Sonic The Hedgedawg
Smash Hero
I love brinstar . . . but I think it'd be bad against meta... honestly he'd have control over all angles on that stage.
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Chances are, he'll have the lead. What're you gonna do then? Wait for the platform to land and waste tons of time?If he's coming at you from underneath the stage on Halberd just jump on the platform lol.
This thread is looking good!
Okay, since MK doesn't actually have any bad stages I personally always just rule out stages I'd never take him to and choose my favorite from the ones that are left. So these are the things I think you don't want a stage to have in this match:
These take away at least Yoshi's Island, Final Destination, Lylat Cruise, Halberd, Rainbow Cruise,Pokemon Stadium 1, Delfino, Brinstar, Norfair, Jungle Japes, to a lesser extend Frigate Orpheon, Pirate Ship and Pictochat.
- No platforms/other protection. MK's moveset is simply better than Zelda's, meaning that he will dominate if you don't have some sort of help.
- Tricky ledges/other things limiting recovery. MK is gimping master and our recovery is very vulnerable to that. The last thing you want to do is to have stage limiting your options.
- Big blastzones. In order to win Zelda has to kill him early. Big blastzones will prevent this.
- Stages with troublesome hazards. In general, MK outmaneuvers us and thus has easier time avoiding these. His moveset is also much more suitable for sending opponents into them than ours.
- Stages with lots of ledges or places that allow for easy camping. That's one thing MK shouldn't be allowed to do if you want to win.
- Stages that force Zelda into air since MK will destroy her there.
From the ones left I think that Battlefield is the safest option. It gives Zelda some help with platforms and is small enough to help her getting some early KOs. It's also fairly easy stage to recover in and doesn't have any changing things that could mess up with your game.
The next best stages in my opinion are Castle Siege and Smashville. The first one has some nice platforms for Zelda to use and doesn't give any considerable advantages to MK (other than the second tranform, which gives him lots of space to avoid us. Thankfully this is only temporary.) Smashville on the other hand is similar to Final Destination except for few things. It's slightly smaller and has smaller blastzones. Both of these are good for Zelda. It also has a moving platform that occasionally appears and may help her, and finally, it's easier to recover in than FD.
Also, unlike in most of the other matches I wouldn't recommend Luigi's when facing MK. It lest him live a lot longer if he uses it right, he can run circles around you in there and still has more than enough ways to get past Zelda's pillar camping. The side blastlines are also almost too small: it's very easy for MK to hit you out even with something like Fair.
Why what? x.x I'm so confused.Smashville (why Kaylo why???)
Well, it just seems weird to me that people are immediately dismissing Final Destination, but then saying Smashville is an ok stage. To me, they seem the same except for the ledges =\Why what? x.x I'm so confused.
I explained my reasoning in my post. Not at any great length, but I didn't think I needed to clarify much more than I did.
I think most Meta Knights ban Final Destination, don't they?Well, it just seems weird to me that people are immediately dismissing Final Destination, but then saying Smashville is an ok stage. To me, they seem the same except for the ledges =\
Edit: Oh and you mentioned something called "sharking" in your post, what is that?
Trying to ninja post an answer into the question before KayLo!:Edit: Oh and you mentioned something called "sharking" in your post, what is that?
There's a few key differences between FD and Smashville when it comes to MK.Well, it just seems weird to me that people are immediately dismissing Final Destination, but then saying Smashville is an ok stage. To me, they seem the same except for the ledges =\
Also, that.I think most Meta Knights ban Final Destination, don't they?
I hate you, lol. I love being helpful!!!Trying to ninja post an answer into the question before KayLo!:
If he ever has the lead against Zelda he can just run away and there's not much you can do about it on any stage lol.Chances are, he'll have the lead. What're you gonna do then? Wait for the platform to land and waste tons of time?
The dude has five jumps. He can just come up, land quickly, then do the same thing under the platform you're on.... x.x
There's a reason why MK players love Halberd.
If you want cover from a platform wouldn't Yoshi's be better? Can't some of those lagless platform tricks mess up your attempts to punish?There's a few key differences between FD and Smashville when it comes to MK.
For one, FD is much bigger.... MK will survive considerably longer on FD, which gives him more time to **** Zelda. Not goodz.
Second, Smashville has a platform. It doesn't make a huge difference, but it can occasionally give you some cover or allow you to attack him from below if he lands on it. You can also mix up your recovery if it's on your side when you're trying to get back onto the stage.
And Smashville is small, but it's not super-cramped like some other stages. You'll still be able to run away if you need to (or at least try to run away, considering MK is a lot faster, lol), but MK has less space to do so if he's trying to play keep-away with the lead.
Also, that.
I hate you, lol. I love being helpful!!!
*head explodes*
Well, so do I! Deal with it!I hate you, lol. I love being helpful!!!
LK the ballon FTW =/.Well, so do I! Deal with it!
*victory dance*
And yes, Smashville is better against MK than FD. Besides what KayLo! said it also has some tricks that might sometimes in some situations possibly be useful, like Uairing through the main stage. Not that it'd amazingly good stage or anything, but we have to grasp any help we might get. Only thing that's worse there is the balloon: whenever it appears you'll have to get into air to pop it.
I don't mind Yoshi's so much, but I wouldn't say it's a good CP. More like it's just okay. The sides of the stage are complete bull****, and the middle platform seems to get in my way more than it helps..... but I guess the same could be said for MK since he'll want to be in the air, and the platform limits everybody's air game a bit.If you want cover from a platform wouldn't Yoshi's be better? Can't some of those lagless platform tricks mess up your attempts to punish?
It may be high but killing off the side isn't too bad. I play the stage a lot just for the pratice. I have my stage thing on random. But the wall really doesn't screw me either that or I am not as bothered by it as I used to be. Also the wall limits MK some what and could lead to possible gimps if he recovers too low with his up B.I don't mind Yoshi's so much, but I wouldn't say it's a good CP. More like it's just okay. The sides of the stage are complete bull****, and the middle platform seems to get in my way more than it helps..... but I guess the same could be said for MK since he'll want to be in the air, and the platform limits everybody's air game a bit.
I'm really not too sure about Yoshi's. I rarely play there since I always strike it, and nobody ever CPs it.
The ceiling there is a little too high for me, though, vs. MK.
Sharking is the least of your worries if you're counterpicking stages against MK. Like I said you want a stage with low blastzones AND a lot of space. If you're playing on BF or Smashville MK is just going to be in your face the whole time using his enormous frame advantage to destroy you.@marsalus you don't want to take mk to any stage where he can shark you unless you're snake.
So instead reducing options that MK has against you. You want to increase them? That logic is rather silly. If you won the first round lose the second and you're going to CP a stage that gives MK more of an advantage over you? I'm having trouble following you logic if you want a stage with small blast zones I suggest ps1. Japes isn't a bad CP but the cieling is dumb high and is banned a lot of places.Sharking is the least of your worries if you're counterpicking stages against MK. Like I said you want a stage with low blastzones AND a lot of space. If you're playing on BF or Smashville MK is just going to be in your face the whole time using his enormous frame advantage to destroy you.
I don't quite understand what you're trying to say here, could you rephrase it?But the wall really screws me either that or I am not as bothered by it as I used to be.
So you'd rather go to a stage where MK will get the lead (because he pretty much always will), then stall you out and absolutely 100% safely attack you at your most vulnerable point (beneath you)? Interesting logic there.Sharking is the least of your worries if you're counterpicking stages against MK. Like I said you want a stage with low blastzones AND a lot of space. If you're playing on BF or Smashville MK is just going to be in your face the whole time using his enormous frame advantage to destroy you.
Like when i die because of the wall I don't take as much notice of it as I used too. Or i may be dying less. Because he DI'd dsmash wrong. Or dins put him into that position by force air dodges and such.I don't quite understand what you're trying to say here, could you rephrase it?
About the other points in your post: I don't see how the wall would limit MK. It's true that if he goes very very low and is right next to the wall he may get stucl under the stage whith Up-b, but why would he get so low and close to the wall? He also has five jumps to help him get higher and further away, so it shouldn't be a problem. And finally, Zelda's attacks tend to send enemies flying into upward-diagonal direction, so if MK doesn't die straight from the attack he can always recover without trouble.
Yeah..erm, I lol'd >.< The imagery is just too strong for me.When you get Shuttle Looped up the ***
Okay, now I understand what you meant.Like when i die because of the wall I don't take as much notice of it as I used too. Or i may be dying less.
I admit that forced airdodge might get him near the bottom of the stage and near the wall and D-smash could get him near the bottom corner if he DI:ed it wrong. However, any MK worth their mask should easily get back to the stage from both of those situations. If they just know to watch out for the very bottom of the stage, meaning the wall won't really help you. At best it could cost MK one stock, at worst it could cost you all your stocks. I don't think that's a risk worth taking.Because he DI'd dsmash wrong. Or dins put him into that position by force air dodges and such.
i think its worth the risk. I also think you may be forgetting how that may mess with his head. They may let then din hit instead of air dodge than you have an uair.Okay, now I understand what you meant.
I admit that forced airdodge might get him near the bottom of the stage and near the wall and D-smash could get him near the bottom corner if he DI:ed it wrong. However, any MK worth their mask should easily get back to the stage from both of those situations. If they just know to watch out for the very bottom of the stage, meaning the wall won't really help you. At best it could cost MK one stock, at worst it could cost you all your stocks. I don't think that's a risk worth taking.
When you counterpick stages you don't say to yourself "Oh I better not counterpick that because MK willl just get the lead!!!" lol. Say he doesn't get the lead. Sure he can attempt to hit me from under the stage, but like I already said his aerial movement speed is fairly slow, Zelda doesn't have too much trouble avoiding it.So you'd rather go to a stage where MK will get the lead (because he pretty much always will), then stall you out and absolutely 100% safely attack you at your most vulnerable point (beneath you)? Interesting logic there.
When you get Shuttle Looped up the *** a few times in a row, I won't even feel bad for you. Smashville isn't impossibly small (it's pretty much the same size as Halberd half the time except for the ceiling height), and BF's platform layout is good for Zelda.... it somewhat balances out the small size.
Here's the thing.If he is sharking, could we not platform camp the top platform and wait until his jumps are over? If he needs to use his up+b, then we've sort of predicted him.
I kinda think... **** it, he's going to gimp us anyways... might as well go to the place that'll kill him the earliest.
When you counterpick stages you don't say to yourself "Oh I better not counterpick that because MK willl just get the lead!!!" lol. Say he doesn't get the lead. Sure he can attempt to hit me from under the stage, but like I already said his aerial movement speed is fairly slow, Zelda doesn't have too much trouble avoiding it.
He cant shuttle loop me from beneath if i'm standing on the platform.
By the way beneath Zelda is only a weakness when she's in the air. Grounded she has dtilt with it's insane priority and spiking ability. Not saying this makes her safe against something like MK's uair, but she fares about as well as most characters not named Snake when dealing with an opponent under her when she's grounded.
Edit: Kataefi at least gets it
Man you're tripping if you think dtilt going to do something when you're attacked through the stage. Also I think we can go to the next character since we pretty set on stages.
http://www.smashboards.com/showthread.php?t=156908Does anyone have that stage list with the ceiling and blastzone heights?
If he goes back to the ledge good for him what do I care?Here's the thing.
He doesn't have to use all five of his jumps at once, lol. He can just go back to the ledge. Also, with five jumps, he can easily just jump to the stage, and then you're still above him on the top platform, which is a bad thing.
Point: Halberd allows MK to stay beneath you for nearly the entire match. That's a bad thing. You won't be killing him early if you can't touch him, because he's completely safe the entire time he's doing this. His uair has more range and disjointedness than anything we can hit him with while he's below us.
@Mars: Sword from below > dtilt, lol. Don't be silly, now.
But whatevs, if you guys want to take MKs to Halberd, have fun with that. Like I said, it's one of his best stages for a reason, but if you wanna take the best character in the game -- and one of our worst matchups -- to one of his favorite boards.... well. There you go.
If he has the lead, you better care.If he goes back to the ledge good for him what do I care?
Um, okay. Who cares if she has the same number of options compared to other characters? That number still amounts to zero, lol.I didn't say dtilt would beat any of MK's moves. I was just pointing out the fact that you said Zelda has a weakness from below and that only pertains to when she is in the air, when she's grounded she has about the same options as any other character that's grounded.
As far as I know, this is about Zelda. But whatever.As for Sheik, I take MK to Halberd as well. Killing at 80% with grab release to DACUS is way too good. Unlike Zelda.......Sheik has NO problems dealing with MK's shenanigans under the stage. Halberd is one of Sheiks best stages. I beat the top MK player in my state last weekend on this stage.
Sorry Kataefi I am not allowed to discuss Sheik Kaylo has informed me that this is Zelda only.
What about sheik? I've heard flat stages are good... I'm thinking smashville right now to compliment the duo... Sheik can definitely go this matchup alone, but in case she'd ever need to, Zelda isn't deadweight on this stage either...
I liked the pun
MK sharks with Uair, Zelda can't do anything to stop it. MK goes back to the ledge or lands on stage, gets all his jumps back and starts sharking again. Rince and repeat. Eventually Zelda will get hit and takes damage. When the stage reaches Halberd MK will just run away and avoid any unnecessary risks until the stage starts moving and he starts sharking again.If he goes back to the ledge good for him what do I care?
I agree on this one. The problem is that those options are not good enough to stop MK from sharking and Zelda doesn't have the necessary tools to stop it any other way either.I was just pointing out the fact that you said Zelda has a weakness from below and that only pertains to when she is in the air, when she's grounded she has about the same options as any other character that's grounded.
Dins and teleport cancelling. Both of these are tools that she has in this matchup against something like that. I've spiked Pits, ROB's, Kirby's, and MK's that try to feint and quickly get back to the ledge with teleport cancelling. Once again......MK does not have fast horizontal aerial movement speed. Farores is quicker than MK floating around.MK sharks with Uair, Zelda can't do anything to stop it. MK goes back to the ledge or lands on stage, gets all his jumps back and starts sharking again. Rince and repeat. Eventually Zelda will get hit and takes damage. When the stage reaches Halberd MK will just run away and avoid any unnecessary risks until the stage starts moving and he starts sharking again.
That's how I see the fight going.
I agree on this one. The problem is that those options are not good enough to stop MK from sharking and Zelda doesn't have the necessary tools to stop it any other way either.