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Meta Knight is a small character, roughly the same size and shape as [[Kirby (SSBB)|Kirby]], and with the same [[weight]] as [[Pikachu (SSBB)|Pikachu]]. He also boasts the sixth fastest [[dash]] speed, a fast [[walking]] speed, an average [[falling speed]], and an average [[air acceleration]], though his [[air speed]] is very low, tied for the third worst. | Meta Knight is a small character, roughly the same size and shape as [[Kirby (SSBB)|Kirby]], and with the same [[weight]] as [[Pikachu (SSBB)|Pikachu]]. He also boasts the sixth fastest [[dash]] speed, a fast [[walking]] speed, an average [[falling speed]], and an average [[air acceleration]], though his [[air speed]] is very low, tied for the third worst. | ||
Meta Knight's greatest asset is his | Meta Knight's greatest asset is his extremely fast frame data. Almost all of his moves have little [[startup]] and endlag. The best example is in his up aerial, which can be performed three times within a short-hop, with its duration being at a total of 13 [[frames]]. The reach of his attacks, though average overall, is disproportionate to his small [[hurtbox]]. His disjointed range and incredible attack speed make his moves exceedingly difficult to punish, and all of his moves have transcendent priority, except for [[Mach Tornado]], [[Drill Rush]], dash attack, and glide attack. The aforementioned traits give him a powerful [[neutral game]] and [[approach]], even though he lacks a projectile. He can easily pressure with his aerials and tilts, and his neutral special, Mach Tornado, covers a long horizontal distance and offers great protection, making it a potent approach option that is difficult to counter. Though his air speed is poor, he is gifted with five midair jumps and the ability to [[glide]] twice, allowing him to weave in and out of danger. | ||
While Meta Knight's moves deal fairly low damage, their speed and low power allow them to easily chain into one another, giving him a nearly unrivaled combo game. Again, this is demonstrated by his up aerial. Combined with his jumps, his up aerial combos into itself for as much as 30%, thanks to its speed and low [[knockback]], and it can lead into other moves as well, such as Mach Tornado and [[Shuttle Loop]]. His [[KO]] power is also formidable, especially for a lightweight. Though his forward smash has high startup, it is his strongest finisher. Shuttle Loop has high [[knockback]], quick start-up, and is difficult to punish, as he can [[glide]] away to safety. [[Down smash]] is quick, hits on both sides, and has high power, making it his most reliable grounded [[KO]] move. His [[glide]] attack is fast, and can KO early near the upper blast line, though it is rather telegraphed. | While Meta Knight's moves deal fairly low damage, their speed and low power allow them to easily chain into one another, giving him a nearly unrivaled combo game. Again, this is demonstrated by his up aerial. Combined with his jumps, his up aerial combos into itself for as much as 30%, thanks to its speed and low [[knockback]], and it can lead into other moves as well, such as Mach Tornado and [[Shuttle Loop]]. His [[KO]] power is also formidable, especially for a lightweight. Though his forward smash has high startup, it is his strongest finisher. Shuttle Loop has high [[knockback]], quick start-up, and is difficult to punish, as he can [[glide]] away to safety. [[Down smash]] is quick, hits on both sides, and has high power, making it his most reliable grounded [[KO]] move. His [[glide]] attack is fast, and can KO early near the upper blast line, though it is rather telegraphed. |