[FBC] Papa Mink
Smash Legend
Agrreeeeeed :D
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!
there is a reason NR can place well at nationals and none of us can/have.^ Dunno,
But i'd like to get to know the MK matchup again too.
NR says he has n problem with it, and it'd be nice to have another discussion i can join in as well.
TheZeroSuit said:Orion's:
James Sparrow said:At the last two tournaments I went to, 3 out of my 4 bracket losses were to metaknights. IMO this is ZSS's worst matchup for a number of reasons.
The first thing I'd like to bring up is the normal advantage of range that ZSS has over lots of characters. There are two moves that allow this advantage, the side b and the gun. Metaknight has answers to both of these. Because of his ridiculous dash speed, dash attack and dash grab, he is able to punish the in-between time of the side b. even if you use techniques like b sticking. If you spam the gun at him, he is able to come in from above, or use his b attack on you.
That brings me to the next point I'd like to make, metaknight's b attack is imbalanced. Even with ranged moves, it's nearly impossible to interrupt or hit him out of it. If you shield the move, you may be able to punish the lag if and only if you have a full shield as soon as it's hitting you. Otherwise your shield will run out and you will be hit by the move. The best option zss has is to just run from this move. I really haven't come accross any other way to counter this move, and when I play good metaknights, it is spammed against me.
Next I'd like to talk about metaknight's punishablility. Lots of high level players have been exercising the new brawl feature of being able to act quickly without shield lag. This allows characters to do tilts or even fast smashes out of shield. Against metaknight, however, there is no lag time in between his attacks, and trying to punish him out of your shield will just end up in you eating a dsmash.
Finally, Metaknight's small size makes a lot of zss's moves very difficult to hit with. Since many of her moves are high powered with small hit boxes, it makes for a difficult time when you're trying to land one of these attacks on such a small target.
For the given reasons I feel that metaknight is ZSS's worst matchup.Snakeee:Garde said:MK is definitely one of Zamus's hardest matches, by far. You can side+B through both his side+B and neutral-B, but the smaller the stage, the harder it is to avoid his bullcrap. His inability to be comboed and RIDICULOUS priority with practically no lag on his moves makes him not only hard to punish, but hard to hit. His size only makes matters worse as it becomes even harder to land side+Bs since he's a small target and he can duck under several of her grounded moves. Sadly, all of the characters I play as (Zamus, Zelda, Link, and Lucario) suffer horrible matches against him due to speed and priority issues (in comparison with MK).
So, now that the MK debates have settled, let's talk about this highly anticipated match-up!Snakeee said:I'll give extra attention to this one because it is one of my favorite match ups and I have a lot of experience playing top Metaknight players.
One thing to look out for, however is his tornado. This will stop both of your approaches, so whenever he does this I try to run to the other side of the stage and shield whatever is left of the attack. Metas often try to land right next to you and down smash after this, so I immediently short hop out of my shield after the tornado and B-air them after their D-smash comes out. If the tornado is close to the ground, ZSS can grab him out of it or down smash him. However, the better Metaknight players seem to come from above with it.
Most decent Metas will attempt to backwards shuttle loop as an edgeguard off the stage. It is possible to down B attack and spike him during it if you time it just right. Even if it doesn't spike, usually you will trade hits. When this happens most of the time ZSS gets sent towards the stage while Meta gets sent further away from it. So, if anyone is going to die from the clash, it's Metaknight.
ZSS can actually edgeguard Meta better than he can edgeguard her, especially with his Up-B taken away. I tend to be very aggressive with off the stage edgeguarding in general, while I hardly see any other ZSS mains do this. I use forward B a lot for this, and I even hit people with it while they're in the hourglass. This works against most characters including Metaknight.
When Metaknight recovers to the stage with his Shuttle loop and glide attack I do the following. Usually he'll Up-B from under the stage so I've learned to stay away from trying to D-Smash - B-air stage spike him like that.
Instead I'll shield when I expect the Up-B, then when he gets close with his glide (and he's going to glide attack)I usually short hop backwards and forward B him.
Metknights D-Smash out of their shield a lot, especially when you're behind them at higher percentages. Try to anticipate these and counterattack. What I normally do is shield the D-Smash and short hop out of shield and go for a B-air on the other side of him.
ZSS' Down B is perfect for getting out of Meta's combos in general. I don't mean to do the attack part, just the inital down B which will get rid of hitstun quickly, give you invincibility, and give you space to break out. An evasive ZSS is very hard for Metaknight to both combo and KO.
Not a big deal at all, but a small contributor to why I only keep one piece.
The info on this match up like the others is outdated but some of it is still true. Metaknight is the reason I began my new playstyle btw. Spacing forward B's and D-smash does leave you vulnerable, and is not really worth it against someone who knows the match up well.
Ground
65/35 Metaknight
Meta obviously has the advantage here. His fast shieldgrab, makes it hard to make use of your jab and tilts, but they are still useful if you have pressured him a bit or at the right point of an aerial approach. His tornado is so-so against ZSS. It's not too hard to avoid for her, and she can use down B (sometimes with the special footstool) to avoid it a majority of the time. A missed tornado can be punished with a dash attack or grab if Meta is close enough to ZSS at the end of it.
ZSS basically has to bait Meta to leave an opening. Although his approaches are hard to punish, there are instances where she can counterattack. If he goes for aerials, she can up air him out of shield at the right moment unless the approach is too low. If it is too low however, she can jab or up tilt him out of shield. He can put a ton of pressure on her though, so this can not remain effective forever. If Meta goes into the air, falling up airs become very effective and lead into nice combos.
Air
60/40 ZSS
Of course, this is where you want to keep the battle as ZSS. ZSS is more mobile, and has more range and priority than Meta here. Up airs are very key in this match up. It's disjointed hitbox usually beats meta's aerials from any direction. B-air beats his aerials by great range, and is very safe against him for the most part. This isn't to say that Meta is defenseless in the air, becuase this is not true. The fact that his aerials last so long messes up with ZSS' airdodging (like her up airs but to a lesser effect). His up B is a good follow up to them as well, and tornado can be useful in the air also to punish airdoges, but sometimes leave him open. ZSS is also a little better at avoiding aerial approaches because of her down B.
Edgeguarding
55/45 Metaknight
Metaknight has a very slight advantage here. If he makes just the right reads while ZSS is recovering he can punish it, and on occasion, gimp her. If ZSS goes for a tether recovey, and metaknight gets in just the right position, he can actually hit her with an aerial as she is in the start of the grabbing animation.
Meta's Up B is a double-edged sword for edgeguarding ZSS. Whoever predicts the other's move correctly will have the payoff, since ZSS' down B can counter this. In fact, if she does it at just the right moment, Metaknight will be spiked out of his Up B. If the timing is close, but ZSS does the down B a little early, the attacks will usually clash. Metaknight will often be sent further off the stage, and ZSS will be sent back towards the stage. However, if Metaknight waits until after the Down B comes out, he will hit ZSS and not get hit himself at all. This results in a KO at a relatively low percentage.
From the edge, ZSS doesn't have much of a problem at all in recovering. She is one of the best ledgecampers in the game (close to Metaknight) and she can safely shoot paralyzer shots or do Side-B's until Meta gets hit, or it hits hit shield. Either way she can usually just down B footstool over his head after that. Her get up attack while over 100% is very useful as well, and if Meta shields it, she actually can shield herself before Meta's d-smash will come out.
ZSS' edgeguarding isn't too much offstage. The best she can usually go for is one or two forward B's off the stage from a safe distance. It's usually great in most match ups, but it's too risky against Meta to try for much besides the forward B. If it does connect though it's pretty powerful. This is considering that the Meta player knows how to recover well against her though. If they go for the typical recoverys like gliding or side-B these can easily be punished by her side B.
While Meta is on the edge, ZSS has quite a few options. She can go for a down smash, b-air, up air, or side-B and be relatively safe since these outspace anything he can do. If he goes for a ledge hop aerial, it's good for her to shield it and do an up air, jab, or up tilt out of shield.
KO ability
55/45 ZSS
Metaknight's main KO moves are Up B, Downsmash, F-smash, and N-air.
Up B often KO's the earliest, since it is often offstage, or hits her in an angle that makes it hard for her to recover and is pretty strong compared to his other moves.
Downsmash is strong too, and is a bit hard to punish.
F-smash is rare to hit with, but is pretty powerful. It's only real practical use is as a punisher.
N-air is a good move to kill with offstage.
ZSS's KO moves include B-air, Up-air, Side-B, F-air, and Down B.
B-air is the most viable to KO with than anything else. It's abnormally powerful for the speed and range of the attack, and isn't that hard to hit with.
Up-air is the 2nd most viable surprisingly, since it's not too hard to KO Meta with in the air, and it's the easiest to hit with out of these.
Side-B is hard to hit Meta with, but it's not very punishable when used in the air, and has pretty solid kill power.
F-air is like the poor man's B-air XD.
Down B is her strongest move, and can be used in the middle of an aerial assault randomly and will often punish an airdodge. It's mainly used to punish though, like if he's in the middle of a smash attack.
Overall ZSS has more attacks that can kill well, and it's actually easier for her to hit hit with a kill move than it is for him.
Wow I can't believe I ended up typing basically a whole guide on this again. I feel like I got a little lazy on the KO section, but I think that's good for the most part. I give this match up 55/45 Metaknight now.
I hate that too. His Ftilt can out reach down smash if they space it right. If you get lucky and dont trip from down tilt, then you can down dodge the grab. I have t to see nick play any mk besides seibrik. And i have to say seibrik lets NR get away with lots of trash that he shouldnt lol. so i really want to see some matches from another good MK. or even better, i just want to see more video of nick (i dont know if the m2k video was very helpful). I feel i learn something every time i watch a new video.The hardest thing to deal with in this MU IMO is when MKs mixup ftilt 1>dtilts with grabs. From what I can tell Nick tries to avoid that situation entirely by forcing MK into his shield with dsmash and side b
Fair is a good option that usually throws them off; however, shielding the glide attack and than down dodging what ever they cancel into is another way to punish it. You can also run under it and Up Smash.Yeah, agreed about the d-tilt thing.
So what's the best strategy vs. the glide attack? MKs I play usually try to bait the attack. I assume fair is the best thing or is there something I'm missing?
REally? I find it pretty easily readable.i find PSing really hard since there is such a huge time frame of when they can use the glide attack