Shulk 101

Meta Knight

Community Rating:
-0.5 (Slight Disadvantage)

Professional Rating:
-0.3 (Slight Disadvantage)

Neutral

  • Playing a grounded game with Dtilt, dashgrab, shield and jab works well against their grounded approaches
  • Learn their dash->shield habits and dashgrab them
  • Don't try to punish or challenge their Fsmash. It has nearly no lag and can be angled up to stop your aerial approaches. Just wait (or carefully get behind them if you're confident in your timing). Bair seems really effective at challenging fsmash, though, especially from above.
  • If Metaknight dash attacks your shield, you can ALWAYS Airslash OoS to punish his dash attack

 

Save Shield Art for around 30-40%. If you get dash attacked in this range, switch to Shield Art and he won't ever be able to kill you.

  • They'll mainly try to approach with grounded mix-ups involving dash->shield, dashgrab and dash attack.
  • Playing a grounded game with Dtilt, dashgrab, shield and jab works well against their grounded approaches.
  • Learn their dash -> shield habits and dashgrab them.
  • Don't try to punish or challenge their Fsmash. It has nearly no lag and can be angled up to stop your aerial approaches. Just wait (or carefully get behind them if you're confident in your timing). Bair seems really effective at challenging fsmash, though, especially from above.

 

Advantage

  • You can edgeguard him horizontally with little risk but make sure that you can get back on stage before he does because his advantage state can be pretty strong. (or rather, cheesy)

 

Disadvantage

  • Cycling to Shield art works against Uair strings
  • If you're not confident with switching to Shield quickly enough, their combo can kill you from 20 to 50% so you can always play the neutral in Shield and Smash during that whole percentage range and avoid it altogether.

Other Notes

  • You out-reward him because the Uair strings can't kill you while you hit him hard with Buster, Smash and edgeguarding.
  • So just play the neutral a lot, don't risk overextending, stay safe and patient and let them come to you if you're in the lead.
  • If you don't get killed early or gimped, you should win by just winning the neutral.


Vanilla Full Hop Buffered Nair hits while Standing? No.
Vanilla Full Hop Buffered Fair hits while Standing? No.
Vanilla Full Hop Buffered Dair hits while Standing? No.
Jump SH/Speed FH Buffered Nair hits while Standing? No.
Jump SH/Speed FH Buffered Fair hits while Standing? No.

Vanilla Full Hop Buffered Nair hits while Crouching? No.
Vanilla Full Hop Buffered Fair hits while Crouching? No.
Vanilla Full Hop Buffered Dair hits while Crouching? No.
Jump SH/Speed FH Buffered Nair hits while Crouching? No.
Jump SH/Speed FH Buffered Fair hits while Crouching? No.

 

Meta Knight (80)-

  • Down Throw (C)
    • DI away, maybe DI in at low percent for a mix
  • Forward Throw (C)
    • DI away at all percent, Meta Knight's will typically use this if they get a dash grab at high percent since it leads into an up b so watch out for that. Can also follow up into a dash attack or short hop aerial at low percent.
  • Back Throw (K)
    • Kills at about 140% from the edge of the stage.
    • Kills at about 210% from the middle of the stage.
  • Up Throw (K)
    • Since this throw has Meta Knight jumping high and then slamming back down, it kills earlier if you use it below or on a platform. Kills at about 150% on the middle platform on Battlefield and at 170% for either of the side platforms. Kills at 170% without any platforms on FD and 185% on BF.


Information from this guide on Smashboards

Best Stages:

  • Dream Land 64
  • Town and City

Worst Stages:

  • Final Destination
  • Battlefield
  • Lylat Cruise

 

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