victinivcreate1
Banned via Warnings
No, this is not a "oh EM-K IS BRUKEN" thread.
However, it is common knowledge among PM players that Meta Knight is likely one of the top 5 characters in the game (along with Fox, Mewtwo, Pit, and Sonic, all of these are arguable but all of these are winning/getting top 5 at tournaments so...). His incredible speed, recovery, and combo game (I mean he can perform incredible combos without L-Cancelling, and when he does L-Cancel, well we all know Plup), not to mention his great flexibility and versatility as a character. When I was a noob PM player, I thought Meta Knight would lose to crouch cancelling because many of his moves are weak to moderate horizontal knockback moves. As I got more experienced, and actually played a couple MKs in Wi-Fi (and subsequently started using him as a secondary lol), I learned I was terribly wrong. Once he starts respecting that option, he could come in with a dash grab (and the up/forward throw follow up) or an up smash or a dash cc'd up tilt, or a Shuttle Loop. And he'll start juggling me for days. The character doesn't lose to anyone, and he doesn't even lose to game mechanics as I once thought. However, he is still beatable. I have compiled a list of both buffs and nerfs to make this character more manageable for the rest of the cast.
Nerfs
Transcendent priority is gone on all but a few moves: MK's sword alone makes this move practically trandscendent vs non swordsmen characters.
Grounded Shuttle Loop has more start up lag.
Faster falling speed: This allows characters to more easily combo him and nerfs his recovery a bit. Low angle moves like Sheik's fair will be more dangerous to him now.
During his Shuttle Loop, when his eyes are facing the sky, there should be no weak sourspot hitbox for the rest of the duration of the move.
Buffs
Faster falling speed: He can perform faster SHFFLs this way.
Return of Halberding (Shuttle Loop Cancels): In Project M, when Mk tries to cancel his Shuttle Loop on a platform, he'll enter a sliding motion, where he can't act for a certain amount of time. In Brawl however, he could do this and this with his Shuttle Loop. He could essentially cancel the glide (when it was nearly touching the ground) with any aerial or special move. I'd like this feature to return to PM. It helps him out when he's being edgeguarded, especially considering he can't just easily sweetspot the edge with his Shuttle Loop. This can still be beaten as well, since if these buffs actually do go through with the PMBR, they could remove the hitboxes of a sourspot Shuttle Loop.
Feel free to critique. I'll edit along the way. Make suggestions as well!
However, it is common knowledge among PM players that Meta Knight is likely one of the top 5 characters in the game (along with Fox, Mewtwo, Pit, and Sonic, all of these are arguable but all of these are winning/getting top 5 at tournaments so...). His incredible speed, recovery, and combo game (I mean he can perform incredible combos without L-Cancelling, and when he does L-Cancel, well we all know Plup), not to mention his great flexibility and versatility as a character. When I was a noob PM player, I thought Meta Knight would lose to crouch cancelling because many of his moves are weak to moderate horizontal knockback moves. As I got more experienced, and actually played a couple MKs in Wi-Fi (and subsequently started using him as a secondary lol), I learned I was terribly wrong. Once he starts respecting that option, he could come in with a dash grab (and the up/forward throw follow up) or an up smash or a dash cc'd up tilt, or a Shuttle Loop. And he'll start juggling me for days. The character doesn't lose to anyone, and he doesn't even lose to game mechanics as I once thought. However, he is still beatable. I have compiled a list of both buffs and nerfs to make this character more manageable for the rest of the cast.
Nerfs
Transcendent priority is gone on all but a few moves: MK's sword alone makes this move practically trandscendent vs non swordsmen characters.
Grounded Shuttle Loop has more start up lag.
Faster falling speed: This allows characters to more easily combo him and nerfs his recovery a bit. Low angle moves like Sheik's fair will be more dangerous to him now.
During his Shuttle Loop, when his eyes are facing the sky, there should be no weak sourspot hitbox for the rest of the duration of the move.
Buffs
Faster falling speed: He can perform faster SHFFLs this way.
Return of Halberding (Shuttle Loop Cancels): In Project M, when Mk tries to cancel his Shuttle Loop on a platform, he'll enter a sliding motion, where he can't act for a certain amount of time. In Brawl however, he could do this and this with his Shuttle Loop. He could essentially cancel the glide (when it was nearly touching the ground) with any aerial or special move. I'd like this feature to return to PM. It helps him out when he's being edgeguarded, especially considering he can't just easily sweetspot the edge with his Shuttle Loop. This can still be beaten as well, since if these buffs actually do go through with the PMBR, they could remove the hitboxes of a sourspot Shuttle Loop.
Feel free to critique. I'll edit along the way. Make suggestions as well!