Rion Prower
Smash Cadet
- Joined
- Apr 9, 2007
- Messages
- 38
I suppose this seems a little bit on the mean side, since Meta Knight is getting a lot of beef lately...
But, I was curious and he is probably Zelda's worst match up so, why not have a bit of killing percent reference?
The killing percents are also listed based on this criteria:
Close to the ledge (Close-KO)
Middle of the stage (Middle-KO)
Farthest from the ledge (Far-KO)
DI'ed
Non-DI'ed
For the distances, I positioned MK slightly further away from the exact close-ledge/middle (Like, about 2-3 steps?) The far-ledge position is slightly closer towards the KO-zone as well.
A few notes!
If anything seems off or strange to you, please question about it. Any suggestions are also quite welcome. Maybe I should do this for other opponents as well?
= = = = = = = = = =
FTILT (Diagonal)*
FTilt seems to have 2 knock back trajectories: 1 diagonally behind Zelda and one horizontally in front of Zelda. I'll list both of them for viewing pleasure.
Because of the vertical trajectory of Diagonal Ftilt, it's practically the same kill % for any position for non-DI.
Non-DI - 112%
DI'ed
Close-KO - 113%
Middle-KO - 130%
Far-KO - 138%
I'm actually surprised at these percentages. As a Vertical KO move, it's actually not too bad. Not great, but not bad.
FTILT (Horizontal)* (Non-DI'ed/DI'ed)
This one was kind of hard to get DI info, since I have to keep moving Zelda towards Meta Knight while doing the FTilt and getting time to do DI. So for now, it'll just be non-DI percents.
Close-KO - 86% / ???
Middle-KO - 127% / ???
Far-KO - 152% / ???
I have to say, I was quite surprised with the percentages for this one. It's almost as good as FSmash! But trying to get this trajectory all the time might be a bit difficult, since you have to be so darn close for Ftilt to do this trajectory. Once again, if only Zelda would take Ike's FTilt...
FSMASH
Close-KO - 81% / 106%
Middle-KO - 113% / 125%
Far-KO - 132% / 136%
81% - 136%
DSMASH
Close-KO - 97% / 117%
Middle-KO - 113% / 171% (!?)
Far-KO - 150% / 186% (!?!?)
97% - 186%?
I gotta say, DI seriously hinders DSmash if done right and if you're far enough from the ledge. Though DI'ing such a fast attack at the right time would probably be a bit unrealistic... though, you never know.
UTILT*
If you don't DI Utilt, it'll always kill at the same % since you aren't changing the trajectory.
Non-DIed - 93%
DI'ed
Close-KO - 100%
Middle-KO - 119%
Far-KO - 127%
93% - 127%
USMASH*
Well, since this is a purely vertical attack pretty much, there's a little difference with how I calculated this. There's one where all the hits of USmash hit, and one where only the last hit of USmash hits. Because God knows how many times I've only hit opponents with the end of Usmash and it didn't kill like it should.
All Hits Connect - 92% / 105%
Last Hit Only - 109% / 117%
92% - 117%
FAIR
Close-KO - 49% / 67%
Middle-KO - 72% / 84%
Far-KO - 85% / 94%
49% - 94%
BAIR*
Close-KO - 44% / 63% (<3)
Middle-KO - 67% / 79%
Far-KO - 79% / 88%
44% - 88%
It's a little strange because if the opponent is airborne while hit with BAir, the DI can be a bit more effective and Meta Knight can live a tiny bit longer (at least, when I was testing Close-KO). I didn't bother to check this too much more however.
UAIR*
Purely vertical, so no close/middle/far. These were also done from the ground by jumping off the ledge and UAir'ing Meta Knight from under the stage floor.
Non-DI'ed - 80%
DI'ed - 85%
80 - 85%
BTHROW
Close-KO - 114% / 161%
Middle-KO - 177% / 195%
Far-KO - 220% / 223%
114% - 223%
Oy. Throws are ultimately schooled by DI.
UTHROW
Non-DI - 164%
DI'ed - 191%
164% - 191%
= = = = = = = = = =
These should be fairly accurate, maybe give or take 2-3%? If something seems really off, please speak up! Hopefully this'll be a bit useful for you all.
But, I was curious and he is probably Zelda's worst match up so, why not have a bit of killing percent reference?
The killing percents are also listed based on this criteria:
Close to the ledge (Close-KO)
Middle of the stage (Middle-KO)
Farthest from the ledge (Far-KO)
DI'ed
Non-DI'ed
For the distances, I positioned MK slightly further away from the exact close-ledge/middle (Like, about 2-3 steps?) The far-ledge position is slightly closer towards the KO-zone as well.
A few notes!
- All of these % were done in Training Mode. So these are killing % if your move is completely non-decayed.
- All done on Final Destination. So % will differ on different stages obviously.
- All of these were done while Meta Knight was on the ground.
- I DI'ed the best that I could with DI and Aerial Recovery UAir/Dair with Side-B (Drill Tornado). You could technically kill him earlier with some of the moves I listed for DI, but only if you ledge guard him as he's coming back. Though let's not make this too confusing. For all intents and purposes, these are the percents that he'll die for sure (hopefully).
- For the Non-DI'ed ones, you might be able to kill at earlier %, but the % I list down are the ones where Meta Knight has no "tumbling animation" after being knocked back just to be on the safe side.
If anything seems off or strange to you, please question about it. Any suggestions are also quite welcome. Maybe I should do this for other opponents as well?
= = = = = = = = = =
FTILT (Diagonal)*
FTilt seems to have 2 knock back trajectories: 1 diagonally behind Zelda and one horizontally in front of Zelda. I'll list both of them for viewing pleasure.
Because of the vertical trajectory of Diagonal Ftilt, it's practically the same kill % for any position for non-DI.
Non-DI - 112%
DI'ed
Close-KO - 113%
Middle-KO - 130%
Far-KO - 138%
I'm actually surprised at these percentages. As a Vertical KO move, it's actually not too bad. Not great, but not bad.
FTILT (Horizontal)* (Non-DI'ed/DI'ed)
This one was kind of hard to get DI info, since I have to keep moving Zelda towards Meta Knight while doing the FTilt and getting time to do DI. So for now, it'll just be non-DI percents.
Close-KO - 86% / ???
Middle-KO - 127% / ???
Far-KO - 152% / ???
I have to say, I was quite surprised with the percentages for this one. It's almost as good as FSmash! But trying to get this trajectory all the time might be a bit difficult, since you have to be so darn close for Ftilt to do this trajectory. Once again, if only Zelda would take Ike's FTilt...
FSMASH
Close-KO - 81% / 106%
Middle-KO - 113% / 125%
Far-KO - 132% / 136%
81% - 136%
DSMASH
Close-KO - 97% / 117%
Middle-KO - 113% / 171% (!?)
Far-KO - 150% / 186% (!?!?)
97% - 186%?
I gotta say, DI seriously hinders DSmash if done right and if you're far enough from the ledge. Though DI'ing such a fast attack at the right time would probably be a bit unrealistic... though, you never know.
UTILT*
If you don't DI Utilt, it'll always kill at the same % since you aren't changing the trajectory.
Non-DIed - 93%
DI'ed
Close-KO - 100%
Middle-KO - 119%
Far-KO - 127%
93% - 127%
USMASH*
Well, since this is a purely vertical attack pretty much, there's a little difference with how I calculated this. There's one where all the hits of USmash hit, and one where only the last hit of USmash hits. Because God knows how many times I've only hit opponents with the end of Usmash and it didn't kill like it should.
All Hits Connect - 92% / 105%
Last Hit Only - 109% / 117%
92% - 117%
FAIR
Close-KO - 49% / 67%
Middle-KO - 72% / 84%
Far-KO - 85% / 94%
49% - 94%
BAIR*
Close-KO - 44% / 63% (<3)
Middle-KO - 67% / 79%
Far-KO - 79% / 88%
44% - 88%
It's a little strange because if the opponent is airborne while hit with BAir, the DI can be a bit more effective and Meta Knight can live a tiny bit longer (at least, when I was testing Close-KO). I didn't bother to check this too much more however.
UAIR*
Purely vertical, so no close/middle/far. These were also done from the ground by jumping off the ledge and UAir'ing Meta Knight from under the stage floor.
Non-DI'ed - 80%
DI'ed - 85%
80 - 85%
BTHROW
Close-KO - 114% / 161%
Middle-KO - 177% / 195%
Far-KO - 220% / 223%
114% - 223%
Oy. Throws are ultimately schooled by DI.
UTHROW
Non-DI - 164%
DI'ed - 191%
164% - 191%
= = = = = = = = = =
These should be fairly accurate, maybe give or take 2-3%? If something seems really off, please speak up! Hopefully this'll be a bit useful for you all.