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Pit Matchup Discussion - Metaknight

Lezard

Smash Journeyman
Joined
Mar 24, 2008
Messages
256
Location
Jamaica
This matchup is 60:40 in MK's favor, care to discuss? :)
This is not so bad, still i have always seen MK as character that take little are no skill to win in opposed to Pit so anytime i get my A** kick i feel really bad even thought i shouldn't
 

kown

Smash Lord
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Mar 14, 2008
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Pearland ,Texas
lol pit has the advantage over metaknight...but all u guys seem to disagree. i mean MAYBE ill go with 50:50....just MS everything he has..metaknights are so poredictable. oh and pits fair is longer than mks fair. so thats another plus... and we have arrow looping to kill metaknights. I mean you can DI out of all of his moves and can kill a metaknight at 80 percents with a bair. 80 EFFIN PERCENT!!!!! you guys fail to realize the pluses and are only looking at the negatives. Pits glide has more priority than metas and we can always dair metas upb...so either way gimping him shouldnt be a problem... enuff said..hopefully ive changed your minds about this matchup.
 

Lezard

Smash Journeyman
Joined
Mar 24, 2008
Messages
256
Location
Jamaica
lol pit has the advantage over metaknight...but all u guys seem to disagree. i mean MAYBE ill go with 50:50....just MS everything he has..metaknights are so poredictable. oh and pits fair is longer than mks fair. so thats another plus... and we have arrow looping to kill metaknights. I mean you can DI out of all of his moves and can kill a metaknight at 80 percents with a bair. 80 EFFIN PERCENT!!!!! you guys fail to realize the pluses and are only looking at the negatives. Pits glide has more priority than metas and we can always dair metas upb...so either way gimping him shouldnt be a problem... enuff said..hopefully ive changed your minds about this matchup.
i think i might agree with you kown
 

KY_Des

Smash Ace
Joined
Aug 20, 2008
Messages
775
Location
Wichita, KS
70:30 Pit advantage. MK dont want none!! lol jk

I am glad that this matchup is changing for the better tho. People are starting to realize that this matchup isn't as bad as it was once thought.

I do think that stage is a sizable factor in this matchup. Delfino = baaaaaad lol
 

TsNmi

Smash Cadet
Joined
Mar 5, 2009
Messages
58
Reading this makes me confident enough to join tournies lol.
 

Ax00x0

Smash Apprentice
Joined
Sep 22, 2008
Messages
98
As Admiral said, using MS against Whorenado, Sutle, and Drill can be an effective way at easily killing MK...I say easy, but it's really quite difficult with the timing an all. It's best to keep them under constant, *****-like spam arrow pressure to mindgame them, and just space the hell out of him. Try to get him off the ledge at all costs, because as said, you can have a chance to MS him when he innevitably tries to recover with one of his borken B moves. Try goading him into a Shuttle, and see if you can get a reflect. Try abusing the hell out of rapid jab as well.

other than that, pray. MK is broken to the laughable point, and there's not much Pit can do besides MS.
 

KY_Des

Smash Ace
Joined
Aug 20, 2008
Messages
775
Location
Wichita, KS
Um....no...


No good MK is gonna fall for that like more than once per set if so much.
Agreed. That's the same as saying everytime someone gets a Pit offstage, they're going to hit him out of his Up B. Both characters have glides and multiple jumps. It's a good scare tactic to keep them guessing, but definitely not something to rely on.
 

Coffee™

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You're right. Although some people believe it's 35-65, a lot of people now think that it's 40-60.


I think it's 70-30, because Pit is the best character in the game.
Its apprently quite overrated for MrEh too
 

Crew

Smash Apprentice
Joined
Jun 3, 2003
Messages
123
Location
Washington State
MKs take a lot of skill and bravery to use. Most MK users tend to set their controller on the ground, drop their pants, and repeatedly asspound their controller to attack and ultimately defeat their opponent. I've found that it's most effective to try and kill Metaknight during the de-pantsing process.

On a more serious note, spacing and arrows. If you're lucky, mirror shielding to a gimp kill. But to be honest, if I know my opponent is going Meta, I switch to Wolf. I have infinitely more success in that matchup.
 

DominusHaven

Smash Cadet
Joined
Aug 25, 2008
Messages
74
Wow this thread is still going on lol, I remember posting info on it like a month or two ago o_O. Yeah the matchup should fall down to 6:4 now though, it's definitely been improving a bunch.
 

hinkage

Smash Apprentice
Joined
Feb 21, 2009
Messages
120
As an MK main what I hate is if you time it right, the arrows with outprioritize nado when it is in startup frames. If the MK is moving toward you while doing that, nado might turn into drill rush so learn the situations where a MK is likely to nado, and attempt (lol) to punish it.

I believe ftilt outprioritzes nado. Not sure about fair and bair though. Naturally dair goes through the top and uair the bottom.

Never glide when you're recovering low, always glide high. Going low is like asking for a ledge release SL lolol.

One last thing; dash attack kills a MK at 120 (haven't tested with DI) and it has to be fresh. A very good way to kill as it comes out so quick, is so powerful, is hard to punish, and can be surprising.

Correct w/e is wrong here. You guys know Pit better than me.
 

Coffee™

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I believe ftilt outprioritzes nado.
Yep

Not sure about fair and bair though.
Nope.


Naturally dair goes through the top
Yep

and uair the bottom.
Doesn't work.

Never glide when you're recovering low, always glide high. Going low is like asking for a ledge release SL lolol.

Depends on the situation.


One last thing; dash attack kills a MK at 120 (haven't tested with DI) and it has to be fresh. A very good way to kill as it comes out so quick, is so powerful, is hard to punish, and can be surprising.
130 or so with good DI and you can get it 100% of the time on a air release, whenever those happen.

Correct w/e is wrong here. You guys know Pit better than me.
Corrected.
 

Coffee™

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Uair momentum cancel limits the dash attack's killing potential drastically. Most stages I find it won't kill until the 150-160 range. Also bair can go through the tornado if you hit high enough. I don't see it happening very often though.

1:17:

http://www.youtube.com/watch?v=JcFOU5xaXxc
It depends on which part of the Dash Attack you hit with. If its killing at 150-160 it's probably either stale or you're hitting with the tip of it which is weaker. The part closer to Pit's body has more knockback.

As for the video that could have been one of two things. You either still had invincibility frames from when you let go of the ledge therefore you just went straight through tornado (probably this one) or it's because you hit him at the top of the nado where MK would get hit anyway since the nado's hitbox doesn't cover his head. I'm pretty sure it's the first one though.
 

Doctor X

Smash Lord
Joined
Mar 1, 2004
Messages
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Cincinnati, OH
It depends on which part of the Dash Attack you hit with. If its killing at 150-160 it's probably either stale or you're hitting with the tip of it which is weaker. The part closer to Pit's body has more knockback.
Or, the MK momentum cancels with his uair. It really does make a huge difference. Tell the MK's you play against to try it sometime. You may be surprised. Or I could be wrong. Whatevs. :dizzy:

As for the video that could have been one of two things. You either still had invincibility frames from when you let go of the ledge therefore you just went straight through tornado (probably this one) or it's because you hit him at the top of the nado where MK would get hit anyway since the nado's hitbox doesn't cover his head. I'm pretty sure it's the first one though.
The first is possible. Were it the second, that's kind of the reason I posted it, hence the "if you hit high enough" bit. :)
 

Coffee™

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Or, the MK momentum cancels with his uair. It really does make a huge difference. Tell the MK's you play against to try it sometime. You may be surprised. Or I could be wrong. Whatevs. :dizzy:
I tested this a while ago after I found out you can Dash Attack him after an air release. I played MK and DI'd it myself. I don't remember the exact numbers but I don't think I survived it past 135% and I have pretty good DI . You shouldn't ever be killing MK at 150-160 with Dash Attack.

The first is possible. Were it the second, that's kind of the reason I posted it, hence the "if you hit high enough" bit. :)
:)
 

Doctor X

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I tested this a while ago after I found out you can Dash Attack him after an air release. I played MK and DI'd it myself. I don't remember the exact numbers but I don't think I survived it past 133% and I have pretty good DI :). You shouldn't ever be killing MK at 150-160 with Dash Attack.
Did you FF uair out of hitstun? That's far more important than DI in this case.

I'll admit I could be remembering the percentages wrong since I haven't played a really good MK in a long while. I just remember being disappointed when one of my KO moves stopped working as early as it used to. :(
 

Gadiel_VaStar

Smash Champion
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Nov 12, 2009
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GadielVaStar
This matchup is so difficult X_X This seems to be the only matchup that seems to hinder Pit's placement. If we nail this, then I expect Pit to start rising in placements & the tier list.

1.What are some good things to do vs MK?
2. How should we avoid/punish tornado?
3. How should we punish OOS
4. How should we recover?
 

Katana_koden

Smash Ace
Joined
Jul 26, 2008
Messages
609
Location
Some Where In Metro Atlanta
lol pit has the advantage over metaknight...but all u guys seem to disagree. i mean MAYBE ill go with 50:50....just MS everything he has..metaknights are so poredictable. oh and pits fair is longer than mks fair. so thats another plus... and we have arrow looping to kill metaknights. I mean you can DI out of all of his moves and can kill a metaknight at 80 percents with a bair. 80 EFFIN PERCENT!!!!! you guys fail to realize the pluses and are only looking at the negatives. Pits glide has more priority than metas and we can always dair metas upb...so either way gimping him shouldnt be a problem... enuff said..hopefully ive changed your minds about this matchup.
Said it before I could. Meta maybe gimp master but we approach him all wrong.
I trained against him with pits hitbox data on, and dair is like the best spacing move when he is on the ground. A SH dair actually. Though you can't fast fall it, it gives you more options to space your self. We also gimp his recoveries on stage too.
Even A,A,A infinite is too good, stops his ground approaches and gets punished by a dash attack trying to fix a space smash.
Dair camping meta gets punished easily with Uair.

All else is already said.

Getting technical, he can't spot dodge our nair on land. In air, we need to be 3 frames late to hit him.
 

~ Gheb ~

Life is just a party
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I think it's 6/4 MK

1.What are some good things to do vs MK?
I play MK similar with most characters. I try to camp him on the ground and trade hits in the air. It usually works fine for me. If you see him on the ground the camp him with arrows, if he dashes towards you, you can either pivot grab or jab him (Pivot Grab > His Dash Grab / Dash Attack). Don't use normal grabs though because Pit's grab isn't very good and MK is hard to grab.

If he dair camps you, you can duck to make spacing difficult for him. After he used his 2nd or 3rd jump he'll be low enough for you to punish it with uair. If he mixes it up with Tornado you can mix it up with pivot grab (pivot grab > Tornado). Idk if Pit can do UpB -> aerial to intercept him though I never needed it anyways.

2. How should we avoid/punish tornado?
Pivot Grab is really good against it and I also think ftilt goes through. You can footstool him out of it if he's coming from below to juggle you or you can just glide away. Pretty much every move can beat tornado in it's opening frames. Since you can't consistently beat it you might want to just run away from it at times. Pit is mobile enough to get to the ledge when needed.

3. How should we punish OOS
I think retreating full hop Nair OoS is best because it has a large, long lasting hitbox, that comes out really quick. It can intercept most follow up and I think it trades hit with Shuttle Loop if you're above MK because it has multiple hits. That takes care of a couple of things MK can do.

Don't try to shieldgrab him with Pit. If he spaces his aerials well he can just dsmash you.

4. How should we recover?
Not sure on that yet

:059:
 

Gadiel_VaStar

Smash Champion
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Nov 12, 2009
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GadielVaStar
I can't believe noone is discussing this matchup. MK is the #1 character Pit loses to in tournament. Instead of talking about Pikachu and other rare tournament characters, we need to discuss MK.
 
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