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Meta Knight (PM)

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Revision as of 02:45, December 2, 2015 by Laikue (talk | contribs) (→‎Trivia: I don't think it's worth mentioning at all anymore...)
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Meta Knight
in Project M and Project+
Meta Knight SSBB.jpg
KirbySymbol.svg
Universe Kirby
Base game appearance Brawl
Moveset inspiration Meta Knight (SSBB)
Alternate costume Concept Art Meta Knight, Dark Meta Knight
MetaKnightHeadSSBB.png
Meta Knight's Concept art Costume in Project M 3.6
Meta Knight's Mirror World Costume in Project M 3.5

Meta Knight is a playable character in the Brawl mod Project M. As the dominant force of the Brawl metagame, Meta Knight returns from Brawl with moderate nerfs and a few new tricks.

Attributes

Changes from Brawl to PM

Meta Knight's down aerial prior to version 3.5.

Meta Knight has received both buffs and nerfs. He had some of his overwhelming advantages weakened in the transition from Brawl, notably his recovery, up aerial, Mach Tornado, and Shuttle Loop. Despite this, he has been given new tools that make him a threat to the rest of the cast.

Aesthetics

  • Change Sword trails are blue rather than white/yellow.
  • Change Sword SFX changed to sound louder, making his attacks sound stronger.

Attributes

  • Buff Glide can be edge cancelled and glide attack does slightly more damage (12% → 13%) and base knockback (30 → 40).
  • Buff Meta Knight's already fast dashing speed has been moderately increased ( 1.847 → 2.1), now having the 4th fastest dash in the game.
  • Buff Meta Knight's air speed is significantly faster (0.752 → 1.0).
  • Buff Meta Knight has on less jump start-up frames (Frame 4 → Frame 3).
  • Buff Meta Knight's initial jump has faster velocity (2.4 → 2.7).
  • Buff Meta Knight has much more traction (0.055 → 0.09).
  • Nerf Along with Pit and Charizard, Meta Knight can no longer glide with the jump button, though unlike these characters, who received a new special move that allows them to glide, Meta Knight only possesses his Shuttle Loop glide, significantly shortening his recovery. The duration and upward angling capabilities of the glide were also reduced (the entire duration was reduced *from infinite to 80 frames).
  • Nerf Number of mid-air jumps reduced (5 → 3), worsening his recovery.
  • Change Meta Knight's falling speed was increased dramatically (1.39 → 2.45) especially when compared to the rest of the Brawl cast, going from the very middle of falling speeds, to the 6th fastest falling speed in the game. It makes his SHFFL decent, in addition to him taking less vertical knockback. As a downside, it worsens his recovery and makes him susceptible to combos and chaingrabs, despite his small size and low weight.

Ground Attacks

  • Buff Neutral attack has stronger knockback and ends sooner than in Brawl.
  • Nerf Neutral attack can no longer be held.
  • Change Neutral attack's animation changed to match it's animation is SSB4.
  • Buff Down tilt has better usage as an attack, with the inner half of the sword now launching foes vertically and open for aerial combos, along with more damage, while the rest of the attack acts like the Brawl version.
  • Nerf Down tilt's interruptibility frames occur slower (IASA 16 → IASA 20), and it also gives less distance forward, no longer allowing Meta Knight to pseudo-crawl as effectively.
  • Buff Forward smash does more damage (14% → 16%) and is a stronger KO move (28 base/99 growth → 30 base/110 growth).
  • Nerf Forward smash causes Meta Knight to step back more during its initial delay, which somewhat lessens its range overall.
  • Change Forward smash's animation changed to match it's animation in SSB4.
  • Buff Up smash does more damage (9% → 12%), has increased knockback (62 base/145 growth → 40 base/185 growth), and less hitlag.
  • Buff The first hit of Down smash does more damage (11% → 13%), and the back hit has slightly more growth (90 → 93).
  • Nerf The first hit of Down smash has much less growth (93 →80), and the back hit comes out slightly later (frame 10 → frame 14).
  • Buff Dash attack comes out one frame faster (frame 5 → frame 4), and has an added late hit that deals 3%, giving it a longer duration.

Aerial Attacks

  • Nerf All aerials have more landing lag (Neutral aerial: 15 → 17, Forward aerial: 15 → 18, Back aerial: 12 → 16, Up aerial: 12 → 15, Down aerial: 15 → 16).
  • Buff Neutral aerial has more range, and the sourspot does slightly more damage (7% → 9%).
  • Buff Forward aerial has weaker knockback (60 base/122 growth → 30 base/130 growth), which allows much easier wall of pain combos under Project M's physics.
  • Nerf Forward aerial has much less KO potential as a result of its lower knockback.
  • Buff Back aerial is now a single quarter-circle slash at his back that deals higher damage (10% → 14%).
  • Nerf Back aerial has more start-up (frame 7 → frame 10), and less growth (175 → 100).
  • Buff Up aerial deals more damage (6% to 8%).
  • Nerf Up aerial, though still having juggling potential, now has somewhat more overall lag, and it cannot be used repeatedly while jumping and rising unlike in Brawl.
  • Buff Meta Knight has a new Down aerial: where he performs a somersault before slashing downward in a horizontal arc. The new down aerial deals more damage (9% → 14%, 7% → 11%) and more knockback. Though it has more start-up, the more edgeguarding-friendly physics and the changes to air dodging makes his down aerial (and to an extent, his other aerials) even more deadly gimping tools, now being almost guaranteed to gimp.

Grabs and Throws

  • Buff Up throw sends at a more favorable angle at lower percentages, which can lead to many tricks and follow-ups.
  • Buff Down throw sends opponents on a more horizontal angle, allowing easier tech-chases from it and can even chain grab a few characters, and is faster due to a reduction in the number of kicks.
  • Nerf Down throw's reduced number of kicks makes it deal less damage (11% → 9%).

Special Moves

  • Buff Finishing hit of Mach Tornado does more knockback (10 base/100 growth → 50 base/128 growth).
  • Nerf Mach Tornado's acceleration, deceleration and duration were decreased.
  • Buff Drill Rush was made into a more combo-orientated move: it propels forward faster and its hits link better, having more utility in combos.
  • Nerf The angling capabilities of Drill Rush were reduced.
  • Buff Shuttle Loop does vertical knockback in midair and can get early KOs off the ceiling.
  • Nerf Shuttle Loop has less range and no longer is a horizontal finisher.
  • Buff When using Dimensional Cape, flicking the C-stick before teleporting will perform a quick slash, dealing 14% damage. The normal slash itself deals more damage (14% → 16%), and significantly more knockback (20 base/85 growth → 40 base/100 growth).
  • Bug fix Meta Knight can no longer perform the Infinite Dimensional Cape.

Revisions

v2.6b

  • Buff Angled down aerial has hitboxes in Meta Knight's body.
  • Buff Grounded Dimensional Cape does not disable specials and airdodges.
  • Buff Grounded Shuttle Loop is able to go into special landing during the loop, like the aerial version.
  • Nerf Pivot grab range reduced, and has a bit more startup to match other pivot grabs.
  • Change Down aerial landing lag when not L-Canceled corrected.
  • Change Dimensional Cape attack edge cancels into fall properly when sliding off edges.
  • Change Dimensional Cape non-attack reappearance turn around timing adjusted to match the attack.
  • Bug fix Fixed a bug with glitched specials able to be performed out of aerials following the use of Dimensional Cape.
  • Bug fix Fixed a bug with momentum when Down B was used directly out of hitstun.

v3.5

  • Buff Dash attack has less endlag.
  • Nerf All 3 hits for forward tilt have more endlag.
  • Nerf Down tilt has slightly more endlag.
  • Nerf Forward smash has slightly more endlag.
  • Buff Final hit of up smash deals more knockback.
  • Nerf Hitbox for neutral aerial terminate more quickly and deals slightly less damage.
    • Buff However, it deals more knockback.
  • Buff Forward aerial connects better.
  • Buff Up aerial causes more damage.
  • Nerf Standing grab range has been reduced.
  • Buff Down throw causes more damage.
  • Nerf Dimensional Cape now puts Meta Knight in a helpless state.
  • Nerf Number of mid-air jumps reduced from 4 to 3.
  • Change Down aerial/Down Thrust replaced with a Brawl-inspired down aerial.
  • Change Sword SFX made louder, making his attacks sound stronger.

v3.6

Beta

  • Change New Down aerial: Meta Knight performs a somersault before slashing downward in a horizontal arc.
    • Buff Appears to deal more damage than the previous down aerial.
    • Nerf It has more startup lag.
  • Buff Weight increased to 79 from 70.
  • Change Final Smash has a Darkness effect added (Hence the name of the Final Smash, "Galaxia Darkness").

Full

  • Buff He can grab ledge during the ending animation of Mach Tornado.
  • Change Left foot enlargement on Dash attack reduced to 1.3.
  • Buff Down aerial knockback growth increased to 80 from 75.
    • Buff Hitbox size increased to 4.5 from 4.25
  • Change Rear hitbox of Down aerial changed to 11% damage, angle 361, 20 base knockback, 80 knockback growth, and 5.8 size.

Moveset

Up to date as of version 3.6.

Name Damage Description
Neutral attack Flurry Attack 1-3% (5 hits) Meta Knight slashes all around him in a flurry, similar to some of the Sword ability moves in the Kirby series. The first swipe only hits from behind while the rest can connect normally. Only three hits can connect when turned away. Only hits for a single series of hits and cannot be rapidly tapped for an increase of blows.
Forward tilt 4% Slashes twice in front of him (inward then outward), then once upwards. Last hit deals vertical knockback. Only pressing the attack button once will cause Meta Knight to perform only the first hit, press it twice more to slash the second and third time. Even at higher percentages, all three hits can combo into themselves.
3%
5% (base), 4% (tip)
Up tilt Up Thrust 6-8% Stabs upward while spinning. Meta Knight's famous upward stab during his boss battles. Sweetspot is at the hilt of the sword.
Down tilt 7% (body), 5% (sword) Thrusts his sword across the ground via low stab. Can set up for a grab at low percents and is great for controlling space. Can be used to pseudo-crawl, but not as effectively as in Brawl.
Dash attack 6-8% (clean), 3% (late) Does a forward thrust kick into a braking stop with vertical knockback. Due to this move not involving his sword, this attack has normal priority.
Forward smash 16% Pulls his sword back for a second, then slashes in front of him in a clearing outward strike. It's one of his strongest move in terms of knockback. Has very little ending lag. When fully charged, it can KO at 80%. Steps back a bit more during its initial delay than in Brawl.
Up smash 4% (hit 1), 3% (hit 2), 5% (hit 3) Slashes above him three times in a spiraling stationary leap. Similar to Link's up smash, but is much faster, has less range, and deals less damage and knockback. Can KO at very high percentages.
Down smash 13% (both sides) Slashes in front of him, then behind. Arguably one of his best KO moves due to its extremely fast speed and power. The second hit has slightly higher knockback than the first hit.
Neutral aerial Sword Spin 12% (clean), 9% (mid), 4% (late) Slashes while spinning in a forward-somersaulting circle, with a similar animation to the Sword ability's midair slash in the Kirby games. Has decent knockback. Good for offstage KOs if the move hits when clean and a good OoS option because of its speed and power.
Forward aerial 3% (hits 1-2), 4% (hit 3) Slashes in front of him three times. Can perform a wall-of-pain variation, though Meta Knight's air speed somewhat hampers the effectiveness of it so it is not as effective when compared to Jigglypuff's wall of pain.
Back aerial 14% Does one upward slash behind him. Good surprise offstage KO option at high percents or a powerful combo and gimping option at lower percents.
Up aerial 8% Slashes above him very quickly. Has decent knockback, but noticeably more ending lag than in Brawl. However, it is still useful for keeping opponents in the air via powerful juggle potential.
Down aerial 14% (sweetspot), 11% (sourspot) Meta Knight performs a somersault before slashing downward in a horizontal arc. Sends the opponent on a semi-spike trajectory and is quite deadly offstage, especially against opponents with poor horizontal recovery.
Glide attack 13% Part of his Shuttle Loop glide attack, Meta Knight will slash forward once when the attack button is pressed. A very powerful gliding attack compared to the others. This is only sword-based move of his to lack transcendent priority.
Grab
Pummel 3% Jabs opponents with the talons on his wings. A slow pummel.
Forward throw 6% (hit), 3% (throw) Boots the opponent away and upward with a back-somersaulting kick. A very fast throw and can lead up into another grab at low percent.
Back throw 7% (hit), 3% (throw) Warps behind the opponent and slashes at them with an outward strike.
Up throw Air Drop 12% Like Kirby's u-throw, Meta Knight jumps into the air holding his foe, and then crashes down. The differences are that his throw doesn't create an explosion, like Kirby's, does more damage, and has slightly more launching power.
Down throw Fury Stomp 1% (hits 1-5), 3% (hit 6), 1% (throw) Like Kirby's d-throw, Meta Knight stomps on the opponent multiple times, then ends by fall-stomping down on them with his foot's underside. Compared to Kirby's d-throw, it produces horizontal knockback. It can be followed by other attacks, and even another grab at low percentages.
Floor attack (front) 7% (body), 5% (sword) Slashes on either side of himself.
Floor attack (back) 7% (body), 5% (sword) Slashes on either side of himself.
Floor attack (trip) 5% Essentially the same as his other two floor attacks.
Edge attack (fast) 9% (body), 7% (sword) Quickly slashes forward with his blade.
Edge attack (slow) 10% (body), 9% (sword) Gets up slowly, then slashes with his blade.
Neutral special Mach Tornado 1% (loop hits), 5% (last hit) Spins at high speed, trapping foes in a tornado. This makes escape via directional influence difficult. When the Tornado is finished, the last hit causes slightly more than moderate knockback, but can be very dangerous if used near the top of the screen as Meta Knight could self-destruct if he cannot touch stage edges in his helpless state when off-stage or with the addition of being put helpless, can be punished. Mach Tornado can be controlled by pressing left or right to move in that direction, and going upwards is done by pressing the special move button rapidly, which also extends the amount of time Meta Knight spins, although as noted above, the amount of time is less than in Brawl. It is also a good recovery move, it gains some horizontal distance on top of a little vertical distance. It also has near instantaneous start-up lag, and with multiple large hitboxes that can clash with ground and aerial hitboxes, it provides great protection to Meta Knight. However, something to note is that Meta Knight will bounce off of edges rather than grabbing them if he hits them while he is in the tornado. He also cannot grab edges during the first few frames of his helpless animation out of the tornado.
Side special Drill Rush 1% (hits 1-5), 6% (hit 6) Leaps sideways with his blade outstretched. If he hits an enemy, he performs a combination lasting up to a good second, knocking Meta Knight's opponent slightly upward. Meta Knight can also change the course of the attack, although nowhere near as much as in Brawl, making it less useful as a recovery. After using the attack, Meta Knight becomes helpless. It is possible to cancel the ending lag of the attack by making the end hit the edge, allowing it to be virtually lag free, and allowing Meta Knight to grab the edge which can be used to help with hogging the edge.
Up special Shuttle Loop 9% (clean), 6% (late ground), 5% (late air) Jumps into the air with his sword pointed upwards, goes into a loop and glides forward with his blade extended. The Shuttle Loop has good knockback, making it one of Meta Knight's best KO moves. The ground Shuttle Loop has vertical knockback and invincibility frames at the beginning of the move and the air version also has strong vertical knockback, being a solid edge-guarding move due its high base knockback. It should also be noted that the end of the shuttle loop attack automatically initiates a glide, which can be used in addition to the vertical recovery to add good horizontal recovery. In addition, because Meta Knight can do a quick attack to conclude a glide, the shuttle loop can be timed to do two consecutive attacks — the initial upswing, and the quick swing from the glide. The move makes him helpless if the glide ends/is canceled, or if he does the glide attack.
Down special Dimensional Cape 16% (slash 1), 14% (slash 2) Teleports in a direction, controllable with the control stick. If the attack button is pressed or the special button is held, he will perform a slash. It can be used to disappear from projectiles, and even attacks. Many players disregard the cape, but it is very useful for surprising opponents, making recovery less predictable and for edgeguarding. This is an extremely "flashy" move, and is often used for showing off. Meta Knight can use this as a recovery move, but afterwards, he will enter helpless state, even if the attack connects.
Final Smash Galaxia Darkness 40% to trapped opponents, 18% for others Swings his cape out directly in front of him while shouting "Know my power!" or "Behold....". If he misses with his cape, Meta Knight pauses for a brief time, and the Final Smash fails. When it connects, characters nearby become trapped, the screen then darkens to black, and after a few seconds, a large, single slash appears near Meta Knight, as he then slices the trapped opponents with one, powerful strike. Characters who are trapped by Meta Knight's cape always receive high, upwards knockback that can KO above 60%, with super armor ignored. Any opponents who are not trapped are also attacked, but instead take weaker damage and upwards knockback. These slashes can also damage and even KO allies, without regarding Friendly Fire being disabled or not. The weaker slash part of Galaxia Darkness can be avoided by dodging with correct timing.

In competitive play

Notable players

Alternate costumes

Meta Knight has gained two new costumes. One is based off of his Mirror World counterpart, Dark Meta Knight, from Kirby and the Amazing Mirror; the other is based off of early concept art of the character seen in the collectible book that came with Kirby's Dream Collection: Special Edition.

The Concept Art costume received a makeover in 3.6, giving Meta Knight white eyes and a new sword to brandish.

Meta Knight's alternate costumes in PM
MetaKnightHeadSSBB.png MetaKnightHeadWhiteSSBB.png MetaKnightHeadRedSSBB.png MetaKnightHeadGreenSSBB.png MetaKnightHeadBlueSSBB.png MetaKnightHeadPinkSSBB.png MetaKnightHeadDarkPM.png MetaKnightHeadConceptPM.png


Trivia

  • Meta Knight is the only character whose down aerial has changed into an entirely different move three times between updates.
  • Meta Knight's Concept Art alternate costume has an error where his shoe strap appears to have no texture, there is however a patch that fixes this problem (as well as an error involving his cape).[1]
  • If Meta Knight is hit enough times when he is shielding, his cape will occasionally disappear. However, this has no effect on gameplay.

External links