Da-D-Mon-109
Smash Lord
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I don't really have much to say since i'm ... still not much of a tourneygoer, but even though it might be slightly chaotic, wouldn't it be better to take matchup info in for several characters at once, instead of one at a time so the matchup list gets completed faster? Say, 2-3 characters at once, maybe?
no .chaotic
why the heck will metaknight use his tornado or drill rush in the air?! It rarely kills and it puts him into helpless mode. this is in fact one of the mistakes most MK noobs do, drill rush of the stage or mach tornado off the stage and end up SD'ing. If for some reason he does use it this is when a FCAS comes in handy. After his tornado breaks lay it on him! And our nair will give us extra spacing to lay on another AS on him, killing him if fully charged and MK is high on damage, or if not should send him back far enough to reach the ground safely and plan the next move. (and if the Mk you're fighting is really relentless and glides toward you to get revenge, leap over his glide and and dair!)Sorry for the double post... I just wanted my 100th's post to be special...
Again, we cut his aerial game in half with our up and down airs, but if he smacks us diagonally down left or down right, I feel our forward air does a better job of defending us than our back air... also our Neutral Air does DY-NO-MITE damage and power... and ES is worthless if he is waiting to intercept it....
We can recover fine if Metaknight knocks us up, because of our superb Down Aerial... infact, if he does get us knocked up, we might be able to kill him for it (it's happened in my favor several times)...
Aerial Dodges are good as long as he doesn't Mach Tornado or Side-B (what the heck is that move's name?) us. Some of our aerials (I believe our forward) might help in that situation too.. but Aerial Dodges seem to be better if we are knocked up by him than knocked down...
I just realised how nasty it sounds.. Lucario being Knocked up by Metaknight... XD
This.no .
Because both are good for getting onstage, less punishable, and (nado) punishes airdodges and landing frames.why the heck will metaknight use his tornado or drill rush in the air?
Tornado can be used offstage if you know what you're doing (heck, it is even recommended as an edgeguard in an MK ditto, since he can't really outprioritize it from underneath). Just make sure you land before the tornado ends.why the heck will metaknight use his tornado or drill rush in the air?! It rarely kills and it puts him into helpless mode. this is in fact one of the mistakes most MK noobs do, drill rush of the stage or mach tornado off the stage and end up SD'ing. If for some reason he does use it this is when a FCAS comes in handy. After his tornado breaks lay it on him! And our nair will give us extra spacing to lay on another AS on him, killing him if fully charged and MK is high on damage, or if not should send him back far enough to reach the ground safely and plan the next move. (and if the Mk you're fighting is really relentless and glides toward you to get revenge, leap over his glide and and dair!)
From MK matchup discussionMK's nair and shuttleloop shreds tornado.
Dojo also said that it is difficult for another MK to recover underneath a tornadoing MK. I was talking about underneath. I think if two people who use MK say that Shuttle Loop can't **** tornado (and I guess nair is the same for that matter), then tornado is a viable MK ditto edgeguard."In MK dittos, the smartest person with the best spacing wins. F-tilt when MK charges at you. Use tornado as a recovery as well as edgeguard (MK can't up+b through MK's tornado). MK dittos are seperated in to two pieces: the ground game and the ledge game.
-InfernoOmni
Yes, its very effective. Tornado beats Shuttle Loop and N-air.
Shuttle Loop can go through SL, but its very difficult to land correctly.
Just saying, but yes, let's get back to MK vs. Lucario:If your reading an opponent who's about to shuttle loop or an MK gliding towards you, then yes it can be effective. It can be beaten though, there are better ways to edgeguard another MK. (aka, don't do it when he's above you, dair can kill tornado easily [phil's comment]).
Also, I hope to liven up these boards a bit more. It seems so egh, so I'll be answering questions full time on here, and updating the OP with FAQs and what-not so we don't have to deal with so many repeats.
Actually to tell you the truth, I asked him that at CoT. all he told me was that the matchup is hard to deal with. Didn't give any details on it though.I guess I'm still smoking, because since we have so many different ways to go through his aerial game, that his grab game comes up almost as short as he is, and that our ground games are fairly even, I still can't say that he beats us. I'd be willing to call it 50-50, but I still think that Lucario could slaughter Metaknight, although he would have to make 0 mistakes to beat the game's best character.
But then again, you guys probably know more than I do... I really wish Azen could give us his take on the situation... probably no one knows Lucario better than he does.
Im not really in a rush at all, its that we discussed this already 1/2 way, and we do have enough points to make an opinion about the numbers.Whoa, a rushed opinion is just as bad as an outdated one, cowboy.
Y'know, if you guys would come and discuss these high percent strategies, we could and would do better. We already have survival down, so we could launch an MK so fast he couldn't DI. Please, help. Srsly.RK Joker said:Hmm... a fully charged Aura Sphere has priority over the M. Tornado, Right? I'd suggest keeping one at all times in preparation... So he can't spam it when he's at high enough percentage to be killed...Oh, and staying out of Shuttle Loop range is obviously crucial at higher percentages. As already stressed, use range to your advantage... Despite Lucario's best game being in the air, you should stay out of the air, since Meta's more deadly than us there... Even if you have to use the Force Palm Flame and F-tilt to bring up damage... The only time you should get close is for U-tilt, possibly, or the far riskier U-Smash. As Meta has multiple jumps and a glide, the sides aren't exactly the best place to attempt a kill... Yeah...
I don't want to go down the tier list. My goal is to hit the characters that might require an actual explanation on how to deal with for newer players, or hit characters that give Lucario trouble to begin with in the first place. That will, coincidentally, land us on Marth, GaW, or DDD next. I'm not sure which I'll pick first.
Don't think we ever made it to Falco.I probably missed it somewhere, but I would love to see a discussion on Falco.
If i did can someone give me a link to where it is?
Speaking of which, don't wall cling on stages like FD. MK will drop down and Dair for a stage spike.Don't forget that offstage is going to be his win, both on the offensive and recovering end.
OK, so what do you do if you do get offstage? I think our options are with AS, fair, uair, AD, dair (to mess up his timing when he coordinates a gimp attempt with his aerial) and ES.
I could have sworn Azen said he sucks fighting against MKs. MK being banned in his area or something.Actually to tell you the truth, I asked him that at CoT. all he told me was that the matchup is hard to deal with. Didn't give any details on it though.
One 3, don't forget he can ftilt us outside of fsmash range, and I guess for number 6, add "Stay away from offstage as much as possible, and for 2, add jab as a good move.Summary:
1. Resist F-Airing MK. (Combos.)
2. Spam Tilts/AS.
3. Lucario's F-Smash can be dash grabbed out of shield, be careful.
4. Don't edgeguard MK.
5. Don't get shuttle looped. (Combo'd.)
6. ???????
7. Deficit
MK's ftilt has considerably less range than Luc's fsmash..One 3, don't forget he can ftilt us outside of fsmash range, and I guess for number 6, add "Stay away from offstage as much as possible, and for 2, add jab as a good move.
Better idea:Yeah, yeah, call it silly, but why not make yourself a bit floatier using DT in mid-air? Then aim Extremespeed and go. combine that floatiness with your own so not much altitude is lost.
This time I really wish I had vids of me getting pwned by MK ftilt after I fsmash, I was still in the "burst" frames when he would attack me, then follow up with fair/whatever in the air, and so I wouldn't put it past it to be able to punish fsmash. Either that, or he can attack you inbetween the fsmash IASA frames.MK's ftilt has considerably less range than Luc's fsmash..
Better idea:
Stall intermittently with dair. DT allows almost no control during the fall period, and essentially has no gain besides getting yourself targeted for a gimp. Dair can function like DB for marth so that if he edgehogs, dair, then second jump to either fair or BAS to get him off. Plus if you're recovering above the edge, it throws off his spacing, and is sometimes safer than AD (he'll usually do nair to punish AD).
Don't think we ever made it to Falco.
MK has a great grab range and great ground speed. Not many characters have the luxury of both.i honestly dont get where you guys are coming from with being able to grab you oos vs an fsmash. MK's dash grab isnt even the fastest in the game, and his ground speed isnt top either. If MK can dash grab a shielded fsmash, that means any character with faster ground speed or a decent sized grab range should be able to do it too.
Of course if this is the case, that just means fsmash is a whole lot less safer than we ever thought (in general, not just vs MK)
Did he spotdodge your fsmash and then ftilt? Fsmash extends your hurtbox by a bit. Still doesn't mean he can ftilt you OUTSIDE of fsmash range.This time I really wish I had vids of me getting pwned by MK ftilt after I fsmash, I was still in the "burst" frames when he would attack me, then follow up with fair/whatever in the air, and so I wouldn't put it past it to be able to punish fsmash. Either that, or he can attack you inbetween the fsmash IASA frames.
Just had to Lol on that real fast =D. But honestlly we should worry about our worse match ups. D3, MK, Marth, Oli, GW. I think they come in priority first in comparison to others.I honestly could have sworn that our Forward Smash was good against his tilts, just bad if he can see it coming and hit us while are still cooling down from it.
Btw, I've been Brawling with this dude online, and I can beat him against any of his characters on any stage EXCEPT for Wolf and Wario. They seem to give me trouble. After Metaknight is finished and Falco is finished, and if anyone else has trouble with them, can we try strategies for fighting against one of those two?
Hitbox ends around frame 30, Luc is stuck in afterlag until frame 45 or something. MK's ftilt is 3 frames. Yer.Wouldn't he be eaten by the after bits of fsmash (if it didn't end already) if he spotdodged?
this.Demon, id say EVERYTHING is harder on the wiimote. the only reason the GC controller may seem harder to do things, is because your not used to it. go GC exclusive for a week and then see if you still prefer wiimote.
honestly its like playing a flight simulator using a M&K instead of a joystick imo lol. sure people can be good at it (wiimote/M&K) at first and find it harder to adjust, but give it time and the GC/joystick is almost always easier to do everything with
I know that... i thought he meant above the stage not off the stage.... if used in those ways then heck it isnt stupid. it practical.Because both are good for getting onstage, less punishable, and (nado) punishes airdodges and landing frames.
I actually think MKs use drillrush and nado in the air (moving into the ground) more often than starting on the ground.
I'm not saying that you can't be good with the Wiimote+Numchuck (you can't be good with just the Wiimote, though, I'll tell you that much), but the cube controller is just a better option.I used to play Melee all the time, but I felt like giving the Wiimotes a try because I like them. Maybe I should switch to the Cube controller and see how well I can do.