Master Raven
Smash Master
LOOOOOOOOL @ the matchup llist. I'm sorry but the tornado is NOT that ****ing godly, Jesus.
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!
If there's any one thing i know to be true about the matchup between Yoshi and Metaknight it's that he is NOT joking. I play with one of the best Yoshi's in the nation and Bwett constantly gives me problems when I try to get in on his defense.You have got to be joking. Please tell me you're joking.
We're discussing character statistics and how they effect character match ups, and we're assuming while discussing these match ups that the players in question are at equal skill level. If the best Yoshi in the nation is giving you an issue, it's likely due to him being the better player. I've been ***** by Lucas and I've been ***** by Peach, both while using Meta Knight. I don't see those two on the 5/5 section.If there's any one thing i know to be true about the matchup between Yoshi and Metaknight it's that he is NOT joking. I play with one of the best Yoshi's in the nation and Bwett constantly gives me problems when I try to get in on his defense.
While I don't agree that Yoshi's D is > Metaknight's O, I do agree that they are pretty equal and that it's virtually impossible to 'get in there' against a good Yoster defense.
Marth =/= Yoshi, first of all. Yeah, it's Marth, but Yoshi isn't Marth. He too has an answer for every approach MetaKnight has. Pivot Grabs mostly stop everything, while Usmash covers the rest. Marth has Grab Release CG's yeah, but what exactly can he do out of it? Not to mention that Marth is probably going to have an hard time grabbing him in the first place. Yoshi has Multiple Options on release, most of which make it very easy to kill.Marth has one of the best defensive styles in this game, and he has an answer for nearly everything. Marths worst match up, despite his defensive prowess, is Meta Knight. He even has a Release Grab of his own on Meta Knight, and still has difficulties. Could you please care to explain to me how Marth can only compete at a 4/6 level vs Meta Knight, and Yoshi goes even, or possibly has an advantage, meanwhile keeping in mind that Marths defensive qualities are much better?
That would help a lot. Even then, most characters usually can't do anything about not getting tornadoed as they try to fall back onto the stage after getting hit upwards.This has given me motivation to compiled a complete list of every move and maneuver that can bypass the tornado, just so everyone will stop *****ing about it.
Marths Grab Release is very effective, and it too has a guaranteed kill move at higher percents through either Fair or Dolphin Slash.@Infinity:
Well I'm a person who is Pivot Grab Happy (for a lack of a better term), while Bwett is generally plain more aggressive, which I don't approve of much, at least in this matchup (Judging of a video against you two).
My defencive strategy has been working well for me so far against the MetaKnights around here. Bwett does some strange things with him (Trys to fits Neutral B's into his game, He even SHIELD GRABS!) But he's still great with him. And I saw that he got that Release > Fair thing to work on you once
Marth =/= Yoshi, first of all. Yeah, it's Marth, but Yoshi isn't Marth. He too has an answer for every approach MetaKnight has. Pivot Grabs mostly stop everything, while Usmash covers the rest. Marth has Grab Release CG's yeah, but what exactly can he do out of it? Not to mention that Marth is probably going to have an hard time grabbing him in the first place. Yoshi has Multiple Options on release, most of which make it very easy to kill.
Just because Marth has a better defencive style than Yoshi, doesn't mean it will favour him in this matchup. Yoshi does because He can punish a hell of alot more than Marth.
That doesn't kill until the 120's though. Yoshi's kill below the 100'sMarths Grab Release is very effective, and it too has a guaranteed kill move at higher percents through either Fair or Dolphin Slash.
You already told me this like 3 times, and I already explained about it. If Yoshi reacts right away, MetaKnight doesn't have enough frames to escape it. Plus it doesn't matter if he can recover above the stage line, the Fair will still hit him. It's alittle disjointed or something, I dunno.He does not have a guaranteed spike, as much as you would like to believe he does. If you would go into training mode and put it on 1/4 speed and have Meta Knight jump ASAP, you would notice he jumps before he lands. Explain to me how Meta Knight cant react with an Air Dodge below the stage line if he can jump before the stage line?
Eh, Release to DownB, Release off Ledge to Nair. He still has 3, which is still alot. Plus he still has a Natural Uair, and a well spaced FsmashSo that leaves Yoshi with what, USmash? That doesn't sound like a lot of kill options. That sounds like one kill option to me, however still useable.
DK has a lot more options to beat the Tornado with. DSmash, FSmash, FTilt, DTilt, Bair, Punch... All of these beat the Tornado. Why you only mentioned two is beyond me. And if Meta Knight is stupid enough to try and use Tornado again once DK is popped upwards, he's eating a Dair. That's just playing shot for shot, and that is a game Meta Knight doesn't win at.Oh my god people, I've tested this game so much...
Donkey Kong has better range than MK on his tilts. An ftilt performed from far away has better range and outprioritizes MK's aerials and tilts. The forward tilt even outprioritizes the Mach Tornado if performed from up close.
So what's the problem with the forward tilt? It outranges so you should perform it from far away. But it only outprioritizes the mach tornado from UP CLOSE, so if the nado is started from far away, it first outprioritizes the tilt and then hits DK. BTW, dtilt gets outprioritized by MK's fair (or MK jumps over the dtilt, something like that).
From a connected Tornado, MK can keep tornadoing DK as DK tries to fall back onto the stage, or try harassing him with aerial moves, since DK's aerials don't protect him in front or below him (dair's slow and has AWESOME landing lag, and fair sucks...and is even slower). Did I mention DK's aerials can't even outprioritize the nado?
MK's nair, fair, dair and shuttle loop all outprioritize DK's recovery move, which makes for a very easy edgeguard.
DK's downsmash can beat MK's nado but not always, and it's so slow you can only rely on prediction. And OF COURSE, predict wrong and you get punished. Besides, the nado thing. DK usually cannot block an entire mach tornado unless he powershielded. If he does powershield, MK can simply get away, which is unpunishable. And if he does block the entire tornado, I assure you he won't do it again with a deteriorated shield.
I KNOW Metaknight beats DK. Donkey just doesn't get ***** as hard.
About Yoshi having a chaingrab...that's really only for KOs and as a "get away from me" technique. He has so many weapons, including his egg toss and a not too laggy upsmash that outprioritizes everything MK can do from above (besides airdodging lolololol). His finishers are hard to pull off (all except the grab release into upsmash), but there are a lot of them, which king of balances it out. His only problem is not being able to outprioritize the tornado from the air. At least not the sides of it. And if tornado hits, it's PRESSURE TIME! Just like with DK.
Lucario and Dedede at even is really too much to say. Dedede can get beaten by unpredictably spamming the nado THE ENTIRE GAME. I have never seen any other character get ***** so hard by the nado. The most usual thing to happen is for Dedede to pull off an outprioritizing uptilt, which is not easy and is only really bad for MK if he's at a high percentage. Oh, and D3 can BARELY only block one whole tornado, if his shield is fresh. If D3 powershields, MK can simply get away unpunished. It's also as easy to tornado a D3 that's trying to fall back onto the stage as it is to do so to a whole lot of other characters (most of the Brawl cast I guess). Oh and the edgeguard. MK easily edgeguards D3, KOing at high %'s. D3 barely edgeguards MK.
Lucario...he has 40% chance to win at equal skill. MK has more weapons. The only way for MK to have a very rough time is for MK to not play defensively. The more defensive, the better (in MK vs Lucario it's even better to bair than to fair, just because of the range). But why not play as defensive as you can if it's the best you can do in that matchup? And while MK can edgeguard Lucario effectively, Lucario can't edgeguard MK. At least not if the MK player isn't careless.
I agree on moving Jiggs up. I actually haven't moved D3 down because I'm still waiting to hear good news about a D3 player beating any great MK. In my experience, D3 never beats MK. In my experience as a Snake and Metaknight player, Snake beats MK only 40% of the time (a MK ditto is harder than fighting Snake).
Ohh and about Yoshi KOing MK at 100%, if the MK player DI's away, the 1st hit of Yoshi's downB move sends MK to far away for the 2nd hit to connect. Also, this combo's timing is already so hard, I think usually holding the block button will save MK. The out of stage spike and nair are hard to pull off, too. As Yoshi, you have to be very well positioned in the place from which you dash outside of the stage.
As MK, I firmly believe Yoshi's harder than Dedede and Lucario. Snake, DK and Diddy Kong are are harder than them too. Maybe there's something I'm missing. I'd like to see some links that change my mind if anyone has them.
EDIT:
That would help a lot. Even then, most characters usually can't do anything about not getting tornadoed as they try to fall back onto the stage after getting hit upwards.
And moves that outprioritize the nado tend to be laggy enough for MK to punish if he didn't feel like tornadoing that instant. I'm not trying to be a bad sport, the list would still be interesting.
I've been trying to find a character with at least a light advantage over Metaknight by testing, researching and checking results out for a while now. I finished trying. I hope someone else finds it out.
I haven't performed this guaranteed spike on an MK (haven't played since i heard about it, well not with yoshi anyway)He does not have a guaranteed spike, as much as you would like to believe he does. If you would go into training mode and put it on 1/4 speed and have Meta Knight jump ASAP, you would notice he jumps before he lands. Explain to me how Meta Knight cant react with an Air Dodge below the stage line if he can jump before the stage line?
So that leaves Yoshi with what, USmash? That doesn't sound like a lot of kill options. That sounds like one kill option to me, however still useable.
Hmmm, well in the air from the sides yoshi can Egg lay to out prioritize the nado. Sure it isn't the easiest thing in the world but hey it's something right?Oh my god people, I've tested this game so much...
About Yoshi having a chaingrab...that's really only for KOs and as a "get away from me" technique. He has so many weapons, including his egg toss and a not too laggy upsmash that outprioritizes everything MK can do from above (besides airdodging lolololol). His finishers are hard to pull off (all except the grab release into upsmash), but there are a lot of them, which king of balances it out. His only problem is not being able to outprioritize the tornado from the air. At least not the sides of it. And if tornado hits, it's PRESSURE TIME! Just like with DK.
Ohh and about Yoshi KOing MK at 100%, if the MK player DI's away, the 1st hit of Yoshi's downB move sends MK to far away for the 2nd hit to connect. Also, this combo's timing is already so hard, I think usually holding the block button will save MK. The out of stage spike and nair are hard to pull off, too. As Yoshi, you have to be very well positioned in the place from which you dash outside of the stage.
As MK, I firmly believe Yoshi's harder than Dedede and Lucario. Snake, DK and Diddy Kong are are harder than them too. Maybe there's something I'm missing. I'd like to see some links that change my mind if anyone has them.
Actually it's because he and I play each other so often that we know each others play styles. He'll tell you himself that I'm better than he is, which makes me feel like a ******* for saying but it's true.We're discussing character statistics and how they effect character match ups, and we're assuming while discussing these match ups that the players in question are at equal skill level. If the best Yoshi in the nation is giving you an issue, it's likely due to him being the better player. I've been ***** by Lucas and I've been ***** by Peach, both while using Meta Knight. I don't see those two on the 5/5 section.
Bwett stopped using pivot grabs as much because I figured out how to move around them and punish him for it. He's more aggressive because that has been working on the other players in our area with surprising efficiency. If you watch the video again, you'll notice he and I have similar play styles: we're both kind of passive-aggressive. We wait for an opening and then attempt to punish it with a flurry of aggressive moves. It's not that he's overly aggressive, he just tends to try and over-punish and it turns around on him a lot.@Infinity:
Well I'm a person who is Pivot Grab Happy (for a lack of a better term), while Bwett is generally plain more aggressive, which I don't approve of much, at least in this matchup (Judging of a video against you two).
My defencive strategy has been working well for me so far against the MetaKnights around here. Bwett does some strange things with him (Trys to fits Neutral B's into his game, He even SHIELD GRABS!) But he's still great with him. And I saw that he got that Release > Fair thing to work on you once![]()
After what M2K said about the matchup a while ago, I'm tempted to say it's even now. MK can gimp Lucario like nobody's business, but if Lucario is spacing well MK is going to have a difficult time approaching. Fsmash and aura sphere are just too good in this matchup. If Lucario is spacing with fsmash, it can go practically unpunished. Of course, MK still has his usual tricks in this matchup, but Lucario can dish it out just as well. Definitely 50-50.Same with Lucario for that matter. MK's rushdown is more then enough for Lucario's defense.
Not true. Because of its low ending lag, there are very few characters in the game that can shield and punish Lucario's fsmash. The way most characters get around it is by simply jumping over it and using an aerial. Marth has a higher SH than MK and can simply jump over fsmash and punish Lucario. Marth also has one move with longer range than fsmash - shieldbreaker. MK has none. When MK attempts to SH over fsmash, he just gets ***** by the move's vertical hitbox. You can see Plank attempt to dashgrab Lucario several times after shielding fsmash, but (when well spaced) Lucario has plenty of time to sidestep or shield any attempt at punishing it.MK can get past Lucario's F-smash spam just as easily as Marth can and Marth has 60/40 advantage on Lucario.
MK (and most characters) do not have enough time to drop shield, walk forward and do whatever after an fsmash. Lucario's ending lag is already over by the time that happens.MK can gimp Lucario pretty easily though and MK doesn't need to try to dash grab after an F-smash from Lucario. He just needs to get close and apply pressure.
I don't feel like debating this though so I will leave it alone.
Um, que? Unless MK perfect shields the fsmash (which is uncommon, and shouldn't be relied on during matchup discussion), he'll slide back 1-1 1/2 body widths - which is way too far to do anything OOS.If you dash into shield when someone attacks you will slide forward since the momentum of your run is still carrying you. Then once MK is in he can just up b out of shield or drop his shield and punish.
And yeah I don't feel like debating since I don't main MK and MK's match-ups don't mean jack **** to me and ultimately he is still the best character in the game so this is meaningless.
Glad to hear it, Ike. lolzPrepare yourself.
Err well, as long as the dair actually hits metaknight, and not the sword or something.will lucarios dair stop shuttle-loop no matter where it connects? i figure it will always stop the purely horizontal knockback zone of the attack but dont know about the near vertical part.