Sunday, July 19, 2015

META KNIGHT Amiibo Guide



META KNIGHT
AVERAGE TIER


In my opinion, Meta Knight is a good example of an amiibo that can be good or bad depending on how he's trained. I was on the fence about where I would place him more than any other amiibo so far. Meta Knight has a lot of issues that come with the character just not being that good in this installment. His biggest problem comes from a lot of his moves not dealing that much damage and his range being pretty poor. He's a character that was made to be aerial based, but his aerials don't hit very hard at all and are a little laggy. This can lead him into punishes when fighting against amiibos, if he's approaching from the air. He's high risk with little reward. But on the upside I feel that if you train him right he comes close/has a chance of beating almost any amiibo you put him up against. Does he stomp any match ups? No. But I think if you really like the character, and want this amiibo to do well he will. His biggest strength is his grab options. His throws can rack up a lot of damage and his down throw to up b combo at low-mid percents can rack up  a lot of damage as well. At Higher Percents he can kill with back throw, that's a good option for him to learn. Also, he has a great Up Smash and F Smash, if he can land them. All in all, I felt that even though the character's design is weak, the amiibo has a pretty good AI and in certain match ups he does surprisingly well. The problem is, he doesn't stand out in any areas, his smashes aren't THAT great, his aerials arent that great and his kill options are limited. So even though he doesn't have any devastating weaknesses, he doesn't have any clear strengths either. I feel this warrants his placement in the average tier.

PROS:
  • Floaty and Quick
  • Great at Gimping Opponents
  • True Combo
  • Great Smash Attacks
  • Small Size Can Be An Advantage
  • Kill Throw
CONS:
  • Weak Kill Options
  • Struggles in most match ups
  • Requires knowledge of the character to be effective
  • No Long-Mid Range Options, All Short Ranged
  • B moves are hard to land on amiibos and he will rarely use them
  • Damage output on most moves is low
TRAINING MUSTS:
  • You have to grab/pummel often, very important, all throw options are decent, prioritize down throw though
  • Teach him to down throw to up b at low-mid percents
  • Teach him to Kill with Back Throw at the ledge at high percents.
  • Utilize all tilts, his down tilt can trip and he can rack up damage at far range, his f tilt can rack up damage and kill at high percents
  • Utilize all aerials but use them sparingly, f air and down air on a shielding amiibo can lead to punishes
  • Teach him to kill with back air 
  • Avoid using his jab combo, it's laggy and will lead to punishes, he can also end up spamming this if you aren't careful
  • Use his neutral b tornado a lot, catch him in it and tap the button for max damage. Teach him to kill with it as well



4 comments:

  1. I'm pretty sure his Back Throw is a kill throw...

    ReplyDelete
    Replies
    1. At the ledge only and at really high percents? I've never seen him do it or I would've changed it by now.

      Delete
    2. Pretty sure, yeah.

      You have to show him that it kills and he'll start using it.

      Delete
    3. ok, I took your word for it and changed it

      Delete