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R.O.B. Matchup Analysis #46 - Meta-Knight

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MK Is a fast character. He's got a death combo with his up airs in to up b. And it's easy to land because R.O.B has such huge hurtboxes. His dash attack also crosses up on shield. However, he has very few approach options, and almost all ground based. Gyros really help control the stage, and proper laser placement can stop air approaches. Beep-Boops also work, and MK is light, so it kills about 90+%. MK also has no meteor smashes, and this helps with R.O.B's rather linear recovery. Finally, R.O.B is pretty heavy, so the death combo won't work until much higher percents.

Overall, 60-40 R.O.B's favor
 
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Thinktron

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disagree wit the above, meta knights nimble and his his up tilt strings to pretty much put rob in a zero death state, if correct reads are done, Metas nair is quick and puts rob in poor situations
45-55 meta knight advantage
 

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If ROB gets out the gyro, it pretty much shuts down Meta Knight's most reliable ground approach, which is dash attack. He needs to jump over it, and Meta Knight has no aerials that Autocancel, except for Dair, which isn't the best approach tool. ROB can mix up his recovery with aerials (Fair, Uair) which makes it harder for Meta Knight to edgeguard with Nair, not to mention the fact that Airdodges are a thing. Rob is too heavy to 0-Death, especially if he gets the gyro into play.
 

Thinktron

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If ROB gets out the gyro, it pretty much shuts down Meta Knight's most reliable ground approach, which is dash attack. He needs to jump over it, and Meta Knight has no aerials that Autocancel, except for Dair, which isn't the best approach tool. ROB can mix up his recovery with aerials (Fair, Uair) which makes it harder for Meta Knight to edgeguard with Nair, not to mention the fact that Airdodges are a thing. Rob is too heavy to 0-Death, especially if he gets the gyro into play.
why would a meta knight let the rob charge, meta night is fully aggressive, meta knight is faster, more nimble and has much easier kill set ups
 

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why would a meta knight let the rob charge, meta night is fully aggressive, meta knight is faster, more nimble and has much easier kill set ups
You don't have to charge it. A good ROB almost never charges the gyro. The quicker you get it out, the better, and you don't have to charge the gyro to shoot it. The minimal increase in duration and damage is not worth the speed and ability to B-cancel (or whatever that tech is called, B-Reverse gyro cancel) in the air to reverse your momentum that an uncharged gyro gives you.
 

Thinktron

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You don't have to charge it. A good ROB almost never charges the gyro. The quicker you get it out, the better, and you don't have to charge the gyro to shoot it. The minimal increase in duration and damage is not worth the speed and ability to B-cancel (or whatever that tech is called, B-Reverse gyro cancel) in the air to reverse your momentum that an uncharged gyro gives you.
did some quick research, dash attack and gyro clank (is that the word) and both are cancelled out, gyro is usually launched into the air, if charged gyro hits meta knight, it seems to hit him.

My friend was able to 0- to star ko me with the up tilt combo, again R.O.B's weight is insignificant if meta can get him right to the blast zones and robs size makes this easier.

I still believe meta knight is Nimble enough to avoid R.O.B's projectile game, however he does have a hard time countering his smashes since R.O.B does have the range advantage. As a trade of Meta knights F-smash is extremely powerful and can be used out of shield, his downsmash is pretty much instant.
 

Plategoron

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I disagree with R.O.B. having an advantage in this MU.
MK is really fast and his dash attack reaches far as well.
Even if we space our nairs decently, MK can DA in and land a pretty big combo, that can even kill, depending on the stage.
Our gyro on the other hand is a great tool against MK to zone him out. Though we have to protect it and since MKs DA reaches so far, this isn't as easily done as in other MUs.
Also, if the MK is patient enough to not attack us, when we are able to protect a lingering gyro and instead waits, till our advantage has passed, we don't win the neutral anymore.

I think, we should avoid some of our best stages against MK, since they are also his best stages. No T&C, no DL, no Halberd(if legal)! We definitely don't want to get killed bei uair-string->upB
MK on the other side is so light, that we can still kill with Beep Boop on stages with a higher ceiling.
Ideally, we'd want to fight him on Omega, but that's highly unlikely, if the MK is aware of the MU.


I'd say theoretically the MU is in favor of MK, at least, if he knows his advantages against us and how to exploit the weaknesses in our neutral game.
55:45-60:40 on top level play,
though I think it's about even, if it's played on "only" above-average level play
 
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