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Smash 4, Character Discussion Revised (#35 Pikachu)


Jedi
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Turn on your favorite Megaman song, cause it's the Blue Bomber's time to shine! Megaman is a nonstandard defensive character, based around walling the opponent out with a bunch of projectiles, some of which can fire at unusual angles. His up close options aren't great, especially since he lacks a standard jab or sex kick nair, but his midrange pressure is stellar, giving him one of the best neutrals in the game, if not the best in the game. He's also pretty technical, with a footstool jablock that is guaranteed by using a footstool and a z dropped item, a sequence that is an unblockable kill confirm on the entire cast. Without an early KO from uptilt, however, Megaman will have a hard time finding the opportunity to get a KO, meaning that he might get KOd from a stray smash while the opponent is sitting at 170% or more. Megaman has been underrated since his release despite his popularity nobias, but Kamemushi, a Japanese Megaman/Yoshi player who has done really well in Japanese nationals recently and got 2nd place at EVO, is bringing the Blue Bomber back into the spotlight and is making people reconsider their Megaman placement on their tier lists.

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WITH

WALL OF TEXT

[spoiler=Properties]

Weight: 102 (15th-16th heaviest)

Run speed: 1.456 (46th fastest)

Walk speed: 1.078 (38th fastest)

Air speed: 1.1 (14th-19th fastest)

Fall speed: 1.8 (5th-8th fastest)

Fastfall speed: 2.88 (7th-9th fastest)

Max jumps: 2

Walljump: Yes

Jumpsquat: 4 frames

Megaman is a heavyweight, so he's difficult to KO despite his small size. He's pretty easy to combo though, since he's a fastfaller on top of being heavy. Megaman is slow on the ground, but has good aerial maneuverability. His jump is among the fastest in the game, so he has no problems getting into the air.

[spoiler=Mega Buster/Pellets/Lemons/Pew Pew]

This move deserves its own section as it is that core to Megaman's gameplay. Megaman's jab, ftilt, and nair are all the same move technically. This move throws out up to 3 weak, short range projectiles that have no knockback, but make the opponent flinch unless they are Bowser. The player can control how many projectiles are thrown out. These projectiles will clank with most weak projectiles, such as Mario's fireballs. Megaman's arm is a hitbox when the projectiles come out, which is a hitbox that doesnt do a lot of %, but has decent knockback, allowing Megaman to hit some people up close while firing out projectiles. Megaman can walk foward, jump, double jump, and move in any direction in the air while the Buster is being inputted. The only restriction is that Megaman can't walk backwards while firing, as he will turn around instead while firing.These projectiles come out quick, giving Megaman a lot of mid range pressure while Megaman has a hitbox right on top of him, making it difficult for the opponent to approach. The usual option against this is to shield the pellets while moving forward. This means that the opponent can easily get grabbed while they are trying to shield the expected Buster shots. Learn how to maneuver around with this move, as it is essential to Megaman play. Just, don't spam it constantly. That will get you punished. Oh yeah the buster shots are also used to jablock into uptilt, which is a kill confirm at about 70-80%. When on the ledge, falling off and immediately double jump nairing back onstage is a very safe option as Megaman is covered by one of the buster shots as he's getting back onstage. It's an option to consider when getting pressured on the ledge.

[spoiler=Ground Normals]

Dash Attack (Top Spin)- Comes out fast, but is really unsafe on shield. Never used for the most part

Utilt (Mega Upper) - SHOOOORYUKEN. Megaman's main early KO tool. This move will KO most of the cast at around 80% when the initial hitbox connects. The rest of the hitbox is pretty weak. Intangible on frames 5-7 and comes out frame 6, so some jab spammers can be read with this, but don't try it too often as there is a lot of lag if it whiffs. Megaman can go offstage with this and grab the ledge when he comes down. Interestingly, on Lylat, if the stage tilts so he can land on a platform while he's in the air, he will have no lag upon

landing.

Dtilt (Slide) - Quick slide that has leg intangiblity for almost the whole duration, meaning that it has good priority. Can go under some projectiles. Still, this is a move to throw out sparingly as it's unsafe on shield. Can easily punish the 2 frames of ledge vulnerability on most of the cast.

Fsmash (Charged Mega Buster) - The projectile gets larger and travels further as it's charged. Used sometimes as an edgeguard tool to force the opponent to think quickly, as one can airdodge read with this move if the opponent is expecting an early fsmash. Sometimes, the hitbox is so big that it hits them anyway when they try to evade it with a roll or sidestep. Be wary of reflecting or energy absorbing characters when using this. At long enough distances, uncharged fsmash won't hit Megaman when reflected. Unsafe if used in the neutral.

Upsmash (Spark Shock) - Generally used to punish bad landings and Megaman's safest smash. Still isn't that safe though. Comes out fast at frame 8. Trading with this is bad as only the last hit does significant damage. KOs pretty late as far as most smash attacks go.

Dsmash (Flame Blast) - The hard read smash. Generally used for hard reads, shield break punishes, hard punishes, what have you. If charged, this can KO as early as 60% with the early hitbox, and Megaman can definitely pressure shielded opponents quite well so you may see a shield break once in a full moon. Late hitbox is very weak. Not very good for reading rolls as the strong hitbox lasts only one frame. Extremely unsafe with a whopping FAF of 79.

[spoiler=Air Normals]

Fair (Flame Sword) - Swift disjoint. Generally safe to throw out in the air, somewhat safe on shield if spaced. Generally inferior to Bair, but is sometimes more convenient to use

Bair (Slash Claw) - Holy moly, this move. Disjoint, comes out frame 4, KOs decently early for an aerial, combos after dthrow in most situations, comboes after metal blade item toss, is safe on shield if spaced well, the only major flaw about this move is that it's unreliable in some cases as it's a multihit. In all other situations, it's Megaman's goto aerial. If the landing lag wasn't so meh, I would call this the best Bair in this game. Seriously, learn how to RAR Bair if you want to play Megaman. It's that essential. Megaman's main KO option at higher %s

Upair (Air Shooter) - Juggle tool, and deceptively large upwards projectile. Does an impressive amount of damage, and can KO at high %s due to its windbox properties. Learn how to do quick short hop upairs, as it makes it difficult for the opponent to land, especially if Megaman is waiting for them to airdodge the upair below. Does a lot of shield damage, so this can pressure opponents who are shielding on BF/DL64 platforms

Dair (Hard Knuckle) - Downwards projectile. Meteors at the low hitbox, decent KO power at the hitbox located right below Megaman. Generally just used to meteor, but can be used onstage safely if it is used at the start of a double jump, even if the double jump is inputted immediately after the first jump. This gives it absolutely no landing lag. Megaman's position can also be changed during the animation, giving him a little bit of a mixup option during it.

[spoiler=Grabs and Throws]

Standing Grab (Super Arm) - Standard grab. Good Range. Megaman gets a lot of grabs since he forces his opponent to shield often.

Dash Grab - Same range, comes out 2 frames slower, 7 more frames of endlag

Pivot Grab - More range, comes out 3 frames slower, 5 more frames of endlag

Pummel - Does about 2-3% and is somewhat slow. Use them at later %s to help rack up damage.

Fthrow - Generally used for getting opponents offstage and not much else

Bthrow - Kill throw at very high %s. Also used to create space if the player needs to get a metal blade in their hand

Uthrow - Kill throw at very high %s. Used if bthrow won't KO

Dthrow - Combo throw. Followup with RAR bairs

Megaman wants to get dthrows early on to combo into bair for damage, and have the positional advantage as he can land after the bair while the opponent is still flying. Once that stops comboing, throws are used to get the opponent offstage, or to create distance so Megaman can set up a metal blade. Even though he wants early grabs, he shouldn't fish for them, since his up close and approach options are basically nonexistant.

[spoiler=Neutral B (Metal Blade)]

What do ya know, the infamously broken (at least in casual runs) Megaman weapon is so good in this game that it deserves its own section, though for different reasons. After pressing B, the player can input any of the 8 directions (up/down/left/right/diagonals) to throw a multihitting projectile in that direction. This is a weak projectile, and can hit anywhere from 2-3 times depending on the character, with each hit doing 5 damage. Megaman can pressure the opponent from any angle with creative usage from this move, and it can easily be B reversed for even more mixups. But that's not all. When thrown on the ground, any player can pick it up and throw it, with the toss having the same properties as Neutral B minus the diagonal throwing direction. Megaman can simultaneously use an aerial and pick up the blade. So, Megaman can fire his buster while picking up the blade, which is a safe option in many scenarios. Note that the projectile won't arc when thrown to the side nor will it come back down when thrown upwards like most item tosses. This can be used while landing to combo into side B, as item toss metal blade into side B is a true combo on a significant portion of the cast at kill %s. The blade can also be Z-dropped, giving Megaman a frame 1 pressure option with almost no endlag. Oh, and it also hits multiple times like Neutral B. The z-drop will also always hit after a footstool, giving Megaman the guaranteed opportunity to footstool then jablock with buster shots, which confirms into utilt for a KO at about 70-80%.

[spoiler=Specials]

Side B (Crash Bomber) - Fires a bomb that sticks to the opponent if not blocked. Can stick onto invincible opponents, like say when they come back after losing a stock. Can transfer to other players via contact, including Megaman. Counts as a weak projectile. The explosion can be reflected by Fox's reflector and can be absorbed by the psychic kids and G&W. The projectile does almost no shield damage if blocked. Used to force the opponent to take a defensive position, as they must block or dodge the bomb. Or, they could run at Megaman to stick the bomb onto him, which can be difficult if he's being defensive. The explosion can KO if Megaman upthrows the opponent beforehand.

Up B - (Rush Coil) - Quick Recovery, comes out frame 1 and is intangible from frames 6 to 9. Opponents can also fly upwards using Rush. Doesn't make Megaman helpless, and he can double jump afterwards to boot. Has some endlag upon landing, unless Megaman inputs another move during the landing lag, such as nair, neutral B, down B, what have you. Using nair to cancel the landing lag of this move is a common tactic as Megaman can generally freely move while firing the buster, meaning that this move becomes hard to punish. When used onstage, any player can hop on Rush to bounce upwards, and Megaman can land on rush after using Up B to bounce up again. This will reset his double jump and Up B, meaning he can do it again. It's an amusing option against FG links who are charging their bow. This is Megaman's best combo escape tool as it comes out frame 1.

Down B (Leaf Shield) - An interesting move. On first use, it surrounds Megaman with four leaves, each of which have about the same properties as a buster shot, but with about 1% more damage. Each leaf is a weak projectile, and only flinches the opponent. Used as a "get off me" option against opponents who are about to get in, and is a good option to use while landing, especially against shorter ranged characters like Mario. On second use, Megaman throws the circling leaves foward, which does okay damage, has slight knockback, and goes through every projectile. This will also erase every weak projectile, making it an option in certain projectile wars, but won't erase strong projectiles, like charged Mewtwo Neutral Bs.

[spoiler=General MUs]

Megaman has a good matchup spread, and in my opinion, only struggles against Mario and Sheik, and even then it's not that bad. Mario gives Megaman trouble as his up close options far outclass Megamans and he can get KOs earlier since he can use smashes with nigh impunity vs Megaman. Add in the reflector and decent edgeguard and you spell trouble for Megaman. On the flipside, it's hard for Mario to get in in the first place since Megaman is a wall of projectiles, and Mario's own projectile and reflector don't help as much as one would think, given how fast Megaman can just throw out 3 projectiles. Megaman also has disjoints, and Mario doesn't have a real answer to challenge bair in the air except to do his first. It might be even, but I say that it's slightly in Mario's favor.

Sheik is also difficult for Megaman, as she has no problems getting in where Megaman isn't comfortable fighting and comboing him for days. On the other hand, Megaman's weight makes him hard to KO, and with rage, all it will take is one kill confirm for Megaman to gain the lead, especially in a 2 stock format. Sheik overall still wins the Matchup, but overall it's not as bad as one would think.

For other top tiers, Rosaluma is interesting as Megaman can detonate bombs on Rosa's shield, and has no problems playing Rosa's patience game. Rosa has generally better normals than Megaman, but Megaman's projectile game can keep Rosa at bay and force her to approach, which is something she may not want to do. Sonic is interesting as it's infuriating for him to approach Megaman as almost every projectile cancels the spindash. However, when Sonic gets in, it's hard to get him out, and it's hard for Megaman to regain a lead that Sonic gains. Megaman actually beats Diddy as it's hard for Diddy to get bananas on the field when Megaman can just throw out projectiles that get rid of it willy nilly, and Diddy has to try to trade with Megaman's bair to get up close. Megaman also beats Ryu, since his bad neutral is made even worse vs Megaman's amazing neutral, and Megaman can Up B out of a lot of Ryu setups unless the Ryu is consistently frame perfect. Megaman has to play super safe in this MU, but if he does, Ryu doesn't have a lot of options. Megaman loses to Fox onstage due to Fox's speed and good normals, but can abuse Fox offstage with bair and dair. He can also juggle Fox easily since Fox is a fastfaller and has bad air speed. Cloud is interesting, and some players say Megaman beats Cloud since he can easily dair the recovery or abuse Cloud offstage with bair. Cloud has a hard time getting his limit in this MU due to the Megaman pressure, but Megaman doesn't have an answer to a lot of Cloud's normals as they outrange a lot of his moves.

Megaman beats or is neutral against most of the lower tier characters since they have a hard time getting through the projectile wall. DK, Bowser and Dorf have an especially hard time getting through the wall, and can't KO Megaman as early as they want since Megaman is a heavyweight.

[spoiler=Stages]

FD - Good, lets Megaman abuse his projectile game against opponents who can't handle it

Battlefield/Dream land 64 - Good, Megaman can pressure platform landings with upair and bair

Smashville - Good, Megaman can easily pressure with projectiles as well as pressuring the platform with bairs

Town & City - Decent, can KO really early here but Megaman doesn't get other significant advantages

Duck Hunt - Decent, but the ducks can get in the way of the projectiles. Megaman can't get tree camped due to upair

Lylat - Bad, the tilt can screw up Megaman's projectile game. Only pick if it screws over the opponent harder

Megaman's stellar neutral and early KO confirms earns him a spot in higher mid, at the lowest. I think he's high tier, but that might be me being optimistic. Time will tell to see if Megaman will go higher or lower, especially with how technical Megaman is. Many top players will be on the lookout for Megaman due to Kamemushi's performance at EVO, and will most likely rate him higher due to Kamemushi's performance alone.

Edited by Batter the Beast
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Some other useful things.

Crash Bomb forces your opponent to shield if it isn't blocked. If you have a metal blade on hand, you can SH zdrop into uptilt on your opponent's shield. Crash Bomb, in conjuction to the aformantioned zdrop and uptilt, should almost always destroy a shield, and if they try to jump/roll/UpB OoS or otherwise try to get away, free damage. Actually, Zdrop to utilt on its own can do the trick, but Crash Bomb usually forces the hand.

And I do not feel the need to mention Rush Jet Uair. I think you've probably seen plenty of those.

Dthrow to Fair usually works on low %s, but I generally go for bairs after that.

I think the rest, Batter already went over.

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Lots of good Megaman stuff, Batter who would you say Megaman trivializes the most and who does he struggle against the most?

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Well, that would make the matchup broken. I don't fight a lot of Megamans, but one of my friends has a mean one. I think Megaman has great potential.

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Reflectors don't do as much as one would thing since the buster is so fast that the opponent has to predict when Megaman can do it, leading to a situation where he can bait the reflector. Reflectors only really prohibit Megaman from using Leaf Shield tosses and fsmashes, moves that he doesn't do much in general.

Batter who would you say Megaman trivializes the most and who does he struggle against the most?

Aside from those mentioned in my post (good vs DK, Ryu, Bowser, Dorf, Diddy) and those he struggles against (Mario, Sheik), Megaman also does very well vs Olimar, as Leaf Shield shuts down a lot of Olimar's playstyle, and Ike due to his defensive playstyle and difficulty approaching. Megaman also struggles against Took Link surprisingly, as Toon Link can match him in the projectile game and has a much easier time KOing, as well as Lucario since his difficulty KOing in some cases leads to a full aura, full rage Lucario that Megaman really has to be wary about, especially since a charge aura sphere can just eat through a lot of Megaman's projectiles.

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Screw Batter and his LEMONS.

Megaman's really annoying because he can shut down a lot of peoples; approaches. I don't play as Megaman, but I've got a feeling he's pretty rewarding if you get the technical stuff down.

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Aside from those mentioned in my post (good vs DK, Ryu, Bowser, Dorf, Diddy) and those he struggles against (Mario, Sheik), Megaman also does very well vs Olimar, as Leaf Shield shuts down a lot of Olimar's playstyle, and Ike due to his defensive playstyle and difficulty approaching. Megaman also struggles against Took Link surprisingly, as Toon Link can match him in the projectile game and has a much easier time KOing, as well as Lucario since his difficulty KOing in some cases leads to a full aura, full rage Lucario that Megaman really has to be wary about, especially since a charge aura sphere can just eat through a lot of Megaman's projectiles.

I know how those Lucario problems feel, considering I used to use Sonic quite a bit and he struggles in that MU depending how it goes.

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To the person who brought up reflectors, a lot of reflectors have endlag and are relatively unsafe to throw out, and as such, the Megaman, if they're good, usually try to exploit that and bait it out.

Also, I've never had the Olimar matchup, but even though Megaman can shut down some of Olimar's playstyle with Leaf Shield, do you think Megaman could do anything back to Olimar otherwise? Because the Olimar could use his pikmin as a shield.

As another note, the Villager matchup can be incredibly frustrating to deal with as Megaman. If he pockets the Metal Blade, that's 30 seconds of being without your Bread And Butter move.

Edited by Falaflame
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Okay, time to add some more in here about my favorite Blue Bomber.

First of all Batter really added a lot of info into that's necessary to know when you play Mega Man, but there are some things that I would like to add.

First, it's playstyle. Mega Man is certainly a defensive character, but unlike many others, he can mix-up his defensive playstyle quite a lot, or even go ahead and take somewhat of a more aggresive approach, all thanks to his almighty lemons! FTilt>FTilt>NAir it's an option that you have to get used to do consistently, since knocking the opponent far away with the NAir and making him lose stage control is a huge thing.

There's also the fact that I see a lot of people say "Mega Man can't kill easily", and that's a lie. Mega Man has a lot of kill setups and options, but the thing is, they are very hard to pull off, and require a lot of practice to use. Take a look at Kamemushi's traditional kill setup against tall characters (Footstool>ZDrop>Footstool>Lock>Shoryuken). It's certainly difficult to do, but remember, he does it against a Shek landing with a BAir, a move which recovers very fast. That should clear out how effective the setup is.

A lot of Mega Man potential comes from his usage of lemons. You don't simply mash A and throw them without any reason, they need a lot of thought and creativity while using them. Mixing up the ammount you throw, and in which way (Jab>NAir>Jab is VERY differentr to Jab>FTilt) it's what makes or breaks Mega Man.

I would love to add some more, but writing in cell phone is tiresome, so I'll leave some extra random tips:

-If Crash Bomb latches on your opponent and he tries approaching you and shielding, start charging a DSmash. If they shield it, the combinated will either poke through the shield, or even break it. It'll force your opponent to think more about it's options.

-Rush Coil to Air Shooter is not true. Very few people fall into that, and even of they do, it's not very likely they'll fall twice.

-Speaking of Rush Coil, try landing with a NAir after you use it, that way you don't have to suffer through it's landing lag.

-Air Shooter eats shield alive. Try practicing SH>UAir>FF as fast as you can, it will destroy an opponents shields if he's over you in a platform.

-Shoryuken has frames on intangibility (MM can't be damage). If you can react to a move spaced badly, you can risk using it for a quick early kill!

That's all I've got for now. Thanks for reading!

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Even more nice information! Thanks for the adds Drarky. It's really about time for me to change this though, its gone a few more days than I intended haha.

Meta%20Knight.png

Revenge of Framedata

Coming in next, is the deadly Metaknight, a master of speed, quick sword strikes, and combos, has one of the most dangerous dash attacks in the game as it leads right into one of his most dangerous KO options, his Shuttle Loop, which kills off the top, very dangerous, in general Metaknight is really fast, and fairly powerful. His tilts being really fast and combo worthy, his jab being fairly safe, his special moves outside of Shuttle Loop are pretty average, Drill can be a good way to throw someone off, tornado is a good way to rack up damage, dimension cape is good for mind games, but Shuttle Loop, oh man, the bread and butter ko option, he can lead into this with a few different moves, even off the ground it can be a wake up attack.

His smash attacks are generally fast and safe, not the strongest aside from fsmash, but they do their job. His aerials are fast, but aren't the best ranged, although his speed makes up for that weaker range than most sword fighters.

Metaknight is powerful offstage, as he can gimp you or outright stage spike you if the chance presents itself, with his powerful bair, fair also does a decent job, he has tons of jumps and an ok recovery, so he isn't dying so easily unless he gets hit really hard, as he is pretty light.

He used to have insane uair strings before they were nerfed, kind of preventing his stay among the top 10 fighters, but he is still a huge threat, especially to Rosalina among the top group.

Edited by Jedi
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Didnt his UAir get nerfed, nixing his uair x4 -> UpB combo?

Yes, but players in Japan have found work arounds, also his Dash Attack going into his Up B was more reliable anyways.

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Although my current main is Dedede, there are a few things I want to mention on Meta Knight...

1. In 1.0.0, Jab had really bad endlag, to the point where Ganondorf could punish it with Fsmash. But in 1.0.8, the damage increased and endlag decreased by 12 frames, so it's actually one of his best moves now.

2. Fsmash's low endlag makes it a fantastic baiting tool. An easy cheesy kill mix-up for beginners is Fsmash -> Dimensional Slash.

3. Drill Rush is a great way to recover since edgeguarders get stage spiked. It's nearly useless in the neutral due to it's high startup and endlag, but it breaks through weak projectiles in a pinch.

4. At low percents, Dthrow and Dash attack can combo into anything, anything at all! The only limit...... is yourself.

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I picked up this dude for about 2 weeks so I know a lot about him right?

Meta Knight is a high risk/high reward character with a stellar dash game, with the best dash attack in the game and a good combo throw. He has a bunch of KO confirms as well as the ability to rack up damage well, meaning that he can end games quick if he reads his opponent right. However, none of his moves have amazing range, he has no projectile, and he is one of the lightest characters in the game. So, he can also be beaten easily if he is impatient. He also no longer has the stairway to heaven combo, which is a shame.

[spoiler=Properties]

Weight: 80 (49-50th heaviest)

Run speed: 1.9 (12th fastest)

Walk speed: 1.18 (21th fastest)

Air speed: 0.99 (35th fastest)

Fall speed: 1.66 (16th fastest)

Fastfall speed: 2.656 (17th fastest)

Max jumps: 6

Walljump: No

Jumpsquat: 4 frames

MK is a lightweight, but falls somewhat fast, meaning that a lot of combos work on him. He also gets KOd early. His ground speed is pretty good, and his fast jump and fast fall speed mean that he is pretty maneuverable all around.

[spoiler=Ground Normals]

Jab - Multi hit jab from the getgo. Comes out frame 7, which is slow for a jab. Pretty bad, but can catch spotdodgers.

Dash Attack - The best dash attack in the game. Sends MK quite a long distance for a dash attack, has somewhat low endlag, has a surprisingly large hitbox. The late hit can combo into up air, which can lead into more stuff. Not safe on shield if MK lands in front of the opponent, but otherwise pretty safe.

Ftilt 1 - Comes out frame 6, so faster than jab. Decent option on pivot if MK runs past the opponent. Confirms into up B at KO %

Ftilt 2 - Reliably follows up after the first hit, can lead into a mixup

Ftilt 3 - Reliably follows up after the second hit. Unsafe on shield

Utilt - Decent OOS option, early hitbox can lead into up air. Good option after a jablock to start comboing.

Dtilt - Quick, frame 3(!) poke with a swift FAF of 19. A great move to randomly throw out in the neutral. Confirms into down B at KO %s no matter how the opponent techs

Fsmash - Comes out the slowest of all of MK’s smashes, but KOs pretty early and is safe on shield. Almost no endlag, making it stupidly safe to randomly throw out at kill %s. The pullback can avoid some moves.

Upsmash - Multihit smash that is pretty darn reliable. Combos after dthrow at low %s

Dsmash - FRAME 5 SMASH HOT DAMN. Kinda weak for a smash attack but comes out so stupidly quick it doesn’t matter. Unsafe on shield

[spoiler=Air Normals]

Nair - A pretty quick frame 6 move that is sort of a sex kick that hits completely around MK. The first hitbox has surprisingly high knockback. Unsafe on landing.

Fair - Multihit. Comes out kinda slow but has OK range. Safe on shield/landing if spaced

Bair - Like Fair, but comes out faster, has decent KO power, comes out slower, and has more endlag.

Upair - Frame 6 combo aerial, can combo into DJ upair once or twice, or neutral B/up B. KO confirm w/ up B at KO %s.

Dair - Frame 4 move that covers an arc below MK. Jumping dairs is a good option to throw out right above an opponent since there’s little they can do to challenge it unless they have Marth utilt or something

[spoiler=Grabs and Throws]

Standing Grab - Standard grab. Pretty meh range

Dash Grab - Same range, comes out 2 frames slower, 8 more frames of endlag

Pivot Grab - More range, comes out 2 frames slower, 6 more frames of endlag

Pummel - Does about 2% and is decently fast. Generally not used at all

Fthrow - Can combo into up B at certain %s

Bthrow - Generally used to get the opponent offstage and not much else

Uthrow - Kill throw at very high %s. KOs earlier off the top platform of Battlefield/Dream Land 64

Dthrow - Combo throw. Followup with dash attack, upsmash, up B, or an upair depending on DI and %s

[spoiler=Specials]

Neutral B - Multihit move that can deal a lot of damage and can KO at high %s. Used sparingly to catch spotdodges and airdodges. Has a lot of lag on landing unless he stops at a certain height, at which there is no endlag.

Side B - Mostly used as a recovery option since it’s difficult to challenge from the side. Can be used as a KO option if you’re gutsy

Up B - The infamous shuttle loop. MK’s best OOS option, KOs at high %s, can lead into itself if the first hit hits while MK is offstage and he grabs the ledge. Huge hitbox, so it’s difficult to challenge. Up air and Ftilt 1 are the most common kill confirms for this move.

Down B - Mixup option. MK can be hit before the attack comes out. Good to use if the opponent is trying to 2 frame or trying to punish landing with a smash. Confirms after down tilt at KO %s, no matter how the opponent techs

[spoiler=General MUs]

MK beats a lot of lightweights due to his sheer KO ability. This includes Rosaluma, Pikachu, and Mewtwo. He also can do well vs Cloud if he gets him offstage due to his good offstage presence.

MK gets beat by dudes who can outrange him, such as Cloud and Corrin.

[spoiler=Stages]

Town & City - Good, low ceiling = early KOs

Battlefield/Dream land 64 - Good, platforms help his combo game and he can KO earlier with upthrow

FD - Decent, MK can punish landings well

Smashville - Decent, MK doesn’t really have negative qualities here.

Duck Hunt - Decent, MK doesn’t really have negative qualities here

Lylat - Decent, can counterpick here if the opponent is bad here. Recovery with side B might be a bit screwy

MK’s best qualities are his superb KO setups and great dash game. He requires a lot of patience to do well with, but is a good character for someone who likes to pressure opponents into making mistakes that can convert into a lot of damage or a KO. He's definitely high tier due to his good offensive game, but he isn't top since he get get rekt so easily. It doesn't help that a lot of MK players have dropped him for other characters, probably one that is more reliable.

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Meta Knight's best move for autocanceling is Bair, with 12 autocancel frames at the end.

Dair is a semi-spike. Landing it offstage is usually a guaranteed KO.

Due to Mach Tornado's hitbox lasting forever, it can be used to punish ledge getups. It breaks weak projectiles.

Mewtwo is probably MK's worst matchup. If Mewtwo Uthrows you, you're dead!

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Mewtwo is probably MK's worst matchup. If Mewtwo Uthrows you, you're dead!

Putting it like that, any character loses against someone with a kill throw. And there's also the fact that Mewtwo is one of the easiest characters to ladder combo.

Anyway, Meta Knight, the "who needs neutral when I can kill" character of the game. He is the embodiment of Feast or Famine in the game. The character has some of the most amazing punishes of you whiff something, and he carries the almighty "ladder combo" (which btw, after the patch it is "somewhat" escapable, but it has a lot to with DI mix ups and the MK player reading your movement well).

However, the character, while scary when he's winning, has one gigantic flaw: His neutral is terrible. He barely has moves to approach or mix ups to do, since the only good things he has for that are Dash Attack, Dash Grab and RAR BAir, which all of them are pretty easy to telegraph. If the Meta Knight can't find a way to enter his opponent's zone, then there's not a lot of things that he can do.

His bad MUs are probably the ones that can zone him well or force him to play their game. Sheik and ZSS are prime examples of that since they force MK to play more wary, something that he's not really good at.

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Good stuff again peeps. Its time to move forward once again! Also I'm not sure if Sheik makes Metaknight play as wary now considering she reaaaaaaaaaaaally struggles for the KO nowadays.

Mewtwo.png
The Ultimate Lifedata

Mewtwo after a very lackluster launch, has over the course of many patches and meta developments, become one of the strongest characters in the game, his dazzling speed, power and floatiness, allow for some wicked combos, he has some of the better grabs in the game, his speed is on par with Sheik, overall having some of the best reach in the game as well, with his long reaching tail, and darkness based attacks.

Mewtwo is a glass cannon, he gets ko'd fairly swiftly, but getting him to that point can be a challenge due to the aforementioned qualities. He has good zoning, stage control, and can set the pace of the game, his projectile Shadow Ball also is a threat to shields, because it nearly breaks them if it isn't perfect shielded. Also Mewtwo in general is a threat on shields, due to his amazing grab game, and poking capabilities, you give Mewtwo one opening, he'll exploit it and get a good combo on you.

His main weaknesses are his weight class being super light and him being a big target, also his recovery can bounce off the edge occasionally, which is kind of strange. I know a bit more about Mewtwo but I'm gonna let the people who know waaaaaaaaaay more than me to get stuff said right.

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Three words from me: Top 5 Material.

If CEO 2016 wasn't an indication how ridiculous Mewtwo was, I have no real idea what is. Mewtwo's losing matchups are all still winnable, even his worst matchup in Diddy Kong. (as proven by Blue as of recently)

I'd have to say, Mewtwo was #1 in his games for so long, but Melee showed him some serious injustice, and pre-1.1.4 patch Mewtwo was also some serious injustice as to what he really shouldve been.

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How could mere patches turn a character from low tier to top 5 material?

They did several things for him, one of them was amping his overall speed up to be on par with Sheik, the other was making his moves have better hitboxes, less lag and more reach (such as Nair). It tooled him into the monster we see today.

Him having a good grab game along with all that, just goes even further beyond.

Edited by Jedi
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Easily top 10 at the very least.

Really good mobility, really good footsies game, really good damage racking(between move damage and build-a-bear combos), solid recovery, good edgeguarding, etc. His only real flaws are his weight + size combination, CQC is....okay. Oh, and only okay-ish OoS options.

Abadango would not have won Pound 2016(as well as placing as well as he has since) if M2 was anywhere near what he was pre-1.1.3.

How could mere patches turn a character from low tier to top 5 material?

During the 1.1.3 patch, M2 was practically reworked as a character. Then, he gained even more stuff in 1.1.5.

Edited by LordShade67
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Hey it's Mr. Patch Notes himself. Mewtwo is the most buffed character in smash history, going from bottom 10 to top 20 thanks to an assload of changes. Then they buffed him some more and made him undeniably top 15. Some people claim he's top 10, and they're probably right. He's around 12th best at the lowest. Anyway, Mewtwo is the definition of glass cannon, being the second lightest character in the game and one of the bigget but with a plethora of tools at his disposal to handle most situations, combo tools out the wazoo, huge mobility, and the ability to KO most of the cast with a footstool at 75% or so. Even without that technical hooblah, Mewtwo has a butt ton of KO options at his disposal. Up close, he kinda sucks, but he has the mobility to get out if he needs to. Much like Sonic, Mewtwo has the speed to stay out of combat a lot and wait for opportunities, but Mewtwo can use his very strong projectile to force the opponent to make options.

[spoiler=Properties]

Weight: 74 (57th heaviest, or 2nd lightest)

Run speed: 2.05 (7th fastest)

Walk speed: 1.2 (15th-16th fastest)

Air speed: 1.25 (3rd fastest)

Fall speed: 1.5 (32-35th fastest)

Fastfall speed: 2.4 (31-34th fastest)

Max jumps: 2

Walljump: Yes

Jumpsquat: 5 frames

Being the 2nd lightest character in the game, Mewtwo is very easy to KO, something that isn't helped by his large size. His light weight combined with his floatiness, though, means that some combos just straight up don't work on Mewtwo. Mewtwo is fast, both in the air and on the ground. Let's put it into perspective. In the air, only Yoshi and Jiggs are faster, and on the ground, Sonic, Falcon, Mac, Fox, ZSS, and Greninja are faster. Yeah, Mewtwo is faster than Sheik and Meta Knight. Some may not see the reasoning for that, but Mewtwo's speed stat in Pokemon is absurd for how strong it is, so I think it's fitting. Tangent aside, Mewtwo has a lot of mobility on his side. Also, his double jump goes very high, and it's a huge part of his recovery. Another thing to note is that Mewtwo has the best airdodge bar none in the game. He can act out of it the fastest out of the entire cast by 2 frames, which is a bigger deal than it sounds like. Not only that, but his airdodge makes him invisible for a brief period. Combined with his hax air speed, he can mix up the opponent by simply pressing L or R in the air.

[spoiler=Ground Normals]

NOTE - Mewtwo's tail is roughly 40% disjoint for all relevant moves

Jab 1 - Comes out frame 6, which is slow for a jab. Can mix up into grab or down B, or itself once or twice more

Rapid Jab - Good against people who often spotdodge, has pretty good range and is kinda reliable for a rapid jab

Jab Finisher - Standard jab finisher. Unsafe on shield

Dash Attack - Comes out decently fast, is an OK option to punish with due to Mewtwo's high speed

Ftilt - Can be angled up or down. OK poke but is somewhat unsafe compared to the overall better dtilt. Decent pivot option.

Utilt - A wide reaching upwards tail whip that covers an approximately 180% angle covering from the front of Mewtwo to the back. Opponents hit by the end of the tail get sent away. Up close opponents get sent right above Mewtwo. Can combo into upsmash or nair if the close hitbox connects.Amazing anti-air and solid combo starter in one. Sorta unsafe on shield from up close.

Dtilt - Mewtwo's bread and butter ground attack. Comes out frame 6, which is tied for the fastest ground move with jab. Has little lag, so it's safe to just throw out in most situations. Stuffs a lot of ground approaches. Far hitbox sends opponents away. Close hitbox sends opponent at an angle that can combo into nair or fair at low%s, and upair at higher %s. Safe on shield unless opponent is right next to Mewtwo.

[spoiler=dtilt combos]

dtilt -> fair -> fair (at low%)

dtilt -> nair (at low% if they DI in)

dtilt -> dj upair -> fair (at high %s)

dtilt -> upsmash (if they DI down)

Fsmash - Somewhat slow smash attack that does more damage/knockback at the tip. Very good KO power from either hitbox, and the pullback can help Mewtwo dodge some attacks. Generally used against bad aerial approaches at high %s or if the opponent won't expect it. Unsafe to throw out randomly.

Upsmash - A solid multihit smash, with the last hit having a lot of KO power. Can hit opponents on the Battlefield or Dream land 64 platforms. It can technically hit people on the Smashville platform, but that one is unreliable since it moves. Can shieldpoke so the last hit still hits for the KO. Unsafe to throw out randomly. Generally used to read an aerial opponent or to punish platform landing.

Dsmash - Hits at a downward angle in front of Mewtwo. Comes out the slowest of Mewtwo's smashes but has the most KO power at higher %s. Can punish the 2 frames of vulnerability on the ledge on some of the cast. Mewtwo's safest smash.

[spoiler=Air Normals]

NOTE - Mewtwo's tail is roughly 40% disjoint for all relevant moves. Unlike Melee, double jump canceling does not exist for normals. Instead, Mewtwo will do an aerial while rising in the same way his double jump normally would.

Nair - A multihit move that surrounds Mewtwo with mediocre range. Comes out frame 7. One of Mewtwo's bread and butter moves. Depending on when Mewtwo lands, it can combo into upsmash, fair, or a footstool. Unsafe to land on a shield with, so maneuver Mewtwo accordingly to mixup the opponent. Mewtwo's best OOS option.

Fair - Frame 6 disjoint that can KO. Hot damn. Hits right in front of Mewtwo, can combo into itself at low%s and KOs at about 140% on most of the cast. Has a good amount of endlag. Safe on shield if spaced properly. Good to throw out randomly in neutral, usually right after a jump. VERY difficult to challenge. Mewtwo's bread and butter aerial and most buffed move.

Bair - Slow disjoint that travels in a huge arc. Starts from slightly below Mewtwo and ends right above him. The entire tail is a hitbox, which used to not be a thing. Good edgeguard tool with when used during a double jump. Solid anti air. Unsafe on landing, but Mewtwo will never approach with this move. Can combo into itself if the move hits very late. Covers most of the platform on Battlefield and Dreamland 64.

Upair - Covers about the same arc as uptilt, but this move can KO at about 145% or so depending on how high the opponent is. Very good juggle tool and airdodge punish tool. Solid anti-air. Covers the entire platform on Battlefield and Dreamland 64.

Dair - Solid spike. Comes out pretty fast for a spike. The higher hitbox sends the opponent away, and can KO in some certain situations. Generally only used offstage, but can help Mewtwo land sometimes.

[spoiler=Grabs and Throws]

Standing Grab - Standard grab. Good range. Can whiff on some crouching opponents, which is annoying

Dash Grab - Same range, comes out 2 frames slower, 7 more frames of endlag

Pivot Grab - More range, comes out 3 frames slower, 5 more frames of endlag

Pummel - Does about 1-2% and is pretty fast. Use to rack up damage before a throw.

Fthrow - Damage throw. Used at low %s to get some damage on the opponent

Bthrow - Kill throw at very high %s. Use when back is facing the nearest blastzone.

Uthrow - Kill throw at high %s. KOs at about 125% on midweights

Dthrow - Combo throw... sorta. The opponent can generally act out of it too fast, but is situationally useful on Battlefield and Dream Land 64 as it puts the opponent on a low platform and they need to tech it or eat an upsmash

[spoiler=Specials]

NOTE - All of Mewtwo's specials can be double jump cancelled. This means that, if used during a double jump, Mewtwo's upwards momentum will go away entirely. This is only for the second jump, and doesn't apply to the first.

Neutral B - Chargeable projectile, like Samus', but can be charged in the air. Cancellable with shield, roll, or airdodge. Shieldjumping is the most common way to cancel a charge against an approaching opponent. Doesn't cancel the charging animation when fully charged. Mewtwo's hands will glow when a fully charged ball is ready. Does about 25% when fully charged and KOs early to boot. It's good to throw it out even uncharged as it moves slow, does ok damage and flinches the opponent. Mewtwo can move with the projectile when uncharged to pressure the opponent further. Watch out for reflectors with this move, but Mewtwo might want the projectile to be reflected because...

Side B - A reflector, command grab, and recovery tool in one. When used in the air, it practically halts his descent while still letting him move to the side somewhat. The grab is almost impossible to followup, so just don't try. Shield, run away, or airdodge since the opponent has frame advantage... for some reason. The reflector lasts a while, and Mewtwo is vulnerable for about 10 frames after it ends. Mewtwo will win all reflect wars with his own projectile... except against Zelda. Yeah, her reflector is just hax.

Up B - A multidirectional teleport that goes an OK distance and is very difficult to edgeguard. Gives Mewtwo invulnerability for the entire time he's invisible. Has high landing lag when landing from freefall, but is lowered by teleporting directly on the ground. Can help Mewtwo land since the teleport is very fast. Can ledge cancel, which is useful on stages with platforms like Battlefield. It's too risky to try that on stage ledges, however.

Down B - Stuns briefly and does like 1% if the opponent is grounded and is facing Mewtwo. If the opponent is in the air, it sends them away at a fixed knockback instead. Can true combo after a footstool if used during the first few frames of a double jump right after. Nair is a common method to guarantee a footstool, so nair -> fastfall -> footstool -> dj cancelled down B -> smash is a very good KO confirm but is hard to pull off consistently. Followup with a dsmash or upsmash depending on position. Charge the smash until the animation for the stun ending starts.

[spoiler=General MUs]

Mewtwo doesn't really lose a lot of MUs if any. The MUs he loses in my eyes are MK and Cloud. MK has sheer KO power on his side, though he has to get past Mewtwo's wall of projectiles and tilts to do anything. Cloud has a hard time handling the projectile spam, but can KO Mewtwo really early with random stuff and can challenge Mewtwo's normals easily.

Mewtwo does especially well against characters with poor neutrals or ones that need to get in. Such opponents include Ryu, Captain Falcon, and DK. He can generally beat the lower tiers soundly with proper play, but impatient play will lead to Mewtwo getting KOd early in situations where he shouldn't get KOd

[spoiler=Stages]

FD - Good, Mewtwo can abuse his projectile and punish game here very well

Battlefield/Dream land 64 - Good, Mewtwo's upair covers the platforms and he can dthrow -> upsmash on the lower platforms. Don't pick if the opponent can get good combos here.

Smashville - Good, like FD but with a platform to abuse upairs on

Town & City - Decent, can KO really early here but can also get KOd really early

Duck Hunt - Decent, but the ducks can get in the way of the projectiles. The dog can help upthrow KOs sometimes, which is hilarious when it happens

Lylat - Decent, Mewtwo can abuse the platforms well but the tilt can ruin projectile spam. Pick if it screws over the opponent hard.

Mewtwo requires a patient player due to how early he can get KOd. However, with a swift KOing fair, an extremely good projectile with a reflector and top notch speed, Mewtwo solidly earns a place in the top tiers, despite being a lightweight with no moves that come out faster than frame 6.

Edited by Batter the Beast
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