Editing Meta Knight (SSB4)
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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|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).}} | ||
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{{MovesetTable | {{MovesetTable | ||
|game=SSB4 | |game=SSB4 | ||
|neutralname=Flurry Attack ({{ja|フラリーアタック|Furarīatakku}} | |neutralname=Flurry Attack ({{ja|フラリーアタック|Furarīatakku}}) | ||
|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 Chopping Sword move from ''Kirby & The Amazing Mirror'', 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. | |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 Chopping Sword move from ''Kirby & The Amazing Mirror'', 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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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]]== | ==[[Trophies]]== | ||
{{Trophy/Fighter | {{Trophy/Fighter | ||
|name=Meta Knight | |name=Meta Knight | ||
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}} | }} | ||
{{clrl}} | {{clrl}} | ||
==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''. | |||
* '''[[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}}. | |||
===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. | |||
* '''[[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. | |||
* '''[[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]]== |