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Meta Knight (SSBB)/Neutral attack: Difference between revisions

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m (undoing misguided parameter)
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==Hitboxes==
==Hitboxes==
{{BrawlHitboxTableHeader}}
{{BrawlHitboxTableHeader}}
{{HitboxTableTitle|Hit 1|25}}
{{HitboxTableTitle|Hit 1|24}}
{{BrawlHitboxTableRow
{{BrawlHitboxTableRow
|char=Meta Knight
|char=Meta Knight
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|rawflags=00100010100000110000011000000010
|rawflags=00100010100000110000011000000010
}}
}}
{{HitboxTableTitle|Hit 2|25}}
{{HitboxTableTitle|Hit 2|24}}
{{BrawlHitboxTableRow
{{BrawlHitboxTableRow
|char=Meta Knight
|char=Meta Knight
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|rawflags=00100010100000110000011000000010
|rawflags=00100010100000110000011000000010
}}
}}
{{HitboxTableTitle|Hit 3|25}}
{{HitboxTableTitle|Hit 3|24}}
{{BrawlHitboxTableRow
{{BrawlHitboxTableRow
|char=Meta Knight
|char=Meta Knight
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|rawflags=00100010100000110000011000000010
|rawflags=00100010100000110000011000000010
}}
}}
{{HitboxTableTitle|Hit 4|25}}
{{HitboxTableTitle|Hit 4|24}}
{{BrawlHitboxTableRow
{{BrawlHitboxTableRow
|char=Meta Knight
|char=Meta Knight
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|rawflags=00100010100000110000011000000010
|rawflags=00100010100000110000011000000010
}}
}}
{{HitboxTableTitle|Hit 5|25}}
{{HitboxTableTitle|Hit 5|24}}
{{BrawlHitboxTableRow
{{BrawlHitboxTableRow
|char=Meta Knight
|char=Meta Knight
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|rawflags=00100010100000110000011000000010
|rawflags=00100010100000110000011000000010
}}
}}
{{HitboxTableTitle|Final hit|25}}
{{HitboxTableTitle|Final hit|24}}
{{BrawlHitboxTableRow
{{BrawlHitboxTableRow
|char=Meta Knight
|char=Meta Knight

Revision as of 07:30, April 23, 2020

Overview

Hitbox duration of Meta Knight's neutral attack.

When the attack button is pressed while standing still, Meta Knight will shout a battle cry, and slash with Galaxia in several directions. If the button is held, Meta Knight will continue to slash all around him, which can be done indefinitely. Opponents that are hit may get temporarily stuck in the barrage if they don't SDI properly. This move is mostly situational as it is little more than a punishing tool against opponents that recklessly approach Meta Knight, and some of Meta Knight's attacks with greater reach and less ending lag tend to be more practical for this purpose, most notably his neutral special. Opponents with disjointed hitboxes such as Marth can easily hit Meta Knight during this move. Like most of Meta Knight's moves, this move has transcendent priority.

Hitboxes

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
Hit 1
0 0 2% 0 Sakurai angle 8 40 0 5.0 Root 0.0 4.8 6.0 1.0x 1.0x 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png TypeIcon(Sword).png EffectIcon(Slash).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash SpecialsDirect.png
1 0 2% 0 Sakurai angle 8 40 0 5.0 Root 0.0 4.8 14.8 1.0x 1.0x 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png TypeIcon(Sword).png EffectIcon(Slash).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash SpecialsDirect.png
Hit 2
0 0 2% 0 Sakurai angle 8 40 0 5.0 Root 0.0 6.0 7.2 1.0x 1.0x 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png TypeIcon(Sword).png EffectIcon(Slash).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash SpecialsDirect.png
1 0 1% 0 Sakurai angle 8 40 0 5.0 Root 0.0 11.2 14.8 1.0x 1.0x 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png TypeIcon(Sword).png EffectIcon(Slash).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash SpecialsDirect.png
Hit 3
0 0 1% 0 Sakurai angle 8 40 0 5.0 Root 0.0 5.6 -9.2 1.0x 1.0x 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png TypeIcon(Sword).png EffectIcon(Slash).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash SpecialsDirect.png
1 0 2% 0 Sakurai angle 8 40 0 5.0 Root 0.0 5.6 -3.6 1.0x 1.0x 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png TypeIcon(Sword).png EffectIcon(Slash).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash SpecialsDirect.png
2 0 2% 0 Sakurai angle 8 40 0 5.0 Root 0.0 5.6 0.0 1.0x 1.0x 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png TypeIcon(Sword).png EffectIcon(Slash).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash SpecialsDirect.png
Hit 4
0 0 2% 0 Sakurai angle 8 40 0 5.0 Root 0.0 6.4 7.2 1.0x 1.0x 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png TypeIcon(Sword).png EffectIcon(Slash).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash SpecialsDirect.png
1 0 1% 0 Sakurai angle 8 40 0 5.0 Root 0.0 10.4 13.6 1.0x 1.0x 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png TypeIcon(Sword).png EffectIcon(Slash).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash SpecialsDirect.png
Hit 5
0 0 2% 0 Sakurai angle 8 40 0 5.0 Root 0.0 6.4 -2.0 1.0x 1.0x 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png TypeIcon(Sword).png EffectIcon(Slash).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash SpecialsDirect.png
1 0 1% 0 Sakurai angle 8 40 0 5.0 Root 0.0 5.6 -10.4 1.0x 1.0x 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png TypeIcon(Sword).png EffectIcon(Slash).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash SpecialsDirect.png
Final hit
0 0 2% 0 Sakurai angle 13 60 0 4.0 Root 0.0 5.0 14.0 1.0x 1.0x 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png TypeIcon(Sword).png EffectIcon(Slash).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Slash SpecialsDirect.png
1 0 2% 0 Sakurai angle 13 60 0 4.0 Root 0.0 5.0 9.0 1.0x 1.0x 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png TypeIcon(Sword).png EffectIcon(Slash).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Slash SpecialsDirect.png
2 0 2% 0 Sakurai angle 13 60 0 4.0 Root 0.0 5.0 4.0 1.0x 1.0x 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png TypeIcon(Sword).png EffectIcon(Slash).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Slash SpecialsDirect.png

Timing

First loop frame 6
Hit 1 7
Hit 2 11
Hit 3 15
Hit 4 20
Hit 5 24
Last loop frame 27
Final hit 28
Animation length 38
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(LagLoopS).png FrameIcon(LagLoopE).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(LagLoopS).png FrameIcon(HitboxLoopE).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png
Legend (1 square = 1 frame)
FrameIcon(Lag).png
Lag time
FrameIcon(Hitbox).png
Hitbox
FrameIcon(BlankLoopS).pngFrameIcon(BlankLoopE).png
Loop point

Trivia

  • Meta Knight is the only character to enter his rapid jab without having any single hits beforehand.