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.
{{cquote|''This fighter not only has tons of quick moves, he can perform a midair jump five times! All his special moves have a recovery aspect, so use them at the right time. His Final Smash is Darkness Illusion, which unleashes a fast series of aerial attacks.''|cite=[https://www.smashbros.com/en_US/blog/ Super Smash Blog]|source=[[Super Smash Bros. Ultimate Official Site]]}}


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


Meta Knight is ranked 50th out of 82 on the current [[tier list]], placing him at the bottom of the B- tier. This is a significant drop from his 16th out of 54 placement in ''SSB4'' and is his worst placement in the series. Meta Knight's strength centers around his amazing ground and air mobility, granting him a strong neutral game, advantage and disadvantage state. He retains excellent frame data, which combined with his mobility grants him an amazing combo game and edgeguarding ability, including his signature up aerial [[ladder combo]]s which, while nerfed, still has effective setups. Said combos have also been retooled to give him options for combos that KO vertically ([[Shuttle Loop]]) or horizontally ([[Mach Tornado]]) depending on the opponent's reaction. He also boasts a long, safe recovery which makes it very unlikely for him to be KO'd while recovering, as he has multiple double jumps and all of his special moves function as [[recovery]] moves with large or lingering hitboxes, making Meta Knight one of the hardest characters to [[edgeguard]].
As in ''SSB4'', Eric Newsome and Atsushi Kisa'ichi's performances from ''Brawl'' were repurposed for the English and Japanese versions of ''Ultimate'', respectively.
 
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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*Clear {{SSBU|Classic Mode}} with {{SSBU|Link}} or any character in his unlock tree, being the 4th character unlocked after {{SSBU|Simon}}.
*Clear {{SSBU|Classic Mode}} with {{SSBU|Link}} or any character in his unlock tree, being the 4th character unlocked after {{SSBU|Simon}}.
*Have Meta Knight join the player's party in [[World of Light]].
*Have Meta Knight join the player's party in [[World of Light]].
Meta Knight must then be defeated on [[Halberd]] (the [[Ω form]] is used in World of Light).
With the exception of the third method, Meta Knight must then be defeated on [[Halberd]].


==Attributes==
==Attributes==
Meta Knight combines several unusual traits. He has multiple [[jump]]s, but unlike other characters who share this ability, he has strong mobility, comprising fast [[dash]]ing and [[walk]]ing speeds, high [[falling speed]] and [[gravity]], and average [[air speed]]. He is also the only small character to use a sword, which gives his attacks a bit more range relative to his stature. Overall, unlike other characters with multiple jumps, Meta Knight is neither wanting for speed nor range.
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 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 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 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 punish 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 has received a mix of buffs and nerfs in the transition to ''Ultimate'', but has been nerfed overall, although significantly less so than in his transition from ''Brawl'' to ''Smash 4''. His 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.
 
Meta Knight benefits from some of the gameplay changes to the engine. His already quick mobility has improved even further, and his aerials have considerably decreased [[landing lag]], even compared to most other characters' aerials, improving his [[neutral game]] and [[combo]] game. The changes to [[air dodge]] mechanics highly benefit Meta Knight, as they further strengthen his already scary offstage game, and he isn't as affected by these changes thanks to his excellent recovery; moreover, he can now extend his own or escape combos in a pinch with a directional air dodge.


Some of Meta Knight's moves such as his [[tilt]]s and [[aerial]]s also have increased range, with his down tilt notably no longer possessing blind spots, and his neutral attack is more effective as a close-range option to rack up damage, due to having faster startup and linking much more reliably. His special moves have also seen improvements, as [[Shuttle Loop]] conserves more momentum at the end and thus improves his already outstanding recovery, [[Mach Tornado]] now consists of a single hit that deals higher knockback when clean, and [[Drill Rush]] sends at a lower, more desirable angle. The latter two moves have also become powerful, if risky moves for edgeguarding.
However, the 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 with his throws. 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''. While he was thought to be a high-tier in the early metagame, he had failed to attain the same level of success of his ''SSB4'' counterpart despite the efforts of {{sm|Abadango}}, who now only uses him as a secondary in favor of {{SSBU|Palutena}} and {{SSBU|Wario}}. As a result, players including {{sm|Dabuz}}, {{sm|ESAM}}, and {{sm|Samsora}} now refer to Meta Knight as a middle-of-the-road mid-tier character, while some place him as a lower mid-tier or even a low-tier character. That said, he has shown signs of success in the tournament scene thanks to the efforts of players including {{sm|Cyro}} and {{sm|Slither2Hunter}}; 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.
===Aesthetics===
*{{change|As with all [[veteran]]s returning from ''Smash 4'', Meta Knight's model features a more subdued color scheme. His mask, armor, and sword feature more detailed textures.}}
*{{change|Galaxia's sword trails have reversed colors, using aqua with yellow accents instead of the yellow with turquoise accents from ''Smash 4''.}}
*{{change|Meta Knight's tornado trails are more opaque and incorporate more white accents than yellow.}}
*{{change|His Galacta Knight-inspired [[alternate costume]] more closely resembles its inspiration: his mask becomes cross-shaped with red eyes, his spikes and insignia become yellow, and Galaxia turns pink like Galacta Knight's lance. Similarly, Galaxia turns silver with a blue gem when donning the Dark Meta Knight costume, his sabatons turn a darker red as opposed to the inaccurate purple of ''Smash 4'', and his mask gains a scar and has paler eyes, much like his Mirror World doppelgänger.}}
*{{change|Two of Meta Knight's [[victory animation]]s were altered: one has him slashing with his sword, and the other has him flying around and dropping to the ground and striking a pose.}}
*{{change|Meta Knight has a new [[sidestep]] animation, wrapping himself in his mantle during the dodge.}}
*{{change|Meta Knight performs his up [[taunt]] faster.}}
*{{change|Meta Knight's wings now droop or curl up when [[fast fall]]ing.}}
*{{bugfix|Meta Knight no longer grunts twice during his reeling animation.}}


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''.
===Attributes===
*{{buff|Like all characters, Meta Knight's [[jumpsquat]] takes 3 frames to complete (down from 4).}}
*{{buff|Meta Knight [[walk]]s faster (1.18 → 1.239).}}
*{{buff|Meta Knight [[run]]s faster (1.9 → 2.09).}}
**{{buff|His initial [[dash]] is much faster (1.7 → 2.211).}}
*{{buff|Meta Knight's [[air speed]] is faster (0.99 → 1.04).}}
*{{buff|Meta Knight's [[traction]] is much higher (0.055 → 0.097).}}
*{{nerf|Forward [[roll]] grants less [[intangibility]] (frames 4-15 → 4-14) and has more ending lag ([[FAF]] 28 → 29).}}
*{{nerf|Back roll has more ending lag (FAF 28 → 34).}}
*{{nerf|[[Spot dodge]] has more startup (frame 2 → 3).}}
**{{buff|However, its total duration remains the same, giving it one frame less ending lag.}}
*{{buff|Air dodge grants more intangibility (frames 2-25 → 2-26).}}
*{{nerf|Air dodge has significantly more ending lag (FAF 31 → 48).}}
*{{buff|The new [[air dodge]] mechanics improve Meta Knight's juggling and edge-guarding abilities.}}


{{SSB4 to SSBU changelist|char=Meta Knight}}
===Ground attacks===
*[[Neutral attack]]:
**{{buff|Neutral attack's infinite has received several changes to allow it to connect better and rack up damage more effectively:}}
***{{buff|It has considerably less startup with a shorter gap between hits (frame 7, 11, 15, 20, 24 → 4, 7, 10, 13, 16), and a lower [[hitlag]] multiplier (1× → 0.5×), making it harder to [[SDI]] out of.}}
***{{buff|It has a different launch angle to keep grounded opponents closer to Meta Knight (60°/84° → [[361]]°).}}
***{{buff|It has more base knockback (8 → 10) and each hit inflicts 2 additional frames of [[hitstun]].}}
***{{buff|It has larger hitboxes overall (5.8u/6.8u → 7u/6.5u).}}
**{{buff|The finisher has less ending lag (FAF 35 → 31).}}
**{{nerf|The infinite deals less damage per hit (1.2% → 1%) and no longer deals extra [[shield damage]] (1 → 0).}}
**{{change|The finisher consists of three small hitboxes instead of a single large one (8u → 5u/6u/6u). However, its overall range remains unchanged.}}
*[[Forward tilt]]:
**{{buff|The first two hits have different knockback (8 base/88 scaling → 25/20 (hit 1), 20/20 (hit 2)) and their outermost hitboxes launch opponents closer to Meta Knight (85° → 88° (hit 1), 80° → 85° (hit 2)), allowing them to connect more reliably.}}
**{{buff|The second hit has larger hitboxes (3.5u → 4u/3.6u).}}
*[[Up tilt]]:
**{{buff|Up tilt's sweetspot has more vertical range (Y offset: 23.9u → 25.2u (clean), 7.5u → 9u (late)).}}
**{{change|The sourspot deals more damage during the clean hit (5% → 6%), but less during the late hit (6% → 5%).}}
*[[Down tilt]]:
**{{buff|Down tilt's innermost hitbox is larger (3.2u → 3.5u), while the outermost hitbox stretches farther horizontally (Z offset: 13u → 15u), removing its blindspot next to Meta Knight and increasing its range to the point it properly covers the full tip of the blade.}}
*[[Dash attack]]:
**{{buff|Dash attack deals more damage (6%/5% → 7%/6%).}}
**{{nerf|It has one frame more ending lag (FAF 32 → 33).}}
**{{nerf|It has slightly less base knockback (70 → 65/65/67), but more knockback scaling (90 → 107). In combination with the previous changes, this removes its combo potential almost entirely past low percents, no longer having KO setups into [[Shuttle Loop]].}}
***{{buff|However, this allows it to KO under 180%, giving it more utility as an emergency KO move.}}
**{{nerf|It has smaller hitboxes (5.5u/5u/4.5u → 5u/4u/3.5u).}}
*[[Forward smash]]:
**{{change|Forward smash has a modified sword trail with spiked edges.}}
*[[Up smash]]:
**{{buff|Up smash deals more damage (3% (hit 1)/2% (hit 2)/4% (hit 3) → 4%/3%/5%; 9% → 12% (total)), with knockback scaling compensated on the last hit (166 → 148).}}
**{{buff|The first and second hits have more [[set knockback]] (20/25 → 30), and their outer hitboxes launch opponents at a higher angle (135° → 130°), allowing them to connect more reliably.}}
*[[Down smash]]:
**{{buff|Down smash deals more damage (7% → 10% (hit 1), 10% → 13% (hit 2)) with knockback scaling not fully compensated (93 → 77 (hit 1)/78 (hit 2)), allowing the first hit to KO under 190% from center stage.}}
**{{buff|It no longer starts [[charging]] immediately (frame 1 → 2), allowing the player to use the uncharged move without [[buffer]]ing.}}
**{{buff|The second hit has larger hitboxes (4.5u/4u → 4.6u/4.6u).}}
**{{nerf|The first hit has a smaller hitbox (4.5u/4u → 3.8u).}}


==Update history==
===Aerial attacks===
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.
*{{buff|All aerials have less landing lag (16 frames → 7 (neutral), 16 → 10 (forward), 18 → 11 (back), 18 → 9 (up), 22 → 9 (down)).}}
*[[Neutral aerial]]:
**{{buff|Neutral aerial's late hit has an additional hitbox that is larger (3.5u → 5u), giving it more range.}}
*[[Forward aerial]]:
**{{buff|All hits have slightly more horizontal range (Z offset: 13u → 13.5u).}}
**{{buff|The first two hits' ground-only hitboxes launch at a higher angle (361° → 60°) and have more base knockback (30 → 60), but less knockback scaling (130 → 100). This allows them to connect more reliably, and in combination with the move's lower landing lag, start combos into other attacks at various percents.}}
**{{buff|The first two hits' aerial-only hitboxes use the [[autolink angle]] like in the original version of ''Smash 4'' (85° → 367°), allowing them to once again drag opponents down and set up combos, which is strengthened by the move's lower landing lag.}}
**{{nerf|The first two hits' ground-only hitboxes deal less damage (2.2% → 1.5%).}}
*[[Back aerial]]:
**{{buff|All hits have more horizontal range (Z offset: -12u/-6u → -15u/-9u).}}
**{{buff|The first two hits' ground-only hitboxes launch at a higher angle (361° → 55°) and have more base knockback (40 → 50), but less knockback scaling (130 → 90). Much like forward aerial, this allows them to connect more reliably, and in combination with the move's lower landing lag, start combos into other attacks at various percents.}}
**{{nerf|The first and second hits' ground-only hitboxes deal less damage (2.2% → 1.5%).}}
**{{nerf|The third hit has less knockback scaling (212 → 198), hindering its KO potential.}}
*[[Up aerial]]:
**{{change|Up aerial's angles have been altered (69°/69°/52° → 67°/67°/50°), improving its combo potential into other aerials, but worsening the consistency of up aerial [[ladder combo]]s.}}


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.
===Throws and other attacks===
*[[Grab]]s:
**{{nerf|All grabs have increased ending lag (FAF 32 → 37 (standing), 40 → 45 (dash),  38 → 40 (pivot)).}}
**{{nerf|All grabs have less range, especially standing grab (Z2 offset: 10u → 8.5u (standing), 10.8u → 10.1u (dash), -15u → -14.3u (pivot)).}}
**{{nerf|Dash and pivot grabs have increased startup (frame 9 → 11 (dash), 9 → 12 (pivot)).}}
**{{nerf|In a similar vein to {{SSBU|Captain Falcon}}, due to Meta Knight's increased traction, dash grab does not cause him to retain as much horizontal momentum, further decreasing its effective range.}}
*[[Pummel]]:
**{{buff|Pummel deals more hitlag (5 frames → 11), but has less startup (frame 4 → 1) and significantly less ending lag (FAF 24 → 6), greatly shortening its effective duration.}}
**{{nerf|It deals much less damage (3% → 1%).}}
***{{change|Relative to the rest of the cast, Meta Knight's pummel is among the fastest but least damaging, rather than among the slowest but most damaging.}}
*[[Forward throw]]:
**{{nerf|Due to Meta Knight's increased traction no longer allowing him to retain horizontal momentum during throws, forward throw has lost its combo potential entirely past very low percents.}}
*[[Up throw]]:
**{{nerf|Up throw's notoriously powerful collateral hitbox deals less knockback (90 base/160 scaling → 85/150), no longer KOing under 80% from ground level.}}
*[[Edge attack]]:
**{{buff|Edge attack deals more damage (7% → 9%).}}


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).
===Special moves===
*[[Mach Tornado]]:
**{{buff|Mach Tornado travels faster horizontally, and gives more height via [[button mashing]].}}
**{{buff|It has gained a [[windbox]], allowing it to pull opponents more effectively into the attack.}}
**{{change|Instead of being a multi-hit attack, it only hits once, possessing a clean hit and late hit.}}
***{{nerf|It deals significantly less total damage (22% → 12% (clean)/8% (late)).}}
***{{change|It launches opponents horizontally (70° → 361°), which allows it to KO horizontally far earlier, working as a potent combo finisher and even an edgeguarding tool<ref>https://twitter.com/RagsMK/status/1068004925207121920?s=19</ref>, but hinders its KO ability near the top blast line.}}
***{{change|The clean hit is stronger than the previous final hit from center stage (55 base/170 scaling → 90/44), but the late hit is weaker (55/170 → 70/60).}}
***{{change|It has more range than the previous multi-hits, but less than the previous final hit (6u/11u → 9u).}}
***{{change|It has a lower hitlag multiplier (2× → 1.2×), although it still has more hitlag due to its higher individual damage and the universal [[hitlag]] increase.}}
**{{change|Mach Tornado has updated visual effects, better resembling how it looked in ''Brawl''.}}
*[[Drill Rush]]:
**{{buff|Drill Rush has a faster rehit rate (6 → 4), causing it to hit up to twelve times (up from nine), and its looping hits deal more damage (1% → 1.1%), increasing its total output (11% → 15.1%).}}
**{{buff|The looping hits have different angles (0°/30°/361°/366° (clean), 50°/366°/366° (late) → 363°/367°/30°/30°/367°/365°) and knockback (30/30/0/0 set/60/100/70/70 base → 45/30/45/45/0/0 set/50/80/50/80/25/25 base), alongside a lower hitlag multiplier (1× → 0.6×). In combination with their faster rehit rate, this allows them to connect much more effectively and makes them harder to escape.}}
**{{buff|The final hit has gained an additional hitbox that is larger (6u → 8u), increasing its range.}}
**{{nerf|Drill Rush slows down significantly when hitting a shield. This hinders its ability to [[cross-up]] opponents, and gives them more time to react to the move and punish it.}}
**{{change|The final hit has less knockback scaling (200 → 185), although it launches at a lower angle to compensate (60° → 40°).}}
**{{change|The final hit has a unique, bright red visual effect if it hits an opponent.}}
*[[Shuttle Loop]]:
**{{buff|Shuttle Loop conserves more vertical momentum after the second hit.}}
**{{nerf|The first hit deals set knockback (grounded: 130/127/98/98 base/10 scaling (early), 90/10 (late) → 125/125/120/120 set/120 scaling (early), 100/120 (mid), 80/100 (late); aerial: 120/70 base/10 scaling → 116/110 set/120 scaling (early), 80/100 (late)) and is [[weight-independent]]. While this would make it connect the same way regardless of percent, the set knockback means it no longer scales with percent, removing its ability to potentially hit opponents up to a higher position and lead to earlier KOs with the second hit, hindering the move's KO potential, which is further worsened by [[rage]] no longer affecting moves with set knockback.}}
*[[Dimensional Cape]]:
**{{buff|Dimensional Cape deals more damage if done on the ground without moving (15% → 16%).}}
**{{nerf|It deals less damage if done on the ground moving backward (14% → 13%).}}
*[[Darkness Illusion]]:
**{{change|Meta Knight has a new [[Final Smash]], Darkness Illusion. It creates a surge of energy around Meta Knight which traps opponents, dragging them into the air, where Meta Knight clones himself to strike repeatedly, before finishing with a slash that sends opponents at a horizontal angle. It bears a resemblance to Upper Calibur, Meta Knight's strongest attack in ''Kirby: Star Allies'', with the cross-lightning being similar to ''Kirby Super Star Ultra's'' version of Mach Tornado and Meta Knight's Shuttle Loop when combined with electricity in ''Kirby Star Allies''.}}
**{{nerf|The surge of energy from Darkness Illusion has less range than the cape from [[Galaxia Darkness]]. In addition, it has lost the ability to hit others not trapped in the Final Smash, unlike Galaxia Darkness.}}


Overall, Meta Knight fares slightly better than he did at the launch of ''Ultimate''.
==Update history==
 
'''{{GameIcon|ssbu}} [[List of updates (SSBU)/1.1.0 changelog|1.1.0]]'''
'''{{GameIcon|ssbu}} {{SSBU|1.1.0}}'''
*{{nerf|Dash attack has more ending lag (FAF 32 → 33).}}
{{UpdateList (SSBU)/1.1.0|char=Meta Knight}}
 
'''{{GameIcon|ssbu}} {{SSBU|7.0.0}}'''
{{UpdateList (SSBU)/7.0.0|char=Meta Knight}}
 
'''{{GameIcon|ssbu}} {{SSBU|8.0.0}}'''
{{UpdateList (SSBU)/8.0.0|char=Meta Knight}}
 
'''{{GameIcon|ssbu}} {{SSBU|9.0.0}}'''
{{UpdateList (SSBU)/9.0.0|char=Meta Knight}}
 
'''{{GameIcon|ssbu}} {{SSBU|9.0.1}}'''
{{UpdateList (SSBU)/9.0.1|char=Meta Knight}}
 
'''{{GameIcon|ssbu}} {{SSBU|13.0.1}}'''
{{UpdateList (SSBU)/13.0.1|char=Meta Knight}}


==Moveset==
==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 five [[midair jump]]s.
''For a gallery of Meta Knight's hitboxes, see [[Meta Knight (SSBU)/Hitboxes|here]].''
 
{{MovesetTable
{{MovesetTable
|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=Flurry Attack
|neutral1dmg=1% (loop), 2% (last)
|neutral1dmg=1% (loop), 2% (final hit)
|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=Performs an extremely fast 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. It appears to be based on the Meta Multithrust from ''Meta Knightmare Ultra'', while its finisher is a possible reference to the Uppercut from the Sword ability in ''Kirby Super Star'' and ''Kirby Super Star Ultra'', with the latter game naming it Meta Upper when it is used by Meta Knight.
|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= A spinning, upward thrust. There is a sweetspot located in Galaxia's tip. Has poor horizontal range, causing it to miss unless its used point-blank to the opponent. It can conbo however.  
|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 low sword thrust. May cause [[tripping]] and can [[lock]] at low percents.
|dashname=Charge Kick ({{ja|突進蹴り|Tosshin Geri}})
|dashname=&nbsp;
|dashdmg=7% (foot), 6% (tip)
|dashdmg=7% (leg), 6% (foot)
|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 sliding side kick.
|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 outwards slash. Due to it 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's powerful and has low ending lag.  
|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=A series of 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's not safe on shield, and it's 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=A spinning, low-angle outward slash on both sides of himself. Both hits are semi-spikes, which makes it useful for warding off pressure, punishing rolls, and launching opponents off-stage. The front hit is weak though.  
|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. It may be based on the Knight Spin from ''Meta Knightmare Ultra''. Autocancels in a full hop and is one of the strongest in the game, KOing reliably below 150%.
|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 quick fanning slashes in front of himself.Does not autocancel in a short hop.  
|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=Performs three spinning outward slashes behind himself. When used during a fast-fall, the first two hits can drag midair opponents towards the ground. 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 above himself. 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 below himself.
|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.
|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. 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=Performs the Air Drop from [[Kirby]]'s {{s|wikirby|Ninja}} ability. Unlike Kirby's up throw, the impact doesn't 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=Performs the Fury Stomp from Kirby's {{s|wikirby|Suplex}} ability. It is weaker compared to Kirby's down throw, and the duration is slightly slower.
|floorfname=&nbsp;
|floorfname=&nbsp;
|floorfdmg=7%
|floorfdmg=7%
Line 163: Line 247:
|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 and traps opponents in a tornado. Button mashing increases the move's duration and makes Meta Knight both ascend slightly; he can also move left and right. Unlike its [[Super Smash Bros. Brawl|previous]] [[Super Smash Bros. 4|versions]], the tornado only consists of one hit. Using this move in midair renders Meta Knight [[Helplessness|helpless]]. It is based on the Mach Tornado attack from his boss fight in Kirby Super Star. It is also similar to Kirby's {{s|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=Meta Knight rushes sideways, spinning in the fashion of a drill with Galaxia outstretched. 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 if he lands the last hit on an opponent or onto terrain. Based off of the attack of the same name from Kirby's {{s|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% (ground hit 1, clean), 6% (ground hit 1, late; ground hit 2; aerial hits 1 and 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=Meta Knight jumps 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. Based off of the attack of the same name from Kirby's {{s|wikirby|Wing}} ability, as well as Meta Knight's use of the move in ''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=Meta Knight 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). 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 2 pairs of wings as he raises Galaxia skyward. A lightning bolt strikes the sword 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]]===
*Uses [[Dimensional Cape]] to warp onto the stage.
*Uses [[Dimensional Cape]] to warp onto the stage.
===[[Idle pose]]s===
*Adopts a wary, defensive stance. Sometimes resets by swinging Galaxia.
*Pulls his cape in front of himself and then throws it back.
<gallery>
<gallery>
MetaKnightOnScreenAppearanceSSBU.gif|Meta Knight's on-screen appearance
SSBUMetaKnightIdle1.gif|Meta Knight's first idle pose
SSBUMetaKnightIdle2.gif|Meta Knight's second idle pose
</gallery>
</gallery>


===[[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.|SSB64]]''.
<gallery>
<gallery>
SSBUMetaKnightTaunt1.gif|Meta Knight's up taunt.
SSBUMetaKnightTaunt1.gif|Meta Knight's up taunt.
Line 219: Line 283:
SSBUMetaKnightTaunt3.gif|Meta Knight's down taunt.
SSBUMetaKnightTaunt3.gif|Meta Knight's down taunt.
</gallery>
</gallery>
===[[Idle pose]]s===
*Swings Galaxia and clenches his fist in front of himself.
*Pulls his cape in front of himself and then throws it back.
<gallery>
SSBUMetaKnightIdle1.gif|Meta Knight's first idle pose.
SSBUMetaKnightIdle2.gif|Meta Knight's second idle pose.
</gallery>
===[[Crowd cheer]]===
<div class="tabber">
<div class="tabbertab" title="English, Japanese/Chinese, Italian, Dutch, French">
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|-
!{{{name|}}}
!Cheer (English)
!Cheer (Japanese/Chinese)
!Cheer (Italian)
!Cheer (Dutch)
!Cheer (French)
|-
! scope="row"|Cheer
|[[File:Meta Knight Cheer English SSBU.ogg|center]]||[[File:Meta Knight Cheer Japanese SSBU.ogg|center]]||[[File:Meta Knight Cheer Italian SSB4 SSBU.ogg|center]]||[[File:Meta Knight Cheer Dutch SSBU.ogg|center]]||{{NTSC}} [[File:Meta Knight Cheer French NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Meta Knight Cheer French PAL SSBU.ogg|center]]
|-
! scope="row"|Description
|Me - ta - Knight! || Me - ta - Knight! || Me - ta - Knight! || Meta Knight! Meta Knight! Me - ta - Knight! || Me - ta - Knight!
|}
</div>
<div class="tabbertab" title="German, Spanish, Russian, Korean">
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|-
!{{{name|}}}
!Cheer (German)
!Cheer (Spanish)
!Cheer (Russian)
!Cheer (Korean)
|-
! scope="row"|Cheer
|[[File:Meta Knight Cheer German SSBU.ogg|center]]||{{NTSC}} [[File:Meta Knight Cheer Spanish NTSC SSB4 SSBU.ogg|center]] <br> {{PAL}} [[File:Meta Knight Cheer Spanish PAL SSBU.ogg|center]]||[[File:Meta Knight Cheer Russian SSBU.ogg|center]]||[[File:Meta Knight Cheer Korean SSBU.ogg|center]]
|-
! scope="row"|Description
|Me - ta - Knight! || Meeeeta - Knight! || Me - ta - Knight! || Metaaaa - Knight!
|}
</div>
</div>


===[[Victory pose]]s===
===[[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 his sword, 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 "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 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 twirls his sword, 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]] cleared a stage, performed with electric guitars and in quadruple meter.]]
<gallery>
<gallery>
MetaKnightVictoryPose1SSBU.gif
MetaKnightVictoryPose1SSBU.gif
Line 276: Line 295:
</gallery>
</gallery>


==In [[competitive play]]==
==In competitive play==
===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 -->


''See also: [[:Category:Meta Knight players (SSBU)]]''
When ''Ultimate'' got released, many players noticed that Meta Knight was then thought to be better. This was seen to his outstanding recovery, great frame data, and great mobility. Due to many smaller characters getting emphasized more, Meta Knight had better matchups against people 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 is not as strong or broken as his ''Brawl'' counterpart, but just as, if not better than his ''Smash 4'' counterpart.


*{{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}}.
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 a low tier.
*{{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|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|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}} - 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===
===Notable players===
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.
''Any number following the Smasher name indicates placement on the [[Spring 2019 PGRU]], which recognizes the official top 50 players in the world in [[Super Smash Bros. Ultimate]] from February 1st, 2019 to July 7th, 2019.''


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.
<!--If you are planning to add a player you consider to be notable, please provide tournament results in some shape or form in the edit summary (be it a link to a results thread or bracket of placing high in a tournament of other notable players or a video of them beating a notable player). Winning tournaments without notable players present is generally not enough to warrant a spot.-->
*{{Sm|Abadango|Japan}} (#40) - Has a strong Meta Knight secondary and is considered the best Meta Knight player in the world. Placed 3rd at {{Trn|EGS Cup}} and 25th at both {{Trn|GENESIS 6}} and {{Trn|Frostbite 2019}}.
*{{Sm|Cyro|USA}} - One of the best Meta Knight players in the United States. Placed 5th at {{Trn|LVL Up Expo 2019}}, 7th at {{Trn|2GG: Prime Saga Kickoff}}, and 13th at {{Trn|The Kid, the Goat, and the Mang0}}.
*{{Sm|Jayy|Canada}} - The best Meta Knight player in Canada. He is the highest placing Meta Knight at a major with 17th at {{Trn|Super Smash Con 2019}}. Also placed 33rd at {{Trn|Collision 2019}}, and 33rd at {{Trn|Get On My Level 2019}}. Has wins over {{Sm|Myran}} and is ranked 6th on the [[Montreal Power Rankings#Super Smash Bros Ultimate rankings|Montreal Ultimate Power Rankings]].
*{{Sm|Slither2Hunter|USA}} - The best Meta Knight player in the United States. Placed 13th at both {{Trn|Smashpoint}} and {{Trn|DreamHack Dallas 2019}}, 25th at {{Trn|SoCal Chronicles}}, and 65th at {{Trn|GENESIS 6}}.
*{{Sm|Yei|Costa Rica}} - Uses Meta Knight as Co-Main with {{SSBU|Chrom}}. Placed 7th at {{Trn|Smash Factor 8}}. Has wins over {{Sm|Wonf}} and {{Sm|Mr E}}.


=={{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.
Meta Knight's opponents are fighters in a free-for-all against their dark counterparts.


{|class="wikitable" style="text-align:center"
{|class="wikitable sortable" 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||{{SSBU|Link}} (x2) {{Head|Link|g=SSBU|s=20px}}{{Head|Link|g=SSBU|s=20px|cl=Black}}||[[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||{{SSBU|Pit}} {{Head|Pit|g=SSBU|s=20px}} and {{SSBU|Dark Pit}} {{Head|Dark Pit|g=SSBU|s=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||{{SSBU|Captain Falcon}} (×2) {{Head|Captain Falcon|g=SSBU|s=20px}}{{Head|Captain Falcon|g=SSBU|s=20px|cl=Red}}||[[Port Town Aero Dive]]||''{{SSBUMusicLink|F-Zero|Fire Field}}''||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||{{SSBU|Lucas}} (×2) {{Head|Lucas|g=SSBU|s=20px}}{{Head|Lucas|g=SSBU|s=20px|cl=Orange}}||[[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||{{SSBU|Samus}} {{Head|Samus|g=SSBU|s=20px}} and {{SSBU|Dark Samus}} {{Head|Dark Samus|g=SSBU|s=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||Meta Knight (×2) {{Head|Meta Knight|g=SSBU|s=20px|cl=Purple}}{{Head|Meta Knight|g=SSBU|s=20px|cl=Grey}}||[[Fountain of Dreams]]||''{{SSBUMusicLink|Kirby|The World to Win}}''||The CPU players use the Galacta Knight and Dark Meta Knight costumes, respectively. If either of them are used by the player, default Meta Knight {{Head|Meta Knight|g=SSBU|s=20px}} will take their place instead.
|-
|-
|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}}''||
|}
|}


[[Credits]] roll after completing Classic Mode. Completing it as Meta Knight has ''{{SSBUMusicLink|Kirby|Meta Knight's Revenge}}'' accompany the credits.
Credits roll after completing Classic Mode. Completing it as Meta Knight has ''{{SSBUMusicLink|Kirby|Meta Knight's Revenge}}'' accompany the credits.
{{clr}}
{{clr}}


Line 327: Line 342:
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 fighters that fell under [[Dharkon]]'s control after Galeem's first defeat. He is found in the Mysterious Dimension sub-area after saving {{SSBU|Ike}}. It is mandatory to defeat both of them to advance on toward the boss.
{{clrl}}
{{clrl}}


===Fighter Battle===
===Fighter Battle===
{|class="wikitable" style="width:100%;"
{|class="wikitable sortable" style="width:100%;"
|-
|-
!style="width:5%;"|No.
! style="width:5%;"|No.
!style="width:5%;"|Image
! style="width:5%;"|Image
!Name
! Name
!Type
! Type
!Power
! Power
!Stage
! Stage
!Music
! Music
|-
|-
|27
| 27
|[[File:Meta Knight SSBU.png|center|64x64px]]
| [[File:Meta Knight SSBU.png|center|108x108px]]
|Meta Knight
| {{SSBU|Meta Knight}}
|{{SpiritType|Attack}} <center>{{color|#dc1029|Attack}}</center>
| {{color|#dc1029|Attack}}
|11,800
| 11,800
|[[Halberd]] ([[Ω form]])
| [[Halberd]] ([[Ω form]])
|''{{SSBUMusicLink|Kirby|Meta Knight's Revenge}}''
| ''{{SSBUMusicLink|Kirby|Meta Knight's Revenge}}''
|}
|}
{{clr}}
{{-}}


==[[Spirit]]==
==[[Spirit]]s==
Meta Knight's fighter spirit can be obtained by completing {{SSBU|Classic Mode}} as Meta Knight. It is also available periodically for purchase in the shop for 300 Gold, but only after Meta Knight has been unlocked. Unlocking Meta Knight in World of Light allows the player to preview the spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. His fighter spirit has an alternate version that replaces it with his artwork in ''Ultimate''.
Meta Knight's Fighter Spirit can be obtained by completing [[Classic Mode]]. It is also available periodically for purchase in the shop for 500 coins. Unlocking Meta Knight in World of Light allows the player to preview the spirit below in the Spirit List under the name "???". As a Fighter Spirit, it cannot be used in Spirit Battles and is purely aesthetic. Each Fighter Spirit has an alternate version that replaces them with their artwork in ''Ultimate''.


<center>
<center>
<gallery>
<gallery>
SSBU spirit Meta Knight.png|324. '''''Meta Knight'''''
Meta KnightFighterSpirit.png|324. '''''Meta Knight'''''
</gallery>
</gallery>
</center>
</center>


==In Spirit Battles==
==In Spirit battles==
''Conditions in italic aren't listed on the Spirit Battle preview screen.''
===As the main opponent===
===As the main opponent===
{|class="wikitable sortable" style="width:100%;"
{|class="wikitable sortable" style="width:100%;"
|-
! colspan=4|Spirit
! colspan=4|Spirit
! colspan=7|Battle parameters
! colspan=7|Battle parameters
! colspan=1|Inspiration
|-
|-
! style="width:5%;"|No.
! style="width:5%;"|No.
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! Conditions
! Conditions
! Music
! Music
! Character
|-
|-
|101
|101
|{{SpiritTableName|Dimentio|size=64}}
|[[File:DimentioSpirit.png|center|64x64px]]
|''Paper Mario'' Series
|{{anchor|Dimentio}}Dimentio
|''Paper Mario series''
|•{{SSBU|Meta Knight}} {{Head|Meta Knight|g=SSBU|s=20px|cl=Pink}}<br>•Giant {{SSBU|Luigi}} {{Head|Luigi|g=SSBU|s=20px|cl=Purple}}
|•{{SSBU|Meta Knight}} {{Head|Meta Knight|g=SSBU|s=20px|cl=Pink}}<br>•Giant {{SSBU|Luigi}} {{Head|Luigi|g=SSBU|s=20px|cl=Purple}}
|{{SpiritType|Grab}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|3,800
|3,800
|[[Paper Mario]]
|[[Paper Mario]]
|•Attack Power
|•Attack power
|•The enemy has increased attack power after a little while<br>•The enemy deals damage when falling<br>•The enemy is giant
|•The enemy has increased attack power after a little while<br>•The enemy deals damage when falling<br>•The enemy is giant
|{{SSBUMusicLink|Super Mario Bros.|Battle! - Paper Mario: Color Splash}}
|{{SSBUMusicLink|Super Mario Bros.|Battle! - Paper Mario: Color Splash}}
|
|-
|-
|306
|306
|{{SpiritTableName|Bandit|size=64}}
|[[File:Bandit Spirit.png|center|64x64px]]
|''Yoshi'' Series
|{{anchor|Bandit}}Bandit
|•{{SSBU|Meta Knight}} {{Head|Meta Knight|g=SSBU|s=20px|cl=Navy}}×3
|''Yoshi series''
|{{SpiritType|Grab}}
|•{{SSBU|Meta Knight}} {{Head|Meta Knight|g=SSBU|s=20px|cl=Navy}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|3,300
|3,300
|{{SSBB|Yoshi's Island}}
|{{SSBB|Yoshi's Island}}
Line 403: Line 417:
|•The enemy favors grabs and throws
|•The enemy favors grabs and throws
|{{SSBUMusicLink|Yoshi|Obstacle Course - Yoshi's Island}}
|{{SSBUMusicLink|Yoshi|Obstacle Course - Yoshi's Island}}
|
|-
|-
|309
|309
|{{SpiritTableName|Grim Leecher|size=64}}
|[[File:Grim Leecher Spirit.png|center|64x64px]]
|''Yoshi'' Series
|{{anchor|Grim Leecher}}Grim Leecher
|''Yoshi series''
|•{{SSBU|Meta Knight}} {{Head|Meta Knight|g=SSBU|s=20px|cl=Navy}}
|•{{SSBU|Meta Knight}} {{Head|Meta Knight|g=SSBU|s=20px|cl=Navy}}
|{{SpiritType|Grab}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|1,800
|1,800
|{{SSBB|Yoshi's Island}}
|{{SSBB|Yoshi's Island}}
Line 415: Line 429:
|•Left and right controls will suddenly reverse
|•Left and right controls will suddenly reverse
|{{SSBUMusicLink|Yoshi|Obstacle Course - Yoshi's Island}}
|{{SSBUMusicLink|Yoshi|Obstacle Course - Yoshi's Island}}
|
|-
|-
|343
|343
|{{SpiritTableName|Dark Matter|size=64}}
|[[File:DarkMatterSpirit.png|center|64x64px]]
|''Kirby'' Series
|{{anchor|Dark Matter}}Dark Matter
|•{{SSBU|Meta Knight}} {{Head|Meta Knight|g=SSBU|s=20px|cl=Navy}} (120 HP)<br>•{{SSBU|King Dedede}} {{Head|King Dedede|g=SSBU|s=20px|cl=Grey}} (80 HP)
|''Kirby series''
|{{SpiritType|Attack}}
|•{{SSBU|Meta Knight}} {{Head|Meta Knight|g=SSBU|s=20px|cl=Navy}}<br>•{{SSBU|King Dedede}} {{Head|King Dedede|g=SSBU|s=20px|cl=Grey}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|13,500
|13,500
|[[Halberd]] ([[Ω form]])
|[[Halberd]] ([[Ω form]])
Line 427: Line 441:
|•The enemy's melee weapons have increased power<br>•The enemy can unleash powerful critical hits at random<br>•[[Stamina battle]]
|•The enemy's melee weapons have increased power<br>•The enemy can unleash powerful critical hits at random<br>•[[Stamina battle]]
|{{SSBUMusicLink|Kirby|02 Battle}}
|{{SSBUMusicLink|Kirby|02 Battle}}
|
|-
|-
|374
|374
|{{SpiritTableName|Meta-Knights|size=64}}
|[[File:Meta Knights Spirit.png|center|64x64px]]
|''Kirby'' Series
|{{anchor|Meta-Knights}}Meta-Knights
|•{{SSBU|Meta Knight}} Team {{Head|Meta Knight|g=SSBU|s=20px|cl=Navy}} (60 HP) {{Head|Meta Knight|g=SSBU|s=20px|cl=Red}} (50 HP) {{Head|Meta Knight|g=SSBU|s=20px|cl=Navy}} (40 HP) {{Head|Meta Knight|g=SSBU|s=20px|cl=Navy}} (50 HP)
|''Kirby series''
|{{SpiritType|Neutral}}
|•{{SSBU|Meta Knight}} Team (×4)  ({{Head|Meta Knight|g=SSBU|s=20px|cl=Navy}}x3, {{Head|Meta Knight|g=SSBU|s=20px|cl=Red}})
|[[File:SpiritTypeNeutral.png|20px|center|Neutral]]
|8,800
|8,800
|[[Halberd]] (Ship deck)
|[[Halberd]] (Ship deck)
Line 439: Line 453:
|•[[Stamina battle]]<br>•Reinforcements will appear during the battle<br>•The enemy starts the battle with a [[Killing Edge]]
|•[[Stamina battle]]<br>•Reinforcements will appear during the battle<br>•The enemy starts the battle with a [[Killing Edge]]
|{{SSBUMusicLink|Kirby|Meta Knight's Revenge}}
|{{SSBUMusicLink|Kirby|Meta Knight's Revenge}}
|Javelin Knight (red costume)<br>Axe Knight, Mace Knight, and Trident Knight (navy costume)
|-
|-
|539
|539
|{{SpiritTableName|Aegislash|size=64}}
|[[File:Aegislash.png|center|64x64px]]
|''Pokémon'' Series
|{{anchor|Aegislash}}Aegislash
|•Gold {{SSBU|Meta Knight}} {{Head|Meta Knight|g=SSBU|s=20px|cl=White}}×2
|''Pokémon series''
|{{SpiritType|Attack}}
|•Gold {{SSBU|Meta Knight}} {{Head|Meta Knight|g=SSBU|s=20px|cl=White}} (×2)
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|4,000
|4,000
|[[Kalos Pokémon League]] (hazards off)
|[[Kalos Pokémon League]] (hazards off)
|N/A
|N/A
|•The enemy's melee weapons have increased power<br>•Timed battle (1:30)<br>•Reinforcements will appear after an enemy is KO'd
|•The enemy's melee weapons have increased power<br>•Timed battle<br>•Reinforcements will appear after an enemy is KO'd
|{{SSBUMusicLink|Pokémon|Battle! (Trainer Battle) - Pokémon X / Pokémon Y}}
|{{SSBUMusicLink|Pokémon|Battle! (Trainer Battle) - Pokémon X / Pokémon Y}}
|
|-
|-
|987
|987
|{{SpiritTableName|Vega|size=64}}
|[[File:Vega.png|center|64x64px]]
|''Street Fighter'' Series
|Vega
|•{{SSBU|Meta Knight}} {{Head|Meta Knight|g=SSBU|s=20px|cl=Navy}} (160 HP)
|''Street Fighter series''
|{{SpiritType|Attack}}
|•{{SSBU|Meta Knight}} {{Head|Meta Knight|g=SSBU|s=20px|cl=Navy}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|9,100
|9,100
|[[Arena Ferox]] ([[Ω form]])
|[[Arena Ferox]] ([[Ω form]])
Line 463: Line 477:
|•[[Stamina battle]]<br>•All fighters have reduced jump power<br>•The enemy loves to jump
|•[[Stamina battle]]<br>•All fighters have reduced jump power<br>•The enemy loves to jump
|{{SSBUMusicLink|Street Fighter|Vega Stage Type A}}
|{{SSBUMusicLink|Street Fighter|Vega Stage Type A}}
|
|-
|-
|1,019
|1,019
|{{SpiritTableName|Masked Lumen|size=64}}
|[[File:Maskedlumen.png|center|64x64px]]
|''Bayonetta'' Series
|Masked Lumen
|''Bayonetta series''
|•Giant {{SSBU|Meta Knight}} {{Head|Meta Knight|g=SSBU|s=20px|cl=White}}
|•Giant {{SSBU|Meta Knight}} {{Head|Meta Knight|g=SSBU|s=20px|cl=White}}
|{{SpiritType|Shield}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|4,100
|4,100
|[[Umbra Clock Tower]] (hazards off)
|[[Umbra Clock Tower]]
|•Item: [[Timer]]
|•Item: [[Timer]]
|•The enemy is giant
|•The enemy is giant
|{{SSBUMusicLink|Bayonetta|The Legend Of Aesir}}
|{{SSBUMusicLink|Bayonetta|The Legend Of Aesir}}
|
|-
|-
|1,068
|1,068
|{{SpiritTableName|Medusa Head|size=64}}
|[[File:Medusa.png|center|64x64px]]
|''Castlevania'' Series
|Medusa Head
|•{{SSBU|Meta Knight}} {{Head|Meta Knight|g=SSBU|s=20px|cl=Navy}}<br>•Tiny {{SSBU|Mewtwo}} {{Head|Mewtwo|g=SSBU|s=20px|cl=Cyan}}×5
|''Castlevania series''
|{{SpiritType|Attack}}
|•{{SSBU|Meta Knight}} {{Head|Meta Knight|g=SSBU|s=20px|cl=Navy}}<br>•Tiny {{SSBU|Mewtwo}} {{Head|Mewtwo|g=SSBU|s=20px|cl=Cyan}} (x5)
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|3,600
|3,600
|[[Dracula's Castle]]
|[[Dracula's Castle]]
Line 487: Line 501:
|•You have reduced move speed after a little while<br>•The enemy falls slowly<br>•Defeat an army of fighters
|•You have reduced move speed after a little while<br>•The enemy falls slowly<br>•Defeat an army of fighters
|{{SSBUMusicLink|Castlevania|Starker / Wicked Child}}
|{{SSBUMusicLink|Castlevania|Starker / Wicked Child}}
|
|-
|-
|1,072
|1,072
|{{SpiritTableName|Carmilla|size=64}}
|[[File:Carmilla2.png|center|64x64px]]
|''Castlevania'' Series
|Carmilla
|''Castlevania series''
|•Giant {{SSBU|Meta Knight}} {{Head|Meta Knight|g=SSBU|s=20px|cl=Navy}}
|•Giant {{SSBU|Meta Knight}} {{Head|Meta Knight|g=SSBU|s=20px|cl=Navy}}
|{{SpiritType|Shield}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|2,100
|2,100
|[[Dracula's Castle]]
|[[Dracula's Castle]]
Line 499: Line 513:
|•The enemy is invisible<br>•The enemy has increased defense after a little while<br>•The enemy is giant
|•The enemy is invisible<br>•The enemy has increased defense after a little while<br>•The enemy is giant
|{{SSBUMusicLink|Castlevania|Dwelling of Doom}}
|{{SSBUMusicLink|Castlevania|Dwelling of Doom}}
|
|-
|-
|1,332
|1,332
|{{SpiritTableName|Dracky|size=64}}
|[[File:Dracky Famicom art.png|center|64x64px]]
|''Dragon Quest'' Series
|Dracky
|•{{SSBU|Meta Knight}} {{Head|Meta Knight|g=SSBU|s=20px|cl=Grey}} (50 HP) {{Head|Meta Knight|g=SSBU|s=20px|cl=Red}} (80 HP) {{Head|Meta Knight|g=SSBU|s=20px|cl=Green}} (60 HP)
|''Dragon Quest Series''
|{{SpiritType|Grab}}
|•{{SSBU|Meta Knight}} (×3) ({{Head|Meta Knight|g=SSBU|s=20px|cl=Grey}}{{Head|Meta Knight|g=SSBU|s=20px|cl=Red}}{{Head|Meta Knight|g=SSBU|s=20px|cl=Green}})
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|2,200
|2,200
|[[Dracula's Castle]] (hazards off)
|[[Dracula's Castle]]
|•Defense ↓
|•Defense ↓
|•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<br>•The enemy has increased jump power
|{{SSBUMusicLink|Dragon Quest|Unflinchable Courage}}
|{{SSBUMusicLink|Dragon Quest|Unflinchable Courage}}
|Drackolyte (red costume)<br>Drackmage (green costume)
|}
|}


===As a minion===
===As a minion===
{|class="wikitable sortable" style="width:100%;"
{|class="wikitable sortable" style="width:100%;"
|-
! colspan=4|Spirit
! colspan=4|Spirit
! colspan=7|Battle parameters
! colspan=7|Battle parameters
Line 534: Line 548:
|-
|-
|205
|205
|{{SpiritTableName|Skull Kid|link=y|size=64}}
|[[File:Skullkid.png|center|64x64px]]
|''The Legend of Zelda'' Series
|{{anchor|Skull Kid}}[[Skull Kid]]
|•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (Moveset [[Flashing Mach Punch|2]][[Onslaught|1]][[Helicopter Kick|2]][[Counter Throw|3]], Skull Kid's Hat, Skull Kid's Outfit)<br>•Tiny {{SSBU|Meta Knight}} {{Head|Meta Knight|g=SSBU|s=20px|cl=Navy}}{{Head|Meta Knight|g=SSBU|s=20px|cl=Pink}}
|''The Legend of Zelda series''
|{{SpiritType|Grab}}
|•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (Skull Kid's Hat, Skull Kid's Outfit)<br>•Tiny {{SSBU|Meta Knight}} (×2) ({{Head|Meta Knight|g=SSBU|s=20px|cl=Navy}}{{Head|Meta Knight|g=SSBU|s=20px|cl=Pink}})
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|4,000
|4,000
|[[Distant Planet]] (hazards off)
|[[Distant Planet]] (hazards off)
|•Assist Trophy Enemies (Skull Kid (Invisibility Effect))<br>•Hazard: Fog
|•[[Assist Trophy]] Enemies ([[Skull Kid]] (Invisibility Effect))<br>•Hazard: Fog
|•Defeat the main fighter to win<br>•The stage is covered in fog<br>•Hostile assist trophies will appear
|•Defeat the main fighter to win<br>•The stage is covered in fog<br>•Hostile assist trophies will appear
|{{SSBUMusicLink|The Legend of Zelda|Saria's Song / Middle Boss Battle}}
|{{SSBUMusicLink|The Legend of Zelda|Saria's Song / Middle Boss Battle}}
|{{s|zeldawiki|Tatl}} (pink costume) and {{s|zeldawiki|Tael}} (navy costume)
|{{s|zeldawiki|Tatl}} and {{s|zeldawiki|Tael}}
|-
|-
|310
|310
|{{SpiritTableName|Roger the Potted Ghost|size=64}}
|[[File:Roger Ghost Spirit.png|center|64x64px]]
|''Yoshi'' Series
|{{anchor|Roger the Potted Ghost}}Roger the Potted Ghost
|•Giant {{SSBU|Wii Fit Trainer}} {{Head|Wii Fit Trainer|g=SSBU|s=20px|cl=MaleRed}} (60 HP)<br>•{{SSBU|Meta Knight}} {{Head|Meta Knight|g=SSBU|s=20px|cl=Green}}×2 (60 HP)
|''Yoshi series''
|{{SpiritType|Shield}}
|•Giant {{SSBU|Wii Fit Trainer}} {{Head|Wii Fit Trainer|g=SSBU|s=20px|cl=MaleRed}}<br>•{{SSBU|Meta Knight}} {{Head|Meta Knight|g=SSBU|s=20px|cl=Green}} (×2)
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|4,400
|4,400
|[[Dracula's Castle]] ([[Ω form]])
|[[Dracula's Castle]] ([[Ω form]])
|•Hard to Launch<br>•Jump Power ↓<br>•Hazard: High Gravity
|•Hard to Launch<br>•Jump Power ↓<br>•Hazard: High Gravity
|•Defeat the main fighter to win<br>•All fighters have reduced jumping ability<br>''•Timed [[stamina battle]] (1:00)''
|•Timed [[Stamina battle]]<br>•Defeat the main fighter to win<br>•All fighters have reduced jumping ability
|{{SSBUMusicLink|Yoshi|Yoshi's Island (Brawl)}}
|{{SSBUMusicLink|Yoshi|Yoshi's Island (Brawl)}}
|[[mariowiki:Roger the Potted Ghost|Green Shy Guys]]
|[[mariowiki:Roger the Potted Ghost|Green Shy Guy]]
|-
|-
|358
|358
|{{SpiritTableName|Susie|size=64}}
|[[File:Susie Spirit.png|center|64x64px]]
|''Kirby'' Series
|{{anchor|Susie}}Susie
|''Kirby series''
|•{{SSBU|Isabelle}} {{Head|Isabelle|g=SSBU|s=20px|cl=Pink}}<br>•Metal {{SSBU|Meta Knight}} {{Head|Meta Knight|g=SSBU|s=20px|cl=Navy}}
|•{{SSBU|Isabelle}} {{Head|Isabelle|g=SSBU|s=20px|cl=Pink}}<br>•Metal {{SSBU|Meta Knight}} {{Head|Meta Knight|g=SSBU|s=20px|cl=Navy}}
|{{SpiritType|Shield}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|3,400
|3,400
|[[Halberd]] (hazards off)
|[[Halberd]]
|N/A
|N/A
|•The enemy is metal
|•The enemy is metal
Line 587: Line 604:
==Gallery==
==Gallery==
<gallery>
<gallery>
Meta Knight SSBU Banner.png
SSBU Meta Knight Number.png|Meta Knight's fighter card.
SSBU Meta Knight Number.png|Meta Knight's fighter card.
Meta Knight unlock notice SSBU.jpg|Meta Knight's unlock notice.
SSBUWebsiteMetaKnight1.jpg|[[Taunting]] on [[Skyloft]].
SSBUWebsiteMetaKnight1.jpg|[[Taunt]]ing on [[Skyloft]].
SSBUWebsiteMetaKnight2.jpg|Meta Knight above the [[Umbra Clock Tower]].
SSBUWebsiteMetaKnight2.jpg|Meta Knight above [[Umbra Clock Tower]].
SSBUWebsiteMetaKnight3.jpg|Jumping towards {{SSBU|Toon Link}} with a [[Beam Sword]] on [[Kongo Falls]].
SSBUWebsiteMetaKnight3.jpg|Jumping toward {{SSBU|Toon Link}} with a [[Beam Sword]] on [[Kongo Falls]].
SSBUWebsiteMetaKnight4.jpg|Standing next to an “[[Kirby (SSBU)|unmasked Meta Knight]]” on [[Skyworld]].
SSBUWebsiteMetaKnight4.jpg|On [[Skyworld]] alongside {{SSBU|Kirby}}, who is sporting his [[Kirby (SSBU)|unmasked Meta Knight]]-inspired [[alternate costume]].
SSBUWebsiteMetaKnight5.jpg|Using [[Dimensional Cape]] on {{SSBU|Bowser}} on [[Smashville]].
SSBUWebsiteMetaKnight5.jpg|Using [[Dimensional Cape]] on {{SSBU|Bowser}} on [[Smashville]].
SSBUWebsiteMetaKnight6.jpg|Sporting his {{iw|wikirby|Galacta Knight}}-inspired alternate costume on Skyworld.
SSBUWebsiteMetaKnight6.jpg|His Galacta Knight-inspired costume post-Dimensional Cape on Skyworld.
SSBUWebsiteIke3.jpg|Meta Knight getting attacked by {{SSBU|Ike}} on [[Coliseum]].
SSBUWebsiteIke3.jpg|Meta Knight getting attacked by {{SSBU|Ike}} on [[Coliseum]].
SSBUWebsiteFakeSmashBall1.jpg|Meta Knight and {{SSBU|Roy}} facing a [[Fake Smash Ball]] on [[Mushroomy Kingdom]]...
SSBUWebsiteFakeSmashBall1.jpg|Meta Knight and {{SSBU|Roy}} facing a [[Fake Smash Ball]] on [[Mushroomy Kingdom]].
SSBUWebsiteFakeSmashBall2.jpg|...and then being hit by its blast.
SSBUWebsiteFakeSmashBall2.jpg|Meta Knight and Roy caught in the Fake Smash Ball's blast.
SSBUWebsite26.jpg|Using his up aerial on [[Lylat Cruise]].
SSBUWebsite26.jpg|Performing his up aerial on [[Lylat Cruise]] 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>


===Fighter Showcase Video===
===Character Showcase Video===
{{#widget:YouTube|id=A99IYmm50RY}}
{{#widget:YouTube|id=A99IYmm50RY}}


==Trivia==
==Trivia==
*With [[Giant Punch]], [[PK Flash]] and [[PK Freeze]] no longer invoking [[helpless]]ness, Meta Knight is the only character in ''Ultimate'' whose [[neutral special move]] still puts him in helpless, and consequently making it the only move that can render {{SSBU|Kirby}} helpless (aside from sliding off an edge during [[Final Cutter]] or touching the red trampoline from [[Pac-Jump]]).
*Meta Knight's stock icon is one of four to show the character's eyes, the others being {{SSBU|Kirby}}, {{SSBU|R.O.B.}} and {{SSBU|Sonic}}.
*Meta Knight's stock icon is one of six to show the character's eyes, the others being Kirby, {{SSBU|R.O.B.}}, {{SSBU|Sonic}}, [[Steve (SSBU)|Zombie and Enderman]].
*Meta Knight is the only character whose eyes glow a color other than yellow when using his Final Smash. In his case, they glow red likely due to his eyes already being a solid yellow glow. This is unlike Ridley whose eyes are also a solid yellow glow and remain as such under the influence of a Final Smash's power. This also makes Meta Knight's 5th and 7th costumes his only costumes in which his eye color does not change.
**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.
*Meta Knight is one of three characters who do not use their dashing animation on the World of Light map, the others being {{SSBU|Inkling}} and {{SSBU|Banjo & Kazooie}}.
**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 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.
*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''.
*Along with {{SSBU|Link}} & {{SSBU|Bowser}}, Meta Knight has the most words in his Classic Mode title.
*The sword swooshing sound effects used during Meta Knight's neutral infinite are not synced with the actual sword swings. This is because the move uses the same sound effect timings as ''Super Smash Bros. 4'', where his neutral infinite was slower. This can be easily heard by slowing down the game's speed, where the 5-swing sound sequence can be heard.
*Meta Knight is the only fighter whose eyes glow a color other than yellow when [[perfect shield]]ing or while capable of using a [[Final Smash]]. In his case, they glow red; this may be a reference to ''{{iw|wikirby|Kirby: Right Back at Ya!}}'', in which Meta Knight's eyes turn red when he is angry.
*When Meta Knight is [[poison]]ed or [[curse]]d, his eyes become slightly smaller than usual. This may suggest that he is alarmed in a similar vein to {{SSBU|Yoshi}}, Kirby, {{SSBU|Daisy}}, {{SSBU|Diddy Kong}}, {{SSBU|Olimar}}, or {{SSBU|Pac-Man}}.
*Meta Knight, {{SSBU|Inkling}}, {{SSBU|Joker}}, {{SSBU|Hero}}, {{SSBU|Banjo & Kazooie}}, {{SSBU|Sephiroth}}, {{SSBU|Pyra}}, {{SSBU|Mythra}}, and {{SSBU|Sora}} are the only fighters who use their walking animations when navigating through the map in [[World of Light]].
**Out of all of them, Meta Knight is the only one who is a [[veteran]].
*Excluding Sephiroth, who is a DLC fighter, Meta Knight and {{SSBU|Wario}} are the only playable antagonists that are not fought by their respective main protagonists in {{SSBU|Classic Mode}}. Unlike Sephiroth, Wario has been an anti-hero following ''{{iw|mariowiki|Super Mario Land 2: 6 Golden Coins}}'', and Meta Knight has been a hero by default following {{iw|wikirby|Revenge of Meta Knight}}.
*Meta Knight and Sephiroth are the only fighters to leave the victory screen after performing one of their victory poses.
*Meta Knight's Classic Mode route is similar to Pyra and Mythra's, since each of them face off against duos as opponents, and their routes have the same opponents in some Rounds.
**Both also share the same boss, that being {{SSBU|Master Hand}} and {{SSBU|Crazy Hand}}, regardless of the difficulty level.
*When fighting off the 50 puppet fighter army as Master Hand in World of Light, Meta Knight is one of the 8 fighters fought there, being affiliated with Dharkon.


==References==
==References==

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