bubbaking
Smash Hero
What's crazy is I think after you refresh your jumps, you still have aerial IDC or DC in general as an option.
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To be honest man, fox vs mk is rough. Marth isn't to bad for mk tho.So I have recently picked up Metaknight as a secondary for Wario, and I mostly plan on using him in a few specific matchups like Fox and Marth, so I was wondering if I could get some neat tricks for those matchups in particular.
Also I did not play much Melee, so I still don't know correct DI and whatnot for Marth's throws and stuff.
If marth isnt sweetspotting the ledge just stand close to the ledge and f smash. This works against alot of characters lol.Be careful of Marth's low percent throws on MK. He can regrab like 3 or 4 times and tipper fsmash or get a lot of easy follow ups with inproper DI. I have not taken the time to figure out a perfect plan for this situation, but @ Chesstiger2612 might, so just wait for him to respond.
On a positive note though, MK has an easy trick for punishing a badly sweetspotted up b to the ledge with Marth with death at almost any percent. You just stand a little away from the ledge and do an IDC (c-sicked down b, just in case you didn't know, unlikely but whatever) forward. This way you avoid getting hit by the sword and most likely kill the Marth. Not very viable at high levels of play I would imagine but it's just something quick that popped into my head.
That's just 2 quick things, not the whole matchup obviously lol, one general thing I can think of is that MK juggles and combos Marth pretty well and gets good down throw follow ups. But yeah theres some neat tricks like you asked for, I'll think of more later maybe.
That doesn't work against Marth though because his sword goes through the stage and hits you, that's why for him and Roy IDC is the equivalent of that option.If marth isnt sweetspotting the ledge just stand close to the ledge and f smash. This works against alot of characters lol.
Yeah you just have to space so that the very tip of fsmash extends over the ledgeIf marth isnt sweetspotting the ledge just stand close to the ledge and f smash. This works against alot of characters lol.
No it works mk's fmash hits under the stage lmao.That doesn't work against Marth though because his sword goes through the stage and hits you, that's why for him and Roy IDC is the equivalent of that option.
GSL?GSL is probably best move for edgeguarding tethers.
Stand right on ledge.
When they pull up, GSL. Hits under you and it hits pretty far in front of you.
I've gotten stage spikes like this XD
I'm assuming it's Grounded Shuttle Loop, but that might not be right, I'm just speculatingGSL?
Now the best DI for the forward-throw is always down and away. For the down and back-throw it generally is DI in (perspective before the throw: so you get sent further). For the up-throw mixups and techs on platforms are preferred, Marth will get an up-tilt and you gotta make sure that you DI that one in a way there are less combos.So to get a bit more into details:
All of Marth's throws have weight-dependent throw release points, so you will have bigger frame advantages against light characters generally.
Up-throw has three main uses:
Up-throw is great to followup with a regrab (spacies only), up-tilt, and basically anything you can get from mid %s in.
That combo component is stronger against characters that are falling faster and are lighter basically. It works best between 20-40% (then also on average fallspeed), above and under that only if the criteria are fulfilled to a higer extent.
Up-throw is a kill move at really high %s (generally around 200%), you don't want to rely on it though.
Up-throw can lead to positional advantages if you fight a character having a bad landing. Your idea is basically to wait for them trying to land and then catch them with up-tilt/up-air. Works best against characters who have problems covering the space under them (Peach and many others to a lesser extent) or having bad horizontal mobility in the air (Snake, Lucario). Punishing landing is easier if platforms don't play a role or are away completely.
Forward-throw:
Use it as DI trap together with down-throw on light, floaty characters. Regrabs at low %, any move you can get (mainly fair and nair) at mid %s. Often you can also get an aerial followup or even a pivot/WD f-smash as kill setup.
At the ledge: Forward-throw-> Dash (really short) ->short hop -> dair works on a lot of characters, mainly those with less or average fallspeed.
Positioning: There are a few characters you can't really get any followups against, which are heavy, floaty characters (Samus, Charizard). Use the forward throw to bring them closer to the edge. Positioning instead of going for a combo which will miss can be really important, this kind of use is still underrated. The f- and d- throw positioning is better if they feel uncomfortable at the edge (bad recovery (?)), you can't combo on them (or at least not at theses percents), and they don't have a big problem with landing.
Down-throw:
Mainly the same as f-throw (DI trap), but with less followups. Use it when you DI trap and they expect the f-throw.
Positioning factor stays the same (if you are closer to the edge with the back, down-throw is your positioning tool).
Back-throw:
Really situational, similar to down-throw. Sometimes prefered in edgeguarding situations over the d-throw but generally your worst throw.
MK is already in a good spot for edgeguarding tethers, what with his multiple jumps, long-lasting nair, far-reaching bair, and reverse ASL. Didn't know that GSL hits under the ledge, though...GSL is probably best move for edgeguarding tethers.
Stand right on ledge.
When they pull up, GSL. Hits under you and it hits pretty far in front of you.
I've gotten stage spikes like this XD
I think you can also punish this with upB OoS which will combo into glide attack and/or other aerials at low and mid %'s. At high %'s where you could just kill, DC OoS is prob the best option.If Falcon tries making his shield pressure safe only by spacing (with unsafe moves by timing), like a nair where the 2nd hit hits pretty early and not close to landing, you can get down-Bs OoS. In fact, in this case it is the best available option.
Ike is pretty easy for mk imo.How do metaknight players feel MK does vs Ike?
Interesting. Why do you think that is?Ike is pretty easy for mk imo.
If he does, we need to know how many frames, he has at his disposal as well.Does MK even have a hax dash? That would be sick random tech lol
Once debug is available to is all, we can just find out for ourselves.I feel like by the way he jumps and falls, he might not be able to, and if he can then he probably doesn't have many frames at his disposal. Is anyone good at TAS stuff here?
Ive done a few when messing around with Falcon, it definitely exists.Hax dash.. It's like, non-existing in PM.
I don't think PM players got that kinda tech skill and or lazyness.
That would destroy the up b tho
SWEDISH SNIPER!!!Just spam the most broken thing and get one roll read and kill, rinse n' repeat.
Players who have established themselves in other games (ZeRo, NinjaLink, JohnNumbers in Brawl/Mew2King, Armada, Sethlon, in Melee,etc) are not the "weak" players. Heck even Emukiller is decent, wasn't he the netplay god?SWEDISH SNIPER!!!
Sorry I totally read that and thought Pit arrows and then... never mind.
Armada's really good, I'm not dissing his skill or anything either, just that it's funny you talk about people spamming broken stuff when so many people I know are like "You could get good at the game, or you could just play Pit."
That's why I said Armada is amazing.Players who have established themselves in other games (ZeRo, NinjaLink, JohnNumbers in Brawl/Mew2King, Armada, Sethlon, in Melee,etc) are not the "weak" players. Heck even Emukiller is decent, wasn't he the netplay god?
We have rising PM players yes, but the thing is, they're taking tournaments and they lack really strong fundamentals. I find it odd that X player of without doing much work. I have heard a lot of people say that they have tried out 3.5 and it is a lot less autocombo easy, more difficult to use/less free recoveries, and less free neutral games, and more focused on strong fundamentals like Melee. So my complaints about this will soon wither away.
He'll have to be a lot higher than 120%, because DI is a thing. MK's bthrow is a great launcher, but it's not a kill throw.And you can get sick up air and down throw combos at like any percent. And if he's at a high enough percent (like 120 maybe? I'm not quite sure), a back throw near the ledge will gimp him, it's like the easiest kill ever if you can fake them out and get a pivot grab.
MK can just quickly RAR to grab the ledge and then use his invincibility in a ledgehop nair (easier) or bair (optimal).For quick draw it kind of depends, if you can catch them out of the quick draw if they're too far away to attack with it and grab the ledge, and it's pretty free although sometimes hard to be in that situation, but if you're right by it you're usually just better off just grabbing ledge and punishing if they go on the stage. In general versus Ike I just try to get off stage as quick as possible anyways.
Ike's Aether is annoying, but it's not as difficult to stop as you might think. If he doesn't perfectly sweetspot (meaning he's not really hitting anything above the ledge), you can outspace and punish it with fsmash. More useful, though, is the fact that Ike's back is completely open when he throws up his sword. You can actually go far down offstage and bair behind and/or below Ike for the stage spike, although you have to watch out for Ikes who are willing to fight offstage if they have walls to stall with. You can also knock him out of the apex of his Aether in this manner, and I believe you can even hit him out of the move from the front if you space properly with bair (or again, use you ledge invincibility to hit him). If you're not comfortable with bair far below the ledge, you can also just beat him out with fair or nair for the gimp.For up b though, I find it actually really annoying to edgeguard personally. It's not like Marth or Roy where they have a period of falling in helplessness before grabbing the ledge, Ike has a hitbox out until the very last frame (as a big one at that). What I usually go for is just try to run off the edge and do a falling nair as fast as possible to hit them before they start the up b. But if they manage to start it, I don't think you can really hit them out of it because of his sword's range. I could be wrong though, there's probably better ways of going about it tbh. Wait for other people to respond too.
This will only work if Ike is forced to recover very low and sweetspot. If he has time to fall a bit while under the ledge (basically if he is any higher than his sweetspot distance) and/or he still has his DJ, he can chase you off the ledge with the threat of an early upB, and unless you are above 100%, you can't really outlast Aether at this point. This method works against Marth and Roy somewhat, but not really against Ike. There's also the fact that many stages have plenty of walls for Ike to stall with and recover from distances he wouldn't normally survive.I think the best option against Ike's up b is to find the right time to grab the edge and ledge roll. If you have the timing, he can never up b and expect to grab the ledge.