Meta Knight vs Donkey Kong

Donkey Kong Matchup (Meta Knight)

Meta Knight vs Donkey Kong

Meta Knight vs Donkey Kong is most stable when you extend juggle time on DK's large hurtbox and weak landing, never give his grab and back air free value, and finish stocks by clipping the short vertical recovery.

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Matchup Summary (Win Condition and Game Plan)

Meta Knight does not want a grounded slugfest here, but Donkey Kong’s size and weak landing make him highly vulnerable once he is launched, so the matchup is about stretching every Nair, Up Tilt, and Uair juggle as far as possible. The table shows that after blocking Donkey Kong’s Jab 1, Jab 2, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, smash attacks, Forward Air, Up Air, Neutral B, Side B, Up B, and Down B, Meta Knight can answer with OOS Dair (7f), Up B (7f), Up Smash (8f), OOS Nair (9f), and OOS Uair (9f), so the heavy grounded swings should always be taxed. At the same time, Donkey Kong’s Neutral Air and Back Air are difficult to punish immediately on block, and forcing the issue there is worse than simply tracking the landing and launching him again. Meta Knight should close stocks by routing advantage upward and offstage, then matching DK’s recovery height with jumps and Up B so the weak vertical return gets cut off before center-stage trades can happen again.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldMeta Knight OOS Candidate MovesBarely Missed Moves
Jab 15-14
  • OOS Dair (7f)
  • Up B (7f)
  • Up Smash (8f)
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (12f)
Jab 24-20
  • OOS Dair (7f)
  • Up B (7f)
  • Up Smash (8f)
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (12f)
Forward Tilt7-19/-18
  • OOS Dair (7f)
  • Up B (7f)
  • Up Smash (8f)
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (12f)
Up Tilt5-24
  • OOS Dair (7f)
  • Up B (7f)
  • Up Smash (8f)
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (12f)
Down Tilt6-11
  • OOS Dair (7f)
  • Up B (7f)
  • Up Smash (8f)
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (+1)
Dash Attack9-13
  • OOS Dair (7f)
  • Up B (7f)
  • Up Smash (8f)
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (12f)
Forward Smash22-17/-18
  • OOS Dair (7f)
  • Up B (7f)
  • Up Smash (8f)
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (12f)
Up Smash14-22
  • OOS Dair (7f)
  • Up B (7f)
  • Up Smash (8f)
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (12f)
Down Smash11-32
  • OOS Dair (7f)
  • Up B (7f)
  • Up Smash (8f)
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (12f)
Neutral Air10-5/-6
  • None
  • OOS Dair (+2)
  • Up B (+2)
  • Up Smash (+3)
Forward Air18-12/-11/-12
  • OOS Dair (7f)
  • Up B (7f)
  • Up Smash (8f)
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (+1)
Back Air7-6/-7
  • None
  • OOS Dair (+1)
  • Up B (+1)
  • Up Smash (+2)
  • OOS Nair (+3)
  • OOS Uair (+3)
Up Air6-10
  • OOS Dair (7f)
  • Up B (7f)
  • Up Smash (8f)
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (+2)
Down Air14-8/-9
  • OOS Dair (7f)
  • Up B (7f)
  • Up Smash (8f)
  • OOS Nair (+1)
  • OOS Uair (+1)
  • Grab (+2)
  • OOS Bair (+2)
Neutral B19(+7)-33 to -19
  • OOS Dair (7f)
  • Up B (7f)
  • Up Smash (8f)
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (12f)
Side B20-32
  • OOS Dair (7f)
  • Up B (7f)
  • Up Smash (8f)
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (12f)
Up B19/25/32/40/49/55/62-37
  • OOS Dair (7f)
  • Up B (7f)
  • Up Smash (8f)
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (12f)
Down B12/23-15
  • OOS Dair (7f)
  • Up B (7f)
  • Up Smash (8f)
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (12f)
Grab8
Dash Grab11
Pivot Grab12

Win Condition Checklist

  • After Meta Knight starts a juggle with Nair, Up Tilt, or Uair, do not rush the kill; keep chasing Donkey Kong’s landing and jump until the disadvantage string is extended.
  • After Meta Knight blocks Donkey Kong’s Jab 1, Jab 2, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, smash attacks, Forward Air, Up Air, Neutral B, Side B, Up B, or Down B, immediately choose the reachable punish from OOS Dair (7f), Up B (7f), Up Smash (8f), OOS Nair (9f), and OOS Uair (9f).
  • After blocking Donkey Kong’s Neutral Air or Back Air, Meta Knight should not mash back and should instead chase the landing drift or retreat route to relaunch him.
  • Once Donkey Kong is offstage, Meta Knight should use multi-jumps and Up B to line up with the recovery height and punish the weak vertical route instead of resetting neutral too early.

Actions to Avoid

  • Taking repeated grounded trades and letting Donkey Kong cash out on grab starters or raw power at even percent.
  • Blocking Donkey Kong’s heavy buttons and specials, then letting the punish window pass without using Meta Knight’s fast OOS options.
  • Challenging Donkey Kong’s Back Air head-on over and over instead of following the landing after it is spent.
  • Swinging too early offstage before Donkey Kong has committed his remaining drift, then giving up the position that actually covers the short vertical recovery.

Reference Links

Related Pages