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Old 07-08-2008, 12:58 PM   #41 (permalink)
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I think I'll be posting Zero Suit Samus guide real soon, but I just need to finish some of the finer details. Not sure if it will be done today, but expect it this week. I started it a while ago, but just never got around to finishing it
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Old 07-08-2008, 12:58 PM   #42 (permalink)
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Quote:
Originally Posted by thousandfootwii-mote View Post
It was just last wensday. Just exept it.
last time i faced ownage he was still pretty good
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Old 07-08-2008, 02:39 PM   #43 (permalink)
u mae nawt hav ur staplr
 
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This really isn't a thread about who's friend can beat up who's friend, so lets not turn it into one, okay? Thankee.
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Old 07-08-2008, 07:11 PM   #44 (permalink)
IT'S OVER 9000
 
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lol i havent played bww in months and yea i guess i have been getting a bit worst because im spending so much time on mk

and on bww's guide you should add some strats

short hop aerials
this is a fast approach where you take one short hop and then use aerial combos. so basically just dash to your oppenent and combo them from the air. my favorite would be dash>Fair>Dair>Dsmash. theres many others that work great.

Jolting
this is great to use on heavy characters. all it is, is 1 or 2 hops followed by a thunder jolt with some other combo. you can do it in place to see how they react, you can do it foward and then follow up with an aerial smash combo, you can do it backwards to keep distance, and you can use them at the same time as a way to play mind games with your opponent.

thunder guarding
use this as a way to prevent your opponent from returning to the stage. you can stand on the edge and thunder, you can jump off the stage and double or even tripple thunder (dont tripple unless youre very good with quick attack). they can air dodge a single thunder so a good strategy would be to jump off the stage thunder use your double jump and thunder while going towards the stage.

QAC
QAC = quick attack cancel. its a very complex strategy but is extremely effective once you master it. it can be used offensively defensively or just a way to play mind games. to QAC all you have to do is quick attack into the ground. this is very fast and the combos out of QAC are endless.
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Old 07-09-2008, 06:12 PM   #45 (permalink)
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This is a guide, to the best of my experience, about ZSS (Zero Suit Samus). I mained her when I got Brawl and still have good knowledge of her abilities. The guide will explain her advantages, disadvantages, and etc., plus the overall effectivness of her moveset. This is not explaining how to be the best ZSS out there, it is just to help those who are having trouble utilizing her, use ZSS to her full potential. If you have any questions or something you don't understand feel free to PM me. Also, if you want to practice your ZSS on me I'd be more than welcome. (Oh yeah you can also add to my rep if you feel like it... you know, if you want to <.<)

Specials: I'll start of with ZSS's special moves first.

Neutral B--- The neutral B attack is a defensive move that shoots out a stun laser. You can't store it like normal Samus's beam, but it doesn't take long to fully charge at all. It is rather slow so it might not always land, but if it hits, it will freeze the opponent in place for a couple seconds, depending on how long you charged it. Also, the longer it is charged, the farther it goes. It's good for setting up combos into pretty much anything and is good if you need to close the distance between you and your attacker. It comes out fast and doesn't have much lag, so isn't too dangerous to use. Also good for mind-games (lulz, mind games).

Side B--- ZSS's side B is definately one of, maybe the best of her attacks. It's pretty much a more powerful side smash attack when landed correctly. It comes out kind of slow, but it has good range, and the sweetspot at the end does great damage and knock-back. Plus, if your opponent is too close to you when you bring it out, the hilt of the stungun will knock them into the sweetspot. If your really unlucky, your opponent might be standing in the wire where they won't take any damage at all. Not very punishable since it has little lag at the end, unless you miss at close range. As a bonus, ZSS's side B can teather to the ledge.

Down B--- This is quite the interesting attack. It allows ZSS to do an extra flip giving her some invincibility frames, and it lets her attack defensively. If you hit an attack button during the flip, ZSS will stick her foot out to kick in the direction you tilt your control stick. This move can be a bit complicated though. Let's say your jumping in one direction, but want to flip the other, then you need to tilt your control stick the other way while doing down B (diagnally). Hitting the attack button while flipping will make ZSS kick inward by default, but to kick in the direction you flip, you need to tilt your control stick that way as well. Anyway, if you land your kick with the sweetspot, the end of ZSS's foot, then your opponent will be dealt some deadly knock-back. Another good thing to keep in mind is if you get the top of your enemy's head with your foot, it will spike them down, making for a good meteor smash off the stage. Anyway using this efficiently does take some practice, keep that in mind. (This is also a good back-up recovery if you're being edge-hogged)

Up B--- ZSS's up B is easily the greatest teather in the game. Offensively, ZSS will throw her beam upwards knocking foes up, and pulling them back down. Has a long range, so can be safely used against an opponent trying to DAir you. As a recovery move, this teather has incredibly long range, and can be used multiple times before hitting the ground. You can't do much about opponents who ledge-guard, but if your lucky, you can spike them off the ledge and grapple onto it before you fall to your doom. If nothing else, bring them down with you. The attack is the same on the air our ground. Comes out fast, little lag.

Smash Attacks:

Side Smash--- ZSS's forward smash is where she whips out her tazer to "slash" people, if you will. Unlike her side B, this attack will hit anything in front of her with a better-then-average range and comes out pretty fast. Not as powerful, but it still gets the job done. It also reaches a bit behind ZSS, so any foe standing close enough behind her will get tazed as well. Unfortunately, this attack has some punishable lag afterwards so be careful where you use it. Its speed differences are pretty much the opposite of ZSS's side B.

Up Smash--- Now, the up smash is similar to ZSS's up B, but works differently. She will whip her tazer around in the air shocking the opponent multiple times before sending them back upwards. Unlike her up B, the up smash doesn't reach quite as high, but it has a much wider aerial strike-range. Very useful when your opponent is airborne. Quite the defensive move if your opponent tries anything in the air because they can reach you. Also, If your opponent is next to you while performed, they will knocked up with the whip. This move takes a little while to finish, so it can be dangerous if your opponent is grounded.

Down Smash--- The down smash is almost like the neutral B, stunning the opponent when it lands. ZSS will shoot her stungun at the ground a short distance in front of her, damaging and stuning the foe. Very useful defensive move. It takes a second to come out, but has basically no ending lag. The shock will hold your opponent for about two seconds so another smash, or B attack afterwards is a good combo choice. Grabing a stunned opponent will work too, though. A couple warnings though about attacks after the down smash: If you choose to use side B, make sure thatyour opponent gets caught by the sweetspot only, because the knockback from the hilt of the stungun will sometimes hit them out of the spark's range. Another thing is that using the down smash again won't keep them stunned, but only do damage and knock them back out of the stun. If your lucky, you can get three down smashes in before your opponent gets knocked away.

Tilts (like the smash attacks but without the "smash"):


Side Tilt--- The side tilt is basically just a quick light kick that can put some distance between ZSS and her opponent. If aimed diagnally toward the ground though, then it will do more damage than normal. Useful for getting you enemy off guard.

Up tilt--- A very useful move that knocks your enemy upwards. ZSS will do some kind of spin-kick/handstand that will catch any opponents next to her and toss them upwards. It's very good for setting up some combos with ZSS's other moves since it sends them directly above her. I recommend following up with this after landing a dash attack. Works about 95% of the time for me.

Down tilt--- A nice little sweep kick that knocks enemies in the air. This can be a decent substitute for the up tilt if you want to get an enemy in the air. This tends to work well with a forward air if you manage to get your enemy high enough. Has some decent reach, about as much as ZSS's forward tilt.

Aerials:

Neutral Air--- ZSS's neutral is more of a defensive move, but can very useful. She will swing her whip pretty much around herself that will knock enemies away doing decent damage. It's better to use if you're being combo'd and need to get out, or trapped in a crowd. It has some lag after using it, so be prepared not to do anything in the air for a second or two.

Forward Air--- Quite a few attacks can combo into this. ZSS will do two kicks in the air, and the second kick can be a real powerhouse if it lands. Very good KO move if your get your opponent off the stage with it. One problem though is if your opponent is at high damage the first kick might knock them out of the way of the second one, so be cautious.

Back Air--- Back air is a very good move. It's practically just like normal Samus' BAir, however it's perhaps a bit more powerful. She will do a quick back kick in the air, nothing more to it really. Has a lot of KO potential. Try to set your enemy up for one of these. If you land it at high percent, chances are you'll KO your enemy.

Up Air--- Up air is another one of ZSS's great KO moves. She will do a quick kick flip in the air that can be performed multiple times in succession. It can KO at about 80-90% in the air depending on the character, but is a very good choice if your opponent is above you.

Down Air--- Now down air is much like some of the other characters' down air in the game when ZSS will do a fast rocket-like kick and come down onto onto the ground. It is sort of at an angle in front of ZSS so make sure you take that into account as well. It has two damage parts to the attack, one where the kick connects with your opponent and one where it hits the ground. This attack is good if you need to get out of the air quickly, or need to strike a vulnerable enemy down below. Be careful you don't use this when off the stage, because it won't stop until you hit the ground, or the bottomless infinity where you KO yourself.

A-Combo & Dash Attack:

A-Combo--- Ok so ZSS's a-combo can be a good way to rack up some early % really quickly. It's three quick strikes of the arms the comes out really fast and has almost no lag. It does maybe around 7% per complete 3 hits, but at low %, it won't knock your enemy so far away, allowing you to stay in range and keep attacking. It cannot be shielded right away until after the third hit, so bear in mind your opponent will be stuck for a second.

Dash Attack--- ZSS has a decent dash attack, just a good kick, nothing too special about it. However at low %, there are quite a few moves that it can combo into. Not much else to say, I'll explain some of its uses in the combo section.

(Continued in second post)
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Old 07-09-2008, 06:13 PM   #46 (permalink)
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(Continuing from first post)

Throws:

Grab-Attack--- ZSS's grab attack is pretty decent, moreso than other characters. It is pretty fast and always does 2%, so it can be good for racking up some damage with a throw.

Forward Throw--- Forward throw is not all that great, but has some decent forward/aerial knockback in front of ZSS where you can utilize the opportunity to attack again. It doesn't always work, but can be useful for getting your enemy in the direction you want them. Not much ending lag.

Back Throw--- The back throw is pretty much like the forward throw, just a kick in the opposite direction. Weakest of the throws, not much lag at the end.

Up Throw--- Now, ZSS's up throw is the strongest out of all her throws, however it has the most ending lag, so be prepared to be unable to move for a second or two. you probably won't have enough time to combo anything, unless your opponent has enough damage and is sent high enough into the air. Better used if you want to get your enemy in the air.

Down Throw--- Ok here is our genuine, best throw. ZSS's down throw is great for setting up combos with many of her attacks and proves to be very useful. ZSS will axe kick her enemy at the ground, sending them at the perfect distance and angle above her. Her Up Smash, Up Special, FAir, UAir, BAir, and even NAir are all great moves you can use that Down Throw combos into. Good for setting up for a kill move, but be quick, or your opponent can simply mid-air jump out of your attack's range, or air dodge.

Well, that pretty much sums up Zero Suit Samus' moveset. If you have any questions about what I'm trying to say in some of them, don't hesitate to ask, because I know I can be a bit complicated at times >_<. Anyway, here are some of basic, tips/combos that are overall useful:

Tips:

-Ok, one important thing to know is that first of all, ZSS is a light character. Don't misjudge if she can take a hit or not and still take the hit without getting KO'd. It's better you risk shielding and getting grabbed than taking a nasty hit. Still, for most of the light characters, she is one that has a lot of endurance.
-Take advantage of ZSS's long range. If you and and an enemy is are both at very high % and are trying to get the finishing blow on one another, don't just rush into the fray and hope to get a lucky attack. Use her ranged attacks and keep your distance if you need to. Wait until your opponent slips up, then strike.
-Take your time to master ZSS's down B. It is such an extremely useful attack and back-up jump, I cannot stress it enough. It can be unpredictable if you don't keep using it the whole match, and makes an excellent meteor smash. Plus, if you need to get out of a tight situation, or get some distance between you and your enemy, the invincibility frames it has in the beginning are too useful.
-Well, this is rather iffy to me since I don't usually use them, but if you want, put the pieces of Samus' suit you get in the beginning to good use! They have great knockback even when your opponent is at low %, so if you manage to spike your opponent off the stage with one of them, that makes one easy KO. But be careful since your opponents can use them against you, as well.

Combos:

Now undertand stand that these are just some of the combos and that there are many, many possibilities out there. If you know a good combo that's worked for you (and isn't some kind of 1337 miracle), feel free to PM me with them and I'll happily add them to this guide. (And don't worry, I'll be sure to credit you)
Please also keep one thing in mind about most combos- they are usually only most effective when your enemy is a at certain %s (usually low %)

1. Down throwing into many aerial based attacks is great for a short, sweet combo that you can convieniently KO/damage with (as I mentioned under "Down Throw").
2. When your enemy is at a lower % you can dash attack, and Utilt right after which is good way to get them in the air. You can follow up with many other possible attacks, so experiment to see what works best for you.
3. Forward throwing into a dash attack also works well, if you wanna get up some extra damage.
4. Down smash is also a great move for setting up combos, due to it's stun effects. I recommend using down smash and a down B kick or jumping over your enemy and using a BAir.
5. It's usually hard to get some stuck in this, but a down smash into an up B, and repeated over and over can really rack up some damage until your enemy manages to get out of it.
6. One of the more elongated combos I can think of is a useful variation of the dash-Utilt combo. Only works well at lower %s. Start by using a dash-attack, into an Utilt and while your opponent is in the air, use up B. While they're still on the ground, down smash, and finish up with a forward smash. This can be variated as well so experiment to see what you can come up with.

Not a very long list I know, but let me see what you guys can think of!

So that concludes my Zero Suit Samus guide, I hoped it's helped you guys (and gals) improve your game with her. If I get good comments about this guide, I'll think about writing ones for other characters. Thanks!

Copyright Note: Use this guide for your personal use only and do not distribute it to other sites without permission from Scarekrow77. And if you are given permission, be sure to credit the author of the guide, and do not sell for your own personal gain. Violate these rules YOU WILL be hunt down and sued D:< (unless Scarekrow77 is too lazy to do it <_<)
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Old 07-12-2008, 12:46 PM   #47 (permalink)
Because Pirates are way cooler!
 
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Im gonna write up a Diddy Kong guide.

More ofa guide, less of a 'omigoshthisishowyoubetharbestest!!!!'
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Old 07-12-2008, 01:32 PM   #48 (permalink)
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My guide to the Diddy.

This is done using GCN controller.

Attacks

Neutral A: a quick slap for 3%
Neutral A combo: 2 quick slap followed by a whipping with his tail for an average of 11% (changes on amount of tail whips).
Foward A: A medium range punch for 11%. Good for upping the damage.
Down A: A slap for 7% nothing special here.
Up A:A wierd almost, uppercut for 7% can be used atleast twice quickly.
Dash A: A cartwheel for 6%, but can be followed into an Up Smash Immeditley.

Air Attacks

Neutral Air: a cartwhell for 6%. not that good, really.
Foward Air: pull a quick kick for 14%. Can fit two into a hop. Very Powerful and can KO at 150%.
Back Air: A spin kick for 9%. Can fit 2 into a double jump. Foward air is more effective, really.
Up Air: This is where the partys at! a backflip for 11% can be used with Foward air for Juggling - A very important technique with Diddy Kong.
Down Air: THrows both fists down for 12%. Extremely effective spike.

Smash Attacks

Side Smash: a quick to pull spinning punch. 18% uncharged, 25% charged. One of Diddy's most potent KO methods.
Up Smash: 5 - 18% uncharged, 15- ???% charged. The reason for the percentage being ??? is that its hard to hit fully with a charged up smash. Great for starting juggles.
Down Smash: 16% uncharged, 22% charged. another good KO method. just don't bother charging unless desperate for a KO.

Specials

Neutral - Peanut Popgun: 5% uncharged, 16% charged. at low/no charge it arcs and moves slowly, charged it flies straight and quick. Don't over charge, unless you want to be helpless for about 3 seconds.
Side- Monkey Flip: If you grab by just pressing side B, you flick the C-Stick (prefered but not necessary) to do an attack. Flick it to the side for 15%, Up for 10% but a high jump, and finally down for 15% and a medium Jump, which at high percentages can be used to start Juggles. If you tap be during the monkey flip you'll extend your leg and deal 10% in damage. can make a good edge gaurding attack.
Can be used in Diddys Fourth Jump (see tactics).
Up- Rocketbarrel Boost: Don't bother using this to deal damage. If your on low percentage an launch, dont bother charging. when on higher percentages, charge a little, but not fully.
Down- Banana Peel: Throws the item banana peel, which activates instantly. unfortuently, your enemy can pick it up and throw it back, turning it into thier attack. use its short daze effects to start up a Dash-Smash-Juggle (see Tactics.)

Tactics

Jugglemania: Use Up Airs, Foward airs, and when they're on low percentages, the Rocketbarrel Boost. can rck up damage quickly.
Dash-Smash-Juggle: Do a dash attack, straight into an up smash and jump and juggle. Harder, but more effective form of Jugglemania.
Fourth Jump: If your launched, you can Jump, use Monkey Flip, and if you use your second jump just after the Monkey flip has finished, you can then use the Rocketbarrel Boost. although using monkey flip has no vertical recovery, it can wipe out a lot of horizontal recovery.
THIS TACTIC DOES NOT WORK NEAR THE BLAST LINE (WHERE YOU DIE)


Thanks for Reading, and i hope this helped your Diddy Kong. Please Rep if it does so.
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Old 07-12-2008, 01:33 PM   #49 (permalink)
The next best thing...
 
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Quote:
Originally Posted by Bluewarwolf View Post
Last time I faced Ownage, his Pikachu skillz weren't on par with mine..... Thunder spam is not a good strategy, honestly. I'm also going to post a guide on Donkey Kong and Marth, eventually. Oh, and rep is appreciated lol
I think i should be the one writing up on marth, yoshi, or sonic IMO, since i tend to use these characters alot
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Old 07-31-2008, 09:47 AM   #50 (permalink)
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META KNIGHT GUIDE
By: Phe-Gnome

This is a very unorthodox guide to using Meta Knight. Rather than going over every single technique, I will discuss the ones which I see as effective. I will also discuss techniques that were passed off as useless in other FAQ’s. I am not the best Meta Knight user in the world but I am knowledgeable enough to help you expand your move list.

Pros:
Incredible mobility
Has five extra jumps as well as 2 glides (regular glide and Shuttle Loop)
Has outstanding range on sword attacks for his size
Gimps easily due to flight
Down smash is quick, powerful, and unpredictable
Quick rolls and ground combat
Mach Tornado has great priority
Very little lag on attacks

Cons:
Light/easily KO’d
No projectile attack
Doesn’t deal great damage per hit, but makes up for it with speed
Doesn’t have much KO potential when opponent is at low damages
Extra jumps are very short
All specials leave him vulnerable afterwards

Playing as Meta Knight:
Meta Knight is one of the weakest characters in Super Smash Bros. Brawl. He makes up for it with incredible speed and mobility though. Keeping your enemy off the stage, or gimping, is probably one of the best strategies you can use for Meta Knight since he has very low KO potential on the ground. This section of the guide will cover gimping and the best attacks to use to get the job done.

Gimping: For this approach you are going to use 4 or 5 attacks in particular. Feel free to throw whatever else you want in to rack up some damage but there are a few moves that are a must for gimping effectively.

The 1st attack(s) is the forward tilt A (attack). Meta Knight will do 2 attacks then 1 more that will slash the opponent into the air if you press A again. This is the set up for getting your opponent where they don’t want to be while fighting Meta Knight. Off of the stage. You can also accomplish this with your up smash although it is slower and more predictable than the latter.

The 2nd attack(s) is either forward A or neutral A while in the air. Since Meta Knight is a flying character you can actually fly off stage to assault the enemy and have enough recovery options to make a safe landing after attacking. Your forward A will do a series of 3 slashes blocking the enemy from coming back on stage. The neutral A will cause Meta Knight to do a flip which will also push the opponent even further away from the stage. Do this as many times as you need to since this move doesn’t always have enough lift to KO at low damages.

The last attack I will cover for gimping is the very versatile shuttle loop. This is one of Meta Knights most viable means of KOing even when not using the gimping strategy. Use this one with caution, as it sends you into a glide afterwards which can lead you to your death if too far from the stage. So how do you know when to use the shuttle loop instead of regular air attacks? It’s simple. When your opponent has moderate to high damage and/or you know you are close enough to the stage to make a safe landing after hitting your opponent.

Ground Combat: Not always the easiest way to play Meta Knight but he can be just as deadly on land as he is in air. You will need to use a much wider array of attacks using this approach.

The 1st attack I would recommend is the mach tornado. As I mentioned earlier, it has great priority (not many attacks can break it), is a recovery option, and annoys a lot of people. This is by no means a finisher, but an ok damage racker.

You absolutely, ABSOLUTELY MUST use dodging when playing on the ground. Meta Knight will get knocked into next week with virtually 1 hit when playing powerhouse characters such as Ike, Bowser, etc. so dodging is an important means of surviving.
Do a lot of short hopping to take advantage of Meta Knights air attacks even while on land. His air attacks come out quick and have moderate knock back.

This next move I will discuss is the dimensional cape. This heavily under-rated special will make your strategies less predictable. You could use it as a counter and even a recovery move if you master it. It has a nice amount of power behind it if your enemy is heavily damaged making this a great trick during sudden deaths. The best stage to master this special is the Temple from Melee. It is huge and has a lot of platforms. See how accurately you can teleport from one side of the stage to the other without touching the same piece of ground twice.

Now I will discuss ground finishers. Out of all of the finishers, your best friend is the down smash. It comes out quick, hits both sides, and packs a punch. This will be by far your most viable means of accomplishing a KO on ground. Your forward smash is more powerful but more predictable. You can also use shuttle loop as a finisher but if you miss you will be left vulnerable for a short moment.

SUMMARY:
This guide wasn’t created to pick one of the above strategies, but to combine them and hopefully create a comfortable playing style. An unpredictable brawler is a good brawler so having as much variety as possible is key. Hope everyone finds this at least mildly helpful. Feedback is appreciated.

thanks man i use meta im pretty good with him
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