Super Smash Bros. 4

Meta Knight (SSB4)/Neutral attack: Difference between revisions

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{{ArticleIcons|ssb4=y}}
{{ArticleIcons|ssb4=y}}
{{incomplete}}
[[File:MetaKnightJab.gif|thumb|270px|Hitbox visualization showing Meta Knights's jab infinite.]]
{{competitive expertise}}
[[File:MetaKnightJabFinisher.gif|thumb|270px|Hitbox visualization showing Meta Knights's jab finisher.]]


Meta Knight executes a lightning-fast series of slashes, ending with him doing a swift uppercut with Galaxia. One of Meta Knight's most reliable damage rackers, always dealing at least 10-11% damage. However, due to its nature, it is easily punishable if missed entirely.
==Overview==
Meta Knight's '''Flurry Attack''' executes a lightning-fast series of slashes, ending with him doing a swift uppercut with Galaxia. One of Meta Knight's most reliable damage rackers, always dealing at least 10-11% damage. However, due to its nature, it is easily punishable if missed entirely.
 
==Update History==
'''{{GameIcon|ssb4}} [[1.0.8]]'''
*{{buff|Neutral attack's loop hits deal 0.2% more damage|1%|1.2%, its loop hits' knockback scaling decreased: 40 → 30, its last hit's hitbox size increased: 5.7u → 8u, its ending lag decreased: frame 47 → 35, its SDI multiplier decreased: 1× → 0.6×, and its hitboxes split to cover more space. Altogether, these changes improve its damage racking potential, range and safety.}}


==Hitboxes==
==Hitboxes==
{{technical data}}
All five of the loop hits have a separate set of hitboxes but they are all identical.
{{SSB4HitboxTableHeader}}
 
{{HitboxTableTitle|Loop hits|24}}
{{SSB4HitboxTableHeader|stretch=y}}
{{HitboxTableTitle|Loop hits|27}}
{{SSB4HitboxTableRow
{{SSB4HitboxTableRow
|id=0
|id=0
Line 17: Line 23:
|ks=30
|ks=30
|fkv=0
|fkv=0
|r=?
|r=5.8
|bn=?
|bn=0
|xpos=?
|xpos=0.0
|ypos=?
|ypos=5.3
|zpos=?
|zpos=8.5
|ystretch=5.2
|zstretch=8.0
|sdi=0.6
|trip=0
|type=Sword
|effect=Slash
|clang=t
|slvl=S
|sfx=Slash
}}
{{SSB4HitboxTableRow
|id=0
|damage=1.2%
|sd=1
|angle=84
|bk=8
|ks=30
|fkv=0
|r=6.8
|bn=0
|xpos=0.0
|ypos=5.3
|zpos=13.0
|ystretch=5.2
|zstretch=8.0
|sdi=0.6
|trip=0
|trip=0
|type=Sword
|type=Sword
|effect=Slash
|effect=Slash
|clang=t
|clang=t
|slvl=M
|slvl=S
|sfx=Slash
|sfx=Slash
}}
}}
{{HitboxTableTitle|Final hit|24}}
{{HitboxTableTitle|Final hit|27}}
{{SSB4HitboxTableRow
{{SSB4HitboxTableRow
|id=0
|id=0
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|ks=140
|ks=140
|fkv=0
|fkv=0
|r=?
|r=8.0
|bn=?
|bn=0
|xpos=?
|xpos=0.0
|ypos=?
|ypos=7.0
|zpos=?
|zpos=20.0
|ystretch=7.0
|zstretch=13.0
|ff=2.5
|trip=0
|trip=0
|type=Sword
|type=Sword
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}}
}}
|}
|}
==Timing==
{|class="wikitable"
!First loop frame
|6
|-
!Hitboxes
|7, 11, 15, 20, 24, 29...
|-
!Finisher
|3
|-
!Interruptible (Finisher)
|35
|-
!Animation length (Finisher)
|51
|}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=5|e=LagLoopS}}{{FrameStrip|t=Lag|c=1|s=LagLoopE}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=3}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=3}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=4}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=3}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=3|e=LagLoopS}}{{FrameStrip|t=Lag|c=2|s=LagLoopE}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=31}}{{FrameStrip|t=Interruptible|c=17}}
{{FrameStripEnd}}
{{FrameIconLegend|lag=y|hitbox=y|loop=y|interruptible=y}}


==Trivia==
==Trivia==
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[[Category:Sword attacks (SSB4)]]
[[Category:Sword attacks (SSB4)]]
[[Category:Slash attacks (SSB4)]]
[[Category:Slash attacks (SSB4)]]
[[Category:Neutral attacks (SSB4)]]
[[Category:Meta Knight (SSB4)]]

Latest revision as of 15:37, June 1, 2021

Hitbox visualization showing Meta Knights's jab infinite.
Hitbox visualization showing Meta Knights's jab finisher.

Overview[edit]

Meta Knight's Flurry Attack executes a lightning-fast series of slashes, ending with him doing a swift uppercut with Galaxia. One of Meta Knight's most reliable damage rackers, always dealing at least 10-11% damage. However, due to its nature, it is easily punishable if missed entirely.

Update History[edit]

Super Smash Bros. 4 1.0.8

  • Buff Neutral attack's loop hits deal 0.2% more damage: 1% → 1.2%, its loop hits' knockback scaling decreased: 40 → 30, its last hit's hitbox size increased: 5.7u → 8u, its ending lag decreased: frame 47 → 35, its SDI multiplier decreased: 1× → 0.6×, and its hitboxes split to cover more space. Altogether, these changes improve its damage racking potential, range and safety.

Hitboxes[edit]

All five of the loop hits have a separate set of hitboxes but they are all identical.

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct Stretch
Loop hits
0 0 1.2% 1 AngleIcon60.png 8 30 0 5.8 0 0.0 5.3 8.5 0.6x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Sword (type) Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash SpecialsDirect.png 0.0 5.2 8.0
0 0 1.2% 1 AngleIcon84.png 8 30 0 6.8 0 0.0 5.3 13.0 0.6x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Sword (type) Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash SpecialsDirect.png 0.0 5.2 8.0
Final hit
0 0 2% 0 Sakurai angle 60 140 0 8.0 0 0.0 7.0 20.0 1.0x 2.5x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Sword (type) Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Slash SpecialsDirect.png 0.0 7.0 13.0

Timing[edit]

First loop frame 6
Hitboxes 7, 11, 15, 20, 24, 29...
Finisher 3
Interruptible (Finisher) 35
Animation length (Finisher) 51
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(LagLoopS).png FrameIcon(LagLoopE).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(LagLoopS).png FrameIcon(LagLoopE).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
FrameIcon(BlankLoopS).pngFrameIcon(BlankLoopE).png
Loop point
Interruptibility
Interruptible

Trivia[edit]

  • Like in Brawl, this is the only neutral attack in the game that is purely a rapid jab.