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{{Infobox Character | {{Infobox Character | ||
|name = Meta Knight | |name = Meta Knight | ||
|image | |image = [[File:Meta Knight SSBU.png|250px]] | ||
|game = SSBU | |game = SSBU | ||
|ssbgame1 = SSBB | |ssbgame1 = SSBB | ||
|ssbgame2 = SSB4 | |ssbgame2 = SSB4 | ||
|availability = [[Unlockable character|Unlockable]] | |availability = [[Unlockable character|Unlockable]] | ||
}} | }} | ||
'''Meta Knight''' ({{ja|メタナイト|Meta Naito}}, ''Meta Knight'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was officially confirmed on June 12th, 2018 during E3 2018, alongside {{SSBU|Mewtwo}} and the rest of the returning roster. Meta Knight is classified as [[Fighter number|Fighter #27]], the first fighter number of the ''[[Super Smash Bros. Brawl]]'' [[veteran]]s. | '''Meta Knight''' ({{ja|メタナイト|Meta Naito}}, ''Meta Knight'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was officially confirmed on June 12th, 2018 during E3 2018, alongside {{SSBU|Mewtwo}} and the rest of the returning roster. Meta Knight is classified as [[Fighter number|Fighter #27]], the first fighter number of the ''[[Super Smash Bros. Brawl]]'' [[veteran]]s. | ||
As in ''[[Super Smash Bros. 4]]'', {{s|mariowiki|Eric Newsome}} and {{s|wikipedia|Atsushi Kisaichi}}'s portrayals | As in ''[[Super Smash Bros. 4]]'', {{s|mariowiki|Eric Newsome}} and {{s|wikipedia|Atsushi Kisaichi}}'s portrayals from ''Brawl'' were repurposed for the English and Japanese versions of ''Ultimate'', respectively. | ||
==How to unlock== | ==How to unlock== | ||
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Meta Knight combines several unusual traits. He has multiple [[jump]]s, but unlike other characters who share this ability, he has strong mobility, comprising fast [[dash]]ing and [[walk]]ing speeds, high [[falling speed]] and [[gravity]], and average [[air speed]]. He is also the only small character to use a sword, which gives his attacks a bit more range relative to his stature. Overall, unlike other characters with multiple jumps, Meta Knight is neither wanting for speed nor range. | Meta Knight combines several unusual traits. He has multiple [[jump]]s, but unlike other characters who share this ability, he has strong mobility, comprising fast [[dash]]ing and [[walk]]ing speeds, high [[falling speed]] and [[gravity]], and average [[air speed]]. He is also the only small character to use a sword, which gives his attacks a bit more range relative to his stature. Overall, unlike other characters with multiple jumps, Meta Knight is neither wanting for speed nor range. | ||
As expected, Meta Knight's playstyle relies heavily on his speed, both in terms of mobility and frame data. His low, quick short hop and fast, low lag aerials allow him to continuously apply pressure to opponents at close range. He is not lacking in grounded pressure either, having a fast down tilt that can trip, and a dash attack that can cross-up [[shield]]s, and both of these moves are capable of setting up [[combo]]s. If Meta Knight finds himself on the defensive, he has several options to relieve pressure, such as a fast, decently long-ranged forward tilt for countering aerial approaches, a fast, long-lasting, and strong neutral aerial, and the | As expected, Meta Knight's playstyle relies heavily on his speed, both in terms of mobility and frame data. His low, quick short hop and fast, low lag aerials allow him to continuously apply pressure to opponents at close range. He is not lacking in grounded pressure either, having a fast down tilt that can trip, and a dash attack that can cross-up [[shield]]s, and both of these moves are capable of setting up [[combo]]s. If Meta Knight finds himself on the defensive, he has several options to relieve pressure, such as a fast, decently long-ranged forward-tilt for countering aerial approaches, a fast, long-lasting, and strong neutral aerial, and the second-fastest down aerial in the game. For attacks that are poorly spaced, he can opt for a [[grab]], from which he has a down throw that can start combos up to mid-percentages, a back throw to set up edge-guards, and an up throw that can KO at very high percentages (albeit primarily on platforms). | ||
While his damage output per hit is not impressive, Meta Knight's speed and jumps allow him to rack up damage through combos at lower percentages and chase opponents through the air through to higher damages, punishing their escape options. His dash attack and down throw can combo into an up smash or aerials at lower damages, while his up aerial can link into other aerials or his [[up special]]. Even after his opponents are launched too far for a true combo, he can continue pressuring them by punishing their [[air dodge]]s and landing options through effective use of his aerials, dash attack, and up tilt. Thanks to his flexible aerial mobility, he has little trouble chasing opponents offstage, and his aerials are well-suited to edge-guarding. Neutral aerial has a lingering hitbox and strong knockback, back aerial is fast with high power, and down aerial is a safe [[semi-spike]] than can gimp | While his damage output per hit is not impressive, Meta Knight's speed and jumps allow him to rack up damage through combos at lower percentages and chase opponents through the air through to higher damages, punishing their escape options. His dash attack and down throw can combo into an up smash or aerials at lower damages, while his up aerial can link into other aerials or his [[up special]]. Even after his opponents are launched too far for a true combo, he can continue pressuring them by punishing their [[air dodge]]s and landing options through effective use of his aerials, dash attack, and up tilt. Thanks to his flexible aerial mobility, he has little trouble chasing opponents offstage, and his aerials are well-suited to edge-guarding. Neutral aerial has a lingering hitbox and strong knockback, back aerial is fast with high power, and down aerial is a safe [[semi-spike]] than can gimp unusually early. | ||
Meta Knight's edge-guarding prowess is mainly courtesy of his [[recovery]], which is arguably the best in the game. In addition to having five jumps and passable air speed, his special moveset is full of recovery options. [[Shuttle Loop]], his up special and main recovery method, is fast, offers high vertical recovery, and has a large hitbox. [[Mach Tornado]] and [[Drill Rush]] travel far horizontally and with long-lasting active hitboxes, and the latter can be angled. [[Dimensional Cape]] allows Meta Knight to cover the distance in any direction while invisible, and offers the option to attack upon reappearing. Such options grant him the ability to vary his recovery to make it incredibly difficult to punish him offstage, let alone gimp him. | Meta Knight's edge-guarding prowess is mainly courtesy of his [[recovery]], which is arguably the best in the game. In addition to having five jumps and passable air speed, his special moveset is full of recovery options. [[Shuttle Loop]], his up special and main recovery method, is fast, offers high vertical recovery, and has a large hitbox. [[Mach Tornado]] and [[Drill Rush]] travel far horizontally and with long-lasting active hitboxes, and the latter can be angled. [[Dimensional Cape]] allows Meta Knight to cover the distance in any direction while invisible, and offers the option to attack upon reappearing. Such options grant him the ability to vary his recovery to make it incredibly difficult to punish him offstage, let alone gimp him. | ||
Meta Knight does have several weaknesses. His attacks generally have very few active frames, forcing him to be extremely precise with his moves lest his opponent punishes him. Despite being a lightweight, Meta Knight's falling speed, gravity and unusually round hurtbox make him highly vulnerable to combos, which combined with his low weight grants him poor overall endurance. Though he has a strong, safe finisher in his forward smash, a fast, powerful back aerial and up smash, he has difficulty landing these moves. Forward smash has high startup, making it easy to avoid, up smash is risky due to its ending lag, and back aerial has trouble connecting on grounded opponents. Furthermore, his up and back throws require rage and favorable positioning to KO at reasonable percentages. While Meta Knight's [[neutral game]] is fairly good, his lack of a [[projectile]] can be a thorn in his side, especially against zoning characters such as {{SSBU|Mega Man}}. | Meta Knight does have several weaknesses. His attacks generally have very few active frames, forcing him to be extremely precise with his moves lest his opponent punishes him. Despite being a lightweight, Meta Knight's falling speed, gravity and unusually round hurtbox make him highly vulnerable to combos, which combined with his low weight grants him poor overall endurance. Though he has a strong, safe finisher in his forward smash, a fast, powerful back aerial and up smash, he has difficulty landing these moves. Forward smash has high startup, making it easy to avoid, up smash is risky due to its ending lag, and back aerial has trouble connecting on grounded opponents. Furthermore, his up and back throws require rage and favorable positioning to KO at reasonable percentages. While Meta Knight's [[neutral game]] is fairly good, his lack of a [[projectile]] can be a thorn in his side, especially against zoning characters, such as {{SSBU|Mega Man}}. | ||
Overall, Meta Knight is at his best so long as he has his opponent in a disadvantaged state, being able to rack up damage well at lower percentages, before keeping the pressure on them through juggles and edge-guards. A player must be patient in finding an opening, as he cannot sustain much damage himself, and such patience is especially needed when his foe is at high percentages where Meta Knight may find difficulty in landing his finishers. | Overall, Meta Knight is at his best so long as he has his opponent in a disadvantaged state, being able to rack up damage well at lower percentages, before keeping the pressure on them through juggles and edge-guards. A player must be patient in finding an opening, as he cannot sustain much damage himself, and such patience is especially needed when his foe is at high percentages where Meta Knight may find difficulty in landing his finishers. | ||
==Changes from ''[[Super Smash Bros. 4]]''== | ==Changes from ''[[Super Smash Bros. 4]]''== | ||
Meta Knight was infamous for being the best character in ''Brawl'', to the point where he was universally considered to be [[broken]]. Although ''SSB4'' nerfed him | Meta Knight was infamous for being the best character in ''Brawl'', to the point where he was universally considered to be [[broken]]. Although ''SSB4'' initially nerfed him drastically, he was buffed noticeably via game updates, allowing him to secure a spot as a high tier character (16th out of 55 characters), due to him having excellent mobility, one of the best recoveries, great edge-guarding potential and, most notoriously, his deadly punish game that allowed him to perform zero to death combos with his up aerial and [[Shuttle Loop]]. Possibly as a result of these strengths, Meta Knight has been significantly nerfed in the transition from ''SSB4'' to ''Ultimate'', albeit less so than in his transition from ''Brawl'' to ''SSB4''. | ||
Meta Knight's already strong mobility has been improved further, and his aerials have considerably decreased [[landing lag]], even compared to most other characters' aerials, improving his [[neutral game]] and combo game. Some of his moves such as his [[tilt]]s and [[aerial]]s also have increased range, with his down tilt notably no longer possessing blind spots, and his neutral attack is more effective as a close-range option to rack up damage, due to having faster startup and linking much more reliably. Moreover, the changes to [[air dodging]] greatly complement his attributes, offering more opportunities to exploit his strong offstage game, while his [[recovery]] remains among the best. | |||
However, the | However, the changes to Meta Knight's dash attack, which he relied on in the previous game, have worsened his combo and punish games. Due to the move having higher knockback and ending lag, follow-ups are unreliable beyond low percentages, which consequently hampers Meta Knight's KO potential, as it can no longer combo into [[Shuttle Loop]] at high percentages. The nerfs to [[rage]] exacerbate this: while his endurance is slightly improved, he can no longer abuse the mechanic to secure early vertical KOs due to Shuttle Loop's first hit now having [[set knockback]], and he has a harder time finishing off opponents in general. Like {{SSBU|Captain Falcon}}, his increased traction also hinders his dash grab as an effective approach, punish, and burst option, and removes his forward throw's combo potential. Furthermore, Meta Knight does not benefit from the expanded [[dash-canceling]] mechanic as much as other characters, since none of his tilts are reliable for KOing, down tilt is decent at best for starting combos, and his smash attacks are unsafe. | ||
Overall, Meta Knight's changes have generally toned down his most powerful tools and setups from ''SSB4'', which has inadvertently resulted in a noticeably higher learning curve in the transition to ''Ultimate''. Meta Knight's biggest downfall however, is that other characters with similar game plans to him (such as {{SSBU|Mario}} and {{SSBU|Zero Suit Samus}}) have benefitted from ''Ultimate''{{'}}s mechanics much more than he has. In addition, other characters that once struggled against him (such as {{SSBU|Peach}} and {{SSBU|Bowser}}) received noticeable buffs that allow them to keep up with or overwhelm Meta Knight. | |||
Due to this, along with the fact that he has failed to attain the same level of success as in ''SSB4'' despite the efforts of {{sm|Abadango}}, who dropped him in favor of {{SSBU|Palutena}} and {{SSBU|Wario}}, and that he has not received as much improvements as other characters from game updates, Meta Knight is considered to be noticeably worse than his previous incarnation. That said, although Meta Knight's perception has fluctuated between that of a lower mid tier to a low tier character, he has continued to show respectable amount of success in the tournament scene thanks to the efforts of players, including {{Sm|BONK!}}, {{Sm|Yei}}, and {{Sm|Lickey}}. As a result, the general consensus is that Meta Knight is not only a mid tier character, but also potentially underrated. Because of this, Meta Knight's overall viability is currently debatable. | |||
{{SSB4 to SSBU changelist|char=Meta Knight}} | {{SSB4 to SSBU changelist|char=Meta Knight}} | ||
==Update history== | ==Update history== | ||
Aside from a single nerf to his dash attack and a glitch fix, Meta Knight was buffed slightly overall via game updates. Update 7.0.0 enlarged his shield as part of a near-universal buff, while update 8.0.0 granted him a few useful buffs. Most notably, forward aerial, back aerial and [[Shuttle Loop]] each received hitbox and/or knockback adjustments; these changes not only improved their consistency (especially Shuttle Loop's), but also improved forward and back aerials' combo potentials. | |||
On an extended note, forward aerial auto-cancels earlier and its ending lag was decreased; both of these buffs not only further supplement its improved combo potential, but also improve its utility for approaching and edge-guarding. Aside from these changes, neutral aerial's range was increased via enlarged and repositioned hitboxes, while clean [[Mach Tornado]] gained more active frames. | |||
Following this, update 9.0.0 made neutral attack slightly safer by granting its finisher [[transcendent priority]] as part of a near-universal buff. Lastly, update 13.0.1 improved up smash's | Following this, update 9.0.0 made neutral attack slightly safer by granting its finisher [[transcendent priority]] as part of a near-universal buff. Lastly, update 13.0.1 improved up smash's consistency, slightly increased forward and back aerials' damage outputs, and increased up throw's knockback to the point that it now functions as a situational KO option (albeit primarily on platforms). | ||
Overall, Meta Knight fares slightly better than he did at the launch of ''Ultimate''. | Overall, Meta Knight fares slightly better than he did at the launch of ''Ultimate''. | ||
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==Moveset== | ==Moveset== | ||
* Meta Knight can perform [[Double jump#Multiple double jumps|5 double jumps]] | * Meta Knight can perform [[Double jump#Multiple double jumps|5 double jumps]]. | ||
''For a gallery of Meta Knight's hitboxes, see [[Meta Knight (SSBU)/Hitboxes|here]].'' | ''For a gallery of Meta Knight's hitboxes, see [[Meta Knight (SSBU)/Hitboxes|here]].'' | ||
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|game=SSBU | |game=SSBU | ||
|neutralcount=1 | |neutralcount=1 | ||
|neutralname= | |neutralname= | ||
|neutral1dmg=1% (loop), 2% (last) | |neutral1dmg=1% (loop), 2% (last) | ||
|neutraldesc=An extremely fast flurry of slashes followed by a backflipping slash. It is notably the only neutral attack in the game that consists solely of a neutral infinite | |neutraldesc=An extremely fast flurry of slashes followed by a backflipping slash. It is notably the only neutral attack in the game that consists solely of a neutral infinite. | ||
|ftiltcount=3 | |ftiltcount=3 | ||
|ftiltname= | |ftiltname= | ||
|ftiltdmg=2% | |ftiltdmg=2% | ||
|ftilt2dmg=2% | |ftilt2dmg=2% | ||
|ftilt3dmg=4% | |ftilt3dmg=4% | ||
|ftiltdesc= | |ftiltdesc=An inward slash, followed by an outward slash, followed by an upward slash. Unlike the majority of tilt attacks (with an exception to the forward tilts of {{SSBU|Snake}}, {{SSBU|Bayonetta}}, {{SSBU|Piranha Plant}}, and {{SSBU|Hero}} and the down tilts of [[Simon (SSBU)|the]] [[Richter (SSBU)|Belmonts]]), it functions like a neutral attack: 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. Due to its last hit having slightly above-average base knockback and high knockback growth, it can function as a situational KO option at very high percentages while near the edge. | ||
|utiltname= | |utiltname= | ||
|utiltdmg=7% (sweetspot), 6% (clean sourspot), 5% (late sourspot) | |utiltdmg=7% (sweetspot), 6% (clean sourspot), 5% (late sourspot) | ||
|utiltdesc=A spinning, overhead thrust. It is a decent anti-air move and has a sweetspot located on Galaxia's tip. However, its horizontal range is so poor that it will miss an opponent unless they are at point-blank range in front of Meta Knight. Unlike most up tilts, it also has very minimal combo potential, with its only reliable follow-ups being itself, up smash and up aerial at 0% to very low percentages. | |utiltdesc=A spinning, overhead thrust. It is a decent anti-air move and has a sweetspot located on Galaxia's tip. However, its horizontal range is so poor that it will miss an opponent unless they are at point-blank range in front of Meta Knight. Unlike most up tilts, it also has very minimal combo potential, with its only reliable follow-ups being itself, up smash and up aerial at 0% to very low percentages. | ||
|dtiltname= | |dtiltname= | ||
|dtiltdmg=5% | |dtiltdmg=5% | ||
|dtiltdesc=A crouching thrust. May cause [[ | |dtiltdesc=A crouching thrust. May cause [[tripping]] and can [[lock]] at low percentages. Due to its very low overall lag, it is a decent combo starter. | ||
|dashname= | |dashname= | ||
|dashdmg=7% (foot), 6% (tip) | |dashdmg=7% (foot), 6% (tip) | ||
|dashdesc=A side kick. It is a decent combo starter at low percentages, but is much less effective in that role than in ''SSB4''. | |dashdesc=A side kick. It is a decent combo starter at low percentages, but is much less effective in that role than in ''SSB4''. | ||
|fsmashname= | |fsmashname= | ||
|fsmashdmg={{ChargedSmashDmgSSBU|16}} | |fsmashdmg={{ChargedSmashDmgSSBU|16}} | ||
|fsmashdesc=An outward slash. Due to | |fsmashdesc=An outward slash. Due to coming out on frame 24, it is his slowest standard attack in terms of start-up lag. In addition, its hitbox only lasts for 1 frame. However, it is powerful and has low ending lag and high shield pushback, making it safe on shield when spaced sufficiently. | ||
|usmashname= | |usmashname= | ||
|usmashdmg={{ChargedSmashDmgSSBU|4}} (hit 1), {{ChargedSmashDmgSSBU|3}} (hit 2), {{ChargedSmashDmgSSBU|5}} (hit 3) | |usmashdmg={{ChargedSmashDmgSSBU|4}} (hit 1), {{ChargedSmashDmgSSBU|3}} (hit 2), {{ChargedSmashDmgSSBU|5}} (hit 3) | ||
|usmashdesc=Performs three upward fanning slashes. Despite its appearance, it is only able to hit opponents directly touching Galaxia. However, it will hit a target that has a large hurtbox. Deals noticeably more damage than it did in ''SSB4'', but remains a fairly weak smash attack and it is not safe on shield. | |usmashdesc=Performs three upward fanning slashes. Despite its appearance, it is only able to hit opponents directly touching Galaxia. However, it will hit a target that has a large hurtbox. Deals noticeably more damage than it did in ''SSB4'', but remains a fairly weak smash attack and it is not safe on shield. | ||
|dsmashname= | |dsmashname= | ||
|dsmashdmg={{ChargedSmashDmgSSBU|10}} (front), {{ChargedSmashDmgSSBU|13}} (back) | |dsmashdmg={{ChargedSmashDmgSSBU|10}} (front), {{ChargedSmashDmgSSBU|13}} (back) | ||
|dsmashdesc=A spinning, low-angle inward slash. Both hits are semi-spikes, which makes it useful for warding off pressure, punishing rolls, and launching opponents off-stage. Due to it coming out on frame 4, it is extremely fast for a smash attack. It also deals noticeably more damage than it did in ''SSB4'', but remains a fairly weak smash attack, especially in regard to its front hit. | |dsmashdesc=A spinning, low-angle inward slash. Both hits are semi-spikes, which makes it useful for warding off pressure, punishing rolls, and launching opponents off-stage. Due to it coming out on frame 4, it is extremely fast for a smash attack. It also deals noticeably more damage than it did in ''SSB4'', but remains a fairly weak smash attack, especially in regard to its front hit. | ||
|nairname= | |nairname= | ||
|nairdmg={{ShortHopDmgSSBU|10}} (clean), {{ShortHopDmgSSBU|7.5}} (late) | |nairdmg={{ShortHopDmgSSBU|10}} (clean), {{ShortHopDmgSSBU|7.5}} (late) | ||
|nairdesc=A somersaulting slash. It has [[sex kick]] properties and, when clean, it is one of the strongest in the game, KOing reliably below 150% and much earlier offstage. It also autocancels with a jump and is safe on shield | |nairdesc=A somersaulting slash. It has [[sex kick]] properties and, when clean, it is one of the strongest in the game, KOing reliably below 150% and much earlier offstage. It also autocancels with a jump and is safe on shield. | ||
|fairname= | |fairname= | ||
|fairdmg={{ShortHopDmgSSBU|2}} (hits 1 and 2), {{ShortHopDmgSSBU|3}} (hit 3) | |fairdmg={{ShortHopDmgSSBU|2}} (hits 1 and 2), {{ShortHopDmgSSBU|3}} (hit 3) | ||
|fairdesc=Performs three fanning slashes in front of himself. It does not autocancel with a short hop. | |fairdesc=Performs three fanning slashes in front of himself. It does not autocancel with a short hop. It also struggles to consistently connect into itself, which can typically result in only the first part of the move hitting opponents. | ||
|bairname= | |bairname= | ||
|bairdmg={{ShortHopDmgSSBU|2}} (hits 1 and 2), {{ShortHopDmgSSBU|4}} (hit 3) | |bairdmg={{ShortHopDmgSSBU|2}} (hits 1 and 2), {{ShortHopDmgSSBU|4}} (hit 3) | ||
|bairdesc=Spins backward to perform three outward slashes behind himself. When used during a fast fall, the first two hits can drag midair opponents towards the ground to start combos. | |bairdesc=Spins backward to perform three outward slashes behind himself. When used during a fast fall, the first two hits can drag midair opponents towards the ground to start combos. It does not autocancel with a short hop. | ||
|uairname=Midair Up Sweep | |uairname=Midair Up Sweep | ||
|uairdmg={{ShortHopDmgSSBU|4}} | |uairdmg={{ShortHopDmgSSBU|4}} | ||
|uairdesc=An upward | |uairdesc=An upward arcing slash. Hitbox lasts 1 frame and is the basis for Meta Knight's ladder combos. Based on his jumping attack from ''Kirby's Adventure''. | ||
|dairname= | |dairname= | ||
|dairdmg={{ShortHopDmgSSBU|6}} | |dairdmg={{ShortHopDmgSSBU|6}} | ||
|dairdesc=A downward | |dairdesc=A downward arcing slash. Hitbox lasts 1 frame. Comes out on frame 4, making it among the fastest down aerials in the game. | ||
|grabname= | |grabname= | ||
|grabdesc=Reaches out with his free hand. Very short range. | |grabdesc=Reaches out with his free hand. Very short range. | ||
|pummelname= | |pummelname= | ||
|pummeldmg=1% | |pummeldmg=1% | ||
|pummeldesc=Jabs with one of the talons on his cape's wings. | |pummeldesc=Jabs with one of the talons on his cape's wings. Deals minimal damage, but it is one of the fastest in the game. | ||
|fthrowname= | |fthrowname= | ||
|fthrowdmg=6% (hit), 3% (throw) | |fthrowdmg=6% (hit), 3% (throw) | ||
|fthrowdesc=A bicycle kick. Unlike in ''SSB4'', | |fthrowdesc=A bicycle kick. Unlike in ''SSB4'', it lacks combo potential due to changes to traction. As a result, its only utility is to launch the opponent into an unfavorable position and follow up with either forward aerial or back aerial for an edgeguard attempt, or Shuttle Loop for a KO attempt. | ||
|bthrowname= | |bthrowname= | ||
|bthrowdmg=7% (hit), 3% (throw) | |bthrowdmg=7% (hit), 3% (throw) | ||
|bthrowdesc=Lays the opponent behind himself, | |bthrowdesc=Lays the opponent behind himself, warps, and then slashes their back. It is useful for launching opponents off-stage to set up an edgeguard. It can also start a tech-chase from 0% to low percentages. | ||
|uthrowname= | |uthrowname= | ||
|uthrowdmg=10% (throw), 7% (collateral) | |uthrowdmg=10% (throw), 7% (collateral) | ||
|uthrowdesc=The Air Drop from [[Kirby]]'s {{iw|wikirby|Ninja}} ability. | |uthrowdesc=The Air Drop from [[Kirby]]'s {{iw|wikirby|Ninja}} ability. As of update 13.0.1, it is Meta Knight's only throw to possess KO potential; even then, it only KOs reliably at very high percentages and primarily with the assistance of platforms. | ||
|dthrowname=Trample | |dthrowname=Trample | ||
|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 {{iw|wikirby|Suplex}} ability. Deals decent damage and, unlike Kirby's down throw, it has combo potential. It can combo into Mach Tornado at 0%, dashing up smash and all aerials at low percentages, and forward aerial, [[reverse aerial rush]] back aerial and Shuttle Loop from 0% to medium percentages. 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 {{iw|wikirby|Suplex}} ability. Deals decent damage and, unlike Kirby's down throw, it has combo potential. It can combo into [[Mach Tornado]] at 0%, dashing up smash and all aerials at low percentages, and forward aerial, [[reverse aerial rush]] back aerial and [[Shuttle Loop]] from 0% to medium percentages. 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. | ||
|floorfname= | |floorfname= | ||
|floorfdmg=7% | |floorfdmg=7% | ||
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|nsname=Mach Tornado | |nsname=Mach Tornado | ||
|nsdmg=12% (clean), 8% (late) | |nsdmg=12% (clean), 8% (late) | ||
|nsdesc=Spins rapidly to form a tornado around himself and slam into the opponent. Button mashing both increases the move's duration and makes Meta Knight ascend slightly; he can also move left and right. Unlike its [[Meta Knight (SSBB)/Neutral special|previous]] [[Meta Knight (SSB4)/Neutral special/Default|versions]], the tornado consists of a clean hitbox and late hitbox instead of looping hitboxes. A great edgeguarding tool, one must be careful to avoid bouncing off the underside of the stage, as using this move in midair renders Meta Knight [[helpless]]. It is based on the Mach Tornado attack from his boss fight in '' | |nsdesc=Spins rapidly to form a tornado around himself and slam into the opponent. Button mashing both increases the move's duration and makes Meta Knight ascend slightly; he can also move left and right. Unlike its [[Meta Knight (SSBB)/Neutral special|previous]] [[Meta Knight (SSB4)/Neutral special/Default|versions]], the tornado consists of a clean hitbox and late hitbox instead of looping hitboxes. A great edgeguarding tool, one must be careful to avoid bouncing off the underside of the stage, as using this move in midair renders Meta Knight [[helpless]]. It is based on the Mach Tornado attack from his boss fight in ''Kirby Super Star'', but unlike its previous versions, it functions similarly to the Tornado Attack from Kirby's {{iw|wikirby|Tornado}} ability. | ||
|ssname=Drill Rush | |ssname=Drill Rush | ||
|ssdmg=1.1% (hits 1-11), 3% (hit 12) | |ssdmg=1.1% (hits 1-11), 3% (hit 12) | ||
|ssdesc=Rushes forward to perform a corkscrewing thrust. The flight path can be maneuvered up or down, allowing it to function as a recovery option (although it will render him helpless) | |ssdesc=Rushes forward to perform a corkscrewing thrust. The flight path can be maneuvered up or down, allowing it to function as a recovery option (although it will render him helpless). Meta Knight will also bounce backward or upwards if he lands the last hit on an opponent or onto the terrain. It is based on the attack same name from Kirby's {{iw|wikirby|Master}} ability. | ||
|usname=Shuttle Loop | |usname=Shuttle Loop | ||
|usdmg=9% (grounded hit 1, clean), 6% (grounded hit 1, late; grounded hit 2; aerial hits 1-2) | |usdmg=9% (grounded hit 1, clean), 6% (grounded hit 1, late; grounded hit 2; aerial hits 1-2) | ||
|usdesc=Soars high into the air to perform an upward thrust, then swoops downward and ascends in a fast loop to perform a second upward thrust. The speed, range, and power of this move, as well as its follow-up potential, makes it one of Meta Knight's best KO moves. However, due to Meta Knight being rendered helpless, it is highly punishable if whiffed. It is based on the attack of the same name from Kirby's {{iw|wikirby|Wing}} ability, as well as Meta Knight's use of the attack in '' | |usdesc=Soars high into the air to perform an upward thrust, then swoops downward and ascends in a fast loop to perform a second upward thrust. The speed, range, and power of this move, as well as its follow-up potential, makes it one of Meta Knight's best KO moves. However, due to Meta Knight being rendered helpless, it is highly punishable if whiffed. It is based on the attack of the same name from Kirby's {{iw|wikirby|Wing}} ability, as well as Meta Knight's use of the attack in ''Meta Knightmare Ultra'', ''Kirby's Return to Dream Land'', ''Kirby: Planet Robobot'', and ''Kirby Star Allies''. | ||
|dsname=Dimensional Cape | |dsname=Dimensional Cape | ||
|dsdmg= 16% (advancing, stationary), 13% (grounded, retreating), 14% (aerial, retreating) | |dsdmg= 16% (advancing, stationary), 13% (grounded, retreating), 14% (aerial, retreating) | ||
|dsdesc=Wraps himself in his cape and teleports to the direction inputted. He is granted [[intangibility]] during the move's execution (frames 12-39). Holding the attack/special button, however, will have him perform a very powerful slash upon reappearing (frame 34), at the expense of more end lag. The damage | |dsdesc=Wraps himself in his cape and teleports to the direction inputted. He is granted [[intangibility]] during the move's execution (frames 12-39). Holding the attack/special button, however, will have him perform a very powerful slash upon reappearing (frame 34), at the expense of more end lag. The damage depends on what direction he teleports. This move can also be used as a recovery option, though it does render Meta Knight helpless. | ||
|fsname=Darkness Illusion | |fsname=Darkness Illusion | ||
|fsdmg=3% (trapping hit), 27.6% (flurry attack), 10% (launch) | |fsdmg=3% (trapping hit), 27.6% (flurry attack), 10% (launch) | ||
|fsdesc=Meta Knight's cape turns into two pairs of wings as he raises Galaxia skyward. A lightning bolt strikes Galaxia and spreads out in a cross-shaped burst, knocking anybody who touches it up and above the stage. Meta Knight then proceeds to launch a series of rushing slashes from multiple directions, ending with a final slash that launches the opponent away. | |fsdesc=Meta Knight's cape turns into two pairs of wings as he raises Galaxia skyward. A lightning bolt strikes Galaxia and spreads out in a cross-shaped burst, knocking anybody who touches it up and above the stage. Meta Knight then proceeds to launch a series of rushing slashes from multiple directions, ending with a final slash that launches the opponent away. | ||
}} | }} | ||
===[[On-screen appearance]]=== | ===[[On-screen appearance]]=== | ||
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===[[Taunt]]s=== | ===[[Taunt]]s=== | ||
*'''Up taunt''': Wraps himself in his cape and spins repeatedly | *'''Up taunt''': Wraps himself in his cape and spins repeatedly, as if he is about to warp while scoffing. | ||
*'''Side taunt''': Says "Fight me!" ({{ja|勝負だ!|Shōbu da!}}, ''Let's battle!'') while slashing twice and then pointing Galaxia in front of himself. | *'''Side taunt''': Says "Fight me!" ({{ja|勝負だ!|Shōbu da!}}, ''Let's battle!'') while slashing twice and then pointing Galaxia in front of himself. | ||
*'''Down taunt''': Turns his cape into wings and spreads them out while shouting "Come!" ({{ja|来いっ!|Koi!}}) If he is facing left, he will perform the taunt while facing the background instead, similarly to how taunts function in ''[[Super Smash Bros.]]'' | *'''Down taunt''': Turns his cape into wings and spreads them out while shouting "Come!" ({{ja|来いっ!|Koi!}}) If he is facing left, he will perform the taunt while facing the background instead, similarly to how taunts function in ''[[Super Smash Bros.]]'' | ||
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===[[Idle pose]]s=== | ===[[Idle pose]]s=== | ||
*Swings Galaxia and clenches | *Swings Galaxia and clenches a fist in front of himself. | ||
*Pulls his cape in front of himself and then throws it back. | *Pulls his cape in front of himself and then throws it back. | ||
<gallery> | <gallery> | ||
SSBUMetaKnightIdle1.gif|Meta Knight's first idle pose | SSBUMetaKnightIdle1.gif|Meta Knight's first idle pose | ||
SSBUMetaKnightIdle2.gif|Meta Knight's second idle pose | SSBUMetaKnightIdle2.gif|Meta Knight's second idle pose | ||
</gallery> | </gallery> | ||
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===[[Victory pose]]s=== | ===[[Victory pose]]s=== | ||
*'''Left:''' Performs three slashes with Galaxia, says "Come back when you can put up a fight," then warps away. ("{{ja|もっと強くなって来い。|Motto tsuyoku natte koi.}}", ''Come at me when you' | *'''Left:''' Performs three slashes with Galaxia, says "Come back when you can put up a fight," then warps away. ("{{ja|もっと強くなって来い。|Motto tsuyoku natte koi.}}", ''Come at me when you're stronger.''). The warp is a reference to his defeat animation from the ''Kirby Superstar'' sub-game "{{iw|wikirby|Revenge of Meta Knight}}". | ||
*'''Up:''' Flies into the scene and then spreads his cape, saying "You've much yet to learn." ("{{ja|まだまだだな。|Mada mada da na.}}", '' | *'''Up:''' Flies into the scene and then spreads his cape, saying "You've much yet to learn." ("{{ja|まだまだだな。|Mada mada da na.}}", ''You're not yet ready.''). | ||
*'''Right:''' Performs two slashes and then twirls Galaxia, saying "Victory...is my destiny." ("{{ja|これも宿命だ。|Kore mo shukumei da.}}", ''This, too, | *'''Right:''' Performs two slashes and then twirls Galaxia, saying "Victory...is my destiny." ("{{ja|これも宿命だ。|Kore mo shukumei da.}}", ''This, too, was destiny.''). | ||
[[File:MKTheme.ogg|thumb| | [[File:MKTheme.ogg|thumb|Based on the recurring "Kirby Dance" theme that debuted in ''Kirby's Dream Land'' and played when [[Kirby]] clears a stage, performed with electric guitars and in quadruple meter.]] | ||
<gallery> | <gallery> | ||
MetaKnightVictoryPose1SSBU.gif | MetaKnightVictoryPose1SSBU.gif | ||
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</gallery> | </gallery> | ||
==In | ==In competitive play== | ||
When ''Ultimate'' was released, many players believed Meta Knight to be a strong character. This was due to his outstanding recovery, great frame data, and great mobility. Due to many smaller characters getting emphasized more, Meta Knight had better matchups against fighters who struggle against short characters, such as {{SSBU|Wii Fit Trainer}}. Because of this, many players considered Meta Knight as a solid high tier character, who was not as strong or broken as he was in ''Brawl'' counterpart, but just as, if not better than he was in ''SSB4''. | |||
Unfortunately, as the meta advanced, players recognized the exploitable weaknesses of Meta Knight: his terrible endurance, watered down punish game, lack of effective finishers outside of forward smash, below-average overall damage output, poor range compared to other swordfighters like {{SSBU|Cloud}}, and moves unsafe on block. This resulted in him being worse than initially imagined, with many professionals calling him a mid tier or even a low tier character. Despite this, he has amassed a respectable playerbase and has gathered notable results from players such as {{Sm|Jayy}}, {{Sm|Abadango}}, {{Sm|Slither2Hunter}}, {{Sm|BONK!}}, and {{Sm|Yei}}. Several major players now believe Meta Knight to be a lower mid tier character. | |||
===Most historically significant players=== | ===Most historically significant players=== | ||
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines --> | <!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines --> | ||
''See also: [[:Category:Meta Knight | ''See also: [[:Category:Meta Knight professionals (SSBU)]]'' | ||
*{{Sm| | *{{Sm|BONK!|USA}} - One of the best Meta Knight players in the world. Placed 17th at both {{Trn|Smash Out 2019}} and {{Trn|Glitch 8.5 - Konami Code}} as well as 33rd at {{Trn|Let's Make Big Moves}}, with wins over players such as {{Sm|Ned}}, {{Sm|WaDi}}, and {{Sm|LeoN}}. | ||
*{{Sm|Lickey|Japan}} - One of the best Meta Knight players in Japan. Placed 13th at {{Trn|Maesuma TOP 5}}, 17th at both {{Trn|Sumabato SP 9}} and {{Trn|Maesuma TOP 1}}, and 25th at {{Trn|Umebura SP 3}} with wins over players such as {{Sm|Etsuji}}, {{Sm|Lunamado}}, and {{Sm|Sigma}}. | *{{Sm|Lickey|Japan}} - One of the best Meta Knight players in Japan. Placed 13th at {{Trn|Maesuma TOP 5}}, 17th at both {{Trn|Sumabato SP 9}} and {{Trn|Maesuma TOP 1}}, and 25th at {{Trn|Umebura SP 3}} with wins over players such as {{Sm|Etsuji}}, {{Sm|Lunamado}}, and {{Sm|Sigma}}. | ||
*{{Sm|NoFall|France}} - Placed 17th at both {{Trn|Stunfest 2019}} and {{Trn|BURST 4}} as well as 33rd at {{Trn|Ultimate Fighting Arena 2019}} with wins over players such as {{Sm|VinS}}, {{Sm|Sinogara}}, and {{Sm|Vitch}}. | |||
*{{Sm|sdsg|Japan}} - Placed 17th at both {{Trn|Sumabato SP 14}} and {{Trn|Sumabato SP 17}} as well as 25th at {{Trn|Sumabato SP 15}} with wins over players such as {{Sm|Kome}} and {{Sm|Atelier}}. | *{{Sm|sdsg|Japan}} - Placed 17th at both {{Trn|Sumabato SP 14}} and {{Trn|Sumabato SP 17}} as well as 25th at {{Trn|Sumabato SP 15}} with wins over players such as {{Sm|Kome}} and {{Sm|Atelier}}. | ||
*{{Sm|Soar|Canada}} - | *{{Sm|Soar|Canada}} - Plays Meta Knight alongside a few other characters and is the best Meta Knight player in Canada. Placed 1st at {{Trn|Terry Christmas}}, 2nd at {{Trn|LAN ETS 2020}}, 17th at {{Trn|Super Smash Con 2019}}, and 33rd at {{Trn|Get On My Level 2019}} with wins over players such as {{Sm|Myran}}, {{Sm|Riddles}}, and {{Sm|Blacktwins}}. Currently ranked 10th on the [[Smash Canada Rankings Ultimate]]. | ||
*{{Sm|Uto|Japan}} - Placed 13th at {{Trn|Karisuma SP 6}}, and 17th at {{Trn|Sumabato SP 3}}, {{Trn|Karisuma SP 5}}, and {{Trn|Mēsuma}} with wins over players such as {{Sm|Kome}} and {{Sm|DIO}}. | *{{Sm|Uto|Japan}} - Placed 13th at {{Trn|Karisuma SP 6}}, and 17th at {{Trn|Sumabato SP 3}}, {{Trn|Karisuma SP 5}}, and {{Trn|Mēsuma}} with wins over players such as {{Sm|Kome}} and {{Sm|DIO}}. | ||
*{{Sm|Yei|Costa Rica}} - Mainly uses Meta Knight out of his many characters and is one of the best Meta Knight players in the world. Placed 1st at {{Trn|Smash Legends 2}}, 2nd at {{Trn|Smash Vertex}}, 5th at {{Trn|SWT: Central America Ultimate Regional Finals}}, and 7th at {{Trn|Smash Factor 8}} with wins over players such as {{Sm|Maister}}, {{Sm|Joker}}, and {{Sm|Mr. E}}. | |||
*{{Sm|Yei|Costa Rica}} - | |||
=={{SSBU|Classic Mode}}: Two Sides of the Same Coin== | =={{SSBU|Classic Mode}}: Two Sides of the Same Coin== | ||
[[File:SSBU Congratulations Meta Knight.png|thumb|Meta Knight's congratulations screen.]] | [[File:SSBU Congratulations Meta Knight.png|thumb|Meta Knight's congratulations screen.]] | ||
Meta Knight's opponents are | Half of Meta Knight's opponents are enlisted as duos (for every even round), while the other half (for every odd round) are free-for-all rounds of characters fighting their dark counterparts. | ||
{|class="wikitable" style="text-align:center" | {|class="wikitable" style="text-align:center" | ||
!Round!!Opponent!!Stage!!Music!!Notes | !Round!!Opponent!!Stage!!Music!!Notes | ||
|- | |- | ||
|1||{{Head|Link|g=SSBU|s=20px}}{{Head|Link|g=SSBU|s=20px|cl=Black}} {{SSBU|Link}} ( | |1||{{Head|Link|g=SSBU|s=20px}} {{Head|Link|g=SSBU|s=20px|cl=Black}} {{SSBU|Link}} (x2)||[[Bridge of Eldin]] ([[Ω form]])||''{{SSBUMusicLink|The Legend of Zelda|Hidden Mountain & Forest}}''||The second Link is in his black costume, referencing [[Dark Link]]. | ||
|- | |- | ||
|2||{{CharHead|Pit|SSBU|hsize=20px}} and {{CharHead|Dark Pit|SSBU|hsize=20px}}||[[Reset Bomb Forest]]||''{{SSBUMusicLink|Kid Icarus|Dark Pit's Theme}}''|| | |2||{{CharHead|Pit|SSBU|hsize=20px}} and {{CharHead|Dark Pit|SSBU|hsize=20px}}||[[Reset Bomb Forest]]||''{{SSBUMusicLink|Kid Icarus|Dark Pit's Theme}}''|| | ||
|- | |- | ||
|3||{{Head|Captain Falcon|g=SSBU|s=20px}}{{Head|Captain Falcon|g=SSBU|s=20px|cl=Red}} {{SSBU|Captain Falcon}} ( | |3||{{Head|Captain Falcon|g=SSBU|s=20px}} {{Head|Captain Falcon|g=SSBU|s=20px|cl=Red}} {{SSBU|Captain Falcon}} (x2)||[[Port Town Aero Dive]]||''{{SSBUMusicLink|F-Zero|Fire Field (Remix)}}''||The second Captain Falcon is in his red costume, referencing Blood Falcon. | ||
|- | |- | ||
|4||{{Head|Lucas|g=SSBU|s=20px}}{{Head|Lucas|g=SSBU|s=20px|cl=Orange}} {{SSBU|Lucas}} ( | |4||{{Head|Lucas|g=SSBU|s=20px}} {{Head|Lucas|g=SSBU|s=20px|cl=Orange}} {{SSBU|Lucas}} (x2)||[[New Pork City]]||''{{SSBUMusicLink|EarthBound|Mother 3 Love Theme}}''||The second Lucas is in his orange costume, referencing Claus. | ||
|- | |- | ||
|5||{{CharHead|Samus|SSBU|hsize=20px}} and {{CharHead|Dark Samus|SSBU|hsize=20px}}||[[Frigate Orpheon]]||''{{SSBUMusicLink|Metroid|Multiplayer - Metroid Prime 2: Echoes}}''|| | |5||{{CharHead|Samus|SSBU|hsize=20px}} and {{CharHead|Dark Samus|SSBU|hsize=20px}}||[[Frigate Orpheon]]||''{{SSBUMusicLink|Metroid|Multiplayer - Metroid Prime 2: Echoes}}''|| | ||
|- | |- | ||
|6||{{Head|Meta Knight|g=SSBU|s=20px|cl=Purple}}{{ | |6||{{Head|Meta Knight|g=SSBU|s=20px|cl=Purple}} {{Head|Meta Knight|g=SSBU|s=20px|cl=Grey}} Meta Knight (x2)||[[Fountain of Dreams]]||''{{SSBUMusicLink|Kirby|The World to Win}}''||Items do not appear. The CPU players use the Galacta Knight and Dark Meta Knight costumes, respectively. If either of them are used by the player, {{Head|Meta Knight|g=SSBU|s=20px}} default Meta Knight will take that costume's place. | ||
|- | |- | ||
|colspan="5"|[[Bonus Stage]] | |colspan="5"|[[Bonus Stage]] | ||
|- | |- | ||
|Final||{{SSBU|Master Hand}} and {{SSBU|Crazy Hand}}||{{SSBU|Final Destination}}||''{{SSBUMusicLink|Super Smash Bros.|Master Hand / Crazy Hand}}''||The Hands themselves | |Final||{{SSBU|Master Hand}} and {{SSBU|Crazy Hand}}||{{SSBU|Final Destination}}||''{{SSBUMusicLink|Super Smash Bros.|Master Hand / Crazy Hand}}''||The Hands references themselves two sides of the same coin. Both Hands are fought in any difficulty. | ||
|} | |} | ||
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Meta Knight is absent from the World of Light opening cutscene, though he was vaporized and later imprisoned alongside the rest of the fighters (except {{SSBU|Kirby}}) when [[Galeem]] unleashed his beams of light. | Meta Knight is absent from the World of Light opening cutscene, though he was vaporized and later imprisoned alongside the rest of the fighters (except {{SSBU|Kirby}}) when [[Galeem]] unleashed his beams of light. | ||
Meta Knight was one of the many fighters that fell under [[Dharkon]]'s control upon Galeem's first defeat. He | Meta Knight was one of the many fighters that fell under [[Dharkon]]'s control upon Galeem's first defeat. He can be found in the [[Mysterious Dimension]] sub-area, making him an obligatory unlock. After saving him, {{SSBU|Ike}} and {{SSBU|Greninja}}, the player can advance toward the boss. | ||
{{clrl}} | {{clrl}} | ||
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|''{{SSBUMusicLink|Kirby|Meta Knight's Revenge}}'' | |''{{SSBUMusicLink|Kirby|Meta Knight's Revenge}}'' | ||
|} | |} | ||
{{ | {{clear}} | ||
==[[Spirit]]== | ==[[Spirit]]== | ||
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</center> | </center> | ||
==In Spirit | ==In Spirit battles== | ||
''Conditions in italic aren't listed on the Spirit Battle preview screen.'' | ''Conditions in italic aren't listed on the Spirit Battle preview screen.'' | ||
===As the main opponent=== | ===As the main opponent=== | ||
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|•You have reduced defense<br>•Timed [[stamina battle]] (1:00)<br>•The enemy has increased jump power | |•You have reduced defense<br>•Timed [[stamina battle]] (1:00)<br>•The enemy has increased jump power | ||
|{{SSBUMusicLink|Dragon Quest|Unflinchable Courage}} | |{{SSBUMusicLink|Dragon Quest|Unflinchable Courage}} | ||
| | | | ||
|} | |} | ||
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SSBU Meta Knight Number.png|Meta Knight's fighter card. | SSBU Meta Knight Number.png|Meta Knight's fighter card. | ||
Meta Knight unlock notice SSBU.jpg|Meta Knight's unlock notice. | Meta Knight unlock notice SSBU.jpg|Meta Knight's unlock notice. | ||
SSBUWebsiteMetaKnight1.jpg|[[ | SSBUWebsiteMetaKnight1.jpg|[[Taunting]] on [[Skyloft]]. | ||
SSBUWebsiteMetaKnight2.jpg|Meta Knight above [[Umbra Clock Tower]]. | SSBUWebsiteMetaKnight2.jpg|Meta Knight above the [[Umbra Clock Tower]]. | ||
SSBUWebsiteMetaKnight3.jpg|Jumping | SSBUWebsiteMetaKnight3.jpg|Jumping towards {{SSBU|Toon Link}} with a [[Beam Sword]] on [[Kongo Falls]]. | ||
SSBUWebsiteMetaKnight4.jpg| | SSBUWebsiteMetaKnight4.jpg|Standing next to an “[[Kirby (SSBU)|unmasked Meta Knight]]” on [[Skyworld]]. | ||
SSBUWebsiteMetaKnight5.jpg|Using [[Dimensional Cape]] on {{SSBU|Bowser}} on [[Smashville]]. | SSBUWebsiteMetaKnight5.jpg|Using [[Dimensional Cape]] on {{SSBU|Bowser}} on [[Smashville]]. | ||
SSBUWebsiteMetaKnight6.jpg| | SSBUWebsiteMetaKnight6.jpg|His Galacta Knight-inspired costume post-Dimensional Cape on Skyworld. | ||
SSBUWebsiteIke3.jpg|Meta Knight getting attacked by {{SSBU|Ike}} on [[Coliseum]]. | SSBUWebsiteIke3.jpg|Meta Knight getting attacked by {{SSBU|Ike}} on [[Coliseum]]. | ||
SSBUWebsiteFakeSmashBall1.jpg|Meta Knight and {{SSBU|Roy}} facing a [[Fake Smash Ball]] on [[Mushroomy Kingdom]]... | SSBUWebsiteFakeSmashBall1.jpg|Meta Knight and {{SSBU|Roy}} facing a [[Fake Smash Ball]] on [[Mushroomy Kingdom]]... | ||
SSBUWebsiteFakeSmashBall2.jpg|...and then being | SSBUWebsiteFakeSmashBall2.jpg|...and then being caught in its blast. | ||
SSBUWebsite26.jpg| | SSBUWebsite26.jpg|Performing his up aerial on [[Lylat Cruise]] in his Galacta Knight-inspired costume. | ||
SSBUKirbyJPTwitter1.jpg| | SSBUKirbyJPTwitter1.jpg|With Kirby and {{SSBU|King Dedede}} on [[Green Greens]]. | ||
SSBUWebsiteAlucard2.png|Meta Knight getting attacked by [[Alucard]] on Umbra Clock Tower. | SSBUWebsiteAlucard2.png|Meta Knight getting attacked by [[Alucard]] on the Umbra Clock Tower. | ||
</gallery> | </gallery> | ||
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==Trivia== | ==Trivia== | ||
*Meta Knight's stock icon is one of six to show the character's eyes, the others being {{SSBU|Kirby}}, {{SSBU|R.O.B.}}, {{SSBU|Sonic}}, [[Steve (SSBU)|Zombie, and Enderman]]. | |||
*Meta Knight's stock icon is one of six to show the character's eyes, the others being Kirby, {{SSBU|R.O.B.}}, {{SSBU|Sonic}}, [[Steve (SSBU)|Zombie and Enderman]]. | **This is not counting {{SSBU|Captain Falcon}} and [[Bowser Jr. (SSBU)|Larry]], as the eyes depicted for the former are not his actual eyes (instead being part of his visor), and the latter lacks the irises. | ||
**This is not counting {{SSBU|Captain Falcon}} and [[Bowser Jr. (SSBU)|Larry]], as the eyes depicted for the former are not his actual eyes, and the latter lacks | **Additionally, Meta Knight's stock icon resembles his [https://vignette.wikia.nocookie.net/kirby/images/e/ef/KRtDL_Meta_Knight_icon.png/revision/latest?cb=20181231192038&path-prefix=en HUD icon] from ''Return to Dream Land'', without the small indented sections of his mask. | ||
**Additionally, Meta Knight's stock icon resembles his [https://vignette.wikia.nocookie.net/kirby/images/e/ef/KRtDL_Meta_Knight_icon.png/revision/latest?cb=20181231192038&path-prefix=en HUD icon] from '' | *Meta Knight was the first ''Brawl'' newcomer to be confirmed for ''Ultimate''. Coincidentally, he was the first newcomer revealed for ''Brawl''. | ||
*Meta Knight was the first '' | *Meta Knight is the only character whose eyes glow a color other than yellow when using his Final Smash. In his case, they glow red. This may be a reference to the anime ''Kirby: Right Back at Ya'', where his eyes turn red when he is angry. This also makes Meta Knight's 5th and 7th costumes his only costumes in which his eye color does not change. | ||
*When Meta Knight is [[poison]]ed or under the effect of [[Eiha]] or Eigaon, his eyes become slightly smaller than usual. This may suggest that he is surprised in a similar vein to {{SSBU|Yoshi}}, {{SSBU|Kirby}}, {{SSBU|Daisy}}, {{SSBU|Diddy Kong}}, {{SSBU|Olimar}}, or {{SSBU|Pac-Man}}. | |||
*Meta Knight is the only | *Meta Knight, {{SSBU|Inkling}}, {{SSBU|Hero}}, {{SSBU|Banjo & Kazooie}}, {{SSBU|Sephiroth}}, {{SSBU|Pyra}}, {{SSBU|Mythra}}, and {{SSBU|Sora}} are the fighters who use their walking animation when navigating through the map in [[World of Light]]. | ||
*When Meta Knight is [[poison]]ed or [[ | **Out of all eight fighters, Meta Knight is the only one of them who's not a newcomer. | ||
*Meta Knight, {{SSBU|Inkling | *Excluding {{SSBU|Sephiroth}}, who is a DLC character, Meta Knight and {{SSBU|Wario}} are the only playable antagonists that are not fought by their respective main protagonists in {{SSBU|Classic Mode}}. However, both characters are anti-heroes to some degree, as Meta Knight is an ally to Kirby more often than not. | ||
**Out of all | *Meta Knight is one of two characters to leave the victory screen in one of their poses, the other being {{SSBU|Sephiroth}}. | ||
*Excluding Sephiroth, who is a DLC | *Meta Knight's Classic Mode route is somewhat similar to {{SSBU|Pyra}} and {{SSBU|Mythra}}'s, as those three have enemy duos as opponents, and both of their routes have the same opponents in some rounds. | ||
*Meta Knight | **Both also share the same boss, that being {{SSBU|Master Hand}} and {{SSBU|Crazy Hand}}, no matter the difficulty level. | ||
*Meta Knight's Classic Mode route is similar to Pyra and Mythra's, | *When fighting off the fifty puppet fighter army as Master Hand in World of Light, Meta Knight is one of the eight fighters fought there, being affiliated with Dharkon. | ||
**Both also share the same boss, that being {{SSBU|Master Hand}} and {{SSBU|Crazy Hand}}, | |||
*When fighting off the | |||
==References== | ==References== |