If it helps progress the discussion I'm open to setting up matches with anyone who wants to.
I haven't played the match up myself, but a lot what you're saying, @
Trunks159
, seems odd.
Sorry this took up so much space on your Q&A when it was a matchup Question. I'll throw in what I know about the matchuo based on the few really good MK I've played.
Kirby v Metaknight in my opinion is in metaknights favor.
Starting off in neutral Kirby players know kirby's approach options are pretty lackluster, especially considering we can't even it up with copy due to Metaknight not having a projectile. Based on this Kirby will try to bait Out meta knight which isn't too difficult because of the confidence a lot of MK players have in their multitude of approach options and options to mix up their approach. Moving on though I'd say that Kirby would get most of his damage from punishing MK for whiffs, poor spacing, over confidence, and if the match permits catching him off guard. The MKs that I've played all seem to play very patiently though, in a weird way. They are aggressive and force you into bad spots at first but when they have the lead they allow you to make mistakes and bait you in for kills. Kirby does get more base damage off of grabs but MK does have better follow up potential. On top of this MK out of shield game is worlds beyond kirby's imo. In default Kirby doesn't really have any options unless you have mach tornado. But that's not the best option considering MK knows how to deal with his own moves. At first MK gets easy combos on Kirby for sure but I'd say that after a certain percent rage and knock back change so the same combos don't work.
That being the case, better Kirby's won't throw out stone all the time, plain and simple. Stone isn't safe in any way and tbh the only time I use it is if I have a good read, to go for a risky ( but well paid off) mixup, or if the game is very close and shuttle loop whiffs. That being said though the much better option if shuttle loop whiffs is to chase MK back down to the stage and either get a grab or start a string. If I had to give any advice to MK though it'd be to use dimensional cape is rarely as a Kirby would use stone. I've been able to get good punishes on whiffed dimensional capes when they've been used with repetition. But then again I assume good MKs know not to throw it out in the same way good kirby's won't throw out a hammer flip or a stone. I don't know much about tilts other than that MKs will primarily use d tilt to poke and f tilt as a solid option. But I think that both have a pretty similar reach in terms of them. Kirby's dtilt trips and can lead into strong combos or attacks but the same can be said for MK.
Off stage neither has an advantage in terms of the number of jumps which can be frustrating. But MK can spike and kill with bair which is annoying... as well his nair seems to be safe as well as his uair and dair which i think allow him to kind of camp Out a single spot with little to no need to worry about recovering. Both do very well in how creative and ballsy they are willing to get off stage. Off stage both seem to thrive on what the other thrives on. MK prefers for characters to be above him while Kirby is better on top. Going further meta knights will edge guard with falling Bair, nair, and will pressure approaches with Dair. Kirby on the other hand will use fair and bair to wall, bait with jumps and use dair to kill off stage. Trying to foot stool is also an option. But I think MK wins out offatage just due to his priority and the fact that he has more kill options than kirby.
In a vanilla matchup I'd have to say MK 55:45 Kirby. To me it just depends on who is playing whom. But with customs I'd have to say its a bit more even with meteor stone and Kirby basically getting a MK kill option with his upper cutter. But the Kirby boards advise against upper cutter in this matchup as it's a free kill for MK.