Super Smash Bros. 4

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

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{{ArticleIcons|ssb4=y}}
{{ArticleIcons|ssb4=y}}
[[File:MetaKnightNAir.gif|thumb|270px|Hitbox visualization showing Meta Knight's neutral aerial.]]
[[File:MetaKnightNAir.gif|thumb|270px|Hitbox visualization showing Meta Knight's neutral aerial.]]
{{technical data}}


==Overview==
==Overview==
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Overall, this is a highly versatile move that is used commonly in competitive play.  
Overall, this is a highly versatile move that is used commonly in competitive play.  
==Update history==
'''{{GameIcon|ssb4-3ds}} [[1.0.4]]/{{GameIcon|ssb4-wiiu}} 1.0.1'''
*{{buff|Damage (7% (clean)/5% (late) → 10%/7.5%).}}
'''{{GameIcon|ssb4}} [[1.0.8]]'''
*{{buff|Landing lag (20 frames → 16).}}


==Hitboxes==
==Hitboxes==
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|fkv=0
|fkv=0
|r=4.0
|r=4.0
|bn=?
|bn=25
|xpos=0.0
|xpos=0.0
|ypos=0.0
|ypos=0.0
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|fkv=0
|fkv=0
|r=4.0
|r=4.0
|bn=?
|bn=25
|xpos=0.0
|xpos=0.0
|ypos=5.2
|ypos=5.2
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|fkv=0
|fkv=0
|r=7.0
|r=7.0
|bn=?
|bn=0
|xpos=0.0
|xpos=0.0
|ypos=7.2
|ypos=7.2
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|fkv=0
|fkv=0
|r=3.8
|r=3.8
|bn=?
|bn=25
|xpos=0.0
|xpos=0.0
|ypos=0.0
|ypos=0.0
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|fkv=0
|fkv=0
|r=3.8
|r=3.8
|bn=?
|bn=25
|xpos=0.0
|xpos=0.0
|ypos=4.0
|ypos=4.0
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|fkv=0
|fkv=0
|r=3.8
|r=3.8
|bn=?
|bn=25
|xpos=0.0
|xpos=0.0
|ypos=7.2
|ypos=7.2
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!Late hit
!Late hit
|8-20
|8-20
|-
!Ending autocancel
|40-
|-
|-
!Interruptible
!Interruptible
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{{FrameStrip|t=Lag|c=5}}{{FrameStrip|t=Hitbox|c=2|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=13|s=HitboxChangeE}}{{FrameStrip|t=Lag|c=23}}{{FrameStrip|t=Interruptible|c=6}}
{{FrameStrip|t=Lag|c=5}}{{FrameStrip|t=Hitbox|c=2|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=13|s=HitboxChangeE}}{{FrameStrip|t=Lag|c=23}}{{FrameStrip|t=Interruptible|c=6}}
|-
|-
{{FrameStrip|t=Autocancel|c=5}}{{FrameStrip|t=Blank|c=34}}{{FrameStrip|t=Autocancel|c=10}}
{{FrameStrip|t=Autocancel|c=5}}{{FrameStrip|t=Blank|c=44}}
{{FrameStripEnd}}
{{FrameStripEnd}}


===Landing lag===
===Landing lag===
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{{FrameIconLegend|lag=y|hitbox=y|hitboxchange=y|autocancel=y|interruptible=y}}
{{FrameIconLegend|lag=y|hitbox=y|hitboxchange=y|autocancel=y|interruptible=y}}


{{MvSubNavMetaKnight|SSB4=y}}
==Trivia==
*Within the move's script, there is a timer on frame 40 which is most likely present to activate the move's late auto-cancel window. However, the flag to activate the late auto-cancel is simply missing, meaning that the move has no late auto-cancel window. As a result, the move does not auto-cancel until the animation ends on frame 50, rather than on frame 40 as the empty timer suggests. This was fixed in ''Ultimate''.
 
{{MvSubNavMetaKnight|g=SSB4}}
[[Category:Meta Knight (SSB4)]]
[[Category:Meta Knight (SSB4)]]
[[Category:Neutral aerials (SSB4)]]
[[Category:Neutral aerials (SSB4)]]

Latest revision as of 16:19, June 16, 2023

Hitbox visualization showing Meta Knight's neutral aerial.

Overview[edit]

Meta Knight spins with Galaxia extended. With quick start-up, long duration, low ending and landing lag, and good power, this move is effective for relieving pressure, either as an out of shield option or to break juggles. It is also a decent combo move, being able it to lead into a dash attack at lower percents, and it can easily be comboed into from Meta Knight's dash attack, down throw, and up aerial. Neutral aerial is also a potent edge-guarding tool, as it can cover both immediate and delayed recoveries, and the strong hit KO's offstage at roughly 100%, while the late hit sends foes at a favorable trajectory.

Overall, this is a highly versatile move that is used commonly in competitive play.

Update history[edit]

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

  • Buff Damage (7% (clean)/5% (late) → 10%/7.5%).

Super Smash Bros. 4 1.0.8

  • Buff Landing lag (20 frames → 16).

Hitboxes[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
Clean
0 0 10% 0 Sakurai angle 40 100 0 4.0 25 0.0 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Sword (type) Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Slash SpecialsDirect.png
1 0 10% 0 Sakurai angle 40 100 0 4.0 25 0.0 5.2 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Sword (type) Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Slash SpecialsDirect.png
2 0 10% 0 Sakurai angle 40 100 0 7.0 0 0.0 7.2 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Sword (type) Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Slash SpecialsDirect.png
Late
0 0 7.5% 0 Sakurai angle 40 100 0 3.8 25 0.0 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Sword (type) Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Slash SpecialsDirect.png
1 0 7.5% 0 Sakurai angle 40 100 0 3.8 25 0.0 4.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Sword (type) Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Slash SpecialsDirect.png
2 0 7.5% 0 Sakurai angle 40 100 0 3.8 25 0.0 7.2 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Sword (type) Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Slash SpecialsDirect.png

Timing[edit]

Initial autocancel 1-5
Clean hit 6-7
Late hit 8-20
Interruptible 44
Animation length 49
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).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(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(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(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

Landing lag[edit]

Animation length 16
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
FrameIcon(HitboxChangeS).pngFrameIcon(HitboxChangeE).png
Hitbox change
Auto-canceling
Autocancel
Interruptibility
Interruptible

Trivia[edit]

  • Within the move's script, there is a timer on frame 40 which is most likely present to activate the move's late auto-cancel window. However, the flag to activate the late auto-cancel is simply missing, meaning that the move has no late auto-cancel window. As a result, the move does not auto-cancel until the animation ends on frame 50, rather than on frame 40 as the empty timer suggests. This was fixed in Ultimate.