Babar-Thorbald
Smash Apprentice
But Uair can be followed by a SL from below (which is usually countered by DK's ubB if you aren't placed correctly)...
Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
uair can bring you in a good position for jugglingNair works best.
Uair works but will mostly stop your edgeguarding attempt.
We play much better now. I agree with 6/4, but 5 points really don't make much difference. I've realized Marth doesn't need to be that careful, but still his difficulty to KO Meta Knight is what makes him not-good ever. He can win in neutrals, CP stages I'm not so sure (there's too many of them). Trying to kill early via spike or hoping for tipper fsmash too much may make you miss enough opportunities to be losing.I think the MK vs. Marth MU should be changed from 65:35 to 60:40
oh, and I think marth could be played better than the atm best marth players do, so dont look at actual marth vs. meta vids
the only good example vids for the mu I know are the havok vs. tkd vids:
http://www.youtube.com/watch?v=txygATa2P7k&feature=related
http://www.youtube.com/watch?v=U74Du6xZh7M&feature=related
Japes is good on Falco. You NEVER die (to a greater extent than Falco possibly). Falco already has a really tough time landing a grab (if you play well), and if they push for it you can just keep on damaging them. It's too much to ask for a Falco to chaingrab you into the left side from the center. There are much better stages for you to CP him, but Japes isn't banworthy in my opinion. All it gives him is recovery.DO what I do. Norfair & Japes wins everytime. Except Japes when versing Falco, >.>
lol What a bait.We currently have it as an 80-20 advantage for Mario.
Lern2 tech.BTW learn how to break grabs quickly and he can't do the carry stage spike thing until higher %'s (70%? 80%?).
really? i actually have a really tough time in this matchup. i should start abusing nado more XD. i can never kill DK until about 160 though =/. very annoying matchup. ppl think diddy, snake, and DDD are harder but i do significantly better in those matchups than against any DK.Well I've faced lots of DK players, but I haven't been cargo stage spiked, so I didn't know it's easy to tech. Pretty easy match-up still.
I played a good DK yesterday at a tournament and it's a pretty obnoxious matchup. Killing him is so difficult so at any time he can come back.really? i actually have a really tough time in this matchup. i should start abusing nado more XD. i can never kill DK until about 160 though =/. very annoying matchup. ppl think diddy, snake, and DDD are harder but i do significantly better in those matchups than against any DK.![]()
i'm glad some1 else has seen what a pian DK can be lol. there aren't enough of thme for ppl to realize it really.I played a good DK yesterday at a tournament and it's a pretty obnoxious matchup. Killing him is so difficult so at any time he can come back.
I got 0-90% on him without him touching me but he brought me up to 90%ish through Utilt combos and good spacing before I was able to kill him.
He's extremely difficult to gimp as well. You can keep dairing him off the edge and you can even shuttle loop him and the hit trade will keep you alive but even then he just keeps coming back....
Also I NEARLY lost to a Yoshi player (Reflex's brother) in a friendly. Its like you can't really approach and you can't really edguard. I got the hang of the matchup in time to bring it back, but is there any methodical way to win?
Yeah I dont think I've ever played a Yoshi before since back in the online days.i'm glad some1 else has seen what a pian DK can be lol. there aren't enough of thme for ppl to realize it really.
yoshi is pretty good against mk, but it's still mks advantage 6/4 at least, IMO. i play Pride a lot, one of the best yoshi mains, so i learned a lot about the matchup. it's difficult to gimp them but if they make one mistake you can get a gimp off easily. if they use his super armor from his second jump smart enough, you can't gimp him out of it. i usually hit him while he is rising with the second jump onto the stage with 1-2 nairs while following him onto the stage and then throw him off again and repeat with edge guarding. it's good to rack damage even if you can't knock him out of the second jump.
don't tornado from far away obviously because he will pivot grab it and CG you. you should tornado right above his tongue everytime, so that you cannot get grabbed.
Finally someone sees this.On a side note I realized how punishable a move Tornado is. I got killed by Kismet several times because he's just DI out of my nado then Usmash me. It's probably part of why I lost the set. It only seems to be any good when you can shield pressure your opponent or they don't have a good move around it and can't DI out of it very easily.
a mid range she has her plasma whip and paralyzer into grab shenaniganz.Some characters are very good if you approach them. Marth's Dancing Blade trades hits with Ftilt and outright beats the rest of Meta Knight's moves to the punch. But blocking it makes for an easy punish. Donkey Kong's good if you approach him in ways that he can hit you.
We should be discussing Zero Suit Samus. I'm guessing it's 6/4 Meta Knight. She's good at very short, and at long range, but she doesn't have much to do somewhere in between (at Meta Knight's tipper range). Her grab is slow too, which coupled with her short ranged tilts, makes for Meta Knight's moves to be safe on block. Meta Knight can play it safe very easily, I think. ZZS doesn't pressure Meta Knight too much into approaching, and her couple of long range options are pretty straightforward.
She does have a good recovery, to the point I think the player can recover well enough not to get gimped easily, or be KOed consistantly while attempting recovery, so that takes that usual 10-20% of the match off of Meta Knight's advantage. Plus Zero Suit Samus has more KO power. OverB, Uair and Dsmash into aerials can KO. Her KO options are avoidable, but there's still more than a couple of them.
I don't think ZSS has enough approach options, and that being caught in MK's good zone leaves her with few options. Still, likely (not sure though), not a horrible match-up. I don't know much about the character. Maybe good ZSS players should step it up, because she's not an overused character for most of us to know the match-up.
A. Your friend probably sucks with Falco.Lol, I played around with my friend a bit and we tried some planking things.
MK vs. Falco MU should be at least 70:30 for MK, because Falco cant do anything vs. planking and if he gets to close MK can gimp him or simply attack him, sometimes with UAir strings, which make a lot of damage.
So Falco has to get the lead all of the match, which is very hard to do.
Same for Fox, Wolf.
And Chars like Pit, Wario etc. got problems vs. it, too, so the MUs of them should change at least for 10 or more.
Even Pit got problems vs. MK planking, wtf.
He cant attack MK from on stage. (maybe with arrow loops, but then MK can attack while Pit moves the arrows.)
If Pit goes offstage MK only needs to do one or two attacks and Pit gets in a situation to beeing gimped!
That can be said for any char.Do you guys believe that Meta Knight vs Olimar is a definite win for Meta Knight if he knows what he's doing?
Falco has to approach if the Mk gets a % lead and if he starts running time out (planking).A. Your friend probably sucks with Falco.
B. Planking is usually banned.
C. Falco never has to approach MK.
MK vs. Falco is DEFINELTY even if played properly. 55:45 at its worst only on certain stages.
Ummm Planking is BANNED in like 90% of the tournaments on the east coast.....Falco has to approach if the Mk gets a % lead and if he starts running time out (planking).
And tell me what the Falco should do to stop MK at the edge?