Super Smash Bros. Brawl

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

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m (→‎Overview: I find it more effective on Ike, but they're both good examples imo.)
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{{ArticleIcons|ssbb=y}}
{{ArticleIcons|ssbb=y}}
 
[[File:MetaKnightDAirSSBB.gif|thumb|400px|Hitbox visualization showing Meta Knight's down aerial.]]
==Overview==
==Overview==
[[File:Meta Knight Down Aerial Hitbox Brawl.png|thumb|The hitbox of Meta Knight's dair]]
Meta Knight does a quick horizontal [[slash]] below him, doing 7%-9% [[damage]] and hits on frame 4. Like his up aerial, the move has transcendent priority, extremely little [[start-up lag]] but has a bit more [[ending lag]] but has very little regardless, making this move hard to [[punish]]. With its [[semi-spike]] trajectory and decent [[knockback]], it is one of the best [[edgeguarding]] and [[gimp]]ing moves in the game. It does great against opponents with poor horizontal recovery like {{SSBB|Ike}} and {{SSBB|Link}}. It can also be used to perform a variation of the [[wall of pain]] on many opponents. In addition, Meta Knight can "[[vertical space]]" with this move using a [[footstool jump]]→down aerial combo. This is rather situational, but can gimp easily, and if the opponent is hit into the stage, it can [[stage spike]], with a {{mvsub|Meta Knight|SSBB|up special|alt=Shuttle Loop}} being usable as a possible followup if the opponent [[tech]]s.
Meta Knight does a quick horizontal slash below him, doing 7%-9% damage and hits on frame 4. Like his up aerial, the move has transcendent priority, extremely little [[start-up lag]] but has a bit more ending lag but has very little regardless, making this move hard to punish. With its semi-spike trajectory and decent knockback, it is one of the best edgeguarding moves in the game. It does great against opponents with poor horizontal recovery like {{SSBB|Ike}} and {{SSBB|Link}}.


This move is very effective when used for [[air camping]], being difficult for opponents to break through, and useful for [[spacing]] in conjunction with {{Mvsub|Meta Knight|SSBB|Forward aerial|alt=his forward aerial}}. There are ways to combat this though, such as {{Mvsub|Pikachu|SSBB|up aerial|poss=y}}.
This move is very effective when used for [[air camping]], being difficult for opponents to break through, and useful for [[spacing]] in conjunction with his {{mvsub|Meta Knight|SSBB|forward aerial}}. There are ways to combat this though, such as {{mvsub|Pikachu|SSBB|up aerial|poss=y}}.


Overall, an excellent move that is reliable and not difficult to use in Meta Knight's metagame.  
Overall, an excellent move that is reliable and not difficult to use in Meta Knight's metagame.
 
{{competitive expertise}}


==Hitboxes==
==Hitboxes==
{{BrawlHitboxTableHeader}}
{{BrawlHitboxTableHeader}}
{{BrawlHitboxTableRow
{{BrawlHitboxTableRow
|char=Meta Knight
|id=0
|id=0
|damage=7%
|damage=7%
Line 20: Line 18:
|ks=105
|ks=105
|fkv=0
|fkv=0
|r=5.4
|r=324000
|bn=0
|bn=0
|ypos=-6.4
|ypos=-384000
|zpos=-4.0
|zpos=-240000
|clang=n
|rawflags=00100010100000110000011000000010
|rebound=n
|type=Sword
|effect=Slash
|slvl=S
|sfx=Slash
}}
}}
{{BrawlHitboxTableRow
{{BrawlHitboxTableRow
|char=Meta Knight
|id=1
|id=1
|damage=7%
|damage=7%
Line 38: Line 32:
|ks=105
|ks=105
|fkv=0
|fkv=0
|r=5.2
|r=312000
|bn=0
|bn=0
|ypos=-6.4
|ypos=-384000
|zpos=4.0
|zpos=240000
|clang=n
|rawflags=00100010100000110000011000000010
|rebound=n
|type=Sword
|effect=Slash
|slvl=S
|sfx=Slash
}}
}}
{{BrawlHitboxTableRow
{{BrawlHitboxTableRow
|char=Meta Knight
|id=2
|id=2
|damage=9%
|damage=9%
Line 56: Line 46:
|ks=105
|ks=105
|fkv=0
|fkv=0
|r=5.4
|r=324000
|bn=0
|bn=0
|ypos=-3.4
|ypos=-204000
|zpos=-10.0
|zpos=-600000
|clang=n
|rawflags=00100010100000110000011001000010
|rebound=n
|type=Sword
|effect=Slash
|slvl=M
|sfx=Slash
}}
}}
{{BrawlHitboxTableRow
{{BrawlHitboxTableRow
|char=Meta Knight
|id=3
|id=3
|damage=9%
|damage=9%
Line 74: Line 60:
|ks=105
|ks=105
|fkv=0
|fkv=0
|r=5.4
|r=324000
|bn=0
|bn=0
|ypos=-3.4
|ypos=-204000
|zpos=10.0
|zpos=600000
|clang=n
|rawflags=00100010100000110000011001000010
|rebound=n
|type=Sword
|effect=Slash
|slvl=M
|sfx=Slash
}}
}}
|}
|}
Line 108: Line 89:
|-
|-
{{FrameStrip|t=Autocancel|c=3}}{{FrameStrip|t=Blank|c=20}}{{FrameStrip|t=Autocancel|c=2}}
{{FrameStrip|t=Autocancel|c=3}}{{FrameStrip|t=Blank|c=20}}{{FrameStrip|t=Autocancel|c=2}}
|}
{{FrameStripEnd}}


===Landing lag===
===Landing lag===
Line 119: Line 100:
{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=15}}
{{FrameStrip|t=Lag|c=15}}
|}
{{FrameStripEnd}}


{{FrameIconLegend|lag=y|hitbox=y|autocancel=y}}
{{FrameIconLegend|lag=y|hitbox=y|autocancel=y}}
{{MvSubNavMetaKnight|g=SSBB}}


[[Category:Meta Knight (SSBB)]]
[[Category:Meta Knight (SSBB)]]
[[Category:Down aerials]]
[[Category:Down aerials (SSBB)]]

Latest revision as of 20:31, May 19, 2024

Hitbox visualization showing Meta Knight's down aerial.

Overview[edit]

Meta Knight does a quick horizontal slash below him, doing 7%-9% damage and hits on frame 4. Like his up aerial, the move has transcendent priority, extremely little start-up lag but has a bit more ending lag but has very little regardless, making this move hard to punish. With its semi-spike trajectory and decent knockback, it is one of the best edgeguarding and gimping moves in the game. It does great against opponents with poor horizontal recovery like Ike and Link. It can also be used to perform a variation of the wall of pain on many opponents. In addition, Meta Knight can "vertical space" with this move using a footstool jump→down aerial combo. This is rather situational, but can gimp easily, and if the opponent is hit into the stage, it can stage spike, with a Shuttle Loop being usable as a possible followup if the opponent techs.

This move is very effective when used for air camping, being difficult for opponents to break through, and useful for spacing in conjunction with his forward aerial. There are ways to combat this though, such as Pikachu's up aerial.

Overall, an excellent move that is reliable and not difficult to use in Meta Knight's metagame.

Hitboxes[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
0 0 7% 0 AngleIcon35.png 30 105 0 5.4 Root 0.0 -6.4 -4.0 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 7% 0 AngleIcon35.png 30 105 0 5.2 Root 0.0 -6.4 4.0 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 9% 0 AngleIcon23.png 15 105 0 5.4 Root 0.0 -3.4 -10.0 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 9% 0 AngleIcon23.png 15 105 0 5.4 Root 0.0 -3.4 10.0 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
Hitboxes 4-5
Ending autocancel 24-
Animation length 25
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(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(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