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link pls.Bleeehhh.. No need to make a thread when there's already a sticked one for questions and such.
The reason you may have to fast fall rejump is because the opponent may not be sent high enough by some Uairs. This is really common when you start the combo at an early percent or against characters that have faster fall speed.I'm trying to get the Uair's to combo into eachother, but watching players like Jbandrew it looks like he's doing Uair fast fall rejump uair?
Meaing the inputs for the infamous Uair string is something like?
Doing up airs is percent based. If you try to start the up air string to early you are forced to fasfall to keep it going or else the character will fall out. An up air string that kills would just be jump upair, jump upair, etc...... then up b. Your focus should be on using combos which will lead you into the "true" upair combo. For example you have %100 and your playing against c.falcon use DA to neutral b and then mash b until it reaches 22-24 % then next time you dash attack mks up air combo should kill.I'm trying to get the Uair's to combo into eachother, but watching players like Jbandrew it looks like he's doing Uair fast fall rejump uair?
Meaing the inputs for the infamous Uair string is something like?
I'm sure DA clanks or hit through projectiles so use that. Down B sounds cliché but it does work if they keep charging their neutral B. it also has a nice hitbox and priorty to hit them through their projectiles even if they release them at the same time as you reappear. Just dont get too ptedictable. You also need to learn how to position when you use it so you don't kill yourself by falling off the ledge..How do I deal with projectile characters (Toon link, Megaman) with meta knight? When ever I get close they just run away and reset the situation. ...and Im back struggling to approach using dair and such
Use your excellent ground mobility and multiple jumps to work around them. Perfect shielding is also important. Watch what their habits are for when you get close (eg. rolling into you, dash grab) and punish them for it. Clank and beat projectiles with moves like dash attack (mainly), Tornado and Drill Rush. Also DCape is great to punish projectile characters, if you read them firing something you can just DCape slash behind them. It's generally best to save this for when they're at kill % though (~110%) so you can take a stock. They'll be much more cautious afterwards, giving you more opportunities to approach. If you get a % lead (or a stock lead online), camp THEM out. They will be forced to approach and generally projectile spammers are kinda bad at approaching so you can punish them with your awesome combo game.How do I deal with projectile characters (Toon link, Megaman) with meta knight? When ever I get close they just run away and reset the situation. ...and Im back struggling to approach using dair and such
Hi guys. I'm a new meta knight main. I picked him up recently. I wanted to ask everyone if they could give me tips, combos, or anything else helpful such as any advanced teqniques. Maybe I can spar with one of you guys.Post here if you just have a simple generic question about Meta Knight.
MK Resource CatalogHi guys. I'm a new meta knight main. I picked him up recently. I wanted to ask everyone if they could give me tips, combos, or anything else helpful such as any advanced teqniques. Maybe I can spar with one of you guys.
thnkz dude i actually completelly forgot of jab not leaving falcon recover well and i was having problems gimping falcon sometimes because of his up b but now i knowAs MK you can chase people to depths of hell and back offstage. It's not always worth it, for instance in cases where an opponent has a recovery move that could challenge us offstage (though we don't care as much as basically any other character). You want to follow the opponents movements with your back to them. All of mks aerials are strongest from behind, bair has ridiculous knockback growth, dair has a slightly better rear hitbox (That semi spikes!!), and nair has a disjointed rear hitbox that will beat out other moves more often that you'd think.
Obviously getting the bair is ideal but it is the highest commitment of the three. Dair is the safest but by far the hardest to use. I have seen some games Ito has played, however, were he relentlessly abuses the semi spike hitbox on dair to push an opponent off screen at low percents with dair > dair > dair > recover. It looks amazing if you can pull it off.
If you're not going to chase off screen you have a few option and which you choose is largely based on your opponent. Against Captain Falcon you can just rapid jab his upb and he wont make it on stage until you stop or are pushed back too far. Characters with really high priority upbs you should just wait out on the edge holding shield. Maybe attempt a ledge trump > bair. You don't want to risk losing stage control when the chances of being rewarded are so low, especially considering MK really excels at challenging ledge getup options with tornado, jab, and fsmash.
UpB has a sweetspot slightly above and in front of MK that that will always connect into the second hit. It's pretty finicky. Sometimes you have to jump UpB after your u air combo to get the sweetspot. It's too weird to always get consistently tho. IIRC the grounded upb will always sweetspot if used on a grounded opponent though, so there's that.
Dude it is called a Mechakoopa. LOLwalking chicken projectile thing.
I liked walking chicken projectile thing better.
What combos specifically? Do you mean as a combo starter or as a follow-up?Should I keep using Nair for combos or is that a bad idea?
Thanks! Didn't discover any posts about it on this thread, so that's why I posted this.This was covered almost as soon as the 3DS version came out with a video from My Smash Corner. You can find it covered on the data thread's opening post.