Sadface
Smash Apprentice
Hello, I've played mk since 2.6 and have been doing decently well in my region in tournament. I messaged this to someone and they told me I should archive it here. He was a marth player which is why I relate some things mk has to marth in here. Sorry for the disorganization I may fix that and add more info later such as actual sections like neutral game, combos, etc but for now its just an info dump along with videos of me playing several matchups.
MK has a good dash speed and dash dance, use it to bait people to make a mistake and go for a boost or JC grab and tech chase with back throw under 40%. after that use d throw to continue the chase for another 40% depending on their floatiness (for both throws).
U throw to Instant dimensional cape (flick the c stick in a direction, different directions on both sticks vary results, look on smashboards for a guide to dimensional cape) (after u throw I use c stick down) around 90-110% is a great finisher.
Nair is your best friend. Frame 3 sex kick that has 3 different strengths. Initial(strong)/Middle(moderate)/end(weak) dealing 12/8/4 damage respectively. It has decent range all around his body and is great to shffl into itself sometimes. Nair -> Dtilt can be decent for approaching certain characters like falcon or sonic. Nair OOS is the best thing ever.
Dtilt can lead into u air strings if you hit the hilt, sends them away similar to marth d tilt at the tip. At higher % d tilt to pop up into Up b can be a decent finisher. Fast fallers/ semi fast fallers can be killed alternatively with IDC (instant dimensional cape) after d tilt.
Meta knight is a special character in PM and brawl where most of his moves have transcendent priority. think of this as laser type priority. It means his hitboxes (except for dash attack) never clank with other hitboxes. This means his attacks that would be overpowered but stronger ones (8% more damage or higher i think) do not cancel MK's attacks. instead the hitboxes ignore each other and go on. This is a double edge sword. On one hand it means mk's fast hitboxes will hit the opponent and at worst trade. On the other, it means MK is the worst character vs projectiles. You can only block them, avoid them, or dash attack some weaker ones.
You can angle side b up or down slightly when its moving, to help aid recovery, use this to adjust your position since side b doesn't easily grab edge (at least compared to 3.02). Learn to reverse shuttle loop under stages like battlefield (up b facing away when under the corner of the stage). It is much better than up b when facing the stage in terms of height. Neutral b is a last resort mashing recovery move that is easily stuffed out by hitboxes. It can also kill people off the top as an alternative to up b when u airing people.
Down b can be a recovery and kill move at the same time to unsuspecting opponents, and the fully charged version is his strongest kill move.
Up smash juggles spacies to 50% roughly. then it leads to u air. Jab hits behind you so use it as a gtfo move but sparingly, its unsafe on block. Bair is the most safe move on block, a super late bair will be +0 frame advantage. Cross up nair isn't bad either at -2. Fair is a combo extender and may lead to down b at certain mid % but is prone to sending them behind you when you are pushing forward with it, so its awkward.
Side b can be a decent option in a tech chase, and pops them up after 40ish % for a good combo juggle. can be ok against unsuspecting Dash dance camping opponents.
F smash is a good edge guarding tool. almost 0 endlag so you can cover another option after it rips, similar to how marth uses d tilt at edge. F smash whiffs cause they rolled? you'll have time for a pivot grab to punish. Super safe on block, unless poorly spaced. D smash is a good way to cash in your tech chase early when you flub. covers in front and behind you in a good timing for when they roll in front/behind. Dair can be good to put people in a tech chase situation and people rarely tech it since it puts them on the ground quite fast when they get hit by it and they're standing and at 50% or so.
F throw is decent at starting a combo on floaties at 0%. after that use d throw. D throw to d smash for quick damage against most characters. Larger character like DK get chain grabbed unless they buffer a roll.
Most of MK's moves (like marth) are bad vs crouch cancel. So grab a lot at low % unless they don't know to CC. F tilt is super CC able but when they dont it is a great combo tool and gives you good positional advantage. U tilt is massively disjointed and can lead into u air or up b at middle %'s.
Dash attack leads into a lot and is safe on block when you end behind their sheild if they dont have a great bair OOS. Probably his longest range move.
MK, loves platforms so he can poke with u airs since they have such low endlag in the air. also u tilt is good. They allow you to mix up your recovery as well. I like battlefield since it leads to me having many opportunities to shark, and edgeduard with nairs and bairs using most of his jumps. Low ceilings like Ps2, yoshis, etc can be good for mk as well to help up b kills out of u throw in floaties if they DI behind you/ in you to stop you from IDCing them. Dream land isn't bad either since MK is the 2nd lightest character in the game and surviving helps in some MU's like against marth. Skyworld was my best stage as MK in 3.02 cause of mks good offstage game as shown here: https://www.youtube.com/watch?v=IvC15G4l5IE&feature=youtu.be&t=4m53s
I haven't seen any other MK's on PM streams besides when squeak got bopped by an ex MK main who player wario, GuRu Kid. And the MK smashboards threads are kinda dead so I'll plug my own vids.
[vs sonic/diddy](https://www.youtube.com/watch?v=dCkQ9A0A-8g)
[vs falcon](https://www.youtube.com/watch?v=GlzfpWFsHy8)
[vs ZSS](https://www.youtube.com/watch?v=hglqmL8TELY)
[vs peach](https://www.youtube.com/watch?v=VvUgDrwtE54)
[vs marth](https://www.youtube.com/watch?v=x_Y6e_p4c_o)
[vs falcon/GW](https://www.youtube.com/watch?v=NPy_ZrI7g3c)
[vs Ic's/pit](https://www.youtube.com/watch?v=kIqlxAgbwsI)
[vs GW/Link](https://www.youtube.com/watch?v=nZKV4DRg1vM)
[vs squirtle](http://www.twitch.tv/kneedeepgaming/b/625245883?t=95m38s)
[vs GW](http://www.twitch.tv/kneedeepgaming/b/625245883?t=116m38s)
[vs marth](http://www.twitch.tv/kneedeepgaming/b/625245883?t=126m38s)
[vs Donkey Kong](www.twitch.tv/kneedeepgaming/b/625245883?t=106m39s)
MK has a good dash speed and dash dance, use it to bait people to make a mistake and go for a boost or JC grab and tech chase with back throw under 40%. after that use d throw to continue the chase for another 40% depending on their floatiness (for both throws).
U throw to Instant dimensional cape (flick the c stick in a direction, different directions on both sticks vary results, look on smashboards for a guide to dimensional cape) (after u throw I use c stick down) around 90-110% is a great finisher.
Nair is your best friend. Frame 3 sex kick that has 3 different strengths. Initial(strong)/Middle(moderate)/end(weak) dealing 12/8/4 damage respectively. It has decent range all around his body and is great to shffl into itself sometimes. Nair -> Dtilt can be decent for approaching certain characters like falcon or sonic. Nair OOS is the best thing ever.
Dtilt can lead into u air strings if you hit the hilt, sends them away similar to marth d tilt at the tip. At higher % d tilt to pop up into Up b can be a decent finisher. Fast fallers/ semi fast fallers can be killed alternatively with IDC (instant dimensional cape) after d tilt.
Meta knight is a special character in PM and brawl where most of his moves have transcendent priority. think of this as laser type priority. It means his hitboxes (except for dash attack) never clank with other hitboxes. This means his attacks that would be overpowered but stronger ones (8% more damage or higher i think) do not cancel MK's attacks. instead the hitboxes ignore each other and go on. This is a double edge sword. On one hand it means mk's fast hitboxes will hit the opponent and at worst trade. On the other, it means MK is the worst character vs projectiles. You can only block them, avoid them, or dash attack some weaker ones.
You can angle side b up or down slightly when its moving, to help aid recovery, use this to adjust your position since side b doesn't easily grab edge (at least compared to 3.02). Learn to reverse shuttle loop under stages like battlefield (up b facing away when under the corner of the stage). It is much better than up b when facing the stage in terms of height. Neutral b is a last resort mashing recovery move that is easily stuffed out by hitboxes. It can also kill people off the top as an alternative to up b when u airing people.
Down b can be a recovery and kill move at the same time to unsuspecting opponents, and the fully charged version is his strongest kill move.
Up smash juggles spacies to 50% roughly. then it leads to u air. Jab hits behind you so use it as a gtfo move but sparingly, its unsafe on block. Bair is the most safe move on block, a super late bair will be +0 frame advantage. Cross up nair isn't bad either at -2. Fair is a combo extender and may lead to down b at certain mid % but is prone to sending them behind you when you are pushing forward with it, so its awkward.
Side b can be a decent option in a tech chase, and pops them up after 40ish % for a good combo juggle. can be ok against unsuspecting Dash dance camping opponents.
F smash is a good edge guarding tool. almost 0 endlag so you can cover another option after it rips, similar to how marth uses d tilt at edge. F smash whiffs cause they rolled? you'll have time for a pivot grab to punish. Super safe on block, unless poorly spaced. D smash is a good way to cash in your tech chase early when you flub. covers in front and behind you in a good timing for when they roll in front/behind. Dair can be good to put people in a tech chase situation and people rarely tech it since it puts them on the ground quite fast when they get hit by it and they're standing and at 50% or so.
F throw is decent at starting a combo on floaties at 0%. after that use d throw. D throw to d smash for quick damage against most characters. Larger character like DK get chain grabbed unless they buffer a roll.
Most of MK's moves (like marth) are bad vs crouch cancel. So grab a lot at low % unless they don't know to CC. F tilt is super CC able but when they dont it is a great combo tool and gives you good positional advantage. U tilt is massively disjointed and can lead into u air or up b at middle %'s.
Dash attack leads into a lot and is safe on block when you end behind their sheild if they dont have a great bair OOS. Probably his longest range move.
MK, loves platforms so he can poke with u airs since they have such low endlag in the air. also u tilt is good. They allow you to mix up your recovery as well. I like battlefield since it leads to me having many opportunities to shark, and edgeduard with nairs and bairs using most of his jumps. Low ceilings like Ps2, yoshis, etc can be good for mk as well to help up b kills out of u throw in floaties if they DI behind you/ in you to stop you from IDCing them. Dream land isn't bad either since MK is the 2nd lightest character in the game and surviving helps in some MU's like against marth. Skyworld was my best stage as MK in 3.02 cause of mks good offstage game as shown here: https://www.youtube.com/watch?v=IvC15G4l5IE&feature=youtu.be&t=4m53s
I haven't seen any other MK's on PM streams besides when squeak got bopped by an ex MK main who player wario, GuRu Kid. And the MK smashboards threads are kinda dead so I'll plug my own vids.
[vs sonic/diddy](https://www.youtube.com/watch?v=dCkQ9A0A-8g)
[vs falcon](https://www.youtube.com/watch?v=GlzfpWFsHy8)
[vs ZSS](https://www.youtube.com/watch?v=hglqmL8TELY)
[vs peach](https://www.youtube.com/watch?v=VvUgDrwtE54)
[vs marth](https://www.youtube.com/watch?v=x_Y6e_p4c_o)
[vs falcon/GW](https://www.youtube.com/watch?v=NPy_ZrI7g3c)
[vs Ic's/pit](https://www.youtube.com/watch?v=kIqlxAgbwsI)
[vs GW/Link](https://www.youtube.com/watch?v=nZKV4DRg1vM)
[vs squirtle](http://www.twitch.tv/kneedeepgaming/b/625245883?t=95m38s)
[vs GW](http://www.twitch.tv/kneedeepgaming/b/625245883?t=116m38s)
[vs marth](http://www.twitch.tv/kneedeepgaming/b/625245883?t=126m38s)
[vs Donkey Kong](www.twitch.tv/kneedeepgaming/b/625245883?t=106m39s)
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