This small close quarters stage is perfect for MK. He can micro-space here. His back air kills extremely early, as well as zelda's. This is an even stage but, in my opinion slightly in Metaknight's favor because of the small space for Zelda to work with.​

The same as YS. MK kills SUPER early on this stage. You would be surprised. You just cannot let Zelda get control on the base of the stage.​

This stage's wonky rigid design with the ever-changing slanted platform messes up with Zelda's shenanigans. The platform is a great way to avoid Din's placement on the ground. It also appeals for optimal combo potential. Edge-guarding on this stage is pretty simple because the shy guy platform will sometimes allow you to go out farther with Back-airs.​

Flat, long stages are a big problem for MK in this match up in particular. There is no where for MK to escape Zelda's enormous punish game. You would be crazy to go to this stage. This is my go-to ban against Zelda, unless they know me and the stages I personally don't like, too well.​

This stage is the same applied to Final Destination, with two convenient platforms. Zelda excels at controlling stage on this map. B-throw kills MK super early with the smaller side blast zones, as well as kicks. MK's sweet spotted Up-B kills relatively early on this stage as well.​

Awful stage for MK in this match up. WAY too much room for Zelda to move around in. The platforms do not favor us in any way. The blast zones are huge, the base platform is huge, and you can get caught under the stage. I just don't feel like this is a very strong stage for MK in this match up specifically.​

I feel like this has similar traits to Pokemon Stadium 2. Except one moving platform and not two static ones. Recovering on this stage is a pain against Zelda. The flat base is difficult to move around because of Din's placement.​

Right out of the get-go, I instantly dash towards Zelda, expecting a Din's placement. Right from this point it is a 50:50. If she Din's, continue dashing in for the grab.(I am pretty sure is guaranteed if she trys to place one down.) If she starts movement games, begin to do the same. You're ground movement exceeds hers tenfold.​

You need to out manouver Zelda and wait for her to throw out a move and go in for the punish. Din's mitigates your movement on stage. So, hopefully, there are platforms to manuever onto and around. An RAR B-air or an U-air > an F-tilt one will catch any of Zelda's OoS options usually. You also cross up N-air, but watch out for the B-air out of shield.​





The best way to deal with Din's, as stated by both @

Make sure that you don't over extend into her kick range,

​ THIS THING IS A B*TCH. We have no move in our arsenal that can get rid of Din's (I.E. A disjointed move like Wario's N-air) The ONLY move we have that clanks with Din's is our Dash Attack. And only when the Din's is on the low, approximately on the ground. If it is placed around MK's cape collar, WE CANNOT CLANK WITH DASH ATTACK. This is the only reason, in my opinion, that this match up is slightly disadvantage. This little ball of flames reduces our momentum, movement, and our overall way to get in on Zelda.The best way to deal with Din's, as stated by both @ Narelex and @ BirdyBirds on two different occasions: "you just dash dance just outside her effective range, but close enough that she can't complete din's animation. if she doesn't din's, she doesn't get more stage control, if she does dins, it's a free grab/punish. This should really reduce the amount of dins she can place and put plenty of pressure on her."Make sure that you don't over extend into her kick range,

Character:3.5Yoshi's Story (Melee)Wario WareYoshi's Island (Brawl)Final DestinationPokemon Stadium 2NorfairSmashvilleStart of Match:Neutral Game:Din's:Punish Game:One very interesting thing to note is that Meta Knight is one of the only characters in the game that can combo Zelda. Not only that, be we have kill setups. D-Tilt > Up-B works at higher percentages. When Zelda is recovering, don't be afraid to just go out and B-air or N- air her. The farore's wind is able to be hit until she disappears. If you do trade, it is worth it. In this match up, you want the lead as fast as possible because trying to take that lead back against a Zelda is like climbing a mountain.Ok so I will try to explain this as simply as possible. When Zelda grabs you DI for the F-throw and B-throw by holding the same direction that she is facing. From there, if she D-throws, DI behind her immidiately. Zelda's D-throw animation is long enough to react to and switch your DI up. If you DI the D-throw correctly, it will become a tech chase situation. If you DI incorrectly, you will either get regrabbed, U-smashed, or F-tilted. In my experience in this match up, being in a tech chase situation is much better that getting double U-smashed > N-air/Kick.She has a dirty combo game on us. The only struggle she has is getting in on us because we can run away from her all day long. Her combo game is kind of like a flow chart from what i've been exposed to. Jab > Nayru's. F-tilt > Up-smash. Up-smash > N-air/Kick. One last thing to look out for is when you are on the back side of Zelda. She can get two B-airs out in one short hop, or do a kick then waveland. This is very dangerous. If you are shielding a B-air, wait for the second one to hit the do a buffer roll away with the c-stick.TL;DR – Don't get grabbed. Dont get hit.If you guys would like to see me and my training partner, Prynne, play, I can record a set of us so you can see all of this information in motion!