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". u. u. %8P :d88E .88 X888X 8**8888k x@88k u@88c. . uL `888E :888ooo 8888X<~ `8888L ^"8888""8888" .@88u .ue888Nc.. 888E .z8k -*8888888 88888! .!8*"" 8888 888R ''888E` d88E`"888E` 888E~?888L 8888 `88888!"*888x 8888 888R 888E 888E 888E 888E 888E 8888 `*8888 8888L 8888 888R 888E 888E 888E 888E 888E 8888 .x.`888X X888X 8888 888R 888E 888E 888E 888E 888E .8888Lu= '888> %8X !8888..- "*88*" 8888" 888& 888& .888E 888E 888E ^%888* '888 8 '8888%` "" 'Y" R888" *888" 888& m888N= 888> 'Y" "*==" "" "" `" "888E `Y" 888 .dWi `88E J88" 4888~ J8% @% ^"===*"` :" =============================================================================== ======= Meta Knight Guide/FAQ, Super Smash Bros. Brawl, Nintendo Wii ======== =============================================================================== Written by Dan Diaz (dirtydan88) Legal Info: Copyright - Dan Diaz 2008 This guide may not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. =============================================================================== ======== TABLE OF CONTENTS ======== =============================================================================== For quick navigation, press control+F and enter the code (with brackets) to skip to the corresponding section. 1. About the Guide [ABOUT] 2. Background [BACK] 3. Pros and Cons [PROS] 4. Moveset Analysis [MOVES] a. Basics [BASIC] b. Smashes [SMASH] c. Aerials [AIR] d. Grabs [GRAB] e. Specials [SPEC] f. Final Smash [FINAL] 5. General Strategies and Combos [STRAT] a. Controller Setup [SETUP] b. Basics [BASCS] c. Tactics and Strategies [TACT] 6. Character Specific Strategies [CSS] a. Mario [VS01] b. Donkey Kong [VS02] c. Link [VS03] d. Samus [VS04] e. Zero Suit Samus [VS05] f. Yoshi [VS06] g. Kirby [VS07] h. Fox [VS08] i. Pikachu [VS09] j. Bowser [VS10] k. Peach [VS11] l. Zelda [VS12] m. Shiek [VS13] n. Ice Climbers [VS14] o. Meta Knight [VS15] p. Pit [VS16] q. Wario [VS17] r. Ike [VS18] s. Pokemon Trainer [VS19] t. Diddy Kong [VS20] u. Lucas [VS21] v. King Dedede [VS22] w. Olimar [VS23] x. Ness [VS24] y. Marth [VS25] z. Luigi [VS26] A. Falco [VS27] B. Captain Falcon [VS28] C. Lucario [VS29] D. R.O.B [VS30] E. Mr. Game & Watch [VS31] F. Ganondorf [VS32] G. Jigglypuff [VS33] H. Toon Link [VS34] I. Wolf [VS35] J. Snake [VS36] K. Sonic [VS37] 7. Contact Info [INFO] 8. Updates [UPDTS] 9. Credits/Thanks [CRED] =============================================================================== 1. About the Guide [ABOUT] =============================================================================== Greetings fellow Brawl enthusiasts! This is my first FAQ/guide here on GameFAQs. I decided to write this for numerous reasons; the most important of which is because out of the 40+ character FAQs that already exist for Brawl, Meta Knight has yet to be featured which is more than strange considering how immensely popular he is. That aside, let me admit to you the reader that I am NOT the greatest Meta Knight player out there and I don't claim to know 'everything' about him, but with over nine years of experience with the SSB franchise this guide should, by all means, be a useful source of information and insight regarding one of Brawl's greatest characters. Enjoy! This FAQ/guide is aimed at casual and competitive gamers alike who have a moderate understanding of the game's mechanics and terminology, but more importantly it is aimed at those who wish to improve upon their level of playing through better understanding of moves, abilities and strategies. =============================================================================== 2. Background [BACK] =============================================================================== Meta Knight is a mysterious and often misunderstood character from the Kirby video games and animated series. Despite a very menacing appearance, Meta Knight lives by a very honorable nature and often works towards the same goals as Kirby and his friends. Meta Knight, much like Kirby, has a short, spherical body with very short arms and legs. Unlike his pink companion, Meta Knight wears a silverly-blue armored mask which hides the majority of his body and attributes to his all-around enigmatic persona. He also wears a dark blue cape that occasionally transforms into a set of bat-like wings allowing Meta Knight to take flight. In certain video games, Meta Knight can be seen without his mask, revealing that he indeed looks much like Kirby, but with blue skin and white eyes. An extremely skilled swordsman, Meta Knight boasts a powerful, golden, five-pronged sword called Galaxia which he uses against his enemies, and on occasion, to duel with Kirby. Video games to feature Meta Knight include: Kirby's Adventure Kirby & the Amazing Mirror Kirby: Squeak Squad Kirby: Nightmare in Dream Land Kirby: Canvas Curse Super Smash Bros. Melee (as trophy) Super Smash Bros. Brawl (as playable character) =============================================================================== 3. Pros and Cons [PROS] =============================================================================== Pros: -Incredibly fast attack speed -5 midair jumps as well as the ability to glide -All specials can be used as recoveries -Great air game -Excellent combos -Small target -Easy to learn and use! Cons: -No projectiles -Light / easy to KO -Lackluster final smash -Relatively weak moves (damage wise) -Few KO moves Consensus: Meta Knight's unparalleled attack speed, coupled with his 5 floaty jumps and an all-around great moveset make his pressure game absolutely relentless. With no projectiles and many light-hitting moves, Meta Knight is more or less forced to get in close to the enemy and barrage him/her with his lightning quick tilts and aerials. He's definitely a character that rewards the aggressive player. And it's true what they say... MK doesn't have a lot of moves that KO opponents, but he certainly does have a few that work very well (Up B and Down Smash come to mind) and they get the job done just fine. All in all, Meta Knight is a solid choice. His strengths are obvious from the first moment you play him and his weaknesses can easily be adapted to with a bit of practice. =============================================================================== 4. Moveset Analysis [MOVES] =============================================================================== ------------------------------------------------------ Basic Attacks [BASIC] ------------------------------------------------------ Neutral A: Infinite Slash Damage: 1%-2% (each slash) -This move may look cool, but it really doesn't serve much purpose. Sure you can hold down A and rack up a little damage, but after about a second your opponent should break free and you'll be left flailing your sword at the air like a lunatic while he proceeds to punish you. If you do find yourself using it though, it's good for leading into a tilt attack of your choice or even a down smash if you're quick about it, but you should try and avoid using it too much since it detracts from your combos and overall pressure game. Forward Tilt A: Triple Strike Damage: 4% (first slash), 3% (second slash), 5% (third slash) -This attack should see a lot of use. Press A three times while tilting left or right to execute three very speedy sword strikes. It has a pretty decent range to it and the last hit knocks your opponent away and upwards. Perfect for setting up a Forward Aerial or Up B attack. Great no matter how you look at it. Up Tilt A: Spin Strike Damage: 6-7% -I don't much care for this move. It's a bit slow by MK's standards. You're better off with an Up Smash (which isn't particularly great either). Down Tilt A: Low Thrust Damage: 4% -Another really great tilt attack here. This one comes out VERY fast so you can usually hit a few times in a row with it if you're lucky. It has a great range and can sometimes poke underneath an opponent's shield. Great for breaking up enemy attacks and pushing them away slightly. NOTE: MK inches forward ever so slightly after he uses this move, making it a little easier to hit multiple times. Dash A: Rushing Kick Damage: 6% -As with a lot of other dash attacks, this one isn't anything special. It pops your opponent in the air for an easy follow-up aerial, but it's just too predictable to rely on. This move should be used in strict moderation and only if you feel that you have a good chance at hitting with it. ------------------------------------------------------ Aerials [AIR] ------------------------------------------------------ Neutral A Air: Spinning Strike Damage: 12% (first hit), 7% (second hit), 5% (third hit) -Probably the least useful aerial move in Meta Knight's arsenal. Meta Knight basically spins around wildly hitting in all directions around him. It does decent damage and knockback, but it's not as viable for combos as the other aerials are for a couple reasons: 1) it's kinda slow to complete itself 2) it's more difficult to control the direction of the knockback than other aerials. However, it makes for a decent safety move since it hits all around you and sends the opponent away without much thought. Note: the first hit of this move 'usually' knocks the opponent away before the other hits can land. Forward A Air: Triple Slash Damage: 3% (first hit), 3% (second hit), 4% (third hit) 10% total -This move, along with his Down Aerial is what makes Meta Knight stand out as a truly great character. This attack consists of three hits. The first two are designed to trap the opponent in hitstun, while the third hit knocks them back a ways. Landing a few of these is an excellent way to rack up damage and get KOs after you've chased your opponents off the edge. A great way to get this move out is to dash towards your foe, do a short-hop, tag 'em with the Forward Air and then repeat. You can also try setting up for a Forward Air by hitting your opponent with a Forward Tilt or by using a Forward or Down Throw. Really any time that you find yourself on the same level as your opponent (while both in the air) would be a viable time to use this. Back A Air: Reverse Triple Slash Damage: 3% (first hit), 3% (second hit), 4% (third hit) -This is basically the same thing as Forward Air. Just use this when the enemy happens to be behind you in the air. Easy, huh? Up A Air: Overhead Slash Damage: 6% -Meta Knight does a quick sword slash above his head in a wide arc. For me, this move really only has one use; juggling. Basically you just hit 'em with an Up Aerial while they're above you (obviously) then jump and repeat... and repeat... and repeat... until you run out of jumps. Then, you can either finish them off with an Up B or even Neutral B. Fun combo, and not too hard to do either. Down A Air: Downward Slash Damage: 7% -This is another move that should be abused heavily. It's much like the Up Aerial but Meta Knight swings his sword underneath him instead of above him. He does so in a nice wide arc covering a big area so it's pretty easy to hit anyone underneath you or in front of you. It's important to learn to do this out of a running short-hop for your approaches but it's even more important to learn to gimp people with it as it's Meta Knight's main tool for chasing people off the stage and keeping them there. If you hit your opponent correctly (meaning that they are in front of you and also slightly below you) the knockback sends them away from you and downward, which can obviously be very detrimental to their efforts to get back to the stage. Depending on the character (it helps if they have a poor recovery) usually two or three of these hits while you're pursuing them off the stage means they won't be returning. NOTE: you might notice that this move can often be used interchangeably with Forward Air but keep in mind that the Down Air is quicker and can be done in much more rapid succession. It also has a shallow downward knockback instead of shallow upwards as seen in the Forward Air, making it better in most cases for gimping. ------------------------------------------------------ Smashes [SMASH] ------------------------------------------------------ Forward Smash: Power Slash Uncharged Damage: 14% Charged Damage: 19% -This is Meta Knight's strongest hitting move (excluding Final Smash) and one of his few viable means at getting a KO. It is, however, very slow for MK's standards and since it lacks good range, it can be very hard to hit with. I personally try and stay away form this move since it's easily punishable. You're better off with a Down Smash instead. Up Smash: Overhead Triple Slash Uncharged Damage: 3% (first slash), 2% (second slash), 4% (third slash) Charged Damage: 4% (first slash), 3% (second slash), 5% (third slash) -Another sub-par smash attack. It's nice when you can connect with all three hits, but when you don't you usually end up being punished since only the last of the three has any real knockback to it. The best use for this move is while rushing your opponent. If you execute this attack while running towards your opponent, you will actually keep your momentum and continue forward while doing the attack (usually helps if you charge it up a bit too). This is risky and a bit situational, but no more so than a standard dash attack. Down Smash: Double Slash Uncharged Damage: 11% (front), 13% (back) Charged Damage: 15% (front), 18% (back) -Ahhh... now here's a real smash attack. This attack is FAST. I mean... seriously... it's nearly instant. I highly recommend using using the C-stick to ensure that it comes out at fast as possible (or if you're using the Wiimote+nunchuck you can set your down d-pad input to do a Down Smash... which is what I do and it works great). Aside from the being insanely quick, this move hits both in front of you and then behind which helps control those opponents who like to roll around you too much. And with its great knockback it's arguably MK's best KO move aside from his Up B. Use it liberally. ------------------------------------------------------ Grabs [GRAB] ------------------------------------------------------ Grab Attack: Wing Stab Damage: 3% -Just your standard grab attack. Your opponent will likely be struggling to break free of your grab so you obviously shouldn't do too many of these or else you won't get your throw off. You can do more attacks when the opponent is at higher %'s. Front Throw: Flipping Kick Damage: 9% -This is MK's best throw in terms of where is leaves the opponent after throwing them. They'll usually be (depending on percentage) in good range for you to follow up with a Forward Air or perhaps Up B. Back Throw: Dimension Strike Damage: 10% -To be honest... there really isn't much point to using this throw as opposed to the any of the others. Up Throw: Suplex Slam Damage: 12% -Basically the same as Kirby's famous Up Throw (you know the one). This is MK's most damaging throw, but I would still opt for a Forward or Down Throw since they're easier to follow up with Aerials. Down Throw: Kicking Slam Damage: 1% (each hit) (11% max) -Looks cool and leaves your opponent in a decent place for an aerial. Just don't use this in a free-for-all match or your likely to get hit before you get the throw off. ------------------------------------------------------ Special Attacks [SPEC] ------------------------------------------------------ Neutral B: Mach Tornado Damage: 1% (each hit) ~23% (max) -Ahh... the good old Neutral B Mach Tornado... Meta Knight spins around creating a bright orange tornado, this can hit multiple times, each hit doing 1%, up to a maximum of about 23% damage. You can move yourself left and right with the control stick and repeatedly tap B to increase the duration of the attack. Tapping the B button fast enough will lift the tornado off the ground a bit. This attack is a spammers best friend, and with good reason too. Using this allows you to completely absorb most projectiles and is pretty hard for opponents to dodge or punish if used with some rhyme and reason rather than just spamming the hell out of it. I would advise using this move sparingly as it can get rather predictable. It can be used as a recovery (along with all other of MK's specials) but be advised that you will enter fallspecial (meaning you can't attack or jump) if you end this move while in the air. The main use for this move is to cancel out projectile attacks and allow you to sweep in and damage your opponent while he/she is busy spamming their lasers, arrows, etc... It can also be rather deadly if you catch your opponent in the tornado while near the top of the stage; the Mach Tornado has a decent upwards knockback on the last hit, so you can expect to get a few "Star KO's" if you use it high enough. In free-for-all battles with 3 or 4 people, this move becomes much more viable since you can easily activate it and sweep across the stage damaging everyone who gets in your path. Forward B: Drill Rush Damage: 1% (each hit), 3% (final hit) ~13% (max) -Another multi-hit special that involves Meta Knight spinning around like a madman? That's right! There really isn't anything special about this one though. You'll rarely be able to connect with every hit and even so, the damage is pretty sad (around 10% average) considering how easy it is for enemies to dodge it and punish you. It can be useful if you are in need of vertical recovery however, as you can 'aim' the direction of the attack with the control stick. Up B: Shuttle Loop Damage: 9% (rising strike) 12% (gliding attack) -Meta Knight does a rising upper slash, then flips around into a glide. This is Meta Knight's best recovery move, but can leave him vulnerable to edge guarders unless you time your glide attack well (press A while gliding). Both the hit from the initial rising slash as well as the glide attack have great KO potential and will likely be responsible for a large portion of your kills. It's also important to note that you can choose the direction in which you do your shuttle loop. Lets say you chase an enemy to the right edge of a level and have used all your jumps. Even though your momentum is taking you to the right and even though you are also facing to the right, you can hit left on the control stick immediately after pressing Up+B to then shuttle loop to the left and glide safely back to the stage. Also, when gliding, you can lean the control stick forward to descend and back to ascend. You CANNOT start an ascend without first gaining speed by descending or else you will enter fallspecial. Down B: Dimensional Cape Damage: 14% -Meta Knight covers himself with his cape and teleports a short distance in whichever direction you choose by using the control stick. You can also hold either attack button to execute an attack when you reappear, but the attack is fairly weak, and in most cases, absolutely worthless. The only use this move has is in regard to edgehogging. Lets say your opponent is about to attempt to grab the right edge on Final Destination. You're in the middle of the stage and run to the right about halfway to the edge, do a shorthop, then while in the air you do your Down B and aim for the ledge. If done correctly, you'll reappear, nick the edge of the level and then grab on to the ledge just before you opponent does, thus KO'ing him because he can't grab the ledge if you're on it. Now this is, of course, very risky. If you overshoot the Dimensional Cape you end up falling right off the stage. The timing is pretty tricky but once you get it down it can be very rewarding. ------------------------------------------------------ Final Smash: Galaxia Darkness [FINAL] ------------------------------------------------------ Meta Knight executes his Final Smash by throwing his cape out in front of him a fair distance. Whether or not your opponent takes any effect from this Final Smash depends on how close they are in proximity to the MK's cape as he throws it in front of him. Simply put, you have to make sure you foe's are very close by in order for "Galaxia Darkness" to take effect. Assuming that you did in fact "catch" one or more persons in your cape, the entire stage goes black for a moment and then MK slashes through the darkness delivering 40% damage to those in which he "caught" as well as 18% damage to others nearby. The knockback is significant, but it does not guarantee a KO. That being said, it is obviously very unwise to waste this move on an opponent that is sitting at 0-20% especially if they are a heavyweight character. Just remember that for lighter characters (like Mr. Game and Watch or Jigglypuff) make sure they're at 20% or higher before hitting them with this. Heavyweight characters (like DK or Bowser) should be around 40% when using this move. When compared to other final smashes, Meta Knight's seems a bit lackluster. It's not like Olimar's or Dedede's where they just press the B button and everyone gets affected. And it's not like Marth's where it's an instant KO if you connect with it. Meta Knight players have a bit more work to do to get KO's out of their final smashes, but that's okay because MK's players should have a distinct advantage when it comes to actually "breaking" the smash ball in the first place. Here are a couple strategies I employ when the mad dash for the smash ball ensues: 1) Stand back a bit as the other character(s) get the first hit or two on the ball, then run in close and use Up B to break the ball and damage anyone in the way. 2) Position your self underneath the ball (not too close... leave a little room in between you and it) and proceed to mash B. Your tornado should take care of anyone nearby and should do more than enough damage to destroy the smash ball if you get a good, clean connection. Remember that the faster you mash B, the higher you go. So do you best to time your B mashing and stay in contact with the ball. =============================================================================== 5. General Strategies and Combos [STRAT] =============================================================================== ------------------------------------------------------ Controller Setup [SETUP] ------------------------------------------------------ One of the coolest features about SSBB is that it allows for the use of four different controllers: the Gamecube controller, Wiimote+Nunchuck, the Classic controller or just the Wiimote. If you find yourself using JUST the Wiimote (without the Nunchuck) you are severely gimping yourself! This is NOT a viable option for any sort of competitive play. The Gamecube controller and Classic controller, while looking different, operate in much the same manner and choosing between the two is really just a matter of ergonomics. Which one feels better to you? I personally would go for the Gamecube controller since I just can't stand the button/stick placement of the Classic design. Either way, both these control schemes offer a distinct advantage; the C-stick (or the R-stick if using the Classic controller). The C-stick, when operated, makes your character automatically perform an uncharged smash attack in the given direction you mash the stick. This is the fastest way to perform smash attacks, so naturally this is great feature especially for Meta Knight since it allows you to belt out Down Smashes like nobody's business. This is definitely something that you implement in your game if you haven't already. Then there's the Wiimote+Nunchuck control style. Being a SSBM veteran myself, I was extremely reluctant to try this setup when the Gamecube controller offered instant familiarity... until I forgot to bring my GC controller to a friend's house one day and was forced to use it. To my surprise, things came rather naturally and I ended up really enjoying it. The only downside was that there was no C-stick, but since Brawl allows you to customize your controls, the Wiimote's D-pad became my new C-stick, and in my opinion it works a lot better since I don't even have to hardly move my thumb from the A button to reach the D-pad (especially for Down Smashes). With this setup, the D-pad also works for aerials as well (provided your character is in the air) and I find that it really helps to use that instead of A+direction; it improved my air game considerably. The important thing to take from this is that you shouldn't be afraid to experiment with foreign control setups to find what works/feels best for you. It can make all the difference... ------------------------------------------------------ Basics [BASCS] ------------------------------------------------------ Before we get to the Meta Knight specific stuff, I'd like to go over a few basic techniques and strategies that should apply to any and all characters you happen to play. Take some time to go over them and make sure that you how they work and how to implement them. Rolling/Dodging: Be aware of the duration and the distance of your character's rolls. You certainly don't want to misjudge and end up with your back turned to your opponent... that's just asking for trouble. Also be aware of and practice your spot dodges (shield+down) this is a great way to punish your opponents for their slower moves because you can dodge out of the way and still be in range for a quick counter attack. This is more important for MK since he has no real range, and rolling out of the way usually require a short dash to get back in range for attack, while spot dodging on the other hand lets you stay right in the action at all times (right where Meta Knight needs to be). Short-hops: Probably one of the most important techniques out there, especially if you have good forward and down aerials (like MK). Now there are two ways to go about this; you can either lightly tap up on the control stick or lightly tap the respective jump button. A lot of pros frown upon the use of control stick for jumping at all, but I think it's more of a personal thing. Try both and see what works for you. I find it easiest to perform short-hops with the jump button (the c button for Wiimote+Nunchuck users) and perform normal full-height jumps with the control stick. Either way, this is a technique that you should invest some practice in because it's a vital part of a lot of combo's and approaches. Edge Hogging: This is not to be confused with 'edge guarding'. Edge hogging is the act of grabbing onto the ledge in order to "hog" it away from your opponent. Since no two characters can grab the ledge at the same time, if you grab it just before they do then guess what? That's right! They fall! Neat huh? This takes a bit of practice to get the timing right because if you hang on the ledge for too long then (once you stop flashing) you'll be vulnerable to attack and will likely get hit as your opponent does his/her Up-B to grab the edge. This works great on certain characters like Mario or Marth who have kinda average jumps and predictable recovery options. It also works great for tether-recovery characters like Olimar and Zero Suit Samus. Shield Grabbing: The act of grabbing an opponent while in your shielded state. This is useful when being rushed by an enemy; use your shield to quickly absorb the oncoming attack, and then press A to execute a grab while they are recovering from the attack. Aerial Dodging: Press the shield button in while in midair to perform an aerial dodge. This is extremely useful for avoiding melee while in the air or certain projectile attacks such as Din's Fire and PK Thunder. Gimping: Gimping is when you KO opponents at a relatively low percentage often through means of following them off the stage and using aerials to prevent them from returning. Meta Knight is considered to be one of the best at gimping for more than obvious reasons. ------------------------------------------------------ Tactics and Strategy [TACT] ------------------------------------------------------ Some characters are good at playing defensively... some excel at mind games... and some are great at playing keep-away... If those things sound fun and interesting then you might as well stop reading now because Meta Knight excels in just about one thing: an overly aggressive offense. All his strengths and weaknesses play to this one simple tactic so why not take advantage of that? Meta Knight's ground game centers around setting up combos. This often starts with moves that send your opponent into the air, and that means that you have a good pool of moves to work with. If you want to be boring and predictable, go ahead and start with a dash attack. If not, then dash+Up Smash works pretty well in it's place; both send your opponent up in the air nicely to follow up with an aerial of your choosing. If dashing isn't an option due to your opponent being in close range, then try for either your Down or Forward Tilts. If you're being rushed, try a shield grab... alternatively, Down Tilt works great to poke 'em away a bit (don't forget you can repeat this attack in quick succession). Note: spamming Down Tilt usually gets the opponent to do predictable things... he might back off and try an aerial approach or more likely he might try and roll behind you. If he tries the latter, then give him a quick down smash (great for when the enemy is behind you). Always keep in mind that your attacks are, in all likelihood, going to be faster than your opponents', so don't feel as though you have to wait for your enemy to give you a window in order to attack, instead, make your own windows and be relentless. Of course, try not to confuse "relentless" with "reckless" because there's a big difference. Often times not using certain slow, punishable attacks like Forward-Smash and Forward-B help keep you out of the "reckless" category and help speed up your overall pressure game. In in the air is where Meta Knight excels. You've been practicing your short-hops right? Good, because MK absolutely loves short-hops as they make for a really great approach tactic. The dash-shorthop-aerial combo will be your new best friend once you learn to make good use of it. You can use both Forward Air or Down Air in this combo to great effect. The Down Air is quicker however, and with the downward/outward knockback it lets you perform this combo multiple times in a row, each time pushing your opponent closer to and eventually off the edge, at which point you can chase them off the edge with more... you guessed it! Down Air's! This technique can be very brutal and humiliating to your enemies if you can pull it off well. Most aerial situations are handled very simply for Meta Knight. Usually a simple aerial attack in whichever direction your opponent is handles the job nicely, just remember to keep the pressure on them at all times. To keep a good pressure game in the air, you often have to take advantage of fastfalling (pressing down on the control stick while in the air). A common scenario might be you jumping twice to reach your opponent then tagging them with a Forward Aerial, then because you don't have enough momentum or jumps left to fly after them, you instead fastfall down to the ground quickly and dash over a bit to your opponent, proceed to jump and Forward Aerial again. There's no point in letting your opponent reach the ground, so do your best to keep them in the air with Forward Aerials and let the knockback push them toward the edge of the stage where you can finish them with an Up B. Now using Up B in an offensive manner is something that takes a bit of practice, but it's something that MUST be mastered if you're someone who likes to KO your opponent... I know I do! The most important thing to practice is the placement. You want to make sure that your opponent is just above your head and in front of you just a bit. The knockback is excellent if you hit them just as start the move so make sure you're close! Another great application of Up B is to use it out of your shield (just as you would a grab). Lets say that you're opponent is in close range and pelting you with Tilts or neutral A's or whatnot; you can shield to absorb an attack or two, and while your opponent is still in range you can perform an Up B while still in the shield and send him/her flying! This is a great technique to remember in those few times where you're forced to play defensive (especially in free-for-all). As stated many times before, Meta Knight is an extremely fast character and he deserves to be played as such. This means keep your fingers moving! Don't give your opponents time to do anything except wish that they weren't getting demolished. Stick to your enemies as if you were their shadow (be the Nana to their Popo... lol). So go grab you favorite energy drink, play some fast, heavy music and start practicing! =============================================================================== 6. Character Specific Strategies [CSS] =============================================================================== Even though Meta Knight doesn't like to change up his strategy too much, there are still things you need to know about your opponents before engaging them. I'll be writing these character specific strategies as if you were up against a non-pro (yet skilled) human opponent with a good understanding of their respective character. ------------------------------------------------------ Mario [VS01] ------------------------------------------------------ Difficulty: 2 / 5 -There aren't a lot of Mario players out there, but those who main Mario tend to be pretty skilled with him. He's a solid character in many ways, but he doesn't excel at much. Things to watch out for would be his Forward B Cape ability which can completely turn you and your momentum around (this can be fatal to your recovery), his Forward Air which has a spiking capability and his powerful Back Throw which can KO you at higher %'s. He certainly can't match your speed but he has decent attacks and grabs so keep your tilt's going and try to get him in the air. Oh, and a common Mario technique is the short-hop+fireball approach. This is easily punished with your Neutral B since it negates the fireball and racks up some good damage. ------------------------------------------------------ Donkey Kong [VS02] ------------------------------------------------------ Difficulty: 2 / 5 -DK's got some powerful specials and smashes and most have good range (like his wind-up punch). Use your spot dodges and shield liberally, since getting smacked by DK's heavier hits usually don't mix well with your light weight. Take advantage of his large size however, and pummel him with Forward Air's and Up B's (remember to Up B out of your shield if you get a good opportunity). ------------------------------------------------------ Link [VS03] ------------------------------------------------------ Difficulty: 2.5 / 5 -A good Link player knows just how to handle Meta Knight, and that's with lots of projectiles. Do your best to dodge, roll and aerial dodge out of the way of his arrows and boomerang, and keep in mind that you can catch his bombs by pressing A just before it makes contact with you. Neutral B will also help you a lot as it lets you rush through his projectiles and get in close. Once you get past his wall of projectiles just do your normal routine... Tilts, Down Smash and aerials. He's got a terrible recovery so you'll do well to gimp him, just watch out for his Down Aerial once you get him in the air... it hurts a lot. ------------------------------------------------------ Samus [VS04] ------------------------------------------------------ Difficulty: 2.5 / 5 -This one is much the same as Link. Lots of projectiles with mediocre speed and recovery. Avoid her missiles and Charge Shot and you'll be in good shape. Your pressure game is even more important here because of her Charge Shot. Keep next to her and don't give her time to charge it. Once again, don't be afraid to use your tornado to neutralize her projectiles and get in close (make sure you hit HER with the tornado as well... don't stop short or you'll be punished). ------------------------------------------------------ Zero Suit Samus [VS05] ------------------------------------------------------ Difficulty: 2 / 5 -She's got some really good smashes and all around decent melee... and that's the good thing; she's a character that needs to get in close, which is your advantage. This one is pretty straight forward, just watch out for her projectile which can stun you for a short time and her Forward Smash which has some good range to it. She uses a fairly weak tether recovery so gimping and edge hogging will get the job done well in this fight. ------------------------------------------------------ Yoshi [VS06] ------------------------------------------------------ Difficulty: 1 / 5 -I've seen a lot of brutality come from Yoshi's aerials, but aside from that, he doesn't have much else to brag about. He's fairly slow and with only a big second jump as a recovery, he's easily gimped. Watch out for his Short-hop Down Air combo... it can do a TON of damage if he connects well with it. Just play your normal pressure game and have fun gimping him. ------------------------------------------------------ Kirby [VS07] ------------------------------------------------------ Difficulty: 3 / 5 -Not a bad match up here. There are quite a few good Kirby players out there (keep in mind Kirby is MUCH better than he was in Melee). Gimping is obviously gonna be hard with someone as floaty as you are so you're better off focusing on power attacks like the ever-faithful Down Smash and Up B to get your KO's. Kirby is (not surprisingly) just slightly lighter than you so he should be a fairly easy KO in that respect. A good Kirby player won't rely on his slow and predictable specials but rather his powerful and fast smashes so watch out for those as they will wreck you if you let your guard down. Definitely keep the pressure up on this one. ------------------------------------------------------ Fox [VS08] ------------------------------------------------------ Difficulty: 2 / 5 -This isn't the same Fox from Melee (I know since I used to main him), so I wouldn't worry too much about his speed since you're still faster than he is as far as attacks are concerned. His blaster is annoying, but he shouldn't be able to make use of in since you'll be in his face the entire time. Good Fox players will use their Reflector or "shine" as it's sometimes called when your up close to try and put some distance between the two of you, so be aware of that. That said, this is another pretty easy match up... just do what MK does best and keep the pressure on him. ------------------------------------------------------ Pikachu [VS09] ------------------------------------------------------ Difficulty: 3.5 / 5 -I love Pikachu! Playing as him... not against him... He's got really powerful smashes and his Down Smash will be your worst enemy; it comes out just about instantly and anyone near him (which means you) gets fried big time. The good news is that he's lightweight, and his specials are all pretty easy to dodge... although he does like to combo into Thunder a lot, so make sure you can aerial dodge it. I would recommend keeping Pikachu in the air as much as possible since he's at more of a disadvantage there. Regardless, Pikachu is fast in the air and on the ground as well... not as fast as you though, so using your fastest attacks is probably a good idea here. That means abuse your Down Smash, Down Tilts and Down Aerials. ------------------------------------------------------ Bowser [VS10] ------------------------------------------------------ Difficulty: 1 / 5 -If you are ever actually fighting a Human playing Bowser it's probably just someone who wants to see just how bad they can be beat by you. Talk about a mismatch... I shouldn't have to explain this one but why not? Bowser is a very big target, so just rush him with Forward and Down Aerials and gimp him. It shouldn't be too difficult with this guy. Since he's the heaviest character in the game, don't bother KO'ing him by normal means since it'll take too long... just gimp away. ------------------------------------------------------ Peach [VS11] ------------------------------------------------------ Difficulty: 1.5 / 5 -Once again, you probably won't be facing too many Peach players, but on the off-chance that you do, it's a very normal fight. Watch out for flying turnips and her Toad. Her Peach Bomber (side B) is often times spammed by beginners so don't fall victim to that... just use your normal combos and you'll do fine. ------------------------------------------------------ Zelda [VS12] ------------------------------------------------------ Difficulty: 3 / 5 -Zelda can certainly be a pain in the hands of an experienced player. She's fast and has quite a few very powerful attacks. Her Forward and Back Aerials have a very powerful sweetspot to them so do you best to avoid these attacks (possibly by keeping above her while in the air). Some people like to spam her Din's Fire so stay in close range and aerial dodge/spot dodge it if she uses it. She's got very powerful smashes so watch your aerial approaches as she can easily tag you with her Up or Forward Smashes when you get close. Other than that, use your normal offensive strategies. ------------------------------------------------------ Sheik [VS13] ------------------------------------------------------ Difficulty: 1.5 / 5 -Fast, but not fast enough... shouldn't pose too much of a problem for Meta Knight. Watch her movements at all times so you can see when she's throwing her nails (since you can't really see the nail themselves). The only thing you really have to worry about is her Down B... lol ------------------------------------------------------ Ice Climbers [VS14] ------------------------------------------------------ Difficulty: 2~4 / 5 -The really experienced Ice Climber players will likely make quick work of you with their insane chain grab combos and other crazy desynchronized madness... provided they know how to do all that. If that's the case then try and stay off the ground where you can't be grabbed and use your Down Aerials. Down Smash also works well if they get near you, and don't forget your Mach Tornado for a good safety move. This fight really depends on how skilled you opponent is. If they haven't mastered the advanced techniques that make the Ice Climbers so insanely powerful, then you're likely to have a pretty easy time... but if not... then your in for a rough ride if you can't avoid their grabs. ------------------------------------------------------ Meta Knight [VS15] ------------------------------------------------------ Difficulty: 4 / 5 -This matchup sucks... but it's one that you have to learn since Meta Knight is, unfortunately, a popular character. Gimping is obviously out of the question so you'll have to earn your KO's the boring way... by actually doing combos with tight execution, being unpredictable and of course, relentless. Down Smash, Down Tilt and Down Air are still all your friends here as they usually are so use them liberally. Fortunately the vast majority of MK players aren't too great, so if you run into one of them... then show 'em how it's done. ------------------------------------------------------ Pit [VS16] ------------------------------------------------------ Difficulty: 3 / 5 -Pit can be a pretty good matchup. His arrows should be non existent if you keep the pressure on him at all times. If he catches you in his Forward B, mash the control stick in the opposite direction he is to break out as quickly as possible. Other than that, it's the same old same old... you'll have to try pretty hard to gimp him, but it can be done if you really commit to it. ------------------------------------------------------ Wario [VS17] ------------------------------------------------------ Difficulty: 2 / 5 -Wario is yet another pretty straightforward fight, so pressure him as you normally would. His Wario Bike move is easily dodged by floating over it or rolling, and most of his other moves are fairly lackluster as well. Watch out for his Wario Waft however; it takes a little under 2 minutes to fully charge and does pretty good damage/knockback if he hits you with it. If you watch him closely however you will notice that he flashes a brown/yellow color when the move is done charging, use this to your advantage so you don't get caught off guard by it. ------------------------------------------------------ Ike [VS18] ------------------------------------------------------ Difficulty: 3 / 5 -Ike is another wildly popular character much like Meta Knight, so learning to fight him is a must. As with Meta Knight, most people who play him aren't too great, but there are always exceptions. Now Ike is obviously a very heavy hitter but to counteract this, he is also pretty slow with his attacks. It shouldn't be too much of a problem to avoid his smashes and specials, but good players will use a lot of faster attacks such as his tilts and jab combo. His forward smash has a huge sweeping range to it, making your aerial approaches risky if you aren't quick about it. Remember you're the lightweight in this fight... so taking hits isn't a bright idea with this guy. Oh, and careful of his Counter; it will likely get you in a lot of trouble if you get caught with it. If the Ike you're fighting likes to use Counter a lot, then you need to break up your combo rhythm and attack patterns to add some unpredictability to your game... and I'm fairly certain that if your Up B is countered, you won't take any damage from it... just something to keep in mind. ------------------------------------------------------ Pokemon Trainer [VS19] ------------------------------------------------------ Difficulty: 2 / 5 -Pokemon Trainer is always an interesting fight. None of the Pokemon you'll be fighting are really all that great and the strategy is much the same for all of 'em. Charizard: Beware of his Down Aerial spike... it's very easy to hit with so try not to make a habit of being underneath him whilst over an edge/pit. His Rock Smash hits like a truck but it's slow (like most of his moves) so just keep the pressure up and take advantage of a big target. Ivysaur: I see a lot of players skip right over Ivysaur and go for Charizard or Squirtle, but if you do end up fighting this one, just be wary of it's projectiles. Ivysaur has both a horizontal and vertical projectile so aerial approaches are good if you come down at the right angle, and as with most projectiles, feel free to use Mach Tornado to get past them. Ivysaur uses a tether recovery so remember to edge hog liberally. Squirtle: The fastest of the bunch.. and the lightest. Nothing new here, just lots of lackluster specials and some fast aerials that probably won't give you any trouble. People use him because he's fast, but once again, he's not as fast as you so don't give it too much thought, just play your normal game. ------------------------------------------------------ Diddy Kong [VS20] ------------------------------------------------------ Difficulty: 2 / 5 -Diddy Kong has some pretty good smashes and aerials as his disposal, but his specials are pretty bad, and likely won't be used much by good players. He's not a lightweight in case you were wondering and his recovery isn't very good, so gimping is a good strategy here. Other than that, pretty normal fight here. ------------------------------------------------------ Lucas [VS21] ------------------------------------------------------ Difficulty: 3 / 5 -A lot can be said about Lucas, but the fact of the matter is, you just have to play a really fast and consistent pressure game. Lucas works well at all ranges, so keeping up close limits his options considerably. Your biggest problem will likely be his powerful smashes and his PK Fire. They are all kinda slow to start up, but can easily catch you off guard if you aren't on your 'A' game. He is, fortunately, pretty easy gimp since his recovery takes a while for him to execute and if your fast enough he won't be able to use it properly. However, if he does succeed with his recovery move and you happen to be nearby (which you probably will be) you run a decent chance of being KO'd by it... so watch out for that. ------------------------------------------------------ King Dedede [VS22] ------------------------------------------------------ Difficulty: 3.5 / 5 -If there's anything I've learned in life it's that when you get in a fight with someone wielding a hammer larger than your entire body, you need to be careful. You may think Dedede is a pushover because he's big and slow and stupid, but he's NOT to be underestimated! He's a lot of things that Meta Knight dislikes in an opponent: he has a great projectile, great range, great recovery and beastly KO moves. He will use his Waddle-dee throw to keep you away and annoy the heck out of you... and you're in for a treat if he pegs you with a Gordo (the black spiky thing) because they do a ton of damage and knockback. His Forward Tilt has HUGE range on it and it's quick so be ready for it when you make your approach. Gimping Dedede is a challenge because of his Super Dedede Jump, but he's a big easy target for your Forward and Down Aerials so I would still attempt it. Now... his smashes... you might have guess I would say this, but DON'T and I mean DON'T! get hit by them! This goes double for his Forward Smash... It hits like... well... a giant hammer! and it'll KO you at 25% if you're unlucky. His other two smashes aren't as quite as bad, but they're quicker and much harder to anticipate so be on guard. Dedede is all in all a pretty slow guy, and this means that he gets abused badly by Meta Knight's speed, but the King's got a lot of stamina and in the hands of a good player this means you're gonna have to work for those KO's. ------------------------------------------------------ Olimar [VS23] ------------------------------------------------------ Difficulty: 3.5 / 5 - Captain Olimar is another easily underestimated foe. Pressure is once again extremely important with this one; if you give him any leeway at all you'll have Pikmin all over you and the damage from his Pikmin Throw adds up fast if you disregard it. If you find yourself with Pikmin on you, it's important you get them off immediately (especially if they are white Pikmin which do an insane amount of damage if left unchecked). Get them off quickly with Neutral B, Down Smash or really any other attack, just do so quickly and get your focus back on Olimar. Olimar also boasts quick and powerful smashes that are as difficult to predict as they are deadly. This is where I would say "keep Olimar in the air" but all of his aerials are surprisingly powerful and his Down Aerial can be used as a spike so be wary of that. You best bet however, is just to play as you normally would for the most part; just be careful of what was mentioned, give it your best and you should be in decent shape. ------------------------------------------------------ Ness [VS24] ------------------------------------------------------ Difficulty: 3.5 / 5 -As far as Meta Knight is concerned, Ness is exactly the same as Lucas. You'll be employing the same strategy, but you need to be a little more wary of his PK Fire, which will trap you for a short while if you're hit with it, at which point Ness will likely either perform another PK Fire or his very powerful Forward Smash. Either way it's a bad situation to be in so do you best to avoid it, but if you do find yourself trapped, mash the control stick in the opposite direction of which you got hit and you'll be able to escape faster. ------------------------------------------------------ Marth [VS25] ------------------------------------------------------ Difficulty: 3 / 5 -For not having any projectiles to speak of Marth has great range, and his sword does more damage when he hits with the very tip of of it. It'll be tough for Meta Knight to get in close and with Marth's Counter, things get even more complicated. Marth users love to employ the short-hop Down Aerial combo just as much as Meta Knight does so be ready for that with an Up B out of your shield or you can simply catch him with a Neutral B for better damage. Marth is one of the more easily gimped characters out there; he has very little in the way of horizontal recovery so follow him out as far as you can with your Forward and Down Aerials and you'll surely get some easy KO's. ------------------------------------------------------ Luigi [VS26] ------------------------------------------------------ Difficulty: 3 / 5 -It's easy to brush Luigi off as a Mario clone, but in each game he gets more and more unique, and in Brawl he can be very tricky indeed. His specials all have utility and his Green Missile gives him excellent horizontal recovery; this isn't to say he's hard to gimp however, as that should be your main strategy here. His Up B is a killer too, but Luigi has to be a point blank range to use it, and if he misses then you have all the time in the world to punish him for it. ------------------------------------------------------ Falco [VS27] ------------------------------------------------------ Difficulty: 2 / 5 -Same strategy as Fox, except his blaster has a slight stun effect to it... nothing too important, just avoid it by whatever means you choose. ------------------------------------------------------ Captain Falcon [VS28] ------------------------------------------------------ Difficulty: 1.5 / 5 -Fast run speed. Slow attack speed. Nothing Meta Knight can't handle. His recovery is mediocre, so feel free to gimp away. His specials are all pretty worthless, and his smash attacks are nothing to brag about either... and if you get hit by the Falcon Punch... then well... you probably deserved it. Nothing out of the ordinary as for as strategy is concerned. ------------------------------------------------------ Lucario [VS29] ------------------------------------------------------ Difficulty: 2.5 / 5 -Lucario has the very strange ability of increasing attack power at his damage % rises. At around 182% he reaches his full potential and does about 2.1x the damage he would normally do at 0%. Good Lucario players (though sadly few and far between) know this and you should be aware of it well. The good news is that you, being a skilled Meta Knight player, will never let Lucario reach such high %'s. That's right, here's another character that's in your best interest to gimp at all costs. Lucario's attacks are generally on the slower side, but his aerials are the exception. They are incredibly fast and powerful (at least his Forward and Down Aerials). That being said, some Lucario players will definitely give you trouble in the air so you might want to keep on the ground a little more and stick with your Tilts and Down Smash. All in all, Lucario is usually a pushover, just don't let his % get too high or you might end up paying for it. ------------------------------------------------------ R.O.B [VS30] ------------------------------------------------------ Difficulty: 4 / 5 -R.O.B will be a difficult matchup no matter how you look at it. On the ground his attacks are fast and usually have good range to them; his Down Smash is a great example of this. While in the air, it's imperative that you be quick on the attack since his aerials are incredibly powerful, but most have a bit of wind-up lag that you should take advantage of if you have good timing... if not... then he'll use his immense attack priority and destroy you. Another problem are his projectiles, which unfortunately CANNOT be stopped by your Mach Tornado. This means that you need to keep in is face and don't give him opportunity to charge his spinning top. As for his laser... it's fast and hard to anticipate since he can't use it that often; just do your best and shield it if you see it coming. Speed is your only advantage in this matchup. You know what that means... Down Smash, Down Aerial and Down Tilt. Use them and abuse them. ------------------------------------------------------ Mr. Game & Watch [VS31] ------------------------------------------------------ Difficulty: 3 / 5 -G&W can actually be fairly easy match if you approach it the right way. So here are the facts: G&W is the lightest character in the game, he WILL out-prioritize you and just about everyone else with his aerials, he has a great Up B that makes him difficult to gimp and he also boasts incredible smashes with great speed and power to them. That being said, you're gonna want to play a strong ground game and watch out for his aerial approaches (they will eat you alive). If you stick to the ground and some small combos, you'll have him at KO percentages (around 95 and up) in no time at all. At this point just tag him with a quick Up B or Down Smash. Oh, and when he's throwing food at you, don't bother to use Mach Tornado as it doesn't work against them; I prefer to time a quick dash (in between the food) to get in close and then Down Samsh... or even Forward Smash if you have time. ------------------------------------------------------ Ganondorf [VS32] ------------------------------------------------------ Difficulty: depends... -Ok... ok... so he's not exactly regarded as the greatest character out there, but let me tell you, complacency will get you killed. I started playing as Ganondorf to challenge myself a while back, and to be honest, he really doesn't deserve such a bad rap. Yes he is VERY slow, but he's also very heavy and obviously very powerful. The truly good Ganondorf players out there will leave you abused with his ultra-powerful aerials and well timed smashes, so don't get cocky just because you think can attack circles around this guy. Watch out for his short-hop Forward air and Short-hop Down Air; they hit just as hard as you think. His Forward Tilt is another one of his better moves, it has great range, moderate speed and great horizontal knockback. His Forward B is a grab, which means it can't be shielded so your best bet is to roll away and punish with a Down Smash. As with any heavy character with poor recovery, you'll want to gimp this one, and the gimping should come easy enough, just watch out for his aerials (especially his Down Air which is a spike). All in all.. you will most likely have a very easy time of this battle, but just remember... you're a lightweight, and he hit's light a truck. ------------------------------------------------------ Jigglypuff [VS33] ------------------------------------------------------ Difficulty: 1.5 / 5 -She has a great recovery with all those jumps and Neutral B's, but that doesn't amount to much with Meta Knight barraging her with aerials to no end. She's very light and is easily overpowered on the ground as well as the air. Not much to be said here, just keep hitting her with those quick aerial combos and you'll have no problem making this a quick fight. ------------------------------------------------------ Toon Link [VS34] ------------------------------------------------------ Difficulty: 3 / 5 -A much better version of Link, which spells trouble for the projectile challenged characters (like you). He plays an all around solid game on the ground and in the air but it's nothing that MK can't handle. Your biggest problem will come from the projectiles. Try your best to get in close with the Mach Tornado or simply roll/spot dodge. Beware his Down Aerial as most people enjoy spamming this move; it comes down very fast and can hit multiple times, but it has significant landing lag (if he hits the ground) so make sure to punish him after he uses it. Experienced players will pelt you with aerial approaches (usually with Back Air) so don't fall victim to that... just shield wisely and punish as necessary. ------------------------------------------------------ Wolf [VS35] ------------------------------------------------------ Difficulty: 3 / 5 -Wolf is definitely the favorite out of all the Star Fox characters... probably because he's the most unique. He's slower than Falco and Fox, but he makes up for it with some pretty impressive power. His blaster is slow, but it stuns you a bit and his reflector will be used to keep you at bay. Most players love to take advantage of his excellent Forward Smash which has ridiculous range to it; keep a sharp eye out for this. Also, his Up B is much quicker to start than Fox/Falco's and will often be used to rush you at moderate distances and deal some decent damage. All in all, Wolf operates well if you give him a little time and a little distance between the two of you. Meta Knight players will do well to not give anything but aggression. Keep in mind that Wolf has a mediocre recovery and is a good one to gimp. ------------------------------------------------------ Snake [VS36] ------------------------------------------------------ Difficulty: 4 / 5 -Lets see... Snake is a heavy character, he has a great recovery, great projectiles, high priority and he loves to blow things up apparently. Needless to say, this is a tough matchup. Don't bother with Mach Tornado here as it won't do anything to his projectiles. This fight can actually be treated a lot like R.O.B... you won't have much to answer his attacks other than your own. So keep a close eye on him and watch where he places his C4 and mines, watch to see when he pulls out grenades and watch out for his missile launcher. Spot dodges will be your friend for the projectiles and a keen eye will help you avoid the mines/C4 which can easily by floated over. You know how to use your Down Smash, Down Aerial and Down Tilt right? Good... ------------------------------------------------------ Sonic [VS37] ------------------------------------------------------ Difficulty: 1.5 / 5 -Sonic is, for the most part, just plain easy. Sure he can run fast, but Meta Knight can attack circles around him any day. I like to abuse MK's Forward Tilt and Down Smash to answer his rushing style attacks. Sonic's specials are nothing to worry about since you should be able to see them coming a mile away. He's a lightweight so you can either try gimping him or just Down Smash/Up B for kills; either way should net you an easy victory here. =============================================================================== 7. Contact Info [CONT] =============================================================================== What did you think of this guide? If you have found any errors, inconsistencies or simply have something you'd like to contribute to this guide in any way, then please e-mail me at [email protected] All due credit and thanks will be given to those who contribute! =============================================================================== 8. Updates [UPDTS] =============================================================================== No updates yet, but they will be coming soon! =============================================================================== 9. Credits/Thanks [CRED] =============================================================================== -Thanks to Nintendo for producing such an amazing game! -Thanks to GameFAQs for making/maintaining the best site for video game info and strategies! -Thanks to all you readers out there! -and special thanks to Garrett, Addison and Jerry... I couldn't have written this without your help!