Editing Meta Knight (SSBB)

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|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=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}})
|ftiltcount=3
|ftiltcount=3
|ftiltdmg=4%
|ftiltdmg=4%
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|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}}, ''Lower Stab'')
|dtiltname=Lower Thrust ({{ja|下段突き|Gedan Zuki}})
|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, and 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 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 he 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 one 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, and 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 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 he 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 one in the game.

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