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{{ArticleIcons|pm | {{ArticleIcons|pm=y}} | ||
{{Infobox Character Mod | {{Infobox Character Mod | ||
|name = Meta Knight | |name = Meta Knight | ||
|image | |image = [[Image:Meta Knight SSBB.jpg|250px]] | ||
|mod = Project M | |mod = Project M | ||
|base = | |base = ssbb | ||
|moveset1 = Meta Knight (SSBB) | |moveset1 = Meta Knight (SSBB) | ||
|altcostume = [ | |altcostume = [http://static1.wikia.nocookie.net/__cb20120904211852/kirby/en/images/8/8e/Tumblr_m7xuylJqjO1ra4czto1_500.jpg Concept Art Meta Knight], Dark Meta Knight | ||
|tier = S | |||
|ranking = 2 | |||
}} | }} | ||
[[File:Concept Art Meta Knight PM 3.0.jpg|thumb|Meta Knight's Concept | [[File:Concept Art Meta Knight PM 3.0.jpg|thumb|right|Meta Knight's Concept art Costume from ''Project M'' 3.0]] | ||
[[File:NewConceptArtMetaKnightPM.png|thumb|right|Meta Knight's Concept art Costume in ''Project M'' 3.6]] | |||
[[File:Dark_Meta_Knight_PM.png|thumb|right|Meta Knight's Mirror World Costume in ''Project M'' 3.5]] | |||
'''Meta Knight''' is a playable character in the ''[[Brawl]]'' mod ''[[Project M]]''. He was first confirmed as returning ''Brawl'' veteran for the mod in his own [https://www.youtube.com/watch?v=CoEeRtANciE surprise reveal trailer] on July 16th, 2013, a day before the release of ''Project M: Demo 2.6''. | '''Meta Knight''' is a playable character in the ''[[Brawl]]'' mod ''[[Project M]]''. He was first confirmed as returning ''Brawl'' veteran for the mod in his own [https://www.youtube.com/watch?v=CoEeRtANciE surprise reveal trailer] on July 16th, 2013, a day before the release of ''Project M: Demo 2.6''. | ||
Meta Knight is currently ranked | Meta Knight is currently ranked 2nd out of 41 on the current [[Project M#Tier list|official]] [[tier list]], placing him in the S tier. This is a very slight drop from his placement in ''Brawl'', where he was notably ranked 1st out of 38. | ||
==Attributes== | ==Attributes== | ||
Meta Knight has an unusual character blend of character archetypes. He boasts multiple [[double jump]]s, an above average [[walking speed]], the fourth fastest [[dashing speed]], average [[air speed]], the sixth fastest [[falling speed]], and the ability to [[glide]]. He is also tied for the fastest jump squat, giving him a quick, albeit short, [[wavedash]]. He is small character, and is the fourth [[Weight|lightest]] character (being surprisingly heavier than | Meta Knight has an unusual character blend of character archetypes. He boasts multiple [[double jump]]s, an above average [[walking speed]], the fourth fastest [[dashing speed]], average [[air speed]], the sixth fastest [[falling speed]], and the ability to [[glide]]. He is also tied for the fastest jump squat, giving him a quick, albeit short, [[wavedash]]. He is small character, and is the fourth [[Weight|lightest]] character (being surprisingly heavier than [[Fox (PM)|Fox]]). These traits give Meta Knight above average mobility compared to most characters of his size and weight. | ||
One of Meta Knight most positive strengths is his overall frame data; most of his moves have little start-up and ending lag, notably his [[down tilt]]. Though his overall reach is average, his sword Galaxia, gives him a useful disjointed range, especially in relation to his size, as he is the only small character who wields a sword. These factors make him difficult to punish, and in turn allow him to pressure his opponents. | One of Meta Knight most positive strengths is his overall frame data; most of his moves have little start-up and ending lag, notably his [[down tilt]]. Though his overall reach is average, his sword Galaxia, gives him a useful disjointed range, especially in relation to his size, as he is the only small character who wields a sword. These factors make him difficult to punish, and in turn allow him to pressure his opponents. | ||
His speed also gives him a versatile moveset and combo game. His down tilt can either be used to start combos up close, or be used for [[spacing]] or [[edge-guarding]] from a distance, thanks to its long reach. His [[neutral aerial]] has fast start-up, decent reach, high power, and a long duration, allowing it to be used as an [[out of shield]] option, an effective edge-guarding move, or a decent combo move. His [[forward aerial]] can be used as effective [[wall of pain]] move, especially on characters with poor horizontal recoveries such as | His speed also gives him a versatile moveset and combo game. His down tilt can either be used to start combos up close, or be used for [[spacing]] or [[edge-guarding]] from a distance, thanks to its long reach. His [[neutral aerial]] has fast start-up, decent reach, high power, and a long duration, allowing it to be used as an [[out of shield]] option, an effective edge-guarding move, or a decent combo move. His [[forward aerial]] can be used as effective [[wall of pain]] move, especially on characters with poor horizontal recoveries such as [[Roy (PM)|Roy]]. His [[up aerial]] has quick start-up, and low knockback, giving it very potent combo potential, notably on stages with low ceilings, where it can [[Rufio|combo into itself multiple times, and finish with]] [[Mach Tornado]], [[Shuttle Loop]], or even [[Dimensional Cape]] for early KOs. His grab game is also is notably effective, despite his average grab range. His [[forward throw]] is very quick, making it difficult for the opponent to react to. His [[back throw]] is good for setting up edgeguards and sending opponents off-stage, and can KO lighter characters at very high percentages. His [[down throw]] can follow-up into a variety of moves at low percents, has [[tech-chasing]] capabilities, and can even [[chain grab]] certain characters at low percentages. Meta Knight also has good KOing options for his weight class. His [[forward smash]] has high knockback for a character his size, and has low ending lag, making it relatively difficult to punish despite is slow start-up. His [[down smash]] has notably low start-up, allowing it to be used as a quick escape option, and a combo finisher. Finally, his [[back aerial]] and [[down aerial]] have very high knockback and reach for their speed; down aerial also [[semi-spike]]s opponents, making it almost guaranteed to [[gimp]] characters with poor recoveries, even at low percents. | ||
Finally, Meta Knight's recovery is often considered to be among the best in the game, due to the amount of recovery options he has relative to the cast, as his midair jumps and special moves allow him to cover long distances off-stage. Mach Tornado can be used from nearly any point off-stage, and has good protection due to the hitboxes surrounding Meta Knight. [[Drill Rush]] is his quickest recovery move horizontally, and punish edge-guarders who wait near the edge anticipating Meta Knight's return. Shuttle Loop covers the longest horizontal distance due to it transitioning into a Glide, and is also useful for vertical recovery, as if Meta Knight reverses the move at a certain point, he will instantly land back on the stage. Finally, Dimensional Cape is the most unpredictable of his recovery moves, as Meta Knight is invisible during the move, it can punish opponents with the attack proportion of the move, which has very high knockback, and can even be executed earlier by flicking the [[C-Stick]]. | Finally, Meta Knight's recovery is often considered to be among the best in the game, due to the amount of recovery options he has relative to the cast, as his midair jumps and special moves allow him to cover long distances off-stage. Mach Tornado can be used from nearly any point off-stage, and has good protection due to the hitboxes surrounding Meta Knight. [[Drill Rush]] is his quickest recovery move horizontally, and punish edge-guarders who wait near the edge anticipating Meta Knight's return. Shuttle Loop covers the longest horizontal distance due to it transitioning into a Glide, and is also useful for vertical recovery, as if Meta Knight reverses the move at a certain point, he will instantly land back on the stage. Finally, Dimensional Cape is the most unpredictable of his recovery moves, as Meta Knight is invisible during the move, it can punish opponents with the attack proportion of the move, which has very high knockback, and can even be executed earlier by flicking the [[C-Stick]]. | ||
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However, Meta Knight also has notable flaws. His main flaw, similar to the [[space animals]], is his frailty; his light weight combined with his very high fall speed make it so that he is KO'd fairly easily horizontally. Though his high fall speed gives him a long vertical endurance for his weight, it also makes him vulnerable to many combos and chain grabs despite his light weight; combined with the harsher environment of ''Project M'', this makes approaching risky when he is at high percentages, and thus, having to wait for an opportunity to punish. Despite Meta Knight having potentially the best recovery in the game, it is limited when his options are missing, due to the fact that if he were to get hit out of any of his specials, he would lose all of his midair jumps, and is forced to use only his special moves until he returns to a safe position. His aforementioned fall speed also makes him vulnerable to [[meteor smash]]es and [[spike]]s, even if he were to meteor cancel. | However, Meta Knight also has notable flaws. His main flaw, similar to the [[space animals]], is his frailty; his light weight combined with his very high fall speed make it so that he is KO'd fairly easily horizontally. Though his high fall speed gives him a long vertical endurance for his weight, it also makes him vulnerable to many combos and chain grabs despite his light weight; combined with the harsher environment of ''Project M'', this makes approaching risky when he is at high percentages, and thus, having to wait for an opportunity to punish. Despite Meta Knight having potentially the best recovery in the game, it is limited when his options are missing, due to the fact that if he were to get hit out of any of his specials, he would lose all of his midair jumps, and is forced to use only his special moves until he returns to a safe position. His aforementioned fall speed also makes him vulnerable to [[meteor smash]]es and [[spike]]s, even if he were to meteor cancel. | ||
Outside of edge-guarding, Meta Knight can also have difficulty KOing despite his good options, as many of them either have difficulty hitting due to slow start-up and/or poor reach, or are prone to [[stale-move negation]]. His lack of a projectile also makes him susceptible to [[camping]] strategies against characters with a strong projectile game, such as | Outside of edge-guarding, Meta Knight can also have difficulty KOing despite his good options, as many of them either have difficulty hitting due to slow start-up and/or poor reach, or are prone to [[stale-move negation]]. His lack of a projectile also makes him susceptible to [[camping]] strategies against characters with a strong projectile game, such as [[Snake (PM)|Snake]] or [[Falco (PM)|Falco]]. Finally, if Meta Knight is down a [[stock]], he has difficulty getting the lead back due to his aforementioned frailty, and the fact that many of his combos that have the potential of doing high damage or pressure to his opponent are relatively difficult to perform, as many of them are based on reading the opponent's [[directional influence]]. | ||
Overall, Meta Knight stands as a "high-risk, high-reward" character. His high learning curve means he must be able to perform his combos consistently, and because he is a ''glass cannon'', he also has to make careful decisions of his every action. Despite Meta Knight's notable weaknesses, his quick movement and attack speed, strong recovery, and formidable combo game, are enough to make a threat to the rest of the cast. Because of this, Meta Knight is viewed by the Project M community as a viable character (placing 5th on the [http://clashtournaments.com/project-m-3-02-preliminary-tier-list/ Project M 3.02 preliminary tier list] and 11th on the [http://clashtournaments.com/project-m-3-02-final-tier-list/ finalized one]). Though his tournament presence had gone down after the significant changes he received in transition to version 3.5, it did not significantly impact his viability when compared to other characters such as | Overall, Meta Knight stands as a "high-risk, high-reward" character. His high learning curve means he must be able to perform his combos consistently, and because he is a ''glass cannon'', he also has to make careful decisions of his every action. Despite Meta Knight's notable weaknesses, his quick movement and attack speed, strong recovery, and formidable combo game, are enough to make a threat to the rest of the cast. Because of this, Meta Knight is viewed by the Project M community as a viable character (placing 5th on the [http://clashtournaments.com/project-m-3-02-preliminary-tier-list/ Project M 3.02 preliminary tier list] and 11th on the [http://clashtournaments.com/project-m-3-02-final-tier-list/ finalized one]). Though his tournament presence had gone down after the significant changes he received in transition to version 3.5, it did not significantly impact his viability when compared to other characters such as [[Zelda (PM)|Zelda]] and [[Mewtwo (PM)|Mewtwo]], as his current 2nd place ranking shows, courtesy of the buffs he received in version 3.6b and 3.6. | ||
==Changes from ''Brawl'' to ''PM''== | ==Changes from ''Brawl'' to ''PM''== | ||
[[File:PM MK Dair.jpg|thumb|Meta Knight's down aerial prior to version 3.5, a downward sword-planting stall-then-fall that nods to the down thrust attack from the Sword ability in his home series; it could be directed at a forward angle upon executing.]] | [[File:PM MK Dair.jpg|thumb|Meta Knight's down aerial prior to version 3.5, a downward sword-planting stall-then-fall that nods to the down thrust attack from the Sword ability in his home series; it could be directed at a forward angle upon executing.]] | ||
In the transition from overwhelming dominance in ''Brawl'', Meta Knight has received both [[buff]]s and [[nerf]]s, but was moderately nerfed overall. He had some of his overwhelming advantages weakened in the transition from ''Brawl'', such as 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. Overall, Meta Knight remains relatively viable, though not to the same extent as in ''Brawl''. | |||
He had some of his overwhelming advantages weakened in the transition from ''Brawl'' | |||
Overall | |||
===Aesthetics=== | ===Aesthetics=== | ||
*{{change|Sword SFX changed to sound louder, making his attacks sound stronger.}} | *{{change|Sword SFX changed to sound louder, making his attacks sound stronger.}} | ||
*{{change|"Now, my power is without rival" replaces ''Brawl'''s "Victory...is my destiny" in the third win animation.}} | *{{change|"Now, my power is without rival" replaces ''Brawl'''s "Victory...is my destiny" in the third win animation.}} | ||
===Attributes=== | ===Attributes=== | ||
*{{buff|[[Glide attack]] deals more damage (12% → 13%) and has more base knockback (30 → 40).}} | *{{buff|[[Glide attack]] deals more damage (12% → 13%) and has more base knockback (30 → 40).}} | ||
*{{buff|Meta Knight's already fast [[dashing speed]] has been significantly increased (1.847 → 2.1), now having the 4th fastest dash in the game.}} | *{{buff|Meta Knight's already fast [[dashing speed]] has been significantly 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's [[air speed]] is significantly faster (0.752 → 1.0).}} | ||
*{{buff|Meta Knight's jump-squat is one frame faster ( | *{{buff|Meta Knight's jump-squat is one frame faster (Frame 4 → 3).}} | ||
*{{buff|Meta Knight jumps higher (2.4 → 2.7).}} | *{{buff|Meta Knight jumps higher (2.4 → 2.7).}} | ||
*{{ | *{{buff|Meta Knight has much more [[traction]] (0.055 → 0.09).}} | ||
*{{buff|Meta Knight no longer suffers a 32 frame [[meteor cancel]] delay (now being standardized to 15 frames), significantly improving his survivability against [[meteor smash]]es.}} | *{{buff|Meta Knight no longer suffers a 32 frame [[meteor cancel]] delay (now being standardized to 15 frames), significantly improving his survivability against [[meteor smash]]es.}} | ||
*{{nerf|Along with {{PM|Pit}} and {{PM|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 of the glide | *{{nerf|Along with {{PM|Pit}} and {{PM|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.}} | *{{nerf|Number of mid-air jumps reduced (5 → 3), worsening his recovery.}} | ||
*{{change|Meta Knight's [[falling speed]] was increased drastically (1.39 → 2.45) especially when compared to the rest of the ''Brawl'' cast, going from average 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.}} | *{{change|Meta Knight's [[falling speed]] was increased drastically (1.39 → 2.45) especially when compared to the rest of the ''Brawl'' cast, going from average 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=== | ===Ground attacks=== | ||
*{{buff|[[Neutral attack]] has less ending lag | *{{buff|[[Neutral attack]] has less ending lag, and the multi-hits have more base knockback (8 → 25), allowing them to connect better, due to the universally increased fall speeds. The final hit also deals more damage (2% → 3%) and knockback (13 (base)/60 (growth) → 40/100).}} | ||
*{{nerf|Neutral attack can no longer be held | *{{nerf|Neutral attack can no longer be held.}} | ||
*{{change|Neutral attack's animation slightly altered to match it's animation in ''[[Smash 4]]''.}} | *{{change|Neutral attack's animation slightly altered to match it's animation in ''[[Smash 4]]''.}} | ||
*{{buff|[[Dash attack]] has less start-up | *{{buff|[[Dash attack]] has less start-up (frame 5 → 4), and has an added late hit that deals 3%, giving it a longer duration.}} | ||
*{{nerf| | *{{nerf|Each hit of [[forward tilt]] has more ending lag.}} | ||
*{{change|The first two hits of forward tilt have different knockback values (14/8 (base)/88 (growth) → 0 (base)/100 (growth)).}} | *{{change|The first two hits of forward tilt have different knockback values (14/8 (base)/88 (growth) → 0 (base)/100 (growth)).}} | ||
*{{buff|[[Down tilt]] deals more damage (4%/5%/6%/7% → 5%/7%), and the inner half of the move now launching foes vertically, giving the move more combo potential.}} | |||
*{{nerf|Down tilt has increased start-up (frame 3 → 6) and ending lag (frame 16 → 20). It also gives less distance forward, making it less effective for pseudo-crawling, and decreasing its reach.}} | |||
*{{buff|[[Down tilt]] deals more | |||
*{{nerf|Down tilt has increased start-up (frame 3 → 6) and ending lag (frame 16 → 20). It also gives less distance forward, | |||
*{{buff|[[Forward smash]] deals more damage (14% → 16%) and has increased knockback (28 (base)/99 (growth) → 30/110).}} | *{{buff|[[Forward smash]] deals more damage (14% → 16%) and has increased knockback (28 (base)/99 (growth) → 30/110).}} | ||
*{{nerf|Forward smash has more ending lag (frame | *{{nerf|Forward smash has more ending lag (frame 40 → 49), and causes Meta Knight to step back more during its initial delay, somewhat decreasing its reach.}} | ||
*{{change|Forward smash's ending animation altered to match its animation in ''Smash 4''.}} | *{{change|Forward smash's ending animation altered to match its animation in ''Smash 4''.}} | ||
*{{buff|[[Up smash]] deals more damage ( | *{{buff|[[Up smash]] deals more damage (9% → 12%), and has increased knockback (62 (base)/145 (growth) → 40/185).}} | ||
*{{buff|The first hit of [[down smash]] deals more damage (11% → 13%), and the back hit has more knockback growth (90 → 93).}} | *{{buff|The first hit of [[down smash]] deals more damage (11% → 13%), and the back hit has more knockback growth (90 → 93).}} | ||
*{{nerf|The first hit of down smash has less knockback growth (93 → 80), and the back hit has more start-up (frame 10 → 14 | *{{nerf|The first hit of down smash has less knockback growth (93 → 80), and the back hit has more start-up (frame 10 → 14).}} | ||
===Aerial attacks=== | ===Aerial attacks=== | ||
*{{nerf|All aerials have increased landing lag (15 frames → 17 (neutral), 15 frames → 18 (forward), 12 frames → 16 (back), 12 frames → 15 (up), 15 frames → 16 (down)) | *{{nerf|All aerials have increased landing lag (15 frames → 17 (neutral), 15 frames → 18 (forward), 12 frames → 16 (back), 12 frames → 15 (up), 15 frames → 16 (down)).}} | ||
*{{buff|[[Neutral aerial]] has increased reach, and a longer duration ( | *{{buff|[[Neutral aerial]] has increased reach, and a longer duration (frame 3-24 → 3-28). The sourspot also deals more damage (7% → 9%).}} | ||
*{{nerf|Neutral aerial has more ending lag (frame 32 → 43 | *{{nerf|Neutral aerial has more ending lag (frame 32 → 43).}} | ||
*{{change|[[Forward aerial]]'s final hit has decreased knockback (60 (base)/122 (growth) → 30/130). This makes it easier to use in [[wall of pain]] combos under ''Project M''{{'}}s physics, but gives it less KO potential as a result.}} | *{{change|[[Forward aerial]]'s final hit has decreased knockback (60 (base)/122 (growth) → 30/130). This makes it easier to use in [[wall of pain]] combos under ''Project M''{{'}}s physics, but gives it less KO potential as a result.}} | ||
*{{change|The first two hits of forward aerial have altered knockback (80/5 (fixed)/100 (growth) → 115 (fixed)/30 (growth)).}} | *{{change|The first two hits of forward aerial have altered knockback (80/5 (fixed)/100 (growth) → 115 (fixed)/30 (growth)).}} | ||
*{{buff|Meta Knight has a new [[back aerial]], where he performs a single quarter-circle slash behind him. It has less ending lag, making it easier to wall of pain into itself. It also deals more damage (10% → 14%), making it stronger despite its decreased knockback growth (175 → 100).}} | |||
*{{buff|Meta Knight has a new [[back aerial]], where he performs a single quarter-circle slash behind him | |||
*{{nerf|Back aerial has increased start-up (frame 7 → 10).}} | *{{nerf|Back aerial has increased start-up (frame 7 → 10).}} | ||
*{{buff|[[Up aerial]] deals more damage (6% → 8% | *{{buff|[[Up aerial]] deals more damage (6% → 8%).}} | ||
*{{nerf|Up aerial has increased start-up (frame 2 → 5) and ending lag (frame | *{{nerf|Up aerial has increased start-up (frame 2 → 5) and ending lag (frame 13 → 23), reducing it's combo potential despite it's decreased knockback growth (125 → 105).}} | ||
*{{buff|Meta Knight has a new [[down aerial]], where he performs a somersault before slashing downward in a horizontal arc. It deals more damage (9%/7% → 14%/11%) and knockback (15/30 (base) | *{{buff|Meta Knight has a new [[down aerial]], where he performs a somersault before slashing downward in a horizontal arc. It deals more damage (9%/7% → 14%/11%) and knockback (15/30 (base)/105 (growth) → 30/20 (base)/80/90 (growth)). Though it has more start-up (frame 4 → 12), the more edgeguarding-friendly physics and the changes to air dodging make his down aerial (and to an extent, his other aerials) a more effective [[gimp]]ing tool(s).}} | ||
===Throws/other attacks=== | ===Throws/other attacks=== | ||
*{{nerf|Standing and pivot grab have increased start-up (frame 6 → 7 (standing), frame 7 → 9 | *{{nerf|Standing and pivot grab have increased start-up (frame 6 → 7 (standing), frame 7 → 9 (pivot)).}} | ||
*{{nerf|[[Back throw]] is now weight-dependent.}} | *{{nerf|[[Back throw]] is now weight-dependent.}} | ||
*{{buff|[[Up throw]] sends at a more favorable angle (77º → 90º), giving it some follow-up potential at lower percentages.}} | *{{buff|[[Up throw]] sends at a more favorable angle (77º → 90º), giving it some follow-up potential at lower percentages.}} | ||
*{{nerf|The universal increase to all character's fall speeds hinders up throws KO potential | *{{nerf|The universal increase to all character's fall speeds hinders up throws KO potential.}} | ||
*{{buff|[[Down throw]] has a shorter animation due to Meta Knight stomping less times, giving it more follow-up [[tech-chase]]ing capabilities, and allowing Meta Knight to [[chain grab]] a few characters more effectively.}} | *{{buff|[[Down throw]] has a shorter animation due to Meta Knight stomping less times, and sends opponents at a more favorable angle (60º → 50º), giving it more follow-up [[tech-chase]]ing capabilities, and allowing Meta Knight to [[chain grab]] a few characters more effectively.}} | ||
*{{change|The final hit of down throw has altered knockback (50 (base)/110 (growth) → 30/200).}} | *{{change|The final hit of down throw has altered knockback (50 (base)/110 (growth) → 30/200).}} | ||
*{{nerf|Down throw has increased ending lag, and the reduced number of stomps results in it dealing less damage (11% → 9%). | *{{nerf|Down throw has increased ending lag, and the reduced number of stomps results in it dealing less damage (11% → 9%). It also always forces opponents into [[tumble]], reducing it's combo ability at higher percentages.}} | ||
===Special moves=== | ===Special moves=== | ||
*{{nerf|All special moves go into a special landing lag animation if used in the air, reducing their safety.}} | *{{nerf|All special moves go into a special landing lag animation if used in the air, reducing their safety.}} | ||
*{{buff|[[Mach Tornado]] has less start-up (frame 12 → 9), and the final hit deals more damage (3% → 5%) and knockback (35 (base)/170 (growth) → 50 (base)/128/140 (ground/air) (growth)).}} | *{{buff|[[Mach Tornado]] has less start-up (frame 12 → 9), and the final hit deals more damage (3% → 5%) and knockback (35 (base)/170 (growth) → 50 (base)/128/140 (ground/air) (growth)).}} | ||
*{{nerf|Mach Tornado's acceleration, deceleration and duration were | *{{nerf|Mach Tornado's acceleration, deceleration and duration were decreased.}} | ||
*{{change|The multi-hits for Mach Tornado have altered knockback (50/90 (fixed)/45/100 (growth) → 30/40 (base)/0 (growth)).}} | *{{change|The multi-hits for Mach Tornado have altered knockback (50/90 (fixed)/45/100 (growth) → 30/40 (base)/0 (growth)).}} | ||
*{{buff|[[Drill Rush]] has less start-up and ending lag, travels faster, and its multi-hits link better due to altered base knockback values (50/60/100 → 60/40/70), and the first hit now sending opponents at an [[autolink angle]], giving it much more utility in [[combo]]s and [[approach]]ing. The final hit also has increased knockback growth (100 → 115).}} | *{{buff|[[Drill Rush]] has less start-up and ending lag, travels faster, and its multi-hits link better due to altered base knockback values (50/60/100 → 60/40/70), and the first hit now sending opponents at an [[autolink angle]], giving it much more utility in [[combo]]s and [[approach]]ing. The final hit also has increased knockback growth (100 → 115).}} | ||
*{{nerf|Drill Rush no longer has a small jump at the end, reducing it's safety. The angling capabilities and distance of Drill Rush were also reduced.}} | *{{nerf|Drill Rush no longer has a small jump at the end, reducing it's safety. The angling capabilities and distance of Drill Rush were also reduced.}} | ||
*{{buff|Aerial [[Shuttle Loop]] has a longer duration (frame 8-36 → 8-37). Grounded Shuttle Loop's late hit also deals more damage (5% → 6%) | *{{buff|Aerial [[Shuttle Loop]] has a longer duration (frame 8-36 → 8-37), and now deals vertical knockback instead of a [[semi-spike]], allowing early KOs on stages with low ceilings. Grounded Shuttle Loop's late hit also deals more damage (5% → 6%).}} | ||
*{{nerf|Grounded Shuttle Loop has less base knockback (90 → 85), a smaller hitbox, and a shorter duration (frame 8-36 → 8-31). Because of the aforementioned change in angle, aerial Shuttle Loop can no longer be used as a horizontal finisher against characters with poor recoveries.}} | |||
*{{nerf|Grounded Shuttle Loop has less base knockback (90 → 85), | |||
*{{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 increased knockback (20 (base)/85 (growth) → 50/40 (base)/100/103 (growth)).}} | *{{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 increased knockback (20 (base)/85 (growth) → 50/40 (base)/100/103 (growth)).}} | ||
*{{nerf|Dimensional Cape's invincibility frames have more start-up (frame 18 → 23).}} | *{{nerf|Dimensional Cape's invincibility frames have more start-up (frame 18 → 23).}} | ||
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===v2.6b=== | ===v2.6b=== | ||
*{{buff|Angled down aerial has hitboxes in Meta Knight's body.}} | *{{buff|Angled down aerial has hitboxes in Meta Knight's body.}} | ||
*{{buff|Grounded Dimensional Cape does not disable specials and airdodges.}} | *{{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.}} | *{{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.}} | *{{nerf|Pivot grab range reduced, and has a bit more startup to match other pivot grabs.}} | ||
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===v3.6b=== | ===v3.6b=== | ||
*{{ | *{{buff|Added a dust effect when Meta Knight is nearing the end of his glide timer.}} | ||
*{{change|Various slash, animation, and other graphical polishes.}} | *{{change|Various slash, animation, and other graphical polishes.}} | ||
*{{buff|Weight|70|79.}} | *{{buff|Weight|70|79.}} | ||
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|} | |} | ||
==In [[competitive play]]== | ==In [[competitive play]]== | ||
=== | ===Notable players=== | ||
*{{Sm|Chexr|USA}} | |||
*{{Sm|Dawn|USA}} | |||
*{{Sm|dextr|USA}} | |||
*{{Sm| | *{{Sm|EclipseKirby|USA}} | ||
*{{Sm| | *{{Sm|Emukiller|USA}} | ||
*{{Sm| | *{{Sm|Gurukid|USA}} | ||
*{{ | *{{Sm|Holy|Canada}} | ||
*{{Sm| | *{{Sm|Infinity|USA}} | ||
*{{Sm| | *{{Sm|Jolteon|USA}} | ||
*{{Sm| | *{{Sm|K9sbruce|USA}} | ||
*{{Sm| | *{{Sm|Kappy|USA}} | ||
*{{Sm|Lunchables|USA}} | |||
*{{Sm|Plank|USA}} | |||
*{{Sm|Plup|USA}} | |||
*{{Sm|Tyrant|USA}} | |||
==Alternate costumes== | ==Alternate costumes== | ||
Meta Knight has gained two new costumes. One is based off of his evil Mirror World counterpart, [[wikirby:Dark Meta Knight|Dark Meta Knight]], from ''{{s|wikirby|Kirby and the Amazing Mirror}}''; the other is based off of early concept art of the character from ''[[wikirby:Kirby's Adventure|Kirby's Adventure]]'' seen in the collectible book that came with ''[[wikirby:Kirby's Dream Collection|Kirby's Dream Collection: Special Edition]]'', where he had a more stylized mask and armour, and resembled a butterfly. | |||
Meta Knight has gained two new costumes. One is based off of his evil Mirror World counterpart, | |||
The Concept Art costume received a makeover in 3.6, giving Meta Knight white eyes and a new sword to brandish. | The Concept Art costume received a makeover in 3.6, giving Meta Knight white eyes and a new sword to brandish. | ||
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{|style="margin:1em auto 1em auto;text-align:center" | {|style="margin:1em auto 1em auto;text-align:center" | ||
|- | |- | ||
|colspan=8|[[ | |colspan=8|[[Image:Meta Knight Palette (PM).png|frame|center|Meta Knight's alternate costumes in PM]] | ||
|- | |- | ||
|[[ | |[[Image:MetaKnightHeadSSBB.png]] | ||
|[[ | |[[Image:MetaKnightHeadWhiteSSBB.png]] | ||
|[[ | |[[Image:MetaKnightHeadRedSSBB.png]] | ||
|[[ | |[[Image:MetaKnightHeadGreenSSBB.png]] | ||
|[[ | |[[Image:MetaKnightHeadBlueSSBB.png]] | ||
|[[ | |[[Image:MetaKnightHeadPinkSSBB.png]] | ||
|[[ | |[[Image:MetaKnightHeadDarkPM.png]] | ||
|[[ | |[[Image:MetaKnightHeadConceptPM.png]] | ||
|} | |} | ||
==Trivia== | ==Trivia== | ||
*Meta Knight is the only character whose down aerial has changed to an entirely different move more than twice between updates. | *Meta Knight is the only character whose down aerial has changed to an entirely different move more than twice between updates. | ||
*Meta Knight's Concept Art alternate costume has an error where his sabaton strap appears to have no texture. There is | *Meta Knight's Concept Art alternate costume has an error where his sabaton strap appears to have no texture. There is however, a patch that fixes this problem- as well as an error involving his cape.[http://forums.kc-mm.com/Gallery/BrawlView.php?Number=209301] | ||
*If Meta Knight is hit enough times when he is shielding, his cape will occasionally disappear. This has no effect on gameplay, however. | *If Meta Knight is hit enough times when he is shielding, his cape will occasionally disappear. This has no effect on gameplay, however. | ||
{{Project M}} | {{Project M}} | ||
[[Category:Meta Knight]] | [[Category:Meta Knight]] | ||
[[Category:Characters (PM)]] | [[Category:Characters (PM)]] |