ollenberger121
Smash Apprentice
- Joined
- Jan 7, 2008
- Messages
- 109
NIce fix on my mess up thereYes, that is correct.
![Stick Out Tongue :p :p](/styles/default/xenforo/smilies/tongue.gif)
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NIce fix on my mess up thereYes, that is correct.
That's true if you rely solely on the shuttle loop to kill people, which you shouldn't. All of MK's killing moves are SLIGHTLY situational....sometimes the shuttle loop would be the easiest way to kill, but you always have nair and dsmash to use. My philosophy is that combos ending in getting the enemy away from you, or in the air, or both, are a good idea. And since MK has a lot of options for killing in general, I wouldn't be afraid to pull something like that.....although it might be better to just use and tilts, unless the opponent will be knocked off the stage with the shuttle loop. A little pressure is always goodJust a general comment about Metaknight. People need to realize that his shuttle loop is not in the least bit powerful (in terms of the damage it deals). For some reason MK players like to use this move on me a lot at low/mid percentages when it won't KO. They don't get in a whole lot of damage that way and simply reduce its effectiveness as a finisher. I just felt like posting this because it was bothering me.
I like to think that after blocking say, a f-smash or spaced f-air, you could drop your shield into a dash grab, regardless of the spacing. However, I haven't played many Marths, so I can't say if this is possible for sure.MK has no grab combos.
What are you talking about?
He has set-ups. But that's it.
I never mentioned Marth's jab so I don't know where you got that from.
Of course MK can shield Marth's stuff. But what is shielding going to do for MK when Marth spaces well? All it did was keep him safe. Marth would still retain the advantage in postioning.
It can KO heavy characters easily around 70% if they are trying to recover.Just a general comment about Metaknight. People need to realize that his shuttle loop is not in the least bit powerful (in terms of the damage it deals). For some reason MK players like to use this move on me a lot at low/mid percentages when it won't KO. They don't get in a whole lot of damage that way and simply reduce its effectiveness as a finisher. I just felt like posting this because it was bothering me.
Metaknight can only glide 2 times, he can glide out of a jump and glide out of up-b. Once he glides out of a jump he cannot glide out of another jump. Needless to say, his recovery is still insanely effective. I also agree that it really isn't overshadowed by Pit's recovery. Metaknight's very fast glide also helps to prevent him from being edgeguarded at all. If his opponent actually ties to edgeguard Metaknight he can quickly dip under almost any of the neutral stages and safely grab the ledge on the other side of the stage before most characters can even make it across the stage. Because of this as well as his other options for returning to the stage, it should be impossible to effectively edgeguard a metaknight, which is fairly obvious already.Metaknight on the other hand is the only character who can glide THREE TIMES. He can jump jump glide, jump out of the glide and glide agian, then up-b and glide (correct me if I'm wrong on that since I do not play as Metaknight.)
While the tornado has some sort of priority, Meta's Up B and Down B have little to low priority. The dimentional cape gives off little knockback with the attack function.(You'd be lucky to kill at 130- 150%). As in terms of recovery I would use either the drill or the tornado. I can counter attack with a tornado if I feel I could be hit by my opponent's edgeguard. I could also use the drill to either attack my opponent, or drill the edge so I can grab the stage while still getting the hitbox at a small corner of the edge and then quickly grab the edge for invincibility (I think this tactic works well with Ike Players). Then Up B or tornado when there's an opportunity.He can also recover in three other ways, mach tornado, the side B spin thing, and his dimentia cape(i think that's what it is called.) These moves have high priority, and can catch you off guard and either get you stuck in them for free damage or knock you away.
Not true. Meta Knight can't out-priority everyone, even with his tornado. There's limits, you know. And even with priority, he still gets owned by characters who either has better range or good tactic gameplay.Snake, Dedede, and (IMO) Ike can give him a bit of trouble along with other characters that may (or may not) have a slight advantage.Also since you mention match-ups, Metaknight completely destroys anyone who he can effectively out-prioritize in close combat, such as Fox (who has a good close combat game that completely falls apart vs. Metaknight).
It's tricky. You got to have good reflexes to do it.You have to turn the other side BEFORE his wings are out in the dash animation. So that means you have to be quick with your fingers.A place for Metaknight questions huh? That's certainly helpful.
One question I had (probably with an obvious answer) was regarding Metaknights dashing. I've noticed that Vidjo can dash and turn around in the opposite direction without MK's feet hitting the ground, making for a dashdance (such as http://www.youtube.com/watch?v=JviwCy-k8MQ). When I tried it, I was unable to dash except during the initial frames of the dash or when MK's feet had hit the ground, making it much slower. If anyone knows the answer, I would appreciate it.
no, dash dancing effectively is gone now.As long as we're on the subject of tricks, there is a way to "dash-dance." The current dash dance is very limited, but this one has more range. However, it also takes more time to do.
As with most tricks I find, I'm not entirely sure of its viability, but it's fairly simple to do. Dash in one direction, but quickly let your stick return to neutral. Then, dash again, and quickly slam the joystick the other direction. You can quickly go one direction, then turn and go the other.
This leads me into the next trick, which is really just the return of pivoting. I think its two greatest uses will be for landing MK's forward-smash and backwards down-smash. If you dash and flick the joystick the way you came VERY QUICKLY, you will stop in place (facing the other way). You only move a short distance, but it can make all the difference. You are able to do *anything* afterwards, so try retreating into a forward-smash or advance into a backwards down-smash. This helps land MK's two strongest KO moves. It's also blindingly fast, meaning: it will be hard to time, but the opponent won't be able to react.
I know people found this before, but it's worth bringing up again. I have a video camera and I recorded myself doing these, so if I can upload I will. I may even be able to start recording my matches soon, and hopefully I can get good critiques.
Brilliant and pure evil.'This isn't a question rather than a nice technique I found today (if it's been mentioned, then I suck *****). If you run off the edge and Dair (also works with Fair and Nair) this puts you at the perfect height to Shuttle Loop and edgesnap. So you can run off the edge, Dair your opponent, and immediately Shuttle Loop him/her and grab the ledge.
only if you do the first two hits? do you just di away to not get the last one in?The first two hits of his Bair are very unique, and act like Fox's Shine in Melee in the sense that regardless of damage, they keep the same knock back distance. This allows a fast fall Bair to combo into Nair, and is awesome for high % kills. If you're fast enough, you could probably land a DSmash safely too, but it doesn't register as a true combo like the Nair. This can also lead into a grab if you turn Meta Knight around quick enough.
His worst matchups are Snake and DK. You'll find some good secondary character ideas here: http://www.smashboards.com/showthread.php?t=179012I'd love to know what are MK's worst matchups so I can find a counter. I think Fox does great (maybe only my Fox), I'm also looking Lucario up (but that matchup may be even at best, dunno). I'm still looking around SWF though.
Not only that but the infini-cape/invisa-knight is def going to be banned (if it isn't already)That's not breaking news, that's a few weeks old. Even the date on the link you provided was old.
Actually I usually **** Snake and DK players with MK. And as Snake or DK I can only beat great MK players 40% of the time --at most--. DK and Yoshi are as hard as Snake so he's still not as hard as another MK.His worst matchups are Snake and DK.
B moves:Mk...the best of the best. Almost everything about him is flawless. Where to start...
A moves:
All his a moves(except fsmash) are ridiculously fast. MK's dsmash has a crazy power/speed ratio. His tilts have high priority.
B moves
Tornado is arguably the best b move in the game. It shreds through many attacks, and absolutely dominates on luigis mansion. In most cases, you can spam it until the cows come home. Its not invulnerable as most know, every character has at least 1 way of stopping it.
drill rush is a modest move. also high priority, it can double as a recovery move. Be careful if you miss, it can be punished.
Shuttle loop in my opinion is even more amazing than tornado. It hits all the way around. It can be used to kill people off the stage with the back part of it. It is one of mks kill moves as well. Shuttle looping followed up by a glide attack is godly. If you glide attack right above the ground, you can lagless go into ANY of mks attacks, dsmash and tornado being the best to use.
The cape, well, everyone thought it was useless until the infinite cape was discovered....
MK's aerials are his bread and butter. Fair is amazing for edgeguarding. Short hopping dair can send opponents sideways. Nair is a good for apporaching as well.
I am seriously not joking about mario's fludd. And what i meant about the up b thing is that after you stop gliding, you become helpless. you can't attack after that.to mimic king. after his up b he can still glide and glide attack, and meta knight is no question the best in the game. look at tourney results and the tier list and the character match up guides. i would say the character rankings list where mk was almost double snake, but it was taken down.
edit: finished reading your post. hopefully your joking about mario's fludd and meta's up b for recovery and the rest of that