Super Smash Bros. Brawl

Meta Knight (SSBB)/Dash attack: Difference between revisions

m (→‎Timing: Added DACUS & Boost grab windows)
 
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{{ArticleIcons|ssbb=y}}
{{ArticleIcons|ssbb=y}}=
 
[[File:MetaKnightDashAttackSSBB.gif|thumb|400px|Hitbox visualization showing Meta Knight's dash attack.]]
{{image}}
 
==Overview==
==Overview==
When the attack button is pressed while [[dashing]], {{SSBB|Meta Knight}} will momentarily speed up and perform a sliding tackle [[leg|kicking]] in front of him, hitting opponents a single time and knocking them upwards. This move is situational due to Meta Knight's [[aerial]]s usually being more useful for [[approach]]ing, but it can be used as a [[mindgames|suprise tactic]] due to the fast [[startup]] and speed boost Meta Knight receives. It can also be used as an anti-air move against [[short hop]]ping opponents, and can followup with an {{mvsub|Meta Knight|SSBB|up tilt}} or {{mvsub|Meta Knight|SSBB|up aerial}} at low to mid percentages if the opponent doesn't jump or [[SDI]] away. It is one of Meta Knight's few attacks that do not have [[transcendent priority]].
When the attack button is pressed while [[dashing]], {{SSBB|Meta Knight}} will momentarily speed up and perform a sliding tackle [[leg|kicking]] in front of him, hitting opponents a single time and knocking them upwards. This move is situational due to {{SSBB|Meta Knight}}'s [[aerial]]s usually being more useful for [[approach]]ing, but it can be used as a [[mindgames|surprise tactic]] due to the fast [[startup]] and speed boost Meta Knight receives. It can also be used as an anti-air move against [[short hop]]ping opponents, and can followup with an {{mvsub|Meta Knight|SSBB|up tilt}} or {{mvsub|Meta Knight|SSBB|up aerial}} at low to mid percentages if the opponent doesn't jump or [[SDI]] away. It is one of Meta Knight's few attacks that do not have [[transcendent priority]].
{{competitive expertise}}


==Hitboxes==
==Hitboxes==
{{technical data}}
{{BrawlHitboxTableHeader}}
{{BrawlHitboxTableRow
|id=0
|damage=8%
|angle=60
|bk=40
|ks=88
|fkv=0
|r=252000
|bn=68
|rawflags=00111001100000110000010010000000
}}
{{BrawlHitboxTableRow
|id=1
|damage=7%
|angle=70
|bk=40
|ks=88
|fkv=0
|r=252000
|bn=68
|zpos=120000
|rawflags=00111001100000110000010010000000
}}
{{BrawlHitboxTableRow
|id=2
|damage=6%
|angle=80
|bk=40
|ks=88
|fkv=0
|r=252000
|bn=68
|zpos=240000
|rawflags=00111001100000110000010001000000
}}
|}


==Timing==
==Timing==
{{technical data}}
{|class="wikitable"
|-
!Hitbox
|5-11
|-
!DACUS window
|3
|-
!Boost grab window
|2-3
|-
!Animation length
|31
|}
 
{{FrameStripStart}}
!Hitboxes {{FrameStrip|t=Lag|c=4}}{{FrameStrip|t=Hitbox|c=7}}{{FrameStrip|t=Lag|c=20}}
|-
!DACUS {{FrameStripDACUS|w=1|al=31}}
|-
!Boost grab {{FrameStripBGBrawl|al=31}}
{{FrameStripEnd}}
 
{{FrameIconLegend|lag=y|hitbox=y|continuable=y}}


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

Latest revision as of 12:03, January 3, 2025

=

Hitbox visualization showing Meta Knight's dash attack.

OverviewEdit

When the attack button is pressed while dashing, Meta Knight will momentarily speed up and perform a sliding tackle kicking in front of him, hitting opponents a single time and knocking them upwards. This move is situational due to Meta Knight's aerials usually being more useful for approaching, but it can be used as a surprise tactic due to the fast startup and speed boost Meta Knight receives. It can also be used as an anti-air move against short hopping opponents, and can followup with an up tilt or up aerial at low to mid percentages if the opponent doesn't jump or SDI away. It is one of Meta Knight's few attacks that do not have transcendent priority.

HitboxesEdit

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
0 0 8% 0   40 88 0 4.2 68 0.0 0.0 0.0 1.0x 1.0x 0%               Kick  
1 0 7% 0   40 88 0 4.2 68 0.0 0.0 2.0 1.0x 1.0x 0%               Kick  
2 0 6% 0   40 88 0 4.2 68 0.0 0.0 4.0 1.0x 1.0x 0%               Kick  

TimingEdit

Hitbox 5-11
DACUS window 3
Boost grab window 2-3
Animation length 31
Hitboxes                                                               
DACUS                                                               
Boost grab                                                               
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
 
Continuable