Analysis: MetaKnight

    Share
    avatar
    Nitori Kawashiro
    Herpdier
    Herpdier

    Title Text : Aquatic Engineer
    Posts : 51
    Join date : 2012-10-21
    Location : Genbu Ravine

    Analysis: MetaKnight

    Post  Nitori Kawashiro on Sun Nov 18, 2012 8:41 am

    MetaKnight (aka Meta Knight)


    Type:
    HP: 80
    Attack: 110
    Defense: 110
    Sp.Attack: 40
    Sp.Defense: 80
    Speed: 110
    Abilities: Battle Armor / Steadfast / Anger Point
    Tier: Fundex UU

    MetaKnight is a relatively fast and bulky attacker, with 110 in Attack, Defense, and Speed. He also has a great physical movepool, including moves such as U-turn, Wild Charge, and Dragon Claw. He also carries useful but situational abilities; Steadfast lets MetaKnight get an extra boost against Fake Out users or Kogasa's Surprise~! attack, while Battle Armor stops crits and Anger Point lets MetaKnight use crits to his advantage.

    "Choice"
    MetaKnight (M) @ Choice Band / Choice Scarf
    Trait: Battle Armor
    EVs: 4 HP / 252 Atk / 252 Spd
    Adamant Nature (+Atk, -SAtk) / Jolly Nature (+Atk, -SAtk)
    - Iron Head
    - U-turn
    - Night Slash / Sky Uppercut / Wild Charge / Drill Run / Aerial Ace / Stone Edge
    - Night Slash / Sky Uppercut / Wild Charge / Drill Run / Aerial Ace / Stone Edge

    This set functions similarly to Hibachi's Choice set, but also works differently, as MetaKnight has lower attack and speed, but a wider movepool. Iron Head is mainly for STAB, and that 30% flinch chance can come in handy. U-turn allows for a speedy hit-and-run attack, but MetaKnight's high speed can't guarantee a safe switch-in on whatever comes in. Night Slash and Sky Uppercut carry the greatest coverage together, hitting nearly everything for neutral damage. Wild Charge helps defeat those PESKY PLUM-I mean, Water-types. Drill Run hits Eiki and Dennis hard and has a high crit chance, but has bad coverage with Sky Uppercut. Aerial Ace is a weak option, but hits Bugs and Grasses like Wriggle and Shizuha super-effectively. Stone Edge is simple, it hits Flying and Fire-types super effectively, but is relatively unreliable due to its shaky 80 accuracy. Choice Scarf can be used over Choice Band to outspeed very many things, at the cost of some power.

    "Life Orb"
    MetaKnight (M) @ Life Orb
    Trait: Battle Armor / Steadfast
    EVs: 4 HP / 252 Atk / 252 Spd
    Adamant Nature (+Atk, -SAtk)
    - Iron Head
    - X-Scissor / U-turn
    - Night Slash / Sky Uppercut / Wild Charge / Drill Run / Aerial Ace / Stone Edge / Roost
    - Night Slash / Sky Uppercut / Wild Charge / Drill Run / Aerial Ace / Stone Edge / Roost

    This set appears very similar to the Choice Band set, with all the same moves, except for a couple changes. X-Scissor can be used over U-turn for more power and not forcing a switch-out. The other moves can be mixed and matched for a relatively unpredictable MetaKnight. Roost, which has been released for MetaKnight as of Fundex 12.1, can be used for a form of reliable recovery.

    "Set-Up"
    MetaKnight (M) @ Expert Belt / Leftovers / Life Orb / Flying Gem
    Trait: Battle Armor / Steadfast
    EVs: 4 HP / 252 Atk / 252 Spd
    Adamant Nature (+Atk, -SAtk)
    - Iron Head
    - X-Scissor / Night Slash / Sky Uppercut / Wild Charge / Drill Run / Aerial Ace / Acrobatics / Stone Edge
    - X-Scissor / Night Slash / Sky Uppercut / Wild Charge / Drill Run / Aerial Ace / Acrobatics / Stone Edge
    - Swords Dance / Hone Claws

    This set, again, resembles the other sets shown, but uses an attack-boosting move to give MetaKnight's attack an extra punch. Iron Head for STAB, other moves for coverage. Swords Dance is more preferable here, but if you're using Stone Edge, you might want to pick Hone Claws due to its accuracy boosting effects. If you're using Acrobatics, give MetaKnight a Flying Gem to kill everything.

    "Support"
    MetaKnight (M) @ Light Clay
    Trait: Battle Armor / Steadfast
    EVs: 252 HP / 48 Def / 192 SDef / 16 Spd
    Careful Nature (+SDef, -SAtk)
    - Thunder Wave / Toxic
    - Reflect
    - Light Screen
    - Iron Head

    A rather different take on MetaKnight, this set can be used to help support the team (obviously). Thunder Wave and Toxic can both be used to support the team, with Thunder Wave crippling an opponent, and Toxic helping wear down a wall. Reflect and Light Screen help increase the team's bulk for several turns, and can make a difference between surviving an attack or not. Iron Head is mainly used for STAB, and also to keep MetaKnight from being wrecked by Taunt.

    Other Options

    Dragon Claw, Bulk Up, Counter, Frustration / Return, Substitute, Poison Jab, Agility / Rock Polish, Rock Slide

    Dragon Claw, Frustration / Return, Poison Jab, and Rock Slide are all other physical moves MK can use.
    Bulk Up is another option for boosting Attack on the Set-Up set.
    Counter is a rather gimmicky move that can be used to your advantage, getting rid of a pesky Meirin or Orly-Owl when used with a Focus Sash.
    Substitute can be used on the Set-Up set to give MetaKnight a status absorber, keeping 'mons from burning or paralyzing MK while he's setting up.
    Agility and Rock Polish can be used on the Set-Up set to outspeed nearly anything that exists.

    Checks and Counters

    Anything with a sufficient physical defense can easily wall MetaKnight. 'mons such as Sakuya and Suika have the highest Defense stats in Fundex UU, but carry weaknesses to several moves that MetaKnight carries. MetaKnight's Special Defense has much to be desired, so Kirby, Samus and Yumemi can make quick work of MK with Flamethrower or Fire Blast. MetaKnight also has weaknesses to Ground and Fighting, so Phoenix Wright, Meirin, Keine, Shizuha, and others can defeat him with Close Combat, Earth Power, Earthquake, etc.


    Last edited by Nitori Kawashiro on Fri Dec 21, 2012 6:04 am; edited 3 times in total


    _________________

    What did you expect? I am Nitori!

    Also,

      Current date/time is Tue Dec 12, 2017 11:04 am