle loop to other platforms also works best for all out attack. The Pillars give protection from Projectiles so in other words it is also a great counterpicking stage to have..

Overall for Meta Knight counterpicking 9/10
 

Kayzee

Smash Journeyman
Joined
Apr 14, 2008
Messages
310
Location
Benton Harbor, MI
I also add to that list Skyworld, It has Breakable Platforms so ill explain a bit...

Skyworld: MK and also ROB and Pit got a really overpowered winning here...
You can just break all the ledges or break 1 of the Bottom centered platforms to create a hole and do spike all over the place if you manage to break the ledges you just need to gimp a bit until no more recoveries to edgehog its gets really interesting, and if you're good teching you'll survive easily like 270% like i do mostly of the time... mostly people get frustrated on the breaking platforms so you just need to be sure to land any fair on the sides to do platform spike on the right/left platforms. MK Shuttle Loop do auto sweetspot on every corner if him doesnt break it first tho... but in general its all overpowered for MK.

Overall For Meta Knight Counterpicking 10/10

Luigi's Mansion: another stage that has an exploitable setup, the right/left bottom pillars works so amazing with the D-tilt+Shuttle Loop to jab lock+Dsmash or whatever it comes to your mind, also the shuttle loop to other platforms also works best for all out attack. The Pillars give protection from Projectiles so in other words it is also a great counterpicking stage to have..

Overall for Meta Knight counterpicking 9/10
I agree about Skyworld. Another thing about Skyworld is that if you Drill Rush straight up at one of the horizontal breakable platforms, and drill into it, you'll appear on the platform if done at the right angle (With 0 landing lag, which is a bonus ;D). If you break the platform while drilling into it, the extra height gained from the fallspecial at the end will get you high enough to land on the cloud. Here is one place where you shouldn't shuttle loop for a vertical recovery, unless it's for a glide.
 

Kilut

Smash Cadet
Joined
Mar 19, 2008
Messages
70
Location
Illinois
Its not called a laser lock if you're jabbing someone against a wall....
Its called a jab lock o_O
 
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