So, yeah time for my MK ideas. At least worth putting them out .
Nair: A single vertical sword swing in front of MK, after which MK holds his sword out. The move can only hit once but has two different ways it can hit. If the initial swing hits, the enemy goes up at a combo friendly ~60 degree angle and MK passes through the enemy. If this portion of the move hits, MK can cancel the rest of the move with a special. If the held out sword hits, however, the enemy gets knocked considerably weaker at around a 40 degree angle, or 25 or whatever other semi-spike angle **** you. If MK hits the enemy with the held out portion of the attack, he bounces off them and returns to his neutral falling animation. If the move doesn't hit, or hits a shield, he can not cancel the move in anyway, and it has a noticeable endlag.
Fair: A single horizontal swing in front of Metaknight, which leaves him turned around, facing away from the enemy. Has 2 or 3 active frames and it starts and ends fast enough to do 2 in one SH. Hits the enemy weakly horizontally from MK.
Bair: A single horizontal swing behind Metaknight, which leaves him turned around, facing toward the enemy. Has 3 active frames and ends fast enough to do one bair, then Waveland, or fair. Hits the enemy upward without much growth.
Fair and Bair in Conjunction: These two moves both turn MK around, causing him to face the opposite direction. They both have fairly short cool downs and can be used multiple times in a single air venture. Their knockback angles and low KBG allow them to be consistently comboed at medium-high percents, but low BKB prevents them from being very useful in combos at low percents. When using these moves, one can take advantage of the difference in direction it causes MK to face and take advantage of Uair and Dair having different knockback angles dependinding on where they hit. To elaborate, I transition now into...
Dair: A slightly modified animation (Maybe like one extra frame mid swing), but still the dair that MK knows and loves to abuse. Or it would be, were it not for an increased in cool down that prevents this move from being used while rising. If you try to "AERIAL IS DOOOWWN PRESS IT WHILE I'M JUMPING UPPP," MK will actually lose height, making the move much less retardedly safe. However, it isn't all bad news for the move. Because of the extra frame in the animation, the move has modified hitboxes that cause the move to be 1.5 times as effective at actually hitting. During the first half of the swing, two hitboxes appear, one in front of MK and one below him. On the second half of the animation, the front hitbox disappears and another hitbox appears right behind him, while leaving the bottom hitbox out. So, the end result is 2 frames active hitbox right below him, and 1 frame each in front of and behind him. Which one of these hitboxes hit determines how the opponent flies, and it plays integrally into MK's use of Fair and Bair. If the front hitbox hits, the enemy is semi-spiked away from MK, if the bottom hitbox hits, the enemy is popped above MK, and if the back hitbox hits, the enemy is sent at a 115 degree angle, popping them in front of and right above MK.
Uair: Metaknight's favourite combo move in Brawl. Unfortunately, with Melee physics, the move works very oddly as it stands, so this will hopefully solve the problem. Like dair, an extra frame of animation is added to the swing, causing the move to have 2 active frames. The first half of the swing as well as the top hitbox hit the opponent upward, but the back hitbox has a semi-spike property. Or maybe the other way around whatever **** you.
These key changes to MK's aerial game would make him be a character all about knowing how and when to use each of his fast aerials in a brief time frame, in theorysmashbros.
No clue what to do with that atrocity of a ground game he has.
Well, he's still E-tier according to the link you posted.
That is not the point of the post I made.
KinkLink5: up b and side b use the same counter
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KinkLink5: up b and side b use the same counter
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KinkLink5: :V
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