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

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{{ArticleIcons|ssbb=y}}
{{ArticleIcons|ssbb=y}}
[[File:MetaKnightJabSSBB.gif|thumb|300px|Hitbox visualization showing Meta Knight's rapid jab.]]
[[File:MetaKnightJabEndSSBB.gif|thumb|300px|Hitbox visualization showing Meta Knight's rapid jab finisher.]]
==Overview==
==Overview==
[[File:Meta Knight Neutral Attack Hitbox Brawl.gif|thumb|Hitbox duration of Meta Knight's neutral attack.]]
When the attack button is pressed while standing still, {{SSBB|Meta Knight}} will shout a battle cry, and [[slash]] with [[Galaxia]] in several directions. If the button is held, {{SSBB|Meta Knight}} will continue to slash all around him, which can be done indefinitely. Opponents that are hit may get temporarily stuck in the barrage if they don't [[SDI]] properly. This move is mostly situational as it is little more than a [[punish]]ing tool against opponents that recklessly [[approach]] Meta Knight, and some of Meta Knight's attacks with greater [[reach]] and less [[ending lag]] tend to be more practical for this purpose, most notably his {{mvsub|Meta Knight|SSBB|neutral special}}. Opponents with [[disjointed]] hitboxes such as {{SSBB|Marth}} can easily hit Meta Knight during this move. Like most of Meta Knight's moves, this move has [[transcendent priority]].
When the attack button is pressed while standing still, {{SSBB|Meta Knight}} will shout a battle cry, and [[slash]] with Galaxia in several directions. If the button is held, Meta Knight will continue to slash all around him, which can be done indefinitely. Opponents that are hit may get temporarily stuck in the barrage if they don't [[SDI]] properly. This move is mostly situational as it is little more than a [[punish]]ing tool against opponents that recklessly [[approach]] Meta Knight, and some of Meta Knight's attacks with greater [[reach]] and less [[ending lag]] tend to be more practical for this purpose. Opponents with [[disjointed]] hitboxes such as {{SSBB|Marth}} can easily hit Meta Knight during this move. Like most of Meta Knight's moves, this move has [[transcendent priority]].
{{competitive expertise}}


==Hitboxes==
==Hitboxes==
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|ypos=288000
|ypos=288000
|zpos=360000
|zpos=360000
|direct=y
|rebound=n
|clang=n
|type=Sword
|effect=Slash
|slvl=S
|sfx=Slash
|rawflags=00100010100000110000011000000010
|rawflags=00100010100000110000011000000010
}}
}}
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|ypos=288000
|ypos=288000
|zpos=888000
|zpos=888000
|direct=y
|rebound=n
|clang=n
|type=Sword
|effect=Slash
|slvl=S
|sfx=Slash
|rawflags=00100010100000110000011000000010
|rawflags=00100010100000110000011000000010
}}
}}
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|ypos=360000
|ypos=360000
|zpos=432000
|zpos=432000
|direct=y
|rebound=n
|clang=n
|type=Sword
|effect=Slash
|slvl=S
|sfx=Slash
|rawflags=00100010100000110000011000000010
|rawflags=00100010100000110000011000000010
}}
}}
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|ypos=672000
|ypos=672000
|zpos=888000
|zpos=888000
|direct=y
|rebound=n
|clang=n
|type=Sword
|effect=Slash
|slvl=S
|sfx=Slash
|rawflags=00100010100000110000011000000010
|rawflags=00100010100000110000011000000010
}}
}}
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|ypos=336000
|ypos=336000
|zpos=-552000
|zpos=-552000
|direct=y
|rebound=n
|clang=n
|type=Sword
|effect=Slash
|slvl=S
|sfx=Slash
|rawflags=00100010100000110000011000000010
|rawflags=00100010100000110000011000000010
}}
}}
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|ypos=336000
|ypos=336000
|zpos=-216000
|zpos=-216000
|direct=y
|rebound=n
|clang=n
|type=Sword
|effect=Slash
|slvl=S
|sfx=Slash
|rawflags=00100010100000110000011000000010
|rawflags=00100010100000110000011000000010
}}
}}
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|bn=0
|bn=0
|ypos=336000
|ypos=336000
|direct=y
|rebound=n
|clang=n
|type=Sword
|effect=Slash
|slvl=S
|sfx=Slash
|rawflags=00100010100000110000011000000010
|rawflags=00100010100000110000011000000010
}}
}}
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|ypos=384000
|ypos=384000
|zpos=432000
|zpos=432000
|direct=y
|rebound=n
|clang=n
|type=Sword
|effect=Slash
|slvl=S
|sfx=Slash
|rawflags=00100010100000110000011000000010
|rawflags=00100010100000110000011000000010
}}
}}
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|ypos=624000
|ypos=624000
|zpos=816000
|zpos=816000
|direct=y
|rebound=n
|clang=n
|type=Sword
|effect=Slash
|slvl=S
|sfx=Slash
|rawflags=00100010100000110000011000000010
|rawflags=00100010100000110000011000000010
}}
}}
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|ypos=384000
|ypos=384000
|zpos=-120000
|zpos=-120000
|direct=y
|rebound=n
|clang=n
|type=Sword
|effect=Slash
|slvl=S
|sfx=Slash
|rawflags=00100010100000110000011000000010
|rawflags=00100010100000110000011000000010
}}
}}
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|ypos=336000
|ypos=336000
|zpos=-624000
|zpos=-624000
|direct=y
|rebound=n
|clang=n
|type=Sword
|effect=Slash
|slvl=S
|sfx=Slash
|rawflags=00100010100000110000011000000010
|rawflags=00100010100000110000011000000010
}}
}}
{{HitboxTableTitle|Final hit|24}}
{{HitboxTableTitle|Finisher|24}}
{{BrawlHitboxTableRow
{{BrawlHitboxTableRow
|char=Meta Knight
|char=Meta Knight
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|ypos=300000
|ypos=300000
|zpos=840000
|zpos=840000
|direct=y
|rebound=n
|clang=n
|type=Sword
|effect=Slash
|slvl=M
|sfx=Slash
|rawflags=00100010100000110000011001000010
|rawflags=00100010100000110000011001000010
}}
}}
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|ypos=300000
|ypos=300000
|zpos=540000
|zpos=540000
|direct=y
|rebound=n
|clang=n
|type=Sword
|effect=Slash
|slvl=M
|sfx=Slash
|rawflags=00100010100000110000011001000010
|rawflags=00100010100000110000011001000010
}}
}}
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|ypos=300000
|ypos=300000
|zpos=240000
|zpos=240000
|direct=y
|rebound=n
|clang=n
|type=Sword
|effect=Slash
|slvl=M
|sfx=Slash
|rawflags=00100010100000110000011001000010
|rawflags=00100010100000110000011001000010
}}
}}
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==Timing==
==Timing==
While the loop animation restarts on frame 28, the loop itself cannot end until frame 30 at the earliest.
{|class="wikitable"
{|class="wikitable"
!First loop frame
!First loop frame
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|27
|27
|-
|-
!Final hit
!Finisher
|28
|1
|-
|-
!Animation length
!Animation length (ending)
|38
|11
|}
|}


{{FrameStripStart}}
{{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=Hitbox|c=1|s=HitboxLoopE}}{{FrameStrip|t=Lag|c=10}}
{{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=4}}{{FrameStrip|t=Hitbox|c=1|e=HitboxLoopS}}{{FrameStrip|t=Hitbox|c=1|s=HitboxLoopE}}{{FrameStrip|t=Lag|c=10}}
{{FrameStripEnd}}
{{FrameStripEnd}}


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==Trivia==
==Trivia==
*Meta Knight is the only character to enter his rapid jab without having any single hits beforehand.
*{{SSBB|Meta Knight}} is the only character to possess a neutral infinite without having any single hits beforehand.
*Meta Knight is also the only character in the game who possesses a neutral infinite with a finisher with a proper hitbox. Other characters either possess no finisher or have a weak windbox as a finisher.


{{MvSubNavMetaKnight|g=SSBB}}
{{MvSubNavMetaKnight|g=SSBB}}

Latest revision as of 21:16, May 19, 2024

Hitbox visualization showing Meta Knight's rapid jab.
Hitbox visualization showing Meta Knight's rapid jab finisher.

Overview[edit]

When the attack button is pressed while standing still, Meta Knight will shout a battle cry, and slash with Galaxia in several directions. If the button is held, Meta Knight will continue to slash all around him, which can be done indefinitely. Opponents that are hit may get temporarily stuck in the barrage if they don't SDI properly. This move is mostly situational as it is little more than a punishing tool against opponents that recklessly approach Meta Knight, and some of Meta Knight's attacks with greater reach and less ending lag tend to be more practical for this purpose, most notably his neutral special. Opponents with disjointed hitboxes such as Marth can easily hit Meta Knight during this move. Like most of Meta Knight's moves, this move has transcendent priority.

Hitboxes[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
Hit 1
0 0 2% 0 Sakurai angle 8 40 0 5.0 Root 0.0 4.8 6.0 1.0x 1.0x 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png TypeIcon(Sword).png EffectIcon(Slash).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash SpecialsDirect.png
1 0 2% 0 Sakurai angle 8 40 0 5.0 Root 0.0 4.8 14.8 1.0x 1.0x 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png TypeIcon(Sword).png EffectIcon(Slash).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash SpecialsDirect.png
Hit 2
0 0 2% 0 Sakurai angle 8 40 0 5.0 Root 0.0 6.0 7.2 1.0x 1.0x 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png TypeIcon(Sword).png EffectIcon(Slash).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash SpecialsDirect.png
1 0 1% 0 Sakurai angle 8 40 0 5.0 Root 0.0 11.2 14.8 1.0x 1.0x 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png TypeIcon(Sword).png EffectIcon(Slash).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash SpecialsDirect.png
Hit 3
0 0 1% 0 Sakurai angle 8 40 0 5.0 Root 0.0 5.6 -9.2 1.0x 1.0x 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png TypeIcon(Sword).png EffectIcon(Slash).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash SpecialsDirect.png
1 0 2% 0 Sakurai angle 8 40 0 5.0 Root 0.0 5.6 -3.6 1.0x 1.0x 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png TypeIcon(Sword).png EffectIcon(Slash).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash SpecialsDirect.png
2 0 2% 0 Sakurai angle 8 40 0 5.0 Root 0.0 5.6 0.0 1.0x 1.0x 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png TypeIcon(Sword).png EffectIcon(Slash).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash SpecialsDirect.png
Hit 4
0 0 2% 0 Sakurai angle 8 40 0 5.0 Root 0.0 6.4 7.2 1.0x 1.0x 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png TypeIcon(Sword).png EffectIcon(Slash).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash SpecialsDirect.png
1 0 1% 0 Sakurai angle 8 40 0 5.0 Root 0.0 10.4 13.6 1.0x 1.0x 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png TypeIcon(Sword).png EffectIcon(Slash).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash SpecialsDirect.png
Hit 5
0 0 2% 0 Sakurai angle 8 40 0 5.0 Root 0.0 6.4 -2.0 1.0x 1.0x 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png TypeIcon(Sword).png EffectIcon(Slash).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash SpecialsDirect.png
1 0 1% 0 Sakurai angle 8 40 0 5.0 Root 0.0 5.6 -10.4 1.0x 1.0x 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png TypeIcon(Sword).png EffectIcon(Slash).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash SpecialsDirect.png
Finisher
0 0 2% 0 Sakurai angle 13 60 0 4.0 Root 0.0 5.0 14.0 1.0x 1.0x 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png TypeIcon(Sword).png EffectIcon(Slash).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Slash SpecialsDirect.png
1 0 2% 0 Sakurai angle 13 60 0 4.0 Root 0.0 5.0 9.0 1.0x 1.0x 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png TypeIcon(Sword).png EffectIcon(Slash).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Slash SpecialsDirect.png
2 0 2% 0 Sakurai angle 13 60 0 4.0 Root 0.0 5.0 4.0 1.0x 1.0x 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png TypeIcon(Sword).png EffectIcon(Slash).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Slash SpecialsDirect.png

Timing[edit]

While the loop animation restarts on frame 28, the loop itself cannot end until frame 30 at the earliest.

First loop frame 6
Hit 1 7
Hit 2 11
Hit 3 15
Hit 4 20
Hit 5 24
Last loop frame 27
Finisher 1
Animation length (ending) 11
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(Lag).png FrameIcon(Lag).png FrameIcon(HitboxLoopS).png FrameIcon(HitboxLoopE).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
Legend (1 square = 1 frame)
FrameIcon(Lag).png
Lag time
FrameIcon(Hitbox).png
Hitbox
FrameIcon(BlankLoopS).pngFrameIcon(BlankLoopE).png
Loop point

Trivia[edit]

  • Meta Knight is the only character to possess a neutral infinite without having any single hits beforehand.
  • Meta Knight is also the only character in the game who possesses a neutral infinite with a finisher with a proper hitbox. Other characters either possess no finisher or have a weak windbox as a finisher.