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{{disambig2|Meta Knight's appearance in ''Super Smash Bros. 4''|the character in other contexts|Meta Knight}} | {{disambig2|Meta Knight's appearance in ''Super Smash Bros. 4''|the character in other contexts|Meta Knight}} | ||
{{Infobox Character | {{Infobox Character | ||
|name = Meta Knight | |name = Meta Knight | ||
|image = [[File:Meta Knight SSB4.png|250px]] | |image = [[File:Meta Knight SSB4.png|250px|Meta Knight]] | ||
|game = SSB4 | |game = SSB4 | ||
|ssbgame1 = SSBB | |ssbgame1 = SSBB | ||
|availability = [[Starter character|Starter]] | |availability = [[Starter character|Starter]] | ||
|tier = B | |tier = B | ||
|ranking = 16 | |ranking = 16 | ||
}} | }} | ||
'''Meta Knight''' ({{ja|メタナイト|Meta Naito}}, ''Meta Knight'') is a playable character in ''[[Super Smash Bros. 4]]''. After initially being teased as a {{SSB4|Mii Fighter}} costume in a [[List of Director's Room Miiverse posts|Director's Room Miiverse post]] on August 11, 2014, his return to the series was announced in a Director's Room Miiverse post two days later. | '''Meta Knight''' ({{ja|メタナイト|Meta Naito}}, ''Meta Knight'') is a playable character in ''[[Super Smash Bros. 4]]''. After initially being teased as a {{SSB4|Mii Fighter}} costume in a [[List of Director's Room Miiverse posts|Director's Room Miiverse post]] on August 11, 2014,<ref>[https://miiverse.nintendo.net/posts/AYMHAAACAAAYUKlhcJMgZQ Pic of the Day: August 11, 2014]</ref> his return to the series was announced in a Director's Room Miiverse post two days later.<ref>[https://miiverse.nintendo.net/posts/AYMHAAACAADRUqGOwiANZw Pic of the Day: August 13, 2014]</ref> Eric Newsome and Atsushi Kisa'ichi both reprise their roles as Meta Knight's voice actors in the English and Japanese releases, respectively, albeit via voice clips recycled from ''[[Super Smash Bros. Brawl]]''. | ||
Meta Knight is currently ranked 16th out of 55 on the [[tier list]], placing him in the B tier. This is a moderate drop from his top-tier placement in ''Brawl'', where he was ranked 1st out of 38. Meta Knight's already impressive mobility has been improved: his already fast [[dash]]ing and [[falling speed]]s have become even faster, while his extremely slow [[air speed]] has become drastically faster. Meta Knight's overall frame data remains extremely fast and {{s|wikirby|Galaxia}} grants him [[Hitbox|disjointed]] [[range]], which collectively enable him to retain his formidable [[combo]] game and [[edge-guarding]] potential. Incidentally, he also boasts an impressive [[recovery]]: in addition to his [[Double jump#Multiple double jumps|multiple double jumps]], all [[Mach Tornado|of]] [[Drill Rush|his]] [[Shuttle Loop|special]] [[Dimensional Cape|moves]] are reliable at bringing him back on-stage. | |||
Meta Knight is ranked 16th out of | |||
However, Meta Knight received heavy nerfs in the transition to ''SSB4'', likely owing to his dominance in ''Brawl''. His outstanding frame data and range, long-distanced recovery and overall damage output have been toned down, while his [[approach]] has been weakened because of the total removal of {{s|wikirby|Galaxia}}'s [[Priority#Transcendent priority|transcendent priority]]. When combined with his continued lack of a [[projectile]], these changes result in Meta Knight having a more difficult time overcoming [[camping]] strategies. Meta Knight's very quick falling speed is also a double-edged sword: while it is an important aspect of his mobility, it is also detrimental because of his light [[weight]], as it leaves him vulnerable to both combos and KOs. His endurance is also exacerbated by the nerfs to his recovery, with the most notable example being the removal of [[Glide|gliding]]. | However, Meta Knight received heavy nerfs in the transition to ''SSB4'', likely owing to his dominance in ''Brawl''. His outstanding frame data and range, long-distanced recovery and overall damage output have been toned down, while his [[approach]] has been weakened because of the total removal of {{s|wikirby|Galaxia}}'s [[Priority#Transcendent priority|transcendent priority]]. When combined with his continued lack of a [[projectile]], these changes result in Meta Knight having a more difficult time overcoming [[camping]] strategies. Meta Knight's very quick falling speed is also a double-edged sword: while it is an important aspect of his mobility, it is also detrimental because of his light [[weight]], as it leaves him vulnerable to both combos and KOs. His endurance is also exacerbated by the nerfs to his recovery, with the most notable example being the removal of [[Glide|gliding]]. | ||
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==Attributes== | ==Attributes== | ||
Meta Knight is an unusual blend of character archetypes. He is very small, to the point of being roughly the same size as {{SSB4|Kirby}}, and is the ninth [[Weight|lightest]] character, yet he has the tenth highest [[gravity]] and an unusually fast [[falling speed]]. Like his fellow ''Kirby'' | Meta Knight is an unusual blend of character archetypes. He is very small, to the point of being roughly the same size as {{SSB4|Kirby}}, and is the ninth [[Weight|lightest]] character, yet he has the tenth highest [[gravity]] and an unusually fast [[falling speed]]. Like his fellow ''Kirby'' representatives, Meta Knight has [[Double jump#Multiple double jumps|multiple double jumps]], but unlike most other characters who share this trait, his mobility is overall fast: he has above average [[walk]]ing speed, fast [[dash]]ing speed, slightly below-average [[air speed]] and average [[air acceleration]]. Due to it lasting 13 frames, Meta Knight's initial dash animation is relatively long, which gives him a slow extended [[dash-dance]] and a long [[Fox-trotting|fox-trot]]. However, his perfect [[Pivoting|pivot]] is rather long and therefore useful for re-positioning and evading attacks. Meta Knight also benefits from a [[Jumpsquat#Jump timing|jumpsquat]] that is 4 frames long, as well as a low [[short hop]], which enable him to transition very quickly between his ground and air games. As such, Meta Knight's mobility is the most well-balanced among characters of his archetypes. | ||
Meta Knight's most valued strength is his frame data: much like {{SSB4|Sheik}} and {{SSB4|Luigi}}, the overwhelming majority of his attacks have little delay, either in regard to start-up, ending lag, or both. In fact, all but four of his moves have fewer than 10 frames of start-up, and their generally low ending lag is quite unusual for a swordsman. Meta Knight's sword, {{s|wikirby|Galaxia}}, also grants him [[Hitbox|disjointed]] [[range]]. His dash attack is a reliable [[approach]] option thanks to its low ending lag, disjointed range, and the speed boost it grants. His [[dash grab]] covers a long distance, making it relatively hard to punish. His down aerial is one of the fastest of its kind, while his forward smash has low ending lag, making both useful for [[spacing]]. His [[out of shield]] options are also a defining part of his neutral game. He has fast, long-distanced [[roll]]s, and [[Shuttle Loop]] and his down aerial are quick, with the former's power making it deadly against opponents who land punishable moves on his shield. He can also opt for a [[grab]], which gives him the opportunity to start combos and rack up heavy damage. Altogether, these traits grant Meta Knight an | Meta Knight's most valued strength is his frame data: much like {{SSB4|Sheik}} and {{SSB4|Luigi}}, the overwhelming majority of his attacks have little delay, either in regard to start-up, ending lag, or both. In fact, all but four of his moves have fewer than 10 frames of start-up, and their generally low ending lag is quite unusual for a swordsman. Meta Knight's sword, {{s|wikirby|Galaxia}}, also grants him [[Hitbox|disjointed]] [[range]]. His dash attack is a reliable [[approach]] option thanks to its low ending lag, disjointed range, and the speed boost it grants. His [[dash grab]] covers a long distance, making it relatively hard to punish. His down aerial is one of the fastest of its kind, while his forward smash has low ending lag, making both useful for [[spacing]]. His [[out of shield]] options are also a defining part of his neutral game. He has fast, long-distanced [[roll]]s, and [[Shuttle Loop]] and his down aerial are quick, with the former's power making it deadly against opponents who land punishable moves on his shield. He can also opt for a [[grab]], which gives him the opportunity to start combos and rack up heavy damage. Altogether, these traits grant Meta Knight an effective [[neutral game]], the ability to mix-up his approach, and keep his opponents guessing. | ||
Boasting five midair jumps and a special moveset full of recovery options, Meta Knight has an outstanding [[recovery]]. [[Mach Tornado]] covers a large amount of horizontal recovery, especially if mashed. [[Drill Rush]] can be used as a horizontal recovery, and can be angled. [[Shuttle Loop]] covers a high amount of vertical distance and grants a fully controllable amount of horizontal distance. [[Dimensional Cape]] makes Meta Knight invisible, and allows him to move in any direction, making it the most unpredictable move in his arsenal and a good option for [[mindgame]]s. His recovery, when combined with his quick and disjointed aerial attacks, contributes to a deadly off-stage game. Furthermore, his aerial prowess makes him among the most difficult characters to [[juggling|juggle]] consistently. | |||
Boasting five midair jumps and a special moveset full of recovery options, Meta Knight has an outstanding [[recovery]]. [[Mach Tornado]] covers a large amount of horizontal recovery, especially if mashed. [[Drill Rush]] can be used as a horizontal recovery, and can be angled. [[Shuttle Loop]] covers a high amount of vertical distance and grants a fully controllable amount of horizontal distance. [[Dimensional Cape]] makes Meta Knight invisible, and allows him to move in any direction, making it the most unpredictable move in his arsenal and a good option for [[mindgame]]s. His recovery, when combined with his quick and disjointed aerial attacks, contributes to a deadly off-stage game. Furthermore, his aerial prowess makes him among the most difficult characters to [[juggling|juggle]] consistently. | |||
Meta Knight's grab game is effective. While his pummel is slow and his standing grab range is short, the former is highly damaging and the latter is made up for by his long-ranged dash grab. His forward and down throws can combo into other moves even at higher percentages, his back throw is useful for launching opponents off-stage, and his up throw can KO at very high percentages so long as it lands on a platform. Partly due to his throw set-ups, Meta Knight possesses a good combo game. He can launch opponents into the air with his dash attack and throws, and these moves can combo into his up tilt, up smash, any aerial, [[Mach Tornado]] and Shuttle Loop, and his up aerial can reliably lead into his other aerials. His back aerial uses the [[autolink angle|auto-link angle]], allowing Meta Knight to drag opponents to the ground and [[jab reset]] with his down tilt, and the latter move can [[Tripping|trip]] opponents and lead into combos, before opening up [[tech-chase]]s at high percentages. With proper mastery of his combos, he can potentially [[Combo#Types of combos|zero-to-death]] his opponents, most infamously with the [[Rufio]], a staple combo in his metagame that consists of a series of up aerials, which can then lead into a Shuttle Loop near the upper blast line for a virtually ensured KO. | Meta Knight's grab game is effective. While his pummel is slow and his standing grab range is short, the former is highly damaging and the latter is made up for by his long-ranged dash grab. His forward and down throws can combo into other moves even at higher percentages, his back throw is useful for launching opponents off-stage, and his up throw can KO at very high percentages so long as it lands on a platform. Partly due to his throw set-ups, Meta Knight possesses a good combo game. He can launch opponents into the air with his dash attack and throws, and these moves can combo into his up tilt, up smash, any aerial, [[Mach Tornado]] and Shuttle Loop, and his up aerial can reliably lead into his other aerials. His back aerial uses the [[autolink angle|auto-link angle]], allowing Meta Knight to drag opponents to the ground and [[jab reset]] with his down tilt, and the latter move can [[Tripping|trip]] opponents and lead into combos, before opening up [[tech-chase]]s at high percentages. With proper mastery of his combos, he can potentially [[Combo#Types of combos|zero-to-death]] his opponents, most infamously with the [[Rufio]], a staple combo in his metagame that consists of a series of up aerials, which can then lead into a Shuttle Loop near the upper blast line for a virtually ensured KO. | ||
Lastly, Meta Knight's [[edge-guarding]] potential is among the greatest in the game. Neutral and back aerials have long-lasting hitboxes and deal high knockback. Forward aerial has long range, a favorable launch angle, and decent power, and down aerial is the fastest [[semi-spike]] in the game. Due to these moves' low start-up and ending lag, Meta Knight can perform variations of the [[wall of pain]] without fear of reprisal, thanks to his recovery practically ensuring his safety. Lastly, he also has the aforementioned zero-to-death combo, which is particularly potent on [[Falling speed#Floaty|floaty]] characters. | Lastly, Meta Knight has high power for a lightweight. His forward and up smashes have long ranges; the former is his strongest finisher and is very safe because of its low ending lag, while the latter has minimal start-up and acceptable power. His most reliable KOing option, Shuttle Loop, boasts speed, power, and incredible range, and is lethal either from [[out of shield]] or as a combo finisher. Dimensional Cape is strong and covers distance quickly, allowing him to punish laggy attacks from afar. Furthermore, Meta Knight's [[edge-guarding]] potential is among the greatest in the game, while his ability to [[gimp]] his opponents is also potent. Neutral and back aerials have long-lasting hitboxes and deal high knockback. Forward aerial has long range, a favorable launch angle, and decent power, and down aerial is the fastest [[semi-spike]] in the game. Due to these moves' low start-up and ending lag, Meta Knight can perform variations of the [[wall of pain]] without fear of reprisal, thanks to his recovery practically ensuring his safety. Lastly, he also has the aforementioned zero-to-death combo, which is particularly potent on [[Falling speed#Floaty|floaty]] characters. | ||
However, Meta Knight has noticeable weaknesses | However, Meta Knight has noticeable weaknesses. He lacks a [[projectile]], leaving him susceptible to [[camping]] strategies from characters such as {{SSB4|Villager}}, which holds back his otherwise strong neutral game. His disjointed range, although good for his size, is still short in comparison to other sword-wielding characters, making it necessary to rely on his mobility and attack speed to capitalize on openings. Lastly, his fast attack speed is held back by most of his moves having very short-lasting hitboxes (with forward smash, down smash and up/down aerial's hitboxes lasting only 1 frame), which necessitates proper attack timings to pull off effective combos. | ||
His combo potential is limited at higher percents, as down throw is easy to DI and dash attack has high knockback scaling, forcing him to rely on reads to land follow-ups. Meta Knight's KO | His combo potential is limited at higher percents, as down throw is easy to DI and dash attack has high knockback scaling, forcing him to rely on reads to land follow-ups. Meta Knight's KO potential is also largely inconsistent. Shuttle Loop is highly punishable if it misses, difficult to use without a read or set-up, and is frequently staled, and his KOing combos related to up aerial are difficult to perform consistently. Additionally, even though all of his special moves are useful for recovery to some extent when used correctly, they leave Meta Knight [[helpless]], so accuracy is crucial. Up throw requires platforms to KO at reasonable percentages, and up smash is ineffective outside of a [[Slide smash|slide]] or protection from above. Dimensional Cape and forward smash have high start-up, making them predictable. Finally, despite his small size and light weight, his rather fast falling speed, the unusual shape of his hurtbox, and his lack of a reliable combo breaker leave him surprisingly susceptible to combos, especially against Sheik and {{SSB4|Zero Suit Samus}}. At the same time, his endurance is poor because of the problematic combination of his light weight, very fast falling speed and high gravity collectively hindering his ability to survive strong hits. | ||
Some of Meta Knight's [[Character customization|custom moves]] possess a few benefits. Entangling Tornado draws opponents in and deals more knockback, but also has much more start-up, deals much less damage, and cannot be controlled as easily. Dreadful Tornado hits much harder, but cannot stall him in the air and is slower. High-Speed Drill is faster and moves further, but cannot be aimed and has less power. Shieldbreaker Drill can break shields very reliably, but cannot be used to attack or recover effectively. Lazy Shuttle Loop hits even harder and covers much more distance than the default, but is very slow, making it difficult to hit the opponent. Shield Piercer is [[unblockable]] and moves farther, but is weaker. However, the advantages granted are much more situational overall and sacrifice the versatility of the default specials, which results in none of his custom options being especially worthwhile. | Some of Meta Knight's [[Character customization|custom moves]] possess a few benefits. Entangling Tornado draws opponents in and deals more knockback, but also has much more start-up, deals much less damage, and cannot be controlled as easily. Dreadful Tornado hits much harder, but cannot stall him in the air and is slower. High-Speed Drill is faster and moves further, but cannot be aimed and has less power. Shieldbreaker Drill can break shields very reliably, but cannot be used to attack or recover effectively. Lazy Shuttle Loop hits even harder and covers much more distance than the default, but is very slow, making it difficult to hit the opponent. Shield Piercer is [[unblockable]] and moves farther, but is weaker. However, the advantages granted are much more situational overall and sacrifice the versatility of the default specials, which results in none of his custom options being especially worthwhile. | ||
Overall, Meta Knight's strengths outweigh his flaws | Overall, Meta Knight's strengths outweigh his flaws, but unlike in ''Brawl'', he is essentially a "high-risk, high-reward" character. This is evident with his high learning curve, as his most notable combos require precise spacing and timing to pull off consistently, while his disadvantage against camping often forces players to play patiently in the neutral game. Yet once he finds an opening, Meta Knight can pose a significant threat once players find an opening and make the most of it with his extensive combo game and strong edge-guarding ability. | ||
==Changes from ''Brawl''== | |||
Meta Knight was infamous for being by far the best character in ''Brawl'', to the point of being considered by many as [[broken]], thanks to his numerous and extreme advantages. Possibly as a result, Meta Knight was nerfed significantly in the transition to ''SSB4''. | |||
Meta Knight has | Having been nearly unmatched in ''Brawl'', Meta Knight's frame data has been toned down. Many of his attacks now have slower start-up lag, reduced active frames, and higher ending and landing lag, with his up aerial being a good example in all these aspects. His range has been shortened, which makes his [[spacing]] ability much weaker and thus forces him to adopt a more aggressive playstyle. To further compound this, all of his tilts and aerials now deal less damage, resulting in his overall damage output now being below average. With the nerfs to several of his most pivotal [[neutral game]] options, such as down tilt, forward aerial, and [[Mach Tornado]], and the loss of [[Glide|gliding]] and the [[Priority#Transcendent priority|transcendent priority]] on his moves, Meta Knight's neutral game is overall significantly worse, leaving him more vulnerable to [[camping]] and zoning, especially with his lack of a projectile. The removal of [[edge-hogging]], his shorter recovery, and the generally improved recoveries of the majority of the cast have collectively hurt Meta Knight's edge-guarding potential, and the loss of gliding removes some of his off-stage mix-ups. With his faster falling speed and the changes to hitstun canceling, Meta Knight can no longer momentum cancel and is more vulnerable to combos, worsening his already poor endurance. | ||
However, Meta Knight has received some noteworthy buffs. His already good mobility has been improved: his [[air speed]] is drastically faster, he dashes and falls faster, and he has gained a new movement option in his long perfect [[Pivoting|pivot]]. Several of his attacks are stronger, most notably his forward and up smashes, back aerial, and [[Dimensional Cape]]. Due to the changes to [[hitstun]] canceling and the updated gameplay physics, Meta Knight can perform true combos more reliably, and his grab game is both more rewarding and more consistent, somewhat making up for the nerfs to his damage output. Meta Knight has also received buffs over time via game updates, and while they are helpful, they do not nearly compensate for the loss of his overwhelming strengths from ''Brawl'', making him one of the few characters to have been truly nerfed in their initial transition to ''SSB4'', alongside {{SSB4|King Dedede}}, {{SSB4|Falco}}, {{SSB4|Jigglypuff}}, {{SSB4|Marth}}, and {{SSB4|Olimar}}. Due to retaining the majority of his key advantages from ''Brawl'', however, Meta Knight is widely considered to be a viable character, which has been reflected by his tournament success and his consistent status as a high-tier character throughout ''SSB4''{{'}}s lifespan. | |||
===Aesthetics=== | ===Aesthetics=== | ||
*{{change|Meta Knight's design is now a combination of his official artwork for ''{{s|wikirby|Kirby: Squeak Squad}}'' and ''{{s|wikirby|Kirby Super Star Ultra}}'', and his appearance in ''Super Smash Bros. Brawl''. His [[wikipedia:Gauntlet (glove)|gauntlets]] are from ''Squeak Squad'' and ''Super Star Ultra'', and the [[wikipedia:Polishing (metalworking)|polished]] finish of his mask, {{s|wikipedia|pauldron}}s and {{s|wikipedia|sabaton}}s are from ''Super Star Ultra''. Additionally, his pauldrons and sabatons are from ''Brawl''. Lastly, the aesthetic used in '' | *{{change|Meta Knight's design is now a combination of his official artwork for ''{{s|wikirby|Kirby: Squeak Squad}}'' and ''{{s|wikirby|Kirby Super Star Ultra}}'', and his appearance in ''Super Smash Bros. Brawl''. His [[wikipedia:Gauntlet (glove)|gauntlets]] are from ''Squeak Squad'' and ''Super Star Ultra'', and the [[wikipedia:Polishing (metalworking)|polished]] finish of his mask, {{s|wikipedia|pauldron}}s and {{s|wikipedia|sabaton}}s are from ''Super Star Ultra''. Additionally, his pauldrons and sabatons are from ''Brawl''. Lastly, the aesthetic used in ''SSB4'' has resulted in Meta Knight's body and sabatons being more vibrant.}} | ||
*{{change|The sides of Meta Knight's visor are now curved slightly inward instead of being straight, his sabatons now have [[wikipedia:Motorcycle boot#Harness boots|harness bootstraps]], and {{GameIcon|ssb4-u}}very minuscule battle damage details have been added to his pauldrons. These changes are original to ''SSB4''.}} | |||
*{{change|The sides of Meta Knight's visor are now curved slightly inward instead of being straight, his sabatons now have [[wikipedia:Motorcycle boot#Harness boots|harness bootstraps]], and {{GameIcon|ssb4-u}}very minuscule battle damage details have been added to his pauldrons. These changes are | |||
*{{change|Meta Knight's eyes do not move as freely as they did in ''Brawl''.}} | *{{change|Meta Knight's eyes do not move as freely as they did in ''Brawl''.}} | ||
*{{change|Meta Knight's sabatons' sound clips are higher pitched.}} | *{{change|Meta Knight's sabatons' sound clips are higher pitched.}} | ||
*{{change|Whenever {{s|wikirby|Galaxia}} is swung, its blade glows white, instead of yellow. Additionally, its trail is yellow with turquoise accents, instead of whitish gold with navy blue accents. Lastly, its swings' sound clips are lower pitched.}} | *{{change|Whenever {{s|wikirby|Galaxia}} is swung, its blade glows white, instead of yellow. Additionally, its trail is yellow with turquoise accents, instead of whitish gold with navy blue accents. Lastly, its swings' sound clips are lower pitched.}} | ||
*{{change|Up taunt's animation has slightly changed. Meta Knight now emits a whitish amber tornado around himself, similarly to [[Mach Tornado]]. It also has updated sound effects.}} | *{{change|Up taunt's animation has slightly changed. Meta Knight now emits a whitish amber tornado around himself, similarly to [[Mach Tornado]]. It also has updated sound effects.}} | ||
*{{change| | *{{change|Defeated/[[Results screen#No Contest screen|No Contest]] animation has slightly changed. Meta Knight now claps while holding Galaxia, instead of clapping without it.}} | ||
===Attributes=== | ===Attributes=== | ||
*{{change|Meta Knight is [[weight|heavier]] (79 → 80).}} | |||
*{{nerf|Meta Knight [[walk]]s slower (1.22 → 1.18).}} | *{{nerf|Meta Knight [[walk]]s slower (1.22 → 1.18).}} | ||
*{{buff|Meta Knight [[dash]]es faster (1.847 → 1.9) | *{{buff|Meta Knight [[dash]]es faster (1.847 → 1.9).}} | ||
*{{buff|Meta Knight's [[air speed]] is | *{{buff|Meta Knight's [[air speed]] is faster (0.752 → 0.99).}} | ||
*{{nerf|Meta Knight's [[air acceleration]] is | *{{nerf|Meta Knight's [[air acceleration]] is slower (0.07 → 0.065).}} | ||
*{{change|Meta Knight [[Falling speed|falls]] faster (1.39 → 1.66). This improves his vertical endurance, but makes him more susceptible to combos.}} | |||
*{{change|Meta Knight [[Falling speed|falls]] | *{{buff|Meta Knight's [[fast fall]]ing speed is faster (1.946 → 2.656). This improves his air game, and makes him less susceptible to juggling.}} | ||
*{{buff|Meta Knight's [[fast fall]]ing speed is | *{{change|Meta Knight's [[gravity]] is higher (0.0956 → 0.11). This improves his aerial mobility, but hinders his horizontal endurance.}} | ||
*{{change|Meta Knight's [[gravity]] is higher (0.0956 → 0.11). This | *{{buff|[[Roll]]s have increased [[intangibility]] frames (frames 5-12 → 4-15 (forward), frames 4-12 → 4-15 (backward)). Backward roll also has decreased ending lag (frame 33 → 27).}} | ||
*{{nerf|Forward roll has increased ending lag (frame 23 → 27), removing its status as the fastest roll.}} | |||
*{{buff|[[Sidestep]] and [[air dodge]] have decreased ending lag (frame 25 → 24 (sidestep), frame 38 → 30 (air dodge)). Air dodge also has decreased start-up lag (frame 3 → 2).}} | |||
*{{nerf|Sidestep and air dodge have decreased intangibility frames (frames 2-20 → 2-15 (sidestep), frames 2-28 → 2-25 (air dodge)).}} | |||
*{{buff|[[Roll]]s have | *{{buff|Soft landing is faster (3 frames → 2).}} | ||
*{{nerf|[[Item throw]] is weaker (1 → 0.933).}} | |||
*{{change|[[Shield]] and rolls' animations have slightly changed. Meta Knight now wraps himself in his cape when performing them.}} | |||
*{{nerf|Forward roll has | *{{change|[[Jump]]'s animation has slightly changed. Meta Knight now somersaults forward, instead of at an angle.}} | ||
*{{buff|[[ | *{{change|All sword-based attacks have lost their [[Priority#Transcendent priority|transcendent priority]], hindering Meta Knight's approach. However, he can now cancel out projectiles significantly easier.}} | ||
*{{nerf| | *{{change|The changes to [[hitstun]] canceling both help and hinder Meta Knight. They improve his KO and combo potential, but make him much more susceptible to combos because of his heavier weight, higher gravity, faster falling speed, and his generally slower aerial attacks. These changes also prevent him from performing momentum canceling, hindering his horizontal endurance.}} | ||
*{{buff| | *{{buff|The reintroduction of [[pivoting]] improves Meta Knight's neutral game, punishment game, and evasiveness.}} | ||
*{{nerf| | *{{nerf|The removal of [[Glide|gliding]] hinders Meta Knight's recovery.<ref>[https://www.youtube.com/watch?v=7xUWnQu2Grs Super Smash Bros. Direct 4.8.2014]</ref>}} | ||
*{{ | |||
*{{ | |||
*{{buff|The | |||
*{{nerf|The removal of [[Glide|gliding]] hinders Meta Knight's recovery.<ref>[https://www.youtube.com/watch?v=7xUWnQu2Grs Super Smash Bros. Direct 4.8.2014]</ref> | |||
===Ground attacks=== | ===Ground attacks=== | ||
*{{ | *{{change|Neutral attack now deals consistent damage (1% (near)/2% (far) → 1.2%).}} | ||
*{{buff|Neutral attack has a decreased SDI multiplier (1× → 0.6×). When coupled with the weakening of [[Smash directional influence|SDI]], this makes it significantly more difficult to escape from. Neutral attack has also received a finisher,<ref>[https://miiverse.nintendo.net/posts/AYMHAAACAABnUYnly14CnA Pic of the Day: February 26, 2014]</ref> a backflipping slash.}} | |||
*{{nerf|Neutral attack's animation has slightly changed. Meta Knight now leans slightly farther inward while swinging Galaxia. This new animation significantly decreases its range behind Meta Knight.}} | |||
*{{buff|Dash attack deals less damage (6%/7%/8% → 5%/6%), although its knockback was compensated (40 (base)/88 (scaling) → 70/90). Its range is also now slightly disjointed. Altogether, these changes improve its spacing and combo potential.}} | |||
*{{nerf|Dash attack has increased start-up (frame 5 → 7), ending lag (frame 31 → 32), and a shorter duration.}} | |||
*{{buff|Forward tilt's hits connect together better at very high percentages, and its last hit has altered knockback (50 (base)/113 (scaling) → 80/107) and decreased ending lag (frame 34 → 31). Altogether, these changes improve its spacing and KO potential.}} | |||
*{{nerf|Forward tilt deals less damage (4% (hit 1)/3% (hit 2)/5% (hit 3 base)/4% (hit 3 tip) → 2% (hits 1-2)/4% (hit 3)), its first hit has increased start-up lag (frame 3 → 6) and more ending lag (frame 24 → 26), and its first two hits have smaller hitboxes (5u → 3.5u).}} | |||
*{{change|Forward tilt's last hit's angle has been altered (65° → [[Sakurai angle|361°]]). This improves its spacing and edge-guarding potential, but removes its set-up potential.}} | |||
*{{change|Meta Knight now vocalizes during each of forward tilt's hits, instead of only during its last hit.}} | |||
*{{nerf|Up tilt deals 1% less damage (6%/7%/8% → 5%/6%/7%) and its duration is shorter (frames 8-18 → 8-14). Its sweetspot also has altered knockback (35 (base)/130 (scaling) → 60/90), significantly hindering its KO potential.}} | |||
*{{nerf|Down tilt has increased ending lag (frame 16 → 19) and a smaller hitbox (4u → 3.2u). It also does not move Meta Knight forward as much as it did in ''Brawl''. Altogether, these changes hinder its spacing potential.}} | |||
*{{change|Due to having a consistent hitbox instead of a sweetspot or a sourspot, down tilt now deals consistent damage (4%/5%/6%/7% → 5%) and has consistent knockback (15/11/6 (base)/88 (scaling) → 15/88).}} | |||
* | *{{nerf|The changes to [[lock]]s remove down tilt's ability to lock opponents indefinitely.}} | ||
*{{change|Up tilt, sweetspotted forward smash, forward tilt's last hit, and up smash's last hit have increased [[Freeze frame|hitlag]] (1× → 1.2× (up tilt), 1× → 1.5× (forward smash), 1× → 2× (forward tilt/up smash)). This makes them safer on shield, but easier to DI.}} | |||
*{{nerf|All smash attacks' durations are shorter (frames 24-25 → 24 (forward), frames 8-9, 12-13, 17-18 → 8, 12, 17 (up), frames 5-6, 10-11 → 4, 9 (down)).}} | |||
*{{buff|Forward smash deals 2% more damage (14% → 16%) and has increased knockback (28 (base)/99 (scaling) → 30/108), significantly improving its KO potential.}} | |||
*{{nerf|Forward smash has received a sourspot. Compared to its previous hitbox, it deals less knockback (30 (base)/108 (scaling) → 30/98), making it worse at KOing.}} | |||
*{{change|Forward smash's animation has slightly changed. Meta Knight now draws Galaxia farther back and slashes outward in a more pronounced motion, ending the slash behind himself.}} | |||
*{{buff|Up smash's hits connect together better and its last hit has increased knockback (62 (base)/145 (scaling) → 65/166), improving its KO potential.}} | |||
*{{change|Up smash's animation has slightly changed. Meta Knight now slashes upward at a slightly higher height.}} | |||
*{{buff|Meta Knight only vocalizes after his forward and up smashes have been performed. While this seems merely aesthetic, it generally makes them less predictable.}} | |||
*{{nerf|Down smash deals less damage (11% (front)/13% (back) → 7%/10%), although its knockback was somewhat compensated (50 (base)/90 (scaling) → 32/93).}} | |||
*{{nerf|Down smash's hitboxes are smaller (5.5u → 4.5u) and have been re-positioned lower, hindering its range.}} | |||
*{{buff|Due to its angle being altered (361° → 35°), down smash is now a [[semi-spike]].}} | |||
*{{change|Down smash's animation has changed. Meta Knight now slashes inward around himself while spinning once. This new animation decreases its start-up lag when [[buffer]]ed (frame 5 → 4 (front), frame 10 → 9 (back)), but increases its ending lag (frame 34 → 38 (buffered)/39).}} | |||
*{{change|Down smash has received an updated voice clip, which was previously only available in ''Brawl''{{'}}s [[Sound Test]].}} | |||
===Aerial attacks=== | ===Aerial attacks=== | ||
*{{ | *{{nerf|All aerials have decreased [[interruptibility]] (frame 32 → 44 (neutral), frame 39 → 46 (forward), frame 46 → 52 (back), frame 13 → 27 (up), frame 26 → 28 (down)). In particular, up aerial can only be performed once with a short hop, instead of three times.}} | ||
*{{nerf|All aerials have increased landing lag (15 → 16 (neutral/forward), 12 → 18 (back/up), 15 → 22 (down)).}} | |||
*{{nerf|All aerials have increased auto-cancel frames (frame 25> → 40> (neutral), frame 22> → 44> (forward), frame 33> → 40> (back), frame 21> → 24> (up), frame 24> → 26> (down)). When coupled with Meta Knight's increased falling speed, neutral, forward, and back aerials can no longer auto-cancel with a short hop.}} | |||
*{{nerf|Neutral aerial's animation has slightly changed. Meta Knight now cartwheels, instead of somersaulting. This new animation has smaller hitboxes (8u → 7u).}} | |||
*{{nerf|Clean neutral aerial deals less damage (12% → 10%), although its knockback was mostly compensated (30 (base) → 40). It also now functions like a proper [[sex kick]], reducing its damage potential (19% → 10%/7.5%).}} | |||
*{{buff|Late neutral aerial deals consistent damage (7%/6%/5% → 7.5%) and has increased base knockback (20 → 40).}} | |||
*{{nerf|Neutral, forward, and up aerials have increased start-up lag (frame 3 → 6 (neutral), frame 6 → 9 (forward), frame 2 → 6 (up)).}} | |||
*{{nerf|Neutral, up, and down aerials have shorter durations (frames 3-24 → 6-20 (neutral), frames 2-3 → 6 (up), frames 4-5 → 4 (down)).}} | |||
*{{nerf|Forward and back aerial's first and second hits deal less damage (3% → 2.2% (grounded)/1.5% (aerial)).}} | |||
*{{nerf|Forward aerial's last hit deals 1% less damage (4% → 3%), although its knockback scaling was compensated (122 → 140).}} | |||
*{{buff|Forward aerial has larger hitboxes (3.5u/4u/5u → 4u/4.5u/6.5u) and its last hit's angle has been altered (361°/50° → 48°), improving its spacing and edge-guarding potential.}} | |||
*{{change|Forward and back aerials' last hits have increased hitlag (1× → 2×). This makes them safer on shield, but easier to DI.}} | |||
*{{change|Forward aerial is now properly affected by [[stale-move negation]].}} | |||
*{{buff|Back aerial's aerial first and second hits now use the [[autolink angle|auto-link angle]], improving its edge-guarding potential and granting it combo potential. Its last hit also has increased knockback scaling (175 → 212), significantly improving its KO potential.}} | |||
*{{change|Up aerial deals 2% less damage (6% → 4%), although its knockback was somewhat compensated (40 (base)/125 (scaling) → 30/128). Its angles have also been altered (78°/78°/60° → 69°/69°/52°). Altogether, these changes improve its combo potential into other aerials, but hinder its combo potential into itself and Shuttle Loop.}} | |||
*{{nerf|Up aerial has a smaller hitbox (5.5u → 3.5u) and its SDI multiplier has increased (1× → 1.5×).}} | |||
*{{nerf|Down aerial deals less damage (7% (center)/9% (sides) → 6% (both)), although its center hit's knockback scaling and side hits' base knockback were compensated (105 → 108 (center), 15 → 30 (sides)).}} | |||
*{{nerf|Down aerial has smaller hitboxes (5.4u/5.2u → 3.5u) and one of its sweetspots has been removed. Due to their angles being altered (23° → 50°), down aerial's side hits are also no longer semi-spikes. Altogether, these changes hinder its spacing and edge-guarding potential.}} | |||
===Throws/other attacks=== | ===Throws/other attacks=== | ||
*{{nerf|All grabs have increased start-up (frame 6 → 7 (standing), frame 8 → 9 (dash), frame 7 → 9 (pivot)) and ending lag (frame 29 → 32 (standing), frame 39 → 40 (dash), frame 34 → 38 (pivot)).}} | |||
*{{buff|The changes to hitstun canceling significantly improve forward throw's combo potential at low to medium percentages.}} | |||
*{{change|Back throw's animation has changed. Meta Knight now uses his cape to warp, similarly to Dimensional Cape.}} | |||
*{{nerf|Up throw deals 2% less damage (12% → 10%), although its knockback scaling was compensated (60 → 70).}} | |||
*{{buff|Up throw has received a collateral hitbox during its landing, granting it utility in [[doubles]] play.}} | |||
*{{change|Down throw deals 3.5% less damage (11% → 7.5%), although its last hit's knockback was somewhat compensated (60 (base)/110 (scaling) → 50/170). When coupled with the changes to hitstun canceling, these changes improve its combo potential at low to medium percentages, but hinder its combo potential at high percentages.}} | |||
*[[ | |||
===Special moves=== | ===Special moves=== | ||
*[[Mach Tornado]] | *{{buff|[[Mach Tornado]]'s last hit has increased base knockback (35 → 55).}} | ||
*{{nerf|Mach Tornado has a shorter duration (frames 12-59 → 12-48), increased ending (frame 29 → 53) and landing lag, smaller hitboxes, and less favorable hitbox placements. Altogether, these changes hinder safety and make it more susceptible to punishment. It also covers less vertical distance and can no longer [[Edge sweet spot|edge sweetspot]], hindering its recovery potential.}} | |||
*{{change|Mach Tornado's visual effects have slightly changed. Its trail is now noticeably thinner.}} | |||
*{{buff|The weakening of SDI makes Mach Tornado and Drill Rush significantly more difficult to escape from.}} | |||
*{{buff|[[Drill Rush]]'s hits connect together better, and its last hit has increased knockback (30 (base)/100 (scaling) → 40/200), significantly improving its KO potential. Its last hit's rebounding jump is also significantly higher, improving its safety.}} | |||
*{{nerf|Drill Rush has increased start-up lag, and Meta Knight can only use the rebounding jump that its last hit grants if it makes contact. It also grants slightly less distance. These changes slightly hinder its recovery potential.}} | |||
*{{change|Mach Tornado and Drill Rush's last hits and Dimensional Cape have increased hitlag (1× → 2× (Mach Tornado), 1× → 3× (Drill Rush), 1x → 1.4x (Dimensional Cape)). This makes them safer on shield, but easier to DI.}} | |||
*{{buff|Due to receiving a hitbox during its second ascent,<ref name="ShuttleLoop">[https://miiverse.nintendo.net/replies/AYMHAAACAABnUYoD9F25Vw Sakurai explaining Shuttle Loop]</ref> [[Shuttle Loop]] deals more damage (9% (clean)/5% (late) → 15% (grounded)/12% (aerial)).}} | |||
*{{change|Compared to Shuttle Loop's first hit, its second hit has different knockback (90 (base)/80 (grounded scaling)/60 (aerial scaling) → 55/130/118).}} | |||
*{{nerf|Grounded Shuttle Loop no longer grants [[invincibility]] on start-up.}} | |||
*{{buff|Aerial Shuttle Loop has decreased start-up lag (frame 8 → 7).}} | |||
*{{change|Aerial Shuttle Loop's angle has been altered (21° → 80°). This improves its KO potential, but almost completely removes its edge-guarding potential.}} | |||
*{{nerf|Due to the removal of [[Glide|gliding]],<ref name="ShuttleLoop"/> aerial Shuttle Loop now renders Meta Knight [[helpless]] upon completion, hindering its recovery potential. Due to consisting of two hits instead of one and having high hitlag, it is also easier to DI.}} | |||
*{{buff|Shuttle Loop grants much more vertical distance.}} | |||
*{{buff|The changes to hitstun canceling improve Meta Knight's combo potential into aerial Shuttle Loop.}} | |||
*{{buff|[[Dimensional Cape]] has increased damage potential (14% → 14%/15%/16%) and knockback (20 (base)/85 (scaling) → 40/98), granting it KO potential. Additionally, it has increased invincibility frames (frames 18-26 → 12-39 (non-attack)/frames 12-28 (attack)), improving its safety. Lastly, its attacking warp upon reappearing positions Meta Knight at a higher height, and has larger hitboxes below and behind him.}} | |||
*{{nerf|Dimensional Cape covers slightly less height.}} | |||
*{{change|Dimensional Cape's animation has slightly changed. Its non-attacking warp now has Meta Knight face the opposite direction upon reappearing, whereas warping downward from a stationary position on the ground also no longer has him attack behind himself. Conversely, its attacking warp now has Meta Knight perform an upward slash upon reappearing when warping backward (which does not change his direction), whereas his prior slash animation now only applies to a stationary or vertical orientation. Meta Knight also holds Galaxia differently during the attacking warp upon reappearing when warping forward.}} | |||
*{{bugfix|[[Infinite Dimensional Cape]] has been removed.}} | |||
*{{buff|[[Galaxia Darkness]] no longer attacks Meta Knight's teammates if [[Team Attack]] is turned off.}} | |||
*{{change|Galaxia Darkness' visual effects have changed. The interior of Meta Knight's cape now features a celestial pattern.}} | |||
==Update history== | ==Update history== | ||
Meta Knight has been buffed via game updates. In updates [[1.0.4]] and [[1.0.8]], damage | Meta Knight has been buffed via game updates. In updates [[1.0.4]] and [[1.0.8]], his damage outputs, knockback, range and attack speed were all improved. Update [[1.1.0]] reduced the number of Galaxia's trails on his moves to match his moves' hitboxes, considerably improving his accuracy. The specific buffs to his neutral attack, forward tilt, and neutral aerial have given him more options with which to relieve pressure, and the increased power of his neutral and back aerials have enhanced his KO and edge-guarding potential. Update [[1.1.1]]'s changes to shield mechanics have also been beneficial for Meta Knight: thanks to several of his attacks hitting multiple times and/or having high [[hitlag]] modifiers, most notably forward aerial, forward smash, and Shieldbreaker Drill, his neutral game was improved and his weakened [[out of shield]] options were generally compensated. | ||
While these buffs do not make Meta Knight nearly as potent as he was in ''Brawl'', they have | While these buffs do not make Meta Knight nearly as potent as he was in ''Brawl'', they are still helpful additions that have, over time, allowed him to recoup some of his initially weakened offensive potential. Furthermore, Meta Knight has achieved notable tournament success thanks to these buffs. However, update [[1.1.5]] nerfed Meta Knight. Although its decrease of forward aerial's landing lag made it into a new approach option, it altered up aerial's angle and increased its SDI multiplier, both of which make it much harder for up aerial to combo into itself for early vertical KOs on most characters. However, the same update and update [[1.1.6]] also brought significant nerfs to {{SSB4|Sheik}}, {{SSB4|Zero Suit Samus}} and {{SSB4|Bayonetta}}, who were some of his most challenging matchups prior to these updates. Overall, Meta Knight has improved since the initial release of ''SSB4''. | ||
'''{{GameIcon|ssb4-3ds}} [[1.0.4]]''' | '''{{GameIcon|ssb4-3ds}} [[1.0.4]]''' | ||
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'''{{GameIcon|ssb4}} [[1.0.8]]''' | '''{{GameIcon|ssb4}} [[1.0.8]]''' | ||
*{{buff|Neutral attack's loop hits deal 0.2% more damage|1%|1.2% | *{{buff|Neutral attack's loop hits deal 0.2% more damage|1%|1.2%, its loop hits' knockback scaling decreased: 40 → 30, its last hit's hitbox size increased: 5.7u → 8u, its ending lag decreased: frame 47 → 35, its SDI multiplier decreased: 1× → 0.6×, and its hitboxes split to cover more space. Altogether, these changes improve its damage racking potential, range and safety.}} | ||
*{{buff|Forward tilt's last hit deals 1% more damage|3%|4% and its last hit's ending lag decreased: frame 41 → 31.}} | *{{buff|Forward tilt's last hit deals 1% more damage|3%|4% and its last hit's ending lag decreased: frame 41 → 31.}} | ||
*{{change|Forward tilt's last hit's angle altered|65°|361°. This improves its spacing and edge-guarding potential, but removes its set-up potential | *{{change|Forward tilt's last hit's angle altered|65°|361°. This improves its spacing and edge-guarding potential, but removes its set-up potential}} | ||
*{{buff|Neutral aerial's landing lag decreased|20 frames|16.}} | *{{buff|Neutral aerial's landing lag decreased|20 frames|16.}} | ||
'''Technical changelist 1.0.8''' | '''Technical changelist 1.0.8''' | ||
{| class="wikitable sortable" style="text-align:center" | {| class="wikitable sortable collapsible collapsed" style="text-align:center" | ||
! Change!!Old value!!New value | ! Change!!Old value!!New value | ||
|- | |- | ||
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==Moveset== | ==Moveset== | ||
{{MovesetTable | {{MovesetTable | ||
|game=SSB4 | |game=SSB4 | ||
|neutralname=Flurry Attack | |neutralname=Flurry Attack | ||
|neutral1dmg=1.2% (loop) | |neutral1dmg=1.2% (loop) | ||
|neutral2dmg=2% (last) | |neutral2dmg=2% (last) | ||
|neutraldesc=An extremely fast series of slashes followed by a backflipping slash. It is notably the only neutral attack in the game that consists solely of a neutral infinite. This makes it one of Meta Knight's more reliable damage racking options, as it is able to consistently inflict 10%-15%, but it is punishable if missed. It appears to be based on the | |neutraldesc=An extremely fast series of slashes followed by a backflipping slash. It is notably the only neutral attack in the game that consists solely of a neutral infinite. This makes it one of Meta Knight's more reliable damage racking options, as it is able to consistently inflict 10%-15%, but it is punishable if missed. It appears to be based on the Meta Multithrust from ''Meta Knightmare Ultra'', while its finisher is a possible reference to the Uppercut from the Sword ability in ''Kirby Super Star'' and ''Kirby Super Star Ultra'', with the latter game naming it Meta Upper when it is used by Meta Knight. | ||
|ftiltname= | |ftiltname= | ||
|ftiltcount=3 | |ftiltcount=3 | ||
|ftiltdmg=2% | |ftiltdmg=2% | ||
|ftilt2dmg=2% | |ftilt2dmg=2% | ||
|ftilt3dmg=4% | |ftilt3dmg=4% | ||
|ftiltdesc=An inward slash followed by an outward slash, followed by an upward slash. Unlike the majority of tilt attacks, it functions like a neutral attack, as pressing the attack button will cause Meta Knight to perform its first hit, while subsequently pressing the attack button will cause him to perform its second and last hits. Because of this trait, it is safer to use than Meta Knight's actual neutral attack, thanks to its quick start-up and fairly long range making it better at spacing. In addition, its first hit can [[jab cancel]] reliably into Shuttle Loop for a KO at high percentages. However, its last hit has some ending lag, and overall it is not as suitable for damage racking like neutral attack is | |ftiltdesc=An inward slash followed by an outward slash, followed by an upward slash. Unlike the majority of tilt attacks, it functions like a neutral attack, as pressing the attack button will cause Meta Knight to perform its first hit, while subsequently pressing the attack button will cause him to perform its second and last hits. Because of this trait, it is safer to use than Meta Knight's actual neutral attack, thanks to its quick start-up and fairly long range making it better at spacing. In addition, its first hit can [[jab cancel]] reliably into Shuttle Loop for a KO at high percentages. However, its last hit has some ending lag, and overall it is not as suitable for damage racking like neutral attack is. | ||
|utiltname= | |utiltname= | ||
|utiltdmg=7% (clean), 5% (late) | |utiltdmg=7% (clean), 5% (late) | ||
|utiltdesc=A spinning, upward thrust. Deals moderate vertical knockback while also having quick start-up, minimal ending lag, and long vertical range. Its sweetspot is at Galaxia's tip, similarly to {{s|fireemblemwiki|Falchion}}. It has decent combo potential, as it can combo into itself at 0%, into neutral aerial from 0% to low percentages, and into up aerials at low to medium percentages. However, it has extremely short horizontal range, which makes it possible to miss opponents unless they are at point-blank range. | |utiltdesc=A spinning, upward thrust. Deals moderate vertical knockback while also having quick start-up, minimal ending lag, and long vertical range. Its sweetspot is at Galaxia's tip, similarly to {{s|fireemblemwiki|Falchion}}. It has decent combo potential, as it can combo into itself at 0%, into neutral aerial from 0% to low percentages, and into up aerials at low to medium percentages. However, it has extremely short horizontal range, which makes it possible to miss opponents unless they are at point-blank range. | ||
|dtiltname= | |dtiltname= | ||
|dtiltdmg=5% | |dtiltdmg=5% | ||
|dtiltdesc=A crouching thrust. Due to it hitting on frame 3, it is Meta Knight's fastest move, and is tied with {{SSB4|Lucas}}, {{SSB4|Ness}}, {{SSB4|R.O.B}} and {{SSB4|Little Mac}}'s down tilts as the fastest down tilt in the game. It can also trip opponents at low percentages, [[jab reset]] floored opponents, and lead into [[Tech-chasing|tech-chases]] at high percentages. It moves Meta Knight a small distance along the ground when used, but because it oddly shortens the length of Galaxia's blade until it concludes, it has fairly short range. | |dtiltdesc=A crouching thrust. Due to it hitting on frame 3, it is Meta Knight's fastest move, and is tied with {{SSB4|Lucas}}, {{SSB4|Ness}}, {{SSB4|R.O.B}} and {{SSB4|Little Mac}}'s down tilts as the fastest down tilt in the game. It can also trip opponents at low percentages, [[jab reset]] floored opponents, and lead into [[Tech-chasing|tech-chases]] at high percentages. It moves Meta Knight a small distance along the ground when used, but because it oddly shortens the length of Galaxia's blade until it concludes, it has fairly short range. | ||
|dashname= | |dashname= | ||
|dashdmg=6% (clean), 5% (late) | |dashdmg=6% (clean), 5% (late) | ||
|dashdesc=A side kick. Its slightly disjointed hitbox, favorable launch angle and low ending lag make it reliable for approaching, interrupting approaches, and starting combos. At low to medium percentages, it combos reliably into up tilt, up smash, any aerial, and Mach Tornado, and can potentially lead into Shuttle Loop for a KO. | |dashdesc=A side kick. Its slightly disjointed hitbox, favorable launch angle and low ending lag make it reliable for approaching, interrupting approaches, and starting combos. At low to medium percentages, it combos reliably into up tilt, up smash, any aerial, and Mach Tornado, and can potentially lead into Shuttle Loop for a KO. | ||
|fsmashname= | |fsmashname= | ||
|fsmashdmg={{ChargedSmashDmgSSB4|16}} | |fsmashdmg={{ChargedSmashDmgSSB4|16}} | ||
|fsmashdesc=An outward slash. It is one of Meta | |fsmashdesc=An outward slash. It is one of Meta Knight most viable KOing options, as it is strong enough to KO middleweights at 95% while near the edge. It is also [[interruptibility|interruptible]] very early and has good range, making it very hard to punish even when shielded. Unlike in ''Brawl'', it now has a sweetspot and a sourspot: the former is located near Galaxia's hilt, whereas the latter is located at its tip. Its sourspot is also atypical, as it has the same damage output as its sweetspot, and is thus also reliable for KOing. Due to it hitting on frame 24, however, it is his slowest standard attack in terms of start-up lag. In addition, its hitbox only lasts for 1 frame. | ||
|usmashname= | |usmashname= | ||
|usmashdmg={{ChargedSmashDmgSSB4|3}} (hit 1), {{ChargedSmashDmgSSB4|2}} (hit 2), {{ChargedSmashDmgSSB4|4}} (hit 3) | |usmashdmg={{ChargedSmashDmgSSB4|3}} (hit 1), {{ChargedSmashDmgSSB4|2}} (hit 2), {{ChargedSmashDmgSSB4|4}} (hit 3) | ||
|usmashdesc=A series of upward fanning slashes. Despite its appearance, it is only able to hit opponents directly touching Galaxia, and not those who are beside Meta Knight, unless the target is large. It hits on frame 8, which is fast for a smash attack, and has large vertical hitboxes. Despite its minimal damage output, it also has moderate knockback, | |usmashdesc=A series of upward fanning slashes. Despite its appearance, it is only able to hit opponents directly touching Galaxia, and not those who are beside Meta Knight, unless the target is large. It hits on frame 8, which is fast for a smash attack, and has large vertical hitboxes. Despite its minimal damage output, it also has moderate knockback, to the point that it KOs middleweights at 135%. In addition to functioning as an effective anti-air option, it can combo into Shuttle Loop at low percentages. However, it has moderate ending lag. | ||
|dsmashname= | |dsmashname= | ||
|dsmashdmg={{ChargedSmashDmgSSB4|7}} (front), {{ChargedSmashDmgSSB4|10}} (back) | |dsmashdmg={{ChargedSmashDmgSSB4|7}} (front), {{ChargedSmashDmgSSB4|10}} (back) | ||
|dsmashdesc=A spinning, low-angle | |dsmashdesc=A spinning, low-angle outward slash. It is extremely fast, to the point that it the fastest smash attack in the game, with its first hit hitting on frame 4; however, this is only true when [[buffer]]ed. Otherwise, it hits on frame 5. It is also a semi-spike, which makes it useful for warding off pressure, punishing rolls, and launching opponents off-stage. Although the back hit is strong enough to KO middleweight at 132% while near the edge, its front hit is significantly weaker, as it does not KO middleweights until 177% while near the edge. | ||
|nairname= | |nairname= | ||
|nairdmg=10% (clean), 7.5% (late) | |nairdmg=10% (clean), 7.5% (late) | ||
|nairdesc=A cartwheeling slash. Due to it hitting on frame 6 and having [[sex kick]] properties, a fairly long duration, and deceptively high knockback, it is effective at both edge-guarding and escaping pressure. Its clean hitbox KOs middleweights at 100% while near the left/right [[blast line]]s, and at 143% while they are on-stage and near the edge. Auto-cancels when performed at the beginning of a jump, but has low ending and landing lag otherwise, allowing it to combo into a dash attack at low percentages, or jab reset with his down tilt if the opponent does not [[tech]]. It is based on the Knight Spin from ''Meta Knightmare Ultra'', but involves a cartwheel instead of a somersault. | |nairdesc=A cartwheeling slash. Due to it hitting on frame 6 and having [[sex kick]] properties, a fairly long duration, and deceptively high knockback, it is effective at both edge-guarding and escaping pressure. Its clean hitbox KOs middleweights at 100% while near the left/right [[blast line]]s, and at 143% while they are on-stage and near the edge. Auto-cancels when performed at the beginning of a jump, but has low ending and landing lag otherwise, allowing it to combo into a dash attack at low percentages, or jab reset with his down tilt if the opponent does not [[tech]]. It is based on the Knight Spin from ''Meta Knightmare Ultra'', but involves a cartwheel instead of a somersault. | ||
|fairname= | |fairname= | ||
|fairdmg=2.2% (hits 1-2 grounded opponents), 1.5% (hits 1-2 aerial opponents), 3% (hit 3) | |fairdmg=2.2% (hits 1-2 grounded opponents), 1.5% (hits 1-2 aerial opponents), 3% (hit 3) | ||
|fairdesc=A series of fanning slashes in front of himself. Due to it hitting on frame 9, it is his slowest aerial, but is a fast move nonetheless. With long range and relatively low landing lag (16 frames), it is an effective approach and spacing option when used from a short hop, and is able to auto-cancel with a jump. It is also decent for finishing combos, edge-guarding, and air-to-air combat thanks to its range, and can be used in a [[wall of pain]] because of its relatively low launch angle. Its 2× hitlag multiplier also results in it having much less landing lag if it connects with the opponent, making it safer on shield. However, it has a very short duration for a multiple hitting move, as each of its hitboxes only last for 1 frame. | |fairdesc=A series of fanning slashes in front of himself. Due to it hitting on frame 9, it is his slowest aerial, but is a fast move nonetheless. With long range and relatively low landing lag (16 frames), it is an effective approach and spacing option when used from a short hop, and is able to auto-cancel with a jump. It is also decent for finishing combos, edge-guarding, and air-to-air combat thanks to its range, and can be used in a [[wall of pain]] because of its relatively low launch angle. Its 2× hitlag multiplier also results in it having much less landing lag if it connects with the opponent, making it safer on shield. However, it has a very short duration for a multiple hitting move, as each of its hitboxes only last for 1 frame. | ||
|bairname= | |bairname= | ||
|bairdmg=2.2% (hits 1-2 grounded opponents), 1.5% (hits 1-2 aerial opponents), 4% (hit 3) | |bairdmg=2.2% (hits 1-2 grounded opponents), 1.5% (hits 1-2 aerial opponents), 4% (hit 3) | ||
|bairdesc=A series of spinning outward slashes. There is a delay between each slash, though its range and duration make it relatively easy to hit with. Due to it hitting on frame 7 and its last hit having deceptively strong knockback, it is great for edge-guarding, and is able to KO middleweights at 90% while near the left/right blast lines. It also has low ending lag and auto-cancels from a jump. Due to using the auto-link angle, its first two hits can also be used to drag aerial opponents to the ground and be proceeded with a follow-up, most notably a lock with down tilt. However, it has moderate landing lag. | |bairdesc=A series of spinning outward slashes. There is a delay between each slash, though its range and duration make it relatively easy to hit with. Due to it hitting on frame 7 and its last hit having deceptively strong knockback, it is great for edge-guarding, and is able to KO middleweights at 90% while near the left/right blast lines. It also has low ending lag and auto-cancels from a jump. Due to using the auto-link angle, its first two hits can also be used to drag aerial opponents to the ground and be proceeded with a follow-up, most notably a lock with down tilt. However, it has moderate landing lag. | ||
|uairname= | |uairname= | ||
|uairdmg=4% | |uairdmg=4% | ||
|uairdesc=An upward arcing slash. It hits on frame 6, has low ending lag, and deceptive range. When coupled with its weak knockback and Meta Knight's multiple double jumps, it has superb combo potential. At a variety of percentages, it combos into any aerial including itself, Mach Tornado, and Shuttle Loop. Most notably, it can potentially combo into itself up to five times (or six on fast-fallers) until medium percents, and can also lead into a high altitude Shuttle Loop for an early KO with the help of platforms. Even if an opponent air dodges this move, a neutral or down aerial can frame trap their ending lag. Auto-cancels with a short hop, but its hitbox lasts for only 1 frame, it has moderate landing lag, and it cannot hit most grounded opponents. As of update 1.1.5, it deals less knockback and launches opponents at a slightly lower angle, meaning it starts chaining into itself at high percentages. However, it is still easy for it to combo into itself as a zero-to-death combo against floaty characters, even in spite of update 1.1.5 also increasing its SDI multiplier. | |uairdesc=An upward arcing slash. It hits on frame 6, has low ending lag, and deceptive range. When coupled with its weak knockback and Meta Knight's multiple double jumps, it has superb combo potential. At a variety of percentages, it combos into any aerial including itself, Mach Tornado, and Shuttle Loop. Most notably, it can potentially combo into itself up to five times (or six on fast-fallers) until medium percents, and can also lead into a high altitude Shuttle Loop for an early KO with the help of platforms. Even if an opponent air dodges this move, a neutral or down aerial can frame trap their ending lag. Auto-cancels with a short hop, but its hitbox lasts for only 1 frame, it has moderate landing lag, and it cannot hit most grounded opponents. As of update 1.1.5, it deals less knockback and launches opponents at a slightly lower angle, meaning it starts chaining into itself at high percentages. However, it is still easy for it to combo into itself as a zero-to-death combo against floaty characters, even in spite of update 1.1.5 also increasing its SDI multiplier. | ||
|dairname= | |dairname= | ||
|dairdmg=6% | |dairdmg=6% | ||
|dairdesc=A downward arcing slash. It hits on frame 4 and has low ending lag. It is also a semi-spike, making it quite deadly off-stage, especially against opponents with poor horizontal recoveries. Can also be used to pressure grounded opponents, and start tech-chases at medium percentages, potentially leading into a jab reset with his down tilt if the opponent fails to tech. Auto-cancels with a short hop, but has high landing lag otherwise (22 frames) and its hitbox only lasts for 1 frame. | |dairdesc=A downward arcing slash. It hits on frame 4 and has low ending lag. It is also a semi-spike, making it quite deadly off-stage, especially against opponents with poor horizontal recoveries. Can also be used to pressure grounded opponents, and start tech-chases at medium percentages, potentially leading into a jab reset with his down tilt if the opponent fails to tech. Auto-cancels with a short hop, but has high landing lag otherwise (22 frames) and its hitbox only lasts for 1 frame. | ||
|grabname= | |grabname= | ||
|grabdesc=Reaches out with his free hand. Meta Knight's standing grab has the fifth shortest range, but his dash grab covers a lot of ground, thanks to it boosting him forward. His pivot grab is also useful, thanks to his [[Pivoting|pivot]] being tied with {{SSB4|Fox}}, {{SSB4|Greninja}}, and {{SSB4|Sonic}}'s as the third longest in the game by default. | |grabdesc=Reaches out with his free hand. Meta Knight's standing grab has the fifth shortest range, but his dash grab covers a lot of ground, thanks to it boosting him forward. His pivot grab is also useful, thanks to his [[Pivoting|pivot]] being tied with {{SSB4|Fox}}, {{SSB4|Greninja}}, and {{SSB4|Sonic}}'s as the third longest in the game by default. | ||
|pummelname= | |pummelname= | ||
|pummeldmg=3% | |pummeldmg=3% | ||
|pummeldesc=Jabs with one of the talons on his cape's wings. Moderately slow, but one of the most damaging pummels in the game. | |pummeldesc=Jabs with one of the talons on his cape's wings. Moderately slow, but one of the most damaging pummels in the game. | ||
|fthrowname= | |fthrowname= | ||
|fthrowdmg=6% (hit 1), 3% (throw) | |fthrowdmg=6% (hit 1), 3% (throw) | ||
|fthrowdesc=A bicycle kick. Due to being very fast, it gives the opponent only a small window to DI properly. When coupled with it launching opponents at 65°, it is a useful combo starter. Depending on DI, it can combo into dash attack, dashing up smash, and any aerial from low to medium percents, and potentially into Shuttle Loop for a KO combo. | |fthrowdesc=A bicycle kick. Due to being very fast, it gives the opponent only a small window to DI properly. When coupled with it launching opponents at 65°, it is a useful combo starter. Depending on DI, it can combo into dash attack, dashing up smash, and any aerial from low to medium percents, and potentially into Shuttle Loop for a KO combo. | ||
|bthrowname= | |bthrowname= | ||
|bthrowdmg=7% (hit 1), 3% (throw) | |bthrowdmg=7% (hit 1), 3% (throw) | ||
|bthrowdesc=Lays the opponent behind himself, warps, and then slashes their back. Good for launching opponents off-stage to set up an edge-guard. It can also combo into a dash attack or start a tech-chase from 0% to low percentages, or lead into a forward aerial or Shuttle Loop at high percentages if the opponent DIs poorly. Although it has very high knockback scaling, its throw hitbox's very low damage output offsets this. As a result, it does not KO middleweights until 175% while near the edge. | |bthrowdesc=Lays the opponent behind himself, warps, and then slashes their back. Good for launching opponents off-stage to set up an edge-guard. It can also combo into a dash attack or start a tech-chase from 0% to low percentages, or lead into a forward aerial or Shuttle Loop at high percentages if the opponent DIs poorly. Although it has very high knockback scaling, its throw hitbox's very low damage output offsets this. As a result, it does not KO middleweights until 175% while near the edge. | ||
|uthrowname= | |uthrowname= | ||
|uthrowdmg=10% (throw), 7% (collateral) | |uthrowdmg=10% (throw), 7% (collateral) | ||
|uthrowdesc=The Air Drop from [[Kirby]]'s {{s|wikirby|Ninja}} ability. Despite its decent damage output, its base knockback and knockback scaling are both only average. As a result, it is unreliable at KOing, even on stages with platforms; it does not KO middleweights until 175% upon landing on one of {{SSB4|Battlefield}}'s secondary platforms, and at 160% upon landing on Battlefield's top platform. Conversely, its collateral hitbox is very strong, as its high base knockback and very high knockback scaling can reliably KO even heavyweights below 100%. Although situational, it can also combo into Shuttle Loop if the opponent DIs poorly. | |uthrowdesc=The Air Drop from [[Kirby]]'s {{s|wikirby|Ninja}} ability. Despite its decent damage output, its base knockback and knockback scaling are both only average. As a result, it is unreliable at KOing, even on stages with platforms; it does not KO middleweights until 175% upon landing on one of {{SSB4|Battlefield}}'s secondary platforms, and at 160% upon landing on Battlefield's top platform. Conversely, its collateral hitbox is very strong, as its high base knockback and very high knockback scaling can reliably KO even heavyweights below 100%. Although situational, it can also combo into Shuttle Loop if the opponent DIs poorly. | ||
|dthrowname= | |dthrowname= | ||
|dthrowdmg=0.5% (hits 1-9), 1% (hit 10), 2% (throw) | |dthrowdmg=0.5% (hits 1-9), 1% (hit 10), 2% (throw) | ||
|dthrowdesc=The Fury Stomp from Kirby's {{s|wikirby|Suplex}} ability. It combos into dash attack, dashing up smash, all aerials, and Mach Tornado from 0% to medium percentages, and into Shuttle Loop from 0% to around 100%. However, its extremely high knockback scaling and Meta Knight's slightly below-average air speed make its other follow-ups difficult to perform past medium percentages, especially if the opponent DIs properly. | |dthrowdesc=The Fury Stomp from Kirby's {{s|wikirby|Suplex}} ability. It combos into dash attack, dashing up smash, all aerials, and Mach Tornado from 0% to medium percentages, and into Shuttle Loop from 0% to around 100%. However, its extremely high knockback scaling and Meta Knight's slightly below-average air speed make its other follow-ups difficult to perform past medium percentages, especially if the opponent DIs properly. | ||
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|floorbname= | |floorbname= | ||
|floorbdmg=7% | |floorbdmg=7% | ||
|floorbdesc=Slashes | |floorbdesc=Slashes aroound himself. | ||
|floortname= | |floortname= | ||
|floortdmg=5% | |floortdmg=5% | ||
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|edgedesc=Performs an outward slash while climbing up. | |edgedesc=Performs an outward slash while climbing up. | ||
|nsdefname=Mach Tornado | |nsdefname=Mach Tornado | ||
|nsdefdmg=1% (loop | |nsdefdmg=1% (loop), 3% (last), ≈22% (all hits connect) | ||
|nsdefdesc=Spins rapidly and traps opponents in a tornado. Button mashing increases the move's duration and makes Meta Knight ascend slightly; he can also move left and right. Deals roughly 22% if all of its hits connect, aiding Meta Knight's otherwise low overall damage output | |nsdefdesc=Spins rapidly and traps opponents in a tornado. Button mashing increases the move's duration and makes Meta Knight both ascend slightly; he can also move left and right. Deals roughly 22% if all of its hits connect, aiding Meta Knight's otherwise low overall damage output. The last hit has extremely high knockback scaling, and is strong enough to KO middleweights at 134% while near the upper blast line. If it concludes around a jump's height, Meta Knight will endure almost no lag after landing. However, it renders Meta Knight [[Helplessness|helpless]]. It appears to be based on both a move he used in ''Kirby Super Star'' where he transforms into a tornado to attack and the Mach Tornado from ''Meta Knightmare Ultra''. It is also similar to Kirby's {{s|wikirby|Tornado}} ability. | ||
|nsc1name=Entangling Tornado | |nsc1name=Entangling Tornado | ||
|nsc1dmg=9% | |nsc1dmg=9% | ||
|nsc1desc=[[ | |nsc1desc=[[Wind#Pulling attacks|Vacuums]] opponents and then launches them straight up into the air. It launches at an even higher vertical angle, which can enable it to score an early KO near the upper blast line. However, it only consists of one hit, and has slightly more start-up lag. | ||
|nsc2name=Dreadful Tornado | |nsc2name=Dreadful Tornado | ||
|nsc2dmg=1.5% (hits 1-5), 6% (hit 6) | |nsc2dmg=1.5% (hits 1-5), 6% (hit 6) | ||
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|ssc1name=High-Speed Drill | |ssc1name=High-Speed Drill | ||
|ssc1dmg=0.8% (hits 1-7), 3% (hit 8) | |ssc1dmg=0.8% (hits 1-7), 3% (hit 8) | ||
|ssc1desc=A | |ssc1desc=A faster version that can function as an even faster recovery option, but at the cost of its maneuverability. | ||
|ssc2name=Shieldbreaker Drill | |ssc2name=Shieldbreaker Drill | ||
|ssc2dmg=1% (hits 1-9), 2% (hit 10) | |ssc2dmg=1% (hits 1-9), 2% (hit 10) | ||
|ssc2desc=A version that | |ssc2desc=A version that can break shields, but at the cost of reduced power and distance. | ||
|usdefname=Shuttle Loop | |usdefname=Shuttle Loop | ||
|usdefdmg=9% (hit 1 grounded), 6% (hit 1 aerial), 6% (hit 2) | |usdefdmg=9% (hit 1 grounded), 6% (hit 1 aerial), 6% (hit 2) | ||
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|usc2desc=Soars into a larger, slower loop, and then soars quickly to perform a more powerful upward thrust. Its larger range slightly grants more vertical recovery, but the first loop does not deal damage. | |usc2desc=Soars into a larger, slower loop, and then soars quickly to perform a more powerful upward thrust. Its larger range slightly grants more vertical recovery, but the first loop does not deal damage. | ||
|dsdefname=Dimensional Cape | |dsdefname=Dimensional Cape | ||
|dsdefdmg=15% (stationary grounded slash), 14% (retreating slash), 16% (advancing slash, stationary aerial slash | |dsdefdmg=15% (stationary grounded slash), 14% (retreating slash), 16% (advancing slash, stationary aerial slash) | ||
|dsdefdesc=Teleports in a controllable direction. If the attack button or special button is held, he will perform a very powerful slash | |dsdefdesc=Teleports in a controllable direction. If the attack button is pressed or the special button is held, he will perform a very powerful slash. There are four types of slashes that are dependent on the direction the control stick is held and the direction he is facing, with the advancing slash and stationary aerial slash being strong enough to KO middleweights at 117% while near the edge. A great anti-edge-guarding option, it can also be used to punish laggy attacks from a distance, or for [[Edge-guarding#Ledge trumping|edge trumping]]. | ||
|dsc1name=Shield Piercer | |dsc1name=Shield Piercer | ||
|dsc1dmg=1%, 8% (stationary grounded slash), 1%, 7% (retreating slash), 1%, 9% (advancing slash, stationary aerial slash) | |dsc1dmg=1%, 8% (stationary grounded slash), 1%, 7% (retreating slash), 1%, 9% (advancing slash, stationary aerial slash) | ||
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|dsc2name=Stealth Smasher | |dsc2name=Stealth Smasher | ||
|dsc2dmg=16% (stationary grounded slash), 15% (retreating slash), 17% (advancing slash, stationary aerial slash) | |dsc2dmg=16% (stationary grounded slash), 15% (retreating slash), 17% (advancing slash, stationary aerial slash) | ||
|dsc2desc=Covers more distance (approximately 50% of Final Destination) | |dsc2desc=Covers more distance (approximately 50% of Final Destination) and has higher damage outputs and knockback, to the point that it is approximately as strong as his uncharged forward smash. However, it comes at the cost of Meta Knight being vulnerable while moving, and his location being exposed. | ||
|fsname=Galaxia Darkness | |fsname=Galaxia Darkness | ||
|fsdmg=40% (trapped opponents), 10% (others) | |fsdmg=40% (trapped opponents), 10% (others) | ||
|fsdesc=Swings his cape in front of himself. If the cape touches any nearby opponents, they will be trapped and the screen will then fade to black. After a few seconds, Meta Knight performs a very powerful slash to the trapped opponents that ignores [[Armor|super armor]] and is strong enough to KO grounded middleweights at 80%. If his cape does not to make contact, Meta Knight pauses for a brief time, and Dimensional Cape fails. Any opponents who are not trapped are also attacked, but instead receive vastly less damage and weak, vertical knockback. However, the weaker attacks can also be avoided by dodging with correct timing. | |fsdesc=Swings his cape in front of himself. If the cape touches any nearby opponents, they will be trapped and the screen will then fade to black. After a few seconds, Meta Knight performs a very powerful slash to the trapped opponents that ignores [[Armor|super armor]] and is strong enough to KO grounded middleweights at 80%. If his cape does not to make contact, Meta Knight pauses for a brief time, and Dimensional Cape fails. Any opponents who are not trapped are also attacked, but instead receive vastly less damage and weak, vertical knockback. However, the weaker attacks can also be avoided by dodging with correct timing. | ||
}} | }} | ||
===[[On-screen appearance]]=== | ===[[On-screen appearance]]=== | ||
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|char=MetaKnight}} | |char=MetaKnight}} | ||
==In | ==In competitive play== | ||
===[[Official Custom Moveset Project]]=== | ===[[Official Custom Moveset Project]]=== | ||
{{OfficialCustomMoves | {{OfficialCustomMoves | ||
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|set10=3111 | |set10=3111 | ||
}} | }} | ||
===Notable players=== | |||
====Active==== | |||
*{{Sm|Abadango|Japan}} - One of the best Meta Knight players in the world. Placed 1st at [[Niconico Tokaigi 2016]] and [[Clutch City Clash]], 2nd at [[Battle of BC 2]], 3rd at [[Umebura Genesis Cup]], 5th at [[2GGC: Nairo Saga]], 7th at [[The Big House 5]] and [[Umebura Niconico Qualifiers]], and 9th at [[Umebura 21]]. | |||
*{{Sm|AC|USA}} - One of the best Meta Knight players in the world. Ranked 9th on the [[SoCal Power Rankings]]. He has wins over {{Sm|MkLeo}}, {{Sm|Samsora}}, {{Sm|Dath}}, {{Sm|Ned}}, and {{Sm|NAKAT}}. | |||
*{{Sm|DSS|USA}} - The best Meta Knight in Northern California. Currently ranked 1st on the [[NorCal Power Rankings]]. He has wins over {{Sm|Dabuz}} and {{Sm|Ito}}. | |||
*{{Sm|Ito|USA}} - Placed 2nd at [[2GGT: Fatality Saga]], 4th at [[2GG: Pay It Forward]], and 17th at [[GENESIS 3]] and [[EVO 2016]]. | |||
*{{Sm|Jbandrew|Germany}}<!--Please do not change Jbandrew's flag to USA unless you have proof that he is not an official German resident. Flags should always represent the country they currently reside in.--> - Placed 1st at [[TGC 4]], 5th at [[PAX Arena]] and [[Syndicate 2016]], and 9th at [[Key to The PG House]]'s European qualifier. Formerly ranked 5th on the [[German Power Rankings]]. | |||
*{{Sm|Lickey★|Japan}} - Placed 9th at [[Sumabato Tokaigi Qualifiers]] and [[Hirosuma Tokaigi Qualifiers]]. | |||
*{{Sm|MkLeo|Mexico}} - The best Meta Knight player in Mexico, and widely considered the best Meta Knight in the world despite now only playing him as a co-main. Placed 1st at [[2GG Championship]], [[Smash Factor 4]], [[Smash Factor 5]] and Battle of BC, and 5th at [[Get On My Level 2016]]. Ranked 1st on the [[Mexican Power Rankings]] Has wins on {{Sm|ZeRo}}, {{Sm|Nairo}}, {{Sm|Dabuz}}, and {{Sm|Mr.R}}. | |||
*{{Sm|S2H|USA}} - Placed 25th at The Big House 5. Formerly ranked 20th on the SoCal Power Rankings. He has wins over {{Sm|Nicko}}, {{Sm|Charliedaking}}, and {{Sm|False}}. | |||
*{{Sm|Salena|Japan}} - Placed 4th at [[Umebura 16]], 7th at [[Umebura 20]], and 33rd at GENESIS 3. | |||
*{{Sm|Tyrant|USA}} - One of the best Meta Knight players in the world. Placed 1st at [[2GGT: The False Awakens]], 3rd at [[2GGT: Fresh Saga]] and [[2GG: Pay It Forward]], 7th at [[2GGT: Mexico Saga]] and [[2GGT: KTAR Saga]], 9th at [[Paragon Los Angeles 2015]], 13th at [[CEO 2015]], and 17th at [[EVO 2015]]. Ranked 16th on the SoCal Power Rankings. | |||
=== | ====Inactive==== | ||
*{{Sm|Katakiri|USA}} - Placed 4th at [[FC Smash 15XR: Return]], 5th at [[Shuffle VII]], and 7th at [[Frostbite]] before switching to {{SSB4|Mewtwo}}. | |||
*{{Sm| | *{{Sm|Seibrik|USA}} - Placed 2nd at [[Casino Royale 2]] and [[Tampa Never Sleeps 6]], 5th at [[Glitch (tournament)|Glitch]], and 33rd at [[Pound 2016]] before switching to {{SSB4|Cloud}}. | ||
*{{Sm| | |||
===Tier placement and history=== | ===Tier placement and history=== | ||
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However, Meta Knight's status went into a sudden decline after his up aerial combos, which were pivotal to his success, had been nerfed in update [[1.1.5]]. As a result, several of his best players either began to co-main him (such as {{Sm|Tyrant}} adopting Sheik and {{SSB4|Diddy Kong}}), transition him into a secondary (such as MkLeo adopting {{SSB4|Cloud}} and {{SSB4|Marth}} as his new mains), or even drop him entirely (such as {{Sm|Katakiri}} and {{Sm|Seibrik}}). Although Meta Knight has maintained his high-tier status throughout ''SSB4''{{'}}s lifespan thanks to his solid punishment game, popularity as a counterpick to Rosalina & Luma, and his playerbase consistently achieving good results, he has steadily dropped on subsequent tier lists regardless. He has since dropped to 13th on the second tier list, then to 14th on the third tier list and, despite Leo bringing better results after using him once again, he has recently dropped once again to 16th on the fourth and current tier list, although this was before Leo's stellar performance with Meta Knight at [[2GG Championship]]. | However, Meta Knight's status went into a sudden decline after his up aerial combos, which were pivotal to his success, had been nerfed in update [[1.1.5]]. As a result, several of his best players either began to co-main him (such as {{Sm|Tyrant}} adopting Sheik and {{SSB4|Diddy Kong}}), transition him into a secondary (such as MkLeo adopting {{SSB4|Cloud}} and {{SSB4|Marth}} as his new mains), or even drop him entirely (such as {{Sm|Katakiri}} and {{Sm|Seibrik}}). Although Meta Knight has maintained his high-tier status throughout ''SSB4''{{'}}s lifespan thanks to his solid punishment game, popularity as a counterpick to Rosalina & Luma, and his playerbase consistently achieving good results, he has steadily dropped on subsequent tier lists regardless. He has since dropped to 13th on the second tier list, then to 14th on the third tier list and, despite Leo bringing better results after using him once again, he has recently dropped once again to 16th on the fourth and current tier list, although this was before Leo's stellar performance with Meta Knight at [[2GG Championship]]. | ||
== | ==Trophies== | ||
In | :'''Meta Knight''' | ||
::{{flag|ntsc}} ''Kirby's mysterious rival, this masked swordsman appears in several Kirby games. His cape transforms into wings to grant him flight. In Smash Bros., his quick sword skills and aerial agility set him apart. He can jump up to five times in a row, and he has a special move to soar higher.'' | |||
::{{flag|pal}} ''A mysterious masked swordsman from the Kirby series. His cape can turn into wings, which gives him the ability to fly. His swift swordplay and ability to stay in the air give him an edge in this game. He can combine five mid-air jumps with a special move to make recovering a cinch. If you use him, try to keep battle airborne.'' | |||
{{Trophy games|console1=NES|game1=Kirby's Adventure (05/1993)|console2=SNES|game2=Kirby Super Star (08/1996)}} | |||
:'''Meta Knight (Alt.)''' | |||
::{{flag|ntsc}} ''Meta Knight's Dimensional Cape lets you teleport, changing where you'll reappear with directional inputs and attacking by holding the button! His Mach Tornado special can draw in and attack multiple opponents. Rise by pressing the button repeatedly, and press left or right to move.'' | |||
::{{flag|pal}} ''Meta Knight's Dimensional Cape lets you teleport. After vanishing, you can move to reappear somewhere else. You can also keep holding the button to turn it into an attack! His Mach Tornado special can mix up multiple opponents in the fray. Press the button repeatedly to rise up, and move left and right to create extra havoc.'' | |||
{{Trophy games|console1=NES|game1=Kirby's Adventure (05/1993)|console2=SNES|game2=Kirby Super Star (08/1996)}} | |||
:'''Galaxia Darkness''' | |||
::{{flag|ntsc}} ''Meta Knight swings his cape to ensnare foes. Darkness falls, enveloping them in an empty void and then a giant sword slash cleaves the blackness. If the cape doesn't capture anyone, this Final Smash will fail. It has more range than you might think, though and you only have to catch one foe to deal damage to everyone!'' | |||
::{{flag|pal}} ''Meta Knight swings his cape to ensnare foes. Darkness falls, enveloping them in an empty void, and then a giant sword slash cleaves the blackness. If the cape doesn't capture anyone, the Final Smash will fail. It has more range than you might think, though, and as long as it catches at least one foe, everyone will take damage!'' | |||
<center> | |||
<gallery> | |||
MetaKnightTrophy3DS.png|Classic (3DS) | |||
MetaKnightAllStarTrophy3DS.png|Alt. (3DS) | |||
MetaKnightTrophyWiiU.png|Classic (Wii U) | |||
MetaKnightAltTrophyWiiU.png|Alt. (Wii U) | |||
GalaxiaDarknessTrophyWiiU.png|[[Galaxia Darkness]] | |||
</gallery> | |||
</center> | |||
== | ==In [[Event Match]]es== | ||
===Solo Events=== | |||
* '''[[All-Star Battle: Brawl]]''': Meta Knight is one of the opponents fought in this event. All of the opponents debuted in ''Brawl''. | * '''[[All-Star Battle: Brawl]]''': Meta Knight is one of the opponents fought in this event. All of the opponents debuted in ''Brawl''. | ||
* '''[[The Ultimate Swordsman]]''': As {{SSB4|Ike}}, the player must defeat Meta Knight, {{SSB4|Link}}, {{SSB4|Marth}}, {{SSB4|Toon Link}}, male {{SSB4|Robin}}, female Robin and {{SSB4|Shulk}}. All of the opponents wield swords. | * '''[[The Ultimate Swordsman]]''': As {{SSB4|Ike}}, the player must defeat Meta Knight, {{SSB4|Link}}, {{SSB4|Marth}}, {{SSB4|Toon Link}}, male {{SSB4|Robin}}, female Robin and {{SSB4|Shulk}}. All of the opponents wield swords. | ||
* '''[[Unwavering Chivalry]]''': Meta Knight must defeat Marth without defeating {{SSB4|Peach}} or {{SSB4|Zelda}}. | * '''[[Unwavering Chivalry]]''': Meta Knight must defeat Marth without defeating {{SSB4|Peach}} or {{SSB4|Zelda}}. | ||
===Co-op Events=== | |||
* '''[[Final Battle Team-Up]]''': Meta Knight, using his ''{{s|wikirby|Kirby's Adventure}}''-based [[alternate costume]], is one of the opponents two players must defeat. | * '''[[Final Battle Team-Up]]''': Meta Knight, using his ''{{s|wikirby|Kirby's Adventure}}''-based [[alternate costume]], is one of the opponents two players must defeat. | ||
* '''[[Sky Pirates]]''': Meta Knight and {{SSB4|Dark Pit}} must defeat a team of {{SSB4|Captain Falcon}} and {{SSB4|Falco}} in a one stock battle on [[Pilotwings]] before the plane returns to the airfield. | * '''[[Sky Pirates]]''': Meta Knight and {{SSB4|Dark Pit}} must defeat a team of {{SSB4|Captain Falcon}} and {{SSB4|Falco}} in a one stock battle on [[Pilotwings]] before the plane returns to the airfield. | ||
* '''[[The Ultimate Battle]]''': Two players select a character and must defeat the entire roster. | * '''[[The Ultimate Battle]]''': Two players select a character and must defeat the entire roster. | ||
* '''[[Visiting Onett]]''': {{SSB4|Ness}} and {{SSB4|Villager}} must defeat Meta Knight, {{SSB4|Kirby}}, {{SSB4|Fox}}, Falco, {{SSB4|Olimar}} and {{SSB4|Rosalina & Luma}}. All of the opponents are outer space-based characters. | * '''[[Visiting Onett]]''': {{SSB4|Ness}} and {{SSB4|Villager}} must defeat Meta Knight, {{SSB4|Kirby}}, {{SSB4|Fox}}, Falco, {{SSB4|Olimar}} and {{SSB4|Rosalina & Luma}}. All of the opponents are outer space-based characters. | ||
==[[Alternate costume (SSB4)#Meta Knight|Alternate costumes]]== | ==[[Alternate costume (SSB4)#Meta Knight|Alternate costumes]]== | ||
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*Meta Knight has a few distinct aspects that differ from {{SSB4|Kirby}} and {{SSB4|King Dedede}}: | *Meta Knight has a few distinct aspects that differ from {{SSB4|Kirby}} and {{SSB4|King Dedede}}: | ||
**He does not have a conventional [[meteor smash]]. | **He does not have a conventional [[meteor smash]]. | ||
**He retained his Final Smash. | **He retained his Final Smash. | ||
**He has recycled voice clips. | **He has recycled voice clips. | ||
**He uses the more subdued [[tripping]] sound effect generally used for realistic characters. | **He uses the more subdued [[tripping]] sound effect generally used for realistic characters. | ||
*Despite [[Glide|gliding]] being removed, [http://opensa.dantarion.com/s4/mastercore3/dump/0/metaknight frame data] and [https://tcrf.net/Super_Smash_Bros._for_Wii_U/Unused_Animations#Meta_Knight animations] for gliding and related things remain in non-patched files for Meta Knight. This was likely a result of Meta Knight's data being recycled from ''Brawl''. This is also true for {{SSB4|Pit}} and his [[clone]], {{SSB4|Dark Pit}}. | *Despite [[Glide|gliding]] being removed, [http://opensa.dantarion.com/s4/mastercore3/dump/0/metaknight frame data] and [https://tcrf.net/Super_Smash_Bros._for_Wii_U/Unused_Animations#Meta_Knight animations] for gliding and related things remain in non-patched files for Meta Knight. This was likely a result of Meta Knight's data being recycled from ''Brawl''. This is also true for {{SSB4|Pit}} and his [[clone]], {{SSB4|Dark Pit}}. | ||
*If one looks closely at Meta Knight's leading/left foot during his up smash, it flips around on his model during the move. This is mainly seen via slowing down time or pausing at the right time. | *If one looks closely at Meta Knight's leading/left foot during his up smash, it flips around on his model during the move. This is mainly seen via slowing down time or pausing at the right time. | ||
==References== | ==References== | ||
{{reflist}} | {{reflist}} | ||
{{SSB4Characters}} | {{SSB4Characters}} | ||
{{Kirby universe}} | {{Kirby universe}} | ||
[[Category:Meta Knight (SSB4) | [[Category:Meta Knight (SSB4)]] | ||
[[Category:Trophies (SSB4-3DS)]] | [[Category:Trophies (SSB4-3DS)]] | ||