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Thanks man! Really good job in putting all this effort on answering people's MU questions too!Against Mario (one of the tougher matchups), you need to move in the air to get over his fireballs and go for a safe landing once you are near enough he can't fire them anymore. The neutral game is the hardest part. If necessary, wait on platforms until he makes an inaccurate fireball or something similar, making your position better and better. You need very much patience in neutral game and awareness on every little concession he makes and every little advantage you could use. If you are in close combat your best options are probably tomahawk/nair mixups and spaced d-tilts (even on shield) after which they have to WD back and give you more room. Juggling should be kept pretty basic because Mario has a nair that stops overoptimistic ideas. Finish combos with a nair. Concerning edgeguards, just grabbing the ledge and refreshing invincibility while threatening drop off nair/bair is powerful. Mario has few possibilities to recover safely if he can't sweetspot the ledge.
Also Sheik's strongest punish is mostly fair so be aware I'm talking about higher height than Sheik's sh/fj height in that more airfocused part.Against Sheik you need to be a bit more airfocused as soon as needles are charged/in-play/likely-to-be-thrown. The air stall (sit over their shield and keep jumping, punishing drop shield with dair) and sh nair/fair should be your main "approaches". You can also try a more dashdance-based playstyle but I don't like it against Sheik that much, but be aware of it, it is good if you don't give Sheik enough time.
One of Sheik's main tricks you should be aware of is WD back -> f-tilt it is pretty hard to deal with sometimes. Punish Sheik when she is in the air because the sh is so high. Sheik will mainly go for dash attack or grab, so in the air you are often safe and can bait out moves.
Wait are you both an MK and a Pit player and asking for MK advice versus Pit or are you an Pit player asking for advice against MK?How does MK vs Pit work?
I happen to be the Pit player. Awkward, I know, but can't hurt to ask.
Basically I get juggled if I'm above him, can't seem to punish dair if I'm below him, eat a nair if I'm comboing him, get hit if I hit his shield, can't punish him out of shield unless he's in grab range (although I kept messing up the usmash OOS for some reason so getting on top of that again will help), and he's small so he's hard to arrow consistently.
In the neutral game you can be a bit creative because there is not that much to fear besides Kirby's dash attack. You can bait that dash attack out and nair or bair OoS (sometimes also reverse Up-B OoS), reacting to where he ends up.Vs Kirby is wack
Tell me the answers
The only thing I can think of, in neutral is fade away fairs and dtilt. Grab is a thing to, but once Kirby is around mid % you don't get much off of those.
Can you actually footstool during his up b though? I have yet to try it myself.I'd say go for a footstool if he's below you. Sending DK downwards is the best way to kill him, but unfortunately MK doesn't really have a move that sends people down (besides the d-air suicide of course), so a footstool is probably your best bet.
Nairing from the ledge does work. You just need to do it earlier. Phantasm is super negatively disjointed and pretty much any move thrown out at the right time will beat it.I got wrecked this week by DP's falco, I feel like this MU is ***.
How do we get in on falco? What is the best way to stop phantasm? Nairing from the ledge didn't work as well as I had imagined.
This feels appropriate.Nairing from the ledge does work. You just need to do it earlier. Phantasm is super negatively disjointed and pretty much any move thrown out at the right time will beat it.
That's pretty much with anyone, just as a heads up.Away on both sticks, except if you would be offstage afterwards
just played a squirtle recently in tournament. techchase seems really strong against him. And dont get grabbed.How do people deal with squirtle? He's just super annoying to play against, even if you CC his garbage I'm having a lot of trouble actually comboing him. He's too floaty for most of the up-air follow ups, and he pesters you with withdrawal if you go in too hard. Also, his DI traps are annoying.
5 was an estimation, also it is more like a flowing border...
Fox, Mario, Donkey Kong (only on certain stages) are the ones where he really has a disadvantage.
Ah ok probably more like 2.5 matchups where you are certainly worse. Fox because of the lasers and the early kills (a top Fox will make it so hard to even get a hit), Mario because one grab is almost half the stock which makes it a bit harder and DK because he outranges your grab and his biggest weakness are projectiles which MK doesn't have.
Strong Bad once said DK wins against anyone without and loses against anyone with projectile...
Sheik has a slight advantage because she has good CCs, is one of the only characters making MKs recovery tough and has lots od camping tools if you really play for the win, so you could consider it the 4th character, but the advantage isn't that big.
Pit might be inbetween, his neutral game isn't good enough to force MK into a disadvantage, but everywhere except for really high levels of play Pit has the advantage, same goes for Lucas.
Snake is a bit tough because of his chaingrabs and early kills, but MK can destroy him the same way.
Many of the characters most people fear (Mewtwo, Falco, Diddy, Link) are OK or even good matchups for MK.
Mewtwo MU knowledge from Darth BaneYesterday i had to play frozen in bracket so i asked emukiller for some tips. He gave alot of good advice. He told me that as soon as you see Mewtwos star flash when his up b comes out just short hop nair. He also told me to Di away from Downthrow. Hope this helps.
I had to play a Charizard in bracket yesterday just dash dance and wait for him to throw out a move and punish.Any tips for the charizard MU?
Don't have any actual MU experience in this and the local champ from my city main him thx