Meta Knight by dirtydan88

Version: 1.00 | Updated: 08/12/08 | Printable Version

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=======  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]


   -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!


   -No projectiles

   -Light / easy to KO

   -Lackluster final smash

   -Relatively weak moves (damage wise)

   -Few KO moves


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

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
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

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

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

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

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!