Editing Meta Knight (SSBU)

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{{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.
'''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 ''[[Brawl]]'' [[veteran]]s.


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.
As in ''[[Smash 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.
 
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]].
 
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==
==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 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).
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 and forward [[throw]] that can both start combos until mid-percents, a back throw to set up edge-guards, and an up throw that can kill at very high percentages.


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.
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 percents 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 airspeed, 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 kill 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 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.
Meta Knight was infamous for being the best character in ''Brawl'', to the point where he was universally considered as “broken”. Although ''Smash 4'' initially nerfed him drastically, he was noticeably buffed in game updates, allowing him to secure a spot as a high tier (16th out of 55 characters), due to him having excellent mobility, one of the best recovery, great edge guarding, and most notoriously, his deadly punish game which can let him perform his zero to death with his up air and Shuttle Loop. Possibly as a result of this, Meta Knight has been significantly nerfed again during the transition from ''Smash 4'' to ''Ultimate'', although less so than in his transition from ''Brawl'' to ''SSB4''.


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.
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|neutral]] 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 blindspots, 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.


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 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 ability, as it can no longer be comboed 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 increased options out of a dash as much as other characters, since none of his tilts are reliable combo or KO moves, and outside of forward smash, his smashes are unsafe.


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.
Overall, Meta Knight's changes have generally toned down his most powerful tools and setups from ''Smash 4'', 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 as Meta Knight (such as {{SSBU|Mario}} and {{SSBU|Zero Suit Samus}}) have benefitted from ''Ultimate''’s mechanics much more than he does, while other characters that once struggled against him (such as {{SSBU|Peach}} and {{SSBU|Bowser}}) has received noticeable buffs which allows them to keep up with or overwhelm Meta Knight, much like {{SSBU|Bayonetta}}. 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 the general consensus is that Meta Knight is a lower mid-tier or 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}}, indicating that Meta Knight might be underrated and still has some potential to be viable. Because of this, Meta Knight's overall viability is currently up for debate.
 
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}}
{{SSB4 to SSBU changelist|char=Meta Knight}}


==Update history==
==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.
Aside from a single nerf to his dash attack and a glitch fix, Meta Knight has been buffed slightly overall. 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.


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.
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.
 
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''.
Overall, Meta Knight fares slightly better than he did at the launch of ''Ultimate''.
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'''{{GameIcon|ssbu}} {{SSBU|9.0.1}}'''
'''{{GameIcon|ssbu}} {{SSBU|9.0.1}}'''
{{UpdateList (SSBU)/9.0.1|char=Meta Knight}}
{{UpdateList (SSBU)/9.0.1|char=Meta Knight}}
'''{{GameIcon|ssbu}} {{SSBU|13.0.1}}'''
{{UpdateList (SSBU)/13.0.1|char=Meta Knight}}


==Moveset==
==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.
* 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=Chaos Slash ({{ja|乱れ斬り|Midare Giri}}, ''Disorder Slash/Cutter'')<br>Slash Up ({{ja|斬り上げ|Kiri Age}}, ''Slashing Lift'')
|neutralname=&nbsp;
|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. However, a whiffed finisher can easily leave Meta Knight punishable, thus this attack is to be used with caution.
|neutraldesc=Does a quick series of slashes followed by a backflipping slash. It is notably the only neutral attack in the game that consists solely of a neutral infinite.  
|ftiltcount=3
|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}})
|ftiltname=&nbsp;
|ftiltdmg=2%
|ftiltdmg=2%
|ftilt2dmg=2%
|ftilt2dmg=2%
|ftilt3dmg=4%
|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.
|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 side 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, as pressing the attack button will cause Meta Knight to perform its first hit, while subsequently pressing the attack button will cause him to perform its second and last hits.
|utiltname=Spiral Up Thrust ({{ja|螺旋突き上げ|Rasen Tsukiage}}, ''Spiraling Thrust-Up'')
|utiltname=&nbsp;
|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=An overhead thrust. There is a sweetspot located in Galaxia's tip. It is a decent anti-air move, but its poor horizontal range causes it to miss unless the opponent is 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 and up smash at low percents.
|dtiltname=Lower Thrust ({{ja|下段突き|Gedan Zuki}})
|dtiltname=&nbsp;
|dtiltdmg=5%
|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.
|dtiltdesc=A crouching thrust. May cause [[tripping]] and can [[lock]] at low percents. Due to its very low all-around lag and knockback, it is a great combo starter.
|dashname=Charge Kick ({{ja|突進蹴り|Tosshin Geri}})
|dashname=&nbsp;
|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. Works as a decent combo starter at low percents, but is much less effective in that role than in ''SSB4''.
|fsmashname=Torso Quick-Draw ({{ja|胴抜き|Dōnuki}}, ''Torso Draw'')
|fsmashname=&nbsp;
|fsmashdmg={{ChargedSmashDmgSSBU|16}}
|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.
|fsmashdesc=An outward slash. Due to its hitting 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 if spaced sufficiently.
|usmashname=Triple Flag Swing ({{ja|旗振り三連|Hatafuri Sanren}}, ''Flag Swinging Triple'')
|usmashname=&nbsp;
|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. It is not safe on shield and its power is poor.
|dsmashname=Front and Back Slash ({{ja|前後斬り|Zengo Kiri}})
|dsmashname=&nbsp;
|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=Swipes his sword around him. Both hits are semi-spikes, which makes it useful for warding off pressure, punishing rolls, and launching opponents off-stage. Coming out on frame 4, it is also extremely fast, allowing it to compensate for its weak knockback, especially on the front hit.
|nairname=Aerial Spin Slash ({{ja|空中回転斬り|Kūchū Kaiten Kiri}}, ''Midair Rotating Cutter'')
|nairname=&nbsp;
|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. Based on the Knight Spin, which debuted in ''{{iw|wikirby|Kirby's Adventure}}''.
|nairdesc=A somersaulting slash with [[sex kick]] properties. Autocancels in a full hop and, when clean, it is one of the strongest in the game, KOing reliably below 150% and much earlier offstage. It is also safe on shield.  
|fairname=Midair Front Triple Combo ({{ja|空中前三連|Kūchū Zen Sanren}}, ''Midair Front Triple'')
|fairname=&nbsp;
|fairdmg={{ShortHopDmgSSBU|2}} (hits 1 and 2), {{ShortHopDmgSSBU|3}} (hit 3)
|fairdmg={{ShortHopDmgSSBU|1.5}} (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.  
|fairdesc=Performs three fanning slashes forward. It does not autocancel in a short hop. It also struggles to consistently connect into itself, which results in only the first part of the move hitting opponents much of the time.
|bairname=Midair Back Triple Combo ({{ja|空中後三連|Kūchū Go Sanren}}, ''Midair Back Triple'')
|bairname=&nbsp;
|bairdmg={{ShortHopDmgSSBU|2}} (hits 1 and 2), {{ShortHopDmgSSBU|4}} (hit 3)
|bairdmg={{ShortHopDmgSSBU|1.5}} (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.
|bairdesc=Spins backward to performs three outward slashes behind himself. When used during a fast-fall, the first two hits can drag midair opponents towards the ground. It does not autocancel in a short hop.
|uairname=Midair Up Sweep ({{ja|空中上なぎ|Kūchū Jō Nagi}}, ''Midair Up Mower'')
|uairname=Midair Up Sweep
|uairdmg={{ShortHopDmgSSBU|4}}
|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''.
|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=Midair Down Sweep ({{ja|空中下なぎ|Kūchū Shita Nagi}}, ''Midair Down Mower'')
|dairname=&nbsp;
|dairdmg={{ShortHopDmgSSBU|6}}
|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.
|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=Grab ({{ja|つかみ|Tsukami}})
|grabname=&nbsp;
|grabdesc=Reaches out with his free hand. Very short range.
|grabdesc=Reaches out with his free hand. Very short range.
|pummelname=Wing Claw ({{ja|翼爪|Yokutsume}})
|pummelname=&nbsp;
|pummeldmg=1%
|pummeldmg=1%
|pummeldesc=Jabs with the talons on his cape's wings. Fast but weak.
|pummeldesc=Jabs with one of the talons on his cape's wings. Decently fast.
|fthrowname=Toe Kick ({{ja|つま先蹴り|Tsumasaki Geri}} , ''Tiptoe Kick'')
|fthrowname=
|fthrowdmg=6% (hit), 3% (throw)
|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.
|fthrowdesc=A bicycle kick. Unlike in ''SSB4'', it can no longer combo due to changes to traction.
|bthrowname=Warp Slash ({{ja|ワープ斬り|Wāpu Kiri}})
|bthrowname=
|bthrowdmg=7% (hit), 3% (throw)
|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.
|bthrowdesc=Teleports behind the opponent and then slashes their back, launching them away.
|uthrowname=Air Drop ({{ja|いづな落とし|Izuna Otoshi}}, ''Izuna Dropper'')
|uthrowname=
|uthrowdmg=10% (throw), 7% (collateral)
|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.
|uthrowdesc=The Air Drop from [[Kirby]]'s {{iw|wikirby|Ninja}} ability. Unlike Kirby's up throw, the impact does not have an aesthetic explosion.
|dthrowname=Trample ({{ja|踏みつけ|Fumitsuke}})
|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. It is weaker compared to Kirby's down throw, and the duration is slightly slower. Good for starting combos at low to medium percents.
|floorfname=&nbsp;
|floorfname=&nbsp;
|floorfdmg=7%
|floorfdmg=7%
Line 163: Line 146:
|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 ''{{iw|wikirby|Kirby Super Star}}'', but unlike its previous versions, it functions similarly to the Tornado Attack from Kirby's {{iw|wikirby|Tornado}} ability.
|nsdesc=Spins rapidly to form a tornado around himself. 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 in 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) 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.
|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 of the 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 ''{{iw|wikirby|Meta Knightmare Ultra}}'', ''{{iw|wikirby|Kirby's Return to Dream Land}}'', ''{{iw|wikirby|Kirby: Planet Robobot}}'', and ''{{iw|wikirby|Kirby Star Allies}}''.
|usdesc=Soars high into the air, slashing with Galaxia pointed upwards. He then swoops downward and rises upward in a fast loop, slashing a second time during the ascent. 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 left 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 move 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 output depends on what direction he teleports. This move can also be used as a recovery option, though it does render Meta Knight helpless.
|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 knocks 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]]===
===[[On-screen appearance]]===
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===[[Taunt]]s===
===[[Taunt]]s===
*'''Up taunt''': Wraps himself in his cape and spins repeatedly (as if he is about to warp) while scoffing.
*'''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 his fist in front of himself.
*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>


Line 266: Line 223:


===[[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've become stronger.''). The warp is a reference to his defeat animation from most of his appearances as a boss.
*'''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.}}", ''Not just yet it seems'').
*'''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, is destiny.'').
*'''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|An electric guitar rendition of the {{iw|wikirby|Kirby Dance}} theme song performed in quadruple meter.]]
[[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
Line 276: Line 233:
</gallery>
</gallery>


==In [[competitive play]]==
==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 his ''Brawl'' counterpart, but just as, if not better than his ''Smash 4'' counterpart.
 
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 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 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===
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<!--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 players (SSBU)]]''
''See also: [[:Category:Meta Knight professionals (SSBU)]]''


*{{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}}.
*{{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|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}}.
*{{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}} - 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]].
*{{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|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}}.
*{{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}} - 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===
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.
 
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.


=={{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 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.
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}} (×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.
|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}} (×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.
|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}} (×2)||[[New Pork City]]||''{{SSBUMusicLink|EarthBound|Mother 3 Love Theme}}''||The second Lucas represents {{iw|wikibound|Claus}}, Lucas' twin brother.
|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}}{{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 being used by the player, {{Head|Meta Knight|g=SSBU|s=20px}} default Meta Knight will appear in their place.
|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 reference two sides of the same coin. Both Hands are fought at any difficulty.
|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 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.
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}}''
|}
|}
{{clr}}
{{-}}


==[[Spirit]]==
==[[Spirit]]==
Line 360: Line 316:
</center>
</center>


==In Spirit Battles==
==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}}
|Drackolyte (red costume)<br>Drackmage (green costume)
|
|}
|}


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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|[[Taunt]]ing on [[Skyloft]].
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 toward {{SSBU|Toon Link}} with a [[Beam Sword]] on [[Kongo Falls]].
SSBUWebsiteMetaKnight3.jpg|Jumping towards {{SSBU|Toon Link}} with a [[Beam Sword]] on [[Kongo Falls]].
SSBUWebsiteMetaKnight4.jpg|On [[Skyworld]] alongside {{SSBU|Kirby}}, who is sporting his [[Kirby (SSBU)|unmasked Meta Knight]]-inspired [[alternate costume]].
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|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|...and then being caught in its blast.
SSBUWebsite26.jpg|Using his up aerial on [[Lylat Cruise]].
SSBUWebsite26.jpg|Performing his up aerial on [[Lylat Cruise]] in his Galacta Knight-inspired costume.
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>


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==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 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 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 ''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 ''{{iw|wikirby|Kirby's Return to Dream Land}}'', albeit with the small indented sections of his mask.
*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 ''Super Smash Bros. Brawl'' [[newcomer]] to be confirmed for ''Super Smash Bros. Ultimate''. Coincidentally, he was the first newcomer revealed for ''Brawl''.
*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.
*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.
*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 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.  
*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 [[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}}.
**Out of all eight fighters, Meta Knight is the only one of them who's not a newcomer.
*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]].
*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 of them, Meta Knight is the only one who is a [[veteran]].
*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.
*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}}.
**Both also share the same boss, that being {{SSBU|Master Hand}} and {{SSBU|Crazy Hand}}, no matter the difficulty level.
*Meta Knight and Sephiroth are the only fighters to leave the victory screen after performing one of their victory poses.
*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.
*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==
==References==

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