Meta Knight (SSBB): Difference between revisions

Tag: Mobile edit
Tag: Mobile edit
Line 24: Line 24:
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 remarkable and lightning-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.  
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.