Meta Knight's air chasing game has fewer holes than most, I think. Not sure what constitutes 'air camping'.Characters can actually deal with that effectively. Air camping has holes.
Meta Knight's air chasing game has fewer holes than most, I think. Not sure what constitutes 'air camping'.
I wouldn't call MK balanced by any means, but he's certainly not vbrawl broken. The only issues I personally have with his lack of balance is the easykill up throw and how he has 4 means of recovery, all of which can be used in succession before he goes into helpless.
You're only talking about what it does on paper, not how it would be used by someone who isn't an idiot. MK doesn't exactly have a hard time getting most chars to death %, let alone gimping them endlessly for the first stock. He only needs to deal what... 50ish% to make uthrow kill? Maybe a bit more depending on weight? Think about how easy that is for someone like him. Now combine that with how easy it is to get that grab. Dorf can cancel, sure. Bowser gets the first kill, sure. But neither of them can guarantee a kill out of theirs at any % unless they suicide. As long as MK stays below roughly 30% and away from stage edges (and DIs properly), he can survive his own throw and still get that kill.
That is to say, he can uthrow someone so that they are closer to one side of the blastline, while MK has much more room to DI on the other side, right?
I think it's kind of random because that's how bombs work. I think uthrow is partly fine but needs tweaking or removing. I don't like the idea that you just win as long as they have one stock left and you have at least two. It dulls the matchup a lot imo.
You can QCSDI (read: mash the c stick every which way) the attack after the actual grab box ends, and that will somewhat change your direction. Depending on where you're at you can tech it and not die at all.I swear I've seen people fly both away from him and toward him from uthrow KB, so unless I'm mistaken, you can sorta control which direction you're knocked back. Not positive though.
Why would you even waste time on the punch when nearly any other Dorf attack will have virtually the same effect after like 20?
I'd be more convinced of that if it weren't such an obvious move on the MK's part. If you know he's fishing for grabs, you're already a step ahead. It just means you have to change your plan a little bit against that character. In Melee, a lot of fast-fallers die to Jigglypuff's up-throw rest or up-tilt rest depending on percent. That doesn't mean they lose stocks as soon as they get to 15-20%. (When Rest starts to KO.) You just have to mind where you stand and not get grabbed. It won't work all the time, but it helps a lot.