-Meta Knight- 40-60
Rediscussion (Old): http://www.smashboards.com/showthread.php?t=222777
What to Watch out For:
-Down Smash and F Smash as good kill moves, Down Air gimps, transcendant priority
-Almost impossible to edgeguard without heavily risking being gimped
-Can Up + B OoS poorly spaced moves. Up + B has invincibilty frames on start up and his Glide Attack has huge priority and can be used as a kill move
-Tornado that has insane priority
-Good aerials and tilts. F Tilt is a good anti air move
-Planking (re grabbing the ledge and taking advantage of the invinciblity frames)
Matchup Mentality:
-Punishment and shield. You will be heavily reliant on Turnips, paticularly OoS Turnips and reverse Glide Tossed Turnips, in this match up for punishing MK's moves and camping. Since defensive play is essential, Turnips allow you to punish his attacks quickly and safely and Turnips also provide you with follow ups. Make good use of Bonewalking to safely pull up Turnips if you are about half of the stage's distance from MK. Despite MK's aerial priority, he has the 5th worst horizontal air speed in the game. Abuse this to your advantage. Throw Turnips to counter moves that hit your shield, drop your shield and Jab, you can sometimes even grab him or Nair him after his aerials such as Fair due to his poor horizontal speed if he misspaces or you run in and force him to accidently mis space. Fair is also a useful aerial to use to combat and manuver MK's attacks but can be stopped by F Tilt so keep MK guessing so you aren't constantly getting F Tilted, bait and punish using either Float or Turnips. Unless MK is in the lead, you need never approach him since you have the projectile. If for some reason you do need to approach, keep using Turnips and Fair to combat MK
-MK's sword has transcendant priority. This bad in one respect as he can win many clashes due to his hitboxes not having hurtboxes but extremely good in another sense because attacks such as Fair and F Tilt will not cancel out Turnips. This is very handy if MK is trying to juggle you with Uair as the Turnip creates an obstacle whilst he is trying to juggle
-You can pivot grab MK out of his Tornado if his body is around level with yours. You can also F Smash him out of it. Stitchface Turnips work too if you get one
-You can Bair MK out of his Tornado if you are above him. Do your best to DI up out of the Tornado and punish him with a Bair. If you are falling down and MK uses the Tornado to hit you, use Bair to knock him out of it
-Down Smash, F Smash and Up + B are his best kill moves. Down Smash is quick, expect this at above 100%. Never airdodge into the ground near MK or you could die from his D Smash catching you as you land. Avoid competing his F Smash directly with your Fair, it has deceptive vertical range, hover with your Float to stop yourself if you need to before you punish. Up + B can kill/gimp you if the sweetspot hits. He can use it OoS to punish moves that are not correctly spaced. Don't give him the chance to do so, always space your moves correctly and pull away with aerials such as Fair to avoid punishment and enhance spacing
-Never try to tackle his Glide Attack head, wait for him to either hit your shield or move away. Prepare a Turnip if you have time for punishment. If he is coming at you whilst you're in the air, Toad or airdodge away
-It is almost impossible to safely gimp a good MK. Instead of tackling him offstage directly, throw Turnips up in the air both slightly offstage and onstage to make it difficult for him to return
-MK's Dair sends characters at a downward horizontal angle. Getting hit by this is very dangerous for Peach who has poor vertical recovery. Sometimes it is best to prematurely use your Up + B to recover and avoid MK's Dair. There is a good chance he may hit you with a Uair or Fair but both of these can be DI'ed up and will not kill you unless you are at a very high percent. Taking damage certainly beats losing a stock any day
Did you know?
-MK is light. Throw out the odd Uair to hit through his Dair when he's at a high percentage
-His Up + B has invinciblity frames, this is dangerous OoS. Be on the lookout for this if he has his shield up
-MK's Down + B cause him to disappear. He can technically do this forever but this technique known as the Infinite Dimensional Cape is banned in pretty much every tournament you will find
-Theoretically, MK's planking is nigh on impossible to beat. Planking is nearly always banned in a tournament or hampered by a ledge grab rule. If MK starts planking, you haven't got a huge amount of options. Throw Turnips, try pressuring the MK off the edge, try grabbing it yourself. Hopefully, this should never happen
Quotes:
Highlighted things she can do that are really good
-She can contest him off the ledge and under the ledge. If you drop to up air using the invinicibilty frames, and up b, you can challenge him on the ledge. He will be greedy and keep trying to gimp you and you can keep racking free damage.
-If he whiffs UP B coming back from the ledge, shield it and punish with back or neutral air.
-Down air beats airborn shuttle loop from above, try to catch him into it. If you do it high on the stage you can down air kill him at relatively low percents.
-Turnip game can frustrate him
-F-smash beats tornado if spaced
-Downsmash breaks through his shield. Follow Bone's advice - use the second hit of back air and follow up with downsmash or something else.
-Float above him and wait for him to downsmash or tease him, he will downsmash and you can space yourself to avoid it and punish with f-air
-Up air is a relatively decent killer if it's 100% fresh
-Forward tilt is really good, especially out shield, it keeps him modest and away from you
Some cool things I do though are....
- SH Dair and land behind him the instant the 4th kick htis and grab (Guaranteed Grab)
- SH Dair , start float during 3rd kick (ending up behind him), Double Bair, Down Smash (Guaranteed Shield Poke)
-Delayed Dash Attacks are un-punishable by MK if spaced properly *so only the second hit connects.* Sure it does 4%, but it keeps him away. He has no responses out of shield to this either.
Double Jump U air outranges all of MK's aerials and creates a juggle, you can then read his air dodges and punish.
Shield getting hit?
SH Dair OoS counters D-Tilt
DA OoS counters F-Tilt
F-Tilt/DA OoS counters Fair/Bair
F-Tilt/DA/Nair/Bair/Jab counters Nair
U-Air OoS counters Dair
Nair OoS hits Up B and clashes with it's GA
SDI top left/right to Nair breaks Nado
This match up is a game of cat and mouse. You are always the mouse and can never be the cat, at all. You dare try being the cat, you are asking to get the crap beating out of you. (this applies to Marth as well) how does a mouse come out victorious from a cat? If you ever watch tom and jerry, the way Jerry handles tom. thats how you are suppose to do it here.
You have no buissness approaching meta. At all. Let him come to you. You can attack him from distance. He can't If he wants to hurt you, he has to come to you. Plus need to keep your Kill moves fresh. Meta is not that heavy and lucky for us, he can die well from us.
Lot's have been said here so I'll just add what you need in this match.
- Patience. If you play aggressive, throw this match out the window, you are not winning. Patience is important here for you don't need to be approaching meta. learn to be defensive, playing aggressive will have meta end you sooner than you expect. Certain characters you need to play aggressive. meta is NOT one of them. He is not having that.
- Evasion. You need to have good evasion when Meta is all over you. Once meta gets his hits in and is on you, he can stay on your azz and even kill you for it. So you need to know how to break away. With platforms this makes it hard, but easier at the same time. Learn how to break free him his pressure/rampage. Once you do, you can start the process of getting damage from turnips and having him come to you.
- Spacing. This is also important. With you have good spacing, it will make it hard for meta to touch you. His range is not that good. Only time he has decent range is his Ftilt and and think Fsmash. Bait his moves and space yours. Done right, you can break his crap and hit him. Add turnips to your spacing if in fear you kill moves will get weak. Just don't pick them up at the wrong time.
- Speed/quick relfexes. This is one of the reasons I find meta fun to play against. Cause with him, I have to play so fast. somewhat reminds me of melee. Don't stay in one place for too long. Don't roll alot, you will just eat a Dsmash or move into his attacks. Make it hard for meta to pin point you. This can reduce the chance or stupid kills he can get on you. This is also important cause his range is not all that. Meta hits your shield, recat as fast as possible with a counter attack. Meta sidesteps? short hop Dair or FC>bair if looking the other way. See meata rolling on to the stage? Reverse Fsmash him. But be quick about it all. The faster you are, the more problems meta will have. More than expected. Even for a character like Peach.
To me these are the 4 most important factors for beating this broken character. The most important one to me I would say is patience. Even if you suck at the last 3, patience can make up for it. Use these 4 things and use them as combinations. Or all at once if you are good at them.
The entire top portion of the tornado and the corners will all allow you to hit MK through it with bair. You can actually SH a bair away from an incoming tornado and smack him out of the corner. You can also throw turnips through the top, shield and punish OOS with a turnip/dash attack unless he pulls out way early (keeping your shield fairly strong), and if you are about to get hit you can usually manage to get hit by one of the hitboxes that allow you to escape (see:
http://www.youtube.com/watch?v=qoH_NjsasqA ).
They'll stop nadoing when you can stop an incoming tornado 50% of the time, and then on top of that punish actually getting hit with the tornado 50% of the time you get hit by it. The risk/reward isn't that good at all.
The problem, of course, is him punishing you with tornado when you have a turnip in hand. He can nado away to a platform and you can't really punish it even if you shielded, and when you're in the air you're super limited. But this is where Bonewalking saves you! You'll pull away during the turnip pull and if he nados you can pivot and reverse glidetoss away.
As to recovery, it's all about DI. You often have to take a hit, but you can maneuver yourself around MK so that he has to hit you with something you can DI or SDI up and make it over him. You can slip around under him or up-B early when he's going for you depending on how you see him spacing. The key is just to make sure he can't dair you. If you up-B over him, sure, he'll nair, uair, or shuttle loop you, but you just DI the hits up and recover over the stage. If he tornados as you come down, fall on it with bair. Simple as pie.
Sure, you'll take unfortunate damage trying to recover, but by just forcing him to hit you with moves you can DI, you can at least make it fairly certain you'll make it back to the stage. If I get gimped, it's usually my fault. Though it IS still stressful to try to get back.
Videos:
Kyon (Peach) vs M2K (MK)
Praxis (Peach) vs Itakio (MK) 1
Praxis (Peach) vs Itakio (MK) 2
Praxis (Peach vs Itakio (MK) 3