o-Serin-o
I think 56 nights crazy
METAKNIGHT
DIFFICULTY: HARD - 40:60
CHAINGRAB: NO
DIFFICULTY: HARD - 40:60
CHAINGRAB: NO
This matchup is a rough one, but probably the best to know since you’ll most likely be seeing Metaknight more than any of your other counters. There’s not much to say about MK that isn’t really common knowledge...he’s fast, he combos well, he gimps very well, and his Tornado is widely regarded as the gayest move in the game. He can rack up damage on you like nobody’s business, he can’t be chaingrabbed (without tech chasing), and he can land every single hit of the tornado on you if you don’t break out of it or DI (many Metaknights like to start the match this way). Fortunately, it’s not completely hopeless.
Dedede has several moves that can break out of the tornado (see anti-tornado attack list): Dtilt, Dsmash, Dair, Bair, and Inhale (Gordos can also break out of it, but good luck pulling one). Of these, your best option is probably ffBair, with Dair and Dtilt coming in close behind. Dsmash should be used if the MK attempts a tornado at higher percentages since it will probably kill him or at least set him up for a kill. If you’re feeling lucky you can take M2K’s old advice of DIing up and mashing airdodge, but you’ll probably take more damage from trying to do that than from just Bair or Dairing. Or, if the MK doesn’t start the tornado right next to you, you can just shield the whole thing, but most Metaknights are used to shield poking so don’t be surprised if it doesn’t bother them much.
Due to Metaknight’s light weight (and also his great horizontal recovery), it’s best to try to kill him off the top, which is great news since Dedede has perhaps the second best Utilt in the game (behind Snake) and his Usmash is very solid as well, killing almost as early as Utilt but having more range and being able to do it out of a dash. Dsmash sends them up as well, which makes it good for tech chasing, killing, or setting up for a kill, as mentioned above. Another good option for killing is the Dededecide.
“What? Gates, you can’t be serious, Dededecide will rarely work and there’s no effing way I’m going to incorporate it into my gameplan,” you’re saying to yourself right now. But it does work quite well. If you’re off the stage and MK is trying to edgeguard or Wall of Pain you, a Dededecide can be the right move if you’re tied or a stock ahead. If they’re edgeguarding, even threatening an inhale by the ledge can make them back up and give you some space to recover.
Spacing is extremely important in this matchup, so be sure to use that Ftilt. Don’t abuse it though because it’s kind of laggy and if you overuse it MK can just approach you from different angles. In addition to the Dededecides mentioned before, Inhale can also be great for messing with MK’s approaches by pausing them for a sec. You can easily force him to approach through Waddle Dee toss, but you might not even need to since most MKs love approaching anyway. And most importantly in this matchup, STAY ON THE GROUND. As much priority as Bair has, MK’s aerials are way better than yours and Shuttle Loop can be very dangerous.
I have alot of experience with this match up (there are alot of meta knights where I play).
[…]
In this match up, what I find my self doing is alot of ftilt when when I feel like MK is going to dash grab. If MK comes in for a shuffled fair, if the spacing is off I just shield grab into back throw, if the spacing is perfect then I drop shield and dash grab into back throw. Fair is not a good move for Dedede to use in this matchup so i limit its usage. D smash goes through tornado every time, and randomly if I come down with suck on top of tornado, it works.
I love it when MK tornadoes me. Simple tactic people, have your shield full, block the whole thing, then punish...I will never understand why so many people QQ about it. If you feel your shield cant hold out, spot dodge the last bit of nado, I normally do this every time so I have an easier time punishing. If for some reason you cant shield, DI up and smash airdodge you should get out of it then fly over it...just be smart. For the glide attack...just shield grab into back throw.
Clearly, on the stage, Dedede goes even with MK. The kill move and recovery are the problems. The kill move should be (in my opinion) up tilt or d smash. The best way to get either of these moves off is if MK does a SH nair then its a simple kill, otherwise wait for an opening and punish with either move, be sure you know the proper spacing for each of these moves. And just to restate, Dsmash goes throw tornado.
Generally, do not be afraid to use f tilt, d tilt, bair, and suck. Suck up is a great mix up if the MK gets wise to the grab/bair game, or is trying to keep pressure on you, or you feel overwhelmed with momentum.
Recovering against MK can be tricky. NEVER up b above MK, you will get shuttle looped. If you have enough jumps, recover like Snake (jump to the top of the screen and use b-reversals/airdodge to get on the ground), or if you must use up B, use it quickly, and intelligently, but generally up B gets punished.
MK has alot vs Dedede. Nair -> ftilt combos easily and does about 30%. Down air above Dedede is hard to punish especially if they follow it with tornado (I would say try to tilt your shield up or try a retreating back air or just run away if MK is above you).
Spacing is the absolute deciding factor in this match. Good MK's will use alot of attacks that are outside of Dedede's grab range, so make sure to keep mixing up between suck, grab, bair, ftilt, etc. Retreating is absolutely necessary to basically regenerate your shield, because it is clearly a useful tool in this match. Retreating can temporarily trap (a stupid MK) into chasing. Mostly its used to establish control of the pace of the match.
Throwing waddles, to me, should only be intended to establish spacing and put MK at your pace. What I mean is slow him down with waddles, dont expect a hit, use them to space yourself and control the stage (think street fighter).
[…]
Just play smart, there is little room for error, especially when trying to recover.
Meta Knight vs. D3 has to be one of the most awkward matches for D3...because you HAVE TO PLAY DIFFERENT against GOOD MKs....I don't care who you are. DO NOT APPROACH EVER. I'm working on this matchup, and anti MK strategies. Refer to my thread tonight, I am probably going to add some.
But one effectice strategy I've noticed to work wonders, is retreating pivot grabs, retreating side Bs, and spacing that F tilt flawlessly.
Think of it this way...Most Metaknight don't want to dair D3 when he's on the ground too often, because of his up tilt, so expect this situation:
Metaknight is on the ground about 10 ft away from dedede, who is also on the ground...out of f tilt range. In this case..Most D3s would expect MK to approach if nothing is happening. THINK ABOUT HIS OPTIONS...
IF HE TORNADOES FROM THIS DISTANCE...YOU HAVE PLENTY OF TIME TO SPACE/TIME D3S UP TILT
Some Mks...from my experience will do a dash grab...
and more uniquely some MKs will run into a shield/spotdodge
Now what I've been doing lately seems to work...if you run away..and can anticipate when MK begins his dash to you...RUN AND PIVOT GRAB!!!
THINK ABOUT IT - D3s pivot grab is insanely fast, longer then his other grabs, and lets him retreat AND turn around
Lately most of my opponents run right into my hands ---> and I get the Back throw off
if ur having trouble with approaches, IF YOU HAVE THE LEAD
the mk can only do one of 3 or 4 things.
1. Run==>shield grab, hoping to block ur ftilt.
SOLUTION:
Instead of ftilt, read his approach, and simply stay on ur side, then when u think he's gona running shield, u do a dash grab (no shield) and meet him half way. That way your grabbing his approaching shield.
2. Jump in space dairs/fairs
SOLUTION:
for spacy mk's mixup between dash shielding==>grab (if they do recieding fairs), sh bairs or utilts out of shield for spacy dairs, be very patient with this...
like shield 2, even 3 dairs before making a move, if they're too high, try to time a full hop uair or fair after abotu the third or 4th dair, if they land before then, grab/dsmash the landing depending on spacing, only other option is nado which if ur shield is low either roll away or try to utilt it. if ur shield is fine (they did nado before doing 3-4 dairs on ur shield) then just hold shield, try to predict if he's gona stay inside u, OR retreat. if he retreats u can actually time a roll in that direction to move with him, and finish ur roll where he lands, this seems to be the only consistant way to punish retreating nado, if they stayed in ur shield at all, and it avoids the mindgame of -retreat, just kidding hit u while u run-
3. Walk slowly up and space tilts
SOLUTION:
DSMASH-sounds weird but it destroys mk's grounded spacing game once he's passed ur ftilt range. just hold shield accordingly, when he fuks up, give him a swing.
itss sooooo good and soooo big. and hurts, and puts them above u. i <3 dsmash..
4. Dash, jump, nado.
SOLUTION-This one you gota watch out for, as it can shut out like ur other two solutions if u pick wrong. (IE he has a rock that beats ur scissor and lizard, BUT you have this paper) this one will seem the most blatent if u pay attention enough, and aggressive, they will run full speed and jump AT you, not near you. thats ur que to either throw out utilt, try to grab it, OR the safest thing, shield. -----the issue is when they read ur shield, and instead of jump nadoing, they just dash grab ur shield, so watch out for that.
instead of linking specific vids, since i do all these strats often,
i'll link u here instead.
http://www.smashboards.com/showthread.php?t=241986
watch the latest vids vs mk to see these strats in action.
I only want to remind everyone, and this is something that should be on the TOP of the first post, Matchups=/=a scientific method to consistantly win. All matchups are is knowing how to find bad habits, and knowing what your characters best punishments are, how to use them, and how to avoid being punished. If i tell you to wait for a mk's 3rd Dair, that's me saying be patient, look at him, and find out what his habits are first before trying to blatently attack him. See if he likes to commit to dairing, or if he's gona throw in a nado. Im telling you what you can do for both options, and how to handle it, it's up to you (the players) to MIX IN the right options given certain circumstances. I cannot tell you do this, this and this, and you WILL beat this character. I can only give you the tools to to use, its up to you to find out how to best use those tools.
I hope my point gets accrossed. While I'm sure my words on MK have helped, they are not the end all be all, as you can see it takes a good deal of prediction, but the rewards are great. Almost makes the matchup seem even.
http://www.youtube.com/watch?v=kuMtYUHnP38
at 1:29 is one example of dsmash being > than mk spacing
http://www.youtube.com/watch?v=iOGBdTSIaco
at 3:16 u can see an example of using the roll to punish retreating tornado.
also at 4:02 i just wana point out when u have a lead like this, or even just 20%, and u knock mk off the level, u should NOT turn the aggresive on, stay away from his ledge, make him come to you at all times, so its a mission+at kill% he'll be really weary not to tornado approach in fear of dying, so that already makes his mixup game easier to read.
i'll update THIS post with more as i find
MK is nothing more than a low pawn to the great D3 in his court...
Good Stages:
Final Destination, Yoshi’s Island (Brawl), Smashville, Halberd, Pokemon Stadium 1
Generally you want large stages where you can distance yourself from MK. Stages with low ceilings are good too since you’ll be KOing him off the top a majority of the time.Final Destination, Yoshi’s Island (Brawl), Smashville, Halberd, Pokemon Stadium 1
Bad Stages:
Battlefield, Lylat Cruise, Luigi’s Mansion, Norfair, Rainbow Cruise
Smaller stages that abuse platforms, moving stages…generally anywhere Dedede doesn’t have a lot of room to move around in and stages that really make his speed a disadvantage. Luigi’s Mansion may seem like a reasonable idea due to its size, but in reality the areas on the first floor where you can’t jump up to the second essentially form boxes where MK can trap you and use the Tornado on you multiple times.Battlefield, Lylat Cruise, Luigi’s Mansion, Norfair, Rainbow Cruise