I have tap jump off and don't have any trouble with Meta Knight tech, but I also hold the controller claw. My index finger is on X for jump while my thumb is on A, B, and C-stick. Left hand is for movement and and shielding.
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I would, except for two issues. The first is that the angle of the handles where your hands rest are further from being parallel with 90 degrees than the GC (the Wii U Gamepad is perfect), and this means your thumb is even more angled than usual when executing simple left and right movements. This translates in to more accidental Drill Rushes when you try to Shuttle Loop, among other things. The second is that the C-Stick has a lipped top, while the GC's C-Stick is just a nub, and this makes it prone to being 'caught' when you go to use the C-Stick. You are almost having to work around the stick to use it.Or you guys can get with the times and pick up a comfy af Wii U Pro Controller. A & B have their own jump buttons right above them so you don't need to be a velociraptor to Up-Bs OoS and Up-Air chain easily, the C-Stick is far closer to the A button, you get an extra Z button to set however you want, the triggers don't have springs slowing you down, and it's slightly larger than Gamecube which makes it way comfier to hold.
It's so comfy I can't even be mad when I lose.
Yes, that's precisely what I mean. People can say all they want about MK, but you can't argue with results. You're all really hard workers, too.We will continue to grow our community internally as we have been and the results will speak louder than any one else ever could. We are slowly growing. And we are getting better and better. Hell, last weekend I beat someone who's even taken a set off of Katakiri. I have so much work to do but I'm getting my **** together haha. And if I am, I'm sure Bonk, Fye and all the other rising talents are too.
It is a true combo at certain percents iirc.So I went to a tournament yesterday and managed to beat poltergust's yoshi In tournament pretty solidly. He then switched to luigi which I was still winning in stock and percent every game, but I died to down throw up b every stock games 2 and 3 at like 80%. I held away and spammed jump just like I was taught to do so to avoid the up b, but poltergust still got the up b every time. Is this inescapable for meta knight? Do I have to air dodge it? I didn't try that. Not sure if Samir dodging is faster that jumping. It just irritates me that I outplayed him all 3 games and I lose because I die at 80. Anyone have any more exp with this down throw up b?
So, here are the summary cliff notes for comboing Sheik:
At 0%, the most consisting or rewarding followups are
• Down Throw, Shuttle Launch 1: 22%
• Down Throw, Pivot Mach Tornado: 28%
• Dash Attack, Neutral Air: 15-16%
• Dash Attack, Shuttle Launch: 17-18%
Down throw to shuttle launch works only if the opponent does not DI towards Meta Knight. If they do, they take 13% instead. Down throw to pivot Mach Tornado does the most damage, but will not work if the opponent DI's away, and loses damage the higher the % they are. Opponents will have a natural inclination to DI away, so this is risky. Dash attack 1 & 2 to neutral air is very good. It does a solid 15-16%, and if you follow their DI, you have mixup options. You can footstool down air, or Mach Tornado. Dash attack to Shuttle Launch is the most finicky because you cannot do it unless the opponent DI's away after being hit, but it is a followup. I feel neutral air is more reliable and rewarding. All of these can be used after a down tilt trip.
From 6% - 22%:
• Down Throw, Up Smash, Shuttle Launch 3: 22-28%
• Dash Attack 1, Mach Tornado: 28% (6% - 13%)
From 9% - 21%:
• Dash Attack 1, Up Smash, Shuttle Launch 3: 21%
After about 6-9%, dash attack and down throw to up smash to Shuttle Launch becomes a viable combo. Before this point, Shuttle Launch will whiff. Most often, the second hit Shuttle Launch will miss. This is okay, as it still provides solid damage and leaves Meta Knight safe. There is a small window from 6-13% where dash attack 1 in to Mach Tornado is a viable combo, and will yield on average 26% with a good mash, however it will fail if any DI is used.
From 15% - 30%, 45%:
• Dash Attack, Short Hop Up Air, Neutral Air: 20-21%
• Down Throw, Short Hop Up Air, Neutral Air: 22%
From 15% - 40%:
• Dash Attack, Up Air, Shuttle Loop: 21-22%
From 20% - 70%:
• Dash Attack, Up Air, Up Air, Up Air...Shuttle Loop
From the 15% mark, dash attack and down throw to up air to neutral air & Shuttle Loop becomes a viable option. From a dash attack, this will work until around 30%, while from a down throw it will work until 45%, assuming no DI. Around the 20% mark is when Meta Knight is able to begin his up air strings, however Meta Knight needs to use short hop buffered up airs to do so at the earlier %'s, which takes proper timing.
From 20% - 135%, when the opponent DI's away:
• Dash Attack, Shuttle Loop/Shuttle Launch: 17-18%
• Down Throw, Shuttle Loop/Shuttle Launch: 19%
In the event the opponent is DI'ing away from you, particularly from down throw, this is the best option. A dash attack 1 combo will connect up to 120% with no DI, while a dash attack 2 combo will connect up to 125% with no DI and a Shuttle Loop 3. With DI, it becomes harder. Down throw will connect a combo up to 135% with no DI.
Meta Knight can mix up Sheik with down throw:
• Down Throw, Buffered Shuttle Launch 1: 19%
• Down Throw, Buffered Shuttle Launch 2: 19%
Shuttle Launch 1 will cover Sheik if she attempts to DI in, or not DI at all, while Shuttle Launch 2 will cover Sheik if she attempts to DI away, or not DI at all. This means it becomes a 50/50, and if Meta Knight guesses right, he can land this combo up to 93% with Shuttle Launch 1 if Sheik does not DI away, or up to 53% if Sheik does DI away. While unlikely to happen, it is worth noting that if Shuttle Launch 1 lands, it can kill Sheik at the higher %'s, particularly on lower ceiling stages.
At the ledge:
• Standard Attack, Buffered Shuttle Loop: 18%
• Down Throw, Forward Air: 13%
• Up Throw, Shuttle Loop: 22%
• Shuttle Loop, Shuttle Loop: 18%
If Meta Knight ever finds himself at the ledge with his back to the blast zone and Sheik right in front of him, he can connect standard attack in to a buffered Shuttle Loop 2 past 50%. This will not work if you have the A + B for Smash turned on. If you grab your opponent at the ledge and have no room to run, there are two options. From 0% - 35%, you can down throw to forward air Sheik. This may work longer if they DI inward, but it will only work earlier if they DI away. From 25% - 55%, if they DI inward, up throw to Shuttle Loop will connect. Lastly, if you are recovering to the stage and Sheik is close to the ledge, Shuttle Loop to Shuttle Loop is a potential option from 45% - 95%, and will kill at the higher ranges.
While sharking or juggling:
• Full Hop Up Air, Neutral Air: 15%
• Full Hop Up Air, Shuttle Loop: 17%
• Up Air, Shuttle Loop: 17%
On platforms like those on Battlefield, up air from a full hop can reliably connect with neutral air between 30% - 75%. Rather than using back air if they DI behind you, use Shuttle Loop for more damage, up to 120%. And finally, whenever your opponent is above you, if you land a double jump up air, you can reliably connect with Shuttle Loop for a possible kill up to 110%.
If you feel like being cheeky:
• Back Air 2, Reverse Shuttle Launch: 18%
• Back Air 2, Down Smash 2: 13%
• Down Tilt, Shuttle Launch: 20%
Back air 2 at any point can be used to put the opponent in a tech situation, and only stops working at around 180% due to the KBG of back air 1. Reverse Shuttle Launch can kill or deal good damage, while down smash is safer and can knock the opponent off stage. From 101% - 135%, Meta Knight can down tilt Sheik and force her in to a tech situation. Because this is hard to react to, if Sheik fails to tech in this window, she is susceptible to a Shuttle Launch from a dash, which will kill her instantly. Dash attack is also an option here if you are weary of using Shuttle Launch.
Meta Knight's Instant Kill:
• Forward Throw, Full Hop Up Air, Up Air X, Shuttle Loop
• Down Throw, Full Hop Up Air, Up Air X, Shuttle Loop
• Dash Attack, Full Hop Up Air, Up Air X, Shuttle Loop
From 25% - 40%, Sheik is danger of dying to Meta Knight's forward throw. Forward throw on paper is not very good, but because it is so difficult to DI on reaction, it makes it the most reliable option for setting this up. From 30% - 50%, Sheik is in danger of dying to Meta Knight's down throw, however this is much less likely to happen thanks to the larger window the opponent has to DI correctly. From 28% - 38%, Sheik can die from dash attack. This is hard to react to, but has a less lenient window. All of these were tested on Final Destination, and the % window is going to be greater on other stages.
Miscellaneous:
• Down Tilt
• Up Tilt
Down tilt can trip Sheik until 57%, giving you free opportunity for any followup you wish. Up tilt 1 is not a good combo finisher, and cannot combo as a combo starter. However, Up Tilt 2 can be used next to Sheik to start an up air chain between 30% - 70%.
So I went to a tournament yesterday and managed to beat poltergust's yoshi In tournament pretty solidly. He then switched to luigi which I was still winning in stock and percent every game, but I died to down throw up b every stock games 2 and 3 at like 80%. I held away and spammed jump just like I was taught to do so to avoid the up b, but poltergust still got the up b every time. Is this inescapable for meta knight? Do I have to air dodge it? I didn't try that. Not sure if Samir dodging is faster that jumping. It just irritates me that I outplayed him all 3 games and I lose because I die at 80. Anyone have any more exp with this down throw up b?
MK isn't floaty bruh look at his armor, he falls faster than Gdorf.Welcome to the MU. Only heavy/fastfallers have a chance of SDIing out that move. Unfortunately, lightweight and/or floaties get destroyed by that combo and don't really have a chance to get out if the Luigi id competent. Camp your *** off at kill percentages.
I've escaped a lot of dthrow up B by holding down and SDing down as well. Neither this solution nor yours are garanteed, but they require different mashups from Luigi. The major problem of your solution is that it favors greedy players who want to bring you as high as possible, which kills you earlier. With DIing down, they can still get you but need to mash less so you won't be as high when the final hit connects, thus surviving better.So I went to a tournament yesterday and managed to beat poltergust's yoshi In tournament pretty solidly. He then switched to luigi which I was still winning in stock and percent every game, but I died to down throw up b every stock games 2 and 3 at like 80%. I held away and spammed jump just like I was taught to do so to avoid the up b, but poltergust still got the up b every time. Is this inescapable for meta knight? Do I have to air dodge it? I didn't try that. Not sure if Samir dodging is faster that jumping. It just irritates me that I outplayed him all 3 games and I lose because I die at 80. Anyone have any more exp with this down throw up b?
I know that yo. I was just making a general reference. Hence why I said lightweight "and/or". I know my character bruh.MK isn't floaty bruh look at his armor, he falls faster than Gdorf.
Jumping comes out slower than airdodges, but chances are airdodging will lead to something more dangerous. Never been caught in this combo before.
And SAX when you got the stock lead did you attempt to camp him? He has to approach no matter what and he won't get you even on BF.
I think you underestimate the Roy fans. Also, if Roy is good in any way, count on a lot of Marth mains to be swapping over.Yay another swordsman copying Ryu's headband swag, we need 3 more FE characters tho.
Ryu is more recognisable than 99% of the cast, so its a good move to include him but Roy? To please FE fans and melee fans? Most of the hype is towards Ryu tbh.
Works fine for me.The problem with dash attack out of down throw is that it does not work
That was at the beginning of something I was going to quote that I failed to finish. I know it combos, mind you only when they DI away and on certain characters. Don't know why it posted that.Works fine for me.
Especially on fast fallers, people seem to always DI away when getting down thrown. If it didn't work then why did Ito land it?