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fuzor2 Apprentice Reaper Dark Trouble: Reaper member is offline
Joined: Jul 2008 Gender: Male Posts: 3 Karma: 0
*sigh* « Result #1 on Sept 1, 2008, 3:52pm »
What's up? I'm Fuzor. I kinda dont have a playstyle i just have to get into a rythem. I like to juggle with marth I guess i could play with any one alright but i am best with diddy, marth, Toon Link , and a alright shiek. Yep
Joined: Oct 2007 Gender: Male Posts: 40 Location: Heavenly Hell Karma: 100
Re: IGN posting daily « Result #5 on Aug 16, 2008, 1:42pm »
Ninja, I thought you were with Star Spades? I remember reading your signature on Ign. Says Club: of star spades. I can test you but I don't think you can be with 2 clans lol.
Joined: Oct 2007 Gender: Male Posts: 40 Location: Heavenly Hell Karma: 100
META KNIGHT STYLE! (Learn Meta here) « Result #8 on Aug 14, 2008, 7:40am »
This Guide is By T!mmy! Much appreciation to him.
Meta Knight - Behind the Mask
Table of Contents
I. Intro
1. Who Is Meta Knight?
2. Character Overview
3. Color Choices
4. Pros & Cons
II. Gameplay
1. Normal Moveset
2. Special Moveset
3. Final Smash
4. Strats
III. Outro
1. Videography
2. Credits
________ I. Intro ------------
1. Who Is Meta Knight?
His first appearance was in the NES classic Kirby's Adventure. To be fair, he was *not* a villain, he only challenged Kirby to fight and gave Kirby a sword before the fight began. Through this we can surmise he is an honorable warrior, even if he appears to be a rival to Kirby. Since then, Meta Knight has appeared in practically every game in the Kirby universe even including Kirby's Avalanche, the first game to reveal his name.
Even if he has antagonistic qualities, he seems to be a guardian of Dreamland much akin to Kirby. Indeed, he has even come to Kirby's aid in more than one occasion which brings to question his motives and beliefs. It could be thought that when Meta Knight fights Kirby he is not necessarily trying to stop him, but rather test Kirby's skill, determination, and courage. Perhaps it is because he wishes to ally only with one who is worthy? Perhaps it is to prepare Kirby for the challenges to come? At any rate, he is certainly not an "evil" character.
Dark Meta Knight - one of the color pallet choices in Brawl - is specifically from Amazing Mirror; a mirror-world version of Meta Knight. He looks similar to the normal Meta Knight, but gray wearing red shoes, a tattered cape, and a scar on his mask (perhaps somehow related to the first duel between Kirby and Meta Knight). Dark Meta Knight is portrayed as less honorable, and perhaps as an "evil" version of Meta Knight.
Meta Knight has only had a few "playable" appearances in games. These include Kirby's Air Ride (GCN), Nightmare in Dreamland (GBA) and Canvas Curse (DS).
2. Character Overview
With the new moderation to Super Smash Bros. Brawl, all characters have more of a floaty feel to them in comparison to Melee. Meta Knight is certainly no exception and is, in fact, moreso than other characters in Brawl.
Meta Knight's attacks are quick! Perhaps some of the quickest in the game. I'm not talking just about lag animation, but also start-up animation. When Meta Knight attacks, he does it right away. Not to say his ending lag is bad, he's got some pretty quick cool-down animation. Combine these qualities with his various multi-hit strikes and he's got the makings of a combo king.
While his floatiness and multiple jumps allow him to stay airborne and pull off consecutive combos, he lacks aerial speed. When in the air, Meta Knight is very slow and moves as fast as Melee Kirby. You'll find it much harder to juggle or combo characters once you take to the air because of this. On the ground, his dash is slightly faster-than-average for the game, which will allow you to maneuver and stay mobile.
Meta Knight's Standard Attacks aren't the only multi-hit attacks at his disposal. His Special Attacks can be combos in and of themselves. The Mach Tornado (Standard Special) stands out simply because of the sheer number of hits you can pull off on one or more opponents who are nearby. Drill Rush (Forward Special) is a multi-hitting attack, drilling into your opponents and pushing them back.
With all these multi-hits and combo potential, Meta Knight sounds like an unstoppable force. But what keeps him from being too powerful is his lack of *strong* attacks (aside from his Final Smash). In order to get a KO you will either have to get your opponent to really high damage (around 130% or more), land a good F-smash, or do some aggressive edge guarding.
One thing about Meta Knight is certain though: his recovery is top-tier. Not only does he have five "Mid-Air Jumps" like his counterpart, Kirby, he has the coveted Gliding option at his disposal. And if that weren't enough, Meta Knight's Shuttle Loop sends him up and allows an auto-Glide immediately afterward. Even after Gliding, the choices don't stop since he can still attack out of the Glide with his sword and can continue using attacks of his choosing as he makes his way back to the stage.
In summary, Meta Knight is an easy-to-pick-up character due to the speed of his strikes, the flashiness of his sword, and his above par recovery. In a competitive scene, he might take a blow to capabilities without items (and Smash Balls) available to aid in finishing off damaged opponents, but he makes up for it with speed and priority.
3. Color Choices
Neutral This is the dark blue Meta Knight seen in Kirby games.
Light Mostly white with gold trimmings. He would look angelic if not for the bat wings.
Red A Crimson colored suit with white eyes.
Green He has a green cape and his eyes and face mask both have a slight green tint.
Dark A darker hue than the Neutral scheme including a bluish-grey tint to his mask. His eyes have a red glow and the emblem on his left shoulder is yellow.
Pink His body is effectively a Kirby-color. His eyes are white and his gloves are yellow.
4. Pros & Cons
Pros
* Quick attacks with multiple hits
* Little lag
* Amazing recovery
* Good priority
Cons
* Light Weight
* Slow aerial movement
* Weak attacks in general
* No projectiles
___________ II. Gameplay ----------------
Jumping Meta Knight has five mid-air Jumps plus any recovery options, such as Shuttle Loop. You can Air Dodge repeatedly in the air for as many Jumps as you have.
Gliding You can Glide by using a mid-air jump and holding the jump button.
After starting the Glide, Meta Knight will continue to soar ahead at an angle. Use the control stick to dive or rise by tilting up/down or forward/backward. If you dive down you speed up and upon rising again you can gain additional height. If you rise up too high the Glide cancels and you're free to do something else afterward including using additional jumps (there is no FallSpecial animation), but you cannot use your normal Glide again until you land. When you land normally you hit the ground with lag and "fall over".
You can prematurely cancel your Glide with the attack button or the jump button. Using the attack button will execute a 14% sword slash (Glide Attack). Using the Jump button will simply cancel out the Glide as normal. If you use either attack or jump cancel right before landing, Meta Knight will make a perfect landing and cancel out his normal landing animation and not fall over.
You also automatically Glide after using Meta Knight's Up Special, Shuttle Loop. There are a few things to note about the Shuttle Loop's Glide as opposed to the "Normal Glide". The first is that you can use the Shuttle Loop to Glide even after using a Normal Glide. The second thing to note is that the Shuttle Loop goes into FallSpecial when canceled in the air - you will not be able to take any action while falling except limited horizontal maneuvering.
You can "reverse" Shuttle Loop by pushing the opposite direction immediately after executing the Up Special. This is very helpful and can be used to turn around in mid-air or from the ground.
Taunts
Cape Twist (Up) Meta Knight spins his cape around him as if he is going to vanish into thin air. After rolling himself into his cape to a third his size, he unfurls it and reappears.
Swordplay (Side) Meta Knight says "Fight me", slashes the air a couple times with his sword, and then points it forward.
Batwings (Down) Meta Knight spreads his wings wide, pulls them in a bit, and then spreads them a second time before folding them into his cape again.
1. Normal Moveset
Jab 2%, 1%, ... Meta Knight's jab is a multi-jab, there is no single-hit swipe. The multi-jab is very fast and covers a surprisingly large amount of area. It covers so much that it can even hit someone who is behind you.
Dash Attack 8% When dashing, Meta Knight can execute a leaping kick. This can launch the opponent into the air for an easy combo.
Ledge Attack 8% Meta Knight crawls back onto the stage then stands with a swipe of his sword for 8% damage.
Tilts
F-tilt 4% +3% +5% The F-tilt is one of Meta Knight's best attacks. It's a quick swipe to the side, but you can push the attack button multiple times to get up to three hits. The first two won't send the opponent very far, so it is easy to combo into the third which is a stronger strike that launches the opponent into the air.
U-tilt 8% Meta Knights U-tilt reaches high and narrow - you have to be right next to someone in order to hit in front or behind with this attack, even Meta Knight's jab has more reach behind him. This launches opponents straight up.
D-tilt 5% A crouching sword stab. It's quick and weak, but you can move into another attack from it, especially another d-tilt. If you use more than one d-tilt Meta Knight will shift forward slightly. The sweet spot is not the tip, but closer to the hilt. This can trip your opponent.
Aerials
N-air 12%, 7%, 5% A short-ranged, spinning attack with short blades on the outside, yet it still has some good priority. It has multi-hit properties, little lag, and is great as an approach. The first hit is the stronger hit and the following hit is weaker.
F-air 3%, 3%, 4% Meta Knight strikes three times in front of him with the third strike being fairly strong. These three hits are very quick with horizontal knockback. They are all relatively weak which makes it easier to move into more follow-ups.
D-air 9% A quick sword slash downward. It has a low, horizontal knockback. The sweet spot is sort of hard to get because it's at the very beginning (in front) or the very end (behind) of the arc. If you don't hit with the sweet spot, you will do 7% damage but it looks about the same as a sweetspot.
U-air 6% A quick sword slash upward. Vertical knockback sends the opponent straight up. The knockback is very weak allowing you to combo more easily out of this.
B-air 3%, 3%, 4% A multi-hit behind Meta Knight with medium knockback away from him. Very similar to the F-air.
Smashes
F-smash 14% Meta Knight pulls his sword back which flashes with a bright light and then slashes out in front of him. There is a bit of start-up for this, but it can be well worth it since this is one of Meta Knight's strongest finishers.
U-smash 3%, 2%, 4% A triple sword slash above him in rapid succession. This attack is best used as a launcher and not a finisher since it can knock an opponent into the air but has very little KO power.
D-smash 11%, 13% Meta Knight swipes his sword low twice, once in front and once behind him. Surprisingly the first strike in front of him is weaker than the second one behind him. This is not powerful, but is very useful near the edge as it has a low horizontal knockback and is lighting fast.
Grabs
Pummel 3% Meta Knight holds his opponent out in front of him and strikes him with the claw on his bat wing.
F-throw 9% Meta Knight releases is grip as he does a back flip and kicks his victim away from him. How cool is that?
B-throw 10% Meta Knight dashes behind his opponent so quickly that he vanishes for a split second before reappearing from behind and slashing with his sword. Also very cool.
U-throw 11% Meta Knight spreads his wings and launches himself into the air with his opponent and then slams his victim into the ground. Meta Knight has the coolest throws.
D-throw 1% x 11 hits Knocks the opponent to the ground, jumps on top of him and then executes a series of stomps. Not as cool as his other throws but nothing beats a good foot stomping.
2. Special Moveset
Shuttle Loop (Up Special)
9% Initial, 6% Loop, 12% Gliding Attack
This is a pretty awesome Special. It can be used as a recovery, an edge guard, an anti-edge-guard, gimping, intercepting attacks, and practically everything else.
The initial strike is a down-to-up sword slash that reaches really high above him quickly (see picture above). The knockback on the of this attack is either vertical when used on the ground, or horizontal when used in the air. The ground-based launch is strong enough to KO a light, floaty character at higher percents, or can launch characters vertically to get them into the air. The air-based sweet-spot is excellent for knocking characters away, which can gimp practically anyone when done off-stage and intercepting their recovery. When using Shuttle Loop in this fashion, make sure to use the 'Reverse Shuttle Loop' so that you end up gliding back toward the stage, unless you want to go suicidal.
After the first hit, Meta Knight launches himself into the air straight up at which point he opens his wings and begins an auto Glide. You can grab the ledge at this point as he begins to dive down, or you can get some amazing horizontal distance by continuing the Glide. This is similar to his other Glide (from a Jump), but you will go into 'fall-special' after attacking or canceling it.
Additional Techs:
* Use Standard Attack, Throw button, or C-stick to attack out of your glide (you will go into FallSpecial).
* Jump or Special Attack to cancel the Glide mid-air (you will go into FallSpecial).
* Cancel your Glide (Jump or Special Attack) right before landing on the ground to negate landing lag.
* You can reverse the Shuttle Loop by pushing the control stick in the opposite direction immediately after executing the Up Special. If done in the air, you can reverse it by holding diagonally up and backward easier than on the ground.
Drill Rush (Side Special)
1% x7 hits, +3%
This attack is easy to punish so you have to make sure to follow your opponent carefully. You can angle Drill Rush up or down with the control stick to try to get as many hits in as you can. The final hitbox is a little stronger to push your opponent away and give you some breathing room. At the end of the attack, Meta Knight pulls back and up, which will prevent you from SDing should you go over the ledge a little. You can negate this pull-back by Drill rushing into the ground at the end or by landing on a platform gracefully.
Drill Rush works great as a recovery option. The horizontal trajectory can bring you back to the stage, and it can catch unsuspecting edge guarders, damaging them with you and knocking them away. It is also possible to drill into the ledge and grab onto it after finishing the drill. When angled up, Meta Knight can gain an amazing amount of vertical distance and will 'rebound' at the end of the attack allowing him to gain additional height.
Additional Techs:
* Angle the Drill Rush up or down with the Control Stick.
Mach Tornado (Neutral Special)
1% x 19, +3%
The Mach Tornado is easily Meta Knight's most spammable move. It has amazing priority, multi-hits that rack up damage, and is hard to punish. While using Mach Tornado, you can move about fairly easily with the control stick and you can increase the duration of the tornado if you tap the Special Button.
As I said, it has some great priority. It can negate an opponent's close-ranged attack and catch them up into the tornado. It can even be used against lesser projectiles to hit them with the tornado's hitbox, effectively disabling them. Watch out for disjointed attacks/projectiles with large hitboxes since they can go right through this attack. For instance, weaker versions of Samus Charge Beam and Missiles get destroyed by this attack, but full-charged Beams and Super Missiles go right through and hit Meta Knight.
You can use this attack as a recovery option when trying to get back to the stage. Much like Drill Rush, you can use the tornado's offensive abilities to thwart edge guarders, and with it's great horizontal mobility you'll be able to maneuver as you see fit. Its so versatile you could even use it as Edge Guarding as well if you want to rack up some damage.
Additional Techs
* Use the Control Stick to move about freely as a tornado.
* Tap the Special Attack to rise off the ground and/or extend the duration of this attack.
Dimensional Cape (Down Special)
0%, 14% for the sword slash
This is a teleportation special attack. Meta Knight swirls his cape around himself and then vanishes - you can use the control stick to send him in any given direction. When he reappears, he can slash with his sword. Teleporting in the air will cause Meta Knight to go into FallSpecial and you won't be able to do anything until you touch the ground.
The sword slash is a bit tricky to do because Meta Knight really doesn't feel like he gets many invincibility frames while teleporting. I would say a little less than the number of frames he's actually invisible, say about 4 frames. Additionally, when he reappears he will automatically turn to face the opposite direction he was facing before he teleported and then do the sword slash. This means you have to be very accurate with your distancing and prediction of your opponent before performing this attack. If you don't use the sword slash attack, Meta Knight will not change facing.
Additional Techs:
* Use the control stick to move Meta Knight in the direction you want to teleport.
* Hold the Attack, Special Attack, or Throw button during teleportation to do the sword slash.
3. Final Smash - "Galaxia Darkness"
40% - Precise Final Smash (18% to bystanders)
There are two generalized categories of Final Smashes: "Precise" and "Imprecise".
"Precise" Final Smashes require you to accurately target your opponent before you hit them with it, and you only have one chance at doing it. "Imprecise" Final Smashes can be activated whenever and wherever and will either home in on your opponent or affect your own character directly. Precise Final Smashes may be harder to hit your opponent with - an "All or Nothing" attack - but they are generally stronger than Imprecise Final Smashes.
Meta Knight's Final Smash is "Precise".
You must be within a specific distance from your opponent to "catch" your opponent with Meta Knight's cape. This distance is mostly in front of Meta Knight, but it is possible to catch opponents outside the physical cape's reach as well as anyone standing right behind Meta Knight. It is possible to catch multiple players in the cape at once.
When Meta Knight executes his Final Smash, he moves so fast everything around him will slow down. Those caught in the cape will be swallowed into darkness and the entire battlefield will be blotted out. Suddenly there's a giant sword slash as everything reappears and Meta Knight deals 40% damage to each victim caught in his cape and 18% to bystanders. This will usually KO anyone around 50% damage prior to the attack and can KO a non-DI'ing Mario from the middle of FD at around 45%. Last edited by t!mmy, 4:24 PM on Jul 14, 2008 [t!mmy is offline.]
#2 8:18 PM Mar 4 t!mmy Big Shot Joined: Mar 2007 t!mmy is an All is Brawl moderator.t!mmy passed a Tournament Host Certification test.t!mmy positively represents All is Brawl and actively brings new users to the site.t!mmy has written an exemplary guide on the All is Brawl forum.t!mmy is connected in the Six Degrees of Smash web.
4. Strats
General Use ground movement to keep Meta Knight mobile. Mix up your attacks with grabs to keep your opponent guessing. When you see an opening, hit your opponent using a move with good HitStun or one that launches them into the air.
Be wary of shields. If you hit with an aerial against a shielding opponent you are vulnerable to a counter attack. If your distancing is good you can reduce the chances of an opponent attacking out of shield, but there are still plenty of things opponents can do out of shield to punish you.
Edge guard. It's very important, even more so with Meta Knight. If you get an opponent off the stage, jump out and hit him some more. If he makes it back to the stage, don't let him stay on. Why take the time to KO an opponent on stage when KOing one off stage can be much easier?
Offense The mainstay of your attacks should be quick attacks that have little lag and good priority in the direction of your opponent. For the most part, this will be your F-air since it has the reach and speed you're looking for and can put your opponent off-guard. Don't neglect D-air, N-air, Grabs, U-smash, F-tilt, and Dash Attack since they can all lead to follow-up attacks.
Attacks that are good to throw at your opponent for damage include Mach Tornado and D-tilt. Mach Tornado can catch the unwary by suprise and rack up damage; with its high priority, you can - and should - abuse this attack. D-tilt is good as a cautious attack with its reach, low hit and speed.
Follow your opponent into the air should you launch him with one of your attacks. Keep the hits going with U-air and F-air. U-air is unlikely to KO off the top, but F-air has a chance of sending them off the side boundaries at higher percents, especially when they're recovering. D-air and N-air work well on someone recovering, as does a Footstool Stomp.
Defense Utilize the first swipe of your F-tilt for a quick, defensive attack. This is much more useful than your Jab since you must strike with all the Jab-combo before stopping. If your F-tilt hits a shield or your opponent evades, you're pretty much lag free. If the F-tilt strikes true, follow up with the rest of the F-tilt strikes!
Attacking out of shield is an excellent option in Brawl. Normal Attacks that are good out-of-shield include F-tilt, D-tilt, F-air, D-air, and D-smash. For Special Attacks, use Mach Tornado, and Shuttle Loop after someone hits your shield for a quick, high-priority counter attack. Shuttle Loop is especially good when you've got your opponent on the ropes and you're looking for a quick way of sending them flying.
Recovery Unless Meta Knight is KO'd entirely, chances are he's making it back to the stage. He can make it back from practically anywhere with only his Mid-Air Jumps, and most of the time without using them all up. Shuttle Loop will give him additional vertical recovery, as well as the option to Glide immediately afterward.
Gliding will speed up your horizontal recovery and allow you to swipe your sword at anyone coming after you, and then you'll still have the option to keep attacking including Meta Knight's Special Attacks which increase your recovery options further. Make sure to use your "Jumping" Glide first before your "Shuttle Loop" Glide. This is because you can cancel your Jumping Glide or attack out of your Jumping Glide and still use any Jumps or attacks afterward, including Shuttle Loop for a 2nd Glide! You won't be able to Jump Glide again until you touch the ground, and Shuttle Loop, Drill Rush, and Dimensional Cape should be your last options since they send you into FallSpecial afterward.
Use Drill Rush to shoot horizontally, catching opponents in a multi-hit attack at the same time; use Mach Tornado to recover in any given direction of your choice with multiple hits as you move; and, additionally, use Dimensional Cape to force your opponent to guess where you're recovering and end it with a sword slash should he come near you.
Advanced Techs:
Dimensional Edgehog, Standard This is something I discovered when trying to come up with new uses for the Dimensional Cape. Simply dash to the edge you want to hog and, with precise distancing, teleport over to it. If you do it just right you will reappear and edgehog. If you do it poorly you will either end up on the stage or falling to your demise. Needless to say, you don't want to use the Sword Slash here.
Dimensional Edgehog, Sliding A variant of the above. Instead of starting the Dimensional Edgehog from the ground, short hop and immediately teleport. Aim your teleportation downward and toward the edge but so that you land in front of it. The momentum from the Dimensional Cape will slide you over the edge and into edgehog position.
Dimensional Edgehog, Stalling From edgehog position, simply drop down and use the Dimensional Cape. Aim it up, but return the control stick to a neutral position before reappearing. If you do it correctly, the Dimensional Cape will be shortened and you will reappear back to edgehog position. Good for faking out your recovery, or while edgehogging and wanting to look cool.
Watch the Video: Meta Knight: Ledge Techniques & Tricks
Using Your Attacks
Jabs & F-Tilt Although Meta Knight's jab is cool, it also has a long Duration. If you're stuck swinging your sword for a set period of time, that's time your opponent can formulate a counterattack. If you need a quick attack, learn to utilize Meta Knight's initial F-tilt slash. If the first one goes astray, there's little lag (and little duration) allowing you to move into a different attack, go evasive, or continue with the multi f-tilt option. F-tilt is good!
F-air, B-air, N-air These are all quick attacks with good priority, so why not spam them? Well, in general you should - assuming you're doing it in a smart fashion. But keep in mind that these attacks have a horizontal knockback. This kills any further attempts to combo, unless your opponent is DIing badly. Stop and ask yourself if another attack might work better. F-air, B-air actually work best as "spacing" attacks - putting pressure on your opponent at a safe distance and giving the possibility of moving in to a Follow-Up attack. F-air/B-air/N-air are also great "off-stage finishers" allowing you to foil your opponent's recovery so much that there's no hope of him returning.
Finishers So you think getting KOs with Meta Knight is hard? Think again! Look for F-smash opportunities when your opponent is on the ropes. Landing one of these on a damaged opponent can get you the KO you need when you need it. Better yet, use D-smash. It's so fast your opponent won't even know what hit him. Yes, it's much weaker than a F-smash, but if used as close to the boundaries as you can reach, it can still KO at reasonable damage levels. And so what if it doesn't? It will most likely send your opponent off-stage where you can hunt him down with aerials.
Mach Tornado Abuse this sucker as much as you can get away with. If your opponent finally figures out how to deal with it, ease up on using it a little. But just a little. It's so spammable and abusable that just throwing it out every now and then will build up damage, interrupt attacks, frustrate your opponent, and help negate Stale Moves from other spamtastic attacks.
Shuttle Loop You've launched your opponent and hit with multiple u-airs, but now he's too high to keep the juggle going safely? Not to worry! Shuttle Loop is here! Seriously, this move is great for that insta-speed attack that you need to cover a lot of ground quickly. It also knocks opponents away really well, so it's great for that extra hit at the end of a nice string of attacks. Addtionally, you can start a Glide and chase down your opponent to keep the pressure going! This attack is amazing!
Off-stage, it's even better. You can net KOs with this because of it's useful knockback. In fact, you should always rush after an opponent who is off-stage and hit them with a reverse Shuttle Loop. It's too good. Just make sure to aim this back to the stage!
Drill Rush What good is this when you can just spam Mach Tornado? Well, it still has its uses. The last hit from this can knock an opponent away with a surprising amount of force. Drill an opponent toward the edge of the stage and send them overboard as you spring back and catch the ledge! You can also use this on stages with no "drop offs" like Great Sea, or Eldin Bridge to push them right off the map! There is also a lot of priority with the front of Meta Knight's sword when he's using Drill Rush. This can destroy many minor projectiles while moving forward and impaling the sniper on your sword.
If you drill downward into the ground, the lag afterward won't be as punishable, or if you can spring back and land on a platform above you the lag will also be mitigated.
Combos & Follow-Ups A true combo is hitting an opponent with multiple attacks while they're still in HitStun. This is much harder to do in Brawl than in previous Smash games, and as cool as Meta Knight is he's no exception. Many of Meta Knights attacks will be multi-hitters, combos in and of themselves. But these attacks often end with a strong finale, sending the opponent away and making it harder to get "true" combos going, especially against opponents who DI properly.
This is where Follow-Ups come into play. By reading your opponent's movements, you can keep the attacks going by striking appropriately with good timing and spacing. If you D-throw your opponent and he DIs away, follow up with a dashing U-smash or a Dash Attack instead of that F-air that keeps missing. Or let him land and go for a tech chase - you must play smart to play Meta Knight!
Here are some simple combos and follow-ups to try on your opponent.
F-air to F-tilt Use the F-air at low percents so that the third hit won't send your opponent very far, then move into a F-tilt to launch him back into the air! At higher percents you can try to Fast Fall the first couple F-air hits and land on the ground to cancel out the third hit so that the opponent doesn't move out of range of the F-tilt.
U-air to F-air The U-air is very quick and weak but is a great launcher and juggler. Yes you can try to go for multiple U-air hits, but if your opponent DIs away your subsequent U-airs will miss - or, at higher damage, they will be sent too far up to keep the u-airs going. Instead, try comboing U-air to F-air. The third hit from the F-air will hit opponents away, and if they're DIing away it will send them even further. This can get them off stage even sooner where you can move to Edge Guard position.
D-tilt to Dash Attack Yes, the D-tilt can trip. And when it does, go for an attack right away while the opponent is vulnerable. Dash Attack works well since it covers a good distance and can set up for another follow-up. Speaking of which...
Dash Attack to U-tilt/U-smash The Dash Attack is quick and can launch an opponent up. If the opponent doesn't DI away, you can catch them with an overhead attack, either U-tilt or U-smash, your choice. And, yet again this can lead to additional follow-up opportunities.
Glide Attack to... Anything! The Glide Attack, when done properly, is pretty close to being a completely lagless attack. You can move from it to pretty much anything. Good choices include F-tilt, D-smash, and the all-mighty Mach Tornado! ________ III. Outro ------------
1. Videography Meta Knight: Edge Techniques & Tricks
2. Credits Many thanks to all the Smashers who went to E for All! Specifially I'd like to give a shoutout to: t0mmy, nealdt, Gimpyfish, Eternal phoenix Fire, and Pink Reaper
Masahiro Sakurai, Nintendo, and all the hard workers for making SSBB.
Joined: Oct 2007 Gender: Male Posts: 40 Location: Heavenly Hell Karma: 100
THE PERFECT WOLF GUIDE (I see out there) « Result #9 on Aug 13, 2008, 11:28pm »
This Guide is By Koskinator! Much appreciation to him.
The Essence of Wolf
Wolf is one of the most widely used characters in Super Smash Bros. Brawl. He's fast, he has tons of power, and a good juggler. I expect him to be high tier, as most of you will. This is a guide on how to play an effective Wolf, if your having trouble winning with Wolf, don't spare your eyes a single character of text on this post.
Terminology
Uair- Up Aerial Attack
Fair- Forward Aerial Attack
Bair- Back Aerial Attack
Dair- Down Aerial Attack
Nair- Neutral Aerial Attack
Fsmash- Front Smash or Forward Smash
Dsmash- Down Smash
Usmash- Up Smash
Ftilt- Forward Tilt or Forward Strong Attack
Dtilt- Down Tilt or Down Strong Attack
Utilt- Up Tilt or Up Strong Attack
Laser- Blaster
Illusiion- Wolf Flash
Shine- Reflector
Useless- Fire Wolf
Moveset
Standard
A- Claw Strike- 3%
AA- Double Claw Strike- 5%
AAA- Double Claw Strike with Bite- 9%- Your basic jab combo. Breaks up anything slower than it.
Dash Attack- Crescent Moon Kick- 9%- This is a so-so attack.
Ledge Attack- Under 100%- 8%
-Over 100%- 10%
Tilts
Up Tilt- Upward Kick- 10%- A good attack for juggling and has OK KO potential. It's a good follow up to a no lag Fair.
Side Tilt- Large Claw Swipe- 11% for both hits, 6% for just the tip- An all around ground tilt, use it when the situation presents itself.
Down Tilt- Trip Kick- 6%- As the name implies, it can trip, but only at lower percentages.
Aerials
Neutral Air- Spinning Wolf- 8% on the knockback first frame, 0-6% on the non flinching frames- A good aerial attack that can keep any potential "combo" going.
Up Air- Upward Claw Slash- 12%- Great for juggling, always use it on an enemy above you.
Forward Air- Forward Claw Swipe- 11%- A great attack for racking up damage and for KOing.
Back Air- Outstretched Kick- 13%- Your bread and butter attack. Use this move for everything from approaches to KO's, great move.
Down Air- Claw Spike- 15%- The Spike. Don't use it too much on the ground, use it for what it was made for, spikes. I personally love this attack.
Smashes
Up Smash- Flip Kick- 6% on first hit, 12% on second (Uncharged)
- 8% on first hit, 17% on second (Full Charge)- A great attack for KO's and racking up damage, an uncharged one does 18%. Very nice.
Front Smash- Palm Strike- 5% on first hit, 10% on second (Uncharged)
- 7% on first hit, 14% on second (Full Charge) - Another one of your bread and butter attacks. Good for KO's and for damage racking, so use it liberally.
Down Smash- Claw Sweep- 14% on front hit, 13% on back hit (Uncharged)
- 19% on front hit, 18% on back hit (Full Charge)- Your KO move. Try not to use it too much, spamming it causes a decrease in power. Try saving it for later on, its fast and strong. Gotta love it.
Specials
Blaster- Bayonet- 4%
- Blaster shot up close- 6%
- Blaster shot far away- 5%- An integral part of your strategy the blaster is. Never sit still, if your enemy is far away, pull out that blaster baby.
Wolf Illusion- Unsweetspotted- 3%
- Good Sweetspot- 10%
- Perfect Sweetspot- 15%- A great move for clearing the edges. You can also bait people into jumping into it by spamming lasers and then predicting a jump.
Fire Wolf- Final Kick- 3%
- Full Attack- 9-11%- Use for recovery.
Reflector- 3%- A great attack, no Wolf should leave his Wolfen without his reflector by his side. There is a link to my guide on the reflector under the Approaches section coming up.
Grabs
Grab and Attack- 1% per hit- Always try and get a few of these in before throwing. It's weak but very fast.
Front Throw- 7%- Good for setting up for a meteor.
Back Throw- 7%- It's normally a no no, but at low percentages can be used to link into a Fair.
Up Throw- 7%- It's ok for juggling early on.
Down Throw- 12%- This is your best throw, for the most part, if your doing a throw, it should be this one.
Pros and Cons
Pros
- Great ground game and good air game
- Above average range
- Decent priority
- Can kill fairly easily
- Has a nice amount of advanced techniques to take advantage of
Cons
- Recovery is difficult to get used to, and Up+b can be stiff
- Some of his attacks are punishable, Front smash and a lagged fair to name a couple
- Pretty slow running speed
Approaches
Most of Wolfs approaches are started in the air, usually a short hop, though he does have ground approaches which are effective. I'll now list some of the approaches I use on a regular basis.
1. Short hop to Nair to Downsmash. Works well against unprepared opponents, though it can be shield grabbed quite easily.
2. Short hop to Nair to Reflector to Downsmash. Tossing in the reflector negates any attempt of a counter attack once your nair animation is finished, once you hit the reflector, the downsmash is pretty well guaranteed at low percents.
3. Short Hop to Nair to Reflector to Front Smash. Works better than 1 and 2 when your approaching an enemy at percents of above 90.
4. Short Hop to 0 Lag Fair to Upsmash. This one works well on low percent enemies, once you hit the 0 Lag Fair, you'll be able to get an upsmash or even an uptilt before they have a chance to do anything. Only works at low percents because of the increased knockup of Fair.
5. Dash to Roll to Downsmash. Run towards, do your roll so you'll be behind them, then Downsmash. Great if their shielding because they will expect a shield grab, but once they see you roll they will most likely unshield so you can get the downsmash.
6. Short Hop to Bair. Just turn around, then start short hopping backwards with your bair, and because of bairs near 0 lag upon landing, it can easily lead into a front smash, or if your close enough, down or up smash.
7. Short Hop to Reflector to ? This one really works into anything you want it to, try switching between this and the other ones to keep your opponent guessing. For more information on Wolfs reflector, refer to this thread: http://smashboards.com/showthread.php?t=163149
8. Short Hop to Reflector V2- This time, run, short hop, but don't move forward with your short hop, and see if your opponent rolls towards you, then reflector.
9. Short Hop to Bair to Ftilt- Because of bairs near 0 lag upon landing, at low percents, you can link these 2 attacks together quite nicely, wont work at higher percents because of bair knockback.
10. Dash to Short Hop to Laser to ?- This one depends who your facing. If they go for a shorthop and your laser hits them, they hit the ground, you do a front smash. If they don't short hop, try a reflector upon landing
Kill Moves
Wolf has 6 main kill moves.
1. Down Smash. This is THE kill move. If you play Wolf, this is most likely the move you used to get your first kill. Its quick as hell, if you hit with the tip of the claw it has a more horizontal knockback.
2. Front Smash. Kills at higher percents, though you can use it more liberally than you can your down smash on account of its range. Gets nice horizontal knock back if you just hit with the tip of the attack.
3. Up Smash. Works well in most sky KO situations. Has a decently large hitbox, good knock back, and occasionally gets an awkward trajectory, sometimes goes diagonally or even horizontally depending on where you hit it and the opponents percent.
4. Bair. Bigger hitbox than one would expect, decent damage, decent knockback. Kills at higher percents, but it comes out fast and hits hard.
5. Fair. Comes out quick, decent hitbox, pretty well a guaranteed kill if your opponent is at a high part of the level at anywhere over 130%.
6. Dair. Ahh dair, the meteor. Many different ways to execute. Dthrow to short hop to dair from a ledge works wonders. Master this and you'll be getting KOs left, right and center. For more info on the Dair, refer to this thread. http://smashboards.com/showthread.php?t=160718
Survival/Defense
Wolf can survive quite well at high percents on account of his higher than average weight. You can even get the odd kill or two against attempted ledgeguarders. Basically when I'm trying to survive with Wolf, keep spaced with Front Smashes, use your laser liberally, just try to cause as much damage as possible while evading as much as you can. Now a quick way to deal with pesky noob edgeguarders. Once you do this no one will ever think to edge guard a decent wolf player again. When you see him hanging there, be sure that his invincibility frames are gone, get squared up with him, then Over+b. The resulting sweet spot will get you ledge and will send him straight down to his death.
Basic Strategies
There are many different ways to play Wolf, I'll go on to explain some of them.
1. Defensive. To play a defensive Wolf, you need to slow the game down to your pace, just spam laser until you get them to approach, then abuse the reflector and downsmashes and spikes. Also try to incorporate Wall of Wolf. (See Advanced Techniques) Also spam your laser way more than you normally would.
2. Offensive. Overwhelming offense works well with Wolf. Do approaches that cause the most damage possible and don't let up. When there in the air, use Uair to juggle, try use reflector in place of Uair once in awhile to negate any chances of your opponent counterattacking. Just keep attacking with moves you know will hit, go for the odd spike or two, switch up spikes with Fairs once in awhile to keep your opponent guessing.
3.Spammer Noob. Just don't play like this. You will be severely looked down upon by all other Wolf players. Fsmash, fsmash, fsmash, fsmash, laser, laser laser laser, fsmash, laser. Repeat as necessary. This is in no particular order.
4. Current- The current best way to play Wolf seems to be the following. Bair is your best friend, treat him well. RAR with bair works great, bair with fsmash works great, bair and bair work even better. Just use the bair people. KO moves are listed above, including bair. Space with lasers and fsmash, kill with Dsmash or something else above, juggle with Uair and dont attack with fire wolf.
Advanced Techniques
1. Scarring- Scarring is when your hanging on a ledge, you DI away from the ledge and Wolf Illusion towards the level. This will cause you to move right through the stage. But be careful, it only works on a few stages, Battlefield, Halberd, Yoshis Island (Brawl), Smashville, and Norfair just to name a few.
2. 0 Lag Fair- Not really an advanced technique of sorts, but I'll explain it anyway. When you use fair regularly, you will usually end up with significant lag upon landing, but if you do it fast, there is, as the name suggests, 0 lag. You short hop and fair as fast as your fingers can move, but don't fast fall afterwards or else it wont work.
3. Ledge Fair- Basically, if you DI away from the ledge on a flat level, jump and fair instantly after, when you land you will still have 0 lag. But this will only work on flat levels, no Yoshis Island people <img class="inlineimg" src="http://nintendohub.com/forums/images/smilies/frown.gif" border="0" alt="" title="Frown" />
4.Illusion Canceling- Similar to Fox and Falcos Illusion cancels, you just have to press B mid animation of the Illusion. However, you only have 3 or so frames to do it, so most of the time its pretty hit or miss.
5. Island Illusion- When on Yoshis Island, if you roll right to the very end of either side of the main platform, if you Illusion towards the center, you will stay right on the ground as if it was Fox or Falcos Illusion. Good for getting an easy sweet spot and for spacing.
6. Wall of Wolf- The wall of Wolf basically consists of keeping your opponent at bay by using bairs towards them, not necessarily hitting them, but it can force them to try a different method of approach. The way I do this tactic is, short hop bair, double jump followed by bair and bair. Repeat as necessary, also move towards the enemy whilst doing this, it will either force them back or cause them to counterattack, at which time I suggest ending the Wall of Wolf and going for a Front smash, you can easily segway into a front smash from the little landing lag from bair.
7. Semi-Scar- This technique was recently discovered and allows you to scar all stages, including Final Destination, but somewhat less effectively. What you do is, get squared up with the ledge of where you are so if you do an illusion, you would only do half of it and grab the ledge. Now, do the illusion but hold down whilst doing it, it will cause you to not grab the ledge and fly right through the stage. Be warned however. you should take caution in trying this in Final Destination, because you have to do it so you are scarring in between the ledge and the lip, a risky undertaking indeed.
8. Boost Smash- Doing this will cause you dash forward at a high speed while charging or doing your upsmash. To do this, the best way I've found is dashing, hit the C-Stick down, then right away press up and Z. Z is still on grab btw, and you should do it, takes a bit of practice to get the timing down.
Death Chart
The following moves were tested on a level 9 Mario from the center of Final Destination.
AAA- First hit will never kill, second hit will never kill, third hit will kill at 245%
Ftilt- Will kill at 199%
Utilt- Will kill at 130%
Dtilt- Will kill at 259%
Nair- Will kill at 183%
Fair- Will kill at 139%
Dair (Assuming their in a standing position)- Will kill at 181%
Bair- Will kill at 140%
Uair- Will kill at 184%
Full Front Smash- Will kill at 149%
Tipper Front Smash- Will kill at 150%
Upsmash- Will kill at 128%
Down Smash in front- Assuming it's a good hit, 118% (A good hit being, it wasn't too close)
Down Smash Behind- Assuming it's a good hit, 128%
Uthrow- Will kill at 292%
Dthrow- Assuming it kills from the side, not because of lack of recovery, it will kill at 282%
Fthrow Rainbow- Assuming the trajectory is rainbow, 275%
Fthrow Horiz- Assuming the trajectory is more horizontal, 229%
Bthrow Diagon- Assuming the trajectory is more diagonal, 254%
Bthrow Vertica- Assuming the trajectory is more vertical, 232%
Dash Attack Horiz- Assuming the trajectory is more horizontal, 198%
Dash Attack Vertica- Assuming the trajectory is more vertical, 191%
Matchups
This part of the guide will go onto explain if Wolf is in an advantageous position or a disadvantageous position against certain characters.
Mario- 5/5 Even Match
Donkey Kong- 6/4 Donkey Kongs Favor
Link- 6/4 Wolfs Favor
Samus- 7/3 Wolfs Favor
Kirby- 6/4 Kirbys Favor
Fox- 6/4 Wolfs Favor
Pikachu- 5/5 Even Match
Marth- 6/4 Marths Favor
Mr. Game and Watch- 7/3 Mr. Game and Watch's Favor
Luigi- 6/4 Wolfs Favor
Diddy Kong- 5/5 Even Match
Zelda- 6/4 Zeldas Favor
Sheik-6/4 Sheiks Favor
Pit- 5/5 Even Match
Metaknight- 7/3 Metaknights Favor
Falco- 6/4 Falcos Favor
Squirtle- 6/4 Squirtles Favor
Ivysaur- 6/4 Wolfs Favor
Charizard- 6/4 Wolfs Favor
Ike- 6/4 Wolfs Favor
Snake- 5/5 Even Match
Peach- 5/5 Even Match
Yoshi- 7/3 Wolfs Favor
Ganondorf- 7/3 Wolfs Favor
Ice Climbers- 5/5 Even Match
King DeDeDe- 6/4 King DeDeDe's Favor
Wolf- 5/5 Even Match
Lucario- 5/5 Even Match
Ness- 5/5 Even Match
Sonic- 5/5 Even Match
Bowser- 7/3 Wolfs Favor
Wario- 5/5 Even Match
Toon Link- 6/4 Toon Links Favor
R.O.B.- 6/4 R.O.B.'s Favor
Olimar- 6/4 Wolfs Favor
Captain Falcon- 6/4 Wolfs Favor
Jigglypuff- 6/4 Wolfs Favor
Lucas- 5/5 Even Match
Zero Suit Samus- 5/5 Even Match
Mario- Mario and Wolf are very evenly matched. It all comes down to who can hit first and mindgames. Because of Wolfs weight and falling speed, Mario can combo quite well with Bairs and Uairs, so keep an eye out for that. He can also combo to around 30-40% just using Utilt repeatedly. You can also get rape caped on recovery, so be sure to flash or fire wolf at the right time. We do well up in close combat, so keep him pressured with Bairs and Fairs and the fight should go either way.
Donkey Kong- Donkey Kong is a tough battle for Wolf. You need to keep out of range of his tilts, they rape by the way, and you need to use your blaster a bit more often than normal, DK has a tough time dodging lasers. You fight him decently well in the air, just be sure not to approach from behind, his Bair owns our Bair without a problem. Reflector also helps out more in this fight than others, especially on the dreaded Uair of death. You just need to keep spaced and play it smart.
Link- Link is one slow customer, take advantage of it. Most of his projectiles aside from bombs aren't a problem on account of reflector, so I suggest getting in their close with the smash and tilts and just rape. Bair rapes Link too because of his weight, so try and chain them together with Fsmashes for good damage. Juggle with Fair in place of Uair because of the fast fall Dair, he really falls fast. But yeah, you can easily gimp his recovery with Bairs and lasers, so do what you will.
Samus- Samus will most likely always have a tough time fighting Wolf. She is very floaty, so you can RAR with bair well. Bair owns Samus for the most part, and you also do very well in close combat. Reflect missles, power missles reflect at like, the speed of light, so keep an eye out. Zair can annoy but thats about it. I'd say keep it aggressive and keep in her face and it shouldn't be a problem.
Kirby- Kirby and Wolf have an even match. Your equally capable in the air, but you do have an advantage on the ground. Watch out for Fthrow Uair combos, their inescapable at low percents. Keep your laser going and keep spaced with Bair. I'm not too sure what more to say here, you just need to play it smart.
Fox- Fox is a somewhat difficult match up for Wolf. Most good Fox players will instantly go for a short hop dair into multiple utilts which will bring us up to around 50% before we can DI out of it. Fox's main kill move is Upsmash. Stop his approaches with shines and attack him one on one. We can take Fox pretty well close up. Be aware though once you hit around 100% damage, usually it will only take one upsmash for our death, so definetly keep your eyes open.
Pikachu- Pika can be annoying, but we can deal with him. He can chaingrab at early percents so be aware of that early on. Thunder spamming pikas dont really have anything on Wolf because we can just reflect it onto himself. Most pikas approach will a full hop thunder jolt into whatever. So when you see him full hop thunder jolt, just meet him in mid air with a fair. Even if the fair misses pika, it likely will have canceled out his thunderjolt. We rape pika in close combat and you can reflect thunderjolt and bolt, so just use your bair liberally and dont get grabbed early on.
I will continue to periodically update the matchups portion whenever I get a chance, I'd keep going, but my hands are tired of typing, so moar later.
And thus ends this comprehensive guide of Wolf. Any questions or concerns will be answered. Feel free to criticize as well.
Joined: Oct 2007 Gender: Male Posts: 40 Location: Heavenly Hell Karma: 100
Learning is Perfecting. « Result #10 on Aug 13, 2008, 11:12pm »
Hello all, This Section is made to help everyone who wants to learn how to make their Character more Fierce. You can post your own guides or Look here for some help. ~"Most of The Guides I post are from All is Brawl"~
I hope this Section will help you all, I will gather Guides from everywhere I can find them. I will give appreciation to those who made the guides, I am going to use.