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{{disambig2|Meta Knight's appearance in ''Super Smash Bros. Brawl''|the character in other contexts|Meta Knight}}
{{disambig2|Meta Knight's appearance in ''Super Smash Bros. Brawl''|the character in other contexts|Meta Knight}}
{{Infobox Character
{{Infobox Character
|name         = Meta Knight
|name = Meta Knight
|image       = [[File:Meta Knight SSBB.jpg|250px|Meta Knight]]
|image = [[File:Meta Knight SSBB.jpg|250px]]
|game         = SSBB
|game = SSBB
|ssbgame1     = SSB4
|ssbgame1 = SSB4
|ssbgame2 = SSBU
|availability = [[Starter character|Starter]]
|availability = [[Starter character|Starter]]
|tier         = SS  
|tier = SS
|ranking     = 1
|ranking = 1
}}
}}
Unveiled at [[E3]] 2006, '''Meta Knight''' ({{ja|メタナイト}}, ''Meta Naito''), commonly abbreviated as '''MK''', is a character in ''[[Super Smash Bros. Brawl]]''. Originally from the ''{{uv|Kirby}}'' universe, Meta Knight joins the brawl as a [[starter]] character who wields his short sword [[Galaxia]] as his primary weapon.  
'''Meta Knight''' ({{ja|メタナイト|Meta Naito}}, ''Meta Knight'') is a character in ''[[Super Smash Bros. Brawl]]''. Originally from the {{uv|Kirby}} universe, Meta Knight was unveiled at [[E3]] 2006, and joins the Brawl as a [[Starter character|starter]] [[newcomer]] who wields a sword, [[Galaxia]], as his primary weapon.  


Meta Knight is notable for being at the top of the ''Super Smash Bros. Brawl'' [[tier list]] due to numerous advantages. His attacks generally have extremely high speed in terms of both [[startup]] and [[ending lag]], and nearly all of his standard attacks have [[transcendent priority]]. He is in almost no trouble offstage due to a large amount of [[recovery]] options that grant him a long, relatively safe and unpredictable recovery, along with extremely effective [[edgeguarding]] options including moves that can [[wall of pain]], two [[semi-spike]]s, and easy [[stage spike]]s against certain characters. Meta Knight's [[edge]] play is unarguably the best in the game, as is his ability to [[gimp]] opponents. He also has many great [[combo]] setups, with a very strong combo game due to easily being able to string many of his attacks together, as well as some of his moves being able to break opponent combos. His [[KO]] moves are quick, powerful, and reliable. Meta Knight can easily play very aggressively due to the speed and power of his attacks, but he can also play defensively without much trouble, with his aerials being able to [[space]] well and his great ability to [[air camp]], along with his very fast [[roll]] and [[air dodge]] (though his [[spot dodge]] is only average). The former also gives him access to a huge [[glide toss]] that is fast and covers a very long distance. Meta Knight has incredible [[matchup]]s; he has no overall disadvantageous matchups along with three other characters from the Smash series ({{SSB|Pikachu}} in ''[[Smash 64]]'' and {{SSBM|Fox}} and {{SSBM|Falco}} in ''[[Melee]]''), and currently only {{SSBB|Pikachu}} is considered to have an even matchup against him, but even this is heavily disputable with mixed to negative reactions among the competitive community and many believed the matchup to be in Meta Knight's favour.
{{s|wikipedia|Atsushi Kisaichi}}, who voiced the character in the Japanese version of ''Kirby: Right Back At Ya!'', reprises his role in the Japanese version of ''Brawl'' through re-purposed voice clips. In English, he is voiced by {{s|mariowiki|Eric Newsome}}, who mimics {{iw|wikipedia|Eric Stuart}}'s portrayal of Meta Knight from the anime's English dub.


This does not mean he has no disadvantages, however. Meta Knight is a lightweight character, meaning he is knocked out fairly easily, especially against characters with many high-power attacks such as {{SSBB|Snake}}. He also has a small [[shield]] which makes him somewhat vulnerable to [[shield stabbing]] from certain characters. His poor [[air speed]] and slow [[grab release]] animation also make him suspectible to grab release combos from many characters, most notably {{SSBB|Marth}}, who can combo Meta Knight into a variety of moves, including forward aerial, dash attack, [[Dancing Blade]], [[short hop]] [[Dolphin Slash]], buffered down aerial, buffered up aerial, or buffered neutral aerial from his air release. Meta Knight additionally may have trouble KO'ing against good [[DI]] and/or [[momentum cancelling]], particularly if his best finishers are getting [[stale]]. He also has many multi-hit moves that are easily [[SDI]]able, limiting his ability to rack up damage easily, along with his moves generally dealing average damage.
Meta Knight is notable for being at the top of the ''Brawl'' [[tier list]] (that being 1st out of 38 characters, standing alone in the SS tier, thus being his best placement in the series) due to numerous advantages. Meta Knight is a very fast character with fast ground speed, five mid-air jumps, multiple air options which give him great mobility and he has excellent frame data all around. Meta Knight also possesses many disjointed attacks with great range and [[transcendent priority]], which along with the speed of his attacks, easily allows him to keep out opponents and interrupt their approach without much risk, especially since Meta Knight is a small target. Meta Knight overall has an excellent set of ground moves and aerials which are complemented greatly with Meta Knight's mobility, attributes and overall range. Meta Knight's edgeguarding and recovery are both unarguably the best in the game due to the sheer amount of options MK has. With five mid-air jumps, excellent aerials, the ability to glide both manually and out of [[Shuttle Loop]] and having an entire set of special moves which can be used to recover, Meta Knight can easily make it back from anywhere off stage (while also being extremely difficult for the opponent to edgeguard him) and he can go incredibly deep for edgeguards. These factors also naturally give Meta Knight a very strong camping game as he can utilize his multiple jumps and aerials to stall either at the ledge or in the air which is very difficult to deal with. He also has many great [[combo]] setups, with a very strong combo game due to easily being able to string many of his attacks together due to his quick speed and frame data. His [[KO]] moves are quick, powerful, and reliable in addition to often being long ranged and even completely safe in some cases. Meta Knight also possesses two incredible special moves in [[Mach Tornado]] and Shuttle Loop. The former is an incredible mobility/recovery option which is very difficult for most characters to challenge/punish while the latter is not only a fantastic recovery move (putting MK into a glide) but it is also a fast, safe and powerful long ranged attack with a great amount of utility. The grounded version is excellent for shutting out approaches or punishing unsafe moves while the aerial version is a very powerful [[semi-spike]] which can lead to some very early KOes off stage, especially if the opponent does not [[DI]] it correctly.


Due to his incredible fighting prowess, general unpopularity in the ''Super Smash Bros.'' community (he was and is considered "[[broken]]" among many), negligible weaknesses and over-centralisation of the [[metagame]], Meta Knight was banned for a time between January 9th, 2012 and April 16, 2012 from the [[Unity Ruleset]], which was being pushed as the only valid ruleset. This makes Meta Knight the only character in the ''Super Smash Bros.'' series who has been banned from a standardized tournament ruleset. Even prior to his banning, he has been placed in his own tier at the very top of the tier list. Since the Unity Ruleset committee has been disbanded, it is once again up to each tournament's organizer whether Meta Knight should be banned or not.
Meta Knight does have a few weaknesses, however. Meta Knight is a lightweight character, meaning he is knocked out fairly easily, especially against characters with many high-power attacks such as {{SSBB|Snake}} although he does have strong horizontal [[momentum canceling]]. Meta Knight also lacks any sort of projectile or reflector, which can give him trouble against projectiles although his small size, fast ground speed, multitude of jumps and Mach Tornado give him strong options to play around projectiles, especially if they lack transcendent priority. Meta Knight also has poor [[air speed]] and while he can work around this in numerous situations, there are scenarios where poor air speed limits him, particularly in tight juggle situations. He also has a small [[shield]] which makes him somewhat vulnerable to [[shield stabbing]] from certain characters. Meta Knight's combination of high gravity and air friction also give him a fairly exploitable aerial [[grab release]] animation, which multiple characters can exploit, especially since Meta Knight can be forced into the animation by multiple characters. {{SSBB|Marth}} for example, can put Meta Knight into an aerial grab release and then followup into a variety of guaranteed moves, including forward aerial, dash attack, [[Dancing Blade]], [[short hop]] [[Dolphin Slash]], buffered down aerial, buffered up aerial, or buffered neutral aerial. Although Meta Knight has a great array of recovery options, they all leave him [[helpless]] so when used at the wrong time, they can be exploitable, although this can easily be avoided by strong players. He additionally may have trouble KOing against good [[DI]] and/or [[momentum canceling]], particularly if his best finishers are getting [[stale]]. He also has many multi-hit moves that are susceptible to [[SDI]], which can limit his ability to rack up damage easily, along with most of his moves having unspectacular raw damage output. These weaknesses however are either very difficult to exploit (especially for lower tiered characters) and/or Meta Knight can easily work around them.
<gallery>
 
File:Meta Knight Wiimote Sound.ogg|Meta Knight's selection sound
Overall, Meta Knight's strengths virtually remove his weaknesses all together. He is an incredibly potent character with a large array of very strong attributes including his excellent mobility, range, frame data and aerial game while his weaknesses are difficult to exploit and can often be worked around, making them relatively minor overall. Meta Knight in general is a character with an excellent offensive and defensive game. He can play very aggressively, utilizing the speed and range of his attacks to chip away at his opponent before he can KO them, but he can also play very defensively with Meta Knight being able to take the life lead and camp for a long period of time by utilizing his frame data/range to shut out his opponent's approaches.
</gallery>
 
As a reflection of this, Meta Knight has an incredible [[matchup]] spread, with Meta Knight arguably winning every single matchup in the game. Meta Knight's attributes and toolset overall give him the tools he needs to overcome or even dominate other members of the cast and while some characters can exploit Meta Knight's weaknesses, he can also exploit their weaknesses to an even greater degree. The only matchup which is arguably considered not winning for Meta Knight is {{SSBB|Ice Climbers}} as a single mistake from Meta Knight should result in a stock loss for him with the Ice Climbers' incredible grab game. Meta Knight however can play around the Ice Climbers well and if Meta Knight separates the Ice Climbers, he can easily KO the partner climber from there, and a solo climber is helpless against Meta Knight. This matchup overall is often considered to be slightly in Meta Knight's favor although the matchup is close and an argument could be made for the Ice Climbers winning or at least going even. {{SSBB|Pikachu}} was also once considered to be a potentially even matchup for Meta Knight (even being listed as such on the [[Character matchup (SSBB)|2013 Smash Back Room matchup chart]]) although by the end of the game's life, this matchup was considered winning for Meta Knight.
 
As a result of all of this, Meta Knight received the most representation and success in tournaments in the game by far, to the point of over-centralization of the [[metagame]], reflected by Meta Knight being placed in his own tier, SS, at the very top of the 2013 tier list. Meta Knight's general unpopularity in the ''Super Smash Bros.'' community (he was and is considered "[[broken]]" by many players) led to him being the first character in any ''Smash'' game to be banned, between January 9th, 2012 and April 16, 2012, at which point the [[Unity Ruleset]] which enacted the ban was disbanded. This makes Meta Knight, {{SSB4|Cloud}}, {{SSB4|Bayonetta}}, {{SSBU|Hero}} and {{SSBU|Steve}} the only characters in the ''Super Smash Bros.'' series who have been banned from a standardized tournament ruleset, although Bayonetta, Hero and Steve's respective bans were far less prominent and Cloud was exclusively banned in doubles. Overall, Meta Knight's incredible strengths and minor weaknesses have led many to consider him to be not only the best character in the game, but also arguably the best character in the entire ''Smash'' series.


==Attributes==
==Attributes==
[[File:E3mk.PNG|thumb|right|Meta Knight, as seen in the first trailer for ''Brawl'' at E3 2006.]]
[[File:E3mk.PNG|thumb|Meta Knight, as seen in the first trailer for ''Super Smash Bros. Brawl'' at [[E3]] 2006.]]
Meta Knight is a small character, roughly the same size and shape as {{SSBB|Kirby}} (although he has a cape that transforms into a pair of bat-like wings) and with the same [[weight]] as {{SSBB|Pikachu}}. With proper [[DI]] and partial [[momentum canceling]], he can be hard to KO, despite his light weight. Meta Knight's small size and low weight mean that he is difficult to [[chaingrab]] and [[combo]], but due to his poor, short-distanced air release, many characters can grab-release-chaingrab him or grab-release-combo him into an aerial attack, such as {{SSBB|Marth}} being able to combo him into a variety of moves including down aerial [[meteor smash]], and {{SSBB|Zero Suit Samus}} and {{SSBB|Captain Falcon}} being able to combo him into an up aerial. Meta Knight's [[dashing]] speed and [[roll]]s are quite swift (sixth fastest dashing speed and the fastest roll in the game), but his [[air speed]] outside of a [[glide]] or any [[special move]] is very poor, being the third worst out of the entire cast, tied with {{SSBB|Ivysaur}}.
Meta Knight is a small character, roughly the same size and shape as {{SSBB|Kirby}}, and with the same [[weight]] as {{SSBB|Pikachu}}. He also boasts the sixth fastest [[dash]] speed, fast [[walking]] speed, average [[falling speed]] (although he does have above average [[gravity]]), and average [[air acceleration]], though his [[air speed]] is very low, tied for the third worst.


Meta Knight's wings provide him with five midair jumps and the ability to [[glide]] twice (by pressing and holding the jump button and then using his up special). His moveset is mostly comprised of fast, short-to-long-[[range]]d moves with his sword Galaxia, which deal relatively low damage and knockback, but can combo effectively at low percentages. The low power is compensated for by the fast speed and minimal lag of most of the attacks, allowing Meta Knight to easily set up combos and rack up damage, not to mention that only his dash attack, glide attack, [[Drill Rush]], and [[Mach Tornado]] lack transcendent [[priority]] (though this actually makes Mach Tornado more difficult to interrupt). Meta Knight has among the best KO abilities in the game, in part due to his amazing [[edgeguarding]] and [[gimp]]ing abilities that can finish off almost any character that gets knocked offstage, along with his aerial Shuttle Loop being able to KO at as low as 75% near the edge. Meta Knight also has several moves that can reliably KO under 150% - including forward smash, down smash, up tilt, neutral aerial, glide attack, and grounded [[Shuttle Loop]]. However, his forward smash, his most powerful finisher, has rather high startup lag, and his up tilt requires a sweetspot on the tip of his sword that is difficult to land. Most of his finishers don't deliver the strongest knockback and [[DI]] is particularly effective against them. Meta Knight can also score situational vertical KOs from up aerial, Mach Tornado, and up throw.
Meta Knight's greatest asset is his extremely fast frame data. Almost all of his moves have little [[startup]] and ending lag. The best example is in his up aerial, which can be performed three times within a short-hop, with it coming out on frame 2 and the move can be canceled as early as frame 14. The reach of his attacks, though average overall, is disproportionate to his small [[hurtbox]]. As Meta Knight has a sword, many of his moves are disjointed, and many of his moves possess [[transcendent priority]], except for [[Mach Tornado]], [[Drill Rush]], dash attack, and glide attack. When combined with his incredible attack speed, this makes Meta Knight's attacks very difficult to challenge and punish, giving him a powerful [[neutral game]] and [[approach]], even though he lacks a [[projectile]]. He can easily pressure with his aerials and tilts, and his neutral special, Mach Tornado, covers a long horizontal distance and offers great protection, making it a potent approach option that is difficult to counter. All of his aerials are also capable of [[auto-cancel]]ing in a short hop, making them excellent tools to approach or retreat with. Though Meta Knight's air speed is poor, he is gifted with five midair jumps and the ability to [[glide]] twice, allowing him to weave in and out of danger.


An example can be seen in his up aerial, which when combined with his multiple jumps can combo into itself to 30% or more damage and/or other moves because of its speed and low base knockback. Some of his attacks, such as his down Smash and up tilt, have a sweetspot at the tip of sword (resembling Marth´s sweetspot on most of his attacks) that does more damage and knockback. Many of Meta Knight's multi-hit attacks (such as his forward and back aerials, forward tilt, up smash and Mach Tornado) are useful in racking up damage, but can all be escaped with proper [[SDI]]. Meta Knight's most reliable KO moves are his down and side smashes, glide attack, neutral aerial and Shuttle Loop. Meta Knight is one of only two characters (the other being {{SSBB|Sonic}}) possessing multiple special moves that may be used to recover, giving him an unpredictable recovery as well as enhancing his edgeguarding game. In particular, his Shuttle Loop makes him very dangerous to edgeguarders because of its high base knockback and transcendent priority, which by the same token, can be used to edgeguard Meta Knight's opponents as well. A common mistake many beginners tend to make is using Meta Knight's specials and accidentally veering off stage, helpless, resulting in a [[self destruct]].
While Meta Knight's moves deal fairly low damage, their speed and low power allow them to easily chain into one another, giving him a strong combo game. Again, this is demonstrated by his up aerial. Combined with his jumps, his up aerial combos into itself for as much as 30%, due to its speed and low [[knockback]], and it can lead into other moves as well, such as Mach Tornado and [[Shuttle Loop]]. His [[KO]] power is also solid, especially for a lightweight. Though his forward smash has high startup and it is not very strong for a forward smash, it is his strongest finisher and it has low ending lag, potentially making it impossible to punish in some situations. Shuttle Loop has high [[knockback]] (especially at low percents), quick start-up, and is difficult to punish, as he can glide away to safety. [[Down smash]] is quick, hits on both sides, and has high power, making it his most reliable grounded KO move. His glide attack is fast, and can KO early near the upper blast line, though it is rather telegraphed.


Meta Knight lacks a projectile, but his Mach Tornado can neutralize opponent's projectiles provided they don't do 10% or more of damage and are not transcendent. His small hurtbox also allows him to evade many of them, though his poor air speed makes him vulnerable to attacks like {{b|Thunder|Pokémon}}. Other abilities include his ability to use his [[Dimensional Cape]] for mind games, Wing Dashing (an ability shared but more effectively used by {{SSBB|Pit}} and {{SSBB|Charizard}}) which involves canceling the attack and the landing lag while sliding forward, leaving him completely free to use another attack (such as a down smash or Shuttle Loop to catch the opponent offguard) or defend himself, and having two excellent [[approach attack]]s: Mach Tornado and Drill Rush, giving him a very unpredictable approach game. Meta Knight's [[Final Smash]], [[Galaxia Darkness]], can be difficult to land and does little damage and knockback compared to other characters' Final Smashes. It can, however, hit numerous enemies. Final Smashes are banned in the vast majority of tournaments, and as such have little impact on his metagame.
Contributing to Meta Knight's strong KO power is his offstage game. Aside from up aerial, all of his aerials are viable finishers offstage. Neutral aerial is very fast and has relatively high knockback, his forward and back aerials can be used to perform a pseudo-wall of pain, and his down aerial is a deadly semi-spike. Aerial Shuttle Loop is a semi-spike with very high base knockback, making it a very powerful tool to stage-spike recovering opponents and unwise edgeguarders. His incredible recovery compliments his superb air game. He has five midair jumps and the ability to glide twice. [[Mach Tornado]] offers great horizontal distance, decent height, and protection. [[Drill Rush]] is horizontal and can be angled. [[Dimensional Cape]] allows him to vanish and move in any direction before reappearing. Finally, Shuttle Loop grants high vertical distance, and transitions into a glide. Altogether, these factors give Meta Knight the best recovery in the game as it can theoretically travel an infinite horizontal distance, it is extremely difficult to punish and Meta Knight has many ways to mix his recover up. Despite lacking a [[meteor smash]], his recovery and dominating air game make him a terror to face offstage, as he is capable of gimping and edge-guarding almost any foe.
 
However, Meta Knight has notable weaknesses. Being a lightweight, he has very poor endurance, though his quick momentum cancel in his up aerial aids him slightly. His above average [[gravity]] and [[air acceleration]] also gives him a rather exploitable aerial [[grab release]] animation, which leaves him vulnerable to grab release followups, notably against {{SSBB|Marth}}, who can combo him into a variety of moves, including a down aerial [[meteor smash]]. His poor air speed, while easily worked around in some situations, can give him a hard time avoiding moves like Pikachu's Thunder. Meta Knight has many multi-hit moves that can be SDI'ed out of, such as his forward/back aerials, limiting his ability to rack up damage against strong players, and this compounds his damage output, which is average at best. Though his neutral and approach games are strong, he has trouble fighting against competent campers, such as {{SSBB|Snake}} and {{SSBB|Falco}}. Meta Knight has a rather long 32-frame delay before he can meteor cancel. Combined with his light weight, this gives him trouble against characters with useful meteor smashes, particularly Falco. However, his extremely effective recovery negates much of this issue.
 
Overall, Meta Knight has overwhelming combat prowess, and his weaknesses are hard to exploit and can be worked around. His mobility, attack speed, range, priority, and recovery allow him to play both aggressively and defensively, give him a variety of ways to play depending on the situation, as well as giving him plenty of room for error against most characters.


==Moveset==
==Moveset==
''For a gallery of Meta Knight's hitboxes, see [[Meta Knight (SSBB)/Hitboxes|here]].''
{{MovesetTable
{{MovesetTable
|game=SSBB
|game=SSBB
|neutralcount=1
|neutralcount=1
|neutralname=Meta Multislash
|neutralname=Flurry Attack ({{ja|フラリーアタック|Furarīatakku}})
|neutral1dmg=10% maximum
|neutral1dmg=1-2% (loop)
|neutraldesc=When held, Meta Knight yells and executes a lightning-fast series of slashes that can also hit enemies behind him. Start-up of 7 frames. Can set-up a d-smash if [[Buffer|buffered]] correctly.
|neutraldesc=When held, Meta Knight yells and executes a quick series of slashes that can also hit enemies behind him. Interestingly, it is the only neutral infinite in the game which has a finisher animation with a normal hitbox, which would become a standard feature for neutral infinites in future installments. The move can be used to [[jab lock]] opponents and it can set up a [[down smash]] in certain situations. The move does suffer from high startup lag for a neutral attack however, and Meta Knight's opponent can easily escape the loop hits. The loop hits have very low horizontal knockback and when combined with the long gap between hits, this can allow opponents to punish Meta Knight on hit or at least shield the later hits right up until higher percents. Even if the later hits are guaranteed, the opponent may still be pushed too far away to get hit by them, leaving Meta Knight in an exploitable spot. It is overall one of Meta Knight's worst moves and one of the worst neutral attacks in the game, although it does have a few situational uses.
|ftiltname=Slash Combo
|ftiltname=Diagonal Slash ({{ja|袈裟斬り|Kesagiri}}, ''Kasaya Cutter/Slash''<br>Counter Slash ({{ja|返し斬り|Kaeshi Giri}}, ''Return Cutter/Slash'')<br>Flip Up ({{ja|跳ね上げ|Hane Age}})
|ftiltdmg=12% if all hits connect
|ftiltcount=3
|ftiltdesc=Slashes twice in front of him, then once upwards. Last hit deals vertical knockback. Only pressing the attack button once will cause Meta Knight to perform only the first hit; press it twice more to slash the second and third times. First slash does 4% damage, second slash does 3%, and the last does 5%. Start-up of 3 frames. At higher percentages, it's difficult (if not impossible) to connect all three hits since the first hit has enough knockback scaling to prevent the other hits from connecting.
|ftiltdmg=4%
|utiltname=Up Thrust
|ftilt2dmg=3%
|utiltdmg=10%
|ftilt3dmg=5% (base), 4% (tip)
|utiltdesc=Stabs upward. Decent vertical knockback, and in some cases at higher percentages, makes up for his up smash's weak vertical knockback, although it must sweetspotted to KO under 150%. Hitbox out on frame 8. Sweetspot is at the tip of the sword (similar to [[Marth]]'s tipper sweetspots).
|ftiltdesc=Slashes twice in front of him (inward then outward), then once upwards. The first two hits deal very low knockback while the final hit deals higher vertical [[knockback]]. The full move requires 3 consecutive button presses, with each press further continuing the act. The player has to press the attack button very quickly in order to perform all three hits as quickly as possible (if it does not hit the opponent) which can be difficult to do. The move has very low startup lag, great disjointed range, decent damage output if all hits connect and the first hit has low enough ending lag to give it strong mixup potential. Meta Knight can either perform all three hits or simply perform only the first hit or the first two hits, which gives the move very strong mixup potential, as well as making it difficult to punish for most characters, even at close range, especially since Meta Knight can mix up the timing of his forward tilts. At higher percents, it can be difficult to connect all three hits depending on the opponent's position, since the first two hits have somewhat high knockback scaling although the move generally connects quite well, especially with its fast speed. It is one of Meta Knight's most difficult moves to utilize but when mastered, it is one of Meta Knight's best ground moves and one of the best forward tilts in the game due to its incredible speed, range and mixup potential.
|dtiltname=Sword Thrust
|utiltname=Spiral Up Thrust ({{ja|螺旋突き上げ|Rasen Tsukiage}}, ''Spiraling Thrust-Up'')
|dtiltdmg=4-6%
|utiltdmg=7% (clean/sword late), 8% (tip late), 6% (body late)
|dtiltdesc=Thrusts his sword across the ground. Good for tripping (which sets up a grab or other follow-up), deceptive range (has more range then {{SSBB|Marth}}'s down tilt, though only by a few pixels), very fast (start-up is 3 frames only), and it can be used to pseudo crawl.
|utiltdesc=Stabs upward in a turn. Meta Knight's famous upward stab during his boss battles. It has good range and decent vertical knockback, with its sweetspot being able to [[KO]] under 150%. The [[sweetspot]] is at the tip of the sword (similar to {{SSBB|Marth}}'s tipper sweetspots). It is Meta Knight's slowest tilt however and it has limited horizontal range, making it Meta Knight's least effective tilt overall, although it is still a solid up tilt.
|dashname=Running Kick
|dtiltname=Lower Thrust ({{ja|下段突き|Gedan Zuki}})
|dashdmg=6% (foot), 8% (body)
|dtiltdmg=4% (tip), 5% (sword), 6% (arm), 7% (body)
|dashdesc=Does a running kick with vertical knockback. His only attack (other than all of his throws, excluding the b-throw) that does not use his sword. Hits on frame 5-11. Lacks [[transcendent priority]], unlike most of his attacks.
|dtiltdesc=Thrusts his sword across the ground at a low profile. It deals more damage if the opponent is closer to Meta Knight's body. It has very low startup and ending lag, long disjointed range, low horizontal knockback which can lead to followups depending on Meta Knight's position and the opponent's percent, can cause tripping right up until mid percents and it can be used to {{h2|Crawl|pseudo-crawl}}. The move can also lock opponents and because of the move's low knockback and very fast speed combined with Meta Knight's extremely fast forward roll, Meta Knight can down tilt lock opponents across the stage, forward roll once they reach the edge and repeat the process right up until higher percents, when Meta Knight can then use a reverse down smash to potentially KO the opponent (allowing for potential [[0-death]]s, although they can be avoided with SDI). All of these factors combined make Meta Knight's down tilt arguably the best down tilt in the game.
|fsmashname=Power Slash
|dashname=Charge Kick ({{ja|突進蹴り|Tosshin Geri}})
|fsmashdmg=14% uncharged, 19% fully charged
|dashdmg=6% (foot), 7% (heel) 8% (body)
|fsmashdesc=Pulls his sword back for a second, then slashes in front of him. Has below average knockback, but it's his strongest move in terms of knockback. This is Meta Knight's only slow attack, although that's only the start-up which is 24 frames, it has a very fast charge release and has very little ending lag, less cooldown than his down smash. When fully charged, it can KO at 87%.
|dashdesc=Does a forward thrust kick into a braking stop. His only attack (other than all of his throws, excluding the back throw) that does not use his sword and because of this, it lacks [[transcendent priority]]. Deals more damage if the opponent is closer to Meta Knight's body, similar to his down tilt. It has low startup and ending lag, decent vertical knockback at lower percents and it covers a good amount of space although it has deceptively short range. It is overall a solid dash attack.
|usmashname=Combo Slash
|fsmashname=Torso Quick-Draw ({{ja|胴抜き|Dōnuki}}, ''Torso Draw'')
|usmashdmg=If all hits connect: 9% uncharged, 12% fully charged
|fsmashdmg={{ChargedSmashDmgSSBB|14}}
|usmashdesc=Slashes above him three times. Like Link's up smash, but much faster, less range and less damage/knockback. Does 4% each slash. Low knockback, but can KO at very high percentages. First slash has a start-up of 8 frames, the second slash hits on frame 12 and the final slash hits on frame 17.
|fsmashdesc=Pulls his sword back, then slashes in front of him outward. It is Meta Knight's strongest move overall although the back hit of down smash can KO earlier when used near the edge. While it does have high startup lag and it is not particularly powerful for a forward smash, it has great disjointed range and very low ending lag, making it an effective forward smash overall.
|dsmashname=Quick Slash
|usmashname=Triple Flag Swing ({{ja|旗振り三連|Hatafuri Sanren}}, ''Flag Swinging Triple'')
|dsmashdmg=Front slash: 11% uncharged, 15% fully charged, Back slash: 13% uncharged, 18% fully charged
|usmashdmg={{ChargedSmashDmgSSBB|3}} (hit 1), {{ChargedSmashDmgSSBB|2}} (hit 2), {{ChargedSmashDmgSSBB|4}} (hit 3)
|dsmashdesc=Slashes in front of him, then behind. Arguably his best KO move due to its extremely fast speed. One of the non-dragging down smashes that second hit attack has higher knockback than first hit. First hit on frame 5-6, second hit on frame 10-11. Does more damage and knockback if hit with the tip of the sword, though not a noticeable amount more.
|usmashdesc=Slashes above him three times. Like {{SSBB|Link}}'s up smash but much faster and with less range, damage, and knockback. It has low startup lag although it has high ending lag, it is not very strong, it is unreliable and it has trouble hitting shorter characters, making it one of Meta Knight's least useful moves.
|nairname=Knight Spin
|dsmashname=Front and Back Slash ({{ja|前後斬り|Zengo Kiri}})
|nairdmg=7-19%
|dsmashdmg={{ChargedSmashDmgSSBB|11}} (front), {{ChargedSmashDmgSSBB|13}} (back)
|nairdesc=Slashes while spinning in a circle, with a similar animation to {{SSBB|Pikachu}}'s nair. Surprisingly powerful, decent KO option. Good [[OoS]] option because of its speed (frame 3) and power.
|dsmashdesc=Slashes in front of him, then behind. If the move is performed after buffering it out of another animation, it will be performed one frame faster. This is due to the fact that the move starts charging on frame 1 so when performed normally, it is impossible to skip the first charge frame but if the move is buffered, this frame will be skipped. The move is one of the fastest down smashes in the game, in terms of both its startup lag and its total duration. In addition to this, it has great range and solid KO power, especially if hit from the back (with it being one of the only down smashes in the game where the back hit is stronger). Its great range and relatively low ending lag make it incredibly difficult for a lot of characters to punish if spaced properly. It is overall one of the best down smashes in the game due to its great speed, range and KO power.
|fairname=Front Slash
|nairname=Aerial Spin Slash ({{ja|空中回転斬り|Kūchū Kaiten Kiri}}, ''Midair Rotating Cutter'')
|fairdmg=10% if all hits connect
|nairdmg=12% (hit 1), 5-7% (hit 2)
|fairdesc=Slashes in front of him three times. Can perform a [[wall of pain]] variation, though Meta Knight's poor air speed hampers the effectiveness of it so it is not as effective as {{SSBB|Jigglypuff}}'s wall of pain. First slash does 3%, second does 3%, and last does 4% damage. Start-up of 6 frames.
|nairdesc=Slashes while spinning in a circle, similar to Sword Kirby's Sword Spin and his Knight Spin in his home series. It has very low startup lag and its clean hit is surprisingly powerful, making it a decent KO option, as well as a good [[OoS]] option. It also has very low ending lag, a generous auto-cancel window and Meta Knight can connect both the clean hit and late hit, allowing it to deal up to 19%.
|bairname=Back Slash
|fairname=Midair Front Triple Combo ({{ja|空中前三連|Kūchū Zen Sanren}}, ''Midair Front Triple'')
|bairdmg=10% if all hits connect
|fairdmg=3% (hits 1-2), 4% (hit 3)
|bairdesc=Like his fair, but behind him and more slowly. To compensate for the slower slashes, this move has slightly more knockback. However, it still has almost no start-up lag (7 frames, only slower than his fair by one frame) and the first two hits while landing set-ups a down smash on many characters, along with wall of pain potential like his forward aerial. First slash does 3%, second does 3%, and the last does 4%.
|fairdesc=Slashes in front of him three times. Can perform a [[wall of pain]] variation, though it is limited by Meta Knight's low air speed.
|uairname=Overhead Slash
|bairname=Midair Back Triple Combo ({{ja|空中後三連|Kūchū Go Sanren}}, ''Midair Back Triple'')
|bairdmg=3% (hits 1-2), 4% (hit 3)
|bairdesc=Slashes behind himself three times. Similar to his forward aerial, but with slower slashes. The move's startup lag and ending lag are barely slower however and the final hit is stronger. It has less landing lag than forward aerial and if Meta Knight lands with one of the first two hits, he can set up a down smash on many characters.
|uairname=Midair Up Sweep ({{ja|空中上なぎ|Kūchū Jō Nagi}}, ''Midair Up Mower'')
|uairdmg=6%
|uairdmg=6%
|uairdesc=Slashes above him very quickly, has decent knockback. Shortest ending lag aerial in the game and one of the fastest moves in the game (frame 2). Great for juggling opponents into the upper blast line. Does 6% damage. If tap jump is set to "on", Meta Knight will rise up with each slash. The distance varies depending on how many of Meta Knight's jumps remain. It can chain into itself at low percentages. It can be performed three times in one short hop.
|uairdesc=Slashes above him very quickly. Has low damage but decent knockback and great range. One of the fastest moves in the game, as well as the aerial with the lowest startup and ending lag in the game. Meta Knight can perform three up aerials in one [[short hop]] and the move is even fast enough to lead into itself on a tumbling opponent before they can air dodge, although opponents are often sent too far away for this to work. If tap jump is set to "on", Meta Knight will rise up with each [[slash]]. The distance varies depending on how many of Meta Knight's jumps remain. Because of its speed combined with Meta Knight's multitude of jumps, up aerial can easily chain into itself multiple times at low percentages, being great at [[Rufio|juggling opponents up or even into the upper blast line]]. It is also excellent at setting up air dodge frame traps, beating out opponents landing options, preventing opponents from punishing Meta Knight off stage from above and even punishing Out of Shield due to its speed and range. Interestingly, up aerial has more landing lag than it does ending lag and it is the only aerial which auto-cancels after it becomes interruptible. The latter is not a significant issue however, as Meta Knight can easily air dodge to auto-cancel the move earlier.
|dairname=Under Slash
 
|dairdmg=7-9%
The only downside with up aerial is that it can be SDIed, so opponents with strong SDI can avoid being chained by multiple up aerials, especially since Meta Knight lacks the air speed to easily chase opponents. Strong SDI only reduces the move's followup potential and makes it easier to punish however, with up aerial still having a lot of utility in numerous areas. Up aerial is overall arguably the best aerial in the entire game due to its unrivaled speed, great range, high utility and the fact that it is possessed by a character who can take full advantage of the move, as Meta Knight possesses six jumps.
|dairdesc=Slashes below him very quickly. Sends the opponent on a semi-spike trajectory and is quite deadly offstage, especially against opponents with poor horizontal recovery. Hits on frame 4.
|dairname=Midair Down Sweep ({{ja|空中下なぎ|Kūchū Shita Nagi}}, ''Midair Down Mower'')
|glidename=Gliding Slash
|dairdmg=7 (center), 9% (sides)
|dairdesc=Slashes below himself very quickly. The move is visually similar to up aerial although Meta Knight slashes downwards and it is slower. The move is still very fast for a down aerial however and it has good range. It sends the opponent at a [[semi-spike]] trajectory, which can make the move quite deadly offstage, especially against opponents with poor horizontal recovery. The move is also very strong at dealing with opponents below Meta Knight, due to its quick speed and disjointed range.
|glidename=&nbsp;
|glidedmg=12%
|glidedmg=12%
|glidedesc=Slashes in front of himself. A fairly powerful move with great vertical knockback. Hits on frame 5. Lacks [[Priority#Transcendent priority|transcendent priority]], unlike most of his attacks.
|glidedesc=Slashes in front of himself. A fairly powerful move with great vertical knockback. The move auto-cancels on landing, which can make it completely unpunishable on shield if used low enough to the ground, in addition to giving the move followup potential at lower percents. One of the two sword-based moves of his to lack [[Priority#Transcendent priority|transcendent priority]].
|grabname=
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabdesc=
|grabdesc=Meta Knight holds out one hand to grab the opponent. Meta Knight's grabs are fast and have good range.
|pummelname=Claw Jab
|pummelname=Wing Claw ({{ja|翼爪|Yokutsume}})
|pummeldmg=3%
|pummeldmg=3%
|pummeldesc=Jabs opponents with his wings' claws. A slow pummel.
|pummeldesc=Jabs opponents with his wings' claws. A rather slow pummel.
|fthrowname=Kick Throw
|fthrowname=Toe Kick ({{ja|つま先蹴り|Tsumasaki Geri}} , ''Tiptoe Kick'')
|fthrowdmg=8-10%
|fthrowdmg=6% (hit), 3% (throw)
|fthrowdesc=Kicks the opponent in front of him. A very fast throw.
|fthrowdesc=Kicks the opponent upwards and away with a backwards somersaulting kick. A very fast throw.
|bthrowname=Slash Throw
|bthrowname=Warp Slash ({{ja|ワープ斬り|Wāpu Kiri}})
|bthrowdmg=10%
|bthrowdmg=7% (hit), 3% (throw)
|bthrowdesc=Teleports and slashes the opponent behind him. Good knockback. Good for putting opponents off-stage. Can KO at very high percentages.
|bthrowdesc=Warps behind the opponent and slashes at them with an outward strike. Good for putting opponents off-stage. Deals good knockback, can KO at very high percentages, and much earlier on the ledge.
|uthrowname=Jump Throw
|uthrowname=Air Drop ({{ja|いづな落とし|Izuna Otoshi}}, ''Izuna Dropper'')
|uthrowdmg=12-13%
|uthrowdmg=12%
|uthrowdesc=Like {{SSBB|Kirby}}'s u-throw: jumps into the air holding his foe, and then crashes down. The differences are that this throw doesn't create an explosion, like Kirby's, and has less launch power. Can KO at very high percentages.
|uthrowdesc=Like {{SSBB|Kirby}}'s {{mvsub|Kirby|SSBB|up throw}}, Meta Knight jumps into the air holding his foe, and then crashes down, albeit without an explosion and less powerful. Can still KO at very high percentages.
|dthrowname=Stomp Throw
|dthrowname=Trample ({{ja|踏みつけ|Fumitsuke}})
|dthrowdmg=11%
|dthrowdmg=1% (hits 1-10), 1% (throw)
|dthrowdesc=Like {{SSBB|Kirby}}'s d-throw: stomps on opponent multiple times, then ends by slamming down on them. Compared to Kirby's d-throw, it's slower and produces horizontal knockback. Does 11% damage. Depending on the opponent's DI, it can be followed by other attacks, and even another grab at low percentages on fastfallers.
|dthrowdesc=Like Kirby's {{mvsub|Kirby|SSBB|down throw}}, Meta Knight stomps on his opponent multiple times, then ends with a stronger finishing stomp. Compared to Kirby's down throw, it is slower and produces horizontal knockback. Depending on the opponent's [[DI]], it can be followed up with other attacks, and even another grab at low percentages on fastfallers.
|floorbname=
|floorbname=
|floorbdmg=6% (both slashes)
|floorbdmg=6%
|floorbdesc=Slashes on either side of himself.
|floorbdesc=Slashes on either side of himself.
|floorfname=
|floorfname=
|floorfdmg=6% (both slashes)
|floorfdmg=6%
|floorfdesc=Slashes on either side of himself.
|floorfdesc=Slashes on either side of himself.
|floortname=
|floortname=
|floortdmg=
|floortdmg=5%
|floortdesc=Slashes on either side of himself.
|floortdesc=Slashes on either side of himself. One of the two sword-based moves of his to lack [[transcendent priority]].
|edgefname=
|edgefname=
|edgefdmg=8%
|edgefdmg=8%
|edgefdesc=Slashes with blade.
|edgefdesc=Quickly slashes with his blade.
|edgesname=
|edgesname=
|edgesdmg=10%
|edgesdmg=10%
|edgesdesc=Gets up slowly, then slashes with blade.
|edgesdesc=Gets up slowly, then slashes with his blade.
|nsname=Mach Tornado
|nsname=Mach Tornado
|nsdmg=If all hits connect: 9% (minimum), 21% (maximum)
|nsdmg=1% (multiple hits), 3% (last)
|nsdesc=Spins at a very high speed, attacking in a tornado. He slashes them multiple times and traps them. This makes escape via directional influence difficult. When the Tornado is finished, the last hit dealt causes slightly more than moderate knockback, but can be very dangerous if used near the top of the screen as Meta Knight could suicide himself if he cannot touch stage edges in his helpless state when off stage or with the addition of being put helpless, can be punished. Mach Tornado can be controlled by pressing left or right to move in that direction, and going upwards is done by pressing the special move button rapidly, which also extends the amount of time Meta Knight spins. It is also a great recovery move, it gains great horizontal distance on top of some vertical distance, especially if Meta Knight jumps before using the move. It also has near instantaneous start-up lag, and with multiple large hitboxes that can clash with ground and aerial hitboxes, it provides great protection to Meta Knight. However, something to note is that Meta Knight will bounce off of edges rather than grabbing them if he hits them while he is in the tornado. He also cannot grab edges during the first few frames of his helpless animation out of the tornado. Lacks [[Priority#Transcendent priority|transcendent priority]], unlike most of his attacks (though this actually makes it more difficult to interrupt).
|nsdesc= Meta Knight spins around in a tornado-like fashion, similar to the move of the same name from his home series, trapping opponents and slashing them multiple times. This makes escape via directional influence difficult. The move then ends with a finishing hit, dealing moderate knockback. Mach Tornado can be controlled by pressing left or right on the control stick to move in that direction, and can rise upwards by pressing the special button rapidly, which also extends the amount of time Meta Knight spins. It can also function as a recovery move, as it gains great horizontal distance on top of some vertical distance, especially if Meta Knight jumps before using the move. It also has near instantaneous start-up, and with multiple large [[hitbox]]es that can clash with ground and aerial hitboxes, it provides great protection to Meta Knight. However, something to note is that Meta Knight will bounce off of edges rather than grabbing them if he hits them while using the move. He also cannot grab edges during the first few frames of his [[helpless]] animation out of the tornado. The move lacks transcendent priority, unlike most of his attacks (although this actually makes it more difficult to interrupt).
|ssname=Drill Rush
|ssname=Drill Rush
|ssdmg=10% if all hits connect
|ssdmg=1% (hits 1-9), 2-3% (hit 10)
|ssdesc=Leaps sideways with his blade outstretched. If he hits an enemy, he performs a combination lasting up to a good 2 seconds, knocking Meta Knight's opponent upward. Also, when finished, he pulls back a bit. Meta Knight can also change the course of the attack, as he is shown using the same attack upward, allowing it to be used as a recovery. The attack hits 10 times, 1% damage for each hit. After using the attack, Meta Knight becomes helpless. It is possible to cancel the ending lag of the attack by making the end hit the edge, allowing it to be virtually lag free, and allowing it to be used to rush opponents in such stages as Battlefield - this is known as Drill Rush Canceling. Of all of Meta Knight's recovery moves, this move gives the most vertical distance.
|ssdesc=Flies forward in a spinning motion with his blade outstretched. If he hits an enemy, they are pulled into the move, taking a multitude of light hits before being knocked upwards at the end of the move. When Meta Knight lands the finishing hit, he jumps backwards a short distance. Meta Knight can also change the course of the attack by pressing up or down on the control stick. After using the attack, Meta Knight becomes helpless. It is possible to cancel the [[ending lag]] of the move by [[ledge-canceling]] the finishing hit, allowing it to be virtually lag-less, which allows it to be used to rush opponents in such stages as {{SSBB|Battlefield}}; this is known as Drill Rush Canceling. Of all of Meta Knight's recovery moves, this one gives the most vertical distance.
|usname=Shuttle Loop
|usname=Shuttle Loop
|usdmg=9%
|usdmg=9% (clean), 5% (late)
|usdesc=Jumps into the air with his sword pointed upwards, goes into a loop and glides forward with his blade extended. The Shuttle Loop does around 9% of damage, and has good knockback, making it one of Meta Knight's most powerful KO moves. The ground Shuttle Loop has vertical knockback and invincibility frames at the beginning of the move and the air version has strong horizontal knockback, being a solid edge-guarding move due its high base knockback. The initial upswing of the Shuttle Loop is mostly used at the end of Meta Knight's combos. It should also be noted that the end of the shuttle loop attack automatically initiates a glide, which can be used in addition to the vertical recovery to add good horizontal recovery. In addition, because Meta Knight can do a quick attack to conclude a glide, the shuttle loop can be timed to do two consecutive attacks — the initial upswing, and the quick swing from the glide. The glide from this attack is slower than his regular glide, and allows better control. However, the move makes him helpless if the glide ends/is canceled, or if he does the glide attack.
|usdesc=Jumps into the air with his sword pointed upwards, then goes into a loop and glides forward with his blade extended. The Shuttle Loop itself has good knockback, making it one of Meta Knight's most powerful KO moves. The grounded version of Shuttle Loop has vertical knockback and invincibility frames at the beginning of the move and the aerial version has strong horizontal knockback, being a solid edge-guarding move due its high base knockback. The initial upswing of the Shuttle Loop is mostly used at the end of Meta Knight's combos. It should also be noted that the end of the attack automatically initiates a [[glide]], which can be used in addition to the vertical recovery to add good horizontal recovery. In addition, because Meta Knight can do a quick attack to conclude a glide, the Shuttle Loop can be timed to do two consecutive attacks — the initial upswing, and the quick swing from the glide. The glide from this attack is slower than his regular glide, and allows better control. However, the move makes him helpless if the glide ends/is canceled, or if he does the glide attack.
|dsname=Dimensional Cape
|dsname=Dimensional Cape
|dsdmg=0% (warp), 14% (slash)
|dsdmg=14%
|dsdesc=Teleports in a direction, controllable with the Control Stick. If the attack button is pressed or the special button is held, he will perform a slash. It can be used to disappear from projectiles, and even attacks. Many players disregard the cape, but it is very useful for surprising opponents, making recovery less predictable and for edgeguarding. This is an extremely "flashy" move, and is often used for showing off. Meta Knight can use this as a recovery move, but afterwards, he will enter helpless state, even if the attack connects.
|dsdesc=Meta Knight disappears into his cloak, then reappears a short time later. The place where Meta Knight reappears can be controlled with the Control Stick. If the attack button is pressed or the special button is held, he will perform a [[slash]]. The move can be used to disappear from projectiles, and even attacks. Many players disregard the move, but it is very useful for surprising opponents and making recovering less predictable. Meta Knight can also use this as a recovery move, but afterwards, he will become helpless, even if the attack connects. The attack can KO at 163% from the ground.
|fsname=Galaxia Darkness
|fsname=Galaxia Darkness
|fsdmg=40-42% to trapped opponents, ~10% for others
|fsdmg=40% to trapped opponents, 18% for others
|fsdesc=Swings his cape out directly in front of him while shouting "Know my power!" or "Behold....". If he misses with his cape, Meta Knight pauses for a brief time, and the Final Smash fails. When it connects (the trapping hitbox is a bit longer than the edge of the cape), characters nearby become trapped, the screen then darkens to black, and after a few seconds, a large, single slash appears near Meta Knight, as he then slices the trapped opponents with one, powerful strike. Characters who are trapped by Meta Knight's cape always receive high, upwards knockback that can KO above 50%, with super armor ignored. Any opponents who are not trapped are also attacked, but instead take about half damage and weak, upwards knockback. These slashes can also damage and even KO allies, without regarding Friendly Fire being disabled or not. The weaker slash part of Galaxia Darkness can be avoided by dodging with correct timing.
|fsdesc=Swings his cape out directly in front of him while shouting "Know my power!" or "Behold...". If he misses with his cape, Meta Knight pauses for a brief time, and the Final Smash fails. When it connects (the trapping [[hitbox]] is a bit longer than the edge of the cape), characters nearby become trapped, the screen then darkens to black, and after a few seconds, Meta Knight performs a single, powerful strike, launching the trapped opponents with high, vertical knockback that can KO above 50% and ignores super armor. Any opponents who are not trapped are also attacked, but instead take about half [[damage]] and weak, upwards knockback. These slashes can also damage and even KO allies, without regarding Friendly Fire being disabled or not. The weaker slash can be avoided by dodging with correct timing.
}}
 
===Stats===
{{technical data|Needs short hop and double jump heights}}
{{Attributes
|cast      = 39
|weight    = 79
|rweight    = 34-35
|dash      = 1.75
|rdash      = 7
|run        = 1.847
|rrun      = 6
|walk      = 1.22
|rwalk      = 10-11
|trac      = 0.055
|rtrac      = 20-22
|airfric    = 0.015
|rairfric  = 6-12
|air        = 0.752
|rair      = 36-37
|baseaccel  = 0.01
|rbaseaccel = 7-36
|addaccel  = 0.07
|raddaccel  = 19-24
|gravity    = 0.0956
|rgravity  = 9
|fall      = 1.39
|rfall      = 19-20
|ff        = 1.946
|rff        = 19-20
|jumpsquat  = 4
|rjumpsquat = 1-10
|jumpheight = 28.93747301
|rjumpheight= 32
|shorthop  = ?
|rshorthop  = ?
|djump      = 1, 1, 1, 0.75, 0.50
|rdjump    = ?
 
}}
}}


===[[Taunt]]s===
===[[Announcer]] call===
Both his side and down taunts provoke battle. This is because he would always challenge Kirby to an honorable fight.
{{audio|Needs announcer calls from other languages.}}
*Up taunt - Wraps himself in his cape, as if teleporting via his down special, while scoffing.
<gallery>
*Down taunt - Spreads his wings while shouting  "Come!".
Meta Knight English Announcer SSBB.wav|English/Japanese
*Side taunt - Says "Fight me!", while examining his sword, slashing twice, and finally pointing his sword in front of him.
</gallery>


===[[Idle poses]]===
===[[Wii Remote selection sound]]===
*He glances behind him.
{{SelectSound|char=Meta Knight|desc=Meta Knight says "Fight me!" in a slightly different tone than his side taunt.}}
*Puts his cape around him and back.


====[[On-screen appearance]]====
===[[On-screen appearance]]===
*Warps in with his cape.
{{Appearance
|desc=Warps in with his cape.
|char=MetaKnight
|game=SSBB}}


===[[Victory pose]]s===
===[[Taunt]]s===
*Disappears while saying, "Come back when you can put up a fight!"  
{{Taunt/SSBB
*Turns and spins his sword while saying "Victory... is my destiny", then hits it against the ground.
|char=MetaKnight
*Flings out his cape and says "You have much yet to learn."
|desc-up=Wraps himself in his cape, as if teleporting, while scoffing.
|desc-side=Says "Fight me!" ({{ja|勝負だ!|Shōbu da!}}, ''Let's battle!''), while examining his sword, slashing twice, and finally pointing his sword in front of him.
|desc-down=Spreads his wings while shouting "Come!" ({{ja|来いっ!|Koi!}})}}


Meta Knight's victory theme is an electric guitar variant of the Kirby victory theme shared by Kirby and King Dedede, making him the only ''Brawl'' character to have a victory theme different from other members from the same series.
===[[Idle pose]]s===
{{Idle
|desc-1=Quickly and subtly swings Galaxia.
|desc-2=Puts his cape around him and back.
|image-1=Meta Knight Idle Pose 1 Brawl.png
|image-2=Meta Knight Idle Pose 2 Brawl.png}}


=== ''Brawl'' manual description ===
===[[Crowd cheer]]===
A rival to Kirby who boasts mach-speed sword attacks that overwhelm opponents.
{{Crowd
|char=Meta Knight
|game=Brawl
|desc-us=Me-ta Knight!
|desc-jp=Me-ta Knight!
|pitch-us=Group chant
|pitch-jp=Group chant}}
*His cheer is the same between both versions.


===[[Cheer]]===
===[[Victory pose]]s===
[[File:Meta Knight Cheer NTSC Brawl.ogg|thumb|Meta Knight's NTSC and PAL cheer]]
{{Victory/SSBB
Me-ta Knight!
|victory-theme=MKTheme.ogg
|victory-desc=A metal remix of the ''Kirby'' victory theme, which originated from ''Kirby's Dream Land''.
|desc-up=Flings out his cape and says "You have much yet to learn". (({{ja|まだまだだ.|Mada mada da.}}。, You're not yet ready.)
|desc-left=Disappears while saying, "Come back when you can put up a fight!" ({{ja|もっと強くなって来い.|Motto tsuyoku natte koi.}}。, Come at me when you're stronger.)
|desc-right=Turns and spins his sword while saying "Victory... is my destiny", then hits it against the ground. ({{ja|これも宿命だ.|Kore mo shukumei da.}}, This too was destiny.)
|char=MetaKnight}}


==In [[competitive play]]==
==In [[competitive play]]==
===Matchups===
===Most historically significant players===
{{SSBBMatchupTable|metaknight=yes}}
:''See also: [[:Category:Meta Knight players (SSBB)]]''
Meta Knight has by far the most favourable matchup spread in ''Brawl'', with a weighted total of 252 (more than twice the amount of {{SSBB|Ice Climbers}}, the character with the second highest weighted total) on the [[Character matchup (SSBB)|current SWF matchup chart]]. He has one even matchup, [[soft counter]]s nine characters, [[counter]]s thirteen, [[hard counter]]s eleven, and has two close to unloseable matchups. Against other top and high-tiered characters, he has one even matchup, soft counters seven matchups, and counters one matchup. Even his one even matchup (against Pikachu) is highly disputed, and many players believe it to be in Meta Knight's favour. The other closest to even matchups against Meta Knight include {{SSBB|Falco}} and {{SSBB|Ice Climbers}}, the former due to his ability to [[projectile camp]] against Meta Knight, and the latter of course due to their [[0-death]] [[chaingrab]]s, but even then, they're heavily stage dependent, only coming close on neutral stages. Meta Knight is considered the hardest matchup for many characters, with certain characters, such as {{SSBB|R.O.B.}} and {{SSBB|Luigi}}'s positions on the [[tier list]] significantly dropping in large part due to their poor matchups against Meta Knight.
<!--This character has a fifteen player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->
 
===Notable players===
:''See also: [[:Category:Meta Knight professionals (SSBB)]]''


*{{Sm|Aki|Japan}}
*{{Sm|Ally|Canada}} - Although best known for his Snake, Ally picked up Meta Knight as a secondary/co-main and achieved nationally dominant results with both characters. He was ranked 8th on the [[2014 SSBBRank]].
*{{Sm|Ally|Canada}}
*{{Sm|ANTi|USA}} - Known as one of the best Meta Knights in the world, with multiple top finishes at majors such as [[Pound V]] and [[Apex 2013]]. Noted for his vast array of matchup experience and knowledge, with him rarely being upsetted at tournaments. He was ranked 11th on the 2014 SSBBRank.
*{{Sm|Anti|USA}}
*{{Sm|DieSuperFly|USA}} - One of the most dominant players during ''Brawl'''s early competitive life.
*{{Sm|Atomsk|USA}}
*{{Sm|Dojo|USA}} - Was one of the most nationally dominant Meta Knight players from 2009 to 2011, famous as the first player to defeat Mew2King in Meta Knight dittos, at [[WHOBO 1]], where he placed 2nd, and remaining a very strong national threat afterward when he shown up, including getting 9th at [[Apex 2013]]. He was ranked 41st on the 2014 SSBBRank.
*{{Sm|Bloodcross|USA}}
*{{Sm|Etsuji|Japan}} - Was widely considered the best player in Japan along with {{Sm|9B}} by the end of ''Brawl'''s competitive life, placing 1st at [[Sumabato X Final]] and multiple other Japanese tournaments.
*{{Sm|DieSuperFly|USA}}
*{{Sm|Havok|USA}} - Was known as a top Meta Knight from the West Coast and one of the best in the United States during his prime in the MLG era.
*{{Sm|Dojo|USA}}
*{{Sm|Kakera|Japan}} - Was one of the best players in Japan, placing 5th in singles and 1st in doubles with Otori at [[Apex 2012]], and being ranked 16th on the 2014 SSBBRank.
*{{Sm|Edge|Japan}}
*{{Sm|Lee Martin|USA}} - A nationally dominant Meta Knight player in his prime during the MLG era. He was ranked 71st on the 2014 SSBBRank.
*{{Sm|Havok|USA}}
*{{Sm|Mew2King|USA}} - The most dominant and arguably most famous player in Brawl's competitive history; considered the undisputed best in ''Brawl'''s early lifetime, and still remained one of the strongest national threats in the post-MLG era. He was ranked 5th on the 2014 SSBBRank.
*{{Sm|Judge|USA}}
*{{Sm|Nairo|USA}} - One of the best Meta Knight players in the world. Holds several tournament victories including [[SKTAR]], [[Apex 2014]], [[CEO Dreamland]], and [[Super Smash Con 2017]]. Famous for his aggressive style of play, often using offstage [[Shuttle Loop]]s and other risky edgeguard maneuvers to prevent opponents from returning to the stage. He was arguably the best player in the world by, and even after, ''Smash 4'''s release, being ranked 1st on the [[2014 SSBBRank|2014]], [[2016-2017 SSBBRank|2016-2017]], and [[2018-2019 SSBBRank|2018-2019]] iterations of the [[SSBBRank]].
*{{Sm|Kakera|Japan}}
*{{Sm|Otori|Japan}} - He was one of the strongest players in Japan and the world in ''Brawl'''s later competitive life, most notably winning 1st in singles and doubles with Kakera at [[Apex 2012]], and being ranked 4th on the 2014 SSBBRank.
*{{Sm|Ksizzle|USA}}
*{{Sm|RAIN|Japan}} - Known for his extreme dominance in the Japanese scene throughout much of ''Brawl'''s competitive life, most notably achieving 1st place at Sun Rise Tournament. He was ranked 14th on the 2014 SSBBRank.
*{{Sm|Lee Martin|USA}}
*{{Sm|Shadow|USA}} - A major innovator of MK's metagame in ''Brawl'''s early stages; most famed for the "Shadow Loop", using Meta Knight's [[Shuttle Loop]] near the air as a powerful edgeguarding technique. While less prominent in Brawl's later competitive life, he was still a national-level threat, who ranked 66th on the 2014 SSBBRank.
*{{Sm|Maguro|Japan}}
*{{Sm|Tyrant|USA}} - Was arguably the best player on the West Coast for most of ''Brawl'''s competitive life, and was one of the United States' best players from 2009 to Smash 4's release. He was additionally ranked 13th on the 2014 SSBBRank.
*{{Sm|Mew2King|USA}}
*{{Sm|ZeRo|Chile}} - Often considered one of the best players from 2012 to ''Smash 4'''s release, including being arguably the best player in the world during his period of dominance in early 2014. He was ranked 3rd on the 2014 SSBBRank.
*{{Sm|Nairo|USA}}
*{{Sm|Orion|USA}}
*{{Sm|Otori|Japan}}
*{{Sm|RAIN|Japan}}
*{{Sm|Seibrik|USA}}
*{{Sm|Shadow|USA}}
*{{Sm|Tearbear|USA}}
*{{Sm|Tyrant|USA}}
*{{Sm|ZeRo|Chile}}


===Tier placement and history===
===Tier placement and history===
Meta Knight has been ranked 1st on the tier list since a few months after the game's release, although some players believed {{SSBB|Snake}} was the best character. However, as ''Brawl'''s [[metagame]] evolved, his advantages in combat became more prominent, and Meta Knight mains such as {{Sm|Mew2King}} began dominating tournaments; as a result, Meta Knight was (and still is by the overwhelming majority) considered the undisputed best character, and has consistently held the top spot, commonly in his own tier above the rest of the cast. Due to his strengths as a fighter, more competitive ''Brawl'' players use Meta Knight over any other character. This reflects in his tournament results, where it is not rare to see almost half of any given top eight in Meta Knight legal tournaments using Meta Knight, and Meta Knight has won almost three times the amount of money in tournaments than the second-most successful character, Snake. These factors have cemented Meta Knight's placement at the top of the tier list for the entirety of the ''Brawl'' metagame up until the present day. However, with recent innovations in the {{SSBB|Ice Climbers}}' metagame, especially their chain grab setups capable of annihilating any player given a single opportunity, Meta Knight is finally being challenged by some professional smashers as not being the undisputed best character in practice. Despite this, Meta Knight still remains first place, with the Ice Climbers currently being a spot below him.
Meta Knight has been ranked 1st on the tier list since a few months after the game's release, commonly in his own tier above the rest of the cast. Players initially believed {{SSBB|Snake}} was the best character, but as the [[metagame]] evolved, Meta Knight's advantages in combat became more evident, and Meta Knight mains such as {{Sm|Mew2King}} began dominating tournaments, leading to him becoming the game's most commonly used character by far. Meta Knight has significantly better tournament results than the entire roster: many Meta Knight legal tournaments had Meta Knight players taking up more than half of the top 8, and Meta Knight won almost three times the amount of money in tournaments than the second-most successful character, Snake. In the later stages of the game's scene, innovations in the {{SSBB|Ice Climbers}}' metagame, especially their chain grab setups capable of annihilating any player given a single opportunity, led some players to challenge Meta Knight being the best character in practice. Despite this, Meta Knight remained in first place, with the Ice Climbers in the spot below him.
====Ban from competitive play====
{{split|Wide-reaching character bans could have pages, see [[Talk:Steve (SSBU)]]}}
Due to his perceived "brokenness" and over-centralization of the metagame, Meta Knight's tournament legality was disputed at length for the entirety of ''Brawl''{{'}}s lifetime. This started with a well-known rumor in the ''Smash Bros.'' community that Meta Knight was banned in Italian tournaments. Although the rumor was false, the Italian SmashBoards had asked Smashers if they believed that Meta Knight should be banned. However, this rumor triggered another surge of players who wanted to ban Meta Knight in other regions. The controversy reached the point at which the Smash Back Room held a poll in the middle of 2009 to see if Smashers wanted to completely ban the character. "Pro-Ban" won the poll, but did not win a super-majority of at least 66%, and Meta Knight was not banned on a large scale. <ref>http://www.smashboards.com/showthread.php?t=242903</ref>


===Ban from competitive play===
Talks about banning Meta Knight later surged again, owing to Meta Knight's rapidly increasing dominance and Meta Knight players primarily being those who won tournaments and/or took up the top results. Such an example was [[KTAR 6]], where five of the top eight placers used Meta Knight. In addition, data compiled by {{Sm|John Numbers}} showed that Meta Knight had won over 50% of total tournament earnings in tournaments that had more than thirty entrants. Meta Knight in total won $42,394.32 in 2011 U.S. tournaments when money is split in character usage (and $59,490.07 when not split), while the next most successful character, {{SSBB|Snake}}, had only won $12,125.33 when split (and $20,860.29 with no split). Players also believed the increasing centralization of Meta Knight caused ''Brawl''{{'}}s metagame to shift too radically, with the positions of many characters on the tier list being determined largely by their ability to take on Meta Knight.
It had been intensely debated whether Meta Knight should be banned from tournaments, due to his perceived "brokenness" and over-centralization. This started with a well-known rumor in the Smash community that Meta Knight was banned in Italian tournaments. It was later proven false, though the Italian Smashboards had asked Smashers if they believed that Meta Knight should be banned. This rumor, however, eventually caused another surge of players who wanted to ban Meta Knight in other regions. The controversy reached the point where the Smash Back Room held a poll to see if Smashers wanted to completely ban the character. "Pro-Ban" won the poll, but did not win a super-majority of at least 66%, and Meta Knight ended up not being banned on a large scale. <ref>http://www.smashboards.com/showthread.php?t=242903</ref>


However, talks about banning Meta Knight later surged, which was contributed to the increasing trend of players using Meta Knight and taking a large majority of the top results. Such an example is [[KTAR 6]], where five of the top eight placers used Meta Knight. Later, data compiled by {{Sm|John12346}} showed that Meta Knight had won over 50% of total tournament earnings in tournaments that had more than thirty entrants <ref>http://allisbrawl.com/blogpost.aspx?id=119563</ref>. Meta Knight in total won $42,394.32 in 2011 U.S. tournaments when money is split in character usage (and $59,490.07 when not split), while the next most successful character, {{SSBB|Snake}}, had only won $12,125.33 when split (and $20,860.29 with no split)<ref>http://allisbrawl.com/blogpost.aspx?id=132034</ref>. The overall increasing centralization of Meta Knight was also said to have caused ''Brawl's'' metagame to shift too radically; with some characters, as mentioned above, significantly dropping down the tier list in large part due to their poor matchups against Meta Knight.
The Unity Ruleset Committee introduced experimental rules in a later ruleset update; one of the new suggested rules was a ban on Meta Knight<ref>http://www.smashboards.com/showpost.php?p=13213667&postcount=3</ref>, with another poll conducted in early September 2011. "Pro-ban" again won the poll, but this time with a super-majority of 75%; with this in mind, the Unity Ruleset Committee subsequently announced its official ban of Meta Knight from both singles and doubles play on September 30th, 2011. The ban itself started on January 9th, 2012. <ref>http://www.smashboards.com/showthread.php?p=13439900</ref>


In response to this, the Unity Ruleset Committee introduced experimental rules in a recent ruleset update; one of the new suggested rules is a ban on Meta Knight. <ref>http://www.smashboards.com/showpost.php?p=13213667&postcount=3</ref> Despite this experimental ruleset, another poll was conducted in the start of September of 2011; "Pro-ban" again won the poll, but this time, with a super-majority of 75%. Although the poll itself did not directly cause a banning of Meta Knight, the results eventually caused the Unity Ruleset Committee to announce its official ban of Meta Knight from both singles and doubles play on September 30th, 2011. The ban itself started on January 9th, 2012. <ref>http://www.smashboards.com/showthread.php?p=13439900</ref>
The decision to ban Meta Knight, however, immediately proved controversial. Although a large number of smashers had voted for his banning, a number of top professionals who mained Meta Knight later stated they would not attend tournaments where Meta Knight was banned, and a number of tournament organizers stated that they would ignore the Meta Knight ban, as to keep tournaments profitable by allowing top professionals to enter. Regional differences also began to play a role in how Meta Knight was banned; while a number of powerful regions, such as the [[Tristate Area]], featured numerous top players that used Meta Knight, some smaller regions featured fewer top players who used Meta Knight and they subsequently adopted the ban. As a result, while Meta Knight was banned in some areas, he was not in others, leading to the subsequent fractures in the ''Brawl'' competitive scene; with the differing legality of Meta Knight, different regions had different [[banned stage]]s, as some stages gave too strong a benefit to Meta Knight while not extremely buffing other characters. Furthermore, some top professionals refused to travel to other regions in response to the ban on Meta Knight or lack thereof.


The Meta Knight banning controversy ended up being made fun of on the Back Room for ''Melee''; in a newer ruleset update, they sarcastically added that Meta Knight was banned from all ''Melee'' tournaments.
The controversy surrounding Meta Knight and his ban was derided by the ''Melee'' community; following his ban, in a newer ruleset update, the Melee Back Room sarcastically added that Meta Knight was banned from all ''Melee'' tournaments.<ref>https://smashboards.com/threads/tentative-mbr-official-ruleset-for-2012.313252/</ref>


The Unity Ruleset Committee later disbanded on April 16, 2012;<ref>http://www.smashboards.com/threads/the-urc-has-been-disbanded.321154/#post-14342103</ref> while the Unity Ruleset is still seen by many as the primary ruleset for ''Brawl'' tournaments, {{Sm|Marc}} stated "it is up to individual TOs to decide what is best for their events." As a result, Meta Knight's ban is not considered universal, and tournament organizers may choose whether or not to ban the character.
The Unity Ruleset Committee later disbanded on April 16, 2012<ref>http://www.smashboards.com/threads/the-urc-has-been-disbanded.321154/#post-14342103</ref>, with {{Sm|Marc}} stating that "it is up to individual TOs to decide what is best for their events." As a result, Meta Knight's ban is not considered universal, and tournament organizers may choose whether or not to ban the character. Since then, a majority of ''Brawl'' tournaments have allowed Meta Knight.


In doubles, two Meta Knights on the same team, commonly known as "double Meta Knight", is frequently banned these days and is banned at almost all tournaments. During the early years of ''Brawl'', double Meta Knight teams consistently dominated major tournaments, and after the ban became widespread, doubles tournaments began to see more character diversity (although one Meta Knight on a team is generally legal outside of MK-banned tournaments). The double Meta Knight ban has been looked upon more favorably than the ban from singles, as the double Meta Knight team is frequently seen as more extreme than Meta Knight in singles.
Although the singles ban is controversial, teams consisting of two Meta Knights are universally considered far too powerful and are often banned in [[doubles]].


==Role in [[The Subspace Emissary]]==
==Role in [[The Subspace Emissary]]==
It is revealed that before the events of the Subspace Emissary, Meta Knight was attacked by the Subspace Army, who had the intent of taking the [[Halberd]]. He was able to hold them off until {{SSBB|King Dedede}} attacked him, causing him to lose his ship.
[[File:Subspace metaknight.PNG|thumb|250px|Meta Knight in ''[[SSE]]''.]]
It is revealed that before the events of The Subspace Emissary, Meta Knight was attacked by the [[Subspace Army]], which was intent of stealing the [[Halberd]] from him. He was able to hold them off until {{SSBB|King Dedede}} attacked him, causing him to lose his ship.


[[File:Subspace metaknight.PNG|thumb|right|250px|Meta Knight in the ''SSE''.]]
When Meta Knight is first featured in The Subspace Emissary, he attacks a lone {{SSBB|Marth}} outside of a large castle. He quickly realizes that Marth is not his enemy when they are both surrounded by [[Primid]]s. After a successful battle, both warriors chase the [[Ancient Minister]], who is carrying a [[Subspace]] bomb. Both are unsuccessful in their attempts in destroying the bomb (Meta Knight's left wing was shot by the Ancient Minister's laser, forcing him to land and change to his cape to extinguish the flame); luckily, {{SSBB|Ike}} appears and uses his [[Aether]] to catch the Minister off guard and destroy the bomb. With the bomb destroyed, all three head back to the castle to clear out any remaining [[Primid]]s.
When Meta Knight is first featured in the [[Subspace Emissary]], he attacks a lone {{SSBB|Marth}} outside of a large castle. He quickly learns that Marth is not his enemy when they are both surrounded by [[Primid]]s. After a successful battle, both warriors chase the [[Ancient Minister]], who is carrying a [[Subspace]] bomb. Both are unsuccessful in their attempts in destroying the bomb (Meta Knight's left wing was shot by the Ancient Minister's laser, forcing him to land and change to his cape to extinguish the flame); luckily, {{SSBB|Ike}} appears and uses his [[Aether]] to catch the Minister off guard and destroy the bomb. With the bomb destroyed, all three head back to the castle to clear out any remaining Primids.


Later, they are all seen traveling the wastelands together and battling [[Galleom]]. Meta Knight then saves {{SSBB|Lucas}} and an unconscious {{SSBB|Pokémon Trainer}} from a giant free-fall after they defeat the same boss. Meta Knight then begins to ascend a large cliff face, followed by the {{SSBB|Ice Climbers}} (who see his ascent as a racing challenge), in order to reach the [[Battleship Halberd]]. At the summit, {{SSBB|Lucario}} challenges Meta Knight to a sparring duel. To the relief of the Ice Climbers, the winner revives the loser, having no hostile feelings. The Halberd then crashes into the side of the mountain in an attempt to destroy the defeated [[Great Fox]], which is being held by the arm of the [[Combo Cannon]]. Meta Knight and Lucario quickly board the Halberd, while the Ice climbers fall off the summit, into the canyon.
Later, they are all seen traveling the wastelands together and battling [[Galleom]]. Meta Knight then saves {{SSBB|Lucas}} and an unconscious {{SSBB|Pokémon Trainer}} from a giant free-fall after they defeat the same boss. Meta Knight then begins to ascend a large cliff face, followed by the {{SSBB|Ice Climbers}} (who see his ascent as a racing challenge), in order to reach the [[Battleship Halberd]]. At the summit, {{SSBB|Lucario}} challenges Meta Knight to a sparring duel. To the relief of the Ice Climbers, the winner revives the loser, having no hostile feelings. The Halberd then crashes into the side of the mountain in an attempt to destroy the defeated [[Great Fox]], which is being held by the arm of the [[Combo Cannon]]. Meta Knight and Lucario quickly board the Halberd, while the Ice Climbers fall off the summit, into the canyon.


The pair run into {{SSBB|Snake}} while on board and join forces with him to take back the Halberd. After rescuing {{SSBB|Peach}} and {{SSBB|Zelda}}, the trio continues on to the control deck. There they discover that the ship is being piloted by a gang of [[Shadow Bug]] {{SSBB|Mr. Game & Watch}}es. Snake runs towards them and throws them all out of the window and onto the bridge, who fuse together to form a gigantic metallic monster called [[Duon]]. Once Duon is defeated, Mr. Game & Watch joins the group, along with Peach, {{SSBB|Zelda}}/{{SSBB|Sheik}}, {{SSBB|Fox}}, and {{SSBB|Falco}}. (Meta Knight remains in the Halberd's control center and does not take part in the battle.)
The duo run into {{SSBB|Snake}} while on board and join forces with him to reclaim the Halberd. After rescuing {{SSBB|Peach}} and {{SSBB|Zelda}}, the trio continues on to the control deck. There they discover that the ship is being piloted by a quintet of [[False character|false]] {{SSBB|Mr. Game & Watch}}es. Snake attempts to dispose of all of them out the window and they land onto the bridge, whereupon they dissolve into [[Shadow Bug]]s and form into a fiend known as [[Duon]]. Once the monster is defeated, Mr. Game & Watch joins the group, along with Peach, Zelda, {{SSBB|Fox}}, and {{SSBB|Falco}}. Meta Knight remains in the Halberd's control room and does not take part in the battle.


Meta Knight takes back control of the Halberd and reunites with the members from other groups. The aircraft of the other heroes is placed inside the Halberd, which heads towards the [[Subspace Gunship]] with all of the Super Smash Bros. heroes on board (except for {{SSBB|Sonic}}, {{SSBB|Ness}}, {{SSBB|King Dedede}} and {{SSBB|Luigi}}). After using the Subspace Battleship's main cannon to create another Subspace portal, {{SSBB|Ganondorf}} spots the Halberd on the horizon and orders the battleship to open fire. The Halberd is struck down, but the heroes are able to escape on board {{SSBB|Samus}}'s Gunship, {{SSBB|Captain Falcon}}'s [[Falcon Flyer]], {{SSBB|Olimar}}'s Hocotate ship, and Falco's [[Arwing]]. Kirby destroys the Subspace Battleship by slicing through it is with the [[Dragoon]] air ride machine and the heroes enter Subspace to pursue Ganondorf and {{SSBB|Bowser}}.
Meta Knight takes back the Halberd and reunites with the members from other groups. The aircraft of the other heroes is placed inside the Halberd, which heads towards the [[Subspace Gunship]] with most of the heroes on board. After using the Subspace Battleship's main cannon to create another Subspace rift, Ganondorf and Bowser spot the Halberd on the horizon and orders the battleship to open fire. The [[Halberd]] is struck down, but the heroes are able to escape on board {{SSBB|Samus}}'s [[Gunship]], {{SSBB|Captain Falcon}}'s [[Falcon Flyer]], {{SSBB|Olimar}}'s [[Hocotate Ship]] and an [[Arwing]]. Kirby destroys the Subspace Battleship by slicing through it with the [[Dragoon]] air ride machine and the heroes enter Subspace to pursue Ganondorf and Bowser.


Meta Knight is turned into a trophy by [[Tabuu]] along with the rest of the Super Smash Bros heroes upon their entrance into Subspace. He is later revived by Kirby. He rejoins the others in the fight against Tabuu.
Meta Knight is turned into a trophy by [[Tabuu]] along with the rest of the fighters upon their entrance into Subspace. He is later revived by Kirby. He rejoins the others in the fight against Tabuu.


===Playable appearances===
===Playable appearances===
*[[The Battlefield Fortress]]
*[[The Wilds (Part I)]]
*[[The Glacial Peak]]
*[[Battleship Halberd Interior]]
*[[Entrance to Subspace]]
*[[The Great Maze]] (if rescued in [[Subspace (Part II)]])


*8. [[The Battlefield Fortress]]
===Exclusive [[stickers]]===
*15. [[The Wilds (Part I)]]
*21. [[The Glacial Peak]]
*23. [[Battleship Halberd Interior]]
*28. [[Entrance to Subspace]]
*31. [[The Great Maze]] (if rescued in [[Subspace (Part II)]])
 
===Exclusive stickers===
The following stickers can be used only by Meta Knight or by a select few including him:
The following stickers can be used only by Meta Knight or by a select few including him:
*Bonkers: [Weapon] Attack +16
*Bonkers: [Weapon] Attack +16
Line 243: Line 306:
*Whispy Woods: [Weapon] Attack +4
*Whispy Woods: [Weapon] Attack +4


==[[Palette swap (SSBB)#Meta Knight|Palette swaps]]==
==In Solo Modes==
[[Image:Meta Knight Palette (SSBB).png|frame|center|Meta Knight's alternate costumes in ''Brawl'']]
==={{SSBB|Classic Mode}}===
In Classic Mode, Meta Knight can appear as an opponent or ally in Stage 5 along with {{SSBB|Kirby}} and {{SSBB|King Dedede}} on [[Halberd]]. Meta Knight can also appear as an opponent in Stage 11, but only if he hasn't appeared in Stage 5.
 
===[[All-Star Mode]]===
In All-Star Mode, Meta Knight is fought in Stage 15 alongside {{SSBB|Kirby}} and {{SSBB|King Dedede}} on [[Halberd]].
 
===[[Event Match]]es===
====Solo Events====
*'''[[Event 2: Landmaster Ignition]]''': As {{SSBB|Fox}} with a [[Smash Ball]], the player must survive against Meta Knight and {{SSBB|Sheik}}. Fox must rely on his [[Landmaster]] as his opponents take less [[knockback]] from his regular attacks.
*'''[[Event 3: Pink Ball Repulsion]]''': The player controls Meta Knight and must defeat {{SSBB|Kirby}} before the platform reaches the [[Halberd]] portion of the stage.
*'''[[Event 20: All-Star Battle x1]]''': Meta Knight is one of the eight opponents fought in this event along with {{SSBB|Wario}}, {{SSBB|Pit}}, {{SSBB|Zero Suit Samus}}, {{SSBB|Olimar}}, {{SSBB|Lucas}}, {{SSBB|Diddy Kong}}, and the {{SSBB|Pokémon Trainer}}.
 
====Co-Op Events====
*'''[[Co-Op Event 5: The Yoshi Team of 50]]''': As Meta Knight and Pit, both players must [[KO]] all 50 {{SSBB|Yoshi}}s on [[Rainbow Cruise]] before completing one lap of the stage.
*'''[[Co-Op Event 13: Blades of the Quick and Mighty]]''': {{SSBB|Marth}} and {{SSBB|Ike}} must defeat {{SSBB|Link}}, Meta Knight, and {{SSBB|Ganondorf}} on [[Temple]].
*'''[[Co-Op Event 20: The Final Battle for Two]]''': Both players select a character and must defeat {{SSBB|Bowser}}, Wario, {{SSBB|King Dedede}}, {{SSBB|Wolf}}, Meta Knight, and Ganondorf on {{SSBB|Final Destination}}.
*'''[[Co-Op Event 21: The True All-Star Battle]]''': Both players select a character and take on the entire roster on {{SSBB|Battlefield}}.
 
===[[Congratulations_screen#Super_Smash_Bros._Brawl|Congratulations Screens]]===
<center>
<gallery>
Meta Knight Congratulations Screen Classic Mode Brawl.png|Classic Mode
Meta Knight Congratulations Screen All-Star Brawl.png|All-Star Mode
</gallery>
</center>
 
==[[Trophies]]==
Meta Knight's main and [[Final Smash]] trophies can be obtained by clearing {{SSBB|Classic Mode}} and [[All-Star]] mode respectively with Meta Knight.
 
{{Trophy/Fighter
|name=Meta Knight
|image=Meta Knight - Brawl Trophy.png
|mode=Classic
|desc-ntsc=The head of the Meta-Knights, and something of a rival to Kirby. He's quite an accomplished swordsman. Following his code of knightly ethics, he once delivered his sword to Kirby and demanded single combat. His giant cape transforms into wings, giving him the power of flight. He's shown his face briefly before, but his relationship to Kirby is still a mystery.
|desc-pal=The head of the Meta-Knights, and something of a rival to Kirby. He's quite an accomplished swordsman. Following his code of knightly ethics, he once delivered a sword to Kirby and demanded single combat. His giant cape transforms into wings, giving him the power of flight. He's shown his face briefly before, but his relationship to Kirby is still a mystery.
|gamelist-ntsc={{Trophy games|console1=NES|game1=Kirby's Adventure|console2=SNES|game2=Kirby Super Star}}
|gamelist-pal={{Trophy games|console1=NES|game1=Kirby's Adventure|console2=SNES|game2=Kirby's Fun Pak}}
|game=Brawl
}}
{{clrl}}


==Trophy==
{{Trophy/Fighter
Meta Knight's trophy is obtained by clearing [[Classic Mode]] as Meta Knight.
|name=Galaxia Darkness
[[File:Meta Knight - Brawl Trophy.png|thumb|100px|Meta Knight's trophy in ''Brawl''.]]
|image=Galaxia Darkness - Brawl Trophy.png
===Description===
|desc=Meta Knight's Final Smash. He flips his cape, and the darkness within envelops his foes and plunges the world into shadow. He then unleashes a series of sword strikes that do terrible damage and launch his foes. In the darkness, Meta Knight can also reach and attack distant enemies. One can imagine Meta Knight zipping back and forth at high speed to accomplish this.
''The head of the Meta-Knights, and something of a rival to Kirby. He's quite an accomplished swordsman. Following his code of knightly ethics, he once delivered a sword to Kirby and demanded single combat. His giant cape transforms into wings, giving him the power of flight. He's shown his face briefly before, but his relationship to Kirby is still a mystery.''
|gamelist={{Trophy games|console1=Wii|game1=Super Smash Bros. Brawl}}
{{Trophy games|console1=NES|game1=Kirby's Adventure|console2=SNES|game2_ntsc=Kirby Super Star|game2_pal=Kirby's Fun Pak}}
|game=Brawl
}}
{{clrl}}


==[[Alternate costume (SSBB)#Meta Knight|Alternate costumes]]==
{|style="margin:1em auto 1em auto;text-align:center"
|-
|colspan=6|[[File:Meta Knight Palette (SSBB).png]]
|-
|{{Head|Meta Knight|g=SSBB|s=25px}}
|{{Head|Meta Knight|g=SSBB|s=25px|cl=White}}
|{{Head|Meta Knight|g=SSBB|s=25px|cl=Red}}
|{{Head|Meta Knight|g=SSBB|s=25px|cl=Green}}
|{{Head|Meta Knight|g=SSBB|s=25px|cl=Blue}}
|{{Head|Meta Knight|g=SSBB|s=25px|cl=Pink}}
|}
==[[List of Super Smash Bros. Brawl trailers#E3 Video|Reveal trailer]]==
{{#widget:YouTube|id=EnpHmvGeE9o}}
==Gallery==
<gallery>
Meta Knight Brawl 1.jpg|Meta Knight in Bridge of Eldin.
Meta Knight Brawl 2.jpg|Meta Knight fighting Pit.
Meta Knight Brawl 3.jpg|Meta Knight fighting Kirby.
Meta Knight Brawl 4.jpg|Meta Knight in Castle Siege.
Meta Knight Brawl 5.jpg|Meta Knight using Mach Tornado.
Meta Knight Brawl 6.jpg|Meta Knight using Drill Rush
Meta Knight Brawl 7.jpg|Meta Knight using Shuttle Loop.
Meta Knight Brawl 8.jpg|Meta Knight using Gliding.
Dimensional Cape 2.jpg|Meta Knight using Dimensional Cape behind {{SSBB|Pit}}.
Dimensional Cape.jpg|Dimensional Cape in ''Brawl''
Galaxia Darkness.jpg|Meta Knight trapping Kirby with Galaxia Darkness.
MKGalaxiaSlash.jpg|Meta Knight slashing Kirby with Galaxia Darkness.
Meta Knight Brawl 9.jpg|Meta Knight trapping Link and Mario with Galaxia Darkness.
Battlefield1.jpg|Meta Knight, {{SSBB|Mario}}, {{SSBB|Wario}}, and {{SSBB|Pikachu}} battling on Battlefield in evening.
Battlefield3.jpg|Meta Knight, {{SSBB|Mario}}, {{SSBB|Wario}}, and {{SSBB|Pikachu}} battling on Battlefield in night.
</gallery>


==Trivia==
==Trivia==
*Meta Knight is one of the few characters in ''Brawl'' to lack a meteor smash other than [[footstool jump]]s.
*Meta Knight is one of the five playable characters in ''[[Brawl]]'' to lack a [[meteor smash]].
*Meta Knight is the only character that is able to glide twice.
*Meta Knight and {{SSB|Pikachu}} from the original ''[[Super Smash Bros.]]'' are the only characters to have been placed in their own tier above every other character on the [[tier list]].
*Meta Knight is one of only three characters in ''Brawl'' able to perform three aerials in one short hop, the others being {{SSBB|Lucario}} and {{SSBB|Luigi}}.
*Meta Knight is one of only three characters in ''Brawl'' able to perform three aerials in one short hop, the others being {{SSBB|Lucario}} and {{SSBB|Luigi}}.
*Out of all the ''Kirby'' characters, Meta Knight is the only one to speak in complete sentences.
*Meta Knight's eyes are never closed; this is also the case for [[Meta Knight (SSB4)|his ''SSB4'' incarnation]].
*Meta Knight's eyes never close, but they do change in size.
*{{SSBB|Bowser}}, Meta Knight, {{SSBB|Ike}} and {{SSBB|Marth}} can all perform the [[Floor glitch]].
*Despite ranking at the top of the tier list, ''[[Prima Games|Prima]] Official Game Guides'' only rated Meta Knight a 6/10 in terms of fighting prowess.
*Meta Knight is the first character in the series to have a different victory fanfare from other characters of [[Kirby (universe)|the same universe]], and is also the only one in ''Brawl'' who has this distinction.
**Conversely, {{SSBB|Ganondorf}}, the character with the lowest tier position, has the same score.
*Meta Knight and King Dedede have repeatedly appeared as antagonists in their home series, but are not antagonists in [[The Subspace Emissary]]. Interestingly however, both characters are teased to be antagonists early in the plot.
*Meta Knight, the {{SSBB|Ice Climbers}}, {{SSBB|Ganondorf}}, {{SSBB|Mr. Game & Watch}}, and {{SSBB|Samus}} are the only characters whose icon in The Subspace Emissary and the Sticker menu is not based on their renders.
*Meta Knight in ''Brawl'' and {{SSBM|Fox}} in ''Melee'' are the only characters to have ever been in an SS tier for their respective games.


==References==
{{reflist}}


==External links==
==External links==
*[http://www.smashbros.com/wii/en_us/characters/metaknight.html Meta Knight's page at Smash Bros Dojo!!]
*[http://www.smashbros.com/wii/en_us/characters/metaknight.html Meta Knight's page at Smash Bros Dojo!!]
*[http://www.smashbros.com/wii/en_us/characters/metaknight.html#2nd Moveset information at Smash Bros. Dojo!!]
*[http://www.smashbros.com/wii/en_us/characters/metaknight.html#2nd Moveset information at Smash Bros. Dojo!!]
*[http://smashboards.com/threads/meta-knight-unmasked-a-dimensional-guide-to-meta-knight-70-complete.278776/ Meta Knight character guide at SWF]
*[http://smashboards.com/threads/meta-knight-unmasked-a-dimensional-guide-to-meta-knight-70-complete.278776/ Meta Knight character guide on SmashBoards]
*[http://www.smashboards.com/threads/metaknights-frame-data-ledge-options-added.205614/ Meta Knight's frame data at SWF]
*[http://www.smashboards.com/threads/metaknights-frame-data-ledge-options-added.205614/ Meta Knight's frame data on SmashBoards]
*[http://www.youtube.com/watch?v=ldJyDJP8mbQ Video of Meta Knight's hitboxes]
*[http://www.youtube.com/watch?v=ldJyDJP8mbQ Video of Meta Knight's hitboxes]
==References==
{{Reflist}}


{{SSBBCharacters}}
{{SSBBCharacters}}
{{Kirby universe}}
{{Kirby universe}}
[[Category:Kirby universe]]
[[Category:Meta Knight (SSBB)| ]]
[[Category:Meta Knight (SSBB)]]
[[Category:Trophies (SSBB)]]
[[es:Meta Knight (SSBB)]]

Latest revision as of 22:01, November 9, 2024

This article is about Meta Knight's appearance in Super Smash Bros. Brawl. For the character in other contexts, see Meta Knight.
Meta Knight
in Super Smash Bros. Brawl
Meta Knight SSBB.jpg
KirbySymbol.svg
Universe Kirby
Other playable appearances in SSB4
in Ultimate

Availability Starter
Final Smash Galaxia Darkness
Tier SS (1)
Meta Knight (SSBB)

Meta Knight (メタナイト, Meta Knight) is a character in Super Smash Bros. Brawl. Originally from the Kirby universe, Meta Knight was unveiled at E3 2006, and joins the Brawl as a starter newcomer who wields a sword, Galaxia, as his primary weapon.

Atsushi Kisaichi, who voiced the character in the Japanese version of Kirby: Right Back At Ya!, reprises his role in the Japanese version of Brawl through re-purposed voice clips. In English, he is voiced by Eric Newsome, who mimics Eric Stuart's portrayal of Meta Knight from the anime's English dub.

Meta Knight is notable for being at the top of the Brawl tier list (that being 1st out of 38 characters, standing alone in the SS tier, thus being his best placement in the series) due to numerous advantages. Meta Knight is a very fast character with fast ground speed, five mid-air jumps, multiple air options which give him great mobility and he has excellent frame data all around. Meta Knight also possesses many disjointed attacks with great range and transcendent priority, which along with the speed of his attacks, easily allows him to keep out opponents and interrupt their approach without much risk, especially since Meta Knight is a small target. Meta Knight overall has an excellent set of ground moves and aerials which are complemented greatly with Meta Knight's mobility, attributes and overall range. Meta Knight's edgeguarding and recovery are both unarguably the best in the game due to the sheer amount of options MK has. With five mid-air jumps, excellent aerials, the ability to glide both manually and out of Shuttle Loop and having an entire set of special moves which can be used to recover, Meta Knight can easily make it back from anywhere off stage (while also being extremely difficult for the opponent to edgeguard him) and he can go incredibly deep for edgeguards. These factors also naturally give Meta Knight a very strong camping game as he can utilize his multiple jumps and aerials to stall either at the ledge or in the air which is very difficult to deal with. He also has many great combo setups, with a very strong combo game due to easily being able to string many of his attacks together due to his quick speed and frame data. His KO moves are quick, powerful, and reliable in addition to often being long ranged and even completely safe in some cases. Meta Knight also possesses two incredible special moves in Mach Tornado and Shuttle Loop. The former is an incredible mobility/recovery option which is very difficult for most characters to challenge/punish while the latter is not only a fantastic recovery move (putting MK into a glide) but it is also a fast, safe and powerful long ranged attack with a great amount of utility. The grounded version is excellent for shutting out approaches or punishing unsafe moves while the aerial version is a very powerful semi-spike which can lead to some very early KOes off stage, especially if the opponent does not DI it correctly.

Meta Knight does have a few weaknesses, however. Meta Knight is a lightweight character, meaning he is knocked out fairly easily, especially against characters with many high-power attacks such as Snake although he does have strong horizontal momentum canceling. Meta Knight also lacks any sort of projectile or reflector, which can give him trouble against projectiles although his small size, fast ground speed, multitude of jumps and Mach Tornado give him strong options to play around projectiles, especially if they lack transcendent priority. Meta Knight also has poor air speed and while he can work around this in numerous situations, there are scenarios where poor air speed limits him, particularly in tight juggle situations. He also has a small shield which makes him somewhat vulnerable to shield stabbing from certain characters. Meta Knight's combination of high gravity and air friction also give him a fairly exploitable aerial grab release animation, which multiple characters can exploit, especially since Meta Knight can be forced into the animation by multiple characters. Marth for example, can put Meta Knight into an aerial grab release and then followup into a variety of guaranteed moves, including forward aerial, dash attack, Dancing Blade, short hop Dolphin Slash, buffered down aerial, buffered up aerial, or buffered neutral aerial. Although Meta Knight has a great array of recovery options, they all leave him helpless so when used at the wrong time, they can be exploitable, although this can easily be avoided by strong players. He additionally may have trouble KOing against good DI and/or momentum canceling, particularly if his best finishers are getting stale. He also has many multi-hit moves that are susceptible to SDI, which can limit his ability to rack up damage easily, along with most of his moves having unspectacular raw damage output. These weaknesses however are either very difficult to exploit (especially for lower tiered characters) and/or Meta Knight can easily work around them.

Overall, Meta Knight's strengths virtually remove his weaknesses all together. He is an incredibly potent character with a large array of very strong attributes including his excellent mobility, range, frame data and aerial game while his weaknesses are difficult to exploit and can often be worked around, making them relatively minor overall. Meta Knight in general is a character with an excellent offensive and defensive game. He can play very aggressively, utilizing the speed and range of his attacks to chip away at his opponent before he can KO them, but he can also play very defensively with Meta Knight being able to take the life lead and camp for a long period of time by utilizing his frame data/range to shut out his opponent's approaches.

As a reflection of this, Meta Knight has an incredible matchup spread, with Meta Knight arguably winning every single matchup in the game. Meta Knight's attributes and toolset overall give him the tools he needs to overcome or even dominate other members of the cast and while some characters can exploit Meta Knight's weaknesses, he can also exploit their weaknesses to an even greater degree. The only matchup which is arguably considered not winning for Meta Knight is Ice Climbers as a single mistake from Meta Knight should result in a stock loss for him with the Ice Climbers' incredible grab game. Meta Knight however can play around the Ice Climbers well and if Meta Knight separates the Ice Climbers, he can easily KO the partner climber from there, and a solo climber is helpless against Meta Knight. This matchup overall is often considered to be slightly in Meta Knight's favor although the matchup is close and an argument could be made for the Ice Climbers winning or at least going even. Pikachu was also once considered to be a potentially even matchup for Meta Knight (even being listed as such on the 2013 Smash Back Room matchup chart) although by the end of the game's life, this matchup was considered winning for Meta Knight.

As a result of all of this, Meta Knight received the most representation and success in tournaments in the game by far, to the point of over-centralization of the metagame, reflected by Meta Knight being placed in his own tier, SS, at the very top of the 2013 tier list. Meta Knight's general unpopularity in the Super Smash Bros. community (he was and is considered "broken" by many players) led to him being the first character in any Smash game to be banned, between January 9th, 2012 and April 16, 2012, at which point the Unity Ruleset which enacted the ban was disbanded. This makes Meta Knight, Cloud, Bayonetta, Hero and Steve the only characters in the Super Smash Bros. series who have been banned from a standardized tournament ruleset, although Bayonetta, Hero and Steve's respective bans were far less prominent and Cloud was exclusively banned in doubles. Overall, Meta Knight's incredible strengths and minor weaknesses have led many to consider him to be not only the best character in the game, but also arguably the best character in the entire Smash series.

Attributes[edit]

Meta Knight, as seen in the first trailer for Super Smash Bros. Brawl at E3 2006.

Meta Knight is a small character, roughly the same size and shape as Kirby, and with the same weight as Pikachu. He also boasts the sixth fastest dash speed, fast walking speed, average falling speed (although he does have above average gravity), and average air acceleration, though his air speed is very low, tied for the third worst.

Meta Knight's greatest asset is his extremely fast frame data. Almost all of his moves have little startup and ending lag. The best example is in his up aerial, which can be performed three times within a short-hop, with it coming out on frame 2 and the move can be canceled as early as frame 14. The reach of his attacks, though average overall, is disproportionate to his small hurtbox. As Meta Knight has a sword, many of his moves are disjointed, and many of his moves possess transcendent priority, except for Mach Tornado, Drill Rush, dash attack, and glide attack. When combined with his incredible attack speed, this makes Meta Knight's attacks very difficult to challenge and punish, giving him a powerful neutral game and approach, even though he lacks a projectile. He can easily pressure with his aerials and tilts, and his neutral special, Mach Tornado, covers a long horizontal distance and offers great protection, making it a potent approach option that is difficult to counter. All of his aerials are also capable of auto-canceling in a short hop, making them excellent tools to approach or retreat with. Though Meta Knight's air speed is poor, he is gifted with five midair jumps and the ability to glide twice, allowing him to weave in and out of danger.

While Meta Knight's moves deal fairly low damage, their speed and low power allow them to easily chain into one another, giving him a strong combo game. Again, this is demonstrated by his up aerial. Combined with his jumps, his up aerial combos into itself for as much as 30%, due to its speed and low knockback, and it can lead into other moves as well, such as Mach Tornado and Shuttle Loop. His KO power is also solid, especially for a lightweight. Though his forward smash has high startup and it is not very strong for a forward smash, it is his strongest finisher and it has low ending lag, potentially making it impossible to punish in some situations. Shuttle Loop has high knockback (especially at low percents), quick start-up, and is difficult to punish, as he can glide away to safety. Down smash is quick, hits on both sides, and has high power, making it his most reliable grounded KO move. His glide attack is fast, and can KO early near the upper blast line, though it is rather telegraphed.

Contributing to Meta Knight's strong KO power is his offstage game. Aside from up aerial, all of his aerials are viable finishers offstage. Neutral aerial is very fast and has relatively high knockback, his forward and back aerials can be used to perform a pseudo-wall of pain, and his down aerial is a deadly semi-spike. Aerial Shuttle Loop is a semi-spike with very high base knockback, making it a very powerful tool to stage-spike recovering opponents and unwise edgeguarders. His incredible recovery compliments his superb air game. He has five midair jumps and the ability to glide twice. Mach Tornado offers great horizontal distance, decent height, and protection. Drill Rush is horizontal and can be angled. Dimensional Cape allows him to vanish and move in any direction before reappearing. Finally, Shuttle Loop grants high vertical distance, and transitions into a glide. Altogether, these factors give Meta Knight the best recovery in the game as it can theoretically travel an infinite horizontal distance, it is extremely difficult to punish and Meta Knight has many ways to mix his recover up. Despite lacking a meteor smash, his recovery and dominating air game make him a terror to face offstage, as he is capable of gimping and edge-guarding almost any foe.

However, Meta Knight has notable weaknesses. Being a lightweight, he has very poor endurance, though his quick momentum cancel in his up aerial aids him slightly. His above average gravity and air acceleration also gives him a rather exploitable aerial grab release animation, which leaves him vulnerable to grab release followups, notably against Marth, who can combo him into a variety of moves, including a down aerial meteor smash. His poor air speed, while easily worked around in some situations, can give him a hard time avoiding moves like Pikachu's Thunder. Meta Knight has many multi-hit moves that can be SDI'ed out of, such as his forward/back aerials, limiting his ability to rack up damage against strong players, and this compounds his damage output, which is average at best. Though his neutral and approach games are strong, he has trouble fighting against competent campers, such as Snake and Falco. Meta Knight has a rather long 32-frame delay before he can meteor cancel. Combined with his light weight, this gives him trouble against characters with useful meteor smashes, particularly Falco. However, his extremely effective recovery negates much of this issue.

Overall, Meta Knight has overwhelming combat prowess, and his weaknesses are hard to exploit and can be worked around. His mobility, attack speed, range, priority, and recovery allow him to play both aggressively and defensively, give him a variety of ways to play depending on the situation, as well as giving him plenty of room for error against most characters.

Moveset[edit]

For a gallery of Meta Knight's hitboxes, see here.

  Name Damage Description
Neutral attack Flurry Attack (フラリーアタック) 1-2% (loop) When held, Meta Knight yells and executes a quick series of slashes that can also hit enemies behind him. Interestingly, it is the only neutral infinite in the game which has a finisher animation with a normal hitbox, which would become a standard feature for neutral infinites in future installments. The move can be used to jab lock opponents and it can set up a down smash in certain situations. The move does suffer from high startup lag for a neutral attack however, and Meta Knight's opponent can easily escape the loop hits. The loop hits have very low horizontal knockback and when combined with the long gap between hits, this can allow opponents to punish Meta Knight on hit or at least shield the later hits right up until higher percents. Even if the later hits are guaranteed, the opponent may still be pushed too far away to get hit by them, leaving Meta Knight in an exploitable spot. It is overall one of Meta Knight's worst moves and one of the worst neutral attacks in the game, although it does have a few situational uses.
Forward tilt Diagonal Slash (袈裟斬り, Kasaya Cutter/Slash
Counter Slash (返し斬り, Return Cutter/Slash)
Flip Up (跳ね上げ)
4% Slashes twice in front of him (inward then outward), then once upwards. The first two hits deal very low knockback while the final hit deals higher vertical knockback. The full move requires 3 consecutive button presses, with each press further continuing the act. The player has to press the attack button very quickly in order to perform all three hits as quickly as possible (if it does not hit the opponent) which can be difficult to do. The move has very low startup lag, great disjointed range, decent damage output if all hits connect and the first hit has low enough ending lag to give it strong mixup potential. Meta Knight can either perform all three hits or simply perform only the first hit or the first two hits, which gives the move very strong mixup potential, as well as making it difficult to punish for most characters, even at close range, especially since Meta Knight can mix up the timing of his forward tilts. At higher percents, it can be difficult to connect all three hits depending on the opponent's position, since the first two hits have somewhat high knockback scaling although the move generally connects quite well, especially with its fast speed. It is one of Meta Knight's most difficult moves to utilize but when mastered, it is one of Meta Knight's best ground moves and one of the best forward tilts in the game due to its incredible speed, range and mixup potential.
3%
5% (base), 4% (tip)
Up tilt Spiral Up Thrust (螺旋突き上げ, Spiraling Thrust-Up) 7% (clean/sword late), 8% (tip late), 6% (body late) Stabs upward in a turn. Meta Knight's famous upward stab during his boss battles. It has good range and decent vertical knockback, with its sweetspot being able to KO under 150%. The sweetspot is at the tip of the sword (similar to Marth's tipper sweetspots). It is Meta Knight's slowest tilt however and it has limited horizontal range, making it Meta Knight's least effective tilt overall, although it is still a solid up tilt.
Down tilt Lower Thrust (下段突き) 4% (tip), 5% (sword), 6% (arm), 7% (body) Thrusts his sword across the ground at a low profile. It deals more damage if the opponent is closer to Meta Knight's body. It has very low startup and ending lag, long disjointed range, low horizontal knockback which can lead to followups depending on Meta Knight's position and the opponent's percent, can cause tripping right up until mid percents and it can be used to pseudo-crawl. The move can also lock opponents and because of the move's low knockback and very fast speed combined with Meta Knight's extremely fast forward roll, Meta Knight can down tilt lock opponents across the stage, forward roll once they reach the edge and repeat the process right up until higher percents, when Meta Knight can then use a reverse down smash to potentially KO the opponent (allowing for potential 0-deaths, although they can be avoided with SDI). All of these factors combined make Meta Knight's down tilt arguably the best down tilt in the game.
Dash attack Charge Kick (突進蹴り) 6% (foot), 7% (heel) 8% (body) Does a forward thrust kick into a braking stop. His only attack (other than all of his throws, excluding the back throw) that does not use his sword and because of this, it lacks transcendent priority. Deals more damage if the opponent is closer to Meta Knight's body, similar to his down tilt. It has low startup and ending lag, decent vertical knockback at lower percents and it covers a good amount of space although it has deceptively short range. It is overall a solid dash attack.
Forward smash Torso Quick-Draw (胴抜き, Torso Draw) 14% Pulls his sword back, then slashes in front of him outward. It is Meta Knight's strongest move overall although the back hit of down smash can KO earlier when used near the edge. While it does have high startup lag and it is not particularly powerful for a forward smash, it has great disjointed range and very low ending lag, making it an effective forward smash overall.
Up smash Triple Flag Swing (旗振り三連, Flag Swinging Triple) 3% (hit 1), 2% (hit 2), 4% (hit 3) Slashes above him three times. Like Link's up smash but much faster and with less range, damage, and knockback. It has low startup lag although it has high ending lag, it is not very strong, it is unreliable and it has trouble hitting shorter characters, making it one of Meta Knight's least useful moves.
Down smash Front and Back Slash (前後斬り) 11% (front), 13% (back) Slashes in front of him, then behind. If the move is performed after buffering it out of another animation, it will be performed one frame faster. This is due to the fact that the move starts charging on frame 1 so when performed normally, it is impossible to skip the first charge frame but if the move is buffered, this frame will be skipped. The move is one of the fastest down smashes in the game, in terms of both its startup lag and its total duration. In addition to this, it has great range and solid KO power, especially if hit from the back (with it being one of the only down smashes in the game where the back hit is stronger). Its great range and relatively low ending lag make it incredibly difficult for a lot of characters to punish if spaced properly. It is overall one of the best down smashes in the game due to its great speed, range and KO power.
Neutral aerial Aerial Spin Slash (空中回転斬り, Midair Rotating Cutter) 12% (hit 1), 5-7% (hit 2) Slashes while spinning in a circle, similar to Sword Kirby's Sword Spin and his Knight Spin in his home series. It has very low startup lag and its clean hit is surprisingly powerful, making it a decent KO option, as well as a good OoS option. It also has very low ending lag, a generous auto-cancel window and Meta Knight can connect both the clean hit and late hit, allowing it to deal up to 19%.
Forward aerial Midair Front Triple Combo (空中前三連, Midair Front Triple) 3% (hits 1-2), 4% (hit 3) Slashes in front of him three times. Can perform a wall of pain variation, though it is limited by Meta Knight's low air speed.
Back aerial Midair Back Triple Combo (空中後三連, Midair Back Triple) 3% (hits 1-2), 4% (hit 3) Slashes behind himself three times. Similar to his forward aerial, but with slower slashes. The move's startup lag and ending lag are barely slower however and the final hit is stronger. It has less landing lag than forward aerial and if Meta Knight lands with one of the first two hits, he can set up a down smash on many characters.
Up aerial Midair Up Sweep (空中上なぎ, Midair Up Mower) 6% Slashes above him very quickly. Has low damage but decent knockback and great range. One of the fastest moves in the game, as well as the aerial with the lowest startup and ending lag in the game. Meta Knight can perform three up aerials in one short hop and the move is even fast enough to lead into itself on a tumbling opponent before they can air dodge, although opponents are often sent too far away for this to work. If tap jump is set to "on", Meta Knight will rise up with each slash. The distance varies depending on how many of Meta Knight's jumps remain. Because of its speed combined with Meta Knight's multitude of jumps, up aerial can easily chain into itself multiple times at low percentages, being great at juggling opponents up or even into the upper blast line. It is also excellent at setting up air dodge frame traps, beating out opponents landing options, preventing opponents from punishing Meta Knight off stage from above and even punishing Out of Shield due to its speed and range. Interestingly, up aerial has more landing lag than it does ending lag and it is the only aerial which auto-cancels after it becomes interruptible. The latter is not a significant issue however, as Meta Knight can easily air dodge to auto-cancel the move earlier.

The only downside with up aerial is that it can be SDIed, so opponents with strong SDI can avoid being chained by multiple up aerials, especially since Meta Knight lacks the air speed to easily chase opponents. Strong SDI only reduces the move's followup potential and makes it easier to punish however, with up aerial still having a lot of utility in numerous areas. Up aerial is overall arguably the best aerial in the entire game due to its unrivaled speed, great range, high utility and the fact that it is possessed by a character who can take full advantage of the move, as Meta Knight possesses six jumps.

Down aerial Midair Down Sweep (空中下なぎ, Midair Down Mower) 7 (center), 9% (sides) Slashes below himself very quickly. The move is visually similar to up aerial although Meta Knight slashes downwards and it is slower. The move is still very fast for a down aerial however and it has good range. It sends the opponent at a semi-spike trajectory, which can make the move quite deadly offstage, especially against opponents with poor horizontal recovery. The move is also very strong at dealing with opponents below Meta Knight, due to its quick speed and disjointed range.
Glide attack   12% Slashes in front of himself. A fairly powerful move with great vertical knockback. The move auto-cancels on landing, which can make it completely unpunishable on shield if used low enough to the ground, in addition to giving the move followup potential at lower percents. One of the two sword-based moves of his to lack transcendent priority.
Grab Grab (つかみ) Meta Knight holds out one hand to grab the opponent. Meta Knight's grabs are fast and have good range.
Pummel Wing Claw (翼爪) 3% Jabs opponents with his wings' claws. A rather slow pummel.
Forward throw Toe Kick (つま先蹴り , Tiptoe Kick) 6% (hit), 3% (throw) Kicks the opponent upwards and away with a backwards somersaulting kick. A very fast throw.
Back throw Warp Slash (ワープ斬り) 7% (hit), 3% (throw) Warps behind the opponent and slashes at them with an outward strike. Good for putting opponents off-stage. Deals good knockback, can KO at very high percentages, and much earlier on the ledge.
Up throw Air Drop (いづな落とし, Izuna Dropper) 12% Like Kirby's up throw, Meta Knight jumps into the air holding his foe, and then crashes down, albeit without an explosion and less powerful. Can still KO at very high percentages.
Down throw Trample (踏みつけ) 1% (hits 1-10), 1% (throw) Like Kirby's down throw, Meta Knight stomps on his opponent multiple times, then ends with a stronger finishing stomp. Compared to Kirby's down throw, it is slower and produces horizontal knockback. Depending on the opponent's DI, it can be followed up with other attacks, and even another grab at low percentages on fastfallers.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
6% Slashes on either side of himself.
Floor attack (back)
Floor getups (back)
6% Slashes on either side of himself.
Floor attack (trip)
Floor getups (trip)
5% Slashes on either side of himself. One of the two sword-based moves of his to lack transcendent priority.
Edge attack (fast)
Edge getups (fast)
8% Quickly slashes with his blade.
Edge attack (slow)
Edge getups (slow)
10% Gets up slowly, then slashes with his blade.
Neutral special Mach Tornado 1% (multiple hits), 3% (last) Meta Knight spins around in a tornado-like fashion, similar to the move of the same name from his home series, trapping opponents and slashing them multiple times. This makes escape via directional influence difficult. The move then ends with a finishing hit, dealing moderate knockback. Mach Tornado can be controlled by pressing left or right on the control stick to move in that direction, and can rise upwards by pressing the special button rapidly, which also extends the amount of time Meta Knight spins. It can also function as a recovery move, as it gains great horizontal distance on top of some vertical distance, especially if Meta Knight jumps before using the move. It also has near instantaneous start-up, and with multiple large hitboxes that can clash with ground and aerial hitboxes, it provides great protection to Meta Knight. However, something to note is that Meta Knight will bounce off of edges rather than grabbing them if he hits them while using the move. He also cannot grab edges during the first few frames of his helpless animation out of the tornado. The move lacks transcendent priority, unlike most of his attacks (although this actually makes it more difficult to interrupt).
Side special Drill Rush 1% (hits 1-9), 2-3% (hit 10) Flies forward in a spinning motion with his blade outstretched. If he hits an enemy, they are pulled into the move, taking a multitude of light hits before being knocked upwards at the end of the move. When Meta Knight lands the finishing hit, he jumps backwards a short distance. Meta Knight can also change the course of the attack by pressing up or down on the control stick. After using the attack, Meta Knight becomes helpless. It is possible to cancel the ending lag of the move by ledge-canceling the finishing hit, allowing it to be virtually lag-less, which allows it to be used to rush opponents in such stages as Battlefield; this is known as Drill Rush Canceling. Of all of Meta Knight's recovery moves, this one gives the most vertical distance.
Up special Shuttle Loop 9% (clean), 5% (late) Jumps into the air with his sword pointed upwards, then goes into a loop and glides forward with his blade extended. The Shuttle Loop itself has good knockback, making it one of Meta Knight's most powerful KO moves. The grounded version of Shuttle Loop has vertical knockback and invincibility frames at the beginning of the move and the aerial version has strong horizontal knockback, being a solid edge-guarding move due its high base knockback. The initial upswing of the Shuttle Loop is mostly used at the end of Meta Knight's combos. It should also be noted that the end of the attack automatically initiates a glide, which can be used in addition to the vertical recovery to add good horizontal recovery. In addition, because Meta Knight can do a quick attack to conclude a glide, the Shuttle Loop can be timed to do two consecutive attacks — the initial upswing, and the quick swing from the glide. The glide from this attack is slower than his regular glide, and allows better control. However, the move makes him helpless if the glide ends/is canceled, or if he does the glide attack.
Down special Dimensional Cape 14% Meta Knight disappears into his cloak, then reappears a short time later. The place where Meta Knight reappears can be controlled with the Control Stick. If the attack button is pressed or the special button is held, he will perform a slash. The move can be used to disappear from projectiles, and even attacks. Many players disregard the move, but it is very useful for surprising opponents and making recovering less predictable. Meta Knight can also use this as a recovery move, but afterwards, he will become helpless, even if the attack connects. The attack can KO at 163% from the ground.
Final Smash Galaxia Darkness 40% to trapped opponents, 18% for others Swings his cape out directly in front of him while shouting "Know my power!" or "Behold...". If he misses with his cape, Meta Knight pauses for a brief time, and the Final Smash fails. When it connects (the trapping hitbox is a bit longer than the edge of the cape), characters nearby become trapped, the screen then darkens to black, and after a few seconds, Meta Knight performs a single, powerful strike, launching the trapped opponents with high, vertical knockback that can KO above 50% and ignores super armor. Any opponents who are not trapped are also attacked, but instead take about half damage and weak, upwards knockback. These slashes can also damage and even KO allies, without regarding Friendly Fire being disabled or not. The weaker slash can be avoided by dodging with correct timing.

Stats[edit]

Data.png This article or section may require additional technical data.
The editor who added this tag elaborates: Needs short hop and double jump heights
You can discuss this issue on the talk page or edit this page to improve it.
Stats Weight Dash speed Walk speed Traction Air friction Air speed Air acceleration Gravity Falling speed Jumpsquat Jump Height Double jump Height
Value 79 1.75 – Initial dash
1.847 – Run
1.22 0.055 0.015 0.752 0.01 – Base
0.07 – Additional
0.0956 1.39 – Base
1.946Fast-fall
4 28.93747301 - Base
? - Short hop
1, 1, 1, 0.75, 0.50

Announcer call[edit]

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The editor who added this tag suggests: Needs announcer calls from other languages.
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Wii Remote selection sound[edit]

  • Meta Knight says "Fight me!" in a slightly different tone than his side taunt.
Meta Knight's selection sound

On-screen appearance[edit]

  • Warps in with his cape.
MetaKnightOnScreenAppearanceSSBB.gif

Taunts[edit]

  • Up taunt: Wraps himself in his cape, as if teleporting, while scoffing.
  • Side taunt: Says "Fight me!" (勝負だ!, Let's battle!), while examining his sword, slashing twice, and finally pointing his sword in front of him.
  • Down taunt: Spreads his wings while shouting "Come!" (来いっ!)
Up taunt Side taunt Down taunt
MetaKnightUpTauntBrawl.gif MetaKnightSideTauntBrawl.gif MetaKnightDownTauntBrawl.gif

Idle poses[edit]

  • Quickly and subtly swings Galaxia.
  • Puts his cape around him and back.
Meta Knight Idle Pose 1 Brawl.png Meta Knight Idle Pose 2 Brawl.png

Crowd cheer[edit]

English Japanese
Cheer
Description Me-ta Knight! Me-ta Knight!
Pitch Group chant Group chant
  • His cheer is the same between both versions.

Victory poses[edit]

A metal remix of the Kirby victory theme, which originated from Kirby's Dream Land.
  • Up: Flings out his cape and says "You have much yet to learn". ((まだまだだ.。, You're not yet ready.)
  • Left: Disappears while saying, "Come back when you can put up a fight!" (もっと強くなって来い.。, Come at me when you're stronger.)
  • Right: Turns and spins his sword while saying "Victory... is my destiny", then hits it against the ground. (これも宿命だ., This too was destiny.)
Up Left Right
MetaKnight-VictoryUp-SSBB.gif MetaKnight-VictoryLeft-SSBB.gif MetaKnight-VictoryRight-SSBB.gif

In competitive play[edit]

Most historically significant players[edit]

See also: Category:Meta Knight players (SSBB)
  • Canada Ally - Although best known for his Snake, Ally picked up Meta Knight as a secondary/co-main and achieved nationally dominant results with both characters. He was ranked 8th on the 2014 SSBBRank.
  • USA ANTi - Known as one of the best Meta Knights in the world, with multiple top finishes at majors such as Pound V and Apex 2013. Noted for his vast array of matchup experience and knowledge, with him rarely being upsetted at tournaments. He was ranked 11th on the 2014 SSBBRank.
  • USA DieSuperFly - One of the most dominant players during Brawl's early competitive life.
  • USA Dojo - Was one of the most nationally dominant Meta Knight players from 2009 to 2011, famous as the first player to defeat Mew2King in Meta Knight dittos, at WHOBO 1, where he placed 2nd, and remaining a very strong national threat afterward when he shown up, including getting 9th at Apex 2013. He was ranked 41st on the 2014 SSBBRank.
  • Japan Etsuji - Was widely considered the best player in Japan along with 9B by the end of Brawl's competitive life, placing 1st at Sumabato X Final and multiple other Japanese tournaments.
  • USA Havok - Was known as a top Meta Knight from the West Coast and one of the best in the United States during his prime in the MLG era.
  • Japan Kakera - Was one of the best players in Japan, placing 5th in singles and 1st in doubles with Otori at Apex 2012, and being ranked 16th on the 2014 SSBBRank.
  • USA Lee Martin - A nationally dominant Meta Knight player in his prime during the MLG era. He was ranked 71st on the 2014 SSBBRank.
  • USA Mew2King - The most dominant and arguably most famous player in Brawl's competitive history; considered the undisputed best in Brawl's early lifetime, and still remained one of the strongest national threats in the post-MLG era. He was ranked 5th on the 2014 SSBBRank.
  • USA Nairo - One of the best Meta Knight players in the world. Holds several tournament victories including SKTAR, Apex 2014, CEO Dreamland, and Super Smash Con 2017. Famous for his aggressive style of play, often using offstage Shuttle Loops and other risky edgeguard maneuvers to prevent opponents from returning to the stage. He was arguably the best player in the world by, and even after, Smash 4's release, being ranked 1st on the 2014, 2016-2017, and 2018-2019 iterations of the SSBBRank.
  • Japan Otori - He was one of the strongest players in Japan and the world in Brawl's later competitive life, most notably winning 1st in singles and doubles with Kakera at Apex 2012, and being ranked 4th on the 2014 SSBBRank.
  • Japan RAIN - Known for his extreme dominance in the Japanese scene throughout much of Brawl's competitive life, most notably achieving 1st place at Sun Rise Tournament. He was ranked 14th on the 2014 SSBBRank.
  • USA Shadow - A major innovator of MK's metagame in Brawl's early stages; most famed for the "Shadow Loop", using Meta Knight's Shuttle Loop near the air as a powerful edgeguarding technique. While less prominent in Brawl's later competitive life, he was still a national-level threat, who ranked 66th on the 2014 SSBBRank.
  • USA Tyrant - Was arguably the best player on the West Coast for most of Brawl's competitive life, and was one of the United States' best players from 2009 to Smash 4's release. He was additionally ranked 13th on the 2014 SSBBRank.
  • Chile ZeRo - Often considered one of the best players from 2012 to Smash 4's release, including being arguably the best player in the world during his period of dominance in early 2014. He was ranked 3rd on the 2014 SSBBRank.

Tier placement and history[edit]

Meta Knight has been ranked 1st on the tier list since a few months after the game's release, commonly in his own tier above the rest of the cast. Players initially believed Snake was the best character, but as the metagame evolved, Meta Knight's advantages in combat became more evident, and Meta Knight mains such as Mew2King began dominating tournaments, leading to him becoming the game's most commonly used character by far. Meta Knight has significantly better tournament results than the entire roster: many Meta Knight legal tournaments had Meta Knight players taking up more than half of the top 8, and Meta Knight won almost three times the amount of money in tournaments than the second-most successful character, Snake. In the later stages of the game's scene, innovations in the Ice Climbers' metagame, especially their chain grab setups capable of annihilating any player given a single opportunity, led some players to challenge Meta Knight being the best character in practice. Despite this, Meta Knight remained in first place, with the Ice Climbers in the spot below him.

Ban from competitive play[edit]

Split.png It has been suggested that this article or section be split into multiple pages or sections.
The reason given for the split is: Wide-reaching character bans could have pages, see Talk:Steve (SSBU) (Discuss)

Due to his perceived "brokenness" and over-centralization of the metagame, Meta Knight's tournament legality was disputed at length for the entirety of Brawl's lifetime. This started with a well-known rumor in the Smash Bros. community that Meta Knight was banned in Italian tournaments. Although the rumor was false, the Italian SmashBoards had asked Smashers if they believed that Meta Knight should be banned. However, this rumor triggered another surge of players who wanted to ban Meta Knight in other regions. The controversy reached the point at which the Smash Back Room held a poll in the middle of 2009 to see if Smashers wanted to completely ban the character. "Pro-Ban" won the poll, but did not win a super-majority of at least 66%, and Meta Knight was not banned on a large scale. [1]

Talks about banning Meta Knight later surged again, owing to Meta Knight's rapidly increasing dominance and Meta Knight players primarily being those who won tournaments and/or took up the top results. Such an example was KTAR 6, where five of the top eight placers used Meta Knight. In addition, data compiled by John Numbers showed that Meta Knight had won over 50% of total tournament earnings in tournaments that had more than thirty entrants. Meta Knight in total won $42,394.32 in 2011 U.S. tournaments when money is split in character usage (and $59,490.07 when not split), while the next most successful character, Snake, had only won $12,125.33 when split (and $20,860.29 with no split). Players also believed the increasing centralization of Meta Knight caused Brawl's metagame to shift too radically, with the positions of many characters on the tier list being determined largely by their ability to take on Meta Knight.

The Unity Ruleset Committee introduced experimental rules in a later ruleset update; one of the new suggested rules was a ban on Meta Knight[2], with another poll conducted in early September 2011. "Pro-ban" again won the poll, but this time with a super-majority of 75%; with this in mind, the Unity Ruleset Committee subsequently announced its official ban of Meta Knight from both singles and doubles play on September 30th, 2011. The ban itself started on January 9th, 2012. [3]

The decision to ban Meta Knight, however, immediately proved controversial. Although a large number of smashers had voted for his banning, a number of top professionals who mained Meta Knight later stated they would not attend tournaments where Meta Knight was banned, and a number of tournament organizers stated that they would ignore the Meta Knight ban, as to keep tournaments profitable by allowing top professionals to enter. Regional differences also began to play a role in how Meta Knight was banned; while a number of powerful regions, such as the Tristate Area, featured numerous top players that used Meta Knight, some smaller regions featured fewer top players who used Meta Knight and they subsequently adopted the ban. As a result, while Meta Knight was banned in some areas, he was not in others, leading to the subsequent fractures in the Brawl competitive scene; with the differing legality of Meta Knight, different regions had different banned stages, as some stages gave too strong a benefit to Meta Knight while not extremely buffing other characters. Furthermore, some top professionals refused to travel to other regions in response to the ban on Meta Knight or lack thereof.

The controversy surrounding Meta Knight and his ban was derided by the Melee community; following his ban, in a newer ruleset update, the Melee Back Room sarcastically added that Meta Knight was banned from all Melee tournaments.[4]

The Unity Ruleset Committee later disbanded on April 16, 2012[5], with Marc stating that "it is up to individual TOs to decide what is best for their events." As a result, Meta Knight's ban is not considered universal, and tournament organizers may choose whether or not to ban the character. Since then, a majority of Brawl tournaments have allowed Meta Knight.

Although the singles ban is controversial, teams consisting of two Meta Knights are universally considered far too powerful and are often banned in doubles.

Role in The Subspace Emissary[edit]

Meta Knight in SSE.

It is revealed that before the events of The Subspace Emissary, Meta Knight was attacked by the Subspace Army, which was intent of stealing the Halberd from him. He was able to hold them off until King Dedede attacked him, causing him to lose his ship.

When Meta Knight is first featured in The Subspace Emissary, he attacks a lone Marth outside of a large castle. He quickly realizes that Marth is not his enemy when they are both surrounded by Primids. After a successful battle, both warriors chase the Ancient Minister, who is carrying a Subspace bomb. Both are unsuccessful in their attempts in destroying the bomb (Meta Knight's left wing was shot by the Ancient Minister's laser, forcing him to land and change to his cape to extinguish the flame); luckily, Ike appears and uses his Aether to catch the Minister off guard and destroy the bomb. With the bomb destroyed, all three head back to the castle to clear out any remaining Primids.

Later, they are all seen traveling the wastelands together and battling Galleom. Meta Knight then saves Lucas and an unconscious Pokémon Trainer from a giant free-fall after they defeat the same boss. Meta Knight then begins to ascend a large cliff face, followed by the Ice Climbers (who see his ascent as a racing challenge), in order to reach the Battleship Halberd. At the summit, Lucario challenges Meta Knight to a sparring duel. To the relief of the Ice Climbers, the winner revives the loser, having no hostile feelings. The Halberd then crashes into the side of the mountain in an attempt to destroy the defeated Great Fox, which is being held by the arm of the Combo Cannon. Meta Knight and Lucario quickly board the Halberd, while the Ice Climbers fall off the summit, into the canyon.

The duo run into Snake while on board and join forces with him to reclaim the Halberd. After rescuing Peach and Zelda, the trio continues on to the control deck. There they discover that the ship is being piloted by a quintet of false Mr. Game & Watches. Snake attempts to dispose of all of them out the window and they land onto the bridge, whereupon they dissolve into Shadow Bugs and form into a fiend known as Duon. Once the monster is defeated, Mr. Game & Watch joins the group, along with Peach, Zelda, Fox, and Falco. Meta Knight remains in the Halberd's control room and does not take part in the battle.

Meta Knight takes back the Halberd and reunites with the members from other groups. The aircraft of the other heroes is placed inside the Halberd, which heads towards the Subspace Gunship with most of the heroes on board. After using the Subspace Battleship's main cannon to create another Subspace rift, Ganondorf and Bowser spot the Halberd on the horizon and orders the battleship to open fire. The Halberd is struck down, but the heroes are able to escape on board Samus's Gunship, Captain Falcon's Falcon Flyer, Olimar's Hocotate Ship and an Arwing. Kirby destroys the Subspace Battleship by slicing through it with the Dragoon air ride machine and the heroes enter Subspace to pursue Ganondorf and Bowser.

Meta Knight is turned into a trophy by Tabuu along with the rest of the fighters upon their entrance into Subspace. He is later revived by Kirby. He rejoins the others in the fight against Tabuu.

Playable appearances[edit]

Exclusive stickers[edit]

The following stickers can be used only by Meta Knight or by a select few including him:

  • Bonkers: [Weapon] Attack +16
  • Cell Phone: [Slash] Resistance +4
  • Dyna Blade: Launch Resistance +46
  • Gordo: [Throwing] Attack +5
  • Hot Head: [Flame] Attack +10
  • King Dedede & Kirby: [Specials: Direct] Attack +21
  • King Dedede (Kirby Super Star): [Leg] Attack +28
  • Kirby (Kirby 64: The Crystal Shards): [Body, Spin] Attack +22
  • Kirby (Kirby Air Ride): [Arm, Leg] Attack +17
  • Maxim Tomato: Maxim Tomato Effect +50
  • Meta Knight: [Slash] Attack +32
  • Meta Knight Ball: Launch Power +8
  • Nruff: [Body, Spin] Attack +5
  • Starman (Kirby: Squeak Squad): Launch Power +33
  • Whispy Woods: [Weapon] Attack +4

In Solo Modes[edit]

Classic Mode[edit]

In Classic Mode, Meta Knight can appear as an opponent or ally in Stage 5 along with Kirby and King Dedede on Halberd. Meta Knight can also appear as an opponent in Stage 11, but only if he hasn't appeared in Stage 5.

All-Star Mode[edit]

In All-Star Mode, Meta Knight is fought in Stage 15 alongside Kirby and King Dedede on Halberd.

Event Matches[edit]

Solo Events[edit]

Co-Op Events[edit]

Congratulations Screens[edit]

Trophies[edit]

Meta Knight's main and Final Smash trophies can be obtained by clearing Classic Mode and All-Star mode respectively with Meta Knight.

Classic Mode trophy
Meta Knight
NTSC The head of the Meta-Knights, and something of a rival to Kirby. He's quite an accomplished swordsman. Following his code of knightly ethics, he once delivered his sword to Kirby and demanded single combat. His giant cape transforms into wings, giving him the power of flight. He's shown his face briefly before, but his relationship to Kirby is still a mystery.
NES: Kirby's Adventure
SNES: Kirby Super Star
PAL The head of the Meta-Knights, and something of a rival to Kirby. He's quite an accomplished swordsman. Following his code of knightly ethics, he once delivered a sword to Kirby and demanded single combat. His giant cape transforms into wings, giving him the power of flight. He's shown his face briefly before, but his relationship to Kirby is still a mystery.
NES: Kirby's Adventure
SNES: Kirby's Fun Pak
Galaxia Darkness trophy
Galaxia Darkness
Meta Knight's Final Smash. He flips his cape, and the darkness within envelops his foes and plunges the world into shadow. He then unleashes a series of sword strikes that do terrible damage and launch his foes. In the darkness, Meta Knight can also reach and attack distant enemies. One can imagine Meta Knight zipping back and forth at high speed to accomplish this.
Wii: Super Smash Bros. Brawl

Alternate costumes[edit]

Meta Knight Palette (SSBB).png
Meta Knight (SSBB) Meta Knight (SSBB) Meta Knight (SSBB) Meta Knight (SSBB) Meta Knight (SSBB) Meta Knight (SSBB)

Reveal trailer[edit]

Gallery[edit]

Trivia[edit]

  • Meta Knight is one of the five playable characters in Brawl to lack a meteor smash.
  • Meta Knight is one of only three characters in Brawl able to perform three aerials in one short hop, the others being Lucario and Luigi.
  • Meta Knight's eyes are never closed; this is also the case for his SSB4 incarnation.
  • Bowser, Meta Knight, Ike and Marth can all perform the Floor glitch.
  • Meta Knight is the first character in the series to have a different victory fanfare from other characters of the same universe, and is also the only one in Brawl who has this distinction.
  • Meta Knight and King Dedede have repeatedly appeared as antagonists in their home series, but are not antagonists in The Subspace Emissary. Interestingly however, both characters are teased to be antagonists early in the plot.
  • Meta Knight, the Ice Climbers, Ganondorf, Mr. Game & Watch, and Samus are the only characters whose icon in The Subspace Emissary and the Sticker menu is not based on their renders.
  • Meta Knight in Brawl and Fox in Melee are the only characters to have ever been in an SS tier for their respective games.

References[edit]

External links[edit]