Jim Morrison
Smash Authority
All in favor of dropping ditto discussion, which obviously makes no sense, cause it revolves ALL about mindgames and skill, and not matchup, and continue with MK discussion.
I am :O
I am :O
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The main issue with MK is that he plays soooo **** safe. And you do have to risk yourself in order to punish the little lag that he has, there is also the issue that he kills faster than you too.I went even with M2K during a friendly.
Discuss.
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You already made a couple trheads similar to what you describbed, silly! Go revive them why don't you? ^_^I recommend we make a 'How to beat _____ thread, but for Marth, Metaknight and Game and Watch. We discuss, how do deal with their attacks, CPs etc, etc while to OP get updated. And I'll link them to the OP of this thread.
Third.cam. agreed.
kin: his name is orange soda. not orange juice. lol
im also in favor of moving on to the next matchup. its up to you guys to determine who we talk about now
I third this, I'm starting to think 65/35 was only because we feared him since he was/still is the best char in the game/he looks like that on-paper/we didn't/might not know our game to the fullest, which the matchup could be debated down to be 6:4 and possibly 55:45 if you're crazy enoguh to believe that even though Sonic is one of the best MK counters.i know some may not wanna, but id sure like to talk about metaknight matchup again. id love to hear from the ones with the most meta experience talk about how thier mindset is when fightign him, what they are look for, what they bait, and how they usually respond to certain moves.
He probably sandbagged/Malcolm sett he line for beating him in one match in a tourney set. Good to hear you got the chance to fight M2K but we all still have quite a ways to go.I went even with M2K during a friendly.
Discuss.
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L2 play defensively, seriously it makest he matchup winnable.So, I did poorly, cuz G&W is gay.
I need match up help! Some Falco help would be good too.
I can dash dance consistently now! ^_^
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lol it's fine dude call me whatever. It's all good.I know that, and I'd rather not have to use the name OS in such a holy place as this. Besides I like the OJ Man better, reminds me of those nostalgic momeories of when the Ice Cream truck came to my neighborhood and I bought those Sonic/Tweety bird popsicle thingies.
You shouldn't be trying to beat it from the air. You running shield grab it. If you powershield, I believe the infzy frames from powershielding will protect you from the rest of fair. And its not a big deal anyways. Anything followups after dtilt should be escapable with a spring away.anyways, what can MK do that sonic cant answer...
fair to d tilt.
seriously, it wrecks sonic really bad.
Not to say its unpunishable, but its really stupid. Its ranged and fast enough to cover our options. Sure you CAN attack him before he lands from the fair, but WILL you? im guessing not, cause the oppurtunity window is freakishly small. As a matter of fact, when i beat ownas MK in my last tourney, there was one point where I pulled a perfect side b, and the invincibility got me through his fair, and his down tilt still hit me out of my attack cause it was that fast. and on other occasion, he tried to down tilt me, and i spaced a side b perfectly to go right over it, and he keep down tilting and the attacks traded hits, it was stupid as hell.
Nonono D:his b moves can be dealt with, but that doesnt change teh fact that if you get hit with a 5 frame shuttle loop offstage, you are going to die, and its super easy to set up for. and the risk is almost null.
"Oh, Look!! I can punish you super fast attack that you can set up and unleash when ever the hell you want, with 4 and possibly 12 damage!!"
Is that really going to stop them from going for it? because even if you pull that off 7 times in a row, he takes less than 30% and if it hits you, you die. its an amazing trade off for metaknight.
Yeps. Except tornado Pwns ASC when used the nad is used for punishment. But if you can react with a midair jump, you're fine.tornado is another story. tornado is easily dealt with to the point where its useless to use on sonic.
The point is you space with Bairs so he cant hit you with it in the first place. His airspeed is horrible anyways, so I dubt he will be avoiding wellspaced bairs. And Bair has no end lag. Bair does more damage. Its a pretty even tradeoff.What are you going to do to MKs down air? fair? no. MK has more horisontal range than sonic in that instance. up air? MK is faster and has more horisontal range than the first hit, and the second hit is WAYYY too slow to rely on. back air? ha. MKs down air is so fast that than even if you out range him with the back air, its slow enough for him to avoid entirely even when he whiffs the down air.
Quoted for epicSee im right when i said Sonic can be a MK counter you just have to know your stuff about both characters. napilopez's statements show that its somewhat possible and that if we sonic's work harder to exploiting MK's weak spots we can dethrone the spammy tyrant once and for all! Heres to the fall of MK's and the rising of a bold new BLUE STEAK: SONIC THE HEDGEHOG FOR STEAK TIER!!!!!!
You don't really give a reason as t why its on MKs advantage though. He has a better kill move? Sonic is Heavier and has better momentum cancelling.To be honest I think the match up is 65:35-60:40 metaknight. Sonic may have the answers, but thats just it he doesn't have any questions to ask of MK. When playing MK you have to work so much harder and mindgame him so much more to deal the same damage, and he kills just so much earlier his D-smash is so OP all he needs to do is land it just once over 100% and its basically lights out. But on the flip side if you can avoid that, and shuttle loop (which is easy to Spring out on instinct), he should struggle a fair bit more to kill you. Since he can't really gimp Sonic a huge part of his game is gone. The thing is tho that 90%-95% of MK you see at tourneys are scrubs who have no idea of the matchup and suck at mindgames since they've always been like LOLOLOL D-SMASH WHORENADO LOLOLOL and most players have much experience against MK because of the sheer fact you end up facing many of them if you play competitively. This gives the impression that the matchup is more even than it is IMO, at the highest levels I think it is still definitely a sizeable advantage to MK.
actually, thats exactly what it means...You don't really give a reason as t why its on MKs advantage though. He has a better kill move? Sonic is Heavier and has better momentum cancelling.
Honestly, so what if we hae to mindgame him? We mindgame everyone. Its what Sonic's do. Stake. See, I just mindgamed you by thinking I said Steak, but instead I spelled it wrong. Steak. Just because its easier for metaknight, doesn't mean he has the advantage. Pas a certai skill level, things balance out. I play a good metaknight that knw the matchup extremely well.
Maybe I didn't phrase myself well enough. I mean like, in terms of technical skill, it may be easier for metaknight. But that doesn't mean he has the advantage. its kinda like saying marth vs Fox in melee. Fox is more technical but I believe the matchup was pretty even?actually, thats exactly what it means...![]()
is his vertical fall speed that great? Regardless, you are right about him being much faster on the ground. Still slow compared to Sonic though. What I meant about airspeed being a detriment, is that he can't weave so effectively. If you shield his fair, Sonic slides far enough from a run to land a grab anyways. If he had quicker airspeed, that would not happen.and for the record i dont think low horisontal airspeed is really at all consequential as a detriment, because the fact is, for some reason, as a dreamland character, when he wants to, he can fall like a rock. and his verticle falling speed gives him the ability to get to the ground easily, and hes much faster on the ground than he is in the air.
This is pretty true. Grounded shuttle loop is way too good. A perfectly spaced backair I don't think would have trouble though. Shuttle Loop is only invincible for one frame when grounded, lol. Plus, you usually shouldn't be so close to metakknight if for him to do it. And if he wants to do it out of shield, well, MK has a very stinky shield thats easily shieldpoked anyways.also...
grounded shuttle loop ***** sonic hardcore, no lie.
pretty much anything you do, even a perfectly spaced back air can be overpowered and outprioritised by a grounded shuttle loop with invincible startup. and if you are over 130 you die, no questions asked.
I kinda sorta agree. Tech chasing MK can be hard because he can often get an aerial out before you can regrab, so you gotta rely on baiting and stuff.p.s. nix is right, the only way to put MK in a bad situation is to be super grab happy
the parts i dont respond to are truei think that some of the problem when a sonic plays a metaknight is definately the matchup experience. you have to know what move that can rely on in given sonic situations.
1. I mean , at this point everyone knows that if sonic runs at a meta, they will throw out a fair or nair. A: bait it, powershild, and grab.
you up throw meta, what is he gonna do? dair, or air dodge. most likely its dair. at early percents its impossible to follow up because its so fast But if you fake it you can punish afterwards, right?
2. For me, its not that i dont know how to approach metas its just that you cant edgegaurd, a big part of sonics game is gimping and edgegaurding to compensate the lack of kill moves. then you are gonna lose every spot dodgewar, so you can't even stay close long. grab chase, and do it again. Then if a meta feels threatened, then WILL Mash B or UP B, or ledgecamp for a bit, which for the most part sonic cannot deal with outside of shield and run away. ( well tornado can be escaped with DI, the flow of the match is reset/put in his favor in anycase.)
3. I think sonic's jabs are an underated part of the matchup. a. jab into runaway, b. jab into grab, c. jab combo, d. jab into tilt... because the first jab connects on frame 3, thats very good. I think metas D smash comes out 1 frame after. e. if you shiled an aerial from MK then jab as a mindgame to yoru true intenitons... i think there is hope here.
I feel like if i have to, i will run from meta, or fake approaches the whole time. this is why DDP and good running tactics are important for sonic, because i need as much control over sonic as possible in order to punish the little lag he has, bait aerial counter attacks, etc. I beliive that if a Sonic is having an issue with Meta, they need to look at how well they run first.
to me, what makes meta broken is that he can control any situation, even when he should have aa hard time theoretically. And this can be accomplished with little training and effort. I know and have seen good metas, BUT for the majority of metas it is the easy way out.
... if feels like im blurting out random things, but im in a hurry, so ill check back later. cya.
Exactly, so MK shouldn't be hitting you so much with grounded shuttle loop in the first place, since its safest out of shield. If you're being hit by grounded shuttle loop more than a couple of times, you are playing too predictably I would think.good MKs dont shield much....
also, if grounded s loop can beat GaWs back air, it can beat ours too
Agreed.i think that some of the problem when a sonic plays a metaknight is definately the matchup experience. you have to know what move that can rely on in given sonic situations.
This particular example i don't see it as being very different from any other char, as most good players will DI anyways. Nowadays I followup more at low percents with a regrab rather than a Uair. Run/Walk>Bair works nicely though.you up throw meta, what is he gonna do? dair, or air dodge. most likely its dair. at early percents its impossible to follow up because its so fast But if you fake it you can punish afterwards, right?
Sonics lose spotdodge wars because of spotdodge habit. Its really about who plays the war more intelligently. They tend to try to Spotdodge>Grab, which doesnt work because MKs second dsmash will come out before you do so. Just fix your timing.For me, its not that i dont know how to approach metas its just that you cant edgegaurd, a big part of sonics game is gimping and edgegaurding to compensate the lack of kill moves. then you are gonna lose every spot dodgewar, so you can't even stay close long. grab chase, and do it again. Then if a meta feels threatened, then WILL Mash B or UP B, or ledgecamp for a bit, which for the most part sonic cannot deal with outside of shield and run away. ( well tornado can be escaped with DI, the flow of the match is reset/put in his favor in anycase.)
They definitely come in handy in close quarters. You have to be careful though about their horrible range.I think sonic's jabs are an underated part of the matchup. jab into runaway, jab into grab, jab combo, jab into tilt... because the first jab connects on frame 3, thats very good. I think metas D smash comes out 1 frame after. if you shiled an aerial from MK then jab as a mindgame to yoru true intenitons... i think there is hope here.
That last sentence is the truest thing since Steak. Actually, I would say that about most matchups.I feel like if i have to, i will run from meta, or fake approaches the whole time. this is why DDP and good running tactics are important for sonic, because i need as much control over sonic as possible in order to punish the little lag he has, bait aerial counter attacks, etc. I beliive that if a Sonic is having an issue with Meta, they need to look at how well they run first.
Part of the reason why I find Sonic to have a decent matchup against Meta though is precisely because he prevents meta from taking control of situations. MK doesn't have control offstage against Sonic, mostly because his shuttle loop is pwned by spring. To me his biggest threat offstage against Sonic is a run off the stage dair, which isnt that big of a deal at all.to me, what makes meta broken is that he can control any situation, even when he should have aa hard time theoretically. And this can be accomplished with little training and effort. I know and have seen good metas, BUT for the majority of metas it is the easy way out.
Lol, I actually agree with KID on most of this. Only thing I will say about facing MK who use full-jump dairs to counter your approach is to run around using DDPs and turnarounds and stuff, until MK has to land, or start Bair spacing. You should try to be aware of how many jumps MK has left(6 jumps total, 5 aerial).1. the MK i play against, if i approach directly, he counters with a full jump d air. which i cant really do anything to. it does put MK in a slightly disadvantaged sitch, but its really nothing MK cant handle.
2. not to mention that MK can up b you out of your combo if its either not a true combo or if you are at all late.
3. a. does 2% and resets the situation, possibly giving him stage control.
b. trying to jab grab gets you down smashed.
c. works and sets up for decent followups.
d. also gets you down smashed.
e. i like that idea but you have to be suuuuuuuper close to do it. also one idea i have is to jab, and than jump over his shield or down smash. in that case you are behind his shield and your options open up a lot.