∫unk
Smash Master
Disclaimer: I am not claiming Marth has an advantage over Meta, or vice versa. The better player will win this matchup. I'm also not claiming to be good. Take my advice or leave it. Constructive criticism also appreciated. Flaming or ignorant comments will be ignored.
As you all know, Metaknight is a tough matchup for Marth. He also happens to be one of the most popular tournament characters, meaning you will need to know this matchup like the back of your hand.
The things I list below work.. but ultimately YOU WILL NEED TO PRACTICE. If you face a good Meta for the first time in a tournament, you will lose. Marth tends to be the 'aggressive' character for most matchups, but against Meta you cannot be the aggressor if you want to come out with the W.
Some of the things I list seem absolute, and in a tourney I would honestly stick to them unless you know your opponent very well (which you may after a single match). In friendlies though do anything crazy and daring you can think of... you might find some reliable methods that will improve this matchup.
Here's what Emblem Lord has to say about the matchup:
1) f-air zoning is extremely important in this matchup. If you can keep Meta from getting inside your f-air range then you're golden. SHDFair and SHFFFair are way better than any SHNair. This is because Marth's f-air will hit a Meta rushing on the ground, while a SH n-air will go over his head if he's dashing. You can try to FF the SH n-air, but the timing is more difficult and more punishable.
2) Never go into the air against Meta. You will lose. The only time I'm deliberately in the air is for f-air zoning.
3) Never try to gimp Meta. You will get gimped instead. Just wait for him to recover. If he's gliding towards you, stay the !@#$ back. His glide attack will beat you more often than not.
4) d-tilt, swipes (just a on the ground), dancing blade are your friends. These are your
fastest and least punishable ground attacks. Dancing blade is the more reactive of the 3 choices, but the best thing you can do is constantly mix it up. Keep in mind that it's better to do only 1 swipe or 1 dancing blade if the Meta isn't getting hit by the attack (as in stop doing it if they aren't getting hit). The second hit of the neutral a ground combo has more lag, and if you miss the first dancing blade and continue it will be extremely easy for the Meta to predict and punish you.
5) Avoid smashes unless you can kill with them (or there's an obviously opportunity to do it). This will let you kill them earlier as your smashes will be at full strength, in addition, Meta can punish all of Marth's smashes pretty easily. Similarly don't attempt shieldbreakers as if they don't break the shield then Meta will quickly bring the ****.
6) If you are getting aerial *****, You have Dolphin Slash, Counter, Air Dodge. There's also aerials, but I would look at the other options first. They all have their pros and cons and are extremely dependent on the situation. Play around with all of these to learn their situations (there's just too many variables to list which ones are optimal for which situations, like Meta's %, stage, position on stage, what you've been doing up to that point, etc.)
7) If Meta rolls next to you, SH, roll away, or Dolphin Slash. He will likely go for a d-smash if you're at higher percentage, and otherwise a quick start up attack such as f-tilt, neutral a, etc. You CANNOT shield his d-smash then try to attack him back. He can d-smash twice before you can get your shield down to most moves.
8) Stay in the center of the stage. Meta has one of the best gimping games, and you don't wan to test it out. Taking a d-smash or shuttle loop near the edge is almost guaranteed death if you don't DI correctly. It's much easier to just avoid the mess by keeping meta on the outside.
9) Walk around. This is to counter his b moves, dash attack, and dash grab. It allows you to immediately switch directions to a dash (if only we had wavedashing...). This is useful because once you see the meta charge you, you can immediately dash away and see what the Meta was attempting, and punish accordingly. Otherwise shielding his approach moves just requires quick reflexes, particularly the b moves. If you do happen to be getting hit, DI perpendicular for the drill move (most common situation is him going sideways, so DI up), and DI up for the tornado. Those are the fastest ways to DI out of their attacks.
10) Be unpredictable. This sounds obvious and cliche, but this is one of the most obvious traits of a good player. Not only are they doing the "normal" good things such as spacing and using appropriate tactics, but occasionally they will do a move that makes you say "wow I wasn't expecting that".
Bottom line: Meta is trying to get inside your blade range. You're job is to keep them out. Stick to your non-laggy ground attacks.
P.S. I like Battlefield against Meta (and most chars actually)... Dolphin Slash under the center platform is too good. Yoshi's is probably my least favorite stage as the base is so small there's not enough space to abuse your f-air zoning.
As you all know, Metaknight is a tough matchup for Marth. He also happens to be one of the most popular tournament characters, meaning you will need to know this matchup like the back of your hand.
The things I list below work.. but ultimately YOU WILL NEED TO PRACTICE. If you face a good Meta for the first time in a tournament, you will lose. Marth tends to be the 'aggressive' character for most matchups, but against Meta you cannot be the aggressor if you want to come out with the W.
Some of the things I list seem absolute, and in a tourney I would honestly stick to them unless you know your opponent very well (which you may after a single match). In friendlies though do anything crazy and daring you can think of... you might find some reliable methods that will improve this matchup.
Here's what Emblem Lord has to say about the matchup:
A lot of information there. I'll try to list a few other things that I have found to work:Emblem Lord said:Metaknight - A close match. Remember your zoning as always. Pressure his shield if he backs off with well spaced fairs and d-tilts for the most part. Make him approach then when he does force him to get past your fairs, f-tilts and d-tilts. His rushdown is a bit better and so is his pressure. Don't try to aggro him, since you will do better if you force him to take action. If he gets you into air don't panic. You have your counter and your airdodge to fall back on. You could also use neutral b to push you into the air and mess with his spacing/timing. If he is edgeguarding you then you can try to hit him, but it might be rough since he is fast with compareable range. You are better off airdodging or counter. Your up b has alot of speed and priority. It can beat out pretty much anything, so if you are low don't be afraid to use it to plow right through MK. If you want to edgeguard him you have to be precise. I prefer ledge dropping and then double jumped Bairs since they have good knockback. But be careful. Don't try to constantly challenge him since he can use shuttle loop and it can stage spike you. If you think he will use it be sure to hold up as you do your aerial. This way you won't get stage spiked if he uses it and you will DI up. He is light so all your kill moves work well and be sure to punish any mistakes with Dancing Blade. If he approaches with a special move just counter it.
1) f-air zoning is extremely important in this matchup. If you can keep Meta from getting inside your f-air range then you're golden. SHDFair and SHFFFair are way better than any SHNair. This is because Marth's f-air will hit a Meta rushing on the ground, while a SH n-air will go over his head if he's dashing. You can try to FF the SH n-air, but the timing is more difficult and more punishable.
2) Never go into the air against Meta. You will lose. The only time I'm deliberately in the air is for f-air zoning.
3) Never try to gimp Meta. You will get gimped instead. Just wait for him to recover. If he's gliding towards you, stay the !@#$ back. His glide attack will beat you more often than not.
4) d-tilt, swipes (just a on the ground), dancing blade are your friends. These are your
fastest and least punishable ground attacks. Dancing blade is the more reactive of the 3 choices, but the best thing you can do is constantly mix it up. Keep in mind that it's better to do only 1 swipe or 1 dancing blade if the Meta isn't getting hit by the attack (as in stop doing it if they aren't getting hit). The second hit of the neutral a ground combo has more lag, and if you miss the first dancing blade and continue it will be extremely easy for the Meta to predict and punish you.
5) Avoid smashes unless you can kill with them (or there's an obviously opportunity to do it). This will let you kill them earlier as your smashes will be at full strength, in addition, Meta can punish all of Marth's smashes pretty easily. Similarly don't attempt shieldbreakers as if they don't break the shield then Meta will quickly bring the ****.
6) If you are getting aerial *****, You have Dolphin Slash, Counter, Air Dodge. There's also aerials, but I would look at the other options first. They all have their pros and cons and are extremely dependent on the situation. Play around with all of these to learn their situations (there's just too many variables to list which ones are optimal for which situations, like Meta's %, stage, position on stage, what you've been doing up to that point, etc.)
7) If Meta rolls next to you, SH, roll away, or Dolphin Slash. He will likely go for a d-smash if you're at higher percentage, and otherwise a quick start up attack such as f-tilt, neutral a, etc. You CANNOT shield his d-smash then try to attack him back. He can d-smash twice before you can get your shield down to most moves.
8) Stay in the center of the stage. Meta has one of the best gimping games, and you don't wan to test it out. Taking a d-smash or shuttle loop near the edge is almost guaranteed death if you don't DI correctly. It's much easier to just avoid the mess by keeping meta on the outside.
9) Walk around. This is to counter his b moves, dash attack, and dash grab. It allows you to immediately switch directions to a dash (if only we had wavedashing...). This is useful because once you see the meta charge you, you can immediately dash away and see what the Meta was attempting, and punish accordingly. Otherwise shielding his approach moves just requires quick reflexes, particularly the b moves. If you do happen to be getting hit, DI perpendicular for the drill move (most common situation is him going sideways, so DI up), and DI up for the tornado. Those are the fastest ways to DI out of their attacks.
10) Be unpredictable. This sounds obvious and cliche, but this is one of the most obvious traits of a good player. Not only are they doing the "normal" good things such as spacing and using appropriate tactics, but occasionally they will do a move that makes you say "wow I wasn't expecting that".
Bottom line: Meta is trying to get inside your blade range. You're job is to keep them out. Stick to your non-laggy ground attacks.
P.S. I like Battlefield against Meta (and most chars actually)... Dolphin Slash under the center platform is too good. Yoshi's is probably my least favorite stage as the base is so small there's not enough space to abuse your f-air zoning.