Meta Knight (SSB4)/Down smash: Difference between revisions
(This down smash would be broken if it had less ending lag.) |
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{{ArticleIcons|ssb4=y}} | {{ArticleIcons|ssb4=y}} | ||
[[File:MetaKnightDSmash.gif|thumb|270px|Hitbox visualization showing Meta Knight's down smash.]] | |||
==Overview== | ==Overview== | ||
Meta Knight slashes around himself while spinning. In terms of start-up and hitbox intervals, it is the overall fastest smash attack in the game, and has decent range. It is tied with his down aerial for the fastest [[semi-spike]] in the game, with the first hit coming out on frame 4, giving very little chance to [[DI]] and segueing well into his potent [[edge-guarding]] ability. The second hit is considerably stronger, KOing at around 110% near the ledge. | |||
Meta Knight slashes around | |||
However, the first hit has very low power, and the move has high ending lag. Meta Knight has other attacks capable of putting opponents offstage while not carrying as much risk, most notably his down aerial and back throw. As such, down smash is best used for relieving [[pressure]] in tight situations. | |||
==Hitboxes== | ==Hitboxes== | ||
Line 9: | Line 12: | ||
{{SSB4HitboxTableRow | {{SSB4HitboxTableRow | ||
|id=0 | |id=0 | ||
|damage=7 | |damage={{ChargedSmashDmgSSB4|7}} | ||
|sd=0 | |sd=0 | ||
|angle=35 | |angle=35 | ||
|bk= | |bk=50 | ||
|ks=93 | |ks=93 | ||
|fkv=0 | |fkv=0 | ||
Line 30: | Line 33: | ||
{{SSB4HitboxTableRow | {{SSB4HitboxTableRow | ||
|id=1 | |id=1 | ||
|damage=7 | |damage={{ChargedSmashDmgSSB4|7}} | ||
|sd=0 | |sd=0 | ||
|angle=35 | |angle=35 | ||
|bk= | |bk=50 | ||
|ks=93 | |ks=93 | ||
|fkv=0 | |fkv=0 | ||
Line 52: | Line 55: | ||
{{SSB4HitboxTableRow | {{SSB4HitboxTableRow | ||
|id=0 | |id=0 | ||
|damage=10 | |damage={{ChargedSmashDmgSSB4|10}} | ||
|sd=0 | |sd=0 | ||
|angle=35 | |angle=35 | ||
|bk= | |bk=50 | ||
|ks=93 | |ks=93 | ||
|fkv=0 | |fkv=0 | ||
Line 73: | Line 76: | ||
{{SSB4HitboxTableRow | {{SSB4HitboxTableRow | ||
|id=1 | |id=1 | ||
|damage=10 | |damage={{ChargedSmashDmgSSB4|10}} | ||
|sd=0 | |sd=0 | ||
|angle=35 | |angle=35 | ||
|bk= | |bk=50 | ||
|ks=93 | |ks=93 | ||
|fkv=0 | |fkv=0 | ||
|r=4. | |r=4.0 | ||
|bn=0 | |bn=0 | ||
|xpos=0.0 | |xpos=0.0 | ||
Line 95: | Line 98: | ||
==Timing== | ==Timing== | ||
{|class="wikitable" | {|class="wikitable" | ||
!Charges between | |||
|0-1 | |||
|- | |||
!Hit 1 | |||
|4 | |||
|- | |- | ||
! | !Hit 2 | ||
| | |9 | ||
|- | |- | ||
!Interruptible | !Interruptible | ||
Line 105: | Line 112: | ||
|- | |- | ||
!Animation length | !Animation length | ||
| | |49 | ||
|} | |} | ||
{{FrameStripStart}} | {{FrameStripStart}} | ||
{{FrameStrip|t=Lag|c=3}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=4}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=28}}{{FrameStrip|t=Interruptible|c= | {{FrameStrip|t=Lag|c=3|s=LagChargeE}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=4}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=28}}{{FrameStrip|t=Interruptible|c=12}} | ||
{{FrameStripEnd}} | {{FrameStripEnd}} | ||
{{FrameIconLegend|lag=y|hitbox=y|interruptible=y}} | {{FrameIconLegend|lag=y|charge=y|hitbox=y|interruptible=y}} | ||
{{MvSubNavMetaKnight}} | {{MvSubNavMetaKnight|g=SSB4}} | ||
[[Category:Meta Knight (SSB4)]] | [[Category:Meta Knight (SSB4)]] | ||
[[Category:Down smashes (SSB4)]] | [[Category:Down smashes (SSB4)]] |
Latest revision as of 15:30, July 15, 2020
Overview[edit]
Meta Knight slashes around himself while spinning. In terms of start-up and hitbox intervals, it is the overall fastest smash attack in the game, and has decent range. It is tied with his down aerial for the fastest semi-spike in the game, with the first hit coming out on frame 4, giving very little chance to DI and segueing well into his potent edge-guarding ability. The second hit is considerably stronger, KOing at around 110% near the ledge.
However, the first hit has very low power, and the move has high ending lag. Meta Knight has other attacks capable of putting opponents offstage while not carrying as much risk, most notably his down aerial and back throw. As such, down smash is best used for relieving pressure in tight situations.
Hitboxes[edit]
Timing[edit]
Charges between | 0-1 |
---|---|
Hit 1 | 4 |
Hit 2 | 9 |
Interruptible | 38 |
Animation length | 49 |
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![]() Lag time |
![]() ![]() Charge interval |
![]() Hitbox |
![]() Interruptible |
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