Super_Sonic8677
Smash Lord
Algandar, you're Algar online aren't you?
No more do's and don't's. Put it in Paragraph form.
No more do's and don't's. Put it in Paragraph form.
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Bullet-point the move vs move analysis- it'll save lots of space.Metaknight entry (now with sentence structuring!):
Metaknight (MK) is one of the most common characters you will encounter whether in friendlies or tournament play and for good reason. His attacks come out fast and have good range/damage/knock-back, his ground movement is fast, his aerial movement is decent, and he has multiple jumps (not to mention 3 b-move recovery options and a glide). Also, a recently discovered infinite stall for MK has emerged (more on that later).
One of MK's only true weaknesses is his light weight which makes him easy to KO on both the sides and over the top of the level. For this reason, you should generally play against him on stages that have closer blast-lines on the sides and top. Even though this also means that your recovery will not be fully utilized either, your extra heaviness will give you an edge. However, stages that have deeper bottoms (such as battlefield) are to your advantage and not his. These are considerations mainly for tournament play, but they can mean the difference between victory and defeat-- so, consider them carefully.
The actual fighting is somewhat less straightforward and considerably more difficult. At the outset you should realize that your goal will be to evade and frustrate your opponent and seize opportunities as they arise. Attempting an aggressive play-style against any decent MK will lead to significant punishment as your ground approaches will be easily out-ranged and your aerial game will likely get dismantled. If you happen to meet the occasional MK that prefers to play defensively, your best plan of attack will be a mixture of running shield-grabs and hyphen smashes, and reverse aerial-rushed (RAR'd) bairs. Doing a dash attack to MK's face is not advised, nor is approaching with any of your short range aerials for the simple reason that MK can smash/aerial you out of them without even trying.
However, it is safer to assume that MK will be playing aggressively against you, and so you will instead be looking for holes in his game and counter-attacking. This means longer games with a lot of running around, empty short-hopping, and general evasion. One of the main opportunities that you will be seizing will be the punishment of any and all of MK's b-moves. The two most common moves you are likely to see will be MK's neutral-b (for damage racking) and his up-b (for finishing). The main reason you will see these so often is because they come out fast and leave the MK player with a feeling of invulnerability. To prevent these from being used against you with impunity, you must punish every b-move you can.
For the neutral-b, Sonic can use any aerial to break it. If approached with it from a distance it is also possible to break it with a forward/down smash or with a forward tilt. This is trickier to do when MK is close, and should you find yourself sucked into it, you should quickly DI out of it and spring. Springing is one of the safest ways of breaking the tornado but should not be used for the obvious reasons that it is weak and has little knock-back. Additionally, it is better to save the spring for gimping if at all possible. You can also use a spin dash (less effective) or a homing attack (start-up lag means you need some distance) to counter.
For the up-b, you can attempt to drop a spring or dair if being chased from below. If it is being used right next to you and you dodge it, just about anything you can think of will be able to counter it. The best things to use are spin dashes, fairs, and shield grabs. It is very likely that the most difficult part in dealing with MK's up-b is going to be avoiding the initial hit. For this reason, whenever you approach a MK you should keep your spacing exact or be ready to dodge past him.
Less commonly you will also see side-b and down-b from MK. Side-b can be completely defeated by fair. You should particularly note this when a MK is recovering from far below the level as his side-b can give him greater vertical recovery distance. It is also possible to use your spin-dash; however, the chances of you getting hit as well are high so it is better to avoid spin countering. Most notable is the extremely laggy period MK endures right after he uses his side-b. If you can avoid getting hit with it, a running grab should be yours for the taking.
His down-b is mostly worthless, but there are some key points of interest. The first thing you should note is that MK will always attack behind himself after the move finishes. The next thing you should note is that if done over the ground, the invincibility/invisibility period can be indefinitely extended (referred to as "infinite caping"). Regardless, the move is vulnerable to shield grabbing, any aerial attack, and runs the risk of MK suiciding. Given that you can run faster than it can move, you should run to the edge that MK was facing when he initiated the attack. He will not be able to hit you without going over the edge.
What should be more intimidating is MK's air and ground game. Spotting weaknesses here is by no means intuitive and requires one to have either played as or against him extensively. Still, these weaknesses do certainly exist. Prime among these weaknesses is vulnerability to power shielding/shield grabbing. This is particularly effective against MK's air game as he lacks any move that is a continuous-multiple hit or good shield eater. His only way to counter your repeated shielding is one of his b-moves, and as stated previously these are all punishable. After you shield/dodge/evade his attack you should immediately counter-attack with whatever can reach him fastest. With the exception of uair, MK's aerials cannot be spammed fast enough to block a counter attack. This is because that while MK's attacks come out fast and leave fast, they do not finish fast. So even when MK looks like he is ready to attack you he is still in an active state and unable to do anything other than DI. This is important both in finding openings and in continuing pseudo-combos where MK will attempt to counter-attack you.
If you get the knack of this you should begin to shut down MK's aerial game. He may then try to approach you more on the ground, but this can be countered by using your f-tilt or, as noted before, continuous evasion. If he begins to use only his ground game, you should note a few things. First, taking MK's back is not nearly as useful as it is against other characters. His down-smash is only vulnerable in the front since it finishes immediately after the back hit-box disappears. Second, MK's attacks are easily spot-dodged. Third, his forward smash and tilt have a rather poor angle that is very vulnerable to aerials/aerial spin dashes (ASC). If you notice forward/down smash spamming you can use ASC and aerials to counter it easily. Always be ready for an up-smash though. If MK instead does an up-smash you need to smash DI immediately out of it before that final hit connects. If you can do this consistently, you need not worry so much about the few times his up-smash will hit you.
As a final note, MK's strong recovery makes him difficult to gimp. If you want to keep Metaknight from getting to the edge you need to consider 2 things: how/when to edge-hog, MKs recover radius.
If you can, you should pressure the latter by using your spin dash jump and possibly using a dair or homing attack. This will be the time he is most vulnerable to your gimps since he cannot use his b moves without suiciding.
The first option is what you'll be sticking with more though. MK has laggy landing that's pretty easily punishable at the very least by a dashing grab, possibly you could combo him or smash him. For that reason though, most MKs are going to go for the edge, you should try to predict this and edge hog accordingly.
I kind of got carried away-- so if you guys have any ideas for what should be edited/cut-out so that this becomes a quicker read please feel free to post.
That should answer all your questions about the thread right now.Ok back on subject, I'm already aware of the new tech with MK so don't worry. Now as far as the match-up thread is concerned, I'm already working on that. All match-ups will be re-written, but do know that it's gonna take time I don't want anything false in there. It's my fault, I should have put up a disclaimer to let everyone know. I should have Metaknight done later on tomorrow.
You'll like the new format, something like this:
Match-up analysis (Now without the Do's and Don'ts, just straight to the point)
other people's analysis
Vids of fighting said character (This was a very popular idea so it's here to stay)
As for weekly discussions, it's almost the end of the week. There's no point in making another right now, but if you guys want more than one character to discuss, then I'll host said characters next week early sunday. I'll host 3 a week tops, they better be active or I'm just going to host only one again. I'm starting it at the beginning of the week so that there will be time to discuss and also bring anybody who plays that character there for their view of the match, if any. That and it's easier to keep track on when to host the new ones so one full week like how the other boards are doing. All this while i'm doing new or remodeling write-ups, I should do it along with the weekly discussions so it can be accurate.
So lay off with the impatience, if anything is false in the thread, it's going to be me that's going to be nagged at by the others not anyone else.
It was too long. Condense the move vs move to bullet points and it should be alot better.Alright Tenki, I'll go back and edit the post. Anything else? Was it not too long? I felt like I must have been putting in junk information because it's like... a page :/
EDIT: and one more thing, I don't really consider it "aggressive" if you go after him when he's gliding. I mean, it's exploiting an opening/counter-attacking. Aggressive implies (to me at least) that you're going towards your opponent and looking to create an opening yourself (i.e. forcing him/her to make a mistake). In this case, you're playing defensively and letting the MK make the mistake first (entering glide-mode) and abusing it once he is committed to it.
i try to jus get to da pointI'll write up Link. That's not really that detailed.
I've played against Legan, and he rarely uses grounded up-B, and if he does, it's placement for a definite kill (edgeguard, missed air).algandar, what good Link have you even seen that uses his up-b while grounded :/
BT, if you look in the Sonic Vid thread there are a few videos (mostly of DNES) against MK. None of the vids are great, but you might want to choose one of the better ones and post it up just so we can have something while we wait for better vids to come out.
That's potentially brilliant. O.oOh my goodness.
Grab>Pummel until breakout owns anyone with poor recoveries by setting them up for stagespikes.
And more importantly, Snake. Since it sets up for cypher grab or stage spike.
You really do. On Ike's I've let them drop and baired them under the stage at like 20 percent for kills. With Dthrows and good tech chasing you can really mess people up. It's SO effective and I'm not even really good at it yet.That grab release thing over the edge,I'll have to try that.
I notice you don't seem to have much info on Peach so I thought I'd pop in and give you all some advice
Peach WILL use Dair combos. Peach WILL use Turnips because Sonic has no projectiles. Her aerials outprioritize pretty much anything Sonic throws at her. And of course she will use Floating because...that's what she does. That's the basic info you need to know, I've put some more detailed stuff below:
Peach's main killing move is her Fair and it's a lot better than Sonic's in power. But not in speed. If you can get your Fair in first then you'll mess her up. Her Up Smash is also another killer but Sonic's Dair makes it very situational indeed.
Like I said earlier she is going to use Turnips for approaching and possibly recovery gimping (although it's hard to use it effectivly with recovery like Sonic's). If you get the chance, catch them and throw them back. She'll Glide Toss them at you but you can Glide Toss better than her.
If you are predictable with your Spindashes and spam them, she'll probably wait for you to come charging at her then pull out Toad to counter it. And getting spores in your face isn't nice
Another kill move is her F Smash. Sonic's main ground kill move is also his F Smash. Be careful when using it because Peach's F Smash is faster
Juggle her if you can. U air is a great juggling move combined with Spring chasing and Peach falls very slowly and is very light. She's also very weak when she's high up in the air
Don't use your Homing attack over and over again to try and hit her. You leave yourself very open and Peach will probably hit you with an Up Smash which will hurt a lot. And if you miss and land on the ground funny, you leave yourself even more open
- Watch out for her jumping out of her sheild and trying to attack you (don't forget you can do his do)
Because Peach lacks kill power, she is fairly aggressive when it comes to edgeguarding so Homing attack her in the air when she's floating if she isn't expecting it because it will knock her out of the sky
Sonic's Dair is great at knocking someone away because it comes down so quickly but watch your use of it because she will probably Toad it or Up Tilt you out of it
That's all I've got to say for now really. Just play smart and never, ever underestimate Peach. If anyone wants some Peach fighting experience then pm me because when we get round to a Sonic match up, it'd be nice if I could contribute some info on him