Editing Meta Knight (SSB4)
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Eric Newsome and Atsushi Kisaichi both reprise their roles as Meta Knight's voice actors in the English and Japanese versions, albeit via recycled voice clips from ''[[Super Smash Bros. Brawl]]''. | Eric Newsome and Atsushi Kisaichi both reprise their roles as Meta Knight's voice actors in the English and Japanese versions, albeit via recycled voice clips from ''[[Super Smash Bros. Brawl]]''. | ||
Meta Knight is ranked 16th out of | Meta Knight is 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 a superb [[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. | ||
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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Due to his attack speed, Meta Knight is also renowned for his incredible combo potential, with the ability to get very early KOs with guaranteed followups. He additionally has notable finishers: his forward smash has high power and very low ending lag, making it spammable and hard to challenge even if shielded. His up smash is one of the fastest smash attacks in the game and has good power. His back aerial is very deadly offstage due to its high knockback scaling, and its [[autolink angle]] allows it to drag opponents downwards while edgeguarding or to force a [[lock]]. Though less effective, Dimensional Cape, neutral aerial and up throw can still KO. However, his Shuttle Loop is his most frequently used KO move, owing to the numerous setups into it; it is additionally a powerful out of shield option due to its speed, range, and power. | Due to his attack speed, Meta Knight is also renowned for his incredible combo potential, with the ability to get very early KOs with guaranteed followups. He additionally has notable finishers: his forward smash has high power and very low ending lag, making it spammable and hard to challenge even if shielded. His up smash is one of the fastest smash attacks in the game and has good power. His back aerial is very deadly offstage due to its high knockback scaling, and its [[autolink angle]] allows it to drag opponents downwards while edgeguarding or to force a [[lock]]. Though less effective, Dimensional Cape, neutral aerial and up throw can still KO. However, his Shuttle Loop is his most frequently used KO move, owing to the numerous setups into it; it is additionally a powerful out of shield option due to its speed, range, and power. | ||
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. | ||
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==Changes from ''[[Super Smash Bros. Brawl]]''== | ==Changes from ''[[Super Smash Bros. Brawl]]''== | ||
In ''Super Smash Bros. Brawl'', Meta Knight was near universally regarded as the best character in the entire game, to the point of being considered by many as [[broken]]. This is due to numerous factors: Meta Knight was incredibly fast due to his blazing ground speed, array of mid-air jumps, having access to a glide and terrific frame data. In addition to his speed, most of his attacks were disjointed and possessed [[transcendent priority]], making Meta Knight a very difficult character to challenge and punish. | In ''Super Smash Bros. Brawl'', Meta Knight was near universally regarded as the best character in the entire game, to the point of being considered by many as [[broken]]. This is due to numerous factors: Meta Knight was incredibly fast due to his blazing ground speed, array of mid-air jumps, having access to a glide and terrific frame data. In addition to his speed, most of his attacks were disjointed and possessed [[transcendent priority]], making Meta Knight a very difficult character to challenge and punish. | ||
As a result of all of these traits, Meta Knight was an incredibly dominant force in ''Brawl'', with numerous characters heavily struggling against him and even the characters who could deal with him still had a disadvantageous matchup against him. Likely as a result of how he warped the metagame, Meta Knight has been significantly reworked in ''Super Smash Bros 4'' and while he did receive some buffs, he was | As a result of all of these traits, Meta Knight was an incredibly dominant force in ''Brawl'', with numerous characters heavily struggling against him and even the characters who could deal with him still had a disadvantageous matchup against him. Likely as a result of how he warped the metagame, Meta Knight has been significantly reworked in ''Super Smash Bros 4'' and while he did receive some buffs, he was nerfed significantly overall. | ||
Having been completely unmatched in ''Brawl'', Meta Knight's frame data has been considerably 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 | Having been completely unmatched in ''Brawl'', Meta Knight's frame data has been considerably 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, his overall damage output has been significantly reduced now being below average. With the nerfs to several of his most pivotal [[neutral game]] options, such as down tilt, forward aerial, down aerial, [[Shuttle Loop]] 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 changes to his down aerial and Shuttle Loop combined with 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, especially with his dash attack, which has become his most | 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, especially with his dash attack, which has become his most reliably combo starter and is now a large part of his game plan. His up aerial also remains a strong combo option due to these changes despite its severe nerfs and his altered Shuttle Loop while having far less utility has become an incredible combo finisher and KO move near the upper blast line. His grab game is both more rewarding and more consistent, due to the mechanic changes somewhat making up for the nerfs to his damage output. He also benefits from the removal of [[chain grab]]bing and the changes to aerial [[grab release]]s which was previously one of his weaknesses. | ||
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'' and version [[1.1.5]] nerfed his up aerial further. | 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'' and version [[1.1.5]] nerfed his up aerial further. | ||
Overall, Meta Knight's direct changes drastically hindered him in many ways making him a much worse character on paper and while the changes to the game's mechanics greatly benefited him overall, they were not enough to offset his nerfs and make him one of the best characters in the game. As a result, he was one of the characters who was the most severely nerfed from the transition to ''Smash 4'', alongside {{SSB4|King Dedede}}, {{SSB4|Falco}}, {{SSB4|Marth}} (during the initial release), {{SSB4|Wario}}, 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, and while his tournament success and representation is much lower, he has still seen more results and representation than a majority of the cast which has given him consistent status as a high-tier character throughout ''Smash 4''{{'}}s lifespan. | Overall, Meta Knight's direct changes drastically hindered him in many ways making him a much worse character on paper and while the changes to the game's mechanics greatly benefited him overall, they were not enough to offset his nerfs and make him one of the best characters in the game. As a result, he was one of the characters who was the most severely nerfed from the transition to ''Smash 4'', alongside {{SSB4|King Dedede}}, {{SSB4|Falco}}, {{SSB4|Marth}} (during the initial release), {{SSB4|Wario}}, 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, and while his tournament success and representation is much lower, he has still seen more results and representation than a majority of the cast which has given him consistent status as a high-tier character throughout ''Smash 4''{{'}}s lifespan. | ||
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*{{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) although he dashes slower relative to the cast, going from the 6th highest out of 39 characters to the 12th highest out of 58 characters.}} | *{{buff|Meta Knight [[dash]]es faster (1.847 → 1.9) although he dashes slower relative to the cast, going from the 6th highest out of 39 characters to the 12th highest out of 58 characters.}} | ||
*{{buff|Meta Knight's [[air speed]] is significantly faster (0.752 → 0.99), going from the third lowest out of 39 characters to the | *{{buff|Meta Knight's [[air speed]] is significantly faster (0.752 → 0.99), going from the third lowest out of 39 characters to the 35th highest out of 58.}} | ||
*{{nerf|Meta Knight's [[air acceleration]] is lower (0.08 → 0.075), although his faster air speed more than compensates for it.}} | *{{nerf|Meta Knight's [[air acceleration]] is lower (0.08 → 0.075), although his faster air speed more than compensates for it.}} | ||
*{{buff|Meta Knight is slightly [[weight|heavier]] (79 → 80).}} | *{{buff|Meta Knight is slightly [[weight|heavier]] (79 → 80).}} | ||
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*{{change|Meta Knight's [[gravity]] is higher (0.0956 → 0.11). This aids in his ability to land safely, but hinders his endurance, increases his susceptibility to combos and reduces the height of his mid-air jumps.}} | *{{change|Meta Knight's [[gravity]] is higher (0.0956 → 0.11). This aids in his ability to land safely, but hinders his endurance, increases his susceptibility to combos and reduces the height of his mid-air jumps.}} | ||
*{{buff|Meta Knight's full hop is higher despite his higher gravity.}} | *{{buff|Meta Knight's full hop is higher despite his higher gravity.}} | ||
*{{buff|[[Roll]]s have a longer duration (frames 5-12 (forward)/4-12 (back) → 4-15 (both)).}} | |||
*{{buff|[[Roll]]s have a longer duration (frames 5-12 (forward)/4-12 (back) → 4-15 (both)) | |||
*{{buff|Backward roll has less ending lag (FAF 34 → 28).}} | *{{buff|Backward roll has less ending lag (FAF 34 → 28).}} | ||
*{{nerf|Forward roll has more ending lag (FAF 24 → 28), removing its status as the fastest roll.}} | *{{nerf|Forward roll has more ending lag (FAF 24 → 28), removing its status as the fastest roll.}} | ||
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===Ground attacks=== | ===Ground attacks=== | ||
*{{nerf|All of Meta Knight's sword-based ground attacks have lost their [[Priority#Transcendent priority|transcendent priority]]. This significantly hinders Meta Knight's neutral game as it makes it much easier for opponents to challenge his ground moves.}} | *{{nerf|All of Meta Knight's sword-based ground attacks have lost their [[Priority#Transcendent priority|transcendent priority]]. This significantly hinders Meta Knight's neutral game as it makes it much easier for opponents to challenge his ground moves.}} | ||
**{{buff|However, this also makes it much easier for Meta Knight to cancel out projectiles, as he no longer has to rely on dash attack to do so.}} | **{{buff|However, this also makes it much easier for Meta Knight to cancel out projectiles, as he no longer has to rely on dash attack to do so.}} | ||
*[[Neutral attack]]: | *[[Neutral attack]]: | ||
**{{change|Neutral attack's animation has slightly changed. Meta Knight now leans slightly farther inward while swinging Galaxia.}} | **{{change|Neutral attack's animation has slightly changed. Meta Knight now leans slightly farther inward while swinging Galaxia.}} | ||
**{{buff|Neutral attack launches opponents at a higher angle ([[Sakurai angle|361°]] → 60°/84°) and it has lower knockback scaling (40 → 30). This makes the move connect much more reliably as grounded opponents are now put into the air when the move is performed, preventing them for shielding.}} | **{{buff|Neutral attack launches opponents at a higher angle ([[Sakurai angle|361°]] → 60°/84°) and it has lower knockback scaling (40 → 30). This makes the move connect much more reliably as grounded opponents are now put into the air when the move is performed, preventing them for shielding.}} | ||
***{{nerf|However, the move's angle change also removes its ability to [[lock]] opponents.}} | ***{{nerf|However, the move's angle change also removes its ability to [[lock]] opponents.}} | ||
**{{buff|The third and fifth hits now hit in front of Meta Knight. This makes the move connect much more reliably as there is no longer a large gap between the second/fourth hits and the next hit that hits in front.}} | **{{buff|The third and fifth hits now hit in front of Meta Knight. This makes the move connect much more reliably as there is no longer a large gap between the second/fourth hits and the next hit that hits in front.}} | ||
***{{buff|This also leaves Meta Knight much less vulnerable to whiff punishment due to the shorter gap between every hit in front of him.}} | ***{{buff|This also leaves Meta Knight much less vulnerable to whiff punishment due to the shorter gap between every hit in front of him.}} | ||
***{{nerf|However, this also removes the move's ability to hit opponents behind Meta Knight.}} | ***{{nerf|However, this also removes the move's ability to hit opponents behind Meta Knight.}} | ||
**{{buff|Neutral attack has a lower [[Smash directional influence|SDI]] multiplier (1× → 0.6×). When combined with the weakening of the mechanic along with the move's other changes, this makes it much more difficult to escape from.}} | **{{buff|Neutral attack has a lower [[Smash directional influence|SDI]] multiplier (1× → 0.6×). When combined with the weakening of the mechanic along with the move's other changes, this makes it much more difficult to escape from.}} | ||
**{{buff|Neutral attack has larger hitboxes (5u → 5.8u/6.8u) that are now extended.}} | **{{buff|Neutral attack has larger hitboxes (5u → 5.8u/6.8u) that are now extended.}} | ||
**{{buff|Every hit now has identical horizontal hitbox positions (z offset: 6/14.8 (hit 1)/7.2/14.8 (hit 2)/0/-3.6/-9.2 (hit 3)/7.2/13.6 (hit 4)/-2/-10.4 (hit 5) → 8.5/13.5 (all)/z stretch: 8/8 (all)). This gives hits 3-5 more range in front of Meta Knight and it gives hits 2 and 4 more range inside of Meta Knight.}} | **{{buff|Every hit now has identical horizontal hitbox positions (z offset: 6/14.8 (hit 1)/7.2/14.8 (hit 2)/0/-3.6/-9.2 (hit 3)/7.2/13.6 (hit 4)/-2/-10.4 (hit 5) → 8.5/13.5 (all)/z stretch: 8/8 (all)). This gives hits 3-5 more range in front of Meta Knight and it gives hits 2 and 4 more range inside of Meta Knight.}} | ||
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**{{buff|The third hit deals more knockback (50 (base), 113 (scaling) → 80/107).}} | **{{buff|The third hit deals more knockback (50 (base), 113 (scaling) → 80/107).}} | ||
**{{buff|The third hit has less ending lag (FAF 34 → 31).}} | **{{buff|The third hit has less ending lag (FAF 34 → 31).}} | ||
**{{change|The third hit launches opponents at a lower angle (65° → 361°). This improves its KO and edgeguarding potential, but removes its set-up potential.}} | **{{change|The third hit launches opponents at a lower angle (65° → 361°). This improves its KO and edgeguarding potential, but removes its set-up potential.}} | ||
**{{nerf|The third hit deals less damage at close range (5% → 4%).}} | **{{nerf|The third hit deals less damage at close range (5% → 4%).}} | ||
**{{nerf|The third hit has a higher hitlag multiplier (1× → 2×), making it easier to DI.}} | **{{nerf|The third hit has a higher hitlag multiplier (1× → 2×), making it easier to DI.}} | ||
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**{{buff|Down tilt deals more damage at far range (4% → 5%).}} | **{{buff|Down tilt deals more damage at far range (4% → 5%).}} | ||
**{{buff|Down tilt has higher base knockback outside of the furthest range (11/6 → 15).}} | **{{buff|Down tilt has higher base knockback outside of the furthest range (11/6 → 15).}} | ||
**{{nerf|Down tilt has more ending lag (FAF 16 → 19).}} | **{{nerf|Down tilt has more ending lag (FAF 16 → 19).}} | ||
**{{nerf|Down tilt deals less damage at close range (6%/7% → 5%).}} | **{{nerf|Down tilt deals less damage at close range (6%/7% → 5%).}} | ||
**{{nerf|Down tilt has a lower [[trip]] chance (30% → 25%).}} | **{{nerf|Down tilt has a lower [[trip]] chance (30% → 25%).}} | ||
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*[[Dash attack]]: | *[[Dash attack]]: | ||
**{{nerf|Dash attack has more startup lag with a shorter duration (frames 5-11 → 7-11).}} | **{{nerf|Dash attack has more startup lag with a shorter duration (frames 5-11 → 7-11).}} | ||
**{{nerf|Dash attack deals less damage (6%/7%/8% → 5%/6%) | **{{nerf|Dash attack deals less damage (6%/7%/8% → 5%/6%)}} | ||
**{{change|Dash attack now always launches opponents in the direction Meta Knight is facing. This allows it to set up combos more reliably but hinders its ability to set up crossups.}} | **{{change|Dash attack now always launches opponents in the direction Meta Knight is facing. This allows it to set up combos more reliably but hinders its ability to set up crossups.}} | ||
**{{buff|Dash attack deals more knockback (40 (base), 88 (scaling) → 70/90). When combined with the changes to hitstun canceling and [[DI]], this significantly improves its combo potential (now being one of his best combo starters).}} | **{{buff|Dash attack deals more knockback (40 (base), 88 (scaling) → 70/90). When combined with the changes to hitstun canceling and [[DI]], this significantly improves its combo potential (now being one of his best combo starters).}} | ||
**{{buff|Dash attack has larger hitboxes (4.2u/4.2u/4.2u → 5.5u/5u/4u) which are positioned further away from Meta Knight (z offset: 0/2/4 → y offset: -1/-6/-10), greatly improving its range | **{{buff|Dash attack has larger hitboxes (4.2u/4.2u/4.2u → 5.5u/5u/4u) which are positioned further away from Meta Knight (z offset: 0/2/4 → y offset: -1/-6/-10), greatly improving its range.}} | ||
*[[Forward smash]]: | *[[Forward smash]]: | ||
**{{buff|Forward smash deals more damage (14% → 16%) and knockback (28 (base), 99 (scaling) → 30/(108/98), significantly improving its KO potential, especially the near hit.}} | **{{buff|Forward smash deals more damage (14% → 16%) and knockback (28 (base), 99 (scaling) → 30/(108/98), significantly improving its KO potential, especially the near hit.}} | ||
**{{buff|Meta Knight now vocalizes once his forward smash's hitboxes become active, rather than as soon as he starts it. Due to its high startup lag, this makes forward smash harder to react to | **{{buff|Meta Knight now vocalizes once his forward smash's hitboxes become active, rather than as soon as he starts it. Due to its high startup lag, this makes forward smash harder to react to.}} | ||
**{{buff|The changes to shields significantly benefit forward smash as the move is now safe (in terms of | **{{buff|The changes to shields significantly benefit forward smash as the move is now safe (in terms of frames) against a sizeable portion of the cast.}} | ||
**{{change|Forward smash has an altered animation. Meta Knight now draws Galaxia farther back and slashes outward in a more pronounced motion, ending the slash behind himself and taking a while to re-adjust to his neutral stance | **{{change|Forward smash's has an altered animation. Meta Knight now draws Galaxia farther back and slashes outward in a more pronounced motion, ending the slash behind himself and taking a while to re-adjust to his neutral stance.}} | ||
**{{change|Forward smash's hitboxes are positioned lower (y offset: 6.4 → 5).}} | **{{change|Forward smash's hitboxes are positioned lower (y offset: 6.4 → 5).}} | ||
**{{nerf|Forward smash has a shorter duration (frames 24-25 → 24).}} | **{{nerf|Forward smash has a shorter duration (frames 24-25 → 24).}} | ||
**{{nerf|Forward smash has smaller hitboxes (7u/6u/6u/6u → 6.2u/5.2u), with the upper/lower hitboxes being removed. This significantly reduces forward smash's vertical range.}} | **{{nerf|Forward smash has smaller hitboxes (7u/6u/6u/6u → 6.2u/5.2u), with the upper/lower hitboxes being removed. This significantly reduces forward smash's vertical range.}} | ||
**{{nerf|The near hitbox has been | **{{nerf|The near hitbox has been move further away from Meta Knight (z offset: 5 → 9), considerably reducing the move's range behind Meta Knight.}} | ||
**{{nerf|The far hitbox is now extended and it has been positioned closer to Meta Knight (z offset: 19 → 13/z stretch: 17), reducing the move's range.}} | **{{nerf|The far hitbox is now extended and it has been positioned closer to Meta Knight (z offset: 19 → 13/z stretch: 17), reducing the move's range.}} | ||
**{{nerf|The near hitbox has a higher hitlag multiplier (1× → 1.5×), making it easier to DI.}} | **{{nerf|The near hitbox has a higher hitlag multiplier (1× → 1.5×), making it easier to DI.}} | ||
*[[Up smash]]: | *[[Up smash]]: | ||
**{{change|Up smash has | **{{change|Up smash's animation has slightly changed. Meta Knight now slashes upward at a slightly higher height.}} | ||
**{{change|Meta Knight now vocalizes once his up smash's hitboxes become active, rather than as soon as he starts it.}} | **{{change|Meta Knight now vocalizes once his up smash's hitboxes become active, rather than as soon as he starts it.}} | ||
**{{change|The upper hitbox now uses an extended hitbox.}} | **{{change|The upper hitbox now uses an extended hitbox.}} | ||
**{{nerf|Up smash has smaller hitboxes (5u/6.3u/6.3u/6.3u (hits 1 and 2)/6.5u/7.5u/7.5u/7.5u (hit 3) → (4.5u/4.5u/4.5u)/(5.5u/5.5u/6u)).}} | **{{nerf|Up smash has smaller hitboxes (5u/6.3u/6.3u/6.3u (hits 1 and 2)/6.5u/7.5u/7.5u/7.5u (hit 3) → (4.5u/4.5u/4.5u)/(5.5u/5.5u/6u)).}} | ||
**{{nerf|The upper hitbox has been moved | **{{nerf|The upper hitbox has been moved close to Meta Knight (y offset: 22 (hit 1)/24 (hits 2 and 3) → 20 (all)), giving the move less range above Meta Knight.}} | ||
**{{nerf|The side hitboxes have been moved slightly closer to Meta Knight (z offset: -11.2/9.6 → 10.2/8.6), giving the move less horizontal range.}} | **{{nerf|The side hitboxes have been moved slightly closer to Meta Knight (z offset: -11.2/9.6 → 10.2/8.6), giving the move less horizontal range.}} | ||
**{{nerf|The hitbox on Meta Knight's body has been removed, greatly reducing the move's range below Meta Knight to the point where it can no longer hit shorter opponents who are on the ground.}} | **{{nerf|The hitbox on Meta Knight's body has been removed, greatly reducing the move's range below Meta Knight to the point where it can no longer hit shorter opponents who are on the ground.}} | ||
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**{{nerf|The third hit has a higher hitlag multiplier (1× → 2×), making it easier to DI.}} | **{{nerf|The third hit has a higher hitlag multiplier (1× → 2×), making it easier to DI.}} | ||
*[[Down smash]]: | *[[Down smash]]: | ||
**{{change|Down smash has an altered animation | **{{change|Down smash's has an altered animation where Meta Knight now slashes inward around himself while spinning once.}} | ||
**{{change|Down smash now has a voice clip as Meta Knight performs his down smash. While this sound clip does exist in ''Brawl'', it would never play in game as it was tied to the move's startup animation which was 0 frames long.}} | **{{change|Down smash now has a voice clip as Meta Knight performs his down smash. While this sound clip does exist in ''Brawl'', it would never play in game as it was tied to the move's startup animation which was 0 frames long.}} | ||
**{{nerf|Down smash has a shorter duration (frames 4-5 (front)/9-10 (back) → 4/9).}} | **{{nerf|Down smash has a shorter duration (frames 4-5 (front)/9-10 (back) → 4/9).}} | ||
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**{{nerf|However, this also hinders their ability to deal with short ranged low priority moves such as [[Fox Illusion]].}} | **{{nerf|However, this also hinders their ability to deal with short ranged low priority moves such as [[Fox Illusion]].}} | ||
*[[Neutral aerial]]: | *[[Neutral aerial]]: | ||
**{{nerf|Neutral aerial has an altered animation. Meta Knight now cartwheels, instead of somersaulting. This new animation is slightly longer (47 frames → 49), increasing the amount of time Meta Knight cannot grab ledges after performing the move.}} | **{{nerf|Neutral aerial has an altered animation. Meta Knight now cartwheels, instead of somersaulting. This new animation is slightly longer (47 frames → 49), increasing the amount of time Meta Knight cannot grab ledges after performing the move.}} | ||
**{{nerf|Neutral aerial has more startup lag with a shorter duration (frames 3-4 (clean)/5-24 (late) → 6-7/8-20).}} | **{{nerf|Neutral aerial has more startup lag with a shorter duration (frames 3-4 (clean)/5-24 (late) → 6-7/8-20).}} | ||
**{{nerf|Neutral aerial has more ending lag (FAF 32 → 44), preventing Meta Knight from performing two neutral aerials in a short hop.}} | **{{nerf|Neutral aerial has more ending lag (FAF 32 → 44), preventing Meta Knight from performing two neutral aerials in a short hop.}} | ||
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**{{nerf|Neutral aerial [[auto-cancel]]s much later (frame 25 → 50) going from doing so as soon as the hitboxes ended to no longer doing so until the animation ends. This drastically hinders neutral aerial's safety, with the move no longer auto-canceling in a short hop.}} | **{{nerf|Neutral aerial [[auto-cancel]]s much later (frame 25 → 50) going from doing so as soon as the hitboxes ended to no longer doing so until the animation ends. This drastically hinders neutral aerial's safety, with the move no longer auto-canceling in a short hop.}} | ||
**{{nerf|The clean hit deals less damage (12% → 10%) hindering its KO potential despite its higher base knockback (30 → 40).}} | **{{nerf|The clean hit deals less damage (12% → 10%) hindering its KO potential despite its higher base knockback (30 → 40).}} | ||
**{{nerf|The clean hit's body hitbox is smaller (8u → 7u).}} | **{{nerf|The clean hit's body hitbox is smaller (8u → 7u).}} | ||
**{{nerf|When the late hit becomes active, the clean hit's hitboxes are no longer called to be removed. This means that neutral aerial now has a clean hit and a late hit rather than having two separate hits, preventing both hits from connecting and greatly reducing its maximum damage potential (19% → 10%).}} | **{{nerf|When the late hit becomes active, the clean hit's hitboxes are no longer called to be removed. This means that neutral aerial now has a clean hit and a late hit rather than having two separate hits, preventing both hits from connecting and greatly reducing its maximum damage potential (19% → 10%).}} | ||
**{{buff|The late hit deals more damage (7%/6%/5% → 7.5%) and has higher base knockback (20 → 40), improving its KO potential.}} | **{{buff|The late hit deals more damage (7%/6%/5% → 7.5%) and has higher base knockback (20 → 40), improving its KO potential.}} | ||
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**{{nerf|Forward aerial has a shorter initial auto-cancel window (frames 1-3 → 1).}} | **{{nerf|Forward aerial has a shorter initial auto-cancel window (frames 1-3 → 1).}} | ||
**{{nerf|Forward aerial auto-cancels much later (frame 22 → 44), no longer doing so in a short hop.}} | **{{nerf|Forward aerial auto-cancels much later (frame 22 → 44), no longer doing so in a short hop.}} | ||
**{{nerf|Forward aerial now consists of one extended hitbox close to Meta Knight and one normal hitbox further away from him (with each having two separate sets of hitboxes for grounded and aerial opponents) rather than four normal hitboxes forming a square in front of him which hit both grounded and aerial opponents.}} | **{{nerf|Forward aerial now consists of one extended hitbox close to Meta Knight and one normal hitbox further away from him (with each having two separate sets of hitboxes for grounded and aerial opponents) rather than four normal hitboxes forming a square in front of him which hit both grounded and aerial opponents.}} | ||
***{{nerf|The far hitbox is positioned closer to Meta Knight (z offset: 15 (hits 1 and 2)/14 (hit 3) → 13 (all)) and its height is inbetween the previous set of hitboxes (y offset: 1/10 → 6 (hits 1 and 2)/2.5 (hit 3)).}} | ***{{nerf|The far hitbox is positioned closer to Meta Knight (z offset: 15 (hits 1 and 2)/14 (hit 3) → 13 (all)) and its height is inbetween the previous set of hitboxes (y offset: 1/10 → 6 (hits 1 and 2)/2.5 (hit 3)).}} | ||
***{{nerf|The near hitbox is positioned closer to Meta Knight (z offset: 6 (hits 1 and 2)/3 (hit 3) → 7 (all)) and it does not extend as much vertically (y offset: 1/10 → 6/y stretch: 9 (hits 1 and 2)/8.5 (hit 3)).}} | ***{{nerf|The near hitbox is positioned closer to Meta Knight (z offset: 6 (hits 1 and 2)/3 (hit 3) → 7 (all)) and it does not extend as much vertically (y offset: 1/10 → 6/y stretch: 9 (hits 1 and 2)/8.5 (hit 3)).}} | ||
****{{nerf|These changes reduce the first two hit's range overall as well as reducing the third hit's range behind Meta Knight and reducing every hit's vertical range from far ranges.}} | ****{{nerf|These changes reduce the first two hit's range overall as well as reducing the third hit's range behind Meta Knight and reducing every hit's vertical range from far ranges.}} | ||
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**{{change|The far hitbox has been repositioned lower (y offset: 7.2 (hits 1 and 3)/6.4 (hit 2) → 4.5 (hit 1)/2 (hit 2)/7 (hit 3)).}} | **{{change|The far hitbox has been repositioned lower (y offset: 7.2 (hits 1 and 3)/6.4 (hit 2) → 4.5 (hit 1)/2 (hit 2)/7 (hit 3)).}} | ||
**{{nerf|The near hitbox is now one extended hitbox rather than two normal hitboxes. The hitbox does not extend as far vertically (y offset: 2.8/11.6 (hits 1 and 3)/2/10.8 (hit 2) → 2.5/y stretch: 6.5), giving back aerial less vertical range, especially from above.}} | **{{nerf|The near hitbox is now one extended hitbox rather than two normal hitboxes. The hitbox does not extend as far vertically (y offset: 2.8/11.6 (hits 1 and 3)/2/10.8 (hit 2) → 2.5/y stretch: 6.5), giving back aerial less vertical range, especially from above.}} | ||
***{{buff|However, this does also give the third hit slightly more range below Meta Knight.}} | ***{{buff|However, this does also give the third hit slightly more range below Meta Knight.}} | ||
**{{buff|The near hitbox has been moved closer to Meta Knight (z offset: 8 → 6), giving back aerial more range inside of Meta Knight.}} | **{{buff|The near hitbox has been moved closer to Meta Knight (z offset: 8 → 6), giving back aerial more range inside of Meta Knight.}} | ||
**{{buff|Back aerial now always launches opponents in the opposite direction Meta Knight is facing. As the move hits multiple times, this improves its reliability.}} | **{{buff|Back aerial now always launches opponents in the opposite direction Meta Knight is facing. As the move hits multiple times, this improves its reliability.}} | ||
**{{nerf|The first two hits deal less damage (3% (hits 1 and 2)/10% (total) → 1.5% (aerial)/2.2% (grounded)/8.4% (maximum total)).}} | **{{nerf|The first two hits deal less damage (3% (hits 1 and 2)/10% (total) → 1.5% (aerial)/2.2% (grounded)/8.4% (maximum total)).}} | ||
**{{buff|The first two hits now use the auto-link angle against aerial opponents (80° → 366°) and they have higher set knockback (48/35/20 → 90). This makes them connect more reliably, as well as granting them edgeguarding and drag down setup potential.}} | **{{buff|The first two hits now use the auto-link angle against aerial opponents (80° → 366°) and they have higher set knockback (48/35/20 → 90). This makes them connect more reliably, as well as granting them edgeguarding and drag down setup potential.}} | ||
**{{nerf|The first two hits now launch grounded opponents horizontally (80° → 45°) and they deal more knockback to grounded opponents (0 (base), 48/35/20 (set), 100 (scaling) → 40/0/130). This hinders their reliability as well as hindering their followup potential, while also not granting them KO potential at realistic percents.}} | **{{nerf|The first two hits now launch grounded opponents horizontally (80° → 45°) and they deal more knockback to grounded opponents (0 (base), 48/35/20 (set), 100 (scaling) → 40/0/130). This hinders their reliability as well as hindering their followup potential, while also not granting them KO potential at realistic percents.}} | ||
**{{buff|The third hit has higher knockback scaling (175 → 212), significantly improving its KO potential.}} | **{{buff|The third hit has higher knockback scaling (175 → 212), significantly improving its KO potential.}} | ||
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*[[Up aerial]]: | *[[Up aerial]]: | ||
**{{nerf|Up aerial has more startup lag with a shorter duration (frames 2-3 → 6), no longer being the fastest aerial in the game.}} | **{{nerf|Up aerial has more startup lag with a shorter duration (frames 2-3 → 6), no longer being the fastest aerial in the game.}} | ||
**{{nerf|Up aerial has much more ending lag (FAF 14 → 27). When combined with its higher startup lag, this greatly hinders up aerial's juggling and sharking potential.}} | **{{nerf|Up aerial has much more ending lag (FAF 14 → 27). When combined with its higher startup lag, this greatly hinders up aerial's juggling and sharking potential.}} | ||
***{{nerf|When combined with Meta Knight's lower short hop, this also means that Meta Knight can now only perform one up aerial in a short hop as opposed to three.}} | ***{{nerf|When combined with Meta Knight's lower short hop, this also means that Meta Knight can now only perform one up aerial in a short hop as opposed to three.}} | ||
**{{nerf|Up aerial has a longer animation (23 frames → 36).}} | **{{nerf|Up aerial has a longer animation (23 frames → 36).}} | ||
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**{{nerf|Up aerial launches opponents at lower angles (78°/78°/60°/60° → 69°/69°/52°). When combined with its higher ending lag, this significantly hinders up aerial's followup potential at lower percents.}} | **{{nerf|Up aerial launches opponents at lower angles (78°/78°/60°/60° → 69°/69°/52°). When combined with its higher ending lag, this significantly hinders up aerial's followup potential at lower percents.}} | ||
**{{nerf|Up aerial has a higher SDI multiplier (1x → 1.5x).}} | **{{nerf|Up aerial has a higher SDI multiplier (1x → 1.5x).}} | ||
**{{nerf|Up aerial has smaller hitboxes (5.5u/5.5u/5u/5u → 3.5u/3u/3u) and they are now extended. This gives up aerial less range below Meta Knight as well as less range in front of him despite the right side hitbox being extended further away from Meta Knight (z offset: 8 → 9.5).}} | **{{nerf|Up aerial has smaller hitboxes (5.5u/5.5u/5u/5u → 3.5u/3u/3u) and they are now extended. This gives up aerial less range below Meta Knight as well as less range in front of him despite the right side hitbox being extended further away from Meta Knight (z offset: 8 → 9.5).}} | ||
**{{nerf|Up aerial hitboxes have been positioned higher (y offset: 17/14 → 19/16). While this allows the move to retain its vertical range despite its smaller hitboxes, this also gives it much less range below Meta Knight.}} | **{{nerf|Up aerial hitboxes have been positioned higher (y offset: 17/14 → 19/16). While this allows the move to retain its vertical range despite its smaller hitboxes, this also gives it much less range below Meta Knight.}} | ||
**{{nerf|The left side hitbox has been extended closer to Meta Knight (z offset: -12.8 → -11.5), giving the move much less range behind Meta Knight.}} | **{{nerf|The left side hitbox has been extended closer to Meta Knight (z offset: -12.8 → -11.5), giving the move much less range behind Meta Knight.}} | ||
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**{{nerf|Down aerial has more ending lag (FAF 26 → 28) and a longer animation (25 frames → 29).}} | **{{nerf|Down aerial has more ending lag (FAF 26 → 28) and a longer animation (25 frames → 29).}} | ||
**{{nerf|Down aerial has more landing lag (15 frames → 22).}} | **{{nerf|Down aerial has more landing lag (15 frames → 22).}} | ||
**{{nerf|Down aerial auto-cancels later (frame 24 → 26).}} | **{{nerf|Down aerial auto-cancels later (frame 24 → 26).}} | ||
**{{nerf|Down aerial deals less damage (7% (center)/9% (sides) → 6% (both)), without full compensation on its knockback (30/15 (base), 105 (scaling) → 30/108).}} | **{{nerf|Down aerial deals less damage (7% (center)/9% (sides) → 6% (both)), without full compensation on its knockback (30/15 (base), 105 (scaling) → 30/108).}} | ||
**{{nerf|Down aerial has smaller hitboxes (5.4u/5.2u/5.4u/5.4u → 3.5u/3u/3u) and they are now extended.}} | **{{nerf|Down aerial has smaller hitboxes (5.4u/5.2u/5.4u/5.4u → 3.5u/3u/3u) and they are now extended.}} | ||
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**{{nerf|The side hitboxes has been positioned lower (y offset: 3.4 → y stretch: 4.5). This gives the move less range above Meta Knight with the move still having less range below Meta Knight due to the hitboxes being smaller.}} | **{{nerf|The side hitboxes has been positioned lower (y offset: 3.4 → y stretch: 4.5). This gives the move less range above Meta Knight with the move still having less range below Meta Knight due to the hitboxes being smaller.}} | ||
**{{nerf|The side hitboxes have been moved closer to Meta Knight (z offset: 10/-10 → z stretch: 6/-8), reducing the move's horizontal range, especially in front of Meta Knight.}} | **{{nerf|The side hitboxes have been moved closer to Meta Knight (z offset: 10/-10 → z stretch: 6/-8), reducing the move's horizontal range, especially in front of Meta Knight.}} | ||
**{{nerf|The side hitboxes launches opponents at a much higher angle (23° → 50°), greatly hindering their edgeguarding potential.}} | **{{nerf|The side hitboxes launches opponents at a much higher angle (23° → 50°), greatly hindering their edgeguarding potential.}} | ||
***{{nerf|Altogether, these changes considerably hinder its spacing and edgeguarding potential.}} | ***{{nerf|Altogether, these changes considerably hinder its spacing and edgeguarding potential.}} | ||
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**{{change|The heel hitbox is positioned closer to Meta Knight (y/z offsets: 11/11 → 8/10).}} | **{{change|The heel hitbox is positioned closer to Meta Knight (y/z offsets: 11/11 → 8/10).}} | ||
**{{buff|Meta Knight releases opponents from forward throw later (frame 5 → 10). While this does make the throw easier to DI, it also reduces its ending lag as its total duration was unchanged.}} | **{{buff|Meta Knight releases opponents from forward throw later (frame 5 → 10). While this does make the throw easier to DI, it also reduces its ending lag as its total duration was unchanged.}} | ||
***{{buff|When combined with the changes to hitstun canceling and DI, this significantly | ***{{buff|When combined with the changes to hitstun canceling and DI, this significantly improve forward throw's combo potential.}} | ||
*[[Back throw]]: | *[[Back throw]]: | ||
**{{buff|Back throw's hitbox has a longer duration (frame 16 → 16-17).}} | **{{buff|Back throw's hitbox has a longer duration (frame 16 → 16-17).}} | ||
**{{change|Meta Knight releases opponents from back throw one frame later (frame 17 → 18) | **{{change|Meta Knight releases opponents from back throw one frame later (frame 17 → 18).}} | ||
*[[Up throw]]: | *[[Up throw]]: | ||
**{{buff|Up throw has received an incredibly powerful collateral hitbox shortly before Meta Knight lands, significantly improving its utility outside of 1v1 matches.}} | **{{buff|Up throw has received an incredibly powerful collateral hitbox shortly before Meta Knight lands, significantly improving its utility outside of 1v1 matches.}} | ||
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**{{nerf|Up throw deals less damage (12% → 10%), although its knockback scaling was compensated (60 → 70).}} | **{{nerf|Up throw deals less damage (12% → 10%), although its knockback scaling was compensated (60 → 70).}} | ||
*[[Down throw]]: | *[[Down throw]]: | ||
**{{nerf|Down throw's first 9 hits deal less damage (1% → 0.5%), reducing the throw's total damage output (11% → 7.5%).}} | **{{nerf|Down throw's first 9 hits deal less damage (1% → 0.5%), reducing the throw's total damage output (11% → 7.5%).}} | ||
**{{buff|The 10th hit has a longer duration (frame 73 → 73-74).}} | **{{buff|The 10th hit has a longer duration (frame 73 → 73-74).}} | ||
**{{buff|The 10th hit has higher base knockback (50 → 60).}} | **{{buff|The 10th hit has higher base knockback (50 → 60).}} | ||
**{{change|The 10th hit launches opponents at a lower angle (90° → 70°). This grants Meta Knight more followup options against bystanders but makes it more susceptible to DI.}} | **{{change|The 10th hit launches opponents at a lower angle (90° → 70°). This grants Meta Knight more followup options against bystanders but makes it more susceptible to DI.}} | ||
**{{nerf|The throw deals more damage (1% → 2%) and deals significantly more knockback (60 (base), 110 (scaling) → 50/170). This hinders its followup potential at higher percents while still being too weak to KO at realistic percents.}} | **{{nerf|The throw deals more damage (1% → 2%) and deals significantly more knockback (60 (base), 110 (scaling) → 50/170). This hinders its followup potential at higher percents while still being too weak to KO at realistic percents.}} | ||
**{{buff|The throw launches at a higher angle (50° → 60°), improving its followup potential.}} | **{{buff|The throw launches at a higher angle (50° → 60°), improving its followup potential.}} | ||
**{{buff|Meta Knight releases opponents from down throw one frame later (frame 74 → 75). This slightly reduces the throw's ending lag | **{{buff|Meta Knight releases opponents from down throw one frame later (frame 74 → 75). This slightly reduces the throw's ending lag and as the throw executes so slowly, the additional frame to DI the throw is completely negligible.}} | ||
***{{buff|When combined with its higher launch angle | ***{{buff|When combined with its higher launch angle an the changes to hitstun canceling and DI, this significantly improves down throw's combo potential despite its higher knockback.}} | ||
*[[Floor attack]]s: | *[[Floor attack]]s: | ||
**{{buff|Floor attacks' second hits have less startup lag (frame 26 → 24).}} | **{{buff|Floor attacks' second hits have less startup lag (frame 26 → 24).}} | ||
**{{buff|Floor attacks have less ending lag (FAF 50 → 46).}} | **{{buff|Floor attacks have less ending lag (FAF 50 → 46).}} | ||
**{{buff|Floor attacks deal more damage (6% → 7%) and shield damage (1 → 8) per hit, without full compensation on their knockback scaling (50 → 48).}} | **{{buff|Floor attacks deal more damage (6% → 7%) and shield damage (1 → 8) per hit, without full compensation on their knockback scaling (50 → 48).}} | ||
**{{nerf|Floor attacks have less intangibility (frames 1-27 → 1-25).}} | **{{nerf|Floor attacks have less intangibility (frames 1-27 → 1-25).}} | ||
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**{{nerf|Both floor attacks now use one static extended hitbox rather than multiple normal hitboxes attached to Meta Knight. The moves now have a consistent size (7u/5u → 5u) and they do not extend as far (z offset: (16/-16)/0 → (13/-13)/z stretch: 5/-5), reducing their range.}} | **{{nerf|Both floor attacks now use one static extended hitbox rather than multiple normal hitboxes attached to Meta Knight. The moves now have a consistent size (7u/5u → 5u) and they do not extend as far (z offset: (16/-16)/0 → (13/-13)/z stretch: 5/-5), reducing their range.}} | ||
*[[Edge attack]]: | *[[Edge attack]]: | ||
**{{buff|As with other edge attacks, edge attack no longer has set knockback (110 (set), 100 (scaling) → 90 (base)/20).}} | **{{buff|As with other edge attacks, edge attack no longer has set knockback (110 (set), 100 (scaling) → 90 (base)/20).}} | ||
**{{nerf|Edge attack has a shorter duration (frames 25-28 → 25-27).}} | **{{nerf|Edge attack has a shorter duration (frames 25-28 → 25-27).}} | ||
**{{nerf|Edge attack has less intangibility (frames 1-23 → 1-22).}} | **{{nerf|Edge attack has less intangibility (frames 1-23 → 1-22).}} | ||
**{{nerf|Edge attack deals less damage (8% → 7%) and launches opponents at a less favorable angle (361° → 45°).}} | **{{nerf|Edge attack deals less damage (8% → 7%) and launches opponents at a less favorable angle (361° → 45°).}} | ||
**{{nerf|Edge attack now uses one extended hitbox rather than four normal hitboxes which does not extend as far (z offset: 15/-4 → -14/z stretch: 2), giving it less range, especially behind Meta Knight.}} | **{{nerf|Edge attack now uses one extended hitbox rather than four normal hitboxes which does not extend as far (z offset: 15/-4 → -14/z stretch: 2), giving it less range, especially behind Meta Knight.}} | ||
**{{nerf|As with other edge attacks, edge attack can no longer send opponents behind Meta Knight, removing its ability to set up edgeguards.}} | **{{nerf|As with other edge attacks, edge attack can no longer send opponents behind Meta Knight, removing its ability to set up edgeguards.}} | ||
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**{{change|Mach Tornado's visual effects have slightly changed. Its trail is now noticeably thinner.}} | **{{change|Mach Tornado's visual effects have slightly changed. Its trail is now noticeably thinner.}} | ||
**{{change|Mach Tornado spin speed needed to stop spinning is slightly lower (10 → 9).}} | **{{change|Mach Tornado spin speed needed to stop spinning is slightly lower (10 → 9).}} | ||
**{{nerf|Mach Tornado loses more spin speed per frame (2 → 3). This reduces Mach Tornado's loop hit's minimum duration (frames 12-58 → 12-41).}} | **{{nerf|Mach Tornado loses more spin speed per frame (2 → 3). This reduces Mach Tornado's loop hit's minimum duration (frames 12-58 → 12-41).}} | ||
**{{nerf|Repeated button presses increase Mach Tornado's spin speed less (16 → 10) and they lose more spin speed (1.5 → 1.7). When combined with the move losing more speed without button presses, this greatly reduces the loop hit's maximum duration (frames 12-127 → 12-70) as well as greatly reducing the amount of height Meta Knight can gain by using the move.}} | **{{nerf|Repeated button presses increase Mach Tornado's spin speed less (16 → 10) and they lose more spin speed (1.5 → 1.7). When combined with the move losing more speed without button presses, this greatly reduces the loop hit's maximum duration (frames 12-127 → 12-70) as well as greatly reducing the amount of height Meta Knight can gain by using the move.}} | ||
**{{nerf|Mach Tornado has much more ending lag (29 frames → 54), making it much more punishable.}} | **{{nerf|Mach Tornado has much more ending lag (29 frames → 54), making it much more punishable.}} | ||
**{{nerf|The loop hits now consists of one hitbox in the middle of Meta Knight, rather than one hitbox below him and two hitboxes on the side of him. The previous lower hitbox has been moved much higher up (y offset: -2 → 8) and the side hitboxes have been removed. This significantly reduces the move's range both horizontally and below Meta Knight despite the hitbox being larger (5u → 6u), and slightly extended.}} | **{{nerf|The loop hits now consists of one hitbox in the middle of Meta Knight, rather than one hitbox below him and two hitboxes on the side of him. The previous lower hitbox has been moved much higher up (y offset: -2 → 8) and the side hitboxes have been removed. This significantly reduces the move's range both horizontally and below Meta Knight despite the hitbox being larger (5u → 6u), and slightly extended.}} | ||
***{{buff|However, the hitbox is positioned slightly higher than the previous side hitboxes (y offset: 7 → 8) which along with its larger hitbox, gives it slightly more range above Meta Knight.}} | ***{{buff|However, the hitbox is positioned slightly higher than the previous side hitboxes (y offset: 7 → 8) which along with its larger hitbox, gives it slightly more range above Meta Knight.}} | ||
**{{nerf|The loop hits now deal hitlag. This not only makes the move slower to execute and easier to DI but this also greatly hinders the move's shield pressuring potential, as opponents | **{{nerf|There is a larger gap between each loop hit (5 frames → 6).}} | ||
**{{nerf|The loop hits now deal hitlag. This not only makes the move slower to execute and easier to DI but this also greatly hinders the move's shield pressuring potential, as opponents can now act 3 frames before the next hit comes out (as opposed to the same frame as the next hit), giving every character an escape option on shield as well as allowing more characters to get a guaranteed punish, especially on power shield.}} | |||
**{{nerf|The loop hit's priority now functions like a standard move, rather than having grounded/aerial priority. This means that the grounded version can no longer clang with aerials while the aerial version can no longer clang with grounded or aerial moves. This greatly hinders the move's safety, especially in the air as opponents can now hit Meta Knight out of the move much more easily.}} | **{{nerf|The loop hit's priority now functions like a standard move, rather than having grounded/aerial priority. This means that the grounded version can no longer clang with aerials while the aerial version can no longer clang with grounded or aerial moves. This greatly hinders the move's safety, especially in the air as opponents can now hit Meta Knight out of the move much more easily.}} | ||
***{{nerf|When combined with the move's reduced range, this also allows more damaging moves without transcendent priority to hit Meta Knight much more easily.}} | ***{{nerf|When combined with the move's reduced range, this also allows more damaging moves without transcendent priority to hit Meta Knight much more easily.}} | ||
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**{{nerf|Drill Rush can no longer be [[edge cancel]]ed.}} | **{{nerf|Drill Rush can no longer be [[edge cancel]]ed.}} | ||
**{{nerf|Drill Rush now only grants the rebounding jump if the player lands the final hit, hindering its safety and recovery potential.}} | **{{nerf|Drill Rush now only grants the rebounding jump if the player lands the final hit, hindering its safety and recovery potential.}} | ||
**{{buff|Drill Rush has a longer startup animation (21 frames → 25) however, the move's hitboxes now become active as soon as Meta Knight starts spinning. This makes the move connect much more reliably against opponents at close range while also keeping its startup lag the same despite its longer startup animation.}} | **{{buff|Drill Rush has a longer startup animation (21 frames → 25) however, the move's hitboxes now become active as soon as Meta Knight starts spinning. This makes the move connect much more reliably against opponents at close range while also keeping its startup lag the same despite its longer startup animation.}} | ||
**{{buff|The loop hits have a longer duration (frames 26-65 → 26-69).}} | **{{buff|The loop hits have a longer duration (frames 26-65 → 26-69).}} | ||
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**{{nerf|The loop hits have a higher SDI multiplier after its first four active frames (0.8x → 1x).}} | **{{nerf|The loop hits have a higher SDI multiplier after its first four active frames (0.8x → 1x).}} | ||
**{{buff|The final hit has higher base knockback (30 → 40).}} | **{{buff|The final hit has higher base knockback (30 → 40).}} | ||
**{{buff|The grounded version's final hit has much higher knockback scaling (100/130 → 200), significantly improving its KO potential as well as no longer making it weaker than the aerial version.}} | **{{buff|The grounded version's final hit has much higher knockback scaling (100/130 → 200), significantly improving its KO potential as well as no longer making it weaker than the aerial version.}} | ||
**{{buff|The final hit's far hitbox is positioned further away from Meta Knight (x offset: 6 → y offset: 10) with the grounded version's far hitbox also being larger (4u → 6u), significantly improving its range.}} | **{{buff|The final hit's far hitbox is positioned further away from Meta Knight (x offset: 6 → y offset: 10) with the grounded version's far hitbox also being larger (4u → 6u), significantly improving its range.}} | ||
**{{nerf|The final hit has more startup lag with a shorter duration (frames 66-67 (grounded)/66-70 (aerial) → 70 (both)).}} | **{{nerf|The final hit has more startup lag with a shorter duration (frames 66-67 (grounded)/66-70 (aerial) → 70 (both)).}} | ||
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**{{change|Shuttle Loop now functions very differently. Instead of a single upwards loop that leads into a glide, Meta Knight performs two upwards loops with the first loop linking into the second one and after the loops, Meta Knight then enters [[helpless|free fall]].}} | **{{change|Shuttle Loop now functions very differently. Instead of a single upwards loop that leads into a glide, Meta Knight performs two upwards loops with the first loop linking into the second one and after the loops, Meta Knight then enters [[helpless|free fall]].}} | ||
**{{change|The first hit has knockback which minimally scales in order to link into the second hit.}} | **{{change|The first hit has knockback which minimally scales in order to link into the second hit.}} | ||
**{{buff|Shuttle Loop grants much more height | **{{buff|Shuttle Loop grants much more height.}} | ||
**{{buff|Due to the altered functionality of Shuttle Loop, Meta Knight can now connect both hits of grounded Shuttle Loop reliably while the aerial version's maximum damage output is higher (9% → 12%).}} | **{{buff|Due to the altered functionality of Shuttle Loop, Meta Knight can now connect both hits of grounded Shuttle Loop reliably while the aerial version's maximum damage output is higher (9% → 12%).}} | ||
**{{nerf|The grounded version no longer has intangibility on startup, significantly hindering its ability to stuff out approaches as well as hindering its use as an Out of Shield option, especially against multi hitting moves.}} | |||
**{{nerf|The grounded version no longer has intangibility on startup, significantly hindering its ability to stuff out approaches as well as hindering its use as an | |||
**{{buff|The grounded version's first hit has two new hitboxes positioned closer to Meta Knight on its first active frame, giving the move more range inside of him.}} | **{{buff|The grounded version's first hit has two new hitboxes positioned closer to Meta Knight on its first active frame, giving the move more range inside of him.}} | ||
**{{nerf|The grounded version's first hit has smaller hitboxes (6.8u/6.8u (clean)/6u/6u (late) → (4u/4u)/5u/5u)), reducing its range despite its hitboxes being moved further away from Meta Knight on its first active frame (z offset: 12 → 14).}} | **{{nerf|The grounded version's first hit has smaller hitboxes (6.8u/6.8u (clean)/6u/6u (late) → (4u/4u)/5u/5u)), reducing its range despite its hitboxes being moved further away from Meta Knight on its first active frame (z offset: 12 → 14).}} | ||
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**{{buff|The aerial version's first hit's hitboxes are now identical in terms of size and positions to the grounded version. This gives it more range despite its hitboxes being smaller (7u → 4u/4u/4u/4u).}} | **{{buff|The aerial version's first hit's hitboxes are now identical in terms of size and positions to the grounded version. This gives it more range despite its hitboxes being smaller (7u → 4u/4u/4u/4u).}} | ||
**{{buff|The aerial version's second hit deals more knockback (90 (base), 60 (scaling) → 55/118), improving its KO potential despite its lower damage (9% → 6%) compared to the previous clean hit.}} | **{{buff|The aerial version's second hit deals more knockback (90 (base), 60 (scaling) → 55/118), improving its KO potential despite its lower damage (9% → 6%) compared to the previous clean hit.}} | ||
**{{change|The second hit launches opponents vertically unlike the previous clean hit (30° → 80°).}} | **{{change|The second hit launches opponents vertically unlike the previous clean hit (30° → 80°).}} | ||
***{{buff|This significantly improves its KO potential near the upper blast line which along with the changes to hitstun canceling and DI, makes it highly effective vertical combo ender.}} | ***{{buff|This significantly improves its KO potential near the upper blast line which along with the changes to hitstun canceling and DI, makes it highly effective vertical combo ender.}} | ||
***{{nerf|However, this also significantly hinders its edgeguarding potential which was an area the move was incredibly potent in previously.}} | ***{{nerf|However, this also significantly hinders its edgeguarding potential which was an area the move was incredibly potent in previously.}} | ||
**{{nerf|Due to its multi hitting nature, Shuttle Loop is a less reliable move, especially at higher percents.}} | **{{nerf|Due to its multi hitting nature, Shuttle Loop is a less reliable move, especially at higher percents.}} | ||
**{{nerf|As mentioned earlier, Meta Knight now enters free fall when Shuttle Loop completes rather than gliding. This not only significantly hinder the move's horizontal recovery potential but this also makes the move drastically more punishable, immensely hindering its safety.}} | **{{nerf|As mentioned earlier, Meta Knight now enters free fall when Shuttle Loop completes rather than gliding. This not only significantly hinder the move's horizontal recovery potential but this also makes the move drastically more punishable, immensely hindering its safety.}} | ||
**{{nerf|Meta Knight can no longer auto-cancel Shuttle Loop if he spaces it to land before it finishes, significantly hindering its utility and safety.}} | **{{nerf|Meta Knight can no longer auto-cancel Shuttle Loop if he spaces it to land before it finishes, significantly hindering its utility and safety.}} | ||
***{{nerf|Altogether, these changes along with the move's altered functionality and the grounded version losing its intangibility on startup greatly hinders the move's safety as well as reducing its utility.}} | ***{{nerf|Altogether, these changes along with the move's altered functionality and the grounded version losing its intangibility on startup greatly hinders the move's safety as well as reducing its utility.}} | ||
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**{{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.}} | **{{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.}} | ||
**{{buff|Dimensional Cape has more intangibility (frames 18-26 → 12-39 (no attack)/12-28 (attack)) with Meta Knight now becoming intangible as soon as he disappears.}} | **{{buff|Dimensional Cape has more intangibility (frames 18-26 → 12-39 (no attack)/12-28 (attack)) with Meta Knight now becoming intangible as soon as he disappears.}} | ||
**{{change|Meta Knight reappears later when using Dimensional Cape (frame 27 → 29).}} | **{{change|Meta Knight reappears later when using Dimensional Cape (frame 27 → 29).}} | ||
**{{buff|Dimensional Cape has increased horizontal speed (2.5 → 3), allowing it to cover more horizontal distance.}} | **{{buff|Dimensional Cape has increased horizontal speed (2.5 → 3), allowing it to cover more horizontal distance.}} | ||
**{{nerf|Dimensional Cape has reduced vertical speed (2.5 → 2), reducing its vertical distance.}} | **{{nerf|Dimensional Cape has reduced vertical speed (2.5 → 2), reducing its vertical distance.}} | ||
**{{nerf|[[Infinite Dimensional Cape]] has been removed, removing the move's ability to infinitely stall as well as generally hindering its utility.}} | **{{nerf|[[Infinite Dimensional Cape]] has been removed, removing the move's ability to infinitely stall as well as generally hindering its utility.}} | ||
**{{buff|The attack deals more damage when it is not performed backwards (14% → 15% (neutral)/16% (forwards/vertical)).}} | **{{buff|The attack deals more damage when it is not performed backwards (14% → 15% (neutral)/16% (forwards/vertical)).}} | ||
**{{buff|The attack deals more knockback (20 (base), 85/95 (scaling) → 40/98), significantly improved its KO potential, especially when performed forwards or vertically.}} | **{{buff|The attack deals more knockback (20 (base), 85/95 (scaling) → 40/98), significantly improved its KO potential, especially when performed forwards or vertically.}} | ||
**{{buff|The attack's hitboxes are larger (7u/5u → 8.5u/5.5u (neutral)/11.5u/7.5u (forwards/vertical)) and they are now noticeably extended, significantly improving its range.}} | **{{buff|The attack's hitboxes are larger (7u/5u → 8.5u/5.5u (neutral)/11.5u/7.5u (forwards/vertical)) and they are now noticeably extended, significantly improving its range.}} | ||
**{{change|The attack launches opponents at a lower angle (60° → 53°).}} | **{{change|The attack launches opponents at a lower angle (60° → 53°).}} | ||
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==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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*{{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|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.}} | ||
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{{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% | ||
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|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. Has enough power to reliably KO from the ledge at around 125%, but quickly loses this ability as the first and second hits stop linking into the third at higher percents. | |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. Has enough power to reliably KO from the ledge at around 125%, but quickly loses this ability as the first and second hits stop linking into the third at higher percents. | ||
|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 Knight’s most viable KOing options, with the sweetspot KOing uncharged at 91% and fully charged at 57% from the center of Final Destination. 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, doing so at 103% uncharged and 66% fully charged. 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. | |fsmashdesc=An outward slash. It is one of Meta Knight’s most viable KOing options, with the sweetspot KOing uncharged at 91% and fully charged at 57% from the center of Final Destination. 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, doing so at 103% uncharged and 66% fully charged. 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, KOing at 118% uncharged and 87% fully charged from the ground. 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. | |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, KOing at 118% uncharged and 87% fully charged from the ground. 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 inward 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. | |dsmashdesc=A spinning, low-angle inward 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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|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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}} | }} | ||
=== | ===Notable players=== | ||
''Any number following the Smasher name indicates placement on the [[PGR 100]], which recognizes the official top 100 players in [[Super Smash Bros. 4]] of all time.'' | |||
*{{Sm|Abadango|Japan}} - One of the best Meta Knight players in the | *{{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| | *{{Sm|Armando|USA}} (#47) - The best active Meta Knight player in the world. Ranked 9th on the [[SoCal Power Rankings]] and 38th on the [[Panda Global Rankings|Panada Global Rankings v5]]. He has wins over {{Sm|MkLeo}}, {{Sm|Cosmos}}, {{Sm|Samsora}}, {{Sm|Raito}}, {{Sm|KEN}}, {{Sm|Kameme}}, {{Sm|NAKAT}}, and {{Sm|Ned}}. | ||
*{{Sm| | *{{Sm|ANTi|USA}} - Master of diversity. 1st at [[CEO 2016]]. Has a win over {{Sm|Dabuz}}. | ||
*{{Sm|MkLeo|Mexico}} - The best Meta Knight player | *{{Sm|BONK!|USA}} - Formerly ranked 7th on the [[Philadelphia Power Rankings]]. Placed 33rd at [[Smash 'N' Splash 4]] and 17th at [https://smash.gg/tournament/smashadelphia-01/events/wii-u-singles/standings Smashadelphia 01]. Has a win over {{Sm|Ally}}. | ||
*{{Sm|Rags|USA}} - | *{{Sm|Ito|USA}} - Placed 2nd at [[2GGT: Fatality Saga]], 4th at [[2GG: Pay It Forward]], and 17th at [[GENESIS 3]] and [[EVO 2016]]. | ||
*{{Sm| | *{{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|Tyrant|USA}} - One of the best Meta Knight players in the | *{{Sm|Katakiri|USA}} - Placed 4th at [[FC Smash 15XR: Return]], 5th at [[Shuffle VII]], and 7th at [[Frostbite]] before switching to {{SSB4|Mewtwo}}. | ||
*{{Sm|Lickey★|Japan}} - Placed 9th at [[Sumabato Tokaigi Qualifiers]] and [[Hirosuma Tokaigi Qualifiers]]. | |||
*{{Sm|Pandarian|USA}} - 13th at {{Trn|SoCal Regionals 2018}}, 17th at Port Priority 2 and [[Shine 2018]]. Has wins over {{Sm|Lima}}, {{Sm|Larry Lurr}}, {{Sm|SDX}}, {{Sm|Darkshad}}, {{Sm|Maister}}, {{Sm|Konga}} and {{Sm|Cacogen}}. Ranked 4th on the [[Washington Power Rankings#Super Smash Bros. for Wii U rankings|Washington Smash 4 Power Rankings]]. | |||
*{{Sm|MkLeo|Mexico}} (#3) - The best Meta Knight player in Mexico, and was widely considered the best Meta Knight player in the world before only playing him as a secondary. 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|Rags|USA}} (#87) - One of the best Meta Knight players in the world. Placed 5th at {{Trn|Glitch 4}}, 7th at {{Trn|Smash 'N' Splash 4}}, and 17th at {{Trn|Frostbite 2018}}. Has wins over {{Sm|Cosmos}}, {{Sm|CaptainZack}}, {{Sm|Raito}}, {{Sm|WaDi}}, {{Sm|Ally}}, {{Sm|Charlie}}, and {{Sm|Ned}}. Currently ranked 40th on the [[Panda Global Rankings|Panada Global Rankings v5]]. | |||
*{{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|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|Sho|USA}} (#96) - The best Meta Knight in Northern California. Currently ranked 2nd on the [[NorCal Power Rankings]]. He has wins over {{Sm|Dabuz}} and {{Sm|Ito}}. | |||
*{{Sm|Tyrant|USA}} (#64) - One of the best Meta Knight players in the United States. 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. | |||
*{{Sm|tyroy|USA}} (#55) - A {{SSB4|Bayonetta}} main with a strong Meta Knight secondary who has defeated players such as {{Sm|ESAM}}. Currently one of the best Meta Knight players. Ranked 4th on the [[Midwest Smash 4 Power Rankings]] and 39th on the [[Panda Global Rankings|Panda Global Rankings v5]]. | |||
===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== | ||
:'''Meta Knight''' | |||
In | ::{{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) | |||
MetaKnightAltTrophy3DS.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. |