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{{Infobox Character | {{Infobox Character | ||
|name = Meta Knight | |name = Meta Knight | ||
|image | |image = [[File:Meta Knight SSBU.png|250px]] | ||
|game = SSBU | |game = SSBU | ||
|ssbgame1 = SSBB | |ssbgame1 = SSBB | ||
|ssbgame2 = SSB4 | |ssbgame2 = SSB4 | ||
|availability = [[Unlockable character|Unlockable]] | |availability = [[Unlockable character|Unlockable]] | ||
}} | }} | ||
'''Meta Knight''' ({{ja|メタナイト|Meta Naito}}, ''Meta Knight'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was officially confirmed on June 12th, 2018 during E3 2018, alongside {{SSBU|Mewtwo}} and the rest of the returning roster. Meta Knight is classified as [[Fighter number|Fighter #27]], the first fighter number of the ''[[Super Smash Bros. Brawl]]'' [[veteran]]s. | '''Meta Knight''' ({{ja|メタナイト|Meta Naito}}, ''Meta Knight'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was officially confirmed on June 12th, 2018 during E3 2018, alongside {{SSBU|Mewtwo}} and the rest of the returning roster. Meta Knight is classified as [[Fighter number|Fighter #27]], the first fighter number of the ''[[Super Smash Bros. Brawl]]'' [[veteran]]s. | ||
As in ''[[Super Smash Bros. 4]]'', {{s|mariowiki|Eric Newsome}} and {{s|wikipedia|Atsushi Kisaichi}}'s portrayals of Meta Knight from ''Brawl'' were repurposed for the English and Japanese versions of ''Ultimate'', respectively | As in ''[[Super Smash Bros. 4|Smash 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. | ||
==How to unlock== | ==How to unlock== | ||
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==Changes from ''[[Super Smash Bros. 4]]''== | ==Changes from ''[[Super Smash Bros. 4]]''== | ||
Meta Knight was infamous for being the best character in ''Brawl'', to the point where he was universally considered to be [[broken]]. Although ''SSB4'' nerfed him | Meta Knight was infamous for being the best character in ''Brawl'', to the point where he was universally considered to be [[broken]]. Although ''SSB4'' initially nerfed him drastically, Meta Knight managed to secure a spot as a high tier character (16th out of 55 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 been significantly nerfed in the transition from ''SSB4'' to ''Ultimate'', albeit significantly less so than in his transition from ''Brawl'' to ''Smash 4''. | ||
Meta Knight's 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. Some of his moves such as his [[tilt]]s and [[aerial]]s also have increased range, with his down tilt notably no longer possessing blind spots, and his neutral attack is more effective as a close-range option to rack up damage, due to having faster startup and linking much more reliably. Moreover, the changes to [[air dodging]] greatly complement his attributes, offering more opportunities to exploit his strong offstage game, while his [[recovery]] remains among the best. | |||
However, the | However, the changes to Meta Knight's dash attack, which he relied on in the previous game, have worsened his combo and punish games. Due to the move having higher knockback and ending lag, follow-ups are unreliable beyond low percentages, which consequently hampers Meta Knight's KO potential, as it can no longer combo into [[Shuttle Loop]] at high percentages. The nerfs to [[rage]] exacerbate this: while his endurance is slightly improved, he can no longer abuse the mechanic to secure early vertical KOs due to Shuttle Loop's first hit now having [[set knockback]], and he has a harder time finishing off opponents in general. Like {{SSBU|Captain Falcon}}, his increased traction also hinders his dash grab as an effective approach, punish, and burst option, and removes his forward throw's combo potential. Furthermore, Meta Knight does not benefit from the expanded [[dash-canceling]] mechanic as much as other characters, since none of his tilts are reliable for KOing, down tilt is decent at best for starting combos, and his smash attacks are unsafe. | ||
Overall, Meta Knight's changes have generally toned down his most powerful tools and setups from ''SSB4'', and thus heightened his learning curve noticeably in the transition to ''Ultimate''. Meta Knight's biggest downfall, however, is that other characters with similar game plans to him (such as {{SSBU|Mario}} and {{SSBU|Zero Suit Samus}}) have benefitted from ''Ultimate''{{'}}s mechanics much more than he has. In addition, other characters that once struggled against him (such as {{SSBU|Peach}} and {{SSBU|Bowser}}) received noticeable buffs that allow them to fight on par with Meta Knight or even overwhelm him outright. | |||
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 he was in ''SSB4''. Although Meta Knight's perception initially fluctuated between that of a lower mid tier to a low tier character, he has nevertheless continued to show respectable amount of success in tournaments, thanks to the efforts of players such as {{Sm|BONK!}}, {{Sm|Yei}}, and {{Sm|Lickey}}. As a result, the general consensus is that Meta Knight is not only a mid tier character, but also potentially underrated. Because of this, Meta Knight's overall viability is currently debatable. | |||
{{SSB4 to SSBU changelist|char=Meta Knight}} | {{SSB4 to SSBU changelist|char=Meta Knight}} | ||
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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. | 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 | Following this, update 9.0.0 made neutral attack slightly safer by granting its finisher [[transcendent priority]] as part of a near-universal buff. Lastly, update 13.0.1 improved up smash's consistency, slightly increased forward and back aerials' damage outputs, and increased up throw's knockback to the point that it now functions as a situational KO option (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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==Moveset== | ==Moveset== | ||
* Meta Knight can perform [[Double jump#Multiple double jumps|5 double jumps]] | * Meta Knight can perform [[Double jump#Multiple double jumps|5 double jumps]]. | ||
''For a gallery of Meta Knight's hitboxes, see [[Meta Knight (SSBU)/Hitboxes|here]].'' | ''For a gallery of Meta Knight's hitboxes, see [[Meta Knight (SSBU)/Hitboxes|here]].'' | ||
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|game=SSBU | |game=SSBU | ||
|neutralcount=1 | |neutralcount=1 | ||
|neutralname=Chaos Slash ({{ja|乱れ斬り|Midare | |neutralname=Chaos Slash ({{ja|乱れ斬り|Midare Kiri}}) / Slash Up ({{ja|斬り上げ|Kiri Age}}) | ||
|neutral1dmg=1% (loop), 2% (last) | |neutral1dmg=1% (loop), 2% (last) | ||
|neutraldesc=An extremely fast flurry of slashes followed by a backflipping slash. It is notably the only neutral attack in the game that consists solely of a neutral infinite | |neutraldesc=An extremely fast flurry of slashes followed by a backflipping slash. It is notably the only neutral attack in the game that consists solely of a neutral infinite. | ||
|ftiltcount=3 | |ftiltcount=3 | ||
|ftiltname=Diagonal Slash ({{ja|袈裟斬り|Kesagiri}} | |ftiltname=Diagonal Slash ({{ja|袈裟斬り|Kesagiri}}) / Counter Slash ({{ja|返し斬り|Kaeshi Giri}}) / Flip Up ({{ja|跳ね上げ|Hane Age}}) | ||
|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=A [[wikipedia:Tameshigiri#Origins|kesagiri]], followed by an outward slash, followed by an upward slash. Unlike the majority of tilt attacks (with an exception to the forward tilts of {{SSBU|Snake}}, {{SSBU|Bayonetta}}, {{SSBU|Piranha Plant}}, and {{SSBU|Hero}} and the down tilts of [[Simon (SSBU)|the]] [[Richter (SSBU)|Belmonts]]), it functions like a neutral attack: pressing the attack button will cause Meta Knight to perform its first hit, while subsequently pressing the attack button will cause him to perform its second and last hits. Due to its last hit having slightly above-average base knockback and high knockback growth, it can function as a situational KO option at very high percentages while near the edge. | ||
|utiltname=Spiral Up Thrust ({{ja|螺旋突き上げ|Rasen | |utiltname=Spiral Up Thrust ({{ja|螺旋突き上げ|Rasen Tsuki Age}}) | ||
|utiltdmg=7% (sweetspot), 6% (clean sourspot), 5% (late sourspot) | |utiltdmg=7% (sweetspot), 6% (clean sourspot), 5% (late sourspot) | ||
|utiltdesc=A spinning, overhead thrust. It is a decent anti-air move and has a sweetspot located on Galaxia's tip. However, its horizontal range is so poor that it will miss an opponent unless they are at point-blank range in front of Meta Knight. Unlike most up tilts, it also has very minimal combo potential, with its only reliable follow-ups being itself, up smash and up aerial at 0% to very low percentages. | |utiltdesc=A spinning, overhead thrust. It is a decent anti-air move and has a sweetspot located on Galaxia's tip. However, its horizontal range is so poor that it will miss an opponent unless they are at point-blank range in front of Meta Knight. Unlike most up tilts, it also has very minimal combo potential, with its only reliable follow-ups being itself, up smash and up aerial at 0% to very low percentages. | ||
|dtiltname=Lower Thrust ({{ja|下段突き|Gedan | |dtiltname=Lower Thrust ({{ja|下段突き|Gedan Tsuki}}) | ||
|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 [[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 | |dashname=Charge Kick ({{ja|突進蹴り|Tosshin Keri}}) | ||
|dashdmg=7% (foot), 6% (tip) | |dashdmg=7% (foot), 6% (tip) | ||
|dashdesc=A side kick. It is a decent combo starter at low percentages, but is much less effective in that role than in ''SSB4''. | |dashdesc=A side kick. It is a decent combo starter at low percentages, but is much less effective in that role than in ''SSB4''. | ||
|fsmashname=Torso Quick-Draw ({{ja|胴抜き|Dōnuki}} | |fsmashname=Torso Quick-Draw ({{ja|胴抜き|Dōnuki}}) | ||
|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 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}} | |usmashname=Triple Flag Swing ({{ja|旗振り三連|Hatafuri Sanren}}) | ||
|usmashdmg={{ChargedSmashDmgSSBU|4}} (hit 1), {{ChargedSmashDmgSSBU|3}} (hit 2), {{ChargedSmashDmgSSBU|5}} (hit 3) | |usmashdmg={{ChargedSmashDmgSSBU|4}} (hit 1), {{ChargedSmashDmgSSBU|3}} (hit 2), {{ChargedSmashDmgSSBU|5}} (hit 3) | ||
|usmashdesc=Performs three upward fanning slashes. Despite its appearance, it is only able to hit opponents directly touching Galaxia. However, it will hit a target that has a large hurtbox. Deals noticeably more damage than it did in ''SSB4'', but remains a fairly weak smash attack and it is not safe on shield. | |usmashdesc=Performs three upward fanning slashes. Despite its appearance, it is only able to hit opponents directly touching Galaxia. However, it will hit a target that has a large hurtbox. Deals noticeably more damage than it did in ''SSB4'', but remains a fairly weak smash attack and it is not safe on shield. | ||
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|dsmashdmg={{ChargedSmashDmgSSBU|10}} (front), {{ChargedSmashDmgSSBU|13}} (back) | |dsmashdmg={{ChargedSmashDmgSSBU|10}} (front), {{ChargedSmashDmgSSBU|13}} (back) | ||
|dsmashdesc=A spinning, low-angle inward slash. Both hits are semi-spikes, which makes it useful for warding off pressure, punishing rolls, and launching opponents off-stage. Due to it coming out on frame 4, it is extremely fast for a smash attack. It also deals noticeably more damage than it did in ''SSB4'', but remains a fairly weak smash attack, especially in regard to its front hit. | |dsmashdesc=A spinning, low-angle inward slash. Both hits are semi-spikes, which makes it useful for warding off pressure, punishing rolls, and launching opponents off-stage. Due to it coming out on frame 4, it is extremely fast for a smash attack. It also deals noticeably more damage than it did in ''SSB4'', but remains a fairly weak smash attack, especially in regard to its front hit. | ||
|nairname=Aerial Spin Slash ({{ja|空中回転斬り|Kūchū Kaiten Kiri}} | |nairname=Aerial Spin Slash ({{ja|空中回転斬り|Kūchū Kaiten Kiri}}) | ||
|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. 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}} | |fairname=Midair Front Triple Combo ({{ja|空中前三連|Kūchū Zen Sanren}}) | ||
|fairdmg={{ShortHopDmgSSBU|2}} (hits 1 and 2), {{ShortHopDmgSSBU|3}} (hit 3) | |fairdmg={{ShortHopDmgSSBU|2}} (hits 1 and 2), {{ShortHopDmgSSBU|3}} (hit 3) | ||
|fairdesc=Performs three fanning slashes in front of himself. It does not autocancel with a short hop. | |fairdesc=Performs three fanning slashes in front of himself. It does not autocancel with a short hop. It also struggles to consistently connect into itself, which can typically result in only the first part of the move hitting opponents. | ||
|bairname=Midair Back Triple Combo ({{ja|空中後三連|Kūchū Go Sanren}} | |bairname=Midair Back Triple Combo ({{ja|空中後三連|Kūchū Go Sanren}}) | ||
|bairdmg={{ShortHopDmgSSBU|2}} (hits 1 and 2), {{ShortHopDmgSSBU|4}} (hit 3) | |bairdmg={{ShortHopDmgSSBU|2}} (hits 1 and 2), {{ShortHopDmgSSBU|4}} (hit 3) | ||
|bairdesc=Spins backward to perform three outward slashes behind himself. When used during a fast fall, the first two hits can drag midair opponents towards the ground to start combos. | |bairdesc=Spins backward to perform three outward slashes behind himself. When used during a fast fall, the first two hits can drag midair opponents towards the ground to start combos. It does not autocancel with a short hop. | ||
|uairname=Midair Up Sweep ({{ja|空中上なぎ|Kūchū Jō Nagi}} | |uairname=Midair Up Sweep ({{ja|空中上なぎ|Kūchū Jō Nagi}}) | ||
|uairdmg={{ShortHopDmgSSBU|4}} | |uairdmg={{ShortHopDmgSSBU|4}} | ||
|uairdesc=An upward | |uairdesc=An upward arcing slash. Hitbox lasts 1 frame and is the basis for Meta Knight's ladder combos. Based on his jumping attack from ''Kirby's Adventure''. | ||
|dairname=Midair Down Sweep ({{ja|空中下なぎ|Kūchū Shita Nagi}} | |dairname=Midair Down Sweep ({{ja|空中下なぎ|Kūchū Shita Nagi}}) | ||
|dairdmg={{ShortHopDmgSSBU|6}} | |dairdmg={{ShortHopDmgSSBU|6}} | ||
|dairdesc=A downward | |dairdesc=A downward 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}}) | |grabname=Grab ({{ja|つかみ|Tsukami}}) | ||
|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=Wing Claw ({{ja|翼爪|Yokutsume}}) | ||
|pummeldmg=1% | |pummeldmg=1% | ||
|pummeldesc=Jabs with the talons on his cape's wings. | |pummeldesc=Jabs with one of the talons on his cape's wings. One of the fastest, yet least damaging pummels in the game. | ||
|fthrowname=Toe Kick ({{ja|つま先蹴り| | |fthrowname=Toe Kick ({{ja|つま先蹴り|Tsusaki Keri}}) | ||
|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'', 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}}) | |bthrowname=Warp Slash ({{ja|ワープ斬り|Wāpu Kiri}}) | ||
|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 | |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 from 0% to low percentages. | ||
|uthrowname=Air Drop ({{ja|いづな落とし|Izuna Otoshi}}, ''Izuna | |uthrowname=Air Drop ({{ja|いづな落とし|Izuna Otoshi}}, ''Izuna Drop'') | ||
|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. 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. | ||
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|ssname=Drill Rush | |ssname=Drill Rush | ||
|ssdmg=1.1% (hits 1-11), 3% (hit 12) | |ssdmg=1.1% (hits 1-11), 3% (hit 12) | ||
|ssdesc=Rushes forward to perform a corkscrewing thrust. The flight path can be maneuvered up or down, allowing it to function as a recovery option (although it will render him helpless) | |ssdesc=Rushes forward to perform a corkscrewing thrust. The flight path can be maneuvered up or down, allowing it to function as a recovery option (although it will render him helpless). Meta Knight will also bounce backward or upwards if he lands the last hit on an opponent or onto the terrain. It is based on the attack same name from Kirby's {{iw|wikirby|Master}} ability. | ||
|usname=Shuttle Loop | |usname=Shuttle Loop | ||
|usdmg=9% (grounded hit 1, clean), 6% (grounded hit 1, late; grounded hit 2; aerial hits 1-2) | |usdmg=9% (grounded hit 1, clean), 6% (grounded hit 1, late; grounded hit 2; aerial hits 1-2) | ||
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|fsdmg=3% (trapping hit), 27.6% (flurry attack), 10% (launch) | |fsdmg=3% (trapping hit), 27.6% (flurry attack), 10% (launch) | ||
|fsdesc=Meta Knight's cape turns into two pairs of wings as he raises Galaxia skyward. A lightning bolt strikes Galaxia and spreads out in a cross-shaped burst, knocking anybody who touches it up and above the stage. Meta Knight then proceeds to launch a series of rushing slashes from multiple directions, ending with a final slash that launches the opponent away. | |fsdesc=Meta Knight's cape turns into two pairs of wings as he raises Galaxia skyward. A lightning bolt strikes Galaxia and spreads out in a cross-shaped burst, knocking anybody who touches it up and above the stage. Meta Knight then proceeds to launch a series of rushing slashes from multiple directions, ending with a final slash that launches the opponent away. | ||
}} | }} | ||
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*Pulls his cape in front of himself and then throws it back. | *Pulls his cape in front of himself and then throws it back. | ||
<gallery> | <gallery> | ||
SSBUMetaKnightIdle1.gif|Meta Knight's first idle pose | SSBUMetaKnightIdle1.gif|Meta Knight's first idle pose | ||
SSBUMetaKnightIdle2.gif|Meta Knight's second idle pose | SSBUMetaKnightIdle2.gif|Meta Knight's second idle pose | ||
</gallery> | </gallery> | ||
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===[[Victory pose]]s=== | ===[[Victory pose]]s=== | ||
*'''Left:''' Performs three slashes with Galaxia, says "Come back when you can put up a fight," then warps away. ("{{ja|もっと強くなって来い。|Motto tsuyoku natte koi.}}", ''Come at me when you' | *'''Left:''' Performs three slashes with Galaxia, says "Come back when you can put up a fight," then warps away. ("{{ja|もっと強くなって来い。|Motto tsuyoku natte koi.}}", ''Come at me when you're stronger.''). The warp is a reference to his defeat animation from 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.}}", '' | *'''Up:''' Flies into the scene and then spreads his cape, saying "You've much yet to learn." ("{{ja|まだまだだな。|Mada mada da na.}}", ''You're not yet ready.''). | ||
*'''Right:''' Performs two slashes and then twirls Galaxia, saying "Victory...is my destiny." ("{{ja|これも宿命だ。|Kore mo shukumei da.}}", ''This, too, | *'''Right:''' Performs two slashes and then twirls Galaxia, saying "Victory...is my destiny." ("{{ja|これも宿命だ。|Kore mo shukumei da.}}", ''This, too, was destiny.''). | ||
[[File:MKTheme.ogg|thumb|An electric guitar rendition of the {{iw|wikirby|Kirby Dance}} theme song performed in quadruple meter.]] | [[File:MKTheme.ogg|thumb|An electric guitar rendition of the {{iw|wikirby|Kirby Dance}} theme song performed in quadruple meter.]] | ||
<gallery> | <gallery> | ||
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==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 he was in ''Brawl'', but just as good as he was in ''SSB4'', if not better. | |||
As the metagame advanced, however, players recognized the exploitable weaknesses of Meta Knight: his terrible endurance, watered down punish game, lack of effective finishers outside of forward smash, below-average overall damage output, poor range compared to other swordfighters like {{SSBU|Cloud}}, and moves unsafe on shield. This resulted in him being worse than initially imagined, with many professionals calling him a mid tier or even a low tier character. Despite this, he has amassed a respectable playerbase and achieved notable results from players such as {{Sm|Jayy}}, {{Sm|Abadango}}, {{Sm|Slither2Hunter}}, {{Sm|BONK!}}, and {{Sm|Yei}}. As a result, several major players now believe Meta Knight to be a lower mid tier character, though with potential to become a solid mid tier. | |||
===Most historically significant players=== | ===Most historically significant players=== | ||
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines --> | <!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines --> | ||
''See also: [[:Category:Meta Knight | ''See also: [[:Category:Meta Knight professionals (SSBU)]]'' | ||
*{{Sm| | *{{Sm|BONK!|USA}} - One of the best Meta Knight players in the world. Placed 17th at {{Trn|Glitch - Infinite}}, {{Trn|Glitch 8.5 - Konami Code}} and {{Trn|Let's Make Big Moves 2022}} as well as 33rd at {{Trn|Let's Make Big Moves}}, with wins over players such as {{Sm|Ned}}, {{Sm|WaDi}}, and {{Sm|LeoN}}. Currently ranked 3rd on the [[Philadelphia Power Rankings]]. | ||
*{{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|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 | *{{Sm|Soar|Canada}} - The best Meta Knight player in Canada. Placed 1st at {{Trn|Terry Christmas}}, 2nd at {{Trn|LAN ETS 2020}}, 17th at {{Trn|Super Smash Con 2019}}, and 33rd at {{Trn|Get On My Level 2019}} with wins over players such as {{Sm|Myran}}, {{Sm|Riddles}}, and {{Sm|Blacktwins}}. Currently ranked 10th on the [[Smash Canada Rankings Ultimate]]. | ||
*{{Sm|Uto|Japan}} - Placed 13th at {{Trn|Karisuma SP 6}}, and 17th at {{Trn|Sumabato SP 3}}, {{Trn|Karisuma SP 5}}, and {{Trn|Mēsuma}} with wins over players such as {{Sm|Kome}} and {{Sm|DIO}}. | *{{Sm|Uto|Japan}} - Placed 13th at {{Trn|Karisuma SP 6}}, and 17th at {{Trn|Sumabato SP 3}}, {{Trn|Karisuma SP 5}}, and {{Trn|Mēsuma}} with wins over players such as {{Sm|Kome}} and {{Sm|DIO}}. | ||
*{{Sm|Yei|Costa Rica}} - Uses Meta Knight alongside numerous secondaries, and is one of the best Meta Knight players in the world. Placed 1st at {{Trn|Smash Legends 2}}, 2nd at {{Trn|Smash Vertex}}, 5th at {{Trn|SWT: Central America Ultimate Regional Finals}}, and 7th at {{Trn|Smash Factor 8}} with wins over players such as {{Sm|Maister}}, {{Sm|Joker}}, and {{Sm|Mr. E}}. | |||
*{{Sm|Yei|Costa Rica}} - | |||
=={{SSBU|Classic Mode}}: Two Sides of the Same Coin== | =={{SSBU|Classic Mode}}: Two Sides of the Same Coin== | ||
[[File:SSBU Congratulations Meta Knight.png|thumb|Meta Knight's congratulations screen.]] | [[File:SSBU Congratulations Meta Knight.png|thumb|Meta Knight's congratulations screen.]] | ||
Meta Knight's opponents | Half of Meta Knight's opponents consist of duos (for every even round), while the other half (for every odd round) consists of free-for-all rounds of characters fighting their dark counterparts. | ||
{|class="wikitable" style="text-align:center" | {|class="wikitable" style="text-align:center" | ||
!Round!!Opponent!!Stage!!Music!!Notes | !Round!!Opponent!!Stage!!Music!!Notes | ||
|- | |- | ||
|1||{{Head|Link|g=SSBU|s=20px}}{{Head|Link|g=SSBU|s=20px|cl=Black}} {{SSBU|Link}} ( | |1||{{Head|Link|g=SSBU|s=20px}}{{Head|Link|g=SSBU|s=20px|cl=Black}} {{SSBU|Link}} (x2)||[[Bridge of Eldin]] ([[Ω form]])||''{{SSBUMusicLink|The Legend of Zelda|Hidden Mountain & Forest}}''||The second Link is [[Dark Link]], a shadow copy of Link. | ||
|- | |- | ||
|2||{{CharHead|Pit|SSBU|hsize=20px}} and {{CharHead|Dark Pit|SSBU|hsize=20px}}||[[Reset Bomb Forest]]||''{{SSBUMusicLink|Kid Icarus|Dark Pit's Theme}}''|| | |2||{{CharHead|Pit|SSBU|hsize=20px}} and {{CharHead|Dark Pit|SSBU|hsize=20px}}||[[Reset Bomb Forest]]||''{{SSBUMusicLink|Kid Icarus|Dark Pit's Theme}}''|| | ||
|- | |- | ||
|3||{{Head|Captain Falcon|g=SSBU|s=20px}}{{Head|Captain Falcon|g=SSBU|s=20px|cl=Red}} {{SSBU|Captain Falcon}} ( | |3||{{Head|Captain Falcon|g=SSBU|s=20px}}{{Head|Captain Falcon|g=SSBU|s=20px|cl=Red}} {{SSBU|Captain Falcon}} (x2)||[[Port Town Aero Dive]]||''{{SSBUMusicLink|F-Zero|Fire Field (Remix)}}''||The second Captain Falcon represents {{iw|fzerowiki|Blood Falcon}}, Captain Falcon's evil clone. | ||
|- | |- | ||
|4||{{Head|Lucas|g=SSBU|s=20px}}{{Head|Lucas|g=SSBU|s=20px|cl=Orange}} {{SSBU|Lucas}} ( | |4||{{Head|Lucas|g=SSBU|s=20px}}{{Head|Lucas|g=SSBU|s=20px|cl=Orange}} {{SSBU|Lucas}} (x2)||[[New Pork City]]||''{{SSBUMusicLink|EarthBound|Mother 3 Love Theme}}''||The second Lucas is {{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}}''|| | |5||{{CharHead|Samus|SSBU|hsize=20px}} and {{CharHead|Dark Samus|SSBU|hsize=20px}}||[[Frigate Orpheon]]||''{{SSBUMusicLink|Metroid|Multiplayer - Metroid Prime 2: Echoes}}''|| | ||
|- | |- | ||
|6||{{Head|Meta Knight|g=SSBU|s=20px|cl=Purple}}{{ | |6||{{Head|Meta Knight|g=SSBU|s=20px|cl=Purple}}{{Head|Meta Knight|g=SSBU|s=20px|cl=Grey}} Meta Knight (x2)||[[Fountain of Dreams]]||''{{SSBUMusicLink|Kirby|The World to Win}}''||Items do not appear. The 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}} Meta Knight will appear in their place and use his default appearance. | ||
|- | |- | ||
|colspan="5"|[[Bonus Stage]] | |colspan="5"|[[Bonus Stage]] | ||
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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 | 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, making him an obligatory unlock. After rescuing him, {{SSBU|Ike}} and {{SSBU|Greninja}}, the player can advance toward the boss. | ||
{{clrl}} | {{clrl}} | ||
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|''{{SSBUMusicLink|Kirby|Meta Knight's Revenge}}'' | |''{{SSBUMusicLink|Kirby|Meta Knight's Revenge}}'' | ||
|} | |} | ||
{{ | {{clear}} | ||
==[[Spirit]]== | ==[[Spirit]]== | ||
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</center> | </center> | ||
==In Spirit | ==In Spirit battles== | ||
''Conditions in italic aren't listed on the Spirit Battle preview screen.'' | ''Conditions in italic aren't listed on the Spirit Battle preview screen.'' | ||
===As the main opponent=== | ===As the main opponent=== | ||
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|•You have reduced defense<br>•Timed [[stamina battle]] (1:00)<br>•The enemy has increased jump power | |•You have reduced defense<br>•Timed [[stamina battle]] (1:00)<br>•The enemy has increased jump power | ||
|{{SSBUMusicLink|Dragon Quest|Unflinchable Courage}} | |{{SSBUMusicLink|Dragon Quest|Unflinchable Courage}} | ||
| | | | ||
|} | |} | ||
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==Trivia== | ==Trivia== | ||
* | *Meta Knight, {{SSBU|Kirby}}, {{SSBU|R.O.B.}}, {{SSBU|Sonic}}, [[Steve (SSBU)|Zombie and Enderman]] are the only fighters whose stock icons feature their eyes. | ||
**Although {{SSBU|Captain Falcon}} and [[Bowser Jr. (SSBU)|Larry]]'s stock icons are similar, they are exempt due to Falcon's icon featuring the eyes of his visor instead of his actual eyes, and Larry's icon lacking 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 ''Kirby's Return to Dream Land'', albeit with the small indented sections of his mask. | ||
**Additionally, Meta Knight's stock icon resembles his [https://vignette.wikia.nocookie.net/kirby/images/e/ef/KRtDL_Meta_Knight_icon.png/revision/latest?cb=20181231192038&path-prefix=en HUD icon] from '' | *Meta Knight was the first ''Super Smash Bros. Brawl'' newcomer to be confirmed for ''Super Smash Bros. Ultimate''. Coincidentally, he was the first newcomer revealed for ''Brawl''. | ||
*Meta Knight was the first ''Super Smash Bros. Brawl'' | *The sword swooshing sound effects during Meta Knight's rapid jab don't match up with the actual sword swings. This is because the move uses the same sound effect timings as ''Smash 4'', where the rapid jab was slower. This can be easily heard by slowing down the game speed, where the 5-swing sound sequence can be heard. | ||
*The sword swooshing sound effects | *Meta Knight is the only character 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!}}'', which depicted Meta Knight's eyes turning red when he is angry. This also makes Meta Knight's 5th and {{iw|wikirby|Galacta Knight}} alternate costumes his only costumes in which his eye color does not change via perfect shielding or while capable of using a Final Smash. | ||
*Meta Knight is the only | *When Meta Knight is [[poison]]ed or [[curse]]d, his eyes become slightly smaller than usual. This may suggest that he is surprised in a similar vein to {{SSBU|Yoshi}}, Kirby, {{SSBU|Daisy}}, {{SSBU|Diddy Kong}}, {{SSBU|Olimar}}, or {{SSBU|Pac-Man}}. | ||
*When Meta Knight is [[poison]]ed or [[curse]]d, his eyes become slightly smaller than usual. This may suggest that he is | *Meta Knight, {{SSBU|Inkling}}, {{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]]. | ||
*Meta Knight, {{SSBU|Inkling | **Out of all of them, Meta Knight is the only one of who is a [[veteran]]. | ||
**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}}. | *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 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 | *Meta Knight's Classic Mode route is somewhat similar to Pyra and Mythra's since each of them faces 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. | **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. | *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. |