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{{ArticleIcons|ultimate=y}}
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{{Future release}}
{{disambig2|Meta Knight's appearance in ''Super Smash Bros. Ultimate''|the character in other contexts|Meta Knight}}
{{disambig2|Meta Knight's appearance in ''Super Smash Bros. Ultimate''|the character in other contexts|Meta Knight}}
{{Infobox Character
{{Infobox Character
|name = Meta Knight
|name = Meta Knight
|image = {{tabber|title1=Normal|content1=[[File:Meta Knight SSBU.png|x250px]]|title2=Dark Meta Knight|content2=[[File:Dark Meta Knight SSBU.png|x247px]]|title3=Galacta Knight|content3=[[File:Galacta Knight SSBU.png|x247px]]}}
|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]]
|tier = B-
|ranking = 50
}}
}}
'''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.
{{cquote|''This fighter not only has tons of quick moves, he can perform a midair jump five times! All his special moves have a recovery aspect, so use them at the right time. His Final Smash is Darkness Illusion, which unleashes a fast series of aerial attacks.''|cite=[https://www.smashbros.com/en_US/blog/ Super Smash Blog]|source=[[Super Smash Bros. Ultimate Official Site]]}}


As in ''[[Super Smash Bros. 4]]'', {{s|mariowiki|Eric Newsome}} and {{s|wikipedia|Atsushi Kisaichi}}'s portrayals of Meta Knight from ''Brawl'' were repurposed for the English and Japanese versions of ''Ultimate'', respectively.
'''Meta Knight''' ({{ja|メタナイト|Meta Naito}}, ''Meta Knight'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was confirmed on June 12th, 2018. Meta Knight is classified as fighter #27.


Meta Knight is ranked 50th out of 82 on the current [[tier list]], placing him at the bottom of the B- tier. This is a significant drop from his 16th out of 54 placement in ''SSB4'' and is his worst placement in the series. Meta Knight's strength centers around his amazing ground and air mobility, granting him a strong neutral game, advantage and disadvantage state. He retains excellent frame data, which combined with his mobility grants him an amazing combo game and edgeguarding ability, including his signature up aerial [[ladder combo]]s which, while nerfed, still has effective setups. Said combos have also been retooled to give him options for combos that KO vertically ([[Shuttle Loop]]) or horizontally ([[Mach Tornado]]) depending on the opponent's reaction. He also boasts a long, safe recovery which makes it very unlikely for him to be KO'd while recovering, as he has multiple double jumps and all of his special moves function as [[recovery]] moves with large or lingering hitboxes, making Meta Knight one of the hardest characters to [[edgeguard]].
As in ''[[Smash 4]]'', Eric Newsome's portrayal of Meta Knight from ''[[Brawl]]'' was repurposed for English-releases of ''Ultimate''. Similarly, Atsushi Kisa'ichi's portrayal from ''Brawl'' was also recycled for Japanese-releases.
 
However, Meta Knight's main weakness is his poor endurance. He is a lightweight character, and combined with his fast falling speed makes him susceptible to combos and early KOs. He also possesses a relatively small shield, which leaves him vulnerable to shield stabbing. While he can work his way through projectiles and zoners with his relatively small size, quick ground speed and Mach Tornado, his approach options are fairly predictable, so they often carry the risk of losing neutral. He also has lackluster range and below average damage output for a swordfighter which makes it difficult for him to space his attacks, and requires him more effort to rack up damage. His grab game, while better than most other swordfighters, is still mediocre: his standing grab range is one of the worst in the game, and his up throw is his only consistent KO throw that KOs at reasonable percents without [[rage]], while his other throws do not have consistent combo ability beyond mid percents. He also struggles in KOing opponents due to having finishers that are difficult to land, and most of his attacks have very few active frames (with his most useful attacks having only 1-3 frame hitboxes). This forces Meta Knight to rely on precision to hit opponents and especially to finish them off. Finally, his combos are very susceptible to SDI, forcing him to mix up his combos and kill confirms and keep track of the opponent's reaction, and his best combo tools are very prone to [[staling]] due to their low base damage (with some such as up aerial able to drop to as low as 2% per hit even with the [[1v1 multiplier]]).
 
Meta Knight's drastic decline in the tier list is based more on his below-average representation throughout ''Ultimate'''s lifespan rather than the character not being very capable of viability. Despite that, Meta Knight still retains a fairly noticeable playerbase, with players such as [[Abadango]], [[BONK!]], and [[Metara]] achieving commendable results with the character.
 
==How to unlock==
Complete one of the following:
*Play [[VS. match]]es, with Meta Knight being the 38th character to be unlocked.
*Clear {{SSBU|Classic Mode}} with {{SSBU|Link}} or any character in his unlock tree, being the 4th character unlocked after {{SSBU|Simon}}.
*Have Meta Knight join the player's party in [[World of Light]].
Meta Knight must then be defeated on [[Halberd]] (the [[Ω form]] is used in World of Light).
 
==Attributes==
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 2nd 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 KO at very high percentages while near the edge, and an up throw that can also KO at very high percentages (especially 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 deceptively 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 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.


==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 significantly at launch, Meta Knight managed to secure a spot as a high tier character (16th out of 54 characters), thanks to the combination of his excellent mobility and recovery, great edge-guarding potential, numerous buffs from game updates 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 received a mix of buffs and nerfs in the transition from ''SSB4'' to ''Ultimate'', though despite his comparatively numerous buffs, he has been objectively nerfed overall.
{{notice|[[SmashWiki is not speculative]]. Please refrain from adding detailed data values derived from pre-release gameplay footage, such as the E3 demo. Such data (damage values, launch trajectories, frame data, etc.) are subject to change before the official release.}}
 
Meta Knight benefits from some of the gameplay changes to the engine. His already quick mobility has improved even further, and his aerials have considerably decreased [[landing lag]], even compared to most other characters' aerials, improving his [[neutral game]] and [[combo]] game. The changes to [[air dodge]] mechanics highly benefit Meta Knight, as they further strengthen his already scary offstage game, and he isn't as affected by these changes thanks to his excellent recovery; moreover, he can now extend his own or escape combos in a pinch with a directional air dodge.
 
Some of Meta Knight's 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. His special moves have also seen improvements, as [[Shuttle Loop]] conserves more momentum at the end and thus improves his already outstanding recovery, [[Mach Tornado]] now consists of a single hit that deals higher knockback when clean, and [[Drill Rush]] sends at a lower, more desirable angle. The latter two moves have also become powerful, if risky moves for edgeguarding.
 
However, the few nerfs Meta Knight has received were harsh enough to eclipse his buffs. The most notable nerf was to [[dash attack]]: previously one of his most reliable moves in ''SSB4'', it now has higher knockback and ending lag, causing follow-ups to be unreliable beyond low percentages and failing to combo into [[Shuttle Loop]] at high percentages. This noticeably worsens his combo, punish and set-up potential.
 
Gameplay mechanics also hurt Meta Knight as much as they help him. Like {{SSBU|Captain Falcon}}, Meta Knight's increased traction hinders his dash grab as an effective approach, punish, and burst option, and has virtually removed 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 only decent at best for starting combos, and his smash attacks are unsafe. The nerfs to [[rage]], while slightly improving Meta Knight's endurance, hinder his capability to abuse the mechanic and secure early vertical KOs due to Shuttle Loop's first hit now having [[set knockback]]. While the changes to air dodges are a boon to Meta Knight, many returning veterans have also benefitted from these changes, often improving their edgeguarding potential to be just as strong as his. Finally, Meta Knight's generally low damage output means he is unable to take advantage of the [[1v1 multiplier]] as much as other characters, allowing other characters to keep up with him.
 
Overall, Meta Knight's changes have generally toned down his most powerful tools and setups from ''SSB4'', with a harder time comboing and finishing off opponents in general, thus heightening his learning curve noticeably in the transition to ''Ultimate''. This is made worse by other characters with similar game plans to him (such as {{SSBU|Mario}} and {{SSBU|Zero Suit Samus}}) benefitting more from ''Ultimate''{{'}}s mechanics than he has. In addition, several returning veterans that once struggled against Meta Knight have received variable buffs that allow them to fight on par with him, or even overwhelm him outright. Due to the combination of these hindrances and a lack of noticeable buffs from game updates, Meta Knight is considered to be noticeably worse than he was in ''SSB4''.
 
{{SSB4 to SSBU changelist|char=Meta Knight}}
 
==Update history==
Meta Knight received a mix of buffs, a single nerf and a single glitch fix via game updates, but was buffed slightly overall. Update 1.1.0 increased his dash attack's ending lag, which made it slightly less safe on shield and slightly exacerbated its already worsened combo potential. After an absence from game updates, Meta Knight was buffed slightly in update 7.0.0, which enlarged his shield as part of a near-universal buff.
 
However, update 8.0.0 granted Meta Knight his most 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 range and the consistency of its hits, slightly increased forward and back aerials' damage outputs, and increased up throw's knockback to the point that it functions as a situational KO option (especially on platforms).
 
Overall, Meta Knight fares slightly better than he did at the launch of ''Ultimate''.
 
'''{{GameIcon|ssbu}} {{SSBU|1.1.0}}'''
{{UpdateList (SSBU)/1.1.0|char=Meta Knight}}
 
'''{{GameIcon|ssbu}} {{SSBU|7.0.0}}'''
{{UpdateList (SSBU)/7.0.0|char=Meta Knight}}
 
'''{{GameIcon|ssbu}} {{SSBU|8.0.0}}'''
{{UpdateList (SSBU)/8.0.0|char=Meta Knight}}
 
'''{{GameIcon|ssbu}} {{SSBU|9.0.0}}'''
{{UpdateList (SSBU)/9.0.0|char=Meta Knight}}
 
'''{{GameIcon|ssbu}} {{SSBU|9.0.1}}'''
{{UpdateList (SSBU)/9.0.1|char=Meta Knight}}
 
'''{{GameIcon|ssbu}} {{SSBU|13.0.1}}'''
{{UpdateList (SSBU)/13.0.1|char=Meta Knight}}
 
==Moveset==
* Meta Knight can perform [[Double jump#Multiple double jumps|5 double jumps]], tied with {{SSBU|Kirby}} and {{SSBU|Jigglypuff}} for most double jumps in the game.
''For a gallery of Meta Knight's hitboxes, see [[Meta Knight (SSBU)/Hitboxes|here]].''
 
{{MovesetTable
|game=SSBU
|neutralcount=1
|neutralname=Chaos Slash ({{ja|乱れ斬り|Midare Giri}}, ''Disorder Slash/Cutter'')<br>Slash Up ({{ja|斬り上げ|Kiri Age}}, ''Slashing Lift'')
|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. However, a whiffed finisher can easily leave Meta Knight punishable, thus this attack is to be used with caution.
|ftiltcount=3
|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}})
|ftiltdmg=2%
|ftilt2dmg=2%
|ftilt3dmg=4%
|ftiltdesc=A [[wikipedia:Tameshigiri#Origins|kesagiri]], followed by an outward slash, followed by an upward slash. Unlike the majority of tilt attacks, 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=Spiral Up Thrust ({{ja|螺旋突き上げ|Rasen Tsukiage}}, ''Spiraling Thrust-Up'')
|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.
|dtiltname=Lower Thrust ({{ja|下段突き|Gedan Zuki}})
|dtiltdmg=5%
|dtiltdesc=A crouching thrust. May cause [[trip]]ping and can [[lock]] at low percentages. Due to its very low overall lag, it is a decent combo starter.
|dashname=Charge Kick ({{ja|突進蹴り|Tosshin Geri}})
|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''.
|fsmashname=Torso Quick-Draw ({{ja|胴抜き|Dōnuki}}, ''Torso Draw'')
|fsmashdmg={{ChargedSmashDmgSSBU|16}}
|fsmashdesc=An outward slash. Due to it 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=Triple Flag Swing ({{ja|旗振り三連|Hatafuri Sanren}}, ''Flag Swinging Triple'')
|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.
|dsmashname=Front and Back Slash ({{ja|前後斬り|Zengo Kiri}})
|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.
|nairname=Aerial Spin Slash ({{ja|空中回転斬り|Kūchū Kaiten Kiri}}, ''Midair Rotating Cutter'')
|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. Based on the Knight Spin, which debuted in ''{{iw|wikirby|Kirby's Adventure}}''.
|fairname=Midair Front Triple Combo ({{ja|空中前三連|Kūchū Zen Sanren}}, ''Midair Front Triple'')
|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. After buffs, the move now have KO potential when edgeguarding off-stage.
|bairname=Midair Back Triple Combo ({{ja|空中後三連|Kūchū Go Sanren}}, ''Midair Back Triple'')
|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. One of Meta Knight's strongest kill options, especially when off-stage.
|uairname=Midair Up Sweep ({{ja|空中上なぎ|Kūchū Jō Nagi}}, ''Midair Up Mower'')
|uairdmg={{ShortHopDmgSSBU|4}}
|uairdesc=An upward outwards 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=Midair Down Sweep ({{ja|空中下なぎ|Kūchū Shita Nagi}}, ''Midair Down Mower'')
|dairdmg={{ShortHopDmgSSBU|6}}
|dairdesc=A downward outwards arcing slash. Hitbox lasts 1 frame, though it comes out on frame 4, making it among the fastest down aerials in the game.
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabdesc=Reaches out with his free hand. Very short range.
|pummelname=Wing Claw ({{ja|翼爪|Yokutsume}})
|pummeldmg=1%
|pummeldesc=Jabs with the talons on his cape's wings. Fast but weak.
|fthrowname=Toe Kick ({{ja|つま先蹴り|Tsumasaki Geri}} , ''Tiptoe Kick'')
|fthrowdmg=6% (hit), 3% (throw)
|fthrowdesc=A bicycle kick. Unlike in ''SSB4'', its combo potential is almost totally nonexistent due to ''Ultimate''{{'}}s changes to traction. Due to dash attack being its only potential follow-up, forward throw's primary utility is to launch the opponent into an unfavorable position and follow up with either forward aerial, back aerial or [[Mach Tornado]] for an edgeguard attempt, or [[Shuttle Loop]] for a KO attempt.
|bthrowname=Warp Slash ({{ja|ワープ斬り|Wāpu Kiri}})
|bthrowdmg=7% (hit), 3% (throw)
|bthrowdesc=Lays the opponent behind himself, teleports, and then slashes their back. It is useful for launching opponents off-stage to set up an edgeguard, and is a situational KO option at very high percentages while near the edge. It can even start a tech-chase or set up a dash attack from 0% to low percentages.
|uthrowname=Air Drop ({{ja|いづな落とし|Izuna Otoshi}}, ''Izuna Dropper'')
|uthrowdmg=10% (throw), 7% (collateral)
|uthrowdesc=The Air Drop from [[Kirby]]'s {{iw|wikirby|Ninja}} ability. Its collateral hitbox, although noticeably weaker than in ''SSB4'', is still strong enough to KO reliably and thus makes it a useful option in [[doubles]] matches. Update 13.0.1 also increased its knockback growth to the point that it is a situational KO option at very high percentages. It KOs middleweights beginning at 165% on {{SSBU|Final Destination}}, and KOs them beginning at 140% on {{SSBU|Battlefield}}'s top platform. Despite dealing the same amount of damage as {{SSBU|Kirby}}'s up throw and having marginally higher knockback growth compared to his, Meta Knight's up throw KOs ≈10% later due to Kirby's version having higher base knockback.
|dthrowname=Trample ({{ja|踏みつけ|Fumitsuke}})
|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.
|floorfname=&nbsp;
|floorfdmg=7%
|floorfdesc=Slashes around himself.
|floorbname=&nbsp;
|floorbdmg=7%
|floorbdesc=Slashes around himself.
|floortname=&nbsp;
|floortdmg=5%
|floortdesc=Slashes around himself.
|edgename=&nbsp;
|edgedmg=9%
|edgedesc=Performs an outward slash while climbing up.
|nsname=Mach Tornado
|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 ''{{iw|wikirby|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
|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) and drag opponents to the nearest blast zone. 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 of the same name from Kirby's {{iw|wikirby|Master}} ability.
|usname=Shuttle Loop
|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 ''{{iw|wikirby|Meta Knightmare Ultra}}'', ''{{iw|wikirby|Kirby's Return to Dream Land}}'', ''{{iw|wikirby|Kirby: Planet Robobot}}'', and ''{{iw|wikirby|Kirby Star Allies}}''.
|dsname=Dimensional Cape
|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 output 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
|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.
}}
===Stats===
{{Attributes
| cast=89
| weight=80 | rweight=77-78
| dash=2.211 | rdash=11
| run=2.09 | rrun=16
| walk=1.239 | rwalk=24
| trac=0.097 | rtrac=64
| airfric=0.012 | rairfric=34-39
| air=1.04 | rair=48
| baseaccel=0.01 | rbaseaccel=15-87
| addaccel=0.065 | raddaccel=40-44
| gravity=0.11 | rgravity=23-26
| fall=1.66 | rfall=32
| ff=2.656 | rff=33
| jumpsquat=3 | rjumpsquat=1-88
| jumpheight=32 | rjumpheight=51-52
| shorthop=13.92 | rshorthop=73
| djump= 20.91375, 19.00920455, 17.19556818, 15.13920455, 13.05920455  | rdjump=79
}}
 
===[[Announcer]] call===
{{audio|Needs announcer calls from other languages.}}
<gallery>
Meta Knight English Announcer SSB4-SSBU.wav|English/Japanese/Chinese
</gallery>
 
===[[On-screen appearance]]===
*Uses [[Dimensional Cape]] to warp onto the stage.
<gallery>
MetaKnightOnScreenAppearanceSSBU.gif|Meta Knight's on-screen appearance
</gallery>
 
===[[Taunt]]s===
*'''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.
*'''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.]]''
<gallery>
SSBUMetaKnightTaunt1.gif|Meta Knight's up taunt.
SSBUMetaKnightTaunt2.gif|Meta Knight's side taunt.
SSBUMetaKnightTaunt3.gif|Meta Knight's down taunt.
</gallery>
 
===[[Idle pose]]s===
*Swings Galaxia and clenches his fist in front of himself.
*Pulls his cape in front of himself and then throws it back.
<gallery>
SSBUMetaKnightIdle1.gif|Meta Knight's first idle pose.
SSBUMetaKnightIdle2.gif|Meta Knight's second idle pose.
</gallery>
 
===[[Crowd cheer]]===
<div class="tabber">
<div class="tabbertab" title="English, Japanese/Chinese, Italian, Dutch, French">
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|-
!{{{name|}}}
!Cheer (English)
!Cheer (Japanese/Chinese)
!Cheer (Italian)
!Cheer (Dutch)
!Cheer (French)
|-
! scope="row"|Cheer
|[[File:Meta Knight Cheer English SSBU.ogg|center]]||[[File:Meta Knight Cheer Japanese SSBU.ogg|center]]||[[File:Meta Knight Cheer Italian SSBU.ogg|center]]||[[File:Meta Knight Cheer Dutch SSBU.ogg|center]]||{{NTSC}} [[File:Meta Knight Cheer French NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Meta Knight Cheer French PAL SSBU.ogg|center]]
|-
! scope="row"|Description
|Me - ta - Knight! || Me - ta - Knight! || Me - ta - Knight! || Meta Knight! Meta Knight! Me - ta - Knight! || Me - ta - Knight!
|}
</div>
<div class="tabbertab" title="German, Spanish, Russian, Korean">
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|-
!{{{name|}}}
!Cheer (German)
!Cheer (Spanish)
!Cheer (Russian)
!Cheer (Korean)
|-
! scope="row"|Cheer
|[[File:Meta Knight Cheer German SSBU.ogg|center]]||{{NTSC}} [[File:Meta Knight Cheer Spanish NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Meta Knight Cheer Spanish PAL SSBU.ogg|center]]||[[File:Meta Knight Cheer Russian SSBU.ogg|center]]||[[File:Meta Knight Cheer Korean SSBU.ogg|center]]
|-
! scope="row"|Description
|Me - ta - Knight! || Meeeeta - Knight! || Me - ta - Knight! || Metaaaa - Knight!
|}
</div>
</div>
 
===[[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've become stronger.''). The warp is a reference to his defeat animation from most of his appearances as a boss.
*'''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.}}", ''Not just yet it seems'').
*'''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, is destiny.'').
[[File:MKTheme.ogg|thumb|An electric guitar rendition of the {{iw|wikirby|Kirby Dance}} theme song performed in quadruple meter.]]
<gallery>
MetaKnightVictoryPose1SSBU.gif
MetaKnightVictoryPose2SSBU.gif
MetaKnightVictoryPose3SSBU.gif
</gallery>


==In [[competitive play]]==
===Aesthetics===
===Most historically significant players===
*{{change|As with all [[veteran]]s returning from ''Smash 4'', Meta Knight's model features a more subdued color scheme. His mask, armor, and sword feature more detailed textures.}}
<!--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 -->
*{{change|Galaxia's sword trails have reversed colors, using aqua with yellow accents instead of the yellow with turquoise accents from ''Smash 4''.}}
*{{change|Meta Knight's eyes close while using his up [[taunt]]. Additionally, the trails emitted by the tornado are colored white instead of yellow.}}
*{{change|His Galacta Knight-inspired [[alternate costume]] more closely resembles its inspiration: his mask becomes cross-shaped, his spikes and insignia become yellow, and Galaxia turns pink like Galacta Knight's lance. Similarly, Galaxia turns silver when donning the Dark Meta Knight costume, and his mask gains a scar, much like his doppelgänger.}}
*{{change|Two of Meta Knight's [[victory animation]]s were altered: one has him slashing twice then performing another slice with his sword held backwards; another has him flying around and dropping to the ground and striking a pose.}}
*{{change|Meta Knight has a new [[sidestep]] animation, wrapping himself in his mantle during the dodge.}}


''See also: [[:Category:Meta Knight players (SSBU)]]''
===Attributes===
*{{buff|Like all characters, Meta Knight's [[jumpsquat]] animation now takes three frames to complete (down from 4).}}
*{{buff|Meta Knight [[dash]]es much faster.}}


*{{Sm|Abadango|Japan}} - The best Meta Knight player of all-time. He was the first player to place highly with Meta Knight, most notably placing 25th at the supermajor {{Trn|Frostbite 2019}} with solo-Meta Knight. After dropping him by mid-2019, he readded him to the roster in mid-2022 and has seen the highest-placements for a Meta Knight player at a major, placing 2nd at {{Trn|Kagaribi 8}} and 3rd at {{Trn|VCA 2022}}.
===Ground attacks===
*{{Sm|BONK!|USA}} - The best Meta Knight player in North America who has seen several strong runs at majors, including 17th at {{Trn|Glitch 8.5 - Konami Code}} defeating {{Sm|WaDi}} and 33rd at the supermajor {{Trn|Let's Make Big Moves}} defeating {{Sm|Ned}}.
*{{buff|Jab has less ending lag and its animation is faster.}}
*{{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}}.
*{{buff|[[Forward tilt]] has a bigger hitbox.}}
*{{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}}.
*{{nerf|[[Dash attack]] has higher knockback, reducing its combo potential.}}
*{{Sm|Soar|Canada}} - The best Meta Knight player in Canada but has since relegated the character to a pocket. 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]].
*{{change|[[Up smash]] has a slightly different animation, with Meta Knight performing a back flip at the end of the strikes.}}
*{{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}}.
*{{change|[[Down smash]] has an altered animation: Meta Knight performs a diagonal slash.}}
*{{Sm|Metara|Japan}} - The best solo-Meta Knight player in the world who consistently places well at events, including winning {{Trn|Ruyubura! Part 2}} over {{Sm|takera}}, placing 13th at the superregional {{Trn|Maesuma TOP 13.5 "U-22"}} defeating {{Sm|Yaura}}, and placing 49th at the supermajor {{Trn|Kagaribi 10}} defeating {{Sm|Miya|p=Honshu}}.
**{{buff|Down smash appears to have a improved hitbox, now matching the sword trail.}}
*{{Sm|Yei|Costa Rica}} - Although known for playing a plethora of characters, he is best known for playing Meta Knight and is one of the best Meta Knight players in the world, primarily using the character 2nd at the invitational {{Trn|Smash Vertex}} defeating {{Sm|Maister}} and {{Sm|Meme}} as well as 13th at the supermajor {{Trn|Smash Factor 9}}.


===Tier placement and history===
===Aerial attacks===
Although initial opinions on Meta Knight were high thanks to leaked gameplay, opinions on Meta Knight have remained rather low since the early metagame. This is due to his nerfs which gave him a weaker combo and punish game than in previous iterations. As a result, although Meta Knight saw some success from players such as {{Sm|Abadango}} and {{Sm|Yei}}, this success was largely complemented with the usage of other, stronger characters, and Abadango eventually dropped Meta Knight by mid-2019. On the other hand, Meta Knight's overall representation was below-average, ranking in the bottom 20 by the end of 2019. This led many players to believe that Meta Knight was a low-mid tier character and a shadow of his former self.
*{{buff|[[Neutral aerial]] and [[forward aerial]] have much less landing lag.}}
*{{buff|Forward aerial, [[back aerial]] and [[down aerial]] have larger hitboxes, making it easier to hit opponents.}}


However, Meta Knight's results were able to pick up in the post-online metagame as more players began placing more focus on his strengths, primarily his strong ladder combo game at earlier percents. While Yei continued to place well with Meta Knight, the first few months of the post-online metagame saw a few notable runs from {{Sm|BONK!}} while Abadango readded Meta Knight into his roster by mid-2022, most notably using primarily Meta Knight to place 2nd at {{Trn|Kagaribi 8}} and 3rd at {{Trn|VCA 2022}}. Finally, mid-2023 saw the rise of {{Sm|Metara}}, who saw a consistent top 64 presence at majors and even had a few top player upsets under his sleeve. Although Meta Knight's overall representation remained below-average, many players still recognized the dedication from Meta Knight players, and as a result the general consensus had shifted in a more positive light. This is reflected in Meta Knight's position on the current tier list, where he is ranked 50th in the B- tier as the lowest-ranked character in the B tiers.
===Throws/other attacks===
*{{buff|[[Pummel]] is faster.}}
*{{nerf|[[Pummel]] does less damage.}}


=={{SSBU|Classic Mode}}: Two Sides of the Same Coin==
===Special Moves===
[[File:SSBU Congratulations Meta Knight.png|thumb|Meta Knight's congratulations screen.]]
*{{buff|[[Mach Tornado]] travels faster.}}
Meta Knight's opponents are characters who have doppelgängers. The odd-numbered rounds feature [[free-for-all]] battles involving Meta Knight fighting against characters and their respective counterparts. Conversely, the even-numbered rounds feature 2-on-1 battles involving Meta Knight fighting against a team that consists of a character allied with their respective counterpart. The Final Round also follows this theme by featuring both [[Master Hand]] and [[Crazy Hand]], regardless of the difficulty setting.
*{{nerf|Mach Tornado only hits once instead of being a multi-hit attack, decreasing its damage output.}}
 
*{{buff|Mach Tornado has much more knockback and is capable of killing horizontally far earlier, being a very viable combo finisher.<ref>https://twitter.com/RagsMK/status/1068004925207121920?s=19</ref>}}
{|class="wikitable" style="text-align:center"
*{{buff|[[Drill Rush]] deals much more knockback.}}
!Round!!Opponent!!Stage!!Music!!Notes
*{{buff|[[Shuttle Loop]] goes higher and has less landing lag.}}
|-
*{{nerf|Shuttle Loop has significantly less knockback, making it much harder to KO with, and its second hit connects less reliably with its first.}}
|1||{{Head|Link|g=SSBU|s=20px}}{{Head|Link|g=SSBU|s=20px|cl=Black}} {{SSBU|Link}} (×2)||[[Bridge of Eldin]] ([[Ω form]])||''{{SSBUMusicLink|The Legend of Zelda|Hidden Mountain & Forest}}''||The second Link represents [[Dark Link]], an evil copy of Link.
*{{buff|[[Dimensional Cape]] travels farther, making it better for recovery.}}
|-
*{{change|Meta Knight has a new [[Final Smash]], [[Darkness Illusion]]. It creates a surge of energy around Meta Knight which traps opponents, dragging them into the air, where Meta Knight clones himself to strike repeatedly, before finishing with a slash that sends opponents at a horizontal angle. It bears a resemblance to Upper Calibur, Meta Knight's strongest attack in ''Kirby: Star Allies'', with the cross-lightning being similar to ''Kirby Super Star Ultra's'' version of Mach Tornado and Meta Knight's Shuttle Loop when combined with electricity in ''Kirby Star Allies''.}}
|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}} (×2)||[[Port Town Aero Dive]]||''{{SSBUMusicLink|F-Zero|Fire Field (Remix)}}''||The second Captain Falcon represents {{iw|fzerowiki|Blood Falcon}}, an evil clone of Captain Falcon.
|-
|4||{{Head|Lucas|g=SSBU|s=20px}}{{Head|Lucas|g=SSBU|s=20px|cl=Orange}} {{SSBU|Lucas}} (×2)||[[New Pork City]]||''{{SSBUMusicLink|EarthBound|Mother 3 Love Theme}}''||The second Lucas represents {{iw|wikibound|Claus}}, Lucas' twin brother.
|-
|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}}{{CharHead|Meta Knight|SSBU|hsize=20px|color=Grey}} (×2)||[[Fountain of Dreams]]||''{{SSBUMusicLink|Kirby|The World to Win}}''||Items do not appear. The Meta Knights represent {{iw|wikirby|Galacta Knight}} (a recurring {{iw|wikirby|boss}} in the {{uv|Kirby}} series) and {{iw|wikirby|Dark Meta Knight}} (Meta Knight's {{iw|wikirby|Mirror World}} counterpart), respectively. If either of these costumes are used by the player, {{Head|Meta Knight|g=SSBU|s=20px}} default Meta Knight will appear in their place.
|-
|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 reference two sides of the same coin. Both Hands are fought at any difficulty.
|}
 
[[Credits]] roll after completing Classic Mode. Completing it as Meta Knight has ''{{SSBUMusicLink|Kirby|Meta Knight's Revenge}}'' accompany the credits.
{{clr}}


==Role in [[World of Light]]==
==Role in [[World of Light]]==
[[File:WoL-27MetaKnight.jpg|thumb|Finding Meta Knight in World of Light|left]]
Meta Knight was absent in the World of Light trailer, though he presumably became a [[Spirits (characters)|spirit]] alongside the rest of the galaxy (sans {{SSBU|Kirby}}) when [[Galeem]] unleashed its 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 is found in the [[Mysterious Dimension]] sub-area, and blocks the path to [[Marx]], making him an obligatory unlock. After rescuing him, {{SSBU|Ike}} and {{SSBU|Greninja}}, the player can advance toward the boss.
{{clrl}}
 
===Fighter Battle===
{|class="wikitable" style="width:100%;"
|-
!style="width:5%;"|No.
!style="width:5%;"|Image
!Name
!Type
!Power
!Stage
!Music
|-
|27
|[[File:Meta Knight SSBU.png|center|64x64px]]
|Meta Knight
|{{SpiritType|Attack}} <center>{{color|#dc1029|Attack}}</center>
|11,800
|[[Halberd]] ([[Ω form]])
|''{{SSBUMusicLink|Kirby|Meta Knight's Revenge}}''
|}
{{clr}}
 
==[[Spirit]]==
Meta Knight's fighter spirit can be obtained by completing {{SSBU|Classic Mode}}. It is also available periodically for purchase in the shop for 300 Gold, but only after Meta Knight has been unlocked. Unlocking Meta Knight in World of Light allows the player to preview the spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. His fighter spirit has an alternate version that replaces it with his artwork in ''Ultimate''.
 
<center>
<gallery>
SSBU spirit Meta Knight.png|324. '''''Meta Knight'''''
</gallery>
</center>
 
==In Spirit Battles==
''Conditions in italic aren't listed on the Spirit Battle preview screen.''
===As the main opponent===
{|class="wikitable sortable" style="width:100%;"
! colspan=4|Spirit
! colspan=7|Battle parameters
! colspan=1|Inspiration
|-
! style="width:5%;"|No.
! style="width:5%;"|Image
! Name
! Series
! Enemy Fighter(s)
! style="width:5%;"|Type
! style="width:5%;"|Power
! Stage
! Rules
! Conditions
! Music
! Character
|-
|101
|{{SpiritTableName|Dimentio|size=64}}
|''Paper Mario'' Series
|•{{SSBU|Meta Knight}} {{Head|Meta Knight|g=SSBU|s=20px|cl=Pink}}<br>•Giant {{SSBU|Luigi}} {{Head|Luigi|g=SSBU|s=20px|cl=Purple}}
|{{SpiritType|Grab}}
|3,800
|[[Paper Mario]]
|•Attack Power ↑
|•The enemy has increased attack power after a little while<br>•The enemy deals damage when falling<br>•The enemy is giant
|{{SSBUMusicLink|Super Mario Bros.|Battle! - Paper Mario: Color Splash}}
|
|-
|306
|{{SpiritTableName|Bandit|size=64}}
|''Yoshi'' Series
|•{{SSBU|Meta Knight}} {{Head|Meta Knight|g=SSBU|s=20px|cl=Navy}}×3
|{{SpiritType|Grab}}
|3,300
|{{SSBB|Yoshi's Island}}
|N/A
|•The enemy favors grabs and throws
|{{SSBUMusicLink|Yoshi|Obstacle Course - Yoshi's Island}}
|
|-
|309
|{{SpiritTableName|Grim Leecher|size=64}}
|''Yoshi'' Series
|•{{SSBU|Meta Knight}} {{Head|Meta Knight|g=SSBU|s=20px|cl=Navy}}
|{{SpiritType|Grab}}
|1,800
|{{SSBB|Yoshi's Island}}
|•Hazard: Left Is Right, Right Is Left
|•Left and right controls will suddenly reverse
|{{SSBUMusicLink|Yoshi|Obstacle Course - Yoshi's Island}}
|
|-
|343
|{{SpiritTableName|Dark Matter|size=64}}
|''Kirby'' Series
|•{{SSBU|Meta Knight}} {{Head|Meta Knight|g=SSBU|s=20px|cl=Navy}} (120 HP)<br>•{{SSBU|King Dedede}} {{Head|King Dedede|g=SSBU|s=20px|cl=Grey}} (80 HP)
|{{SpiritType|Attack}}
|13,500
|[[Halberd]] ([[Ω form]])
|•Assist Trophy Enemies ([[Nightmare]])
|•The enemy's melee weapons have increased power<br>•The enemy can unleash powerful critical hits at random<br>•[[Stamina battle]]
|{{SSBUMusicLink|Kirby|02 Battle}}
|
|-
|374
|{{SpiritTableName|Meta-Knights|size=64}}
|''Kirby'' Series
|•{{SSBU|Meta Knight}} Team {{Head|Meta Knight|g=SSBU|s=20px|cl=Navy}} (60 HP) {{Head|Meta Knight|g=SSBU|s=20px|cl=Red}} (50 HP) {{Head|Meta Knight|g=SSBU|s=20px|cl=Navy}} (40 HP) {{Head|Meta Knight|g=SSBU|s=20px|cl=Navy}} (50 HP)
|{{SpiritType|Neutral}}
|8,800
|[[Halberd]] (Ship deck)
|N/A
|•[[Stamina battle]]<br>•Reinforcements will appear during the battle<br>•The enemy starts the battle with a [[Killing Edge]]
|{{SSBUMusicLink|Kirby|Meta Knight's Revenge}}
|Javelin Knight (red costume)<br>Axe Knight, Mace Knight, and Trident Knight (navy costume)
|-
|539
|{{SpiritTableName|Aegislash|size=64}}
|''Pokémon'' Series
|•Gold {{SSBU|Meta Knight}} {{Head|Meta Knight|g=SSBU|s=20px|cl=White}}×2
|{{SpiritType|Attack}}
|4,000
|[[Kalos Pokémon League]] (hazards off)
|N/A
|•The enemy's melee weapons have increased power<br>•Timed battle (1:30)<br>•Reinforcements will appear after an enemy is KO'd
|{{SSBUMusicLink|Pokémon|Battle! (Trainer Battle) - Pokémon X / Pokémon Y}}
|
|-
|987
|{{SpiritTableName|Vega|size=64}}
|''Street Fighter'' Series
|•{{SSBU|Meta Knight}} {{Head|Meta Knight|g=SSBU|s=20px|cl=Navy}} (160 HP)
|{{SpiritType|Attack}}
|9,100
|[[Arena Ferox]] ([[Ω form]])
|•Jump Power ↓
|•[[Stamina battle]]<br>•All fighters have reduced jump power<br>•The enemy loves to jump
|{{SSBUMusicLink|Street Fighter|Vega Stage Type A}}
|
|-
|1,019
|{{SpiritTableName|Masked Lumen|size=64}}
|''Bayonetta'' Series
|•Giant {{SSBU|Meta Knight}} {{Head|Meta Knight|g=SSBU|s=20px|cl=White}}
|{{SpiritType|Shield}}
|4,100
|[[Umbra Clock Tower]] (hazards off)
|•Item: [[Timer]]
|•The enemy is giant
|{{SSBUMusicLink|Bayonetta|The Legend Of Aesir}}
|
|-
|1,068
|{{SpiritTableName|Medusa Head|size=64}}
|''Castlevania'' Series
|•{{SSBU|Meta Knight}} {{Head|Meta Knight|g=SSBU|s=20px|cl=Navy}}<br>•Tiny {{SSBU|Mewtwo}} {{Head|Mewtwo|g=SSBU|s=20px|cl=Cyan}}×5
|{{SpiritType|Attack}}
|3,600
|[[Dracula's Castle]]
|•Move Speed ↓
|•You have reduced move speed after a little while<br>•The enemy falls slowly<br>•Defeat an army of fighters
|{{SSBUMusicLink|Castlevania|Starker / Wicked Child}}
|
|-
|1,072
|{{SpiritTableName|Carmilla|size=64}}
|''Castlevania'' Series
|•Giant {{SSBU|Meta Knight}} {{Head|Meta Knight|g=SSBU|s=20px|cl=Navy}}
|{{SpiritType|Shield}}
|2,100
|[[Dracula's Castle]]
|•Defense ↑<br>•Invisibility
|•The enemy is invisible<br>•The enemy has increased defense after a little while<br>•The enemy is giant
|{{SSBUMusicLink|Castlevania|Dwelling of Doom}}
|
|-
|1,332
|{{SpiritTableName|Dracky|size=64}}
|''Dragon Quest'' Series
|•{{SSBU|Meta Knight}} {{Head|Meta Knight|g=SSBU|s=20px|cl=Grey}} (50 HP) {{Head|Meta Knight|g=SSBU|s=20px|cl=Red}} (80 HP) {{Head|Meta Knight|g=SSBU|s=20px|cl=Green}} (60 HP)
|{{SpiritType|Grab}}
|2,200
|[[Dracula's Castle]] (hazards off)
|•Defense ↓
|•You have reduced defense<br>•Timed [[stamina battle]] (1:00)<br>•The enemy has increased jump power
|{{SSBUMusicLink|Dragon Quest|Unflinchable Courage}}
|Drackolyte (red costume)<br>Drackmage (green costume)
|}
 
===As a minion===
{|class="wikitable sortable" style="width:100%;"
! colspan=4|Spirit
! colspan=7|Battle parameters
! colspan=1|Inspiration
|-
! style="width:5%;"|No.
! style="width:5%;"|Image
! Name
! Series
! Enemy Fighter(s)
! style="width:5%;"|Type
! style="width:5%;"|Power
! Stage
! Rules
! Conditions
! Music
! Character
|-
|205
|{{SpiritTableName|Skull Kid|link=y|size=64}}
|''The Legend of Zelda'' Series
|•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (Moveset [[Flashing Mach Punch|2]][[Onslaught|1]][[Helicopter Kick|2]][[Counter Throw|3]], Skull Kid's Hat, Skull Kid's Outfit)<br>•Tiny {{SSBU|Meta Knight}} {{Head|Meta Knight|g=SSBU|s=20px|cl=Navy}}{{Head|Meta Knight|g=SSBU|s=20px|cl=Pink}}
|{{SpiritType|Grab}}
|4,000
|[[Distant Planet]] (hazards off)
|•Assist Trophy Enemies (Skull Kid (Invisibility Effect))<br>•Hazard: Fog
|•Defeat the main fighter to win<br>•The stage is covered in fog<br>•Hostile assist trophies will appear
|{{SSBUMusicLink|The Legend of Zelda|Saria's Song / Middle Boss Battle}}
|{{s|zeldawiki|Tatl}} (pink costume) and {{s|zeldawiki|Tael}} (navy costume)
|-
|310
|{{SpiritTableName|Roger the Potted Ghost|size=64}}
|''Yoshi'' Series
|•Giant {{SSBU|Wii Fit Trainer}} {{Head|Wii Fit Trainer|g=SSBU|s=20px|cl=MaleRed}} (60 HP)<br>•{{SSBU|Meta Knight}} {{Head|Meta Knight|g=SSBU|s=20px|cl=Green}}×2 (60 HP)
|{{SpiritType|Shield}}
|4,400
|[[Dracula's Castle]] ([[Ω form]])
|•Hard to Launch<br>•Jump Power ↓<br>•Hazard: High Gravity
|•Defeat the main fighter to win<br>•All fighters have reduced jumping ability<br>''•Timed [[stamina battle]] (1:00)''
|{{SSBUMusicLink|Yoshi|Yoshi's Island (Brawl)}}
|[[mariowiki:Roger the Potted Ghost|Green Shy Guys]]
|-
|358
|{{SpiritTableName|Susie|size=64}}
|''Kirby'' Series
|•{{SSBU|Isabelle}} {{Head|Isabelle|g=SSBU|s=20px|cl=Pink}}<br>•Metal {{SSBU|Meta Knight}} {{Head|Meta Knight|g=SSBU|s=20px|cl=Navy}}
|{{SpiritType|Shield}}
|3,400
|[[Halberd]] (hazards off)
|N/A
|•The enemy is metal
|{{SSBUMusicLink|Kirby|Pink Ball Activate!}}
|{{s|wikirby|Mecha Knight}}
|}


==[[Alternate costume (SSBU)#Meta Knight|Alternate costumes]]==
==[[Alternate costume (SSBU)#Meta Knight|Alternate costumes]]==
{|style="margin:1em auto 1em auto;text-align:center"
<center>[[File:Meta Knight Palette (SSBU).png|1000px]]</center>
|-
|colspan=8|[[File:Meta Knight Palette (SSBU).png|link=Alternate costume (SSBU)#Meta Knight|1000px]]
|-
|{{Head|Meta Knight|g=SSBU|s=50px}}
|{{Head|Meta Knight|g=SSBU|s=50px|cl=White}}
|{{Head|Meta Knight|g=SSBU|s=50px|cl=Red}}
|{{Head|Meta Knight|g=SSBU|s=50px|cl=Green}}
|{{Head|Meta Knight|g=SSBU|s=50px|cl=Navy}}
|{{Head|Meta Knight|g=SSBU|s=50px|cl=Pink}}
|{{Head|Meta Knight|g=SSBU|s=50px|cl=Purple}}
|{{Head|Meta Knight|g=SSBU|s=50px|cl=Grey}}
|}


==Gallery==
==Gallery==
<gallery>
<gallery>
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.
SSBUWebsiteMetaKnight1.jpg|[[Taunting]] on [[Skyloft]].
SSBUWebsiteMetaKnight1.jpg|[[Taunt]]ing on [[Skyloft]].
SSBUWebsiteMetaKnight2.jpg|Meta Knight above the [[Umbra Clock Tower]].
SSBUWebsiteMetaKnight2.jpg|Meta Knight above [[Umbra Clock Tower]].
SSBUWebsiteMetaKnight3.jpg|Jumping towards {{SSBU|Toon Link}} with a [[Beam Sword]] on [[Kongo Falls]].
SSBUWebsiteMetaKnight3.jpg|Jumping toward {{SSBU|Toon Link}} with a [[Beam Sword]] on [[Kongo Falls]].
SSBUWebsiteMetaKnight4.jpg|Standing next to an “[[Kirby (SSBU)|unmasked Meta Knight]]” on [[Skyworld]].
SSBUWebsiteMetaKnight4.jpg|On [[Skyworld]] alongside {{SSBU|Kirby}}, who is sporting his [[Kirby (SSBU)|unmasked Meta Knight]]-inspired [[alternate costume]].
SSBUWebsiteMetaKnight5.jpg|Using [[Dimensional Cape]] on {{SSBU|Bowser}} on [[Smashville]].
SSBUWebsiteMetaKnight5.jpg|Using [[Dimensional Cape]] on {{SSBU|Bowser}} on [[Smashville]].
SSBUWebsiteMetaKnight6.jpg|Sporting his {{iw|wikirby|Galacta Knight}}-inspired alternate costume on Skyworld.
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 hit by its blast.
SSBUWebsiteFakeSmashBall2.jpg|Meta Knight and Roy caught in the Fake Smash Ball's blast.
SSBUWebsite26.jpg|Using his up aerial on [[Lylat Cruise]].
SSBUWebsite26.jpg|Performing his up aerial on [[Lylat Cruise]].
SSBUKirbyJPTwitter1.jpg|Alongside Kirby and {{SSBU|King Dedede}} on [[Green Greens]].
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>


===Fighter Showcase Video===
===Character Showcase Video===
{{#widget:YouTube|id=A99IYmm50RY}}
<youtube>A99IYmm50RY</youtube>


==Trivia==
==Trivia==
*With [[Giant Punch]], [[PK Flash]] and [[PK Freeze]] no longer invoking [[helpless]]ness, Meta Knight is the only character in ''Ultimate'' whose [[neutral special move]] still puts him in helpless, and consequently making it the only move that can render {{SSBU|Kirby}} helpless (aside from sliding off an edge during [[Final Cutter]] or touching the red trampoline from [[Pac-Jump]]).
*Meta Knight's stock icon is one of four to show the character's eyes, the others being {{SSBU|Kirby}}, {{SSBU|R.O.B.}} and {{SSBU|Sonic}}.
*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]].
*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 due to his eyes already glowing yellow.
**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 his irises.
**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 ''{{iw|wikirby|Kirby's Return to Dream Land}}'', albeit with the small indented sections of his mask.
*Meta Knight was the first ''Super Smash Bros. Brawl'' [[newcomer]] to be confirmed for ''Super Smash Bros. Ultimate''. Coincidentally, he was the first newcomer revealed for ''Brawl''.
*The sword swooshing sound effects used during Meta Knight's neutral infinite are not synced with the actual sword swings. This is because the move uses the same sound effect timings as ''Super Smash Bros. 4'', where his neutral infinite was slower. This can be easily heard by slowing down the game's speed, where the 5-swing sound sequence can be heard.
*Meta Knight is the only fighter whose eyes glow a color other than yellow when [[perfect shield]]ing or while capable of using a [[Final Smash]]. In his case, they glow red; this may be a reference to ''{{iw|wikirby|Kirby: Right Back at Ya!}}'', in which Meta Knight's eyes turn red when he is angry.
*When Meta Knight is [[poison]]ed or [[curse]]d, his eyes become slightly smaller than usual. This may suggest that he is alarmed in a similar vein to {{SSBU|Yoshi}}, Kirby, {{SSBU|Daisy}}, {{SSBU|Diddy Kong}}, {{SSBU|Olimar}}, or {{SSBU|Pac-Man}}.
*Meta Knight, {{SSBU|Inkling}}, {{SSBU|Joker}}, {{SSBU|Hero}}, {{SSBU|Banjo & Kazooie}}, {{SSBU|Sephiroth}}, {{SSBU|Pyra}}, {{SSBU|Mythra}}, and {{SSBU|Sora}} are the only fighters who use their walking animations when navigating through the map in [[World of Light]].
**Out of all of them, Meta Knight is the only one who is a [[veteran]].
*Excluding Sephiroth, who is a DLC fighter, Meta Knight and {{SSBU|Wario}} are the only playable antagonists that are not fought by their respective main protagonists in {{SSBU|Classic Mode}}. Unlike Sephiroth, Wario has been an anti-hero following ''{{iw|mariowiki|Super Mario Land 2: 6 Golden Coins}}'', and Meta Knight has been a hero by default following {{iw|wikirby|Revenge of Meta Knight}}.
*Meta Knight and Sephiroth are the only fighters to leave the victory screen after performing one of their victory poses.
*Meta Knight's Classic Mode route is similar to Pyra and Mythra's, since each of them face off against duos as opponents, and their routes have the same opponents in some Rounds.
**Both also share the same boss, that being {{SSBU|Master Hand}} and {{SSBU|Crazy Hand}}, regardless of the difficulty level.
*When fighting off the 50 puppet fighter army as Master Hand in World of Light, Meta Knight is one of the 8 fighters fought there, being affiliated with Dharkon.
 
==References==
{{reflist}}


{{SSBUCharacters}}
{{SSBUCharacters}}
{{Kirby universe}}
{{Kirby universe}}
[[Category:Meta Knight (SSBU)| ]]
[[Category:Meta Knight (SSBU)| ]]
[[Category:Spirits]]
[[es:Meta Knight (SSBU)]]

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