Super Smash Bros. Ultimate

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

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{{ArticleIcons|ssbu=y}}
{{ArticleIcons|ssbu=y}}
[[File:MetaKnightRapidJabSSBU.gif|thumb|300px|Hitbox visualization showing Meta Knight's rapid jab.]]
[[File:MetaKnightRapidJabFinisherSSBU.gif|thumb|300px|Hitbox visualization showing Meta Knight's rapid jab finisher.]]
==Overview==
{{competitive expertise}}
{{competitive expertise}}
[[File:MetaKnightRapidJabSSBU.gif|thumb|360px|Hitbox visualization showing Meta Knight's rapid jab.]]
Performs a flurry speed of slashes in front of him. It is useful for racking up [[damage]]. Very low amount of [[ending lag]]. The finisher has a base knockback of 60, making it useful to knock opponents away.
[[File:MetaKnightRapidJabFinisherSSBU.gif|thumb|360px|Hitbox visualization showing Meta Knight's rapid jab finisher.]]


==Overview==
Update {{SSBU|9.0.0}} gives transcendent priority for the rapid finisher. This prevents it from being cancelled out from weak attacks.
==Update History==
==Update History==
'''{{GameIcon|ssbu}} {{SSBU|9.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|9.0.0}}'''
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|damage=1.0%
|damage=1.0%
|angle=361
|angle=361
|af=3
|bk=10
|bk=10
|ks=30
|ks=30
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}}
}}
|'''+2''' frames
|'''+2''' frames
|4x
|
{{HitboxTableTitle|Rapid jab finisher|42}}
{{HitboxTableTitle|Rapid jab finisher|42}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
Line 41: Line 46:
|damage=2.0%
|damage=2.0%
|angle=361
|angle=361
|af=3
|bk=60
|bk=60
|ks=140
|ks=140
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|rebound=f
|rebound=f
}}
}}
|—
|—
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=1
|id=1
|damage=2.0%
|damage=2.0%
|angle=361
|angle=361
|af=3
|bk=60
|bk=60
|ks=140
|ks=140
Line 77: Line 86:
|rebound=f
|rebound=f
}}
}}
|—
|—
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=2
|id=2
|damage=2.0%
|damage=2.0%
|angle=361
|angle=361
|af=3
|bk=60
|bk=60
|ks=140
|ks=140
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|rebound=f
|rebound=f
}}
}}
|—
|—
|}
|}


==Timing==
==Timing==
Interruptibility and animation length are only for the finisher.
After one full loop, releasing the attack button at any point causes the infinite to transition into the finisher. Interruptibility and animation length are for the finisher only.
{|class="wikitable"
{|class="wikitable"
!Rapid Jab
!Loop points
|4, 7, 10, 13...
|2-3, 24-25
|-
!Rapid jab
|4, 7, 10, 13, 16, 19, 22
|-
|-
!Finisher
!Finisher

Latest revision as of 14:21, July 13, 2022

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

OverviewEdit

  This article or section may require competitive expertise.
You can discuss this issue on the talk page or edit this page to improve it.

Performs a flurry speed of slashes in front of him. It is useful for racking up damage. Very low amount of ending lag. The finisher has a base knockback of 60, making it useful to knock opponents away.

Update 9.0.0 gives transcendent priority for the rapid finisher. This prevents it from being cancelled out from weak attacks.

Update HistoryEdit

  9.0.0

  •   Rapid jab finisher has transcendent priority, preventing it from being canceled out by weak attacks.

HitboxesEdit

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless Hitstun Shieldstun
Rapid jab
0 0 0 1.0% 0   Forward 10 30 0   7.0 top 0.0 6.5 8.0 to 13.5 0.5× 0.6× 0%               Slash   All All             +2 frames
Rapid jab finisher
0 0 0 2.0% 0   Forward 60 140 0   5.0 top 0.0 8.0 11.0 2.5× 1.0× 0%               Slash   All All            
1 0 0 2.0% 0   Forward 60 140 0   6.0 top 0.0 8.0 16.5 2.5× 1.0× 0%               Slash   All All            
2 0 0 2.0% 0   Forward 60 140 0   6.0 top 0.0 8.0 22.0 2.5× 1.0× 0%               Slash   All All            

TimingEdit

After one full loop, releasing the attack button at any point causes the infinite to transition into the finisher. Interruptibility and animation length are for the finisher only.

Loop points 2-3, 24-25
Rapid jab 4, 7, 10, 13, 16, 19, 22
Finisher 3
Interruptible 31
Animation length 45
                                                                                                                                         
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Loop point
 
Interruptible