Meta Knight (SSB4): Difference between revisions
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*{{nerf|Forward tilt deals consistent damage (11%/12% → 8%), its first hit has increased start-up lag (frame 3 → 6) and more ending lag (frame 24 → 26), and its first two hits have decreased ranges (5u → 3.5u).}} | *{{nerf|Forward tilt deals consistent damage (11%/12% → 8%), its first hit has increased start-up lag (frame 3 → 6) and more ending lag (frame 24 → 26), and its first two hits have decreased ranges (5u → 3.5u).}} | ||
*{{change|Forward tilt has an altered angle (65° → [[Sakurai angle|361°]]). This improves its KOing and edge-guarding potentials, but removes its follow-up potential.}} | *{{change|Forward tilt has an altered angle (65° → [[Sakurai angle|361°]]). This improves its KOing and edge-guarding potentials, but removes its follow-up potential.}} | ||
*{{change|Meta Knight now vocalizes during each of forward tilt's hits | *{{change|Meta Knight now vocalizes during each of forward tilt's hits instead of only during its third hit.}} | ||
*{{nerf|Up tilt deals 1% less damage (6%/7%/8% → 5%/6%/7%) and its duration is shorter (frames 8-18 → 8-14). Its sweetspot also has altered knockback (35 (base)/130 (scaling) → 60/90), significantly hindering its KO potential.}} | *{{nerf|Up tilt deals 1% less damage (6%/7%/8% → 5%/6%/7%) and its duration is shorter (frames 8-18 → 8-14). Its sweetspot also has altered knockback (35 (base)/130 (scaling) → 60/90), significantly hindering its KO potential.}} | ||
*{{nerf|Down tilt has increased ending lag (IASA 16 → 19) and decreased range (4u → 3.2u). It also does not move Meta Knight forward as much as it did in ''Brawl'', hindering its pseudo-[[crawl]]ing ability.}} | *{{nerf|Down tilt has increased ending lag (IASA 16 → 19) and decreased range (4u → 3.2u). It also does not move Meta Knight forward as much as it did in ''Brawl'', hindering its pseudo-[[crawl]]ing ability.}} | ||
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*{{buff|Late neutral aerial deals more damage (5%-7% → 7.5%). Neutral aerial also has increased base knockback (30 (early)/20 (late) → 40 (both)).}} | *{{buff|Late neutral aerial deals more damage (5%-7% → 7.5%). Neutral aerial also has increased base knockback (30 (early)/20 (late) → 40 (both)).}} | ||
*{{nerf|Neutral aerial now functions like a proper [[sex kick]] due to it consisting of a clean hitbox and a late hitbox, which decreases its damage potential (17%-19% (both hits) → 10% (clean)/7.5% (late)).}} | *{{nerf|Neutral aerial now functions like a proper [[sex kick]] due to it consisting of a clean hitbox and a late hitbox, which decreases its damage potential (17%-19% (both hits) → 10% (clean)/7.5% (late)).}} | ||
*{{nerf|Neutral aerial's animation has slightly changed. Meta Knight now | *{{nerf|Neutral aerial's animation has slightly changed. Meta Knight now cartwheels instead of somersaulting. This slightly decreases its range.}} | ||
*{{buff|Forward aerial has increased range (3.5u/4u/5u → 4u/4.5u/6.5u), its last hit has increased knockback scaling (122 → 140), and its angle has been altered (Sakurai angle/50° → 48°). When coupled with Meta Knight's faster air speed, these changes arguably improve its [[Wall of Pain]] potential.}} | *{{buff|Forward aerial has increased range (3.5u/4u/5u → 4u/4.5u/6.5u), its last hit has increased knockback scaling (122 → 140), and its angle has been altered (Sakurai angle/50° → 48°). When coupled with Meta Knight's faster air speed, these changes arguably improve its [[Wall of Pain]] potential.}} | ||
*{{change|Forward aerial is now properly affected by stale-move negation.}} | *{{change|Forward aerial is now properly affected by stale-move negation.}} | ||
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*{{buff|Up throw has received a collateral hitbox during its descent, granting it utility in [[doubles]] play.}} | *{{buff|Up throw has received a collateral hitbox during its descent, granting it utility in [[doubles]] play.}} | ||
*{{nerf|Down throw deals 3.5% less damage (11% → 7.5%) and its last hit has altered knockback (60 (base)/110 (scaling) → 50/170), hindering its combo potential at high percents.}} | *{{nerf|Down throw deals 3.5% less damage (11% → 7.5%) and its last hit has altered knockback (60 (base)/110 (scaling) → 50/170), hindering its combo potential at high percents.}} | ||
*{{buff|The changes to hitstun canceling significantly improve forward and down throws' combo potentials | *{{buff|The changes to hitstun canceling significantly improve forward and down throws' combo potentials at low to medium percents.}} | ||
===Special moves=== | ===Special moves=== | ||
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|neutral1dmg=1.2% (loop) | |neutral1dmg=1.2% (loop) | ||
|neutral2dmg=2% (last) | |neutral2dmg=2% (last) | ||
|neutraldesc=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. This makes it one of Meta Knight's more reliable damage racking options, as it is able to consistently | |neutraldesc=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. This makes it one of Meta Knight's more reliable damage racking options, as it is able to consistently inflict 10%-15%, but it is punishable if missed. 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. | ||
|ftiltname= | |ftiltname= | ||
|ftiltcount=3 | |ftiltcount=3 | ||
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|nairname= | |nairname= | ||
|nairdmg=10% (clean), 7.5% (late) | |nairdmg=10% (clean), 7.5% (late) | ||
|nairdesc= | |nairdesc=A cartwheeling slash. Functions like a [[sex kick]] and is effective at both edge-guarding and escaping pressure due to it coming out on frame 6, having a fairly long duration, and having deceptively high knockback. Its clean hitbox KOs middleweights at 100% while near the left/right [[blast line]]s, and at 143% while they are on-stage and near the edge. Auto-cancels when performed at the beginning of a jump, but has low ending and landing lag otherwise, allowing it to combo into a dash attack at low percents, or jab reset with his down tilt if the opponent does not [[tech]]. It is based on the Knight Spin from ''Meta Knightmare Ultra'', but involves a cartwheel instead of a somersault. | ||
|fairname= | |fairname= | ||
|fairdmg=2.2% (hits 1-2 grounded opponents), 1.5% (hits 1-2 aerial opponents), 3% (hit 3) | |fairdmg=2.2% (hits 1-2 grounded opponents), 1.5% (hits 1-2 aerial opponents), 3% (hit 3) | ||
|fairdesc= | |fairdesc=An inward slash, followed by an outward slash, followed by an inward slash. It is his slowest aerial, due to it coming out on frame 9, but is a fast move nonetheless. With long range and relatively low landing lag (16 frames), it is an effective approach and spacing tool when used from a short hop, and is able to auto-cancel from a jump. It is also decent for finishing combos, edge-guarding, and air-to-air combat due to its range, and can be used in a [[wall of pain]] because of its relatively low launch angle. Its 2x hitlag multiplier also results in it having much less landing lag if it connects with the opponent, making it safer on shield. However, it has a very short duration, especially for a multiple hitting move. | ||
|bairname= | |bairname= | ||
|bairdmg=2.2% (hits 1-2 grounded opponents), 1.5% (hits 1-2 aerial opponents), 4% (hit 3) | |bairdmg=2.2% (hits 1-2 grounded opponents), 1.5% (hits 1-2 aerial opponents), 4% (hit 3) | ||
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|fthrowname= | |fthrowname= | ||
|fthrowdmg=6% (hit 1), 3% (throw) | |fthrowdmg=6% (hit 1), 3% (throw) | ||
|fthrowdesc=A backflip kick. | |fthrowdesc=A backflip kick. Due to being very fast, it gives the opponent only a small window to DI properly. When coupled with it launching opponents at 65°, it is a useful combo starter. Depending on DI, it can combo into dash attack, up smash, and any aerial from low to medium percents, and potentially into Shuttle Loop for a KO combo. | ||
|bthrowname= | |bthrowname= | ||
|bthrowdmg=7% (hit 1), 3% (throw) | |bthrowdmg=7% (hit 1), 3% (throw) | ||
|bthrowdesc=Lays the opponent behind himself, warps, and then slashes their back. Good for launching opponents off-stage to set up an edge-guard. It can also combo into a dash attack or start a [[tech-chase]] at very low percents, or lead into a forward aerial or Shuttle Loop at high percents if the opponent DI'd poorly. Although it has very high knockback scaling, it does not KO middleweights until 175% while near the edge due to its throw hitbox's very low damage output. | |bthrowdesc=Lays the opponent behind himself, warps, and then slashes their back. Good for launching opponents off-stage to set up an edge-guard. It can also combo into a dash attack or start a [[tech-chase]] at very low percents, or lead into a forward aerial or Shuttle Loop at high percents if the opponent DI'd poorly. Although it has very high knockback scaling, it does not KO middleweights until 175% while near the edge, due to its throw hitbox's very low damage output. | ||
|uthrowname= | |uthrowname= | ||
|uthrowdmg=10% (throw), 7% (collateral) | |uthrowdmg=10% (throw), 7% (collateral) | ||
|uthrowdesc=The Air Drop from [[Kirby]]'s {{s|wikirby|Ninja}} ability. | |uthrowdesc=The Air Drop from [[Kirby]]'s {{s|wikirby|Ninja}} ability. Despite its respectable damage output, its base knockback and knockback scaling are both only average. As a result, it is unreliable at KOing even on stages with platforms, as it does not KO middleweights until 175% upon landing on one of {{SSB4|Battlefield}}'s secondary platforms, and at 160% upon landing on Battlefield's top platform. Conversely, its collateral hitbox is very strong, as its high base knockback and very high knockback scaling can reliably KO even heavyweights below 100%. Although situational, it can also lead into Shuttle Loop if the opponent DI'd poorly. | ||
|dthrowname= | |dthrowname= | ||
|dthrowdmg=0.5% (hits 1-9), 1% (hit 10), 2% (throw) | |dthrowdmg=0.5% (hits 1-9), 1% (hit 10), 2% (throw) | ||
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|ssdefname=Drill Rush | |ssdefname=Drill Rush | ||
|ssdefdmg=1% (hits 1-8), 3% (hit 9) | |ssdefdmg=1% (hits 1-8), 3% (hit 9) | ||
|ssdefdesc=The attack of the same name | |ssdefdesc=The attack of the same name from Kirby's {{s|wikirby|Master}} ability. It is a flying corkscrew thrust. Hits multiple times and even though the last hit deals very minimal damage, it has extremely high knockback scaling, to the point that it KOs middleweights at 130% while near the left/right blast lines. Meta Knight will also bounce backward if he lands the last hit on an opponent or onto terrain. It can also function as a recovery option, due to its maneuverable flight path. | ||
|ssc1name=High-Speed Drill | |ssc1name=High-Speed Drill | ||
|ssc1dmg=0.8% (hits 1-7), 3% (hit 8) | |ssc1dmg=0.8% (hits 1-7), 3% (hit 8) | ||
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===Tier placement and history=== | ===Tier placement and history=== | ||
Upon ''SSB4''{{'}}s release, Meta Knight's heavy nerfs were quickly noticed. | Upon ''SSB4''{{'}}s release, Meta Knight's heavy nerfs were quickly noticed. The severity of his shorter recovery, hitbox durations and range, lack of transcendent priority, and slightly slower attack speed all contributed to the perception that he was a mid-tier character at best, as he now required a much more aggressive playstyle. However, after being buffed over several game updates and seeing increasingly noteworthy results from some of his players from ''Brawl'' and new players across different regions, most famously {{Sm|MkLeo}}, top players such as {{Sm|ZeRo}} reevaluated their opinions on Meta Knight. This saw a subsequent rise in Meta Knight's popularity; {{Sm|Mr. R}} and {{Sm|Nairo}} occasionally used him and Abadango decided to main him, with his perceived advantageous matchup against the top-tier {{SSB4|Rosalina & Luma}} boosting his metagame even further due to it rendering him as a valuable counterpick. | ||
Players started to acknowledge Meta Knight's KO potential, superb frame data and proficiency at edge-guarding as being reliable against the entire cast, while his [[Rufio]] combo could KO any character at some of the lowest percentages possible if performed correctly, all of which were traits that he retained from ''Brawl''. As a result, Meta Kinght was subsequently ranked at 10th on the first [[tier list]]. However, many players believed he should have been ranked even higher, with a major reason being that he was considered to lack notably disadvantageous matchups aside from {{SSB4|Sheik}}. | Players started to acknowledge Meta Knight's KO potential, superb frame data and proficiency at edge-guarding as being reliable against the entire cast, while his [[Rufio]] combo could KO any character at some of the lowest percentages possible if performed correctly, all of which were traits that he retained from ''Brawl''. As a result, Meta Kinght was subsequently ranked at 10th on the first [[tier list]]. However, many players believed he should have been ranked even higher, with a major reason being that he was considered to lack notably disadvantageous matchups aside from {{SSB4|Sheik}}. | ||
However, Meta Knight's status went into a sudden decline after his up aerial combos, which were | However, Meta Knight's status went into a sudden decline after his up aerial combos, which were pivotal to his success, had been nerfed in update [[1.1.5]]. As a result, several of his best players either began to co-main him (such as {{Sm|Tyrant}} adopting Sheik and {{SSB4|Diddy Kong}}), transition him into a secondary (such as MkLeo adopting {{SSB4|Cloud}} and {{SSB4|Marth}} as his new mains), or even drop him entirely (such as {{Sm|Katakiri}} and {{Sm|Seibrik}}). Although Meta Knight has maintained his high-tier status throughout ''SSB4''{{'}}s lifespan thanks to his solid punishment game, popularity as a counterpick to Rosalina & Luma, and his playerbase consistently achieving good results, he has steadily dropped on subsequent tier lists regardless. After being ranked 13th the second tier list, which was a slight drop from his previous ranking, Meta Knight has since been ranked 14th on the third and current tier list. | ||
==Trophies== | ==Trophies== | ||
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*Meta Knight has a few distinct aspects that differ from {{SSB4|Kirby}} and {{SSB4|King Dedede}}: | *Meta Knight has a few distinct aspects that differ from {{SSB4|Kirby}} and {{SSB4|King Dedede}}: | ||
**He is the only ''Kirby'' character to not receive a new Final Smash in ''SSB4'' and not have a conventional [[meteor smash]]. | **He is the only ''Kirby'' character to not receive a new Final Smash in ''SSB4'' and not have a conventional [[meteor smash]]. | ||
**He is the only ''Kirby'' character who retained his [[Final Smash]] in the transition from ''Brawl'' to ''SSB4''. | |||
**He is the only ''Kirby'' character to have recycled voice clips. | **He is the only ''Kirby'' character to have recycled voice clips. | ||
**He is the only ''Kirby'' character that uses the more subdued [[trip]]ping sound effect generally used for realistic characters. | **He is the only ''Kirby'' character that uses the more subdued [[trip]]ping sound effect generally used for realistic characters. | ||
*Despite gliding being removed, [http://opensa.dantarion.com/s4/mastercore3/dump/0/metaknight frame data for gliding and related things remain in non-patched files for Meta Knight]. This was likely a result of Meta Knight's data being recycled from ''Brawl''. This is also true for both {{SSB4|Pit}} and his clone, {{SSB4|Dark Pit}}. | *Despite gliding being removed, [http://opensa.dantarion.com/s4/mastercore3/dump/0/metaknight frame data for gliding and related things remain in non-patched files for Meta Knight]. This was likely a result of Meta Knight's data being recycled from ''Brawl''. This is also true for both {{SSB4|Pit}} and his clone, {{SSB4|Dark Pit}}. | ||
*If one looks closely at Meta Knight's leading/left foot during his up smash, it flips around on his model during the move. This is mainly seen via slowing down time or pausing at the right time. | *If one looks closely at Meta Knight's leading/left foot during his up smash, it flips around on his model during the move. This is mainly seen via slowing down time or pausing at the right time. |