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Meta Knight (SSBB)/Down aerial: Difference between revisions

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(→‎Overview: I'm using a nexus so i can't do this quickly :P)
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==Overview==
==Overview==
[[File:MK Dair Hitbox Brawl.png|thumb|The hitbox of Meta Knight's dair]]
[[File:MK Dair Hitbox Brawl.png|thumb|The hitbox of Meta Knight's dair]]
Meta Knight does a quick horizontal slash below him, doing 7%-9% damage and hits on frame 4. Like his up aerial, the move has transcendent priority, extremely little [[start-up lag]] but has a bit more ending lag but has very little regardless, making this move hard to punish. The move can be often used by players to dair camp to space his distance between his opponents in the air. With its semi-spike trajectory and decent knockback, it is one of the best edgeguarding moves in the game. It does great against opponents with poor horizontal recovery like {{SSBB|Ike}}.
Meta Knight does a quick horizontal slash below him, doing 7%-9% damage and hits on frame 4. Like his up aerial, the move has transcendent priority, extremely little [[start-up lag]] but has a bit more ending lag but has very little regardless, making this move hard to punish. With its semi-spike trajectory and decent knockback, it is one of the best edgeguarding moves in the game. It does great against opponents with poor horizontal recovery like {{SSBB|Ike}}.
 
This move is very effective when used for air camping, being difficult for opponents to break through, and useful for [[spacing]] in conjunction with [[Meta Knight (SSBB)/Forward aerial|his forward aerial]]. There are ways to combat this though, such as {{SSBB|Pikachu}}'s [[Pikachu (SSBB)/Up aerial|up aerial]].


Overall, an excellent move that is reliable and not difficult to use in Meta Knight's metagame.  
Overall, an excellent move that is reliable and not difficult to use in Meta Knight's metagame.  

Revision as of 16:39, August 14, 2013

Overview

File:MK Dair Hitbox Brawl.png
The hitbox of Meta Knight's dair

Meta Knight does a quick horizontal slash below him, doing 7%-9% damage and hits on frame 4. Like his up aerial, the move has transcendent priority, extremely little start-up lag but has a bit more ending lag but has very little regardless, making this move hard to punish. With its semi-spike trajectory and decent knockback, it is one of the best edgeguarding moves in the game. It does great against opponents with poor horizontal recovery like Ike.

This move is very effective when used for air camping, being difficult for opponents to break through, and useful for spacing in conjunction with his forward aerial. There are ways to combat this though, such as Pikachu's up aerial.

Overall, an excellent move that is reliable and not difficult to use in Meta Knight's metagame.


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Attack data

  • Startup: frames 1-3
  • Hits on: frame 4
  • Hitbox out: frames 4-5
  • Aerial cooldown: frames 6-25
  • Landing lag: 15 frames
  • Autocancel: frame 24
  • IASA frames: 26
  • Shield hitlag differential: 0
  • Shield stun: 2
  • Optimal shield advantage: -13
  • Optimal shield drop advantage: -6
  • Shield advantage w/o landing: -18
  • Shield drop advantage w/o landing: -11