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Super Smash Bros. Brawl

Meta Knight (SSBB)/Forward aerial: Difference between revisions

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{{ArticleIcons|ssbb=y}}
{{ArticleIcons|ssbb=y}}
[[File:MetaKnightFAirSSBB.gif|thumb|400px|Hitbox visualization showing Meta Knight's forward aerial.]]
==Overview==
Meta Knight slashes in front of himself three times. The move has decent [[knockback]] and always does up to 10% damage if all three of the slashes hit (regardless of [[stale-move negation]]). The move is one of Meta Knight's most useful moves in tight situations, as it has extremely fast [[startup]] and [[ending lag]], very little [[landing lag]], great [[range]], and [[transcendent priority]]. The move is commonly used as a [[SHFF]] when {{SSBB|Meta Knight}} is either [[approach]]ing or retreating from the ground, and it can be used to great effect for [[spacing]] and [[pressuring]] when combined with other moves such as {{mvsub|Meta Knight|SSBB|down aerial}}s and {{mvsub|Meta Knight|SSBB|forward tilt}}s. The move is also very useful offstage, as when used in conjunction with some of {{SSBB|Meta Knight}}'s other aerials, it can set up a variation of the [[wall of pain]] technique, depending on the opponent's [[DI]] and recovery options, though this is slightly limited by Meta Knight's very low [[air speed]].
Overall, like many of Meta Knight's other moves, Meta Knight's forward aerial is a very favourable option to use in many situations, and as a result has gained a reputation of being [[broken]].
==Hitboxes==
{{BrawlHitboxTableHeader}}
{{HitboxTableTitle|Hit 1|24}}
{{BrawlHitboxTableRow
|id=0
|damage=3%
|angle=60
|bk=0
|ks=100
|fkv=80
|r=210000
|bn=0
|ypos=60000
|zpos=360000
|rawflags=00100010100000110000011000000010
}}
{{BrawlHitboxTableRow
|id=1
|damage=3%
|angle=98
|bk=0
|ks=100
|fkv=80
|r=210000
|bn=0
|ypos=60000
|zpos=900000
|rawflags=00100010100000110000011000000010
}}
{{BrawlHitboxTableRow
|id=2
|damage=3%
|angle=45
|bk=0
|ks=100
|fkv=5
|r=210000
|bn=0
|ypos=600000
|zpos=360000
|rawflags=00100010100000110000011000000010
}}
{{BrawlHitboxTableRow
|id=3
|damage=3%
|angle=90
|bk=0
|ks=100
|fkv=5
|r=210000
|bn=0
|ypos=600000
|zpos=900000
|rawflags=00100010100000110000011000000010
}}
{{HitboxTableTitle|Hit 2|24}}
{{BrawlHitboxTableRow
|id=0
|damage=3%
|angle=60
|bk=0
|ks=100
|fkv=80
|r=240000
|bn=0
|ypos=60000
|zpos=360000
|rawflags=00100010100000110000011000000010
}}
{{BrawlHitboxTableRow
|id=1
|damage=3%
|angle=98
|bk=0
|ks=100
|fkv=80
|r=240000
|bn=0
|ypos=60000
|zpos=900000
|rawflags=00100010100000110000011000000010
}}
{{BrawlHitboxTableRow
|id=2
|damage=3%
|angle=45
|bk=0
|ks=100
|fkv=5
|r=240000
|bn=0
|ypos=600000
|zpos=360000
|rawflags=00100010100000110000011000000010
}}
{{BrawlHitboxTableRow
|id=3
|damage=3%
|angle=90
|bk=0
|ks=100
|fkv=5
|r=240000
|bn=0
|ypos=600000
|zpos=900000
|rawflags=00100010100000110000011000000010
}}
{{HitboxTableTitle|Hit 3|24}}
{{BrawlHitboxTableRow
|id=0
|damage=4%
|angle=50
|bk=60
|ks=122
|fkv=0
|r=300000
|bn=0
|ypos=60000
|zpos=180000
|rawflags=00100010100000110000011001000010
}}
{{BrawlHitboxTableRow
|id=1
|damage=4%
|angle=361
|bk=60
|ks=122
|fkv=0
|r=300000
|bn=0
|ypos=60000
|zpos=840000
|rawflags=00100010100000110000011001000010
}}
{{BrawlHitboxTableRow
|id=2
|damage=4%
|angle=50
|bk=60
|ks=122
|fkv=0
|r=300000
|bn=0
|ypos=600000
|zpos=180000
|rawflags=00100010100000110000011001000010
}}
{{BrawlHitboxTableRow
|id=3
|damage=4%
|angle=361
|bk=60
|ks=122
|fkv=0
|r=300000
|bn=0
|ypos=600000
|zpos=840000
|rawflags=00100010100000110000011001000010
}}
|}


==Overview==
==Timing==
Meta Knight slashes in front of his three times. The move has some decent knockback and always do up to 10% damage if all three of the slashes hit regardless of [[stale-move negation]]. Having to be one of the best forward aerials in the game, it is one of the many useful attacks Meta Knight has that has extremely fast [[start-up]] and [[ending lag]], good for racking up damage, and has a great [[transcendent]] range to keep him safe. Meta Knight can also space and [[pressure]] an opponent with his forward aerial very well, where it can effectively try to offensively attack or trying to keep away an opponent. Due to having little lag if the move hits the ground, one can use a [[short hop]] to use it and this gives him a great opportunity to lead in to many of his other moves that he can utilize such as another forward aerial or {{mvsub|Meta Knight|SSBB|down tilt|alt=down tilt}}.
===Attack===
{|class="wikitable"
|-
!Initial autocancel
|1-3
|-
!Hit 1
|6
|-
!Hit 2
|10
|-
!Hit 3
|13
|-
!Ending autocancel
|22-
|-
!Animation length
|39
|}


With his ability to jump multiple time in midair, Meta Knight can utilize his forward aerial well off stage. When he does get an opponent offstage, it only takes a a few forward aerials to get a good KO at an opponent depending on his damage percentage. Even if it doesn't KO, the attack can cause some difficult to characters who doesn't have a good horizontal recovery. His forward aerial can also perform a variation of the [[wall of pain]] along with his {{mvsub|Meta King|SSBB|down aerial|alt=down aerial}}. Due to his poor [[air speed]] however, it isn't as effective as {{SSBB|Jigglypuff}}'s wall of pain.
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=5}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=3}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=2}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=26}}
|-
{{FrameStrip|t=Autocancel|c=3}}{{FrameStrip|t=Blank|c=18}}{{FrameStrip|t=Autocancel|c=18}}
{{FrameStripEnd}}


Overall, like Meta Knight's other moves, it is an universally excellent move to use in all levels of play, and has gained a repetition of being [[broken]].
===Landing lag===
{|class="wikitable"
|-
!Animation length
|15
|}


{{FrameStripStart}}
{{FrameStrip|t=Lag|c=15}}
{{FrameStripEnd}}


{{technical data}}
{{FrameIconLegend|lag=y|hitbox=y|autocancel=y}}


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

Latest revision as of 20:26, May 19, 2024

Hitbox visualization showing Meta Knight's forward aerial.

Overview[edit]

Meta Knight slashes in front of himself three times. The move has decent knockback and always does up to 10% damage if all three of the slashes hit (regardless of stale-move negation). The move is one of Meta Knight's most useful moves in tight situations, as it has extremely fast startup and ending lag, very little landing lag, great range, and transcendent priority. The move is commonly used as a SHFF when Meta Knight is either approaching or retreating from the ground, and it can be used to great effect for spacing and pressuring when combined with other moves such as down aerials and forward tilts. The move is also very useful offstage, as when used in conjunction with some of Meta Knight's other aerials, it can set up a variation of the wall of pain technique, depending on the opponent's DI and recovery options, though this is slightly limited by Meta Knight's very low air speed.

Overall, like many of Meta Knight's other moves, Meta Knight's forward aerial is a very favourable option to use in many situations, and as a result has gained a reputation of being broken.

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 3% 0 AngleIcon60.png 0 100 80 3.5 0 0.0 1.0 6.0 1.0x 1.0x 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Sword (type) Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash SpecialsDirect.png
1 0 3% 0 AngleIcon98.png 0 100 80 3.5 0 0.0 1.0 15.0 1.0x 1.0x 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Sword (type) Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash SpecialsDirect.png
2 0 3% 0 AngleIcon45.png 0 100 5 3.5 0 0.0 10.0 6.0 1.0x 1.0x 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Sword (type) Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash SpecialsDirect.png
3 0 3% 0 AngleIcon90.png 0 100 5 3.5 0 0.0 10.0 15.0 1.0x 1.0x 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Sword (type) Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash SpecialsDirect.png
Hit 2
0 0 3% 0 AngleIcon60.png 0 100 80 4.0 0 0.0 1.0 6.0 1.0x 1.0x 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Sword (type) Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash SpecialsDirect.png
1 0 3% 0 AngleIcon98.png 0 100 80 4.0 0 0.0 1.0 15.0 1.0x 1.0x 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Sword (type) Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash SpecialsDirect.png
2 0 3% 0 AngleIcon45.png 0 100 5 4.0 0 0.0 10.0 6.0 1.0x 1.0x 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Sword (type) Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash SpecialsDirect.png
3 0 3% 0 AngleIcon90.png 0 100 5 4.0 0 0.0 10.0 15.0 1.0x 1.0x 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Sword (type) Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash SpecialsDirect.png
Hit 3
0 0 4% 0 AngleIcon50.png 60 122 0 5.0 0 0.0 1.0 3.0 1.0x 1.0x 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Sword (type) Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Slash SpecialsDirect.png
1 0 4% 0 Sakurai angle 60 122 0 5.0 0 0.0 1.0 14.0 1.0x 1.0x 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Sword (type) Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Slash SpecialsDirect.png
2 0 4% 0 AngleIcon50.png 60 122 0 5.0 0 0.0 10.0 3.0 1.0x 1.0x 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Sword (type) Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Slash SpecialsDirect.png
3 0 4% 0 Sakurai angle 60 122 0 5.0 0 0.0 10.0 14.0 1.0x 1.0x 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Sword (type) Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Slash SpecialsDirect.png

Timing[edit]

Attack[edit]

Initial autocancel 1-3
Hit 1 6
Hit 2 10
Hit 3 13
Ending autocancel 22-
Animation length 39
FrameIcon(Lag).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(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(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png

Landing lag[edit]

Animation length 15
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
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
Auto-canceling
Autocancel