Editing Meta Knight (SSBB)

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'''Meta Knight''' ({{ja|メタナイト|Meta Naito}}, ''Meta Knight'') is a character in ''[[Super Smash Bros. Brawl]]''. Originally from the {{uv|Kirby}} universe, Meta Knight was unveiled at [[E3]] 2006, and joins the Brawl as a [[Starter character|starter]] [[newcomer]] who wields a sword, [[Galaxia]], as his primary weapon.  
'''Meta Knight''' ({{ja|メタナイト|Meta Naito}}, ''Meta Knight'') is a character in ''[[Super Smash Bros. Brawl]]''. Originally from the {{uv|Kirby}} universe, Meta Knight was unveiled at [[E3]] 2006, and joins the Brawl as a [[Starter character|starter]] [[newcomer]] who wields a sword, [[Galaxia]], as his primary weapon. Meta Knight is voiced by {{s|mariowiki|Eric Newsome}} in the English version and by {{s|wikipedia|Atsushi Kisaichi}} reprising his role from the ''Kirby: Right Back At Ya!'' anime in the Japanese version.
 
{{s|wikipedia|Atsushi Kisaichi}}, who voiced the character in the Japanese version of ''Kirby: Right Back At Ya!'', reprises his role in the Japanese version of ''Brawl'' through re-purposed voice clips. In English, he is voiced by {{s|mariowiki|Eric Newsome}}, who mimics {{iw|wikipedia|Eric Stuart}}'s portrayal of Meta Knight from the anime's English dub.


Meta Knight is notable for being at the top of the ''Brawl'' [[tier list]] (that being 1st out of 38 characters, standing alone in the SS tier, thus being his best placement in the series) due to numerous advantages. Meta Knight is a very fast character with fast ground speed, five mid-air jumps, multiple air options which give him great mobility and he has excellent frame data all around. Meta Knight also possesses many disjointed attacks with great range and [[transcendent priority]], which along with the speed of his attacks, easily allows him to keep out opponents and interrupt their approach without much risk, especially since Meta Knight is a small target. Meta Knight overall has an excellent set of ground moves and aerials which are complemented greatly with Meta Knight's mobility, attributes and overall range. Meta Knight's edgeguarding and recovery are both unarguably the best in the game due to the sheer amount of options MK has. With five mid-air jumps, excellent aerials, the ability to glide both manually and out of [[Shuttle Loop]] and having an entire set of special moves which can be used to recover, Meta Knight can easily make it back from anywhere off stage (while also being extremely difficult for the opponent to edgeguard him) and he can go incredibly deep for edgeguards. These factors also naturally give Meta Knight a very strong camping game as he can utilize his multiple jumps and aerials to stall either at the ledge or in the air which is very difficult to deal with. He also has many great [[combo]] setups, with a very strong combo game due to easily being able to string many of his attacks together due to his quick speed and frame data. His [[KO]] moves are quick, powerful, and reliable in addition to often being long ranged and even completely safe in some cases. Meta Knight also possesses two incredible special moves in [[Mach Tornado]] and Shuttle Loop. The former is an incredible mobility/recovery option which is very difficult for most characters to challenge/punish while the latter is not only a fantastic recovery move (putting MK into a glide) but it is also a fast, safe and powerful long ranged attack with a great amount of utility. The grounded version is excellent for shutting out approaches or punishing unsafe moves while the aerial version is a very powerful [[semi-spike]] which can lead to some very early KOes off stage, especially if the opponent does not [[DI]] it correctly.
Meta Knight is notable for being at the top of the ''Brawl'' [[tier list]] (that being 1st out of 38 characters, standing alone in the SS tier, thus being his best placement in the series) due to numerous advantages. Meta Knight is a very fast character with fast ground speed, five mid-air jumps, multiple air options which give him great mobility and he has excellent frame data all around. Meta Knight also possesses many disjointed attacks with great range and [[transcendent priority]], which along with the speed of his attacks, easily allows him to keep out opponents and interrupt their approach without much risk, especially since Meta Knight is a small target. Meta Knight overall has an excellent set of ground moves and aerials which are complemented greatly with Meta Knight's mobility, attributes and overall range. Meta Knight's edgeguarding and recovery are both unarguably the best in the game due to the sheer amount of options MK has. With five mid-air jumps, excellent aerials, the ability to glide both manually and out of [[Shuttle Loop]] and having an entire set of special moves which can be used to recover, Meta Knight can easily make it back from anywhere off stage (while also being extremely difficult for the opponent to edgeguard him) and he can go incredibly deep for edgeguards. These factors also naturally give Meta Knight a very strong camping game as he can utilize his multiple jumps and aerials to stall either at the ledge or in the air which is very difficult to deal with. He also has many great [[combo]] setups, with a very strong combo game due to easily being able to string many of his attacks together due to his quick speed and frame data. His [[KO]] moves are quick, powerful, and reliable in addition to often being long ranged and even completely safe in some cases. Meta Knight also possesses two incredible special moves in [[Mach Tornado]] and Shuttle Loop. The former is an incredible mobility/recovery option which is very difficult for most characters to challenge/punish while the latter is not only a fantastic recovery move (putting MK into a glide) but it is also a fast, safe and powerful long ranged attack with a great amount of utility. The grounded version is excellent for shutting out approaches or punishing unsafe moves while the aerial version is a very powerful [[semi-spike]] which can lead to some very early KOes off stage, especially if the opponent does not [[DI]] it correctly.
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Meta Knight does have a few weaknesses, however. Meta Knight is a lightweight character, meaning he is knocked out fairly easily, especially against characters with many high-power attacks such as {{SSBB|Snake}} although he does have strong horizontal [[momentum canceling]]. Meta Knight also lacks any sort of projectile or reflector, which can give him trouble against projectiles although his small size, fast ground speed, multitude of jumps and Mach Tornado give him strong options to play around projectiles, especially if they lack transcendent priority. Meta Knight also has poor [[air speed]] and while he can work around this in numerous situations, there are scenarios where poor air speed limits him, particularly in tight juggle situations. He also has a small [[shield]] which makes him somewhat vulnerable to [[shield stabbing]] from certain characters. Meta Knight's combination of high gravity and air friction also give him a fairly exploitable aerial [[grab release]] animation, which multiple characters can exploit, especially since Meta Knight can be forced into the animation by multiple characters. {{SSBB|Marth}} for example, can put Meta Knight into an aerial grab release and then followup into a variety of guaranteed moves, including forward aerial, dash attack, [[Dancing Blade]], [[short hop]] [[Dolphin Slash]], buffered down aerial, buffered up aerial, or buffered neutral aerial. Although Meta Knight has a great array of recovery options, they all leave him [[helpless]] so when used at the wrong time, they can be exploitable, although this can easily be avoided by strong players. He additionally may have trouble KOing against good [[DI]] and/or [[momentum canceling]], particularly if his best finishers are getting [[stale]]. He also has many multi-hit moves that are susceptible to [[SDI]], which can limit his ability to rack up damage easily, along with most of his moves having unspectacular raw damage output. These weaknesses however are either very difficult to exploit (especially for lower tiered characters) and/or Meta Knight can easily work around them.
Meta Knight does have a few weaknesses, however. Meta Knight is a lightweight character, meaning he is knocked out fairly easily, especially against characters with many high-power attacks such as {{SSBB|Snake}} although he does have strong horizontal [[momentum canceling]]. Meta Knight also lacks any sort of projectile or reflector, which can give him trouble against projectiles although his small size, fast ground speed, multitude of jumps and Mach Tornado give him strong options to play around projectiles, especially if they lack transcendent priority. Meta Knight also has poor [[air speed]] and while he can work around this in numerous situations, there are scenarios where poor air speed limits him, particularly in tight juggle situations. He also has a small [[shield]] which makes him somewhat vulnerable to [[shield stabbing]] from certain characters. Meta Knight's combination of high gravity and air friction also give him a fairly exploitable aerial [[grab release]] animation, which multiple characters can exploit, especially since Meta Knight can be forced into the animation by multiple characters. {{SSBB|Marth}} for example, can put Meta Knight into an aerial grab release and then followup into a variety of guaranteed moves, including forward aerial, dash attack, [[Dancing Blade]], [[short hop]] [[Dolphin Slash]], buffered down aerial, buffered up aerial, or buffered neutral aerial. Although Meta Knight has a great array of recovery options, they all leave him [[helpless]] so when used at the wrong time, they can be exploitable, although this can easily be avoided by strong players. He additionally may have trouble KOing against good [[DI]] and/or [[momentum canceling]], particularly if his best finishers are getting [[stale]]. He also has many multi-hit moves that are susceptible to [[SDI]], which can limit his ability to rack up damage easily, along with most of his moves having unspectacular raw damage output. These weaknesses however are either very difficult to exploit (especially for lower tiered characters) and/or Meta Knight can easily work around them.


Overall, Meta Knight's strengths virtually remove his weaknesses all together. He is an incredibly potent character with a large array of very strong attributes including his excellent mobility, range, frame data and aerial game while his weaknesses are difficult to exploit and can often be worked around, making them relatively minor overall. Meta Knight in general is a character with an excellent offensive and defensive game. He can play very aggressively, utilizing the speed and range of his attacks to chip away at his opponent before he can KO them, but he can also play very defensively with Meta Knight being able to take the life lead and camp for a long period of time by utilizing his frame data/range to shut out his opponent's approaches.
Overall, Meta Knight's strengths virtually remove his weaknesses all together. He is an incredibly potent character with a large array of very strong attributes including his excellent mobility, range, frame data and aerial game while his weaknesses are difficult to exploit and can often be worked around, making them relatively minor overall. Meta Knight in general is a character with an excellent offensive and defensive game. He can play very aggressively, utilizing the speed and range of his attacks to chip away at his opponent before he can KO them but he can also play very defensively with MK being able to take the life lead and camp for a long period of time, with Meta Knight being able to utilize his frame data/range to shut out his opponent's approaches.


As a reflection of this, Meta Knight has an incredible [[matchup]] spread, with Meta Knight arguably winning every single matchup in the game. Meta Knight's attributes and toolset overall give him the tools he needs to overcome or even dominate other members of the cast and while some characters can exploit Meta Knight's weaknesses, he can also exploit their weaknesses to an even greater degree. The only matchup which is arguably considered not winning for Meta Knight is {{SSBB|Ice Climbers}} as a single mistake from Meta Knight should result in a stock loss for him with the Ice Climbers' incredible grab game. Meta Knight however can play around the Ice Climbers well and if Meta Knight separates the Ice Climbers, he can easily KO the partner climber from there, and a solo climber is helpless against Meta Knight. This matchup overall is often considered to be slightly in Meta Knight's favor although the matchup is close and an argument could be made for the Ice Climbers winning or at least going even. {{SSBB|Pikachu}} was also once considered to be a potentially even matchup for Meta Knight (even being listed as such on the [[Character matchup (SSBB)|2013 Smash Back Room matchup chart]]) although by the end of the game's life, this matchup was considered winning for Meta Knight.
As a reflection of this, Meta Knight has an incredible [[matchup]] spread, with Meta Knight arguably winning every single matchup in the game. Meta Knight's attributes and toolset overall give him the tools he needs to overcome or even dominate other members of the cast and while some characters can exploit Meta Knight's weaknesses, he can also exploit their weaknesses to an even greater degree. The only matchup which is arguably considered not winning for Meta Knight is {{SSBB|Ice Climbers}} as a single mistake from Meta Knight should result in a stock loss for him with the Ice Climbers' incredible grab game. Meta Knight however can play around the Ice Climbers well and if Meta Knight separates the Ice Climbers, he can easily KO the partner climber from there, and a solo climber is helpless against Meta Knight. This matchup overall is often considered to be slightly in Meta Knight's favor although the matchup is close and an argument could be made for the Ice Climbers winning or at least going even. {{SSBB|Pikachu}} was also once considered to be a potentially even matchup for Meta Knight (even being listed as such on the [[Character matchup (SSBB)|2013 Smash Back Room matchup chart]]) although by the end of the game's life, this matchup was considered winning for Meta Knight.
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==Moveset==
==Moveset==
''For a gallery of Meta Knight's hitboxes, see [[Meta Knight (SSBB)/Hitboxes|here]].''
{{MovesetTable
{{MovesetTable
|game=SSBB
|game=SSBB
|neutralcount=1
|neutralcount=1
|neutralname=Flurry Attack ({{ja|フラリーアタック|Furarīatakku}})
|neutralname= 
|neutral1dmg=1-2% (loop)
|neutral1dmg=1-2% (loop)
|neutraldesc=When held, Meta Knight yells and executes a quick series of slashes that can also hit enemies behind him. Interestingly, it is the only neutral infinite in the game which has a finisher animation with a normal hitbox, which would become a standard feature for neutral infinites in future installments. The move can be used to [[jab lock]] opponents and it can set up a [[down smash]] in certain situations. The move does suffer from high startup lag for a neutral attack however, and Meta Knight's opponent can easily escape the loop hits. The loop hits have very low horizontal knockback and when combined with the long gap between hits, this can allow opponents to punish Meta Knight on hit or at least shield the later hits right up until higher percents. Even if the later hits are guaranteed, the opponent may still be pushed too far away to get hit by them, leaving Meta Knight in an exploitable spot. It is overall one of Meta Knight's worst moves and one of the worst neutral attacks in the game, although it does have a few situational uses.
|neutraldesc=When held, Meta Knight yells and executes a quick series of slashes that can also hit enemies behind him. Interestingly, it is the only neutral infinite in the game which has a finisher animation with a normal hitbox, which would become a standard feature for neutral infinites in future installments. The move can be used to [[jab lock]] opponents and it can set up a [[down smash]] in certain situations. The move does suffer from high startup lag for a neutral attack however, and Meta Knight's opponent can easily escape the loop hits. The loop hits have very low horizontal knockback and when combined with the long gap between hits, this can allow opponents to punish Meta Knight on hit or at least shield the later hits right up until higher percents. Even if the later hits are guaranteed, the opponent may still be pushed too far away to get hit by them, leaving Meta Knight in an exploitable spot. It is overall one of Meta Knight's worst moves and one of the worst neutral attacks in the game, although it does have a few situational uses.
|ftiltname=Diagonal Slash ({{ja|袈裟斬り|Kesagiri}}, ''Kasaya Cutter/Slash''<br>Counter Slash ({{ja|返し斬り|Kaeshi Giri}}, ''Return Cutter/Slash'')<br>Flip Up ({{ja|跳ね上げ|Hane Age}})
|ftiltname=&nbsp;
|ftiltcount=3
|ftiltcount=3
|ftiltdmg=4%
|ftiltdmg=4%
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|ftilt3dmg=5% (base), 4% (tip)
|ftilt3dmg=5% (base), 4% (tip)
|ftiltdesc=Slashes twice in front of him (inward then outward), then once upwards. The first two hits deal very low knockback while the final hit deals higher vertical [[knockback]]. The full move requires 3 consecutive button presses, with each press further continuing the act. The player has to press the attack button very quickly in order to perform all three hits as quickly as possible (if it does not hit the opponent) which can be difficult to do. The move has very low startup lag, great disjointed range, decent damage output if all hits connect and the first hit has low enough ending lag to give it strong mixup potential. Meta Knight can either perform all three hits or simply perform only the first hit or the first two hits, which gives the move very strong mixup potential, as well as making it difficult to punish for most characters, even at close range, especially since Meta Knight can mix up the timing of his forward tilts. At higher percents, it can be difficult to connect all three hits depending on the opponent's position, since the first two hits have somewhat high knockback scaling although the move generally connects quite well, especially with its fast speed. It is one of Meta Knight's most difficult moves to utilize but when mastered, it is one of Meta Knight's best ground moves and one of the best forward tilts in the game due to its incredible speed, range and mixup potential.
|ftiltdesc=Slashes twice in front of him (inward then outward), then once upwards. The first two hits deal very low knockback while the final hit deals higher vertical [[knockback]]. The full move requires 3 consecutive button presses, with each press further continuing the act. The player has to press the attack button very quickly in order to perform all three hits as quickly as possible (if it does not hit the opponent) which can be difficult to do. The move has very low startup lag, great disjointed range, decent damage output if all hits connect and the first hit has low enough ending lag to give it strong mixup potential. Meta Knight can either perform all three hits or simply perform only the first hit or the first two hits, which gives the move very strong mixup potential, as well as making it difficult to punish for most characters, even at close range, especially since Meta Knight can mix up the timing of his forward tilts. At higher percents, it can be difficult to connect all three hits depending on the opponent's position, since the first two hits have somewhat high knockback scaling although the move generally connects quite well, especially with its fast speed. It is one of Meta Knight's most difficult moves to utilize but when mastered, it is one of Meta Knight's best ground moves and one of the best forward tilts in the game due to its incredible speed, range and mixup potential.
|utiltname=Spiral Up Thrust ({{ja|螺旋突き上げ|Rasen Tsukiage}}, ''Spiraling Thrust-Up'')
|utiltname=&nbsp;
|utiltdmg=7% (clean/sword late), 8% (tip late), 6% (body late)
|utiltdmg=7% (clean/sword late), 8% (tip late), 6% (body late)
|utiltdesc=Stabs upward in a turn. Meta Knight's famous upward stab during his boss battles. It has good range and decent vertical knockback, with its sweetspot being able to [[KO]] under 150%. The [[sweetspot]] is at the tip of the sword (similar to {{SSBB|Marth}}'s tipper sweetspots). It is Meta Knight's slowest tilt however and it has limited horizontal range, making it Meta Knight's least effective tilt overall, although it is still a solid up tilt.
|utiltdesc=Stabs upward in a turn. Meta Knight's famous upward stab during his boss battles. It has good range and decent vertical knockback, with its sweetspot being able to [[KO]] under 150%. The [[sweetspot]] is at the tip of the sword (similar to {{SSBB|Marth}}'s tipper sweetspots). It is Meta Knight's slowest tilt however and it has limited horizontal range, making it Meta Knight's least effective tilt overall, although it is still a solid up tilt.
|dtiltname=Lower Thrust ({{ja|下段突き|Gedan Zuki}})
|dtiltname=&nbsp;
|dtiltdmg=4% (tip), 5% (sword), 6% (arm), 7% (body)
|dtiltdmg=4% (tip), 5% (sword), 6% (arm), 7% (body)
|dtiltdesc=Thrusts his sword across the ground at a low profile. It deals more damage if the opponent is closer to Meta Knight's body. It has very low startup and ending lag, long disjointed range, low horizontal knockback which can lead to followups depending on Meta Knight's position and the opponent's percent, can cause tripping right up until mid percents and it can be used to {{h2|Crawl|pseudo-crawl}}. The move can also lock opponents and because of the move's low knockback and very fast speed combined with Meta Knight's extremely fast forward roll, Meta Knight can down tilt lock opponents across the stage, forward roll once they reach the edge and repeat the process right up until higher percents, when Meta Knight can then use a reverse down smash to potentially KO the opponent (allowing for potential [[0-death]]s, although they can be avoided with SDI). All of these factors combined make Meta Knight's down tilt arguably the best down tilt in the game.
|dtiltdesc=Thrusts his sword across the ground at a low profile. It deals more damage if the opponent is closer to Meta Knight's body. It has very low startup and ending lag, long disjointed range, low horizontal knockback which can lead to followups depending on Meta Knight's position and the opponent's percent, can cause tripping right up until mid percents and it can be used to {{h2|Crawl|pseudo-crawl}}. The move can also lock opponents and because of the move's low knockback and very fast speed combined with Meta Knight's extremely fast forward roll, Meta Knight can down tilt lock opponents across the stage, forward roll once they reach the edge and repeat the process right up until higher percents, when Meta Knight can then use a reverse down smash to potentially KO the opponent (allowing for potential [[0-death]]s, although they can be avoided with SDI). All of these factors combined make Meta Knight's down tilt arguably the best down tilt in the game.
|dashname=Charge Kick ({{ja|突進蹴り|Tosshin Geri}})
|dashname=&nbsp;
|dashdmg=6% (foot), 7% (heel) 8% (body)
|dashdmg=6% (foot), 7% (heel) 8% (body)
|dashdesc=Does a forward thrust kick into a braking stop. His only attack (other than all of his throws, excluding the back throw) that does not use his sword and because of this, it lacks [[transcendent priority]]. Deals more damage if the opponent is closer to Meta Knight's body, similar to his down tilt. It has low startup and ending lag, decent vertical knockback at lower percents and it covers a good amount of space although it has deceptively short range. It is overall a solid dash attack.
|dashdesc=Does a forward thrust kick into a braking stop. His only attack (other than all of his throws, excluding the back throw) that does not use his sword and because of this, it lacks [[transcendent priority]]. Deals more damage if the opponent is closer to Meta Knight's body, similar to his down tilt. It has low startup and ending lag, decent vertical knockback at lower percents and it covers a good amount of space although it has deceptively short range. It is overall a solid dash attack.
|fsmashname=Torso Quick-Draw ({{ja|胴抜き|Dōnuki}}, ''Torso Draw'')
|fsmashname=&nbsp;
|fsmashdmg={{ChargedSmashDmgSSBB|14}}
|fsmashdmg={{ChargedSmashDmgSSBB|14}}
|fsmashdesc=Pulls his sword back, then slashes in front of him outward. It is Meta Knight's strongest move overall although the back hit of down smash can KO earlier when used near the edge. While it does have high startup lag and it is not particularly powerful for a forward smash, it has great disjointed range and very low ending lag, making it an effective forward smash overall.
|fsmashdesc=Pulls his sword back, then slashes in front of him outward. It is Meta Knight's strongest move overall although the back hit of down smash can KO earlier when used near the edge. While it does have high startup lag and it is not particularly powerful for a forward smash, it has great disjointed range and very low ending lag, making it an effective forward smash overall.
|usmashname=Triple Flag Swing ({{ja|旗振り三連|Hatafuri Sanren}}, ''Flag Swinging Triple'')
|usmashname=&nbsp;
|usmashdmg={{ChargedSmashDmgSSBB|3}} (hit 1), {{ChargedSmashDmgSSBB|2}} (hit 2), {{ChargedSmashDmgSSBB|4}} (hit 3)
|usmashdmg={{ChargedSmashDmgSSBB|3}} (hit 1), {{ChargedSmashDmgSSBB|2}} (hit 2), {{ChargedSmashDmgSSBB|4}} (hit 3)
|usmashdesc=Slashes above him three times. Like {{SSBB|Link}}'s up smash but much faster and with less range, damage, and knockback. It has low startup lag although it has high ending lag, it is not very strong, it is unreliable and it has trouble hitting shorter characters, making it one of Meta Knight's least useful moves.
|usmashdesc=Slashes above him three times. Like {{SSBB|Link}}'s up smash but much faster and with less range, damage, and knockback. It has low startup lag although it has high ending lag, it is not very strong, it is unreliable and it has trouble hitting shorter characters, making it one of Meta Knight's least useful moves.
|dsmashname=Front and Back Slash ({{ja|前後斬り|Zengo Kiri}})
|dsmashname=&nbsp;
|dsmashdmg={{ChargedSmashDmgSSBB|11}} (front), {{ChargedSmashDmgSSBB|13}} (back)
|dsmashdmg={{ChargedSmashDmgSSBB|11}} (front), {{ChargedSmashDmgSSBB|13}} (back)
|dsmashdesc=Slashes in front of him, then behind. If the move is performed after buffering it out of another animation, it will be performed one frame faster. This is due to the fact that the move starts charging on frame 1 so when performed normally, it is impossible to skip the first charge frame but if the move is buffered, this frame will be skipped. The move is one of the fastest down smashes in the game, in terms of both its startup lag and its total duration. In addition to this, it has great range and solid KO power, especially if hit from the back (with it being one of the only down smashes in the game where the back hit is stronger). Its great range and relatively low ending lag make it incredibly difficult for a lot of characters to punish if spaced properly. It is overall one of the best down smashes in the game due to its great speed, range and KO power.
|dsmashdesc=Slashes in front of him, then behind. If the move is performed after buffering it out of another animation, it will be performed one frame faster. This is due to the fact that the move starts charging on frame 1 so when performed normally, it is impossible to skip the first charge frame but if the move is buffered, this frame will be skipped. The move is one of the fastest down smashes in the game, in terms of both its startup lag and its total duration. In addition to this, it has great range and solid KO power, especially if hit from the back (with it being one of the only down smashes in the game where the back hit is stronger). Its great range and relatively low ending lag make it incredibly difficult for a lot of characters to punish if spaced properly. It is overall one of the best down smashes in the game due to its great speed, range and KO power.
|nairname=Aerial Spin Slash ({{ja|空中回転斬り|Kūchū Kaiten Kiri}}, ''Midair Rotating Cutter'')
|nairname=&nbsp;
|nairdmg=12% (hit 1), 5-7% (hit 2)
|nairdmg=12% (hit 1), 5-7% (hit 2)
|nairdesc=Slashes while spinning in a circle, similar to Sword Kirby's Sword Spin and his Knight Spin in his home series. It has very low startup lag and its clean hit is surprisingly powerful, making it a decent KO option, as well as a good [[OoS]] option. It also has very low ending lag, a generous auto-cancel window and Meta Knight can connect both the clean hit and late hit, allowing it to deal up to 19%.
|nairdesc=Slashes while spinning in a circle, similar to Sword Kirby's Sword Spin and his Knight Spin in his home series. It has very low startup lag and its clean hit is surprisingly powerful, making it a decent KO option, as well as a good [[OoS]] option. It also has very low ending lag, a generous auto-cancel window and Meta Knight can connect both the clean hit and late hit, allowing it to deal up to 19%.
|fairname=Midair Front Triple Combo ({{ja|空中前三連|Kūchū Zen Sanren}}, ''Midair Front Triple'')
|fairname=&nbsp;
|fairdmg=3% (hits 1-2), 4% (hit 3)
|fairdmg=3% (hits 1-2), 4% (hit 3)
|fairdesc=Slashes in front of him three times. Can perform a [[wall of pain]] variation, though it is limited by Meta Knight's low air speed.
|fairdesc=Slashes in front of him three times. Can perform a [[wall of pain]] variation, though it is limited by Meta Knight's low air speed.
|bairname=Midair Back Triple Combo ({{ja|空中後三連|Kūchū Go Sanren}}, ''Midair Back Triple'')
|bairname=&nbsp;
|bairdmg=3% (hits 1-2), 4% (hit 3)
|bairdmg=3% (hits 1-2), 4% (hit 3)
|bairdesc=Slashes behind himself three times. Similar to his forward aerial, but with slower slashes. The move's startup lag and ending lag are barely slower however and the final hit is stronger. It has less landing lag than forward aerial and if Meta Knight lands with one of the first two hits, he can set up a down smash on many characters.
|bairdesc=Slashes behind himself three times. Similar to his forward aerial, but with slower slashes. The move's startup lag and ending lag are barely slower however and the final hit is stronger. It has less landing lag than forward aerial and if Meta Knight lands with one of the first two hits, he can set up a down smash on many characters.
|uairname=Midair Up Sweep ({{ja|空中上なぎ|Kūchū Jō Nagi}}, ''Midair Up Mower'')
|uairname=&nbsp;
|uairdmg=6%
|uairdmg=6%
|uairdesc=Slashes above him very quickly. Has low damage but decent knockback and great range. One of the fastest moves in the game, as well as the aerial with the lowest startup and ending lag in the game. Meta Knight can perform three up aerials in one [[short hop]] and the move is even fast enough to lead into itself on a tumbling opponent before they can air dodge, although opponents are often sent too far away for this to work. If tap jump is set to "on", Meta Knight will rise up with each [[slash]]. The distance varies depending on how many of Meta Knight's jumps remain. Because of its speed combined with Meta Knight's multitude of jumps, up aerial can easily chain into itself multiple times at low percentages, being great at [[Rufio|juggling opponents up or even into the upper blast line]]. It is also excellent at setting up air dodge frame traps, beating out opponents landing options, preventing opponents from punishing Meta Knight off stage from above and even punishing Out of Shield due to its speed and range. Interestingly, up aerial has more landing lag than it does ending lag and it is the only aerial which auto-cancels after it becomes interruptible. The latter is not a significant issue however, as Meta Knight can easily air dodge to auto-cancel the move earlier.
|uairdesc=Slashes above him very quickly. Has low damage but decent knockback and great range. One of the fastest moves in the game, as well as the aerial with the lowest startup and ending lag in the game. Meta Knight can perform three up aerials in one [[short hop]] and the move is even fast enough to lead into itself on a tumbling opponent before they can air dodge, although opponents are often sent too far away for this to work. If tap jump is set to "on", Meta Knight will rise up with each [[slash]]. The distance varies depending on how many of Meta Knight's jumps remain. Because of its speed combined with Meta Knight's multitude of jumps, up aerial can easily chain into itself multiple times at low percentages, being great at [[Rufio|juggling opponents up or even into the upper blast line]]. It is also excellent at setting up air dodge frame traps, beating out opponents landing options, preventing opponents from punishing Meta Knight off stage from above and even punishing Out of Shield due to its speed and range. Interestingly, up aerial has more landing lag than it does ending lag and it is the only aerial which auto-cancels after it becomes interruptible. The latter is not a significant issue however, as Meta Knight can easily air dodge to auto-cancel the move earlier.


The only downside with up aerial is that it can be SDIed, so opponents with strong SDI can avoid being chained by multiple up aerials, especially since Meta Knight lacks the air speed to easily chase opponents. Strong SDI only reduces the move's followup potential and makes it easier to punish however, with up aerial still having a lot of utility in numerous areas. Up aerial is overall arguably the best aerial in the entire game due to its unrivaled speed, great range, high utility and the fact that it is possessed by a character who can take full advantage of the move, as Meta Knight possesses six jumps.
The only downside with up aerial is that it can be SDIed, so opponents with strong SDI can avoid being chained by multiple up aerials, especially since Meta Knight lacks the air speed to easily chase opponents. Strong SDI only reduces the move's followup potential and makes it easier to punish however, with up aerial still having a lot of utility in numerous areas. Up aerial is overall arguably the best aerial in the entire game due to its unrivaled speed, great range, high utility and the fact that it is possessed by a character who can take full advantage of the move, as Meta Knight possesses six jumps.
|dairname=Midair Down Sweep ({{ja|空中下なぎ|Kūchū Shita Nagi}}, ''Midair Down Mower'')
|dairname=&nbsp;
|dairdmg=7 (center), 9% (sides)
|dairdmg=7 (center), 9% (sides)
|dairdesc=Slashes below himself very quickly. The move is visually similar to up aerial although Meta Knight slashes downwards and it is slower. The move is still very fast for a down aerial however and it has good range. It sends the opponent at a [[semi-spike]] trajectory, which can make the move quite deadly offstage, especially against opponents with poor horizontal recovery. The move is also very strong at dealing with opponents below Meta Knight, due to its quick speed and disjointed range.
|dairdesc=Slashes below himself very quickly. The move is visually similar to up aerial although Meta Knight slashes downwards and it is slower. The move is still very fast for a down aerial however and it has good range. It sends the opponent at a [[semi-spike]] trajectory, which can make the move quite deadly offstage, especially against opponents with poor horizontal recovery. The move is also very strong at dealing with opponents below Meta Knight, due to its quick speed and disjointed range.
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|glidedmg=12%
|glidedmg=12%
|glidedesc=Slashes in front of himself. A fairly powerful move with great vertical knockback. The move auto-cancels on landing, which can make it completely unpunishable on shield if used low enough to the ground, in addition to giving the move followup potential at lower percents. One of the two sword-based moves of his to lack [[Priority#Transcendent priority|transcendent priority]].
|glidedesc=Slashes in front of himself. A fairly powerful move with great vertical knockback. The move auto-cancels on landing, which can make it completely unpunishable on shield if used low enough to the ground, in addition to giving the move followup potential at lower percents. One of the two sword-based moves of his to lack [[Priority#Transcendent priority|transcendent priority]].
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabname=&nbsp;
|grabdesc=Meta Knight holds out one hand to grab the opponent. Meta Knight's grabs are fast and have good range.
|grabdesc=Meta Knight holds out one hand to grab the opponent. Meta Knight's grabs are fast and have good range.
|pummelname=Wing Claw ({{ja|翼爪|Yokutsume}})
|pummelname=&nbsp;
|pummeldmg=3%
|pummeldmg=3%
|pummeldesc=Jabs opponents with his wings' claws. A rather slow pummel.
|pummeldesc=Jabs opponents with his wings' claws. A rather slow pummel.
|fthrowname=Toe Kick ({{ja|つま先蹴り|Tsumasaki Geri}} , ''Tiptoe Kick'')
|fthrowname=&nbsp;
|fthrowdmg=6% (hit), 3% (throw)
|fthrowdmg=6% (hit), 3% (throw)
|fthrowdesc=Kicks the opponent upwards and away with a backwards somersaulting kick. A very fast throw.
|fthrowdesc=Kicks the opponent upwards and away with a backwards somersaulting kick. A very fast throw.
|bthrowname=Warp Slash ({{ja|ワープ斬り|Wāpu Kiri}})
|bthrowname=&nbsp;
|bthrowdmg=7% (hit), 3% (throw)
|bthrowdmg=7% (hit), 3% (throw)
|bthrowdesc=Warps behind the opponent and slashes at them with an outward strike. Good for putting opponents off-stage. Deals good knockback, can KO at very high percentages, and much earlier on the ledge.
|bthrowdesc=Warps behind the opponent and slashes at them with an outward strike. Good for putting opponents off-stage. Deals good knockback, can KO at very high percentages, and much earlier on the ledge.
|uthrowname=Air Drop ({{ja|いづな落とし|Izuna Otoshi}}, ''Izuna Dropper'')
|uthrowname=&nbsp;
|uthrowdmg=12%
|uthrowdmg=12%
|uthrowdesc=Like {{SSBB|Kirby}}'s {{mvsub|Kirby|SSBB|up throw}}, Meta Knight jumps into the air holding his foe, and then crashes down, albeit without an explosion and less powerful. Can still KO at very high percentages.
|uthrowdesc=Like {{SSBB|Kirby}}'s {{mvsub|Kirby|SSBB|up throw}}, Meta Knight jumps into the air holding his foe, and then crashes down, albeit without an explosion and less powerful. Can still KO at very high percentages.
|dthrowname=Trample ({{ja|踏みつけ|Fumitsuke}})
|dthrowname=&nbsp;
|dthrowdmg=1% (hits 1-10), 1% (throw)
|dthrowdmg=1% (hits 1-10), 1% (throw)
|dthrowdesc=Like Kirby's {{mvsub|Kirby|SSBB|down throw}}, Meta Knight stomps on his opponent multiple times, then ends with a stronger finishing stomp. Compared to Kirby's down throw, it is slower and produces horizontal knockback. Depending on the opponent's [[DI]], it can be followed up with other attacks, and even another grab at low percentages on fastfallers.
|dthrowdesc=Like Kirby's {{mvsub|Kirby|SSBB|down throw}}, Meta Knight stomps on his opponent multiple times, then ends with a stronger finishing stomp. Compared to Kirby's down throw, it is slower and produces horizontal knockback. Depending on the opponent's [[DI]], it can be followed up with other attacks, and even another grab at low percentages on fastfallers.
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|shorthop  = ?
|shorthop  = ?
|rshorthop  = ?
|rshorthop  = ?
|djump      = 1, 1, 1, 0.75, 0.50
|djump      = ?
|rdjump    = ?
|rdjump    = ?
}}
}}


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===Tier placement and history===
===Tier placement and history===
Meta Knight has been ranked 1st on the tier list since a few months after the game's release, commonly in his own tier above the rest of the cast. Players initially believed {{SSBB|Snake}} was the best character, but as the [[metagame]] evolved, Meta Knight's advantages in combat became more evident, and Meta Knight mains such as {{Sm|Mew2King}} began dominating tournaments, leading to him becoming the game's most commonly used character by far. Meta Knight has significantly better tournament results than the entire roster: many Meta Knight legal tournaments had Meta Knight players taking up more than half of the top 8, and Meta Knight won almost three times the amount of money in tournaments than the second-most successful character, Snake. In the later stages of the game's scene, innovations in the {{SSBB|Ice Climbers}}' metagame, especially their chain grab setups capable of annihilating any player given a single opportunity, led some players to challenge Meta Knight being the best character in practice. Despite this, Meta Knight remained in first place, with the Ice Climbers in the spot below him.
Meta Knight has been ranked 1st on the tier list since a few months after the game's release, commonly in his own tier above the rest of the cast. Players initially believed {{SSBB|Snake}} was the best character, but as the [[metagame]] evolved, Meta Knight's advantages in combat became more evident, and Meta Knight mains such as {{Sm|Mew2King}} began dominating tournaments, leading to him becoming the game's most commonly used character by far. Meta Knight has significantly better tournament results than the entire roster: many Meta Knight legal tournaments had Meta Knight players taking up more than half of the top 8, and Meta Knight won almost three times the amount of money in tournaments than the second-most successful character, Snake. In the later stages of the game's scene, innovations in the {{SSBB|Ice Climbers}}' metagame, especially their chain grab setups capable of annihilating any player given a single opportunity, led some players to challenge Meta Knight being the undisputed best character in practice. Despite this, Meta Knight remained in first place, with the Ice Climbers in the spot below him.
====Ban from competitive play====
====Ban from competitive play====
{{split|Wide-reaching character bans could have pages, see [[Talk:Steve (SSBU)]]}}  
{{split|Wide-reaching character bans could have pages, see [[Talk:Steve (SSBU)]]}}  
Due to his perceived "brokenness" and over-centralization of the metagame, Meta Knight's tournament legality was disputed at length for the entirety of ''Brawl''{{'}}s lifetime. This started with a well-known rumor in the ''Smash Bros.'' community that Meta Knight was banned in Italian tournaments. Although the rumor was false, the Italian SmashBoards had asked Smashers if they believed that Meta Knight should be banned. However, this rumor triggered another surge of players who wanted to ban Meta Knight in other regions. The controversy reached the point at which the Smash Back Room held a poll in the middle of 2009 to see if Smashers wanted to completely ban the character. "Pro-Ban" won the poll, but did not win a super-majority of at least 66%, and Meta Knight was not banned on a large scale. <ref>http://www.smashboards.com/showthread.php?t=242903</ref>
Due to his perceived "brokenness" and over-centralization of the metagame, Meta Knight's tournament legality was disputed at length for the entirety of ''Brawl''{{'}}s lifetime. This started with a well-known rumor in the ''Smash Bros.'' community that Meta Knight was banned in Italian tournaments. Although the rumor was false, the Italian Smashboards had asked Smashers if they believed that Meta Knight should be banned. However, this rumor triggered another surge of players who wanted to ban Meta Knight in other regions. The controversy reached the point where the Smash Back Room held a poll in the middle of 2009 to see if Smashers wanted to completely ban the character. "Pro-Ban" won the poll, but did not win a super-majority of at least 66%, and Meta Knight was not banned on a large scale. <ref>http://www.smashboards.com/showthread.php?t=242903</ref>


Talks about banning Meta Knight later surged again, owing to Meta Knight's rapidly increasing dominance and Meta Knight players primarily being those who won tournaments and/or took up the top results. Such an example was [[KTAR 6]], where five of the top eight placers used Meta Knight. In addition, data compiled by {{Sm|John Numbers}} showed that Meta Knight had won over 50% of total tournament earnings in tournaments that had more than thirty entrants. Meta Knight in total won $42,394.32 in 2011 U.S. tournaments when money is split in character usage (and $59,490.07 when not split), while the next most successful character, {{SSBB|Snake}}, had only won $12,125.33 when split (and $20,860.29 with no split). Players also believed the increasing centralization of Meta Knight caused ''Brawl''{{'}}s metagame to shift too radically, with the positions of many characters on the tier list being determined largely by their ability to take on Meta Knight.
Talks about banning Meta Knight later surged again, owing to Meta Knight's rapidly increasing dominance and Meta Knight players primarily being those who won tournaments and/or took up the top results. Such an example was [[KTAR 6]], where five of the top eight placers used Meta Knight. In addition, data compiled by {{Sm|John Numbers}} showed that Meta Knight had won over 50% of total tournament earnings in tournaments that had more than thirty entrants. Meta Knight in total won $42,394.32 in 2011 U.S. tournaments when money is split in character usage (and $59,490.07 when not split), while the next most successful character, {{SSBB|Snake}}, had only won $12,125.33 when split (and $20,860.29 with no split). The overall increasing centralization of Meta Knight was also said to have caused ''Brawl''{{'}}s metagame to shift too radically; some characters, as mentioned above, significantly dropped down the tier list in large part due to poor matchups against Meta Knight.


The Unity Ruleset Committee introduced experimental rules in a later ruleset update; one of the new suggested rules was a ban on Meta Knight<ref>http://www.smashboards.com/showpost.php?p=13213667&postcount=3</ref>, with another poll conducted in early September 2011. "Pro-ban" again won the poll, but this time with a super-majority of 75%; with this in mind, the Unity Ruleset Committee subsequently announced its official ban of Meta Knight from both singles and doubles play on September 30th, 2011. The ban itself started on January 9th, 2012. <ref>http://www.smashboards.com/showthread.php?p=13439900</ref>
The Unity Ruleset Committee introduced experimental rules in a later ruleset update; one of the new suggested rules was a ban on Meta Knight<ref>http://www.smashboards.com/showpost.php?p=13213667&postcount=3</ref>, with another poll conducted in early September 2011. "Pro-ban" again won the poll, but this time with a super-majority of 75%; with this in mind, the Unity Ruleset Committee subsequently announced its official ban of Meta Knight from both singles and doubles play on September 30th, 2011. The ban itself started on January 9th, 2012. <ref>http://www.smashboards.com/showthread.php?p=13439900</ref>
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==Role in [[The Subspace Emissary]]==
==Role in [[The Subspace Emissary]]==
[[File:Subspace metaknight.PNG|thumb|250px|Meta Knight in ''[[SSE]]''.]]
[[File:Subspace metaknight.PNG|thumb|250px|Meta Knight in ''[[SSE]]''.]]
It is revealed that before the events of The Subspace Emissary, Meta Knight was attacked by the [[Subspace Army]], which was intent of stealing the [[Halberd]] from him. He was able to hold them off until {{SSBB|King Dedede}} attacked him, causing him to lose his ship.
It is revealed that before the events of The Subspace Emissary, Meta Knight was attacked by the [[Subspace Army]], who had the intent of taking the [[Halberd]]. He was able to hold them off until {{SSBB|King Dedede}} attacked him, causing him to lose his ship.


When Meta Knight is first featured in The Subspace Emissary, he attacks a lone {{SSBB|Marth}} outside of a large castle. He quickly realizes that Marth is not his enemy when they are both surrounded by [[Primid]]s. After a successful battle, both warriors chase the [[Ancient Minister]], who is carrying a [[Subspace]] bomb. Both are unsuccessful in their attempts in destroying the bomb (Meta Knight's left wing was shot by the Ancient Minister's laser, forcing him to land and change to his cape to extinguish the flame); luckily, {{SSBB|Ike}} appears and uses his [[Aether]] to catch the Minister off guard and destroy the bomb. With the bomb destroyed, all three head back to the castle to clear out any remaining [[Primid]]s.
When Meta Knight is first featured in The Subspace Emissary, he attacks a lone {{SSBB|Marth}} outside of a large castle. He quickly realizes that Marth is not his enemy when they are both surrounded by [[Primid]]s. After a successful battle, both warriors chase the [[Ancient Minister]], who is carrying a [[Subspace]] bomb. Both are unsuccessful in their attempts in destroying the bomb (Meta Knight's left wing was shot by the Ancient Minister's laser, forcing him to land and change to his cape to extinguish the flame); luckily, {{SSBB|Ike}} appears and uses his [[Aether]] to catch the Minister off guard and destroy the bomb. With the bomb destroyed, all three head back to the castle to clear out any remaining [[Primid]]s.
Line 274: Line 270:
Later, they are all seen traveling the wastelands together and battling [[Galleom]]. Meta Knight then saves {{SSBB|Lucas}} and an unconscious {{SSBB|Pokémon Trainer}} from a giant free-fall after they defeat the same boss. Meta Knight then begins to ascend a large cliff face, followed by the {{SSBB|Ice Climbers}} (who see his ascent as a racing challenge), in order to reach the [[Battleship Halberd]]. At the summit, {{SSBB|Lucario}} challenges Meta Knight to a sparring duel. To the relief of the Ice Climbers, the winner revives the loser, having no hostile feelings. The Halberd then crashes into the side of the mountain in an attempt to destroy the defeated [[Great Fox]], which is being held by the arm of the [[Combo Cannon]]. Meta Knight and Lucario quickly board the Halberd, while the Ice Climbers fall off the summit, into the canyon.
Later, they are all seen traveling the wastelands together and battling [[Galleom]]. Meta Knight then saves {{SSBB|Lucas}} and an unconscious {{SSBB|Pokémon Trainer}} from a giant free-fall after they defeat the same boss. Meta Knight then begins to ascend a large cliff face, followed by the {{SSBB|Ice Climbers}} (who see his ascent as a racing challenge), in order to reach the [[Battleship Halberd]]. At the summit, {{SSBB|Lucario}} challenges Meta Knight to a sparring duel. To the relief of the Ice Climbers, the winner revives the loser, having no hostile feelings. The Halberd then crashes into the side of the mountain in an attempt to destroy the defeated [[Great Fox]], which is being held by the arm of the [[Combo Cannon]]. Meta Knight and Lucario quickly board the Halberd, while the Ice Climbers fall off the summit, into the canyon.


The duo run into {{SSBB|Snake}} while on board and join forces with him to reclaim the Halberd. After rescuing {{SSBB|Peach}} and {{SSBB|Zelda}}, the trio continues on to the control deck. There they discover that the ship is being piloted by a quintet of [[False character|false]] {{SSBB|Mr. Game & Watch}}es. Snake attempts to dispose of all of them out the window and they land onto the bridge, whereupon they dissolve into [[Shadow Bug]]s and form into a fiend known as [[Duon]]. Once the monster is defeated, Mr. Game & Watch joins the group, along with Peach, Zelda, {{SSBB|Fox}}, and {{SSBB|Falco}}. Meta Knight remains in the Halberd's control room and does not take part in the battle.
The pair run into {{SSBB|Snake}} while on board and join forces with him to take back the Halberd. After rescuing {{SSBB|Peach}} and {{SSBB|Zelda}}, the trio continues on to the control deck. There they discover that the ship is being piloted by a gang of [[Shadow Bug]] {{SSBB|Mr. Game & Watch}}es. Snake runs towards them and throws them all out of the window and onto the bridge, who fuse together to form a gigantic metallic monster called [[Duon]]. Once Duon is defeated, Mr. Game & Watch joins the group, along with Peach, Zelda, {{SSBB|Fox}}, and {{SSBB|Falco}}. Meta Knight remains in the Halberd's control center and does not take part in the battle.


Meta Knight takes back the Halberd and reunites with the members from other groups. The aircraft of the other heroes is placed inside the Halberd, which heads towards the [[Subspace Gunship]] with most of the heroes on board. After using the Subspace Battleship's main cannon to create another Subspace rift, Ganondorf and Bowser spot the Halberd on the horizon and orders the battleship to open fire. The [[Halberd]] is struck down, but the heroes are able to escape on board {{SSBB|Samus}}'s [[Gunship]], {{SSBB|Captain Falcon}}'s [[Falcon Flyer]], {{SSBB|Olimar}}'s [[Hocotate Ship]] and an [[Arwing]]. Kirby destroys the Subspace Battleship by slicing through it with the [[Dragoon]] air ride machine and the heroes enter Subspace to pursue Ganondorf and Bowser.
Meta Knight takes back control of the Halberd and reunites with the members from other groups. The aircraft of the other heroes is placed inside the Halberd, which heads towards the [[Subspace Gunship]] with most of the ''Super Smash Bros.'' heroes on board. After using the Subspace Battleship's main cannon to create another Subspace portal, Ganondorf and Bowser spot the Halberd on the horizon and orders the battleship to open fire. The [[Halberd]] is struck down, but the heroes are able to escape on board {{SSBB|Samus}}'s Gunship, {{SSBB|Captain Falcon}}'s [[Falcon Flyer]], {{SSBB|Olimar}}'s Hocotate ship, and Fox's [[Arwing]]. Kirby destroys the Subspace Battleship by slicing through it with the [[Dragoon]] air ride machine and the heroes enter Subspace to pursue Ganondorf and Bowser.


Meta Knight is turned into a trophy by [[Tabuu]] along with the rest of the fighters upon their entrance into Subspace. He is later revived by Kirby. He rejoins the others in the fight against Tabuu.
Meta Knight is turned into a trophy by [[Tabuu]] along with the rest of the ''Super Smash Bros.'' heroes upon their entrance into Subspace. He is later revived by Kirby. He rejoins the others in the fight against Tabuu.


===Playable appearances===
===Playable appearances===
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*'''[[Co-Op Event 21: The True All-Star Battle]]''': Both players select a character and take on the entire roster on {{SSBB|Battlefield}}.
*'''[[Co-Op Event 21: The True All-Star Battle]]''': Both players select a character and take on the entire roster on {{SSBB|Battlefield}}.


===[[Congratulations_screen#Super_Smash_Bros._Brawl|Congratulations Screens]]===
===[[Congratulations_screen#Super_Smash_Bros._Brawl|Ending Images]]===
<center>
<center>
<gallery>
<gallery>
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|{{Head|Meta Knight|g=SSBB|s=25px|cl=Pink}}
|{{Head|Meta Knight|g=SSBB|s=25px|cl=Pink}}
|}
|}
==[[List of Super Smash Bros. Brawl trailers#E3 Video|Reveal trailer]]==
{{#widget:YouTube|id=EnpHmvGeE9o}}
==Gallery==
==Gallery==
<gallery>
<gallery>
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*Meta Knight's eyes are never closed; this is also the case for [[Meta Knight (SSB4)|his ''SSB4'' incarnation]].
*Meta Knight's eyes are never closed; this is also the case for [[Meta Knight (SSB4)|his ''SSB4'' incarnation]].
*{{SSBB|Bowser}}, Meta Knight, {{SSBB|Ike}} and {{SSBB|Marth}} can all perform the [[Floor glitch]].
*{{SSBB|Bowser}}, Meta Knight, {{SSBB|Ike}} and {{SSBB|Marth}} can all perform the [[Floor glitch]].
*Meta Knight is the first character in the series to have a different victory fanfare from other characters of [[Kirby (universe)|the same universe]], and is also the only one in ''Brawl'' who has this distinction.  
*Meta Knight is the first character in the series to have a different victory fanfare from other characters of [[Kirby (universe)|the same universe]], and is the only one in ''Brawl'' who has this distinction.  
*Meta Knight and King Dedede have repeatedly appeared as antagonists in their home series, but are not antagonists in [[The Subspace Emissary]]. Interestingly however, both characters are teased to be antagonists early in the plot.
*Meta Knight and King Dedede have repeatedly appeared as antagonists in their home series, but are not antagonists in the [[Subspace Emissary]]. Interestingly however, both characters are teased to be antagonists early in the plot.
*Meta Knight, the {{SSBB|Ice Climbers}}, {{SSBB|Ganondorf}}, {{SSBB|Mr. Game & Watch}}, and {{SSBB|Samus}} are the only characters whose icon in The Subspace Emissary and the Sticker menu is not based on their renders.
*Meta Knight, the {{SSBB|Ice Climbers}}, {{SSBB|Ganondorf}}, {{SSBB|Mr. Game & Watch}}, and {{SSBB|Samus}} are the only characters whose icon in The Subspace Emissary and the Sticker menu is not based on their renders.
*Meta Knight in ''Brawl'' and {{SSBM|Fox}} in ''Melee'' are the only characters to have ever been in an SS tier for their respective games.
*Meta Knight in ''Brawl'' and {{SSBM|Fox}} in ''Melee'' are the only characters to have ever been in an SS tier for their respective games.

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