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The unfortunate thing is that it seems like no. The only other thing is gimping which is HARD in this game.Is anything else a decent kill move besides f-smash, down-b, and up-b?
I think MK might have to rely on gimping for KOs, but that's just meThe unfortunate thing is that it seems like no. The only other thing is gimping which is HARD in this game.
Ehh... he's looking pretty lackluster. Maybe over time we can figure out what works.is meta knight complete **** now or is he something resembling usable
the only time ive ever got it to hit was online when it was lagging enough that the person couldnt react to it quickly enoughHis fsmash would be a viable kill move if it didn't have 0.5 seconds of delay at 0 charge. Seriously, impossible to hit.
Be faster. There is not much to say about it. To successfully pull off a combo your opponent has to be at the right percentage (I hope this was not your mistake) and you have to react fast. If you hestitate you give your opponent too much time to react.I've heard of people comboing from MK's dthrow, but I haven't seemed to be able to get anything out of dthrows, not even in training mode. In Online games, they just airdodge way before I land an attack, on every single attempt. I've tried doing a shuttle loop followup, a nspec followup, a fair followup, everything. I either can't get to them before they hit the ground, or they airdodge. Any info on how I should be doing this?
That is not a true combo at that percentage (at least the training mode doesn't register it as true combo) but it can work of course, you just have to be faster. It definitely works between 45%-55%.No, once I'd practiced for 5 minutes trying to land anything at varying percents, apparently a combo was dthrow>nair, and it was used at 0-15%. I'd use dthrow on them, sprint and shorthop, and they hit the ground before I can hit them...
Nice overview, I'll go learn this by heart now.At the percents you can do dthrow>usmash you can instead do dthrow>Mach Tornado for significantly more damage.
Stuff you can do off dthrow (all percentages vs ZSS):
dthrow→Mach Tornado......0-40%.......28%
dthrow→nair.....................0-55%.......17%
dthrow→fair......................0-80%.......13%
dthrow→usmash...............0-20%.......16%
dthrow→uair (x1-4)→upB...10-75%.....24-39% (uairs combo best around 35-40%)
dthrow→upB.....................0-135%.....19-22% (depending on grounded vs airborne upB)
Also dthrow→downB works at like, specifically 65%, but there's no reason to go for something so specific lol
are you sure this is accurate? I'm not sure if rage would be a factor but I tried throw to tornado on zss in a game when she was at 0 and I was at 14 and she jumped before I could touch her with it. she landed into the last few hits of it but I mean...At the percents you can do dthrow>usmash you can instead do dthrow>Mach Tornado for significantly more damage.
Stuff you can do off dthrow (all percentages vs ZSS):
dthrow→Mach Tornado......0-40%.......28%
dthrow→nair.....................0-55%.......17%
dthrow→fair......................0-80%.......13%
dthrow→usmash...............0-20%.......16%
dthrow→uair (x1-4)→upB...10-75%.....24-39% (uairs combo best around 35-40%)
dthrow→upB.....................0-135%.....19-22% (depending on grounded vs airborne upB)
Also dthrow→downB works at like, specifically 65%, but there's no reason to go for something so specific lol
All I can tell you for sure is that those numbers hold up against ZSS in training mode. Dthrow>tornado is a pretty tight link so it wouldn't surprise me if it was possible to DI out of.are you sure this is accurate? I'm not sure if rage would be a factor but I tried throw to tornado on zss in a game when she was at 0 and I was at 14 and she jumped before I could touch her with it. she landed into the last few hits of it but I mean...
btw I did practice it in training before on mario so I think I had the timing down.
Aight, thanks. Will hit the lab and try this out.If you know for a fact that upb oos is the only way you can punish (it cleanly beats bouncing fish before it hits your shield btw because of the disjoint) then absolutely use it. People who say you need to keep your kill moves fresh are just full of ****. Let say that they are at 90% and you land an upb oos when it was your only move that couldve landed you the punish. Let say theyre at 105%. Lets look at the pros and cons here.
+ every one of your moves except upb hit stronger than before and are now closer to being able to kill
+ an upb with 1 more stale move in the 10 move queue and at 105% is still killing slightly earlier than it not being in the queue and being at 90%.
+ a different move is now out of the queue and can kill earlier.
- upb will kill slightly later than before
- you needed to guess correctly on an all or nothing move basically
its just totally pointless not to use it if you know it will connect.
as for walking better idk. its just moving where you want to go lol. I guess try dash shield up to someone, and then sort of slowly inch backward in your walk. It baits things out pretty well. inching forward or backward and then going at his full walkspeed feels like its kind of unexpected. And tbh just dashing around everywhere isnt really bad for metaknight when you can just cancel it with shield at basically any time. either that or short hop backward. A good approach i like to do is fullhop dair over their body and either land behind them into a grab, or be sort of ambiguous of what side of them Im going to land on after dair and just tornadoing when i get down. You can fullhop dair defensively if you think someone is going to grab you shield or theyve baited it out or something. idk its not really something they can punish even if they know its coming so its pretty great. oh and also oos ftilt is a really great move, i know the first hitbox of ftilt is fraud lol but the last two hits are legitimate and they honestly have pretty good range, especially the last hit.
im gonna make a matchup thread in a bit i think ill have some nice stuff posted about some important matchups.
lool you know me too wellAight, thanks. Will hit the lab and try this out.
As for the matchup thread, go for it. I would've done it, but I have absolutlely no tournament experience outside of VGC so I didn't feel as though I was a right canidate to lead very big competitive discussions.
However, when making your guide, make it look neat-ish, please. If it's something as important as matchups, I personally don't want it to be a massive dump like,
MK is good. rosalina matchups are kinda wonky, you gotta stop her nair somehow idk
I keep using him because I just look at why was I hit and what should I do to avoid that. If you like the character then stick with it.I really like Meta Knight but I get my butt handed to me when I play him. Should I try to keep using him or just give up now and not waste my time. I feel like it's a bit late for me to start using a character like him who I'm sure takes a lot of practice
Bro, just play whoever feels natural. With the endless amount of diversity in Smash, you shouldn't have to make a hard decision about who you want to play. If you have doubts on whether or not you should play a character, drop him. I used to play Palutena, but I always had doubts on her damage and lag. So, I dropped her for Meta Knight. Meta Knight just generally felt better to me, so I began to main him.I really like Meta Knight but I get my butt handed to me when I play him. Should I try to keep using him or just give up now and not waste my time. I feel like it's a bit late for me to start using a character like him who I'm sure takes a lot of practice