Super Smash Bros. 4

Meta Knight (SSB4)/Back aerial: Difference between revisions

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{{ArticleIcons|ssb4=y}}
{{ArticleIcons|ssb4=y}}
[[File:MetaKnightBAir.gif|thumb|270px|Hitbox visualization showing Meta Knight's back aerial.]]
[[File:MetaKnightBAir.gif|thumb|270px|Hitbox visualization showing Meta Knight's back aerial.]]
{{technical data}}
 
==Overview==
==Overview==
Meta Knight slashes behind himself three times. A quick and strong move, it is Meta Knight's most reliable aerial finisher, KOing at about 90% offstage. On aerial opponents, this move has the [[autolink angle]], leaving them exposed to attacks if Meta Knight lands. This can notably setup a [[jab reset]] with his down tilt, which can be extended into a chain of up aerials and finish with a high-altitude Shuttle Loop. As back aerial combos off of dash attack and down throw, the move has applications in [[zero-death]]ing opponents, particularly floatier characters.  
Meta Knight slashes behind himself three times. A quick and strong move, it is Meta Knight's most reliable aerial finisher, KOing at about 90% offstage. On aerial opponents, this move has the [[autolink angle]], leaving them exposed to attacks if Meta Knight lands. This can notably setup a [[jab reset]] with his down tilt, which can be extended into a chain of up aerials and finish with a high-altitude Shuttle Loop. As back aerial combos off of dash attack and down throw, the move has applications in [[zero-death]]ing opponents, particularly floatier characters.  


While back aerial is already strong, the first two hits can be used to [[meteor smash]] recovering opponents. However, this is situational; the only reliable way to avoid landing the third hit (outside of the use mentioned above) is for the first or second hit to clash with an opposing hitbox. Furthermore, the meteor smash is relatively weak, and combined with the previous point, it is a viable tactic only against characters with poor vertical recoveries, such as {{SSB4|Donkey Kong}}.  
While back aerial is already strong, the first two hits can be used to [[meteor smash]] recovering opponents. However, this is situational; the only reliable way to avoid landing the third hit (outside of the use mentioned above) is for the first or second hit to clash with an opposing hitbox. Furthermore, the meteor smash is relatively weak, and combined with the previous point, it is a viable tactic only against characters with poor vertical recoveries, such as {{SSB4|Donkey Kong}}.  
==Update History==
'''{{GameIcon|ssb4-3ds}} [[1.0.4]]/{{GameIcon|ssb4-wiiu}} 1.0.1'''
*{{buff|Final hit knockback scaling (180 → 212).}}


==Hitboxes==
==Hitboxes==
{{SSB4HitboxTableHeader}}
{{SSB4HitboxTableHeader|special=y}}
{{HitboxTableTitle|Hits 1-2|24}}
{{HitboxTableTitle|Hits 1-2|42}}
{{SSB4HitboxTableRow
{{SSB4SpecialHitboxTableRow
|id=0
|id=0
|damage=1.5%
|sd=0
|angle=365
|af=4
|bk=0
|ks=100
|fkv=90
|r=4.2
|bn=0
|xpos=0.0
|ypos=4.5
|zpos=-12.0
|xstretch=N/A
|ystretch=N/A
|zstretch=N/A
|trip=0
|type=Sword
|effect=Slash
|rebound=f
|g=f
|slvl=S
|sfx=Slash
}}
{{SSB4SpecialHitboxTableRow
|id=1
|damage=1.5%
|sd=0
|angle=365
|af=4
|bk=0
|ks=100
|fkv=90
|r=4.2
|bn=0
|xpos=0.0
|ypos=2.5
|zpos=-6.0
|xstretch=0.0
|ystretch=6.5
|zstretch=-6.0
|trip=0
|type=Sword
|effect=Slash
|rebound=f
|g=f
|slvl=S
|sfx=Slash
}}
{{SSB4SpecialHitboxTableRow
|id=2
|damage=2.2%
|damage=2.2%
|sd=0
|sd=0
|angle=45
|angle=45
|af=4
|bk=40
|bk=40
|ks=130
|ks=130
|fkv=0
|fkv=0
|r=4.2
|r=4.2
|bn=?
|bn=0
|xpos=0.0
|xpos=0.0
|ypos=4.5
|ypos=4.5
|zpos=-12.0
|zpos=-12.0
|xstretch=N/A
|ystretch=N/A
|zstretch=N/A
|trip=0
|trip=0
|type=Sword
|type=Sword
|effect=Slash
|effect=Slash
|clang=t
|rebound=f
|a=f
|a=f
|slvl=S
|slvl=S
|sfx=Slash
|sfx=Slash
}}
}}
{{SSB4HitboxTableRow
{{SSB4SpecialHitboxTableRow
|id=1
|id=1
|damage=1.5%
|damage=2.2%
|sd=0
|sd=0
|angle=365
|angle=45
|bk=0
|af=4
|ks=0
|bk=40
|fkv=90
|ks=130
|fkv=0
|r=4.2
|r=4.2
|bn=?
|bn=0
|xpos=0.0
|xpos=0.0
|ypos=4.5
|ypos=2.5
|zpos=-12.0
|zpos=-6.0
|xstretch=0.0
|ystretch=6.5
|zstretch=-6.0
|trip=0
|trip=0
|type=Sword
|type=Sword
|effect=Slash
|effect=Slash
|clang=t
|rebound=f
|g=f
|a=f
|slvl=S
|slvl=S
|sfx=Slash
|sfx=Slash
}}
}}
{{HitboxTableTitle|Hit 3|24}}
{{HitboxTableTitle|Hit 3|42}}
{{SSB4HitboxTableRow
{{SSB4SpecialHitboxTableRow
|id=0
|id=0
|damage=4%
|damage=4%
|sd=0
|sd=0
|angle=361
|angle=361
|af=4
|bk=30
|bk=30
|ks=212
|ks=212
|fkv=0
|fkv=0
|r=5.2
|r=5.2
|bn=?
|bn=0
|xpos=0.0
|xpos=0.0
|ypos=7.0
|ypos=7.0
|zpos=-12.0
|zpos=-12.0
|xstretch=N/A
|ystretch=N/A
|zstretch=N/A
|trip=0
|trip=0
|type=Sword
|type=Sword
|effect=Slash
|effect=Slash
|ff=2.0
|ff=2.0
|clang=t
|rebound=f
|slvl=M
|slvl=M
|sfx=Slash
|sfx=Slash
}}
}}
{{SSB4HitboxTableRow
{{SSB4SpecialHitboxTableRow
|id=0
|id=0
|damage=4%
|damage=4%
|sd=0
|sd=0
|angle=361
|angle=361
|af=4
|bk=30
|bk=30
|ks=212
|ks=212
|fkv=0
|fkv=0
|r=5.0
|r=5.0
|bn=?
|bn=0
|xpos=0.0
|xpos=0.0
|ypos=2.5
|ypos=2.5
|zpos=-6.0
|zpos=-6.0
|xstretch=0.0
|ystretch=6.5
|zstretch=6.0
|trip=0
|trip=0
|type=Sword
|type=Sword
|effect=Slash
|effect=Slash
|ff=2.0
|ff=2.0
|clang=t
|rebound=f
|slvl=M
|slvl=M
|sfx=Slash
|sfx=Slash
Line 99: Line 169:
==Timing==
==Timing==
{|class="wikitable"
{|class="wikitable"
!Initial autocancel
|1-6
|-
|-
!Hitboxes
!Hits 1-2
|7-8, 13-14, 20-21
|7-8, 13-14
|-
|-
!Starting autocancel
!Hit 3
|6
|20-21
|-
|-
!Ending autocancel
!Ending autocancel
|40
|40-
|-
|-
!Interruptible
!Interruptible
Line 113: Line 185:
|-
|-
!Animation length
!Animation length
|?
|59
|}
|}


{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=6}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=4}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=5}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=29}}{{FrameStrip|t=Interruptible|c=1}}
{{FrameStrip|t=Lag|c=6}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=4}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=5}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=30}}{{FrameStrip|t=Interruptible|c=8}}
|-
|-
{{FrameStrip|t=Autocancel|c=6}}{{FrameStrip|t=Blank|c=33}}{{FrameStrip|t=Autocancel|c=12}}
{{FrameStrip|t=Autocancel|c=6}}{{FrameStrip|t=Blank|c=33}}{{FrameStrip|t=Autocancel|c=20}}
{{FrameStripEnd}}
{{FrameStripEnd}}



Latest revision as of 05:49, July 8, 2023

Hitbox visualization showing Meta Knight's back aerial.

Overview[edit]

Meta Knight slashes behind himself three times. A quick and strong move, it is Meta Knight's most reliable aerial finisher, KOing at about 90% offstage. On aerial opponents, this move has the autolink angle, leaving them exposed to attacks if Meta Knight lands. This can notably setup a jab reset with his down tilt, which can be extended into a chain of up aerials and finish with a high-altitude Shuttle Loop. As back aerial combos off of dash attack and down throw, the move has applications in zero-deathing opponents, particularly floatier characters.

While back aerial is already strong, the first two hits can be used to meteor smash recovering opponents. However, this is situational; the only reliable way to avoid landing the third hit (outside of the use mentioned above) is for the first or second hit to clash with an opposing hitbox. Furthermore, the meteor smash is relatively weak, and combined with the previous point, it is a viable tactic only against characters with poor vertical recoveries, such as Donkey Kong.

Update History[edit]

Super Smash Bros. for Nintendo 3DS 1.0.4/Super Smash Bros. for Wii U 1.0.1

  • Buff Final hit knockback scaling (180 → 212).

Hitboxes[edit]

ID Part Rehit rate Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct Hit bits Blockable Reflectable Absorbable Piercing Heedless No GFX Flinchless Stretch
Hits 1-2
0 0 0 1.5% 0 Autolink angle (365) Backwards 0 100 90 4.2 0 0.0 4.5 -12.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(NoRebound).png Sword (type) Slash (effect) HitboxTableIcon(GroundedFalse).png HitboxTableIcon(AerialTrue).png S Slash SpecialsDirect.png 63 HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png N/A N/A N/A
1 0 0 1.5% 0 Autolink angle (365) Backwards 0 100 90 4.2 0 0.0 2.5 -6.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(NoRebound).png Sword (type) Slash (effect) HitboxTableIcon(GroundedFalse).png HitboxTableIcon(AerialTrue).png S Slash SpecialsDirect.png 63 HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png 0.0 6.5 -6.0
2 0 0 2.2% 0 AngleIcon45.png Backwards 40 130 0 4.2 0 0.0 4.5 -12.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(NoRebound).png Sword (type) Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialFalse).png S Slash SpecialsDirect.png 63 HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png N/A N/A N/A
1 0 0 2.2% 0 AngleIcon45.png Backwards 40 130 0 4.2 0 0.0 2.5 -6.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(NoRebound).png Sword (type) Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialFalse).png S Slash SpecialsDirect.png 63 HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png 0.0 6.5 -6.0
Hit 3
0 0 0 4% 0 Sakurai angle Backwards 30 212 0 5.2 0 0.0 7.0 -12.0 1.0x 2.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(NoRebound).png Sword (type) Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Slash SpecialsDirect.png 63 HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png N/A N/A N/A
0 0 0 4% 0 Sakurai angle Backwards 30 212 0 5.0 0 0.0 2.5 -6.0 1.0x 2.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(NoRebound).png Sword (type) Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Slash SpecialsDirect.png 63 HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png 0.0 6.5 6.0

Timing[edit]

Initial autocancel 1-6
Hits 1-2 7-8, 13-14
Hit 3 20-21
Ending autocancel 40-
Interruptible 52
Animation length 59
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).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(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).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(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 FrameIcon(Autocancel).png FrameIcon(Autocancel).png

Landing lag[edit]

Animation length 18
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
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
Auto-canceling
Autocancel
Interruptibility
Interruptible