27-
Meta Knight

Last Updated:
February 9th, 2021

Notes on the Young Link vs Meta Knight MU

Attributes

Air Acceleration: 0.075 (#43)

Air Speed: 1.04 (#47)

Fall Speed: 1.66/2.656 (#32)

Dash Speed: 2.211 (#11)

Run Speed: 2.145 (#16)

Walk Speed: 1.239 (#24)

Weight: 80 (#76)

Wall Jump: No

Wall Cling: No

Crawl: No

Jumps: 6

Win Conditions

Meta Knight's Win Conditions:
Abuse Young Link’s deadzone with quick and safe pressure. Force positional pressure through means of hit advantage and spacing, rather than mostly stage control. Capitalize on whiff punishing and edgeguards.


Young Link’s Win Conditions:
Adapt and respond to Meta Knight’s ground and air neutral and him mixing between them. Use projectiles to rack up % on Meta Knight while avoiding his pressure, but also use your slightly superior range in corner pressure to force ledge trapping.

Out of Shield

Rapid Jab Finisher (-24):
GSA (Frame 9)
USmash (Frame 10)
Grab (Frame 16)

FTilt (-16, -22, -23):
GSA (Frame 9)
Grab (Frame 16)


UTilt (-20):
GSA (Frame 9)
USmash (Frame 10)
Grab (Frame 16)


DTilt (-9):
NAir (Frame 7)
(Can be spaced out)

Dash Attack (-18):
GSA (Frame 9)
USmash (Frame 10)
Grab (Frame 16)


FSmash (-6):
Unpunishable
(Safe on shield)


USmash (-28):
FSmash (Frame 26)

DSmash (-26, -19):
GSA (Frame 9)
USmash (Frame 10)
Grab (Frame 16)


NAir (-3):
Unpunishable
(Safe on shield)

FAir (-8):
NAir (Frame 7)

BAir (-8):
NAir (Frame 7)

UAir (-6):
Unpunishable
(Safe on shield)


DAir (-6):
Unpunishable
(Safe on shield)


Mach Tornado (-81):
FSmash (Frame 26)
(Can control direction and duration during attack)

Drill Rush (-24):
GSA (Frame 9)
FAir (Frame 17)
(Has bounceback on shield, but is still punishable)

Shuttle Loop (--):
--

Dimensional Cape (-44):
FSmash (Frame 26)
(Acts faster out of the non-attack variation)

Neutral
What Moves To Watch Out For, When Neutral Is Happening, Main Strategies and Mix-Ups, Spacing, Stage Control.

  • Neutral Moves: Aerials, Tilts, Dash Attack, Jab.


  • Kill Moves: BAir, Smash Attacks, Specials, NAir.


  • Kill Confirms: Ladders off of DThrow and Dash Attack.


  • Meta Knight has less range overall than Young Link. Although he has high reward burst options (Dash Grab, Dash Attack), they are low range. Even sword moves like his BAir can be outranged by Young Link. In compensation, his moves are overall extremely fast.


  • Meta Knight’s playstyle can vary depending on his altitude. When in the air/above, he can use his jumps and quick moves to hit and run, or play defensive. When grounded, he combines quick moves and speed for whiff punishing and poking.


  • Meta Knight’s Mach Tornado can be used as a burst option as well that can eat projectiles, but it is high risk.


  • Although Young Link outranges Meta Knight, up-close Meta Knight has much higher reward. As such, you’ll want to disengage more, using projectiles.


  • Minimize the amount of stage control lost while disengaging Meta Knight.


  • Boomerang clanks with Meta Knight’s NAir, which is a fast move. This means MK has multiple ways to punish Boomerang.


  • Fire Arrow is strongest when MK chooses to play more grounded. Since his highest reward is off of burst options, calling them out is an especially strong option.


  • Bomb is overall consistent vs Meta Knight, whose small hurtbox can weave around other projectiles.

Disadvantage
Above Stage, Ledgetrapping, Edgeguarding

Boxing

(How do I escape this situation?):


  • Lesser stage control in this MU is not necessarily disadvantage. Meta Knight doesn’t gain as much from stage control. Opting to zone while giving up a little stage control is a viable option vs Meta Knight.


  • Meta Knight has fast options to box with in the corner. DTilt, NAir, DSmash, UAir, DAir, and a -6 FSmash.


Platform Pressure

(What tools do they have? How can we escape this pressure?):


  • Meta Knight can use his fast UAir, DAir, and NAir, or killing BAir for platform pressure. He doesn’t have long range on his moves, so he has to be up close to do so.


  • Shielding, dodging, or attacking are all fine options. Meta Knight’s platform pressure is not as oppressive as Byleth, for example, where options are limited.


Landing

(How do they cover it? What are my best options?):


  • Meta Knight can quickly anti-air with UAir and NAir, and can catch landings with any of his fast and safe moves.


  • To get higher than a full hop, Meta Knight has to use his short double jumps. As such, he’ll stick to catching landings.


Offstage

(How Do I Escape This Position And What Do I Look Out For?):


  • All of Meta Knight’s specials put him into freefall, so they are mostly used for suicide edgeguards.


  • Meta Knight’s range is low, so he will mainly look to interrupt tether and grabbing ledge.


  • Mix up timings and options. Drift out of his range.


Ledge:


  • Meta Knight has short range, but multi-purpose moves. He’ll stay closer to ledge as he can’t quite make full use of stage control.


  • Dropdown FAir can outrange some of his attacks, making it a viable mix-up.


  • Meta Knight will be lower to the ground, using his speed to mix up positions and cover short hop height. He can’t accelerate to double jump height fast enough to cover it, so double jump from ledge is a viable option.


  • Mix up option timing.

Advantage
What are my best options? What does advantage look like? What mix-ups are available?

Juggling/Boxing:


  • Because Meta Knight has a different air game from normal and uses that as part of his neutral, him being in a juggling state may actually be preferable to him.


  • Focus on positional pressure rather than fishing for hits. Avoid his approach. Meta Knight can’t last in the air forever, so use the opportunity to trap him horizontally rather than vertically.


  • Focus on holding advantage and using projectiles. Taking risks up close is lower reward in comparison to what Meta Knight can get.


  • In some cases, lesser stage control can still mean advantage. Meta Knight seems to gain little from having more stage control.


  • His range is still short and as such, he poses little threat in the corner outside of his burst options.


Offstage:


  • Meta Knight has 5 double jumps and 4 Specials that help him recover. Edgeguarding is mostly a risk unless on a read. He can reverse the situation as well.


  • NAir is the best choice for edgeguarding Meta Knight. Sending Meta Knight high with FAir will give him the chance to recover.


  • Focus on ledge trapping and tacking extra % on with Bombs when Meta Knight is offstage.


  • Stay near the ledge.


  • Standing at ledge for too long is dangerous. Meta Knight can overshoot his Shuttle Loop or Dimensional Cape as aggressive ledge/recovery options, which are kill moves.


  • Shuttle Loop usually only hits with the first hit in this instance, though.


  • Meta Knight still lacks range, but has a higher amount of jumps. Use stage control and cover air space.


Ledge Info:

XLR8’s Spreadsheet Young Link Ledge Info:

DTilt: Hits

DSmash: Hits

FTilt: Hits

Most Reliable Move: All

Animation Info: N/A

Note: Normal difficulty, FTilt reaches farthest.

Miscellaneous
Other Tips/General Notes, Move Kill Percents

  • FD DTilt > ASA %s: 103, 91


  • FD FThrow @ Ledge %s: 164, 142


  • FD Milkshake %s: 93-127, 83-105


  • Meta Knight Kill Throws: UThrow


  • Depending on spacing, Meta Knight’s Dash Attack can cross up shield.

Stages

  • Battlefield:
    Terrible. Young Link is extremely susceptible to edgeguards from Meta Knight here. Additionally, triplats hurt more than they help vs Meta Knight. He can use them as protection while sharking.


  • Final Destination:
    Good. Ample amount of space for fighting Meta Knight, no platforms means zoning/footsies is a little easier. Be more wary of his boxing tools, since there are no platforms to retreat to.


  • Smashville:
    Indifferent. This stage has its benefits for advantage and camping, but less space means much more potential for Meta Knight ladders.


  • Town & City:
    Good. Similar reasons as FD, more space and platforms, but large side zones which aid Meta Knight in edgeguarding/killing off of the side.

  • Lylat Cruise:
    Indifferent. Lots of space to work with, and Fire Arrows compliment the stage's layout which aids in neutral, but Meta Knight can edgeguard fairly well here, and the airspace + platforms are good for ladders.


  • Pokémon Stadium 2:
    Good. Having more space is best vs Meta Knight, and this stage offers that + being our go-to stage.


  • Kalos Pokémon League:
    Great. Similar reasons to PS2 + side platforms help with zoning and escaping ledge.


  • Yoshi’s Story:
    Terrible. Similar reasons as BF.

Sets & Resources