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{{disambig2|Meta Knight's appearance in ''Super Smash Bros. 4''|the character in other contexts|Meta Knight}}
{{disambig2|Meta Knight's appearance in ''Super Smash Bros. 4''|the character in other contexts|Meta Knight}}
{{Infobox Character
{{Infobox Character
|name         = Meta Knight
|name = Meta Knight
|image       = [[File:Meta Knight SSB4.png|250px|Meta Knight]]
|image = [[File:Meta Knight SSB4.png|250px]]
|game         = SSB4
|game = SSB4
|ssbgame1     = SSBB
|ssbgame1 = SSBB
|ssbgame2 = SSBU
|availability = [[Starter character|Starter]]
|availability = [[Starter character|Starter]]
|tier = B
|ranking = 16
}}
}}
'''Meta Knight''' ({{ja|メタナイト|Meta Naito}}, ''Meta Knight'') is a playable veteran character in ''[[Super Smash Bros. 4]]''. He was revealed on August 13th, 2014, being teased before hand on the 11th.
'''Meta Knight''' ({{ja|メタナイト|Meta Naito}}, ''Meta Knight'') is a playable character in ''[[Super Smash Bros. 4]]''. After initially being teased as a {{SSB4|Mii Fighter}} costume in a [[List of Director's Room Miiverse posts|Director's Room Miiverse post]] on August 11, 2014, his return to the series was announced in a Director's Room Miiverse post two days later.


Atsushi Kisaichi and Eric Newsome both reprise their role in Japanese and English respectively as the voice of Meta Knight, albeit using the same voice clips from ''[[Super Smash Bros. Brawl]]''.
Eric Newsome and Atsushi Kisaichi both reprise their roles as Meta Knight's voice actors in the English and Japanese versions, albeit via recycled voice clips from ''[[Super Smash Bros. Brawl]]''.
 
Meta Knight is ranked 16th out of 54 on the [[tier list]], placing him in the B tier. This is a moderate drop from his top-tier placement in ''Brawl'', where he was ranked 1st out of 38. Meta Knight's already impressive mobility has been improved: his already fast [[dash]]ing and [[falling speed]]s have become even faster, while his extremely slow [[air speed]] has become drastically faster. Meta Knight's overall frame data remains extremely fast and {{s|wikirby|Galaxia}} grants him [[Hitbox|disjointed]] [[range]], which collectively enable him to retain his formidable [[combo]] game and [[edge-guarding]] potential. Incidentally, he also boasts a superb [[recovery]]: in addition to his [[Double jump#Multiple double jumps|multiple double jumps]], all [[Mach Tornado|of]] [[Drill Rush|his]] [[Shuttle Loop|special]] [[Dimensional Cape|moves]] are reliable at bringing him back on-stage.
 
However, Meta Knight received heavy nerfs in the transition to ''SSB4'', likely owing to his dominance in ''Brawl''. His outstanding frame data and range, long-distanced recovery and overall damage output have been toned down, while his [[approach]] has been weakened because of the total removal of {{s|wikirby|Galaxia}}'s [[Priority#Transcendent priority|transcendent priority]]. When combined with his continued lack of a [[projectile]], these changes result in Meta Knight having a more difficult time overcoming [[camping]] strategies. Meta Knight's very quick falling speed is also a double-edged sword: while it is an important aspect of his mobility, it is also detrimental because of his light [[weight]], as it leaves him vulnerable to both combos and KOs. His endurance is also exacerbated by the nerfs to his recovery, with the most notable example being the removal of [[Glide|gliding]].
 
Regardless, Meta Knight retains many of his key advantages from ''Brawl'', which have enabled him to secure strong tournament representation and results.


==Attributes==
==Attributes==
Meta Knight is an unusual character. Despite being one of the shortest and one of the [[Weight|lightest]], as well as having high [[gravity]], he has an above average [[walking speed]], a fast [[dashing speed]], above average [[falling speed]], multiple [[double jump]]s, and below average [[air speed]], which is very quick compared to most other characters with multiple double jumps. As such, Meta Knight has the most well-balanced mobility among characters of his archetype.
Meta Knight is an unusual blend of character archetypes. He is very small, to the point of being roughly the same size as {{SSB4|Kirby}}, and is the ninth [[Weight|lightest]] character, yet he has the tenth highest [[gravity]] and an unusually fast [[falling speed]]. Like his fellow ''Kirby'' fighters, Meta Knight has [[Double jump#Multiple double jumps|multiple double jumps]], but unlike most other characters who share this trait, his mobility is overall fast: he has above average [[walk]]ing speed, fast [[dash]]ing speed, and average [[air speed]] and [[air acceleration]]. Due to it lasting 13 frames, Meta Knight's initial dash animation is relatively long, which gives him a slow extended [[dash-dance]] and a long [[Fox-trotting|fox-trot]]. However, his perfect [[Pivoting|pivot]] is rather long and therefore useful for re-positioning and evading attacks. Meta Knight also benefits from a [[Jumpsquat#Jump timing|jumpsquat]] that is 4 frames long, as well as a low [[short hop]], which enable him to transition very quickly between his ground and air games. As such, Meta Knight's mobility is the most well-balanced among characters of his archetypes.
 
Meta Knight's most valued strength is his frame data: much like {{SSB4|Sheik}} and {{SSB4|Luigi}}, the overwhelming majority of his attacks have little delay, either in regard to start-up, ending lag, or both. In fact, all but four of his moves have fewer than 10 frames of start-up, and their generally low ending lag is quite unusual for a swordsman. Meta Knight's sword, {{s|wikirby|Galaxia}}, also grants him [[Hitbox|disjointed]] [[range]]. His dash attack is a reliable [[approach]] option thanks to its low ending lag, disjointed range, and the speed boost it grants. His [[dash grab]] covers a long distance, making it relatively hard to punish. His down aerial is one of the fastest of its kind, while his forward smash has low ending lag, making both useful for [[spacing]]. His [[out of shield]] options are also a defining part of his neutral game. He has fast, long-distanced [[roll]]s, and [[Shuttle Loop]] and his down aerial are quick, with the former's power making it deadly against opponents who land punishable moves on his shield. He can also opt for a [[grab]], which gives him the opportunity to start combos and rack up heavy damage. Altogether, these traits grant Meta Knight an decent [[neutral game]], the ability to mix-up his approach, and keep his opponents guessing.
 
Due to his attack speed, Meta Knight is also renowned for his incredible combo potential, with the ability to get very early KOs with guaranteed followups. He additionally has notable finishers: his forward smash has high power and very low ending lag, making it spammable and hard to challenge even if shielded. His up smash is one of the fastest smash attacks in the game and has good power. His back aerial is very deadly offstage due to its high knockback scaling, and its [[autolink angle]] allows it to drag opponents downwards while edgeguarding or to force a [[lock]]. Though less effective, Dimensional Cape, neutral aerial and up throw can still KO. However, his Shuttle Loop is his most frequently used KO move, owing to the numerous setups into it; it is additionally a powerful out of shield option due to its speed, range, and power.


Meta Knight's most valued strength is his frame data. Along with {{SSB4|Sheik}}, almost all of his attacks have little delay, either in terms of startup, ending lag, or both. Though his overall reach is average at best, his sword, Galaxia, gives him a usefully disjointed range, especially in relation to his size, as he is the only small character who wields a sword. His attack speed, range, and small size make him difficult to [[punish]], and in turn allow him to pressure opponents. Though his attack speed is quick, some of these moves have high knockback as well, with forward smash being the most well-known example. This means that, even though these attacks are few, they are perfectly capable of ending an opponent's stock. Further supplementing its high speed, his moveset is also very versatile. His dash attack is one of the safest of its kind, being quick and long-ranged, as well as a great combo starter. His down tilt is tied for the fastest in the game, making it useful for follow-ups or [[tripping]] opponents. Neutral aerial lasts for a decent amount of time and is quite strong, making it great at [[edgeguarding]]. Forward aerial is quick and has decent range, making it useful in a [[wall of pain]]. Back aerial is Meta Knight's strongest aerial and can easily KO opponents at high percentages. Up aerial is quick and extremely weak, granting it immense follow-up capabilities. Down aerial is his fastest aerial, making it a useful [[out of shield]] option, with its [[semi-spike]] angle making it a solid edgeguarding move. In addition, all of his aerial moves contribute to his great edgeguarding prowess.
Boasting five midair jumps and a special moveset full of recovery options, Meta Knight has an outstanding [[recovery]]. [[Mach Tornado]] covers a large amount of horizontal recovery, especially if mashed. [[Drill Rush]] can be used as a horizontal recovery, and can be angled. [[Shuttle Loop]] covers a high amount of vertical distance and grants a fully controllable amount of horizontal distance. [[Dimensional Cape]] makes Meta Knight invisible, and allows him to move in any direction, making it the most unpredictable move in his arsenal and a good option for [[mindgame]]s. His recovery, when combined with his quick and disjointed aerial attacks, contributes to a deadly off-stage game. Furthermore, his aerial prowess makes him among the most difficult characters to [[juggling|juggle]] consistently.


Meta Knight's special moveset is also resilient, and grants him a long and unpredictable [[recovery]]. Possessing five midair jumps and a special moveset full of recovery options, Meta Knight is exceedingly difficult to edgeguard. [[Drill Rush]] can be used as a horizontal recovery, and since it hits multiple times, can be aimed and ledge-cancelled, its reliability is notable. [[Shuttle Loop]] grants a high amount of vertical distance, and a fully controllable amount of horizontal distance. Its second hit also has considerable knockback, making it not only risky to intercept, but also his deadliest combo finisher. [[Dimensional Cape]] makes Meta Knight invisible, and allows him to move in any direction, making it the most unpredictable move in his arsenal. It's also one of his strongest KO moves, and since the attack is optional, it's a good move for [[mindgames]]. Finally, while [[Mach Tornado]] has the least recovery potential, being unable to move long distances, it makes up for it in offensive prowess, as it is Meta Knight's most damaging move, always dealing at least 18% if all hits connect. It can also be used against [[projectile]]s, since no projectile dealing less than 10% can interrupt this move.
Meta Knight's grab game is effective. While his pummel is slow and his standing grab range is short, the former is highly damaging and the latter is made up for by his long-ranged dash grab. His forward and down throws can combo into other moves even at higher percentages, his back throw is useful for launching opponents off-stage, and his up throw can KO at very high percentages so long as it lands on a platform. Partly due to his throw set-ups, Meta Knight possesses a good combo game. He can launch opponents into the air with his dash attack and throws, and these moves can combo into his up tilt, up smash, any aerial, [[Mach Tornado]] and Shuttle Loop, and his up aerial can reliably lead into his other aerials. His back aerial uses the [[autolink angle|auto-link angle]], allowing Meta Knight to drag opponents to the ground and [[jab reset]] with his down tilt, and the latter move can [[Tripping|trip]] opponents and lead into combos, before opening up [[tech-chase]]s at high percentages. With proper mastery of his combos, he can potentially [[Combo#Types of combos|zero-to-death]] his opponents, most infamously with the [[Rufio]], a staple combo in his metagame that consists of a series of up aerials, which can then lead into a Shuttle Loop near the upper blast line for a virtually ensured KO.


Finally, Meta Knight has a formidable combo game. His dash attack and down throw can easily start combos, and both can link into an up tilt, up smash, any aerial and Shuttle Loop. Both of these moves are infamous for leading into a series of up aerials, which can then lead into a high-altitude Shuttle Loop, instantly KOing the opponent. Alternatively, Mach Tornado can be used, with this combo variation being known as "the [[Rufio]]", originating from ''Brawl''. Even at high percentages, these two moves can lead into a fatal Shuttle Loop.
Lastly, Meta Knight's [[edge-guarding]] potential is among the greatest in the game. Neutral and back aerials have long-lasting hitboxes and deal high knockback. Forward aerial has long range, a favorable launch angle, and decent power, and down aerial is the fastest [[semi-spike]] in the game. Due to these moves' low start-up and ending lag, Meta Knight can perform variations of the [[wall of pain]] without fear of reprisal, thanks to his recovery practically ensuring his safety. Lastly, he also has the aforementioned zero-to-death combo, which is particularly potent on [[Falling speed#Floaty|floaty]] characters.


However, Meta Knight has notable weaknesses. He can have trouble against many characters in the [[neutral game]], since he has a predictable [[approach]] that relies on his dash attack and grab. Outside of Mach Tornado, he has no options against [[camping]], since he has no projectile of his own. Mach Tornado is also useless against projectiles with [[transcendent priority]], giving him trouble against characters like {{SSB4|Fox}} and Sheik. He cannot approach or pressure effectively with his aerials, since only his up and down aerials [[autocancel]] in a short hop, and have poor follow-up potential against grounded opponents. His main mobility options, dashing, jumping and Dimensional Cape, can all be thrown off on reaction, and his only real method of escaping pressure, rolling and down smash, are not guaranteed to work.
However, Meta Knight has noticeable weaknesses. His neutral game is notoriously linear, with only dash attack and dash grab being effective approach options. He also lacks a [[projectile]], leaving him susceptible to [[camping]] strategies from characters such as {{SSB4|Villager}}. His disjointed range, although good for his size, is still short in comparison to other sword-wielding characters, making it necessary to rely on his mobility and attack speed to capitalize on openings. Lastly, his fast attack speed is held back by most of his moves having very short-lasting hitboxes (with forward smash, down smash and up/down aerial's hitboxes lasting only 1 frame), which necessitates proper attack timings to pull off effective combos.


Despite his small size and light weight, his rather fast falling speed leaves him surprisingly susceptible to combos, especially against Sheik and {{SSB4|Zero Suit Samus}}. This weakness also compounds another problem: his poor endurance. Though his recovery is nearly ungimpable, he can easily be sent flying off-screen to his demise with a solid hit. His low weight, average [[air acceleration]] and high gravity greatly hinder his ability to survive strong hits. Another weakness is in his grab game. Outside of his dash grab giving him a boost forward (like {{SSB4|Captain Falcon}}'s), and the great utility of his down throw, the rest aspects of it are below average at best. His grab range is average, his [[pummel]] is very slow, and his up and back throws cannot combo or KO reliably, even though they deal 10% damage. His forward throw can combo even at KO percents, but it is heavily dependent on the opponent's DI, especially without a prior dash grab.
His combo potential is limited at higher percents, as down throw is easy to DI and dash attack has high knockback scaling, forcing him to rely on reads to land follow-ups. Meta Knight's KO combos are difficult to master, making learning them crucial for success, Shuttle Loop is also highly punishable if it misses, difficult to use without a read or set-up, and is frequently staled, and his KOing combos related to up aerial are difficult to perform consistently. Additionally, even though all of his special moves are useful for recovery to some extent when used correctly, they leave Meta Knight [[helpless]], so accuracy is crucial. Finally, despite his small size and light weight, his rather fast falling speed, the unusual shape of his hurtbox, and his lack of a reliable combo breaker leave him surprisingly susceptible to combos, especially against Sheik and {{SSB4|Zero Suit Samus}}. At the same time, his endurance is poor because of the problematic combination of his light weight, very fast falling speed and high gravity collectively hindering his ability to survive strong hits.


Finally, outside of edgeguarding, Meta Knight's KO power is largely inconsistent. He is overly reliant on set-ups to land his primary KO moves. Shuttle Loop is highly punishable if it misses and is difficult to use without a read or as the finishing move of a combo. His combos related to up aerial are not guaranteed to succeed, either because of DI, bad timing or high percentages. Up throw requires platforms to effectively KO at reasonable percents. Up smash is ineffective outside of a [[Slide smash|slide]] or protection from above. Dimensional Cape and forward smash have high startup, which makes them easy to predict. Lastly, down smash is one of the weakest semi-spike smash attacks in the game.
Some of Meta Knight's [[Character customization|custom moves]] possess a few benefits. Entangling Tornado draws opponents in and deals more knockback, but also has much more start-up, deals much less damage, and cannot be controlled as easily. Dreadful Tornado hits much harder, but cannot stall him in the air and is slower. High-Speed Drill is faster and moves further, but cannot be aimed and has less power. Shieldbreaker Drill can break shields very reliably, but cannot be used to attack or recover effectively. Lazy Shuttle Loop hits even harder and covers much more distance than the default, but is very slow, making it difficult to hit the opponent. Shield Piercer is [[unblockable]] and moves farther, but is weaker. However, the advantages granted are much more situational overall and sacrifice the versatility of the default specials, which results in none of his custom options being especially worthwhile.


Meta Knight can gain some benefits from [[custom moves]]. Entangling Tornado draws opponents in and deals more knockback, but also much more start-up, much less damage, and cannot be controlled as easily. Dreadful Tornado hits much harder, but cannot stall in the air, and is slower. High-Speed Drill is faster and moves further, but cannot be aimed and has less power. Shieldbreaker Drill can break shields very reliably, but cannot be used to attack or recover effectively. Lazy Shuttle Loop hits even harder and gives much more distance than the default, but only hits once, making it difficult to hit the opponent. Shield Piercer is [[unblockable]] and moves further, but is weaker. However, the advantages granted are much more situational overall and sacrifice the versatility of the originals, meaning that none of his options are especially attractive.  
Overall, Meta Knight's strengths outweigh his flaws by a good amount, but unlike in ''Brawl'', he is essentially a "high-risk, high-reward" character. This is evident with his high learning curve, as his most notable combos require precise spacing and timing to pull off consistently, while his disadvantage against camping often forces players to play patiently in the neutral game. Yet once he finds an opening, Meta Knight can pose a significant threat once players find an opening and make the most of it with his extensive combo game and strong edge-guarding ability.


Overall, Meta Knight is the typical "high-risk, high-reward" type of character. Because of his aforementioned strengths, he can be a terror when used in the right hands, as demonstrated by smashers such as {{Sm|Leo}}, {{Sm|Tyrant}} and {{Sm|Abadango}}. However, he has a high learning curve, as his most notable combos require precise spacing and timing to pull off consistently. He also requires patience in the neutral game, as his predictable approach forces him to adopt a "bait-and-punish" playstyle. At the same time, once he finds an opening, Meta Knight must make the most of his conversion with his extensive combo game and strong edgeguarding. All in all, one must be vigilant and willing to change their playstyle at a moment's notice.
==Changes from ''[[Super Smash Bros. Brawl]]''==
In ''Super Smash Bros. Brawl'', Meta Knight was near universally regarded as the best character in the entire game, to the point of being considered by many as [[broken]]. This is due to numerous factors: Meta Knight was incredibly fast due to his blazing ground speed, array of mid-air jumps, having access to a glide and terrific frame data. In addition to his speed, most of his attacks were disjointed and possessed [[transcendent priority]], making Meta Knight a very difficult character to challenge and punish.


==Changes from ''Brawl''==
As a result of all of these traits, Meta Knight was an incredibly dominant force in ''Brawl'', with numerous characters heavily struggling against him and even the characters who could deal with him still had a disadvantageous matchup against him. Likely as a result of how he warped the metagame, Meta Knight has been significantly reworked in ''Super Smash Bros 4'' and while he did receive some buffs, he was truly nerfed overall.
Meta Knight was infamous for being by far the best character in ''Brawl'', to the point of being considered by many as [[broken]] due to possessing numerous and extreme advantages that ranked him first in the ''Brawl'' tier list, placing him in his own tier category. As a result, Meta Knight was nerfed immensely in the transition to ''SSB4'', with his overwhelming advantages having been removed or toned down.  


His attack speed, though still very quick, has been decreased, with his up aerial no longer being among the fastest moves. All of his tilts and aerials deal less damage, especially his neutral aerial, which can no longer hit twice. His range, while good overall, has been noticeably shortened, which is clearly seen in his forward and down tilts, and many of his moves, especially his aerials, have shorter hitbox durations, with several having their durations shortened to a single frame. Though his combo ability has been largely untouched, the same cannot be said about his neutral game. His shortened range, the loss of [[transcendent priority]] on his attacks, the increased ending lag on [[Mach Tornado]] and his aerials, and the removal of [[gliding]] have crippled his neutral game. He is now more susceptible to camping and zoning, and the lack of a projectile impedes him more than it did in ''Brawl''.  
Having been completely unmatched in ''Brawl'', Meta Knight's frame data has been considerably toned down. Many of his attacks now have slower start-up lag, reduced active frames, and higher ending and landing lag, with his up aerial being a good example in all these aspects. Additionally, his aerials have much later auto-cancel windows, which in combination with their higher landing lag, substantially hinders their safety as his neutral, forward, and back aerials no longer auto-cancel in a short hop. His range has been shortened, which makes his [[spacing]] ability much weaker and thus forces him to adopt a more aggressive playstyle. To further compound this, his overall damage output has been significantly reduced now being below average. With the nerfs to several of his most pivotal [[neutral game]] options, such as down tilt, forward aerial, down aerial, [[Shuttle Loop]] and [[Mach Tornado]], and the loss of [[Glide|gliding]] and the [[Priority#Transcendent priority|transcendent priority]] on his moves, Meta Knight's neutral game is overall significantly worse, leaving him more vulnerable to [[camping]] and zoning, especially with his lack of a projectile. The changes to his down aerial and Shuttle Loop combined with the removal of [[edge-hogging]], his shorter recovery, and the generally improved recoveries of the majority of the cast have collectively hurt Meta Knight's edge-guarding potential, and the loss of gliding removes some of his off-stage mix-ups. With his faster falling speed and the changes to [[hitstun canceling]], Meta Knight can no longer momentum cancel and is more vulnerable to combos, worsening his already poor endurance.


Also, aside from the changes to hitstun, Meta Knight does not seem to benefit from universal gameplay changes as much as many other characters. The [[rage]] mechanic leaves him even more susceptible to relatively early KO's, and his poor endurance prevents him from taking full advantage of it, while it hinders his combo ability. Though his edge-guard game continues to be deadly, the new ledge mechanics force him to edge-guard more aggressively despite his shortened recovery, and the removal of [[edge-hogging]] provides no major benefit, since his recovery is sufficient regardless of such changes.  
However, Meta Knight has received some noteworthy buffs. His already good mobility has been improved: his [[air speed]] is drastically faster, he dashes and falls faster, and he has gained a new movement option in his long perfect [[Pivoting|pivot]]. Several of his attacks are stronger, most notably his forward and up smashes, back aerial, and [[Dimensional Cape]]. Due to the changes to hitstun canceling and the updated gameplay physics, Meta Knight can perform true combos more reliably, especially with his dash attack, which has become his most reliable combo starter and is now a large part of his game plan. His up aerial also remains a strong combo option due to these changes despite its severe nerfs and his altered Shuttle Loop while having far less utility has become an incredible combo finisher and KO move near the upper blast line. His grab game is both more rewarding and more consistent, due to the mechanic changes somewhat making up for the nerfs to his damage output. He also benefits from the removal of [[chain grab]]bing and the changes to aerial [[grab release]]s which was previously one of his weaknesses.


Meta Knight has received several buffs, mostly to knockback. His forward smash, up smash, [[Dimensional Cape]] and back aerial are considerably more powerful. His improved onstage KO power complements his still-effective edge-guarding. His excellent ground mobility is now coupled with improved aerial mobility, as his air speed is much faster, no longer being the third slowest. His multi-hit moves, particularly Mach Tornado, also benefit from the weakening of [[SDI]]. The removal of [[hitstun]] cancelling benefits his grab game, as his forward throw and especially down throw are more reliable combo-starters, and the latter has become much more integral to his combo game. However, these buffs do not nearly compensate for the loss of his overwhelming strengths from ''Brawl'', making him one of the few characters to have been truly nerfed in the transition to ''SSB4.''
Meta Knight has also received buffs over time via game updates, and while they are helpful, they do not nearly compensate for the loss of his overwhelming strengths from ''Brawl'' and version [[1.1.5]] nerfed his up aerial further.


Meta Knight has received more buffs over time via game updates, making him stronger, but still balanced compared to the other fighters. As the metagame has continued to evolve, Meta Knight's position has also improved considerably, with players such as {{Sm|Leo}} and {{Sm|Tyrant}} achieving notable tournament success with him, with the most notable being Leo's victory at [[Smash Factor 4]]. Though he is still generally underutilized in low- and mid-level play due to the prevalence of his nerfs and his learning curve, he is one of the most successful characters in high-level play, with {{Sm|Abadango}} and Leo being among the top players in their regions and worldwide. Therefore, despite the severity of his nerfs, he is still regarded as one of the better characters in the game.
Overall, Meta Knight's direct changes drastically hindered him in many ways making him a much worse character on paper and while the changes to the game's mechanics greatly benefited him overall, they were not enough to offset his nerfs and make him one of the best characters in the game. As a result, he was one of the characters who was the most severely nerfed from the transition to ''Smash 4'', alongside {{SSB4|King Dedede}}, {{SSB4|Falco}}, {{SSB4|Marth}} (during the initial release), {{SSB4|Wario}}, and {{SSB4|Olimar}}. Due to retaining the majority of his key advantages from ''Brawl'', however, Meta Knight is widely considered to be a viable character, and while his tournament success and representation is much lower, he has still seen more results and representation than a majority of the cast which has given him consistent status as a high-tier character throughout ''Smash 4''{{'}}s lifespan.


===Aesthetics===
===Aesthetics===
*{{change|Visually, Meta Knight and his sabatons are now more brightly-colored. He now wears silver mitten gauntlets over his gloves, and numerous small battle damage details - such as scratches and nicks - have been added to his armor. Additionally, the top corners of his mask opening are more pointed, with the sides curving inward instead of being straight.}}
*{{change|Meta Knight's design is now a combination of his official artwork for ''{{s|wikirby|Kirby: Squeak Squad}}'' and ''{{s|wikirby|Kirby Super Star Ultra}}'', and his appearance in ''Super Smash Bros. Brawl''. His [[wikipedia:Gauntlet (glove)|gauntlets]] are from ''Squeak Squad'' and ''Super Star Ultra'', and the [[wikipedia:Polishing (metalworking)|polished]] finish of his mask, {{s|wikipedia|pauldron}}s and {{s|wikipedia|sabaton}}s are from ''Super Star Ultra''. Additionally, his pauldrons and sabatons are from ''Brawl''. Lastly, the aesthetic used in ''Smash 4'' has resulted in Meta Knight's body and sabatons being more vibrant.}}
*{{change|Meta Knight's eyes do not move as much as they did in ''Brawl.'' This is especially noticeable when comparing the charging animations for his down smash between both games.}}
*{{change|Meta Knight has received two new [[alternate costume]]s. The first is based on {{s|wikirby|Galacta Knight}}, while the second is based on {{s|wikirby|Dark Meta Knight}}.}}
*{{change|Meta Knight has new animations for shielding, sidestepping, and rolling where he wraps himself in his cape.}}
*{{change|The sides of Meta Knight's visor are now curved slightly inward instead of being straight, his sabatons now have [[wikipedia:Motorcycle boot#Harness boots|harness bootstraps]], and {{GameIcon|ssb4-u}}very minuscule battle damage details have been added to his pauldrons. These changes are unique to ''Smash 4''.}}
*{{change|Meta Knight's sword trails are visually brighter in color, being an intense yellow and blue trail compared to ''Brawl'''s, where his Galaxia's trail was light enough to the point of being white.}}
*{{change|Meta Knight's eyes do not move as freely as they did in ''Brawl''.}}
*{{change|Sound-wise, Meta Knight's sword swings sound less "sharp" and are noticeably less noisy than his attacks in ''Brawl''. All his sword attacks now make softer, muted sounds of his ''Brawl'' sword swings, which is most obvious when comparing the sounds of [[Mach Tornado]] in ''Brawl'' and ''SSB4''.}}
*{{change|Meta Knight's sabatons' sound clips are higher pitched.}}
*{{change|Whenever {{s|wikirby|Galaxia}} is swung, its blade glows white, instead of yellow. Additionally, its trail is yellow with turquoise accents, instead of whitish gold with navy blue accents. Lastly, its swings' sound clips are lower pitched.}}
*{{change|Up taunt's animation has slightly changed. Meta Knight now emits a whitish amber tornado around himself, similarly to [[Mach Tornado]]. It also has updated sound effects.}}
*{{change|{{GameIcon|ssb4-3ds}}Defeated/[[Results screen#No Contest screen|No Contest]] animation has slightly changed. Meta Knight now claps while holding Galaxia, instead of clapping without it.}}
*{{change|Meta Knight's previously unused damage yells from ''Brawl''{{'}}s [[Sound Test]] are now heard when taking high knockback.}}
*{{change|[[Shield]] and rolls' animations have slightly changed. Meta Knight now wraps himself in his cape when performing them.}}
*{{change|[[Jump]]'s animation has slightly changed. Meta Knight now somersaults forward instead of at an angle.}}


===Attributes===
===Attributes===
*{{buff|Meta Knight is slightly heavier (79 80). While he is more vulnerable to combos, it makes him slightly harder to KO combined with his faster falling speed.}}
*{{nerf|Meta Knight [[walk]]s slower (1.22 → 1.18).}}
*{{change|Meta Knight falls significantly faster (1.39 1.66), having gone from average falling speed in ''Brawl'' to the 13th fastest, making him more susceptible to combos but improving his vertical endurance.}}
*{{buff|Meta Knight [[dash]]es faster (1.847 1.9) although he dashes slower relative to the cast, going from the 6th highest out of 39 characters to the 12th highest out of 58 characters.}}
*{{buff|Meta Knight dashes slightly faster (1.847 1.9).}}
*{{buff|Meta Knight's [[air speed]] is significantly faster (0.752 0.99), going from the third lowest out of 39 characters to the 23rd lowest out of 58.}}
*{{nerf|Meta Knight walks slightly slower (1.22 → 1.18).}}
*{{nerf|Meta Knight's [[air acceleration]] is lower (0.08 → 0.075), although his faster air speed more than compensates for it.}}
*{{buff|Meta Knight's air speed is much faster (0.752 0.99), no longer being tied for the third worst, now being slightly below-average.}}
*{{buff|Meta Knight is slightly [[weight|heavier]] (79 80).}}
*{{nerf|Meta Knight's already high [[gravity]] has been moderately increased (0.0956 → 0.11), worsening his endurance and making him more vulnerable to combos.}}
*{{change|Meta Knight [[Falling speed|falls]] much faster (1.39 → 1.66), going from the 19th fastest out of 39 characters to the 16th fastest out of 58. This improves his vertical endurance and allows him to land more safely, but makes him more susceptible to combos.}}
*{{nerf|With the removal of [[gliding]] in ''SSB4'', Meta Knight's recovery is shorter.}}
*{{buff|Meta Knight's [[fast fall]]ing speed is significantly faster (1.946 2.656), going from the 19th fastest out of 39 characters to the 16th fastest out of 58. This makes him less susceptible to juggling.}}
*{{nerf|Most of Meta Knight's attacks have decreased [[range]] and hitbox durations.}}
*{{change|Meta Knight's [[gravity]] is higher (0.0956 → 0.11). This aids in his ability to land safely, but hinders his endurance, increases his susceptibility to combos and reduces the height of his mid-air jumps.}}
*{{nerf|Meta Knight's attacks no longer have [[transcendent priority]], which makes it harder for him to string combos together, and limits his approach options.}}
*{{buff|Meta Knight's full hop is higher despite his higher gravity.}}
*{{buff|The nerf to [[SDI]] benefits Meta Knight significantly, as he has several multi-hit moves that were easily escapable before, most notably his neutral attack, Mach Tornado, and Drill Rush.}}
*{{nerf|Meta Knight is larger (size multipler: 0.95x → 1x). This makes him easier to hit and while this would improve his range, this is offset by many of his attacks having considerably worse hitboxes, making his larger size a hinderance overall.}}
*{{buff|Meta Knight's body hurtbox is slightly smaller ({{rollover|5.51|5.8 x 0.95)|y}} → 5.4).}}
*{{buff|[[Roll]]s have a longer duration (frames 5-12 (forward)/4-12 (back) → 4-15 (both)).}}
*{{buff|Rolls travel further due to Meta Knight's larger size.}}
*{{buff|Backward roll has less ending lag (FAF 34 → 28).}}
*{{nerf|Forward roll has more ending lag (FAF 24 → 28), removing its status as the fastest roll.}}
*{{buff|[[Air dodge]] has less startup (frame 4 → 2) and ending lag (FAF 40 → 31).}}
*{{nerf|Air dodge has a shorter duration (frames 4-29 → 2-25).}}
*{{buff|[[Spot dodge]] has less ending lag (FAF 26 → 25).}}
*{{nerf|Spot dodge has a shorter duration (frames 2-20 → 2-15).}}
*{{nerf|Meta Knight's [[item throw]] is weaker (1 → 0.9333333). When combined with the removal of [[glide toss]]ing, this hinders his item game (although Meta Knight still retains his lengthy super glide toss).}}
*{{buff|The changes to [[hitstun canceling]] and [[Directional Influence]] both help and hinder Meta Knight. They improve his KO and combo potential, but make him much more susceptible to combos because of his heavier weight, higher gravity and faster falling speed. These changes also prevent him from performing momentum canceling, hindering his horizontal endurance. Nevertheless, it benefits him overall as it allows him to have a more consistent combo game despite his frame data nerfs.}}
*{{buff|The strengthening of [[pivoting]] improves Meta Knight's neutral game, punishment game, and evasiveness.}}
*{{buff|The removal of [[chain grab]]bing improves Meta Knight's endurance.}}
*{{nerf|The removal of [[Glide|gliding]] hinders Meta Knight's recovery.<ref>[https://www.youtube.com/watch?v=7xUWnQu2Grs Super Smash Bros. Direct 4.8.2014]</ref> This also means that Meta Knight can no longer use his glide attack, meaning that Meta Knight no longer has a completely safe landing option which also has the potential to lead into followups or KOes.}}


===Ground attacks===
===Ground attacks===
*{{buff|Neutral attack links into a finisher, where he performs an uppercut-somersaulting slash (a possible nod to the Sword ability's Uppercut from ''Kirby Super Star'' and ''Kirby Super Star Ultra''; the latter has it named as "Meta Upper" for Meta Knight).}}
*{{nerf|All of Meta Knight's sword-based ground attacks have lost their [[Priority#Transcendent priority|transcendent priority]]. This significantly hinders Meta Knight's neutral game as it makes it much easier for opponents to challenge his ground moves.}}
*{{nerf|Neutral attack's hits only connect in front of Meta Knight instead of both sides. Additionally, while other characters with a rapid jab can just forgo using it to avoid the finisher's ending lag, Meta Knight is forced to use the finisher every time he uses his rapid jab (unless he is pushed backwards and off an edge by hitting a foe repeatedly with it), leaving himself more open to punishes if he whiffs his jab.}}
**{{buff|However, this also makes it much easier for Meta Knight to cancel out projectiles, as he no longer has to rely on dash attack to do so.}}
*{{buff|Dash attack is slightly [[disjoint]]ed and has much more knockback (40 base/88 growth 70 base/90 growth).}}
*[[Neutral attack]]:
*{{nerf|Dash attack deals less damage (6%/7%/8% → 5%/6%). It also has increased start-up (frame 5 → 7), the hitbox duration is shorter (frame 5-11 → 7-11), and the move has slightly more ending lag (IASA frame 31 → 32).}}
**{{change|Neutral attack's animation has slightly changed. Meta Knight now leans slightly farther inward while swinging Galaxia.}}
*{{buff|Forward tilt has reduced ending lag (hit 1: 19 → 18 frames, hit 2: 30 → 24 frames, hit 3: 30 27 frames), and the final hit deals more knockback (50 base/113 growth 80 base/107 growth). All three hits can now properly link together at very high percentages.}}
**{{buff|Neutral attack launches opponents at a higher angle ([[Sakurai angle|361°]] → 60°/84°) and it has lower knockback scaling (40 → 30). This makes the move connect much more reliably as grounded opponents are now put into the air when the move is performed, preventing them for shielding.}}
*{{nerf|Forward tilt has reduced range, increased start-up (frame 3 → 6), and decreased damage potential (11%/12% → 8%). Each hit lasts for only one frame, instead of two.}}
***{{nerf|However, the move's angle change also removes its ability to [[lock]] opponents.}}
*{{change|Forward tilt has a different launch angle (65° → Sakurai Angle). This gives it small KO and edge-guarding ability, but removes its follow-up potential.}}
**{{buff|The third and fifth hits now hit in front of Meta Knight. This makes the move connect much more reliably as there is no longer a large gap between the second/fourth hits and the next hit that hits in front.}}
*{{nerf|Up tilt deals less damage (6%/7%/8% → 5%/6%/7%), has decreased hitbox duration (frame 8-18 → 8-14), and the sweetspot deals much less knockback (35 base/130 growth → 60 base/90 growth).}}
***{{buff|This also leaves Meta Knight much less vulnerable to whiff punishment due to the shorter gap between every hit in front of him.}}
*{{nerf|Down tilt has reduced range, and doesn't move forward as much, being less effective for pseudo-crawling. It also has increased ending lag (IASA frame 16 → 19). Due to the changes to locks, down tilt can no longer lock opponents indefinitely.}}
***{{nerf|However, this also removes the move's ability to hit opponents behind Meta Knight.}}
*{{change|Down tilt now deals consistent damage throughout instead of having a sweetspot at Meta Knight's body and a sourspot at the tip, now consistently dealing 5% and knockback rather than 4% (tip), 5% (center), 6% (base) and 7% (body).}}
**{{buff|Neutral attack has a lower [[Smash directional influence|SDI]] multiplier (1× 0.6×). When combined with the weakening of the mechanic along with the move's other changes, this makes it much more difficult to escape from.}}
*{{change|Down tilt strangely shrinks Meta Knight's sword.}}
**{{buff|Neutral attack has larger hitboxes (5u 5.8u/6.8u) that are now extended.}}
*{{buff|Forward smash is moderately stronger, with increased damage (14% → 16%) and knockback (28 base/99 growth → 30 base/108 growth).<ref>https://www.youtube.com/watch?v=lPzYNRuV0Rk</ref>}}
**{{buff|Every hit now has identical horizontal hitbox positions (z offset: 6/14.8 (hit 1)/7.2/14.8 (hit 2)/0/-3.6/-9.2 (hit 3)/7.2/13.6 (hit 4)/-2/-10.4 (hit 5) → 8.5/13.5 (all)/z stretch: 8/8 (all)). This gives hits 3-5 more range in front of Meta Knight and it gives hits 2 and 4 more range inside of Meta Knight.}}
*{{nerf|The hitbox of forward smash now lasts for only one frame (24-25 → 24).}}
***Hits 1 and 2 retain their range in front of Meta Knight as the far hit's larger hitbox equals out its closer placement.
*{{change|Forward smash's animation altered where Meta Knight slashes more outward with more recovery lag.}}
***{{nerf|However, this also gives hit 1 slightly less range inside of Meta Knight as well as removing hits 3 and 5's ability to hit behind him.}}
*{{buff|Up smash's last hit is stronger (62 base/145 growth → 65 base/166 growth).}}
**{{change|Every hit now has identical vertical hitbox positioning (y offset: 4.8 (hit 1)/6/11.2 (hit 2)/5.6 (hit 3)/6.4/10.4 (hit 4)/6.4/5.6 (hit 5) → 5.3 (all/y stretch: 5.2 (all)). This now gives every hit consistent vertical range, giving hits 1, 3 and 5 more vertical range but significantly reducing hits 2 and 4's vertical range.}}
*{{nerf|Up smash has shorter hitbox durations (frame 8-9, 12-13, 17-18 8, 12, 17).}}  
***{{buff|The move as a whole has much more vertical range relative to Meta Knight overall due to the far hit's larger extended hitbox.}}
*{{change|Up smash's animation is slightly altered: Meta Knight does three fan-like swings above him, the final swing making him do a full spin in the air before landing.}}
**{{nerf|The first hit and the near hitbox on every hit deals less damage (2% 1.2%).}}
*{{buff|Meta Knight only vocalizes after his forward and up smashes have been executed. While this seems cosmetic at first, it can generally make them less predictable.}}  
**{{buff|The far hitbox on hits 2-5 deals more damage (1% → 1.2%).}}
*{{buff|Both hits of down smash come out one frame earlier (hit 1: 5 4, hit 2: 10 9), and the move is now a [[semi-spike]], being useful for setting up edge-guards.}}
**{{buff|Neutral attack has a new finisher, a backflipping slash. It deals much more knockback (13 (base), 60 (scaling) → 60/140) compared to the previous finisher.}}
*{{nerf|Both hits of down smash are significantly shorter in range and hitbox durations (frame 5-6, 10-11 4, 9), and deal less damage (11%/13% 7%/10%) without any proper compensation on their knockback (first hit 50 base/93 growth → 32 base/93 growth, second hit 50 base/90 growth → 32 base/93 growth) making them far weaker. The first hit can no longer KO reliably unless at 150% near the edge. It also has increased ending lag (frame 34 38).}}
**{{buff|The finisher uses one much larger extended hitbox (4u/4u/4u 8u) that is positioned further away from Meta Knight (z offset: 14 20), giving it much more range.}}
*{{change|Down smash has a new animation, where Meta Knight slashes inward around himself in a single spin, and he uses a new voice clip for it which was previously a Sound Test-only clip in ''Brawl''.}}
**{{nerf|The finisher has more startup lag (frame 1 3) and much more ending lag (FAF 12 35) compared to the previous finisher.}}
***{{nerf|When combined with its higher knockback, this notably prevents it from leading into a down smash at higher percents.}}
**{{nerf|The finisher has a much higher [[Freeze frame|hitlag]] multiplier (1x 2.5x), making it much easier to DI.}}
*[[Forward tilt]]:
**{{change|Meta Knight now vocalizes during each of forward tilt's hits, instead of only during its last hit.}}
**{{change|If Meta Knight [[buffer]]s forward tilt, he will no longer automatically perform the second hit.}}
**{{nerf|The first hit has more startup lag (frame 3 → 6) and a longer total duration (FAF 24 → 26).}}
***{{buff|However, its total duration was not fully compensated, giving it slightly less ending lag.}}
**{{nerf|The first two hits deal less damage (4% (hit 1)/3% (hit 2) → 2% (both)).}}
**{{nerf|The first two hits transition later (frame 5 (hit 1)/4 (hit 2) → 11/7). This makes performing all three hits in quick succession much slower, hindering the move's mixup potential and safety.}}
**{{nerf|The first two hits have smaller hitboxes which are now extended (5u/5u → 3.5u/3.5u) and the far hitbox has been moved closer to Meta Knight (z offset: 18 (hit 1)/19 (hit 2) → 13/16), reducing their range, especially the first hit.}}
**{{nerf|The first two hits have lost their nearest hitbox, significantly reducing their range inside Meta Knight and removing their ability to lock opponents.}}
**{{buff|The first hit launches opponents at a lower angle (60°/80° → 66°/85°), making it connect more reliably into the second hit.}}
**{{buff|The first two hits now have consistent base knockback (14/8 → 8). When combined with their lower damage, this makes the move connect more reliably at higher percents.}}
**{{buff|The third hit deals more knockback (50 (base), 113 (scaling) → 80/107).}}
**{{buff|The third hit has less ending lag (FAF 34 → 31).}}
**{{change|The third hit launches opponents at a lower angle (65° → 361°). This improves its KO and edgeguarding potential, but removes its set-up potential.}}
**{{nerf|The third hit deals less damage at close range (5% → 4%).}}
**{{nerf|The third hit has a higher hitlag multiplier (1× → 2×), making it easier to DI.}}
**{{nerf|The third hit's far hitbox is smaller (6u → 5u), it has been moved closer to Meta Knight (z offset: 19 → 14), and the near hitbox has been removed, reducing its horizontal range despite now using an extended hitbox.}}
***{{buff|However, the near hit is larger than the previous upper hitbox (5u → 6u) and it is now extended, giving the move slightly more range above Meta Knight.}}
**{{nerf|The third hit's lower hitbox has been removed, reducing its range below Meta Knight.}}
*[[Up tilt]]:
**{{buff|Up tilt has less ending lag (FAF 36 → 35).}}
**{{nerf|Up tilt has more startup lag with a shorter duration (frame 7 (early)/8-12 (mid)13-18 (late) → 8/9-10/11-14).}}
**{{nerf|Up tilt has an altered animation where Meta Knight does not jump as high. This gives the mid and late hits less range above Meta Knight.}}
**{{nerf|Up tilt has a higher hitlag multiplier (1× → 1.2×), making it easier to DI.}}
**{{buff|The early hit now has a hitbox on Meta Knight's sword, giving it much more vertical range.}}
**{{buff|The early hit's lower hitbox is positioned further away from Meta Knight (z offset: 0 → 2.2), giving it more range in front of Meta Knight.}}
**{{change|The early and mid hits now launch opponents towards Meta Knight (85° → 95°).}}
**{{nerf|The early hit deals less knockback (40 (base), 120 (scaling) → 60/90).}}
**{{nerf|The early hit's new sword hitbox deals less damage (7% → 5%) which along with its lower knockback, greatly hinders its KO potential.}}
**{{nerf|The early hit's lower hitbox is now static, rather than being attached to Meta Knight's hand. This means that while the hitbox is lager (7u → 8u), it is actually roughly one unit smaller in game, as its size is no longer increased as Meta Knight's hand moves.}}
***{{nerf|When combined with the hitbox being moved further forwards, this greatly reduces the move's range behind Meta Knight.}}
**{{nerf|The early hit's lower hitbox is positioned much higher (y offset: -1.7 → 15.2), with the move no longer hitting below Meta Knight or even reaching below his feet, despite him now jumping during the early hit. This allows shorter characters to crouch under the move.}}
**{{nerf|The mid and late hits now deal consistent damage on the sword (7%/8% → 7%).}}
**{{nerf|The mid and late hits deal less knockback on the sword (35 (base), 145/130 (scaling) → 60/90), significantly hindering its KO potential.}}
**{{nerf|The mid hit's hand hitbox deals less damage (6% → 5%) and knockback (35 (base), 120 (scaling) → 60/90), significantly hindering its KO potential.}}
**{{nerf|The mid and late hit's have smaller hitboxes (6u/6u (sword)/10u (mid hand)/6u (late hand) → 5.5u (sword)/8u/5.5u).}}
**{{nerf|The mid and late hit's sword hitbox is now one extended hitbox rather than two normal hitboxes. This hitbox covers less range overall due to its smaller size.}}
*[[Down tilt]]:
**{{buff|Down tilt deals more damage at far range (4% → 5%).}}
**{{buff|Down tilt has higher base knockback outside of the furthest range (11/6 → 15).}}
**{{nerf|Down tilt has more ending lag (FAF 16 → 19).}}
**{{nerf|Down tilt deals less damage at close range (6%/7% → 5%).}}
**{{nerf|Down tilt has a lower [[trip]] chance (30% → 25%).}}
**{{nerf|Instead of having four regular hitboxes, down tilt has two extended hitboxes, one which hits grounded opponents and another that hits aerial opponents. These hitboxes are smaller (3u (far)/4u/4u/4u (near) → 2.2u (grounded)/3.2u (aerial) and they are positioned much closer to Meta Knight (z offset: 20 → 13 (grounded)/8 (aerial)).}}
***{{nerf|The move also does not extend as far inside of Meta Knight (z offset: 2 → z stretch: 6), giving it less range inside of Meta Knight.}}
**{{nerf|Down tilt has a new animation where Meta Knight does not move nearly as far forward. When combined with its altered hitboxes, this greatly reduces the move's range, to the point where the move has around 70% the range against grounded opponents and less than 60% the range against aerial opponents.}}
***{{nerf|This new animation also considerably hinders the move's use as a pseudo-[[crawl]] option.}}
***{{nerf|This new animation is also longer (25 frames → 35), increasing the amount of time Meta Knight cannot turn around after performing the move.}}
**{{nerf|The introduction of the 3 hit lock limit combined with down tilt's higher ending lag and Meta Knight's slower forward roll hinders the move's [[0-death]] potential against opponents who missed a [[tech]].}}
*[[Dash attack]]:
**{{nerf|Dash attack has more startup lag with a shorter duration (frames 5-11 → 7-11).}}
**{{nerf|Dash attack deals less damage (6%/7%/8% → 5%/6%).}}
**{{nerf|Dash attack covers less distance overall.}}
**{{change|Dash attack now always launches opponents in the direction Meta Knight is facing. This allows it to set up combos more reliably but hinders its ability to set up crossups.}}
**{{buff|Dash attack deals more knockback (40 (base), 88 (scaling) → 70/90). When combined with the changes to hitstun canceling and [[DI]], this significantly improves its combo potential (now being one of his best combo starters).}}
**{{buff|Dash attack has larger hitboxes (4.2u/4.2u/4.2u → 5.5u/5u/4u) which are positioned further away from Meta Knight (z offset: 0/2/4 → y offset: -1/-6/-10), greatly improving its range relative to Meta Knight.}}
*[[Forward smash]]:
**{{buff|Forward smash deals more damage (14% → 16%) and knockback (28 (base), 99 (scaling) → 30/(108/98), significantly improving its KO potential, especially the near hit.}}
**{{buff|Meta Knight now vocalizes once his forward smash's hitboxes become active, rather than as soon as he starts it. Due to its high startup lag, this makes forward smash harder to react to while being interruptible at the end.}}
**{{buff|The changes to shields significantly benefit forward smash as the move is now safe (in terms of frame advantage) against a sizeable portion of the cast.}}
**{{change|Forward smash has an altered animation. Meta Knight now draws Galaxia farther back and slashes outward in a more pronounced motion, ending the slash behind himself and taking a while to re-adjust to his neutral stance (which can be interrupted).}}
**{{change|Forward smash's hitboxes are positioned lower (y offset: 6.4 → 5).}}
**{{nerf|Forward smash has a shorter duration (frames 24-25 → 24).}}
**{{nerf|Forward smash has smaller hitboxes (7u/6u/6u/6u → 6.2u/5.2u), with the upper/lower hitboxes being removed. This significantly reduces forward smash's vertical range.}}
**{{nerf|The near hitbox has been moved further away from Meta Knight (z offset: 5 → 9), considerably reducing the move's range behind Meta Knight.}}
**{{nerf|The far hitbox is now extended and it has been positioned closer to Meta Knight (z offset: 19 → 13/z stretch: 17), reducing the move's range.}}
**{{nerf|The near hitbox has a higher hitlag multiplier (1× → 1.5×), making it easier to DI.}}
*[[Up smash]]:
**{{change|Up smash has an altered animation. Meta Knight now slashes upward at a slightly higher height.}}
**{{change|Meta Knight now vocalizes once his up smash's hitboxes become active, rather than as soon as he starts it.}}
**{{change|The upper hitbox now uses an extended hitbox.}}
**{{nerf|Up smash has smaller hitboxes (5u/6.3u/6.3u/6.3u (hits 1 and 2)/6.5u/7.5u/7.5u/7.5u (hit 3) → (4.5u/4.5u/4.5u)/(5.5u/5.5u/6u)).}}
**{{nerf|The upper hitbox has been moved closer to Meta Knight (y offset: 22 (hit 1)/24 (hits 2 and 3) → 20 (all)), giving the move less range above Meta Knight.}}
**{{nerf|The side hitboxes have been moved slightly closer to Meta Knight (z offset: -11.2/9.6 → 10.2/8.6), giving the move less horizontal range.}}
**{{nerf|The hitbox on Meta Knight's body has been removed, greatly reducing the move's range below Meta Knight to the point where it can no longer hit shorter opponents who are on the ground.}}
**{{buff|The first two hits launch opponents at different angles (90°/115°/115° → [[autolink angle|366°]]/155°/155°), making them connect more reliably.}}
**{{buff|The first hit deals less knockback (0/30/30 (base), 80/40/40 (set), 100 (scaling) → (30/30/30)/(20/25/25) which along with its altered angle, makes it connect more reliably into the second hit.}}
**{{buff|The second hit deals less knockback (0/20/20 (base), 90/30/30 (set), 100 (scaling) → (30/30/30)/(20/25/25) which along with its altered angle, makes it connect more reliably into the third hit hit.}}
**{{buff|The upper hitbox on the first two hits now has the highest priority (ID# 3 → 0). As the hitbox now uses the auto-link angle rather than a vertical angle, this improves the move's reliability.}}
**{{change|The first two hits' side hitboxes are positioned slightly lower (y offset: 17 → 16).}}
**{{buff|The third hit deals more knockback (62 (base), 145 (scaling) → 65/166) and the side hitboxes launch opponents at a higher angle (70° → 85°), significantly improving its KO potential.}}
**{{nerf|The third hit has a higher hitlag multiplier (1× → 2×), making it easier to DI.}}
*[[Down smash]]:
**{{change|Down smash has an altered animation. Meta Knight now slashes inward around himself while spinning once.}}
**{{change|Down smash now has a voice clip as Meta Knight performs his down smash. While this sound clip does exist in ''Brawl'', it would never play in game as it was tied to the move's startup animation which was 0 frames long.}}
**{{nerf|Down smash has a shorter duration (frames 4-5 (front)/9-10 (back) → 4/9).}}
**{{nerf|Down smash has more ending lag (FAF 34 (buffered)/35 (non-buffered) → 38/39).}}
**{{nerf|Down smash deals less damage (11% (front)/13% (back) → 7%/10%), significantly hindering its KO potential (especially the front hit) despite its lower launch angle (361° → 35°) and the second hit's higher knockback scaling (90 → 93).}}
**{{nerf|The nearest and furthest hitboxes have been removed and the remaining hitboxes are smaller (5.2u/4.9u → 4.5u/4u), significantly hindering down smash's range (reducing its range by over 25% both in front and especially inside of Meta Knight).}}


===Aerial attacks===
===Aerial attacks===
*{{nerf|All aerials (except neutral aerial's late hit) deal less damage (neutral aerial: 19% → 10% (no longer hits twice), forward aerial: 10% → 7.4%, back aerial: 10% → 8.4%, up aerial: 6% → 5%, down aerial: 7%/9% → 6%), though knockback has been compensated on all moves except up aerial.}}
*{{buff|All aerials have lost their transcendent priority, allowing them to cancel out projectiles. This especially benefits neutral aerial due to its lack of disjoint.}}
*{{nerf|All aerials have shorter range.}}
**{{nerf|However, this also hinders their ability to deal with short ranged low priority moves such as [[Fox Illusion]].}}
*{{nerf|All aerials have decreased [[interruptibility]] (neutral aerial: frame 32 44, forward aerial: frame 39 → 46, back aerial: frame 46 52, up aerial: frame 13 27, down aerial: frame 26 28). In particular, up aerial can only be performed once in a short-hop, down from three.}}
*[[Neutral aerial]]:
*{{nerf|All aerials have increased landing lag (neutral aerial: 15 → 16, forward aerial: 15 20, back aerial: 12 18, up aerial: 12 18, down aerial: 15 22).}}
**{{nerf|Neutral aerial has an altered animation. Meta Knight now cartwheels, instead of somersaulting. This new animation is slightly longer (47 frames → 49), increasing the amount of time Meta Knight cannot grab ledges after performing the move.}}
*{{nerf|All aerials have worse [[auto-cancel]] frames (neutral aerial: frame 25 40, forward aerial: frame 21 44, back aerial: frame 33 40, up aerial: frame 21 24, down aerial: frame 24 26). Combined with Meta Knight's increased falling speed, neutral, forward, and back aerials no longer auto-cancel in a short-hop.}}  
**{{nerf|Neutral aerial has more startup lag with a shorter duration (frames 3-4 (clean)/5-24 (late) → 6-7/8-20).}}
*{{nerf|Except for back aerial, all aerials have shorter hitbox durations (neutral aerial: frame 3-24 → 6-20, forward aerial: frame 6-7, 10-11, 13-14 9, 12, 15, up aerial: frame 2-3 6, down aerial: frame 4-5 → 4).}}
**{{nerf|Neutral aerial has more ending lag (FAF 32 → 44), preventing Meta Knight from performing two neutral aerials in a short hop.}}
*{{nerf|Neutral aerial (frame 3 → 6), forward aerial (frame 6 → 9) and up aerial (frame 2 → 6) are slower.}}
**{{nerf|Neutral aerial has more landing lag (15 frames → 16).}}
*{{buff|Neutral aerial has more base knockback (30 40) and the late hit now deals more damage (5%/6%/7% 7.5%) and the same amount of knockback as the initial hit (20 → 40), meaning neutral aerial is stronger overall.}}
**{{nerf|Neutral aerial [[auto-cancel]]s much later (frame 25 → 50) going from doing so as soon as the hitboxes ended to no longer doing so until the animation ends. This drastically hinders neutral aerial's safety, with the move no longer auto-canceling in a short hop.}}
*{{change|Neutral aerial's animation has been altered: rather than somersaulting forward while holding his sword above him, Meta Knight spins on his sides in a cartwheeling motion with his sword pointing above him.}}
**{{nerf|The clean hit deals less damage (12% → 10%) hindering its KO potential despite its higher base knockback (30 → 40).}}
*{{buff|Forward aerial's final hit has higher knockback growth (122 140), and has a different trajectory (Sakurai Angle 48°). Along with Meta Knight's faster air speed, this consistent angle arguably makes it more effective in a Wall of Pain.}}
**{{nerf|The clean hit's body hitbox is smaller (8u → 7u).}}
*{{change|Forward aerial is now properly affected by stale-move negation.}}  
**{{nerf|When the late hit becomes active, the clean hit's hitboxes are no longer called to be removed. This means that neutral aerial now has a clean hit and a late hit rather than having two separate hits, preventing both hits from connecting and greatly reducing its maximum damage potential (19% → 10%).}}
*{{buff|Back aerial has significantly more growth (175 212). Aerial opponets will also get sent at the [[autolink angle]], sending them downward if it connects while Meta Knight is falling, allowing it to setup combos and be used as a surprise attack, improving its utility.}}
**{{buff|The late hit deals more damage (7%/6%/5% → 7.5%) and has higher base knockback (20 → 40), improving its KO potential.}}
*{{buff|Up aerial has less base knockback (40 30) but more knockback growth (125 128). While this lessens its situational KO power, its lowered base knockback and decreased damage allow it to combo to higher percentages.}}
*[[Forward aerial]]:
*{{buff|Both hitboxes of down aerial deal consistent knockback (15/30 base, 105/105 growth  → 30/30 base, 108/108 growth), with an overall increase in knockback. The sweetspot now takes priority over the sourspot.}}  
**{{nerf|Forward aerial has more startup lag (frame 6 (hit 1)/10 (hit 2)/13 (hit 3) → 9/12/15).}}
*{{nerf|Down aerial has a much smaller hitbox in front of Meta Knight. All portions of the slash have a slightly higher trajectory (sweestpot 23° → 35°, sourspot 35° → 50°), and only the sweetspot is a semi-spike.}}
***{{buff|However, the gap between the first and second hit is one frame shorter, allowing them to connect more reliably.}}
**{{nerf|Forward aerial has more ending lag (FAF 40 46) and a longer animation (39 frames 54).}}
**{{nerf|Forward aerial has more landing lag (15 frames 16).}}
**{{nerf|Forward aerial has a shorter initial auto-cancel window (frames 1-3 1).}}
**{{nerf|Forward aerial auto-cancels much later (frame 22 44), no longer doing so in a short hop.}}
**{{nerf|Forward aerial now consists of one extended hitbox close to Meta Knight and one normal hitbox further away from him (with each having two separate sets of hitboxes for grounded and aerial opponents) rather than four normal hitboxes forming a square in front of him which hit both grounded and aerial opponents.}}
***{{nerf|The far hitbox is positioned closer to Meta Knight (z offset: 15 (hits 1 and 2)/14 (hit 3) → 13 (all)) and its height is inbetween the previous set of hitboxes (y offset: 1/10 → 6 (hits 1 and 2)/2.5 (hit 3)).}}
***{{nerf|The near hitbox is positioned closer to Meta Knight (z offset: 6 (hits 1 and 2)/3 (hit 3) → 7 (all)) and it does not extend as much vertically (y offset: 1/10 6/y stretch: 9 (hits 1 and 2)/8.5 (hit 3)).}}
****{{nerf|These changes reduce the first two hit's range overall as well as reducing the third hit's range behind Meta Knight and reducing every hit's vertical range from far ranges.}}
**{{buff|With the exception of the second hit's far hitbox, forward aerial has larger hitboxes (3.5u/3.5u/3.5u/3.5u 4.5u/4u (hit 1), 4u/4u 4.5u (hit 2 near), 5u/5u/5u/5u → 6.5u/6.5u (hit 3)). This gives the third hit slightly more horizontal range.}}
**{{nerf|The first two hits deal less damage (3% → 1.5% (aerial)/2.2% (grounded)).}}
**{{buff|The first two hits have altered set knockback against aerial opponents (80 (low)/5 (high) → 40) and the near hitbox launches opponents at a higher angle (60° (low)/45° (high) 85°), improving their reliability against aerial opponents.}}
**{{nerf|The far hitbox launches aerial opponents at a less favorable angle (98° (low)/90° (high) 85°).}}
**{{nerf|The first two hits now consistently launch grounded opponents horizontally (60°/98° (low)/45°/90° (high) 361°) and they deal more knockback to grounded opponents (0 (base), 80/5 (set), 100 (scaling) 30/0/130). This hinders their reliability as well as greatly hindering their followup potential (especially against heavier characters), while also not granting them KO potential at realistic percents.}}
**{{buff|The third hit's near hitbox launches opponents at a slightly lower angle (50° 48°), slightly improving its KO and edgeguarding potential.}}
**{{nerf|The third hit deals less damage (4% → 3%) without full compensation on its knockback scaling (122 140).}}
***{{nerf|When combined with the first two hit's lower damage output, this reduces forward aerial's maximum damage output (10% 7.4%).}}
**{{nerf|The third hit's far hitbox launches opponents at a higher angle (361° → 48°), hindering its KO and edgeguarding potential.}}
**{{nerf|The third hit has a higher hitlag multiplier (1× → 2×), making it easier to DI. Forward aerial cannot be [[frame cancel]]ed, preventing it from benefitting from the introduction of the technique.}}
*[[Back aerial]]:
**{{nerf|Back aerial has more ending lag (FAF 48 → 52) and a longer animation (47 frames → 59).}}
**{{nerf|Back aerial has more landing lag (12 frames → 18).}}
**{{nerf|Back aerial auto-cancels later (frame 33 → 40), no longer doing so in a short hop.}}
**{{nerf|Back aerial has smaller hitboxes (6.3u/5u/5u (hit 1)/6.5u/5u/5u (hit 2) → 4.2u/4.2u (both), 7u/5u/5u 5.2u/5u (hit 3)), giving the far hitbox less horizontal range.}}
**{{change|The far hitbox has been repositioned lower (y offset: 7.2 (hits 1 and 3)/6.4 (hit 2) → 4.5 (hit 1)/2 (hit 2)/7 (hit 3)).}}
**{{nerf|The near hitbox is now one extended hitbox rather than two normal hitboxes. The hitbox does not extend as far vertically (y offset: 2.8/11.6 (hits 1 and 3)/2/10.8 (hit 2) 2.5/y stretch: 6.5), giving back aerial less vertical range, especially from above.}}
***{{buff|However, this does also give the third hit slightly more range below Meta Knight.}}
**{{buff|The near hitbox has been moved closer to Meta Knight (z offset: 8 → 6), giving back aerial more range inside of Meta Knight.}}
**{{buff|Back aerial now always launches opponents in the opposite direction Meta Knight is facing. As the move hits multiple times, this improves its reliability.}}
**{{nerf|The first two hits deal less damage (3% (hits 1 and 2)/10% (total) 1.5% (aerial)/2.2% (grounded)/8.4% (maximum total)).}}
**{{buff|The first two hits now use the auto-link angle against aerial opponents (80° 366°) and they have higher set knockback (48/35/20 90). This makes them connect more reliably, as well as granting them edgeguarding and drag down setup potential.}}
**{{nerf|The first two hits now launch grounded opponents horizontally (80° → 45°) and they deal more knockback to grounded opponents (0 (base), 48/35/20 (set), 100 (scaling) → 40/0/130). This hinders their reliability as well as hindering their followup potential, while also not granting them KO potential at realistic percents.}}
**{{buff|The third hit has higher knockback scaling (175 → 212), significantly improving its KO potential.}}
**{{nerf|The third hit has a higher hitlag multiplier (), making it easier to DI. Back aerial cannot be frame canceled, preventing it from benefitting from the introduction of the technique.}}
*[[Up aerial]]:
**{{nerf|Up aerial has more startup lag with a shorter duration (frames 2-3 → 6), no longer being the fastest aerial in the game.}}
**{{nerf|Up aerial has much more ending lag (FAF 14 27). When combined with its higher startup lag, this greatly hinders up aerial's juggling and sharking potential.}}
***{{nerf|When combined with Meta Knight's lower short hop, this also means that Meta Knight can now only perform one up aerial in a short hop as opposed to three.}}
**{{nerf|Up aerial has a longer animation (23 frames → 36).}}
**{{nerf|Up aerial has more landing lag (12 frames → 18).}}
**{{nerf|Up aerial auto-cancels later (frame 21 24).}}
***{{nerf|This is further exacerbated when combined with the move's higher ending lag, as Meta Knight can no longer use the initial auto-cancel window of another aerial to make the move auto-cancel earlier.}}
**{{nerf|Up aerial deals less damage (6% → 4%) and knockback (40 (base), 125 (scaling) → 30/128).}}
***{{buff|However, this also improves the move's followup potential at higher percents.}}
**{{nerf|Up aerial launches opponents at lower angles (78°/78°/60°/60° → 69°/69°/52°). When combined with its higher ending lag, this significantly hinders up aerial's followup potential at lower percents.}}
**{{nerf|Up aerial has a higher SDI multiplier (1x → 1.5x).}}
**{{nerf|Up aerial has smaller hitboxes (5.5u/5.5u/5u/5u → 3.5u/3u/3u) and they are now extended. This gives up aerial less range below Meta Knight as well as less range in front of him despite the right side hitbox being extended further away from Meta Knight (z offset: 8 9.5).}}
**{{nerf|Up aerial hitboxes have been positioned higher (y offset: 17/14 19/16). While this allows the move to retain its vertical range despite its smaller hitboxes, this also gives it much less range below Meta Knight.}}
**{{nerf|The left side hitbox has been extended closer to Meta Knight (z offset: -12.8 → -11.5), giving the move much less range behind Meta Knight.}}
**{{buff|The changes to hitstun canceling and DI combined with the move's lower knockback makes up aerial a more reliable combo move at higher percents despite the drastic nerfs to its speed.}}
*[[Down aerial]]:
**{{nerf|Down aerial has a shorter duration (frames 4-5 → 4).}}
**{{nerf|Down aerial has more ending lag (FAF 26 → 28) and a longer animation (25 frames → 29).}}
**{{nerf|Down aerial has more landing lag (15 frames → 22).}}
**{{nerf|Down aerial auto-cancels later (frame 24 → 26).}}
**{{nerf|Down aerial deals less damage (7% (center)/9% (sides) → 6% (both)), without full compensation on its knockback (30/15 (base), 105 (scaling) → 30/108).}}
**{{nerf|Down aerial has smaller hitboxes (5.4u/5.2u/5.4u/5.4u → 3.5u/3u/3u) and they are now extended.}}
**{{change|The middle hitbox has been positioned slightly lower (y offset: 6.4 → -6.5).}}
**{{nerf|The side hitboxes has been positioned lower (y offset: 3.4 → y stretch: 4.5). This gives the move less range above Meta Knight with the move still having less range below Meta Knight due to the hitboxes being smaller.}}
**{{nerf|The side hitboxes have been moved closer to Meta Knight (z offset: 10/-10 → z stretch: 6/-8), reducing the move's horizontal range, especially in front of Meta Knight.}}
**{{nerf|The side hitboxes launches opponents at a much higher angle (23° → 50°), greatly hindering their edgeguarding potential.}}
***{{nerf|Altogether, these changes considerably hinder its spacing and edgeguarding potential.}}


===Throws/other attacks===
===Throws/other attacks===
*{{nerf|All grabs have increased start-up (standing: frame 7→ 8, dash: frame 8 9, pivot: frame 8 9) and ending lag (standing: frame 29 32, dash: frame 39 40, pivot: frame 34 38).}}
*[[Grab]]s:
*{{buff|Up throw has a hitbox during the landing proportion for non-grabbed opponents that deals massive knockback, capable of KOing below 100%, giving it much more utility in [[doubles]].}}
**{{nerf|All grabs have more startup lag (frame 6 (standing)/8 (dash)/7 (pivot) → 7 (standing)/9 (dash/pivot)).}}
*{{nerf|Up throw deals 2% less damage (12% → 10%) (knockback compensated).}}
**{{nerf|Standing and pivot grabs have more ending lag (FAF 30 (standing)/36 (pivot) → 32/38).}}
*{{buff|The removal of hitstun cancelling significantly benefits both forward and down throws, with followups possible all the way into KO percents depending on DI, particularly with Shuttle Loop.}}
**{{buff|Standing grab extends further inside of Meta Knight (z offset: 6 → 4), giving it more range inside of him.}}
*{{nerf|Down throw deals less damage (11% → 7.5%) and has much more knockback growth (110 170), making it less reliable for follow-ups at high percents.}}
**{{buff|Dash and pivot grabs extend further away from Meta Knight (z offset: 9 (dash)/-14 (pivot) → z stretch: 10.8/-15), giving dash grab slightly more range.}}
**{{nerf|All grabs have smaller grabboxes (4u → 3u (standing/pivot)/2.4u (dash)).}}
**{{nerf|Standing grab does not extend as far away from Meta Knight (z offset: 12 z stretch: 10) which along with its smaller size, considerably reduces its range.}}
**{{nerf|Dash and pivot grabs do not extend as far inside of Meta Knight (z offset: 3 (dash)/0 (pivot) 4/-4), giving them less range inside of Meta Knight.}}
*{{buff|The changes to aerial [[grab release]]s benefit Meta Knight as while he has also lost all of his aerial grab release followups outside of [[Galaxia Darkness]], he himself is far less vulnerable to aerial grab release followups. As he typically could not force an air release on stage in most circumstances, these changes benefit him overall.}}
*[[Pummel]]:
**{{nerf|Pummel has more ending lag (FAF 24 → 27).}}
*[[Forward throw]]:
**{{nerf|Forward throw's hitbox has more startup lag (frame 4 8 (foot)/9 (heel)).}}
**{{nerf|The heel hitbox is smaller (5u → 4u) and it is no longer extended, significantly reducing its range.}}
**{{buff|The foot hitbox has a longer duration (frame 4 8-9).}}
**{{change|The heel hitbox is positioned closer to Meta Knight (y/z offsets: 11/11 → 8/10).}}
**{{buff|Meta Knight releases opponents from forward throw later (frame 5 10). While this does make the throw easier to DI, it also reduces its ending lag as its total duration was unchanged.}}
***{{buff|When combined with the changes to hitstun canceling and DI, this significantly improves forward throw's combo potential.}}
*[[Back throw]]:
**{{buff|Back throw's hitbox has a longer duration (frame 16 → 16-17).}}
**{{change|Meta Knight releases opponents from back throw one frame later (frame 17 → 18). While this does make the throw easier to DI, it also reduces its ending lag as its total duration was unchanged.}}
***{{buff|When combined with the changes to hitstun canceling and DI, this improves back throw's combo potential.}}
*[[Up throw]]:
**{{buff|Up throw has received an incredibly powerful collateral hitbox shortly before Meta Knight lands, significantly improving its utility outside of 1v1 matches.}}
**{{change|Meta Knight releases opponents from up throw one frame later (frame 44 → 45).}}
**{{nerf|Up throw deals less damage (12% → 10%), although its knockback scaling was compensated (60 → 70).}}
*[[Down throw]]:
**{{nerf|Down throw's first 9 hits deal less damage (1% → 0.5%), reducing the throw's total damage output (11% → 7.5%).}}
**{{buff|The 10th hit has a longer duration (frame 73 → 73-74).}}
**{{buff|The 10th hit has higher base knockback (50 → 60).}}
**{{change|The 10th hit launches opponents at a lower angle (90° → 70°). This grants Meta Knight more followup options against bystanders but makes it more susceptible to DI.}}
**{{nerf|The throw deals more damage (1% → 2%) and deals significantly more knockback (60 (base), 110 (scaling) → 50/170). This hinders its followup potential at higher percents while still being too weak to KO at realistic percents.}}
**{{buff|The throw launches at a higher angle (50° → 60°), improving its followup potential.}}
**{{buff|Meta Knight releases opponents from down throw one frame later (frame 74 → 75). This slightly reduces the throw's ending lag, and since the throw already executes so slowly, the additional frame to DI the throw is completely negligible.}}
***{{buff|When combined with its higher launch angle and the changes to hitstun canceling and DI, this significantly improves down throw's combo potential despite its higher knockback.}}
*[[Floor attack]]s:
**{{buff|Floor attacks' second hits have less startup lag (frame 26 → 24).}}
**{{buff|Floor attacks have less ending lag (FAF 50 → 46).}}
**{{buff|Floor attacks deal more damage (6% → 7%) and shield damage (1 → 8) per hit, without full compensation on their knockback scaling (50 → 48).}}
**{{nerf|Floor attacks have less intangibility (frames 1-27 → 1-25).}}
**{{nerf|Floor attacks launch opponents at a higher angle (361° → 48°).}}
**{{nerf|Both floor attacks now use one static extended hitbox rather than multiple normal hitboxes attached to Meta Knight. The moves now have a consistent size (7u/5u → 5u) and they do not extend as far (z offset: (16/-16)/0 → (13/-13)/z stretch: 5/-5), reducing their range.}}
*[[Edge attack]]:
**{{buff|As with other edge attacks, edge attack no longer has set knockback (110 (set), 100 (scaling) → 90 (base)/20).}}
**{{nerf|Edge attack has a shorter duration (frames 25-28 → 25-27).}}
**{{nerf|Edge attack has less intangibility (frames 1-23 → 1-22).}}
**{{nerf|Edge attack deals less damage (8% → 7%) and launches opponents at a less favorable angle (361° → 45°).}}
**{{nerf|Edge attack now uses one extended hitbox rather than four normal hitboxes which does not extend as far (z offset: 15/-4 → -14/z stretch: 2), giving it less range, especially behind Meta Knight.}}
**{{nerf|As with other edge attacks, edge attack can no longer send opponents behind Meta Knight, removing its ability to set up edgeguards.}}
*[[Trip attack]]:
**{{buff|Trip attack deals more shield damage (1 → 8) per hit.}}
**{{buff|Trip attack has a larger hitbox (4.5u/4.5u/3.8u/3u → 5u), giving it more vertical range, especially close to Meta Knight.}}
***{{nerf|However, it now uses one extended hitbox rather than four normal hitboxes which does not extend as far (z offset: (-15/15)/0 (-13/13)/z stretch: -5/5), giving it less horizontal range.}}
**{{nerf|Trip attack has less intangibility (frames 1-8 → 1-7).}}


===Special moves===
===Special moves===
*{{buff|[[Mach Tornado]] is now significantly more difficult to SDI out of due to SDI'ing becoming less effective. Its final hit additionally has increased base knockback (35 → 55).}}
*[[Mach Tornado]]:
*{{nerf|Mach Tornado lasts for a slightly shorter amount of time and has increased landing lag. It has worse hitbox placements and sizes, making it easier to intercept. In addition, Mach Tornado grants less vertical distance, has increased aerial ending lag and can no longer [[edge sweetspot]] at all, ruining its vertical recovery potential.}}
**{{buff|Mach Tornado's loop hits deal less knockback (0 (base), 50/90 (set), 100 (scaling) → 10/0/100) and they now use the autolink angle against aerial opponents (90° → 366°). This makes Mach Tornado connect more reliably.}}
*{{change|Mach Tornado has new special effects that no longer completely cover Meta Knight from sight.}}
**{{buff|The final hit has higher base knockback (35 → 55), improving its KO potential.}}
*{{buff|[[Drill Rush]] connects more reliably and has much stronger knockback (30 base/100 growth → 40 base/200 growth). The small jump at the end of the move also goes much farther when it connects with an object, making it better for avoiding counterattacks.}}
**{{change|Mach Tornado's visual effects have slightly changed. Its trail is now noticeably thinner.}}
*{{nerf|Drill Rush has more [[startup]] lag and cannot allow a small jump at the end unless the last attack connects with a solid object (such as an opponent, a wall or a floor).}}
**{{change|Mach Tornado spin speed needed to stop spinning is slightly lower (10 → 9).}}
*{{buff|[[Shuttle Loop]] now has a second damaging upward loop, dealing overall more damage (9% → 12% (aerial)/15%(grounded)), with increased knockback growth (130 (grounded)/118 (aerial)). The aerial version has slightly less start-up (frame 8 → 7), and deals vertical knockback, making it a more potent onstage KO option. It also significantly benefits Meta Knight's vertical recovery even further.}}
**{{change|Mach Tornado now has a consistent rehit rate of 6, rather than the rehit rate depending on how long it takes Meta Knight to spin a full 360°.}}
*{{nerf|Shuttle Loop has far less base knockback (90 → 55), and the aerial version is no longer a semi-spike, removing the attack's utility in edge-guarding. The grounded version has also lost its invincibility frames on start-up. Shuttle Loop no longer transitions into a glide, and now immediately puts Meta Knight into his [[helpless]] animation once the move ends.}}
***{{nerf|This gives Mach Tornado a longer rehit rate during the earlier parts of the spin, especially when Meta Knight is mashing (5/4 frames → 6), making it less safe on shield and easier to potentially fall out of.}}
*{{buff|[[Dimensional Cape]] has higher damage potential (14% → 14%/15%/16%) and deals much more knockback, now being one of his few reliable KO moves. It also has increased invincibility frames (18-26 12-39 (non-attack), 12-28 (attack)).}}
***{{buff|However, this also gives it a faster rehit rate during the later parts of the spin, making it less punishable and harder to fall out of.}}
*{{buff|[[Galaxia Darkness]] no longer attacks Meta Knight's teammates, and only attacks the opponents.}}
**{{nerf|Mach Tornado loses more spin speed per frame (2 → 3). This reduces Mach Tornado's loop hit's minimum duration (frames 12-58 → 12-41).}}
**{{nerf|Repeated button presses increase Mach Tornado's spin speed less (16 → 10) and they lose more spin speed (1.5 → 1.7). When combined with the move losing more speed without button presses, this greatly reduces the loop hit's maximum duration (frames 12-127 → 12-70) as well as greatly reducing the amount of height Meta Knight can gain by using the move.}}
**{{nerf|Mach Tornado has much more ending lag (29 frames → 54), making it much more punishable.}}
**{{nerf|The loop hits now consists of one hitbox in the middle of Meta Knight, rather than one hitbox below him and two hitboxes on the side of him. The previous lower hitbox has been moved much higher up (y offset: -2 → 8) and the side hitboxes have been removed. This significantly reduces the move's range both horizontally and below Meta Knight despite the hitbox being larger (5u → 6u), and slightly extended.}}
***{{buff|However, the hitbox is positioned slightly higher than the previous side hitboxes (y offset: 7 → 8) which along with its larger hitbox, gives it slightly more range above Meta Knight.}}
**{{nerf|The loop hits now deal hitlag. This not only makes the move slower to execute and easier to DI but this also greatly hinders the move's shield pressuring potential, as opponents are trapped in shield for two less frames (as they now only suffer from two frames of shieldstun, rather than four frames of shieldlag Meta Knight does not go through), giving the cast more opportunities to escape and punish the move, especially early on in the move's duration with the move's lower rehit rate.}}
**{{nerf|The loop hit's priority now functions like a standard move, rather than having grounded/aerial priority. This means that the grounded version can no longer clang with aerials while the aerial version can no longer clang with grounded or aerial moves. This greatly hinders the move's safety, especially in the air as opponents can now hit Meta Knight out of the move much more easily.}}
***{{nerf|When combined with the move's reduced range, this also allows more damaging moves without transcendent priority to hit Meta Knight much more easily.}}
**{{nerf|The final hit has a higher hitlag multiplier (1× → 2×), making it easier to DI.}}
***{{nerf|Altogether, these changes greatly hinder Mach Tornado's movement potential and recovery potential as well as greatly hindering its safety and making it much more punishable.}}
*[[Drill Rush]]:
**{{nerf|Drill Rush has more ending lag (FAF 95 → 115).}}
**{{nerf|Drill Rush can no longer be [[edge cancel]]ed.}}
**{{nerf|Drill Rush now only grants the rebounding jump if the player lands the final hit, hindering its safety and recovery potential.}}
**{{nerf|Drill Rush now suffers from [[RCO lag]].}}
**{{buff|Drill Rush travels further.}}
**{{buff|Drill Rush has a longer startup animation (21 frames → 25) however, the move's hitboxes now become active as soon as Meta Knight starts spinning. This makes the move connect much more reliably against opponents at close range while also keeping its startup lag the same despite its longer startup animation.}}
**{{buff|The loop hits have a longer duration (frames 26-65 → 26-69).}}
**{{buff|The loop hits have a lower SDI multiplier during their first four active frames (0.8x → 1x).}}
**{{buff|The loop hits have gained an addition loop hitbox further along Meta Knight's sword, giving it more range.}}
**{{buff|The near hitboxes now have set knockback for the move's first four frames (0 → 30), allowing them to connect more reliably.}}
**{{buff|The loop hit's upper hitbox deals less knockback after the move's first four frames (100 (base), 50 (scaling) → 40/45), allowing it to connect more reliably.}}
**{{buff|The loop hit's previous sword hitbox is positioned close to Meta Knight (x offset: 3.5 → y offset: 2), it launches opponents horizontally for its first four active frames and now uses an autolink angle afterwards (70° → 361° (early)/366° (late)) and it has higher base knockback (50 → 70). When combined with the new front sword hitbox, this makes it connect more reliably.}}
***{{buff|Altogether, these changes make Drill Rush connect much more reliably, especially at close range.}}
**{{change|The loop hit's upper hitbox now launches opponents horizontally (365° → 0°).}}
**{{change|The loop hit's lower hitbox launches opponents at a lower angle (70° → 30° (early)/45° (late)).}}
**{{nerf|The loop hit's hitboxes are smaller (4u/3.5u/5u → 3u/3u/3.5u/4u) and the near hitboxes are positioned further away from Meta Knight (z offset: 4 → 6), reducing their vertical range and their range behind Meta Knight.}}
**{{nerf|The loop hit's upper hitbox is now only active for the move's first four active frames.}}
**{{nerf|The loop hits have a higher SDI multiplier after its first four active frames (0.8x → 1x).}}
**{{buff|The final hit has higher base knockback (30 → 40).}}
**{{buff|The grounded version's final hit has much higher knockback scaling (100/130 → 200), significantly improving its KO potential as well as no longer making it weaker than the aerial version.}}
**{{buff|The final hit's far hitbox is positioned further away from Meta Knight (x offset: 6 → y offset: 10) with the grounded version's far hitbox also being larger (4u → 6u), significantly improving its range.}}
**{{nerf|The final hit has more startup lag with a shorter duration (frames 66-67 (grounded)/66-70 (aerial) → 70 (both)).}}
**{{nerf|The grounded version's final hit's near hitbox is smaller (7u → 6u).}}
**{{nerf|The aerial version's final hit has smaller hitboxes (8u/9u → 6u/6u).}}
**{{nerf|The final hit's near hitboxes are positioned much closer to Meta Knight (x offset: -8 (grounded)/-2 (aerial) → y offset: 4 (both)), giving it much less range inside of Meta Knight.}}
**{{nerf|The final hit has a much higher hitlag multiplier (1× → 3×), making it much easier to DI.}}
*[[Shuttle Loop]]:
**{{change|Shuttle Loop now functions very differently. Instead of a single upwards loop that leads into a glide, Meta Knight performs two upwards loops with the first loop linking into the second one and after the loops, Meta Knight then enters [[helpless|free fall]].}}
**{{change|The first hit has knockback which minimally scales in order to link into the second hit.}}
**{{buff|Shuttle Loop grants much more height, improving its vertical recovery potential.}}
**{{buff|Due to the altered functionality of Shuttle Loop, Meta Knight can now connect both hits of grounded Shuttle Loop reliably while the aerial version's maximum damage output is higher (9% → 12%).}}
**{{nerf|Shuttle Loop now suffers from RCO lag.}}
**{{nerf|The grounded version no longer has intangibility on startup, significantly hindering its ability to stuff out approaches as well as hindering its use as an [[out of shield]] option, especially against multi hitting moves.}}
**{{buff|The grounded version's first hit has two new hitboxes positioned closer to Meta Knight on its first active frame, giving the move more range inside of him.}}
**{{nerf|The grounded version's first hit has smaller hitboxes (6.8u/6.8u (clean)/6u/6u (late) → (4u/4u)/5u/5u)), reducing its range despite its hitboxes being moved further away from Meta Knight on its first active frame (z offset: 12 → 14).}}
**{{buff|The grounded version's second hit has a longer duration (frame 8 → 22-27) compared to the previous clean hit.}}
**{{buff|The grounded version's second hit now launches opponents at a consistent angle (80°/70° → 80°) compared to the previous clean hit.}}
**{{nerf|The grounded version's second hit deals less damage (9% → 6%) and knockback (90 (base), 80 (scaling) → 55/130) compared to the previous clean hit, hindering its KO potential, although this is partially compensated by Meta Knight jumping high up before using the move.}}
**{{nerf|The second hit has smaller hitboxes (6.8u/6.8u → 5.5u/3u) with the far hitbox being positioned closer to Meta Knight (z offset: 12 → 9), reducing its range compared to the previous grounded version's clean hit despite the far hitbox now being extended.}}
***{{buff|However, the smaller hitbox is now positioned inside of Meta Knight, improving its range inside of Meta Knight.}}
**{{buff|The aerial version has less startup lag (frame 8 → 7).}}
**{{buff|The aerial version's first hit's hitboxes are now identical in terms of size and positions to the grounded version. This gives it more range despite its hitboxes being smaller (7u → 4u/4u/4u/4u).}}
**{{buff|The aerial version's second hit deals more knockback (90 (base), 60 (scaling) → 55/118), improving its KO potential despite its lower damage (9% → 6%) compared to the previous clean hit.}}
**{{change|The second hit launches opponents vertically unlike the previous clean hit (30° → 80°).}}
***{{buff|This significantly improves its KO potential near the upper blast line which along with the changes to hitstun canceling and DI, makes it highly effective vertical combo ender.}}
***{{nerf|However, this also significantly hinders its edgeguarding potential which was an area the move was incredibly potent in previously.}}
**{{nerf|Due to its multi hitting nature, Shuttle Loop is a less reliable move, especially at higher percents.}}
**{{nerf|As mentioned earlier, Meta Knight now enters free fall when Shuttle Loop completes rather than gliding. This not only significantly hinder the move's horizontal recovery potential but this also makes the move drastically more punishable, immensely hindering its safety.}}
**{{nerf|Meta Knight can no longer auto-cancel Shuttle Loop if he spaces it to land before it finishes, significantly hindering its utility and safety.}}
***{{nerf|Altogether, these changes along with the move's altered functionality and the grounded version losing its intangibility on startup greatly hinders the move's safety as well as reducing its utility.}}
*[[Dimensional Cape]]:
**{{change|Dimensional Cape's animation has slightly changed. Its non-attacking warp now has Meta Knight face the opposite direction upon reappearing, whereas warping downward from a stationary position on the ground also no longer has him attack behind himself. Conversely, its attacking warp now has Meta Knight perform an upward slash upon reappearing when warping backward (which does not change his direction), whereas his prior slash animation now only applies to a stationary or vertical orientation. Meta Knight also holds Galaxia differently during the attacking warp upon reappearing when warping forward.}}
**{{buff|Dimensional Cape has more intangibility (frames 18-26 → 12-39 (no attack)/12-28 (attack)) with Meta Knight now becoming intangible as soon as he disappears.}}
**{{buff|Dimensional Cape travels further.}}
**{{change|Meta Knight reappears later when using Dimensional Cape (frame 27 → 29).}}
**{{buff|Dimensional Cape has increased horizontal speed (2.5 → 3), allowing it to cover more horizontal distance.}}
**{{nerf|Dimensional Cape has reduced vertical speed (2.5 → 2), reducing its vertical distance.}}
**{{nerf|[[Infinite Dimensional Cape]] has been removed, removing the move's ability to infinitely stall as well as generally hindering its utility.}}
**{{buff|The attack deals more damage when it is not performed backwards (14% → 15% (neutral)/16% (forwards/vertical)).}}
**{{buff|The attack deals more knockback (20 (base), 85/95 (scaling) → 40/98), significantly improved its KO potential, especially when performed forwards or vertically.}}
**{{buff|The attack's hitboxes are larger (7u/5u 8.5u/5.5u (neutral)/11.5u/7.5u (forwards/vertical)) and they are now noticeably extended, significantly improving its range.}}
**{{change|The attack launches opponents at a lower angle (60° → 53°).}}
**{{nerf|The attack has more startup lag (due to Meta Knight reappearing later) with a shorter duration (frames 32-33 → 34).}}
**{{nerf|The attack has more ending lag (55 frames → 64).}}
**{{nerf|The attack has a higher hitlag multiplier (1.2x → 1.4x), making it easier to DI.}}
*[[Galaxia Darkness]]:
**{{buff|Galaxia Darkness no longer attacks Meta Knight's teammates if [[Team Attack]] is turned off.}}
**{{buff|Galaxia Darkness slows down opponents more when it starts up (4x → 5x).}}
**{{nerf|Galaxia Darkness now uses one smaller extended search box (19u/15u/15u → 14u) which does not extend as far (z offset: 2/40 → 7/z stretch: 37), reducing its range.}}
**{{buff|Galaxia Darkness has higher knockback scaling (50 → 55), improving its KO potential.}}
**{{change|Galaxia Darkness' visual effects have changed. The interior of Meta Knight's cape now features a celestial pattern.}}
**{{change|Characters trapped by Galaxia Darkness will now react to being trapped by the move, as opposed to remaining static.}}
***{{bugfix|Due to this change, characters firing a [[Super Scope]] will no longer have their arms stuck in a t-pose position. Additionally, this prevents Kirby from entering a t-pose if he gets hit while using [[Stone]].}}
**{{bugfix|The [[regenerating terrain glitch]] has been fixed.}}
 
==Update history==
Meta Knight has been buffed via game updates. In updates [[1.0.4]] and [[1.0.8]], damage output, knockback, reach, and attack speed were improved on some moves. Update [[1.1.0]] reduced the number of Galaxia's trails on his moves to match his moves' hitboxes, considerably improving his accuracy. The specific buffs to his neutral attack, forward tilt, and neutral aerial have given him more options with which to relieve pressure, and the increased power of his neutral and back aerials have enhanced his KO and edge-guarding potential. Update [[1.1.1]]'s changes to shield mechanics have also been beneficial for Meta Knight: thanks to several of his attacks hitting multiple times and/or having high [[hitlag]] modifiers, most notably forward aerial and forward smash. However the one indirect buff that really improved Meta Knight was 1.0.4 adjusting [[LSI]] to no longer apply on hits that launch between 65-115 degrees; this change made Meta Knight's infamous [[ladder]] and [[bridge]] combos that would define his meta significantly more potent, allowing Meta Knight to string more up and down aerials in the same combo and to connect at wider percentage windows, while also allowing the [[Shuttle Loop]] finisher to KO significantly earlier.
 
While these buffs do not make Meta Knight nearly as potent as he was in ''Brawl'', they have still allowed him to recoup some of his initially weakened offensive potential and remain viable with some notable tournament success. However, update [[1.1.5]] would then nerf Meta Knight; although its decrease of forward aerial's landing lag made it into a new approach option, it altered up aerial's launch angle to be more diagonal and increased its SDI multiplier, both of which make it harder for up aerial to combo into itself for early KOing ladders on most characters. However, the same update and update [[1.1.6]] also brought significant nerfs to {{SSB4|Sheik}}, {{SSB4|Zero Suit Samus}} and {{SSB4|Bayonetta}}, who were some of his most challenging matchups prior to these updates. Overall, Meta Knight has improved since the initial release of ''SSB4''.


==Update History==
'''{{GameIcon|ssb4-3ds}} [[1.0.4]]'''
Meta Knight has been notably buffed so far via game updates. In updates [[1.0.4]] and [[1.0.8]], his damage output, knockback, range and attack speed were all improved. Version [[1.1.0]] reduced the sword trails on his moves to match his attacks' hitboxes, making him much more consistent. The specific buffs to his jab, forward tilt, and neutral aerial have given him more options with which to relieve pressure, and the increased power on his neutral and back aerials has enhanced his KOing and edge-guarding abilities. While these buffs do not make him nearly as potent as he was in ''Brawl'', they are still helpful additions that have over time allowed him to recoup some of his initial lost offensive capability. Furthermore, Meta Knight has achieved notable tournament success thanks to these buffs. Even though the dominating presence he had in ''Brawl'' is now gone, Meta Knight is still viewed as a viable character.
{{UpdateList/1.0.4|char=Meta Knight}}


Version [[1.1.1]]'s changes to shield mechanics are a double-edged sword for Meta Knight: while many of his attacks are safer due to their high [[hitlag]] modifiers, the increased shield-stun weakens his out of shield options, and this is made worse by his heavy reliance on his shield. Thus, his powerful punishing game is slightly held back by the changes. One of his custom moves, Shieldbreaker Drill, benefits from the changes.
'''{{GameIcon|ssb4}} [[1.0.6]]'''
*{{change|Down throw's screen shaking effect is more pronounced.}}
*{{bugfix|Fixed [[Dimensional Cape]]'s [[landing lag glitch]].}}


'''{{GameIcon|ssb4-3ds}} 1.0.4'''
'''{{GameIcon|ssb4}} [[1.0.8]]'''
*{{buff|Neutral aerial deals 10% damage sweetspotted and 7.5% sourspotted instead of 7% sweetspotted and 5% sourspotted.}}
*{{buff|Neutral attack's loop hits deal 0.2% more damage|1%|1.2%; its loop hits' knockback scaling decreased: 40 → 30; its last hit's hitbox size increased: 5.7u → 8u; its ending lag decreased: frame 47 → 35; its SDI multiplier decreased: 1× → 0.6×; and its hitboxes split to cover more space. Altogether, these changes improve its damage racking potential, range and safety.}}
*{{buff|[[Dimensional Cape]] now sends opponents in a more horizontal angle and it can KO sooner.}}
*{{buff|Forward tilt's last hit deals 1% more damage|3%|4% and its last hit's ending lag decreased: frame 41 → 31.}}
*{{buff|Back aerial's final hit deals much more knockback (180 → 212 growth), and the second hit uses the autolink angle.}}
*{{change|Forward tilt's last hit's angle altered|65°|361°. This improves its spacing and edge-guarding potential, but removes its set-up potential.}}
*{{buff|Forward throw now deals 9% damage to all opponents instead of only dealing 3% to most opponents.}}
*{{buff|Neutral aerial's landing lag decreased|20 frames|16.}}
*{{buff|Back throw deals slightly more knockback.}}
*{{buff|The hitboxes of up aerial and down aerial are 12% and 44% farther from Meta Knight, respectively.}}
*{{buff|The sword trails of up aerial and down aerial attacks match the hitboxes better.}}
*{{nerf|The second hit of forward aerial is no longer the [[autolink angle]], meaning it can't be used to drag opponents downward.}}


'''{{GameIcon|ssb4}} 1.0.6'''
'''Technical changelist 1.0.8'''
*{{change|Screen shakes slightly more violently when using down throw.}}
{| class="wikitable sortable" style="text-align:center"
*{{bugfix|[[Dimensional Cape]]: [[Landing lag glitch]] has been fixed.}}
! Change!!Old value!!New value
|-
|Neutral attack damage||1%||1.2%
|-
|Neutral attack knockback scaling||40||30
|-
|Neutral attack's final hitbox size||5.7||8
|-
|Neutral attack's SDI multiplier||1×||0.
|-
|Forward tilt's final hit damage||3%||4%
|-
|Forward tilt's final hit launch angle||65°||Sakurai angle
|-
|Neutral aerial's landing lag||20||16
|}


'''{{GameIcon|ssb4}} 1.0.8'''
'''{{GameIcon|ssb4}} [[1.1.0]]'''
*{{buff|Neutral attack's damage slightly increased from 1% to 1.2% and its ending lag is reduced by about 12 frames.}}
*{{buff|Galaxia's trail has been adjusted to better match its hitbox placements, significantly improving Meta Knight's accuracy.}}
*{{buff|Neutral attack's hitboxes split to cover more area.}}
*{{change|Up tilt's first hit's hitbox re-positions onto Meta Knight's body for 1 frame before reverting.}}
*{{buff|Neutral attack is harder to SDI out of.}}
*{{buff|Neutral attack has reduced knockback scaling|40|30}}
*{{buff|Neutral attack's final hit has a signifcantly increased hitbox size|5.7|8}}
*{{buff|Forward tilt's final hit deals 4% damage instead of 3% and its ending lag was reduced by 10 frames.}}
*{{change|Forward tilt final hit angle|65°|Sakurai angle, giving it KO potential at 150% near the edge, but making it harder to start combos with.}}
*{{buff|Neutral aerial landing lag|20|16.}}


'''{{GameIcon|ssb4}} 1.1.0'''
'''{{GameIcon|ssb4}} [[1.1.1]]'''
*{{buff|Meta Knight's sword trail visuals have been adjusted to better match the hitboxes. This means most attacks will no longer whiff when they should hit, significantly improving his accuracy.}}
*{{buff|Lazy Shuttle Loop's last hit's hitbox size increased|7u|7.2u and its last hit's duration increased.}}
*{{change|Up tilt's initial frame hitbox now centered on body for 1 frame before reverting.}}


'''{{GameIcon|ssb4}} 1.1.1'''
'''{{GameIcon|ssb4}} [[1.1.5]]'''
*{{buff|Lazy Shuttle Loop final hitbox size increased 7.0 → 7.2 and the hitbox duration is increased by 2 frames.}}
{{UpdateList/1.1.5|char=Meta Knight}}


==Moveset==
==Moveset==
''For a gallery of Meta Knight's hitboxes, see [[/Hitboxes|here]].''
{{MovesetTable
{{MovesetTable
|game=SSB4
|game=SSB4
|neutralname=Flurry Attack
|neutralname=Flurry Attack ({{ja|フラリーアタック|Furarīatakku}})<br>Slash Up ({{ja|斬り上げ|Kiri Age}}, ''Slashing Lift'')
|neutral1dmg=1.2% each hit
|neutral1dmg=1.2% (loop)
|neutral2dmg=2% last hit
|neutral2dmg=2% (last)
|neutraldesc=Executes a lightning-fast series of slashes, ending with Meta Knight doing a somersault while doing a swift uppercut with Galaxia. The only neutral attack in the game that consists solely of a rapid jab. This, however, makes it punishable if missed. Surprisingly one of Meta Knight's more reliable damage rackers, able to consistently deal around 10% to 15%.
|neutraldesc=An extremely fast series of slashes followed by a backflipping slash. It is notably the only neutral attack in the game that consists solely of a neutral infinite. This makes it one of Meta Knight's more reliable damage racking options, as it is able to consistently inflict 10%-15%, but it is punishable if missed. It appears to be based on the Chopping Sword move from ''Kirby & The Amazing Mirror'', while its finisher is a possible reference to the Uppercut from the Sword ability in ''Kirby Super Star'' and ''Kirby Super Star Ultra'', with the latter game naming it Meta Upper when it is used by Meta Knight.
|ftiltname=&nbsp;
|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}})
|ftiltcount=3
|ftiltcount=3
|ftiltdmg=2%
|ftiltdmg=2%
|ftilt2dmg=2%
|ftilt2dmg=2%
|ftilt3dmg=4%
|ftilt3dmg=4%
|ftiltdesc=Slashes twice in front of him, then once upwards, with the last hit dealing horizontal knockback. Only pressing the attack button once will cause Meta Knight to perform only the first hit; pressing it twice more makes him slash the second and third times. Resembles a jab, and is safer to use than Meta Knight's actual jab, though fairly less rewarding. Good for clearing space, due to its quick start-up and fairly long reach, though the last hit has some ending lag.
|ftiltdesc=An inward slash followed by an outward slash, followed by an upward slash. Unlike the majority of tilt attacks, it functions like a neutral attack, as pressing the attack button will cause Meta Knight to perform its first hit, while subsequently pressing the attack button will cause him to perform its second and last hits. Because of this trait, it is safer to use than Meta Knight's actual neutral attack, thanks to its quick start-up and fairly long range making it better at spacing. In addition, its first hit can [[jab cancel]] reliably into Shuttle Loop for a KO at high percentages. However, its last hit has some ending lag, and overall it is not as suitable for damage racking like neutral attack is. Has enough power to reliably KO from the ledge at around 125%, but quickly loses this ability as the first and second hits stop linking into the third at higher percents.
|utiltname=Up Thrust  
|utiltname=Spiral Up Thrust ({{ja|螺旋突き上げ|Rasen Tsukiage}}, ''Spiraling Thrust-Up'')
|utiltdmg=7% (sweet), 5% (sour)
|utiltdmg=7% (clean), 5% (late)
|utiltdesc=Stabs upward while spinning. Moderate vertical knockback. Quick start-up and ending lag, and long vertical reach. Sweetspot is at the tip of the sword (similar to {{SSB4|Marth}}'s tipper sweetspots). Also has decent combo potential, though it can be tricky to land. Can lead into an up aerial or neutral aerial, or even another up tilt if done on a grounded foe.  
|utiltdesc=A spinning, upward thrust. Deals moderate vertical knockback while also having quick start-up, minimal ending lag, and long vertical range. Its sweetspot is at Galaxia's tip, similarly to {{s|fireemblemwiki|Falchion}}. It has decent combo potential, as it can combo into itself at 0%, into neutral aerial from 0% to low percentages, and into up aerials at low to medium percentages. However, it has extremely short horizontal range, which makes it possible to miss opponents unless they are at point-blank range.
|dtiltname=&nbsp;
|dtiltname=Lower Thrust ({{ja|下段突き|Gedan Zuki}})
|dtiltdmg=5%
|dtiltdmg=5%
|dtiltdesc=Thrusts Galaxia across the ground. For some reason, this move shortens the length of Meta Knight's sword until it is complete. Very fast, hitting on frame 3, and has low ending lag. Can trip opponents at low percentages, setting up a grab or dash attack. A safe, albeit short-ranged move, and a good combo starter. It also moves him a tiny distance along the ground when used.
|dtiltdesc=A crouching thrust. Due to it hitting on frame 3, it is Meta Knight's fastest move, and is tied with {{SSB4|Lucas}}, {{SSB4|Ness}}, {{SSB4|R.O.B}} and {{SSB4|Little Mac}}'s down tilts as the fastest down tilt in the game. It can also trip opponents at low percentages, [[jab reset]] floored opponents, and lead into [[Tech-chasing|tech-chases]] at high percentages. It moves Meta Knight a small distance along the ground when used, but because it oddly shortens the length of Galaxia's blade until it concludes, it has fairly short range.
|dashname=&nbsp;
|dashname=Charge Kick ({{ja|突進蹴り|Tosshin Geri}})
|dashdmg=6% (clean), 5% (late)
|dashdmg=6% (clean), 5% (late)
|dashdesc=Does a running kick with vertical knockback. A reliable approach option due to the move's slightly disjointed hitbox, favorable trajectory and low ending lag, allowing Meta Knight to get in to start combos or interrupt approaches. At low- to mid-percents, it combos reliably into up tilt, up smash, any aerial, and Mach Tornado, and can often lead into Shuttle Loop for a KO.  His only non-throw attack that does not use his sword.
|dashdesc=A side kick. Its slightly disjointed hitbox, favorable launch angle and low ending lag make it reliable for approaching, interrupting approaches, and starting combos. At low to medium percentages, it combos reliably into up tilt, up smash, any aerial, and Mach Tornado, and can potentially lead into Shuttle Loop for a KO.
|fsmashname=&nbsp;
|fsmashname=Torso Quick-Draw ({{ja|胴抜き|Dōnuki}}, ''Torso Draw'')
|fsmashdmg={{ChargedSmashDmgSSB4|16}}
|fsmashdmg={{ChargedSmashDmgSSB4|16}}
|fsmashdesc=Pulls Galaxia back for a moment, and then slashes in front of him. Meta Knight's strongest move in terms of knockback, KOing at around 100% from the center of Final Destination and around 75% near the ledge. Some start-up, but very little ending lag and good reach, making it hard to punish. However, it has an extremely short hitbox duration.
|fsmashdesc=An outward slash. It is one of Meta Knight’s most viable KOing options, with the sweetspot KOing uncharged at 91% and fully charged at 57% from the center of Final Destination. It is also [[interruptibility|interruptible]] very early and has good range, making it very hard to punish even when shielded. Unlike in ''Brawl'', it now has a sweetspot and a sourspot: the former is located near Galaxia's hilt, whereas the latter is located at its tip. Its sourspot is also atypical, as it has the same damage output as its sweetspot, and is thus also reliable for KOing, doing so at 103% uncharged and 66% fully charged. Due to it hitting on frame 24, however, it is his slowest standard attack in terms of start-up lag. In addition, its hitbox only lasts for 1 frame.
|usmashname=&nbsp;
|usmashname=Triple Flag Swing ({{ja|旗振り三連|Hatafuri Sanren}}, ''Flag Swinging Triple'')
|usmashdmg={{ChargedSmashDmgSSB4|3}} (1st hit), {{ChargedSmashDmgSSB4|2}} (2nd hit), {{ChargedSmashDmgSSB4|4}} (3rd hit)
|usmashdmg={{ChargedSmashDmgSSB4|3}} (hit 1), {{ChargedSmashDmgSSB4|2}} (hit 2), {{ChargedSmashDmgSSB4|4}} (hit 3)
|usmashdesc=Slashes above him three times and then holds his sword. Low damage, but decent knockback, along with very quick start-up, hitting on frame 8, moderate ending lag, and a large hitbox, making it an effective anti-air. KOs starting at around 120%. Can combo into Shuttle Loop at low percents.  
|usmashdesc=A series of upward fanning slashes. Despite its appearance, it is only able to hit opponents directly touching Galaxia, and not those who are beside Meta Knight, unless the target is large. It hits on frame 8, which is fast for a smash attack, and has large vertical hitboxes. Despite its minimal damage output, it also has moderate knockback, KOing at 118% uncharged and 87% fully charged from the ground. In addition to functioning as an effective anti-air option, it can combo into Shuttle Loop at low percentages. However, it has moderate ending lag.
|dsmashname=&nbsp;
|dsmashname=Front and Back Slash ({{ja|前後斬り|Zengo Kiri}})
|dsmashdmg={{ChargedSmashDmgSSB4|7}} (front), {{ChargedSmashDmgSSB4|10}} (back)
|dsmashdmg={{ChargedSmashDmgSSB4|7}} (front), {{ChargedSmashDmgSSB4|10}} (back)
|dsmashdesc=Spins in a circle with his sword across the ground. Significantly weaker than in ''Brawl'', front hit cannot KO until 150% near the ledge, and back hit KOs at around 110% near the ledge. It is useful for clearing space and possibly catching foes offguard. Its semi-spike angle is also useful for putting opponents offstage. Startup-wise, this is the fastest smash attack in the game, with its first hit coming out on frame 4.
|dsmashdesc=A spinning, low-angle inward slash. It is extremely fast, to the point that it the fastest smash attack in the game, with its first hit hitting on frame 4; however, this is only true when [[buffer]]ed. Otherwise, it hits on frame 5. It is also a semi-spike, which makes it useful for warding off pressure, punishing rolls, and launching opponents off-stage. Although the back hit is strong enough to KO middleweight at 132% while near the edge, its front hit is significantly weaker, as it does not KO middleweights until 177% while near the edge.
|nairname=Sword Spin
|nairname=Aerial Spin Slash ({{ja|空中回転斬り|Kūchū Kaiten Kiri}}, ''Midair Rotating Cutter'')
|nairdmg=10% (clean), 7.5% (late)
|nairdmg=10% (clean), 7.5% (late)
|nairdesc=Slashes while spinning in a cartwheeling motion, similar to Kirby's and {{SSB4|Pikachu}}'s neutral aerials. Has [[sex kick]] properties. Effective at edge-guarding and escaping pressure due to its quick startup, hitting on frame 6, and KO's at around 100% offstage when clean. Auto-cancels when done at the beginning of a full-hop, but has low ending and landing lag otherwise. Resembles the Sword ability's midair slash from the ''Kirby'' games.
|nairdesc=A cartwheeling slash. Due to it hitting on frame 6 and having [[sex kick]] properties, a fairly long duration, and deceptively high knockback, it is effective at both edge-guarding and escaping pressure. Its clean hitbox KOs middleweights at 100% while near the left/right [[blast line]]s, and at 143% while they are on-stage and near the edge. Auto-cancels when performed at the beginning of a jump, but has low ending and landing lag otherwise, allowing it to combo into a dash attack at low percentages, or jab reset with his down tilt if the opponent does not [[tech]]. It is based on the Knight Spin from ''Meta Knightmare Ultra'', but involves a cartwheel instead of a somersault.
|fairname=&nbsp;
|fairname=Midair Front Triple Combo ({{ja|空中前三連|Kūchū Zen Sanren}}, ''Midair Front Triple'')
|fairdmg=2.2% (hits 1-2 for opponents on the ground), 1.5% (hits 1-2 for opponents in the air), 3% (hit 3)
|fairdmg=2.2% (hits 1-2 grounded opponents), 1.5% (hits 1-2 aerial opponents), 3% (hit 3)
|fairdesc=Slashes in front of him three times. His slowest aerial, hitting on frame 9, but a fast move nonetheless. Very short duration, especially for a multi-hit move. A decent move for combos and edge-guarding, and can be used in a [[wall of pain]] due to its relatively low launch angle. Has low ending lag, but noticeable landing lag. Auto-cancels in a full-hop.
|fairdesc=A series of fanning slashes in front of himself. Due to it hitting on frame 9, it is his slowest aerial, but is a fast move nonetheless. With long range and relatively low landing lag (16 frames), it is an effective approach and spacing option when used from a short hop, and is able to auto-cancel with a jump. It is also decent for finishing combos, edge-guarding, and air-to-air combat thanks to its range, and can be used in a [[wall of pain]] because of its relatively low launch angle. Its 2× hitlag multiplier also results in it having much less landing lag if it connects with the opponent, making it safer on shield. However, it has a very short duration for a multiple hitting move, as each of its hitboxes only last for 1 frame.
|bairname=&nbsp;
|bairname=Midair Back Triple Combo ({{ja|空中後三連|Kūchū Go Sanren}}, ''Midair Back Triple'')
|bairdmg=2.2% (hits 1-2 for opponents on the ground), 1.5% (hits 1-2 for opponents in the air), 4% (hit 3)
|bairdmg=2.2% (hits 1-2 grounded opponents), 1.5% (hits 1-2 aerial opponents), 4% (hit 3)
|bairdesc=Like his forward aerial, but behind him and more slowly, and its duration makes it relatively easy to hit with. Great for edge-guarding, thanks to its quick start-up, hitting on frame 7, and deceptive knockback, being his strongest aerial, KOing at about 90% offstage. Low ending lag, but moderate landing lag. Auto-cancels in a full-hop.
|bairdesc=A series of spinning outward slashes. There is a delay between each slash, though its range and duration make it relatively easy to hit with. Due to it hitting on frame 7 and its last hit having deceptively strong knockback, it is great for edge-guarding, and is able to KO middleweights at 90% while near the left/right blast lines. It also has low ending lag and auto-cancels from a jump. Due to using the auto-link angle, its first two hits can also be used to drag aerial opponents to the ground and be proceeded with a follow-up, most notably a lock with down tilt. However, it has moderate landing lag.
|uairname=&nbsp;
|uairname=Midair Up Sweep ({{ja|空中上なぎ|Kūchū Jō Nagi}}, ''Midair Up Mower'')
|uairdmg=5%
|uairdmg=4%
|uairdesc=Slashes very quickly in an arc above him. Hits on frame 6, has low ending lag and deceptive reach, but its hitbox lasts for only one frame. Weak knockback, and along with the previous traits and Meta Knight's jumps, it has superb combo potential. At a variety of percents, it combos into any aerial including itself, Mach Tornado, and Shuttle Loop. Most notably, from low to mid-percents, it combos reliably into itself up to five or even six times, and can potentially lead into a high-altitude Shuttle Loop for an early KO. Moderate landing lag, but auto-cancels in a short-hop, though it cannot hit most grounded opponents.
|uairdesc=An upward arcing slash. It hits on frame 6, has low ending lag, and deceptive range. When coupled with its weak knockback and Meta Knight's multiple double jumps, it has superb combo potential. At a variety of percentages, it combos into any aerial including itself, Mach Tornado, and Shuttle Loop. Most notably, it can potentially combo into itself up to five times (or six on fast-fallers) until medium percents, and can also lead into a high altitude Shuttle Loop for an early KO with the help of platforms. Even if an opponent air dodges this move, a neutral or down aerial can frame trap their ending lag. Auto-cancels with a short hop, but its hitbox lasts for only 1 frame, it has moderate landing lag, and it cannot hit most grounded opponents. As of update 1.1.5, it deals less knockback and launches opponents at a slightly lower angle, meaning it starts chaining into itself at high percentages. However, it is still easy for it to combo into itself as a zero-to-death combo against floaty characters, even in spite of update 1.1.5 also increasing its SDI multiplier.
|dairname=&nbsp;
|dairname=Midair Down Sweep ({{ja|空中下なぎ|Kūchū Shita Nagi}}, ''Midair Down Mower'')
|dairdmg=6%
|dairdmg=6%
|dairdesc=Slashes very quickly in an arc below him. Hits on frame 4, and has low ending lag, though its hitbox lasts for a single frame. Sends the opponent on a semi-spike trajectory, making it quite deadly offstage, especially against opponents with poor horizontal recovery. Can also be used to pressure grounded foes. Auto-cancels in a short-hop, but has high landing lag otherwise.  
|dairdesc=A downward arcing slash. It hits on frame 4 and has low ending lag. It is also a semi-spike, making it quite deadly off-stage, especially against opponents with poor horizontal recoveries. Can also be used to pressure grounded opponents, and start tech-chases at medium percentages, potentially leading into a jab reset with his down tilt if the opponent fails to tech. Auto-cancels with a short hop, but has high landing lag otherwise (22 frames) and its hitbox only lasts for 1 frame.
|grabname=&nbsp;
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabdesc=Reaches out. Dash grab gives him a boost forwards, letting it cover a lot of ground.
|grabdesc=Reaches out with his free hand. Meta Knight's standing grab has the fifth shortest range, but his dash grab covers a lot of ground, thanks to it boosting him forward. His pivot grab is also useful, thanks to his [[Pivoting|pivot]] being tied with {{SSB4|Fox}}, {{SSB4|Greninja}}, and {{SSB4|Sonic}}'s as the third longest in the game by default.
|pummelname=&nbsp;
|pummelname=Wing Claw ({{ja|翼爪|Yokutsume}})
|pummeldmg=3%
|pummeldmg=3%
|pummeldesc=Jabs opponents with the talons on his wings. A slow pummel.
|pummeldesc=Jabs with one of the talons on his cape's wings. Moderately slow, but one of the most damaging pummels in the game.
|fthrowname=&nbsp;
|fthrowname=Toe Kick ({{ja|つま先蹴り|Tsumasaki Geri}} , ''Tiptoe Kick'')
|fthrowdmg=6% (hit 1), 3% (throw)
|fthrowdmg=6% (hit 1), 3% (throw)
|fthrowdesc=Flip kicks the opponent in front of him. A very fast throw, giving a small window to DI. Depending on DI, it can link into dash attack, up smash, and any aerial from low to mid-percents, and potentially into Shuttle Loop for a deadly KO combo.
|fthrowdesc=A bicycle kick. Due to being very fast, it gives the opponent only a small window to DI properly. When coupled with it launching opponents at 65°, it is a useful combo starter. Depending on DI, it can combo into dash attack, dashing up smash, and any aerial from low to medium percents, and potentially into Shuttle Loop for a KO combo.
|bthrowname=&nbsp;
|bthrowname=Warp Slash ({{ja|ワープ斬り|Wāpu Kiri}})
|bthrowdmg=7% (hit 1), 3% (throw)
|bthrowdmg=7% (hit 1), 3% (throw)
|bthrowdesc=Lays down the opponent behind him, warps, and slashes his/her back. Moderately high knockback, KOing at roughly 170% at the ledge. Good for putting opponents off-stage.
|bthrowdesc=Lays the opponent behind himself, warps, and then slashes their back. Good for launching opponents off-stage to set up an edge-guard. It can also combo into a dash attack or start a tech-chase from 0% to low percentages, or lead into a forward aerial or Shuttle Loop at high percentages if the opponent DIs poorly. Although it has very high knockback scaling, its throw hitbox's very low damage output offsets this. As a result, it does not KO middleweights until 175% while near the edge.
|uthrowname=Air Drop
|uthrowname=Air Drop ({{ja|いづな落とし|Izuna Otoshi}}, ''Izuna Dropper'')
|uthrowdmg=10% (thrown opponent), 7% (other opponents hit by the throw)
|uthrowdmg=10% (throw), 7% (collateral)
|uthrowdesc=Like Kirby's up throw: jumps extremely high into the air holding his foe, and then crashes down. Other opponents who are hit by the throw are dealt very high knockback, KOing below 100%. KO's thrown opponent at around 160%, but is more effective with the aid of platforms.  
|uthrowdesc=The Air Drop from [[Kirby]]'s {{s|wikirby|Ninja}} ability. Despite its decent damage output, its base knockback and knockback scaling are both only average. As a result, it is unreliable at KOing, even on stages with platforms; it does not KO middleweights until 175% upon landing on one of {{SSB4|Battlefield}}'s secondary platforms, and at 160% upon landing on Battlefield's top platform. Conversely, its collateral hitbox is very strong, as its high base knockback and very high knockback scaling can reliably KO even heavyweights below 100%. Although situational, it can also combo into Shuttle Loop if the opponent DIs poorly.
|dthrowname=Fury Stomp
|dthrowname=Trample ({{ja|踏みつけ|Fumitsuke}})
|dthrowdmg=0.5% (hits 1-9), 1% (hit 10), 2% (throw)
|dthrowdmg=0.5% (hits 1-9), 1% (hit 10), 2% (throw)
|dthrowdesc=Like Kirby's down throw, but slower: stomps on the opponent multiple times, then ends by fall-crush-stomping down on them. Excellent combo potential. Can lead into dash attack, up smash, any aerial, and Mach Tornado from low to mid-percents, and occasionally into Shuttle Loop for a KO at high percentages.  
|dthrowdesc=The Fury Stomp from Kirby's {{s|wikirby|Suplex}} ability. It combos into dash attack, dashing up smash, all aerials, and Mach Tornado from 0% to medium percentages, and into Shuttle Loop from 0% to around 100%. However, its extremely high knockback scaling and Meta Knight's slightly below-average air speed make its other follow-ups difficult to perform past medium percentages, especially if the opponent DIs properly.
|floorfname=&nbsp;
|floorfname=&nbsp;
|floorfdmg=7%
|floorfdmg=7%
|floorfdesc=Slashes on either side of himself.
|floorfdesc=Slashes around himself.
|floorbname=&nbsp;
|floorbname=&nbsp;
|floorbdmg=7%
|floorbdmg=7%
|floorbdesc=Slashes on either side of himself.
|floorbdesc=Slashes around himself.
|floortname=&nbsp;
|floortname=&nbsp;
|floortdmg=5%
|floortdmg=5%
|floortdesc=
|floortdesc=Slashes behind himself and then in front of himself.
|edgename=&nbsp;
|edgename=&nbsp;
|edgedmg=7%
|edgedmg=7%
|edgedesc=Slashes with blade.
|edgedesc=Performs an outward slash while climbing up.
|nsdefname=Mach Tornado
|nsdefname=Mach Tornado
|nsdefdmg=1% (multiple hits), 3% (last hit)
|nsdefdmg=1% (loop, up to ~17 hits), 3% (last hit), ~22% (all hits connect)
|nsdefdesc=Spins at high speed, trapping foes in a tornado. Mashing the button increases the move's duration and makes Meta Knight rise slightly; he can also move left and right. Deals a lot of damage if the entire move hits, aiding Meta Knight's otherwise low damage output. The last hit can KO near the upper blast line, but this is dangerous to attempt since the move leaves Meta Knight helpless. However, at certain heights Meta Knight will have reduced lag upon landing.  
|nsdefdesc=Spins rapidly and traps opponents in a tornado. Button mashing increases the move's duration and makes Meta Knight ascend slightly; he can also move left and right. Deals roughly 22% if all of its hits connect, aiding Meta Knight's otherwise low overall damage output, though managing to land the maximum amount of hits is difficult. The last hit has extremely high knockback scaling, and is strong enough to KO middleweights at 134% while near the upper blast line. If it concludes around a jump's height, Meta Knight will endure almost no lag after landing. However, it renders Meta Knight [[Helplessness|helpless]]. It appears to be based on both a move he used in ''Kirby Super Star'' where he transforms into a tornado to attack and the Mach Tornado from ''Meta Knightmare Ultra''. It is also similar to Kirby's {{s|wikirby|Tornado}} ability.
|nsc1name=Entangling Tornado
|nsc1name=Entangling Tornado
|nsc1dmg=9%
|nsc1dmg=9%
|nsc1desc=Pulls enemies in, and then hits them straight up into the air. A little more startup lag. The more vertical knockback gives it better kill potential, but it hits only once and deals much less damage.
|nsc1desc=[[Windbox#Pulling attacks|Vacuums]] opponents and then launches them straight up into the air. It launches at an even higher vertical angle, which can enable it to score an early KO near the upper blast line. However, it only consists of one hit, and has slightly more start-up lag. Button mashing offers minimal horizontal movement, though Meta Knight will propel upwards from the ground or hover briefly if used in mid-air.
|nsc2name=Dreadful Tornado
|nsc2name=Dreadful Tornado
|nsc2dmg=1.5% (hits 1-5), 6% (last hit)
|nsc2dmg=1.5% (hits 1-5), 6% (hit 6)
|nsc2desc=More damage per hit and much stronger knockback than Mach Tornado, but the amount of spins cannot be increased, reducing its maximum damage potential. KOs around 135%.
|nsc2desc=Deals more damage per hit and much higher knockback, but it has a fixed number of spins, which gives it a lower overall damage output. Due to it not covering any vertical distance, it is also almost useless for recovery.
|ssdefname=Drill Rush
|ssdefname=Drill Rush
|ssdefdmg=1% (hits 1-8), 3% (last hit)
|ssdefdmg=1% (hits 1-8), 3% (hit 9)
|ssdefdesc=Flies forward while spinning in a drill motion with Galaxia outstretched, hitting multiple times. Meta Knight will bounce backwards a bit if he connects with the last hit or flies into terrain. He can also change the course of the attack, allowing it to be used as a recovery.
|ssdefdesc=The attack of the same name from Kirby's {{s|wikirby|Master}} ability. It hits multiple times, while its last hit's extremely high knockback scaling enables it to KO middleweights at 130% while near the left/right blast lines. Due to its maneuverable flight path, it can also function as a recovery option. Meta Knight will also bounce backward if he lands the last hit on an opponent or onto terrain.
|ssc1name=High-Speed Drill
|ssc1name=High-Speed Drill
|ssc1dmg=0.8% (hits 1-7), 3% (last hit)
|ssc1dmg=0.8% (hits 1-7), 3% (hit 8)
|ssc1desc=Faster than Drill Rush, but the angle can't be changed. Makes for a quick horizontal recovery, though at the cost of the default version's good diagonal recovery.
|ssc1desc=A slightly weaker but quicker version that reaches a little farther. It can function as an even faster recovery option, but at the cost of its directional maneuverability.
|ssc2name=Shieldbreaker Drill
|ssc2name=Shieldbreaker Drill
|ssc2dmg=1% (hits 1-9), 2% (last hit)
|ssc2dmg=1% (hits 1-9), 2% (hit 10)
|ssc2desc=A Drill Rush designed to break shields. Attack power and distance are reduced.
|ssc2desc=A version that inflicts more shield damage (landing every hit can shatter a full shield), at the cost of slightly reduced distance and speed. Although the finisher is slightly weaker, the move has an additional hit during the loop, effectively nullifying the in-game description claiming it is weaker than the standard Drill Rush.
|usdefname=Shuttle Loop
|usdefname=Shuttle Loop
|usdefdmg=9% (1st hit on the ground) or 6% (first hit in the air), 6% (last hit)
|usdefdmg=9% (hit 1 grounded), 6% (hit 1 aerial), 6% (hit 2)
|usdefdesc=Flies in a swift loop, striking with Galaxia. Hits twice and it can reach high distances. Arguably Meta Knight's most effective KO move, KOing quite early near the upper blast line, although it does leave Meta Knight helpless, making it punishable. On the ground, it can KO starting from about 120%.
|usdefdesc=The attack of the same name from Kirby's {{s|wikirby|Wing}} ability. Its first and second hits hit on frames 7 and 8, its covers a considerable amount of vertical distance, and it possesses both excellent range and overall high knockback. When these traits are combined with various set-ups, it is considered to be both a powerful [[out of shield]] option and Meta Knight's most reliable KOing option, as its grounded version KOs middleweights at 133%, whereas its aerial version KOs them at 122% while near the upper blast line. However, the grounded version is slightly slower, the aerial version is slightly weaker, and both versions render him helpless.
|usc1name=Blade Coaster
|usc1name=Blade Coaster
|usc1dmg=8% (1st hit on the ground) or 5% (first hit in the air), 5% (2nd hit)
|usc1dmg=8% (hit 1 grounded), 5% (hit 1 aerial), 5% (hit 2)
|usc1desc=Flies forward instead of up. Enemies hit will be launched at a lower angle, which can be deadly near the side blast lines, but on a typical stage this cannot be fully exploited without self-destructing.
|usc1desc=Soars forward instead of upward. Opponents hit will be launched at a lower angle, which can score an early KO near the left/right blast lines. However, on a typical stage, this cannot be fully exploited without [[self-destruct]]ing.
|usc2name=Lazy Shuttle Loop
|usc2name=Lazy Shuttle Loop
|usc2dmg=9% (clean), 6% (late)
|usc2dmg=9% (clean), 6% (late)
|usc2desc=Does a larger, slower loop that doesn't inflict damage, and then strikes hard while rising quickly. Less damage potential, but its larger range slightly improves vertical recovery.
|usc2desc=Soars into a larger, slower loop, and then soars quickly to perform a more powerful upward thrust. Its larger range slightly grants more vertical recovery, but the first loop does not deal damage.
|dsdefname=Dimensional Cape
|dsdefname=Dimensional Cape
|dsdefdmg=15% (stationary slash on the ground); 14% (retreating slash); 16% (advancing slash and stationary slash in the air.)
|dsdefdmg=15% (stationary grounded slash), 14% (retreating slash), 16% (advancing slash, stationary aerial slash
|dsdefdesc=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 very powerful slash that can KO at about 100% near the edge. Meta Knight will slash differently depending on the direction the control stick is held and the direction he is facing. Great anti-edgeguarding move, and can be used to punish laggy attacks from a distance. Can be used for edge-stealing.
|dsdefdesc=Teleports in a controllable direction. If the attack button or special button is held, he will perform a very powerful slash, albeit teleporting a slightly shorter distance with more ending lag. There are four types of slashes that are dependent on the direction the control stick is held and the direction he is facing, with the advancing slash and stationary aerial slash being strong enough to KO middleweights at 117% while near the edge. A great anti-edge-guarding option, it can also be used to punish laggy attacks from a distance, or for [[Edge-guarding#Ledge trumping|edge trumping]].
|dsc1name=Shield Piercer
|dsc1name=Shield Piercer
|dsc1dmg=1%, 8% (neutral slash on the ground); 1%, 7% (retreating slash); 1%, 9% (advancing slash and neutral slash in the air.)
|dsc1dmg=1%, 8% (stationary grounded slash), 1%, 7% (retreating slash), 1%, 9% (advancing slash, stationary aerial slash)
|dsc1desc=The attack penetrates shields but is less powerful. Less horizontal distance than the default, but a bit more vertical distance.
|dsc1desc=The slash penetrates shields and covers a bit more vertical distance, but at the cost of lower damage outputs and covering less horizontal distance.
|dsc2name=Stealth Smasher
|dsc2name=Stealth Smasher
|dsc2dmg=16% (neutral slash on the ground); 15% (retreating slash); 17% (advancing slash and neutral slash in the air)
|dsc2dmg=16% (stationary grounded slash), 15% (retreating slash), 17% (advancing slash, stationary aerial slash)
|dsc2desc=Longer travel distance (about half the length of Final Destination), but Meta Knight is vulnerable while moving. The attack deals more knockback, about the same as his uncharged forward smash, and KOs at around 100% from the middle of the stage.
|dsc2desc=Covers more distance (approximately 50% of Final Destination), doesn’t suffer a distance reduction if swiping, and has higher damage outputs and knockback, to the point that it is approximately as strong as his uncharged forward smash. However, it comes at the cost of Meta Knight being vulnerable while moving, and his location being exposed.
|fsname=Galaxia Darkness
|fsname=Galaxia Darkness
|fsdmg=40% to trapped opponents, 10% to others
|fsdmg=40% (trapped opponents), 10% (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, 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 reduced damage and weak, upwards knockback. The weaker slash part of Galaxia Darkness can be avoided by dodging with correct timing.
|fsdesc=Swings his cape in front of himself. If the cape touches any nearby opponents, they will be trapped and the screen will then fade to black. After a few seconds, Meta Knight performs a very powerful slash to the trapped opponents that ignores [[Armor|super armor]] and is strong enough to KO grounded middleweights at 80%. If his cape does not to make contact, Meta Knight pauses for a brief time, and Dimensional Cape fails. Any opponents who are not trapped are also attacked, but instead receive vastly less damage and weak, vertical knockback. However, the weaker attacks can also be avoided by dodging with correct timing.
}}
}}
===Stats===
{{Attributes
|cast = 58
|weight = 80
|rweight = 49-50
|dash = 1.75
|rdash = 10
|run = 1.9
|rrun = 12
|walk = 1.18
|rwalk = 21
|trac = 0.055
|rtrac = 28-33
|airfric = 0.012
|rairfric = 22-23
|air = 0.99
|rair = 35
|baseaccel = 0.01
|rbaseaccel = 10-54
|addaccel = 0.065
|raddaccel = 30-34
|gravity = 0.11
|rgravity = 10-12
|fall = 1.66
|rfall = 16
|ff = 2.656
|rff = 17
|jumpsquat = 4
|rjumpsquat = 1-13
|jumpheight = 32
|rjumpheight = 38-40
|shorthop = 13.915902
|rshorthop = 49
|djump = 20.91375, 19.00920455, 17.19556818, 15.13920455, 13.05920455
|rdjump = 58
|ellag = 4
|rellag = 1-46
}}
===[[Announcer]] call===
{{audio|Needs announcer calls from other languages.}}
<gallery>
Meta Knight English Announcer SSB4-SSBU.wav|English/Japanese/Chinese
</gallery>


===[[On-screen appearance]]===
===[[On-screen appearance]]===
*Warps in with his cape.
{{appearance
|desc=Uses [[Dimensional Cape]] to warp onto the stage.
|char=MetaKnight
|game=SSB4}}


===[[Taunt]]s===
===[[Taunt]]s===
{{Taunt/SSB4
{{Taunt/SSB4
|char=MetaKnight
|char=MetaKnight
|desc-up=Wraps himself in his cape, as if he's about to teleport, while scoffing. This is similar to his [[on-screen appearance]].
|desc-up=Wraps himself in his cape and spins repeatedly, as if he is about to warp, while scoffing.
|desc-side=Says "Fight me!" while examining his sword, slashing twice, and finally pointing his sword in front of him.
|desc-side=Says "Fight me!" ({{ja|勝負だ!|Shōbu da!}}, ''Let's battle!'') while slashing twice and then pointing Galaxia in front of himself.
|desc-down=Spreads his wings while shouting "Come!". If he is facing left, he will perform the taunt facing the background instead, similar to how characters in ''Smash 64'' did.}}
|desc-down=Turns his cape into wings and spreads them out while shouting "Come!" ({{ja|来いっ!|Koi!}}) If he is facing left, he will perform the taunt while facing the background instead, similarly to how taunts function in ''[[Super Smash Bros.|SSB]]''.}}


===[[Idle pose]]s===
===[[Idle pose]]s===
Line 289: Line 667:


===[[Crowd cheer]]===
===[[Crowd cheer]]===
{{Crowd
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|char=Meta Knight
|-
|game=SSB4
!{{{name|}}}
|desc-us=Me-ta Knight!
!Cheer (English)
|desc-jp=Me-ta Knight!
!Cheer (Japanese)
|pitch-us=Group chant
!Cheer (Spanish)
|pitch-jp=Group chant}}
|-
! scope="row"|Cheer
|[[File:Meta Knight Cheer English SSB4 SSBU.ogg|center]]||[[File:Meta Knight Cheer Japanese SSB4 SSBU.ogg|center]]||{{NTSC}} [[File:Meta Knight Cheer Spanish NTSC SSB4 SSBU.ogg|center]] <br> {{PAL}} [[File:Meta Knight Cheer Spanish PAL SSB4.ogg|center]]
|-
! scope="row"|Description
|Me - ta - Knight! || Me - ta - Knight! || Meeeeta - Knight!
|-
!{{{name|}}}
!Cheer (French)
!Cheer (German)
!Cheer (Italian)
|-
! scope="row"|Cheer
|{{NTSC}} [[File:Meta Knight Cheer French NTSC SSB4.ogg|center]] <br> {{PAL}} [[File:Meta Knight Cheer French PAL SSB4.ogg|center]]||[[File:Meta Knight Cheer German SSB4.ogg|center]]||[[File:Meta Knight Cheer Italian SSB4 SSBU.ogg|center]]
|-
! scope="row"|Description
|Me - ta ! Knight ! || Me - ta - Knight! || Me - ta - Knight!
|}


===[[Victory pose]]s===
===[[Victory pose]]s===
{{incomplete|Japanese victory quotes with translations}}
{{Victory/SSB4
{{Victory/SSB4
|victory-theme=MKTheme.ogg
|victory-theme=MKTheme.ogg
|victory-desc=A rock-based remix directly from ''Brawl''. It is a remix of the short recurring theme that plays when Kirby completes a stage or defeats a boss, debuting in ''{{s|wikirby|Kirby's Dream Land}}''.
|victory-desc=A rock-based remix of the short recurring theme that debuted in ''{{s|wikirby|Kirby's Dream Land}}'' and plays when Kirby completes a stage or defeats a boss.
|desc-1=Flies in from the side and flings out his cape with one arm (and keeps his hand out), saying ''"You have much yet to learn."'' A slightly modified version of one of his ''Brawl'' victory poses, where he does the same thing but brings his hand down and looks at the camera immediately after flinging his cape.
|desc-1=Flies on-screen from the side, then uses his free hand to swings his cape outward, and keeps his free hand extended while saying "You have much yet to learn." ({{ja|まだまだだ.|Mada mada da.}}, ''You're not yet ready''.)
|desc-2=Swings outward with Galaxia as he takes a step forward, saying ''"Come back when you can put up a fight."'' as he teleports away using the Dimensional Cape.
|desc-2=Rears back and then swings Galaxia outward 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.'') before warping away by using [[Dimensional Cape]].
|desc-3=Slashes with Galaxia aglow and spins it several times as he swings it to his side and poses, saying "''Victory... is my destiny.''"
|desc-3=Swings with Galaxia twice, then performs a flourish with it before bringing it to his side while saying "Victory... is my destiny." ({{ja|これも宿命だ.|Kore mo shukumei da.}} ''This too was destiny.'') Winning in a Team Battle shows him performing it with his back turned to the camera, like in ''Brawl''.
|char=MetaKnight}}
|char=MetaKnight}}


==In [[Competitive play|Competitive Play]]==
==In [[competitive play]]==
===[[Official Custom Moveset Project]]===
===[[Official Custom Moveset Project]]===
{{OfficialCustomMoves
{{OfficialCustomMoves
Line 324: Line 718:
}}
}}


===Notable players===
===Most historically significant players===
*{{Sm|Abadango|Japan}}
:''See also: [[:Category:Meta Knight players (SSB4)]]''
*{{Sm|Ito|USA}}
*{{Sm|Abadango|Japan}} - One of the best Meta Knight players in the early metagame, primarily maining the character in late-2015 and early-2016 and placing 7th at {{Trn|The Big House 5}} and {{Trn|Umebura Niconico Qualifier}}. He later picked up other characters but maintained Meta Knight as a secondary, including using Meta Knight in crucial sets to win {{Trn|Pound 2016}}.
*{{Sm|Leo|Mexico}}
*{{Sm|AC|USA}} - First came to prominence in early-2017 by placing 7th at {{Trn|2GGC: Midwest Mayhem Saga}} and defeating {{Sm|MkLeo}} at {{Trn|2GGC: Civil War}}, placing 25th. He has since since become one of the best Meta Knight players in North America, placing 5th at {{Trn|SwitchFest}} and 9th at both {{Trn|2GGC: Fire Emblem Saga}} and {{Trn|EVO Japan 2018}}, and is ranked 47th on the [[PGR 100]].
*{{Sm|Jbandrew|USA}}
*{{Sm|Ito|USA}} - One of North America's best Meta Knight players for the game's first few years, ranking 37th on the [[PGR v1]] and placing 13th at {{Trn|2GGT: Abadango Saga}} and 17th at both {{Trn|GENESIS 3}} and {{Trn|EVO 2016}}. He became less active at the start of 2017 and has only attended regional events since.
*{{Sm|Katakiri|USA}}
*{{Sm|MkLeo|Mexico}} - The best Meta Knight player of all-time who helped popularize Meta Knight in competitive play thanks to placements such as 1st at {{Trn|Smash Factor 4}} and {{Trn|Smash Factor 5}}. He later picked up other characters while maintaining Meta Knight as a secondary and counterpick, most notably using Meta Knight to defeat {{Sm|ZeRo}} twice in order to win {{Trn|2GG Championship}}.
*{{Sm|S2H|USA}}
*{{Sm|Rags|USA}} - First came to prominence in early-2018 after placing 17th at {{Trn|Frostbite 2018}}, and has since become the best Meta Knight player in North America who did not reside on the West Coast, most notably placing 5th at {{Trn|Smash 'N' Splash 4}} after defeating {{Sm|Ally}}, {{Sm|Cosmos}}, and {{Sm|Raito}} and ranking 87th on the [[PGR 100]].
*{{Sm|Tyrant|USA}}
*{{Sm|Sho|USA}} - A consistent threat at SoCal majors despite being less prominent than the other top SoCal Meta Knight players, most notably placing 13th at {{Trn|2GGC: GENESIS Saga}} defeating {{Sm|Dabuz}}. He also placed 33rd at multiple majors, including at {{Trn|GENESIS 4}} where he defeated {{Sm|6WX}} and {{Trn|2GGC: Nairo Saga}} where he defeated {{Sm|Ranai}}. He is ranked 96th on the [[PGR 100]].
*{{Sm|Tyrant|USA}} - One of the best Meta Knight players in the world from 2015 to early-2017, regularly attending and placing highly at {{Trn|2GGT}} events, including winning {{Trn|2GGT: The False Awakens}}, placing 3rd at {{Trn|2GGT: Fresh Saga}} defeating {{Sm|VoiD}}, and placing 13th at {{Trn|2GGT: ZeRo Saga}} defeating {{Sm|Dabuz}}. He became less active in 2018 but was still ranked 64th on the [[PGR 100]].


==In [[Event Match]]es==
===Tier placement and history===
===Solo Events===
Upon ''SSB4''{{'}}s release, Meta Knight's heavy nerfs were quickly noticed. The severity of his shorter recovery, hitbox durations and range, lack of transcendent priority, and slightly slower attack speed all contributed to the perception that he was a mid-tier character at best, as he now required a much more aggressive playstyle. However, after being buffed over several game updates and seeing increasingly noteworthy results from some of his players from ''Brawl'' and new players across different regions, most famously {{Sm|MkLeo}}, top players such as {{Sm|ZeRo}} reevaluated their opinions on Meta Knight. This saw a subsequent rise in Meta Knight's popularity; {{Sm|Mr.R}} and {{Sm|Nairo}} occasionally used him and Abadango decided to main him, with his perceived advantageous matchup against the top-tier {{SSB4|Rosalina & Luma}} boosting his metagame even further due to it rendering him as a valuable counterpick.
* '''[[All-Star Battle: Brawl]]''': Meta Knight is one of the opponents fought in this event. All opponents are characters who debut from ''[[Brawl]]'' and returned in ''[[Super Smash Bros. 4]]''.
* '''[[The Ultimate Swordsman]]''': Meta Knight is one of the opponents {{SSB4|Ike}} must defeat in this event. All opponents are characters who wield swords.
* '''[[Unwavering Chivalry]]''': Meta Knight must defeat {{SSB4|Marth}} without defeating {{SSB4|Peach}} or {{SSB4|Zelda}}.


===Co-op Events===
Players started to acknowledge Meta Knight's KO potential, superb frame data and proficiency at edge-guarding as being reliable against the entire cast, while his [[Rufio]] combo could KO any character at some of the lowest percentages possible if performed correctly, all of which were traits that he retained from ''Brawl''. As a result, Meta Knight was subsequently ranked at 10th on the first ''4BR'' [[tier list]]. However, many players believed he should have been ranked even higher, with a major reason being that he was considered to lack notably disadvantageous matchups aside from {{SSB4|Sheik}}.
* '''[[Final Battle Team-Up]]''': Meta Knight, in his dark [[alternate costume]], is one of the opponents the player must defeat.
 
* '''[[Sky Pirates]]''': Meta Knight and {{SSB4|Dark Pit}} must defeat a team of {{SSB4|Captain Falcon}} and {{SSB4|Falco}} in a 1 stock battle before the plane returns to the airfield.
However, Meta Knight's status went into a sudden decline after his up aerial combos, which were pivotal to his success, had been nerfed in update [[1.1.5]]. As a result, several of his best players either began to co-main him (such as {{Sm|Tyrant}} adopting Sheik and {{SSB4|Diddy Kong}}), transition him into a secondary (such as MkLeo adopting {{SSB4|Cloud}} and {{SSB4|Marth}} as his new mains), or even drop him entirely (such as {{Sm|Katakiri}} and {{Sm|Seibrik}}). Although Meta Knight has maintained his high-tier status throughout ''SSB4''{{'}}s lifespan thanks to his solid punishment game, popularity as a counterpick to Rosalina & Luma, and his playerbase consistently achieving good results, he has steadily dropped on subsequent tier lists regardless. He has since dropped to 13th on the second tier list, then to 14th on the third tier list and, despite Leo bringing better results after using him once again, he has recently dropped once again to 16th on the fourth and current tier list, although this was before Leo's stellar performance with Meta Knight at [[2GG Championship]].
 
==In Solo Modes==
===[[All-Star Mode]]===
In All-Star Mode, Meta Knight is fought in Stage 4 in both versions alongside {{SSB4|Kirby}}, {{SSB4|Fox}}, {{SSB4|Falco}}, {{SSB4|Wario}}, {{SSB4|Sonic}}, and {{SSB4|King Dedede}}.
 
==={{GameIcon|SSB4-U}}[[Event Match]]es===
====Solo Events====
* '''[[All-Star Battle: Brawl]]''': Meta Knight is one of the opponents fought in this event. All of the opponents debuted in ''Brawl''.
* '''[[The Ultimate Swordsman]]''': As {{SSB4|Ike}}, the player must defeat Meta Knight, {{SSB4|Link}}, {{SSB4|Marth}}, {{SSB4|Toon Link}}, male {{SSB4|Robin}}, female Robin and {{SSB4|Shulk}}. All of the opponents wield swords.
* '''[[Unwavering Chivalry]]''': Meta Knight must defeat Marth without defeating {{SSB4|Peach}} or {{SSB4|Zelda}}.
====Co-op Events====
* '''[[Final Battle Team-Up]]''': Meta Knight, using his ''{{s|wikirby|Kirby's Adventure}}''-based [[alternate costume]], is one of the opponents two players must defeat.
* '''[[Sky Pirates]]''': Meta Knight and {{SSB4|Dark Pit}} must defeat a team of {{SSB4|Captain Falcon}} and {{SSB4|Falco}} in a one stock battle on [[Pilotwings]] before the plane returns to the airfield.
* '''[[The Ultimate Battle]]''': Two players select a character and must defeat the entire roster.
* '''[[The Ultimate Battle]]''': Two players select a character and must defeat the entire roster.
* '''[[Visiting Onett]]''': Meta Knight is one of the opponents {{SSB4|Ness}} and {{SSB4|Villager}} must defeat in this event. All opponents are either space characters or characters from other planets.
* '''[[Visiting Onett]]''': {{SSB4|Ness}} and {{SSB4|Villager}} must defeat Meta Knight, {{SSB4|Kirby}}, {{SSB4|Fox}}, Falco, {{SSB4|Olimar}} and {{SSB4|Rosalina & Luma}}. All of the opponents are outer space-based characters.
 
===[[Congratulations screen]]s===
<center>
====3DS====
<gallery>
SSB4-3DS Congratulations Classic Meta Knight.png|Classic Mode
SSB4-3DS Congratulations All-Star Meta Knight.png|All-Star Mode
</gallery>
====Wii U====
<gallery>
SSB4-Wii U Congratulations Classic Meta Knight.png|Classic Mode
SSB4-Wii U Congratulations All-Star Meta Knight.png|All-Star Mode
</gallery>
</center>
 
==[[Trophies]]==
Meta Knight's default trophy is obtained by clearing Classic Mode as Meta Knight. His alternate trophy is obtained by clearing All-Star Mode as Meta Knight in the 3DS version or purchasing it in the Trophy Shop for 1000G in the Wii U version (the latter can only appear after clearing Classic or All-Star as Meta Knight). The Galaxia Darkness trophy is obtained only in the Wii U version by clearing All-Star Mode as Meta Knight.
{{Trophy/Fighter
|name=Meta Knight
|image-3ds=MetaKnightTrophy3DS.png
|image-wiiu=MetaKnightTrophyWiiU.png
|mode=Classic
|desc-3ds-ntsc=Kirby's mysterious rival, this masked swordsman appears in several Kirby games. His cape transforms into wings to grant him flight. In Smash Bros., his quick sword skills and aerial agility set him apart. He can jump up to five times in a row, and he has a special move to soar higher.
|desc-wiiu-ntsc=Kirby's mysterious rival, this masked swordsman appears in several Kirby games. His cape transforms into wings to grant him flight. In Smash Bros., his quick sword skills and aerial agility set him apart. He can jump up to six times in a row, and he has a special move to soar higher.
|desc-pal=A mysterious masked swordsman from the Kirby series. His cape can turn into wings, which gives him the ability to fly. His swift swordplay and ability to stay in the air give him an edge in this game. He can combine five mid-air jumps with a special move to make recovering a cinch. If you use him, try to keep the battle airborne!
|gamelist-ntsc={{Trophy games|console1=NES|game1=Kirby's Adventure|release1=05/1993|console2=SNES|game2=Kirby Super Star|release2=08/1996}}
|gamelist-pal={{Trophy games|console1=NES|game1=Kirby's Adventure|release1=12/1993|console2=SNES|game2=Kirby's Fun Pak|release2=01/1997}}
}}
{{clrl}}
 
{{Trophy/Fighter
|name=Meta Knight (Alt.)
|image-3ds=MetaKnightAltTrophy3DS.png
|image-wiiu=MetaKnightAltTrophyWiiU.png
|mode=Alt
|desc-ntsc=Meta Knight's Dimensional Cape lets you teleport, changing where you'll reappear with directional inputs and attacking by holding the button! His Mach Tornado special can draw in and attack multiple opponents. Rise by pressing the button repeatedly, and press left or right to move.
|desc-pal=Meta Knight's Dimensional Cape lets you teleport. After vanishing, you can move to reappear somewhere else. You can also keep holding the button to turn it into an attack! His Mach Tornado special can mix up multiple opponents in the fray. Press the button repeatedly to rise up, and move left and right to create extra havoc.
|gamelist-ntsc={{Trophy games|console1=NES|game1=Kirby's Adventure|release1=05/1993|console2=SNES|game2=Kirby Super Star|release2=08/1996}}
|gamelist-pal={{Trophy games|console1=NES|game1=Kirby's Adventure|release1=12/1993|console2=SNES|game2=Kirby's Fun Pak|release2=01/1997}}
}}
{{clrl}}
 
{{Trophy/Fighter
|name=Galaxia Darkness
|image=GalaxiaDarknessTrophyWiiU.png
|desc-ntsc=Meta Knight swings his cape to ensnare foes. Darkness falls, enveloping them in an empty void, and then a giant sword slash cleaves the blackness. If the cape doesn't capture anyone, this Final Smash will fail. It has more range than you might think, though, and you only have to catch one foe to deal damage to everyone!
|desc-pal=Meta Knight swings his cape to ensnare foes. Darkness falls, enveloping them in an empty void, and then a giant sword slash cleaves the blackness. If the cape doesn't capture anyone, the Final Smash will fail. It has more range than you might think, though, and as long as it catches at least one foe, everyone will take damage!
|game=ssb4-wiiu
}}
{{clrl}}


==[[Alternate costume (SSB4)#Meta Knight|Alternate costumes]]==
==[[Alternate costume (SSB4)#Meta Knight|Alternate costumes]]==
Line 359: Line 814:
|{{Head|Meta Knight|g=SSB4|s=50px|cl=Grey}}
|{{Head|Meta Knight|g=SSB4|s=50px|cl=Grey}}
|}
|}
==Trophies==
:'''Meta Knight'''
::{{flag|ntsc}} ''Kirby's mysterious rival, this masked swordsman appears in several Kirby games. His cape transforms into wings to grant him flight. In Smash Bros., his quick sword skills and aerial agility set him apart. He can jump up to five times in a row, and he has a special move to soar higher.''
::{{flag|pal}} ''A mysterious masked swordsman from the Kirby series. His cape can turn into wings, which gives him the ability to fly. His swift swordplay and ability to stay in the air give him an edge in this game. He can combine five mid-air jumps with a special move to make recovering a cinch. If you use him, try to keep battle airborne.''
{{Trophy games|console1=NES|game1=Kirby's Adventure (05/1993)|console2=SNES|game2=Kirby Super Star (08/1996)}}
:'''Meta Knight (Alt.)'''
::{{flag|ntsc}} ''Meta Knight's Dimensional Cape lets you teleport, changing where you'll reappear with directional inputs and attacking by holding the button! His Mach Tornado special can draw in and attack multiple opponents. Rise by pressing the button repeatedly, and press left or right to move.''
::{{flag|pal}} ''Meta Knight's Dimensional Cape lets you teleport. After vanishing, you can move to reappear somewhere else. You can also keep holding the button to turn it into an attack! His Mach Tornado special can mix up multiple opponents in the fray. Press the button repeatedly to rise up, and move left and right to create extra havoc.''
{{Trophy games|console1=NES|game1=Kirby's Adventure (05/1993)|console2=SNES|game2=Kirby Super Star (08/1996)}}
:'''Galaxia Darkness'''
::{{flag|ntsc}} ''Meta Knight swings his cape to ensnare foes. Darkness falls, enveloping them in an empty void and then a giant sword slash cleaves the blackness. If the cape doesn't capture anyone, this Final Smash will fail. It has more range than you might think, though and you only have to catch one foe to deal damage to everyone!''
::{{flag|pal}} ''Meta Knight swings his cape to ensnare foes. Darkness falls, enveloping them in an empty void, and then a giant sword slash cleaves the blackness. If the cape doesn't capture anyone, the Final Smash will fail. It has more range than you might think, though, and as long as it catches at least one foe, everyone will take damage!''
<center>
<gallery>
MetaKnightTrophy3DS.png|Classic (3DS)
MetaKnightAllStarTrophy3DS.png|Alt. (3DS)
MetaKnightTrophyWiiU.png|Classic (Wii U)
MetaKnightAltTrophyWiiU.png|Alt. (Wii U)
GalaxiaDarknessTrophyWiiU.png|[[Galaxia Darkness]]
</gallery>
</center>


==Gallery==
==Gallery==
<gallery>
<gallery>
SSB4 - Metaknight Reveal.jpg|Reveal image.
SSB4 - Metaknight Reveal.jpg|Meta Knight's reveal image.
Meta Knight amiibo.png|Meta Knight's [[amiibo]].
Meta Knight amiibo.png|Meta Knight's [[amiibo]].
SSB4 - Metaknight Screen-1.jpg|Meta Knight as he appears in the Wii U version.
SSB4 - Metaknight Screen-1.jpg|Meta Knight as he appears in {{forwiiu}}.
SSB4 - Metaknight Screen-2.jpg|Meta Knight and {{SSB4|Kirby}}.
SSB4 - Metaknight Screen-2.jpg|Meta Knight and {{SSB4|Kirby}}.
SSB4 - Metaknight Screen-3.jpg|[[Dimensional Cape]] on {{SSB4|Mega Man}}.
SSB4 - Metaknight Screen-3.jpg|Using [[Dimensional Cape]] on {{SSB4|Mega Man}}.
SSB4 - Metaknight Screen-4.jpg|Meta Knight in [[Final Smash]] standby.
SSB4 - Metaknight Screen-4.jpg|Meta Knight on [[Smash Ball]] standby.
SSB4 - Metaknight Screen-5.jpg|Meta Knight slashes {{SSB4|Samus}} with his [[back throw]].
SSB4 - Metaknight Screen-5.jpg|Using his back throw on {{SSB4|Samus}}.
SSB4 - Metaknight Screen-6.jpg|[[Drill Rush]] on {{SSB4|Mario}} and {{SSB4|Yoshi}}.
SSB4 - Metaknight Screen-6.jpg|Using [[Drill Rush]] on {{SSB4|Mario}} and {{SSB4|Yoshi}}.
SSB4 - Metaknight Screen-7.jpg|Meta Knight appearing with {{SSB4|Marth}} and {{SSB4|Ike}}.
SSB4 - Metaknight Screen-7.jpg|Meta Knight appearing with {{SSB4|Marth}} and {{SSB4|Ike}}.
SSB4 - Metaknight Screen-8.jpg|Meta Knight wielding a [[Star Rod]] with Kirby wielding {{SSB4|Palutena}}'s [[List of Copy Abilities|Copy Ability]].
SSB4 - Metaknight Screen-8.jpg|Meta Knight holding a [[Star Rod]] alongside Kirby using {{SSB4|Palutena}}'s [[List of Copy Abilities|Copy Ability]].
SSB4 - Metaknight Screen-9.jpg|Meta Knight as he appears in the 3DS version.
SSB4 - Metaknight Screen-9.jpg|Meta Knight as he appears in {{for3ds}}.
SSB4 - Metaknight Screen-10.jpg|Meta Knight appearing in [[Smash Run]].
SSB4 - Metaknight Screen-10.jpg|Meta Knight appearing in [[Smash Run]].
</gallery>
</gallery>


==Trivia==
==Trivia==
*Meta Knight was the last veteran fighter revealed before the launch of {{for3ds}} in Japan whereas he was the first announced newcomer for ''Super Smash Bros. Brawl''.
*Meta Knight has a few distinct aspects that differ from {{SSB4|Kirby}} and {{SSB4|King Dedede}}:
*Meta Knight is the only ''Kirby'' character to not receive a new Final Smash in ''SSB4''.
**He does not have a conventional [[meteor smash]].
**He is also the only ''Kirby'' character to not have a conventional [[meteor smash]].
**He retained his [[side special]] from ''[[Brawl]]''.
*Meta Knight is the only ''Kirby'' character to have recycled voice clips.
**He retained his Final Smash.
**Meta Knight is also the first ''Kirby'' series representative to reuse voice clips from the previous ''Super Smash Bros.'' installment.
**He has recycled voice clips.
*Meta Knight is the only ''Kirby'' character to use the more subdued [[tripping]] sound generally used for "realistic" characters, despite his similar aesthetics to the other characters in his series.
**He uses the more subdued [[tripping]] sound effect generally used for realistic characters.
*Although by default, Meta Knight performs his ''"Victory...is my destiny."'' win pose whilst facing the camera, performing the win pose after winning in a Team Battle shows him performing it with his back turned to the camera, much like he did in ''Brawl''.
**He does not have a hammer-based attack.
*Meta Knight, {{SSB4|Pac-Man}}, {{SSB4|Little Mac}}, {{SSB4|Ryu}}, and {{SSB4|Sonic}} are the only characters whose entirety of default special moves can aid their recoveries.
*Despite [[Glide|gliding]] being removed, [http://opensa.dantarion.com/s4/mastercore3/dump/0/metaknight frame data] and [https://tcrf.net/Super_Smash_Bros._for_Wii_U/Unused_Animations#Meta_Knight animations] for gliding and related things remain in non-patched files for Meta Knight. This was likely a result of Meta Knight's data being recycled from ''Brawl''. This is also true for {{SSB4|Pit}} and his [[clone]], {{SSB4|Dark Pit}}.
*If one looks closely at Meta Knight's leading/left foot during his up smash, it flips around on his model during the move. This is mainly seen via slowing down time or pausing at the right time.
*Meta Knight will grunt twice whenever he goes into his reeling animation.
*Meta Knight and {{SSB4|Fox}} are the only two characters whose clapping animation are slightly different in between the two versions. In Meta Knight's case, he wields Galaxia in the 3DS version.


==References==
==References==
{{reflist}}
{{reflist}}
{{SSB4Characters}}  
 
{{SSB4Characters}}
{{Kirby universe}}
{{Kirby universe}}
[[Category:Meta Knight (SSB4)| ]]
[[Category:Meta Knight (SSB4)| ]]
[[Category:Trophies (SSB4-3DS)]]
[[Category:Trophies (SSB4-3DS)]]
[[Category:Trophies (SSB4-Wii U)]]
[[es:Meta Knight (SSB4)]]

Latest revision as of 00:18, December 19, 2024

This article is about Meta Knight's appearance in Super Smash Bros. 4. For the character in other contexts, see Meta Knight.
Meta Knight
in Super Smash Bros. 4
Meta Knight SSB4.png
KirbySymbol.svg
Universe Kirby
Other playable appearances in Brawl
in Ultimate

Availability Starter
Final Smash Galaxia Darkness
Tier B (16)
Meta Knight (SSB4)

Meta Knight (メタナイト, Meta Knight) is a playable character in Super Smash Bros. 4. After initially being teased as a Mii Fighter costume in a Director's Room Miiverse post on August 11, 2014, his return to the series was announced in a Director's Room Miiverse post two days later.

Eric Newsome and Atsushi Kisaichi both reprise their roles as Meta Knight's voice actors in the English and Japanese versions, albeit via recycled voice clips from Super Smash Bros. Brawl.

Meta Knight is ranked 16th out of 54 on the tier list, placing him in the B tier. This is a moderate drop from his top-tier placement in Brawl, where he was ranked 1st out of 38. Meta Knight's already impressive mobility has been improved: his already fast dashing and falling speeds have become even faster, while his extremely slow air speed has become drastically faster. Meta Knight's overall frame data remains extremely fast and Galaxia grants him disjointed range, which collectively enable him to retain his formidable combo game and edge-guarding potential. Incidentally, he also boasts a superb recovery: in addition to his multiple double jumps, all of his special moves are reliable at bringing him back on-stage.

However, Meta Knight received heavy nerfs in the transition to SSB4, likely owing to his dominance in Brawl. His outstanding frame data and range, long-distanced recovery and overall damage output have been toned down, while his approach has been weakened because of the total removal of Galaxia's transcendent priority. When combined with his continued lack of a projectile, these changes result in Meta Knight having a more difficult time overcoming camping strategies. Meta Knight's very quick falling speed is also a double-edged sword: while it is an important aspect of his mobility, it is also detrimental because of his light weight, as it leaves him vulnerable to both combos and KOs. His endurance is also exacerbated by the nerfs to his recovery, with the most notable example being the removal of gliding.

Regardless, Meta Knight retains many of his key advantages from Brawl, which have enabled him to secure strong tournament representation and results.

Attributes[edit]

Meta Knight is an unusual blend of character archetypes. He is very small, to the point of being roughly the same size as Kirby, and is the ninth lightest character, yet he has the tenth highest gravity and an unusually fast falling speed. Like his fellow Kirby fighters, Meta Knight has multiple double jumps, but unlike most other characters who share this trait, his mobility is overall fast: he has above average walking speed, fast dashing speed, and average air speed and air acceleration. Due to it lasting 13 frames, Meta Knight's initial dash animation is relatively long, which gives him a slow extended dash-dance and a long fox-trot. However, his perfect pivot is rather long and therefore useful for re-positioning and evading attacks. Meta Knight also benefits from a jumpsquat that is 4 frames long, as well as a low short hop, which enable him to transition very quickly between his ground and air games. As such, Meta Knight's mobility is the most well-balanced among characters of his archetypes.

Meta Knight's most valued strength is his frame data: much like Sheik and Luigi, the overwhelming majority of his attacks have little delay, either in regard to start-up, ending lag, or both. In fact, all but four of his moves have fewer than 10 frames of start-up, and their generally low ending lag is quite unusual for a swordsman. Meta Knight's sword, Galaxia, also grants him disjointed range. His dash attack is a reliable approach option thanks to its low ending lag, disjointed range, and the speed boost it grants. His dash grab covers a long distance, making it relatively hard to punish. His down aerial is one of the fastest of its kind, while his forward smash has low ending lag, making both useful for spacing. His out of shield options are also a defining part of his neutral game. He has fast, long-distanced rolls, and Shuttle Loop and his down aerial are quick, with the former's power making it deadly against opponents who land punishable moves on his shield. He can also opt for a grab, which gives him the opportunity to start combos and rack up heavy damage. Altogether, these traits grant Meta Knight an decent neutral game, the ability to mix-up his approach, and keep his opponents guessing.

Due to his attack speed, Meta Knight is also renowned for his incredible combo potential, with the ability to get very early KOs with guaranteed followups. He additionally has notable finishers: his forward smash has high power and very low ending lag, making it spammable and hard to challenge even if shielded. His up smash is one of the fastest smash attacks in the game and has good power. His back aerial is very deadly offstage due to its high knockback scaling, and its autolink angle allows it to drag opponents downwards while edgeguarding or to force a lock. Though less effective, Dimensional Cape, neutral aerial and up throw can still KO. However, his Shuttle Loop is his most frequently used KO move, owing to the numerous setups into it; it is additionally a powerful out of shield option due to its speed, range, and power.

Boasting five midair jumps and a special moveset full of recovery options, Meta Knight has an outstanding recovery. Mach Tornado covers a large amount of horizontal recovery, especially if mashed. Drill Rush can be used as a horizontal recovery, and can be angled. Shuttle Loop covers a high amount of vertical distance and grants a fully controllable amount of horizontal distance. Dimensional Cape makes Meta Knight invisible, and allows him to move in any direction, making it the most unpredictable move in his arsenal and a good option for mindgames. His recovery, when combined with his quick and disjointed aerial attacks, contributes to a deadly off-stage game. Furthermore, his aerial prowess makes him among the most difficult characters to juggle consistently.

Meta Knight's grab game is effective. While his pummel is slow and his standing grab range is short, the former is highly damaging and the latter is made up for by his long-ranged dash grab. His forward and down throws can combo into other moves even at higher percentages, his back throw is useful for launching opponents off-stage, and his up throw can KO at very high percentages so long as it lands on a platform. Partly due to his throw set-ups, Meta Knight possesses a good combo game. He can launch opponents into the air with his dash attack and throws, and these moves can combo into his up tilt, up smash, any aerial, Mach Tornado and Shuttle Loop, and his up aerial can reliably lead into his other aerials. His back aerial uses the auto-link angle, allowing Meta Knight to drag opponents to the ground and jab reset with his down tilt, and the latter move can trip opponents and lead into combos, before opening up tech-chases at high percentages. With proper mastery of his combos, he can potentially zero-to-death his opponents, most infamously with the Rufio, a staple combo in his metagame that consists of a series of up aerials, which can then lead into a Shuttle Loop near the upper blast line for a virtually ensured KO.

Lastly, Meta Knight's edge-guarding potential is among the greatest in the game. Neutral and back aerials have long-lasting hitboxes and deal high knockback. Forward aerial has long range, a favorable launch angle, and decent power, and down aerial is the fastest semi-spike in the game. Due to these moves' low start-up and ending lag, Meta Knight can perform variations of the wall of pain without fear of reprisal, thanks to his recovery practically ensuring his safety. Lastly, he also has the aforementioned zero-to-death combo, which is particularly potent on floaty characters.

However, Meta Knight has noticeable weaknesses. His neutral game is notoriously linear, with only dash attack and dash grab being effective approach options. He also lacks a projectile, leaving him susceptible to camping strategies from characters such as Villager. His disjointed range, although good for his size, is still short in comparison to other sword-wielding characters, making it necessary to rely on his mobility and attack speed to capitalize on openings. Lastly, his fast attack speed is held back by most of his moves having very short-lasting hitboxes (with forward smash, down smash and up/down aerial's hitboxes lasting only 1 frame), which necessitates proper attack timings to pull off effective combos.

His combo potential is limited at higher percents, as down throw is easy to DI and dash attack has high knockback scaling, forcing him to rely on reads to land follow-ups. Meta Knight's KO combos are difficult to master, making learning them crucial for success, Shuttle Loop is also highly punishable if it misses, difficult to use without a read or set-up, and is frequently staled, and his KOing combos related to up aerial are difficult to perform consistently. Additionally, even though all of his special moves are useful for recovery to some extent when used correctly, they leave Meta Knight helpless, so accuracy is crucial. Finally, despite his small size and light weight, his rather fast falling speed, the unusual shape of his hurtbox, and his lack of a reliable combo breaker leave him surprisingly susceptible to combos, especially against Sheik and Zero Suit Samus. At the same time, his endurance is poor because of the problematic combination of his light weight, very fast falling speed and high gravity collectively hindering his ability to survive strong hits.

Some of Meta Knight's custom moves possess a few benefits. Entangling Tornado draws opponents in and deals more knockback, but also has much more start-up, deals much less damage, and cannot be controlled as easily. Dreadful Tornado hits much harder, but cannot stall him in the air and is slower. High-Speed Drill is faster and moves further, but cannot be aimed and has less power. Shieldbreaker Drill can break shields very reliably, but cannot be used to attack or recover effectively. Lazy Shuttle Loop hits even harder and covers much more distance than the default, but is very slow, making it difficult to hit the opponent. Shield Piercer is unblockable and moves farther, but is weaker. However, the advantages granted are much more situational overall and sacrifice the versatility of the default specials, which results in none of his custom options being especially worthwhile.

Overall, Meta Knight's strengths outweigh his flaws by a good amount, but unlike in Brawl, he is essentially a "high-risk, high-reward" character. This is evident with his high learning curve, as his most notable combos require precise spacing and timing to pull off consistently, while his disadvantage against camping often forces players to play patiently in the neutral game. Yet once he finds an opening, Meta Knight can pose a significant threat once players find an opening and make the most of it with his extensive combo game and strong edge-guarding ability.

Changes from Super Smash Bros. Brawl[edit]

In Super Smash Bros. Brawl, Meta Knight was near universally regarded as the best character in the entire game, to the point of being considered by many as broken. This is due to numerous factors: Meta Knight was incredibly fast due to his blazing ground speed, array of mid-air jumps, having access to a glide and terrific frame data. In addition to his speed, most of his attacks were disjointed and possessed transcendent priority, making Meta Knight a very difficult character to challenge and punish.

As a result of all of these traits, Meta Knight was an incredibly dominant force in Brawl, with numerous characters heavily struggling against him and even the characters who could deal with him still had a disadvantageous matchup against him. Likely as a result of how he warped the metagame, Meta Knight has been significantly reworked in Super Smash Bros 4 and while he did receive some buffs, he was truly nerfed overall.

Having been completely unmatched in Brawl, Meta Knight's frame data has been considerably toned down. Many of his attacks now have slower start-up lag, reduced active frames, and higher ending and landing lag, with his up aerial being a good example in all these aspects. Additionally, his aerials have much later auto-cancel windows, which in combination with their higher landing lag, substantially hinders their safety as his neutral, forward, and back aerials no longer auto-cancel in a short hop. His range has been shortened, which makes his spacing ability much weaker and thus forces him to adopt a more aggressive playstyle. To further compound this, his overall damage output has been significantly reduced now being below average. With the nerfs to several of his most pivotal neutral game options, such as down tilt, forward aerial, down aerial, Shuttle Loop and Mach Tornado, and the loss of gliding and the transcendent priority on his moves, Meta Knight's neutral game is overall significantly worse, leaving him more vulnerable to camping and zoning, especially with his lack of a projectile. The changes to his down aerial and Shuttle Loop combined with the removal of edge-hogging, his shorter recovery, and the generally improved recoveries of the majority of the cast have collectively hurt Meta Knight's edge-guarding potential, and the loss of gliding removes some of his off-stage mix-ups. With his faster falling speed and the changes to hitstun canceling, Meta Knight can no longer momentum cancel and is more vulnerable to combos, worsening his already poor endurance.

However, Meta Knight has received some noteworthy buffs. His already good mobility has been improved: his air speed is drastically faster, he dashes and falls faster, and he has gained a new movement option in his long perfect pivot. Several of his attacks are stronger, most notably his forward and up smashes, back aerial, and Dimensional Cape. Due to the changes to hitstun canceling and the updated gameplay physics, Meta Knight can perform true combos more reliably, especially with his dash attack, which has become his most reliable combo starter and is now a large part of his game plan. His up aerial also remains a strong combo option due to these changes despite its severe nerfs and his altered Shuttle Loop while having far less utility has become an incredible combo finisher and KO move near the upper blast line. His grab game is both more rewarding and more consistent, due to the mechanic changes somewhat making up for the nerfs to his damage output. He also benefits from the removal of chain grabbing and the changes to aerial grab releases which was previously one of his weaknesses.

Meta Knight has also received buffs over time via game updates, and while they are helpful, they do not nearly compensate for the loss of his overwhelming strengths from Brawl and version 1.1.5 nerfed his up aerial further.

Overall, Meta Knight's direct changes drastically hindered him in many ways making him a much worse character on paper and while the changes to the game's mechanics greatly benefited him overall, they were not enough to offset his nerfs and make him one of the best characters in the game. As a result, he was one of the characters who was the most severely nerfed from the transition to Smash 4, alongside King Dedede, Falco, Marth (during the initial release), Wario, and Olimar. Due to retaining the majority of his key advantages from Brawl, however, Meta Knight is widely considered to be a viable character, and while his tournament success and representation is much lower, he has still seen more results and representation than a majority of the cast which has given him consistent status as a high-tier character throughout Smash 4's lifespan.

Aesthetics[edit]

  • Change Meta Knight's design is now a combination of his official artwork for Kirby: Squeak Squad and Kirby Super Star Ultra, and his appearance in Super Smash Bros. Brawl. His gauntlets are from Squeak Squad and Super Star Ultra, and the polished finish of his mask, pauldrons and sabatons are from Super Star Ultra. Additionally, his pauldrons and sabatons are from Brawl. Lastly, the aesthetic used in Smash 4 has resulted in Meta Knight's body and sabatons being more vibrant.
  • Change Meta Knight has received two new alternate costumes. The first is based on Galacta Knight, while the second is based on Dark Meta Knight.
  • Change The sides of Meta Knight's visor are now curved slightly inward instead of being straight, his sabatons now have harness bootstraps, and Super Smash Bros. for Wii Uvery minuscule battle damage details have been added to his pauldrons. These changes are unique to Smash 4.
  • Change Meta Knight's eyes do not move as freely as they did in Brawl.
  • Change Meta Knight's sabatons' sound clips are higher pitched.
  • Change Whenever Galaxia is swung, its blade glows white, instead of yellow. Additionally, its trail is yellow with turquoise accents, instead of whitish gold with navy blue accents. Lastly, its swings' sound clips are lower pitched.
  • Change Up taunt's animation has slightly changed. Meta Knight now emits a whitish amber tornado around himself, similarly to Mach Tornado. It also has updated sound effects.
  • Change Super Smash Bros. for Nintendo 3DSDefeated/No Contest animation has slightly changed. Meta Knight now claps while holding Galaxia, instead of clapping without it.
  • Change Meta Knight's previously unused damage yells from Brawl's Sound Test are now heard when taking high knockback.
  • Change Shield and rolls' animations have slightly changed. Meta Knight now wraps himself in his cape when performing them.
  • Change Jump's animation has slightly changed. Meta Knight now somersaults forward instead of at an angle.

Attributes[edit]

  • Nerf Meta Knight walks slower (1.22 → 1.18).
  • Buff Meta Knight dashes faster (1.847 → 1.9) although he dashes slower relative to the cast, going from the 6th highest out of 39 characters to the 12th highest out of 58 characters.
  • Buff Meta Knight's air speed is significantly faster (0.752 → 0.99), going from the third lowest out of 39 characters to the 23rd lowest out of 58.
  • Nerf Meta Knight's air acceleration is lower (0.08 → 0.075), although his faster air speed more than compensates for it.
  • Buff Meta Knight is slightly heavier (79 → 80).
  • Change Meta Knight falls much faster (1.39 → 1.66), going from the 19th fastest out of 39 characters to the 16th fastest out of 58. This improves his vertical endurance and allows him to land more safely, but makes him more susceptible to combos.
  • Buff Meta Knight's fast falling speed is significantly faster (1.946 → 2.656), going from the 19th fastest out of 39 characters to the 16th fastest out of 58. This makes him less susceptible to juggling.
  • Change Meta Knight's gravity is higher (0.0956 → 0.11). This aids in his ability to land safely, but hinders his endurance, increases his susceptibility to combos and reduces the height of his mid-air jumps.
  • Buff Meta Knight's full hop is higher despite his higher gravity.
  • Nerf Meta Knight is larger (size multipler: 0.95x → 1x). This makes him easier to hit and while this would improve his range, this is offset by many of his attacks having considerably worse hitboxes, making his larger size a hinderance overall.
  • Buff Meta Knight's body hurtbox is slightly smaller (5.51 → 5.4).
  • Buff Rolls have a longer duration (frames 5-12 (forward)/4-12 (back) → 4-15 (both)).
  • Buff Rolls travel further due to Meta Knight's larger size.
  • Buff Backward roll has less ending lag (FAF 34 → 28).
  • Nerf Forward roll has more ending lag (FAF 24 → 28), removing its status as the fastest roll.
  • Buff Air dodge has less startup (frame 4 → 2) and ending lag (FAF 40 → 31).
  • Nerf Air dodge has a shorter duration (frames 4-29 → 2-25).
  • Buff Spot dodge has less ending lag (FAF 26 → 25).
  • Nerf Spot dodge has a shorter duration (frames 2-20 → 2-15).
  • Nerf Meta Knight's item throw is weaker (1 → 0.9333333). When combined with the removal of glide tossing, this hinders his item game (although Meta Knight still retains his lengthy super glide toss).
  • Buff The changes to hitstun canceling and Directional Influence both help and hinder Meta Knight. They improve his KO and combo potential, but make him much more susceptible to combos because of his heavier weight, higher gravity and faster falling speed. These changes also prevent him from performing momentum canceling, hindering his horizontal endurance. Nevertheless, it benefits him overall as it allows him to have a more consistent combo game despite his frame data nerfs.
  • Buff The strengthening of pivoting improves Meta Knight's neutral game, punishment game, and evasiveness.
  • Buff The removal of chain grabbing improves Meta Knight's endurance.
  • Nerf The removal of gliding hinders Meta Knight's recovery.[1] This also means that Meta Knight can no longer use his glide attack, meaning that Meta Knight no longer has a completely safe landing option which also has the potential to lead into followups or KOes.

Ground attacks[edit]

  • Nerf All of Meta Knight's sword-based ground attacks have lost their transcendent priority. This significantly hinders Meta Knight's neutral game as it makes it much easier for opponents to challenge his ground moves.
    • Buff However, this also makes it much easier for Meta Knight to cancel out projectiles, as he no longer has to rely on dash attack to do so.
  • Neutral attack:
    • Change Neutral attack's animation has slightly changed. Meta Knight now leans slightly farther inward while swinging Galaxia.
    • Buff Neutral attack launches opponents at a higher angle (361° → 60°/84°) and it has lower knockback scaling (40 → 30). This makes the move connect much more reliably as grounded opponents are now put into the air when the move is performed, preventing them for shielding.
      • Nerf However, the move's angle change also removes its ability to lock opponents.
    • Buff The third and fifth hits now hit in front of Meta Knight. This makes the move connect much more reliably as there is no longer a large gap between the second/fourth hits and the next hit that hits in front.
      • Buff This also leaves Meta Knight much less vulnerable to whiff punishment due to the shorter gap between every hit in front of him.
      • Nerf However, this also removes the move's ability to hit opponents behind Meta Knight.
    • Buff Neutral attack has a lower SDI multiplier (1× → 0.6×). When combined with the weakening of the mechanic along with the move's other changes, this makes it much more difficult to escape from.
    • Buff Neutral attack has larger hitboxes (5u → 5.8u/6.8u) that are now extended.
    • Buff Every hit now has identical horizontal hitbox positions (z offset: 6/14.8 (hit 1)/7.2/14.8 (hit 2)/0/-3.6/-9.2 (hit 3)/7.2/13.6 (hit 4)/-2/-10.4 (hit 5) → 8.5/13.5 (all)/z stretch: 8/8 (all)). This gives hits 3-5 more range in front of Meta Knight and it gives hits 2 and 4 more range inside of Meta Knight.
      • Hits 1 and 2 retain their range in front of Meta Knight as the far hit's larger hitbox equals out its closer placement.
      • Nerf However, this also gives hit 1 slightly less range inside of Meta Knight as well as removing hits 3 and 5's ability to hit behind him.
    • Change Every hit now has identical vertical hitbox positioning (y offset: 4.8 (hit 1)/6/11.2 (hit 2)/5.6 (hit 3)/6.4/10.4 (hit 4)/6.4/5.6 (hit 5) → 5.3 (all/y stretch: 5.2 (all)). This now gives every hit consistent vertical range, giving hits 1, 3 and 5 more vertical range but significantly reducing hits 2 and 4's vertical range.
      • Buff The move as a whole has much more vertical range relative to Meta Knight overall due to the far hit's larger extended hitbox.
    • Nerf The first hit and the near hitbox on every hit deals less damage (2% → 1.2%).
    • Buff The far hitbox on hits 2-5 deals more damage (1% → 1.2%).
    • Buff Neutral attack has a new finisher, a backflipping slash. It deals much more knockback (13 (base), 60 (scaling) → 60/140) compared to the previous finisher.
    • Buff The finisher uses one much larger extended hitbox (4u/4u/4u → 8u) that is positioned further away from Meta Knight (z offset: 14 → 20), giving it much more range.
    • Nerf The finisher has more startup lag (frame 1 → 3) and much more ending lag (FAF 12 → 35) compared to the previous finisher.
      • Nerf When combined with its higher knockback, this notably prevents it from leading into a down smash at higher percents.
    • Nerf The finisher has a much higher hitlag multiplier (1x → 2.5x), making it much easier to DI.
  • Forward tilt:
    • Change Meta Knight now vocalizes during each of forward tilt's hits, instead of only during its last hit.
    • Change If Meta Knight buffers forward tilt, he will no longer automatically perform the second hit.
    • Nerf The first hit has more startup lag (frame 3 → 6) and a longer total duration (FAF 24 → 26).
      • Buff However, its total duration was not fully compensated, giving it slightly less ending lag.
    • Nerf The first two hits deal less damage (4% (hit 1)/3% (hit 2) → 2% (both)).
    • Nerf The first two hits transition later (frame 5 (hit 1)/4 (hit 2) → 11/7). This makes performing all three hits in quick succession much slower, hindering the move's mixup potential and safety.
    • Nerf The first two hits have smaller hitboxes which are now extended (5u/5u → 3.5u/3.5u) and the far hitbox has been moved closer to Meta Knight (z offset: 18 (hit 1)/19 (hit 2) → 13/16), reducing their range, especially the first hit.
    • Nerf The first two hits have lost their nearest hitbox, significantly reducing their range inside Meta Knight and removing their ability to lock opponents.
    • Buff The first hit launches opponents at a lower angle (60°/80° → 66°/85°), making it connect more reliably into the second hit.
    • Buff The first two hits now have consistent base knockback (14/8 → 8). When combined with their lower damage, this makes the move connect more reliably at higher percents.
    • Buff The third hit deals more knockback (50 (base), 113 (scaling) → 80/107).
    • Buff The third hit has less ending lag (FAF 34 → 31).
    • Change The third hit launches opponents at a lower angle (65° → 361°). This improves its KO and edgeguarding potential, but removes its set-up potential.
    • Nerf The third hit deals less damage at close range (5% → 4%).
    • Nerf The third hit has a higher hitlag multiplier (1× → 2×), making it easier to DI.
    • Nerf The third hit's far hitbox is smaller (6u → 5u), it has been moved closer to Meta Knight (z offset: 19 → 14), and the near hitbox has been removed, reducing its horizontal range despite now using an extended hitbox.
      • Buff However, the near hit is larger than the previous upper hitbox (5u → 6u) and it is now extended, giving the move slightly more range above Meta Knight.
    • Nerf The third hit's lower hitbox has been removed, reducing its range below Meta Knight.
  • Up tilt:
    • Buff Up tilt has less ending lag (FAF 36 → 35).
    • Nerf Up tilt has more startup lag with a shorter duration (frame 7 (early)/8-12 (mid)13-18 (late) → 8/9-10/11-14).
    • Nerf Up tilt has an altered animation where Meta Knight does not jump as high. This gives the mid and late hits less range above Meta Knight.
    • Nerf Up tilt has a higher hitlag multiplier (1× → 1.2×), making it easier to DI.
    • Buff The early hit now has a hitbox on Meta Knight's sword, giving it much more vertical range.
    • Buff The early hit's lower hitbox is positioned further away from Meta Knight (z offset: 0 → 2.2), giving it more range in front of Meta Knight.
    • Change The early and mid hits now launch opponents towards Meta Knight (85° → 95°).
    • Nerf The early hit deals less knockback (40 (base), 120 (scaling) → 60/90).
    • Nerf The early hit's new sword hitbox deals less damage (7% → 5%) which along with its lower knockback, greatly hinders its KO potential.
    • Nerf The early hit's lower hitbox is now static, rather than being attached to Meta Knight's hand. This means that while the hitbox is lager (7u → 8u), it is actually roughly one unit smaller in game, as its size is no longer increased as Meta Knight's hand moves.
      • Nerf When combined with the hitbox being moved further forwards, this greatly reduces the move's range behind Meta Knight.
    • Nerf The early hit's lower hitbox is positioned much higher (y offset: -1.7 → 15.2), with the move no longer hitting below Meta Knight or even reaching below his feet, despite him now jumping during the early hit. This allows shorter characters to crouch under the move.
    • Nerf The mid and late hits now deal consistent damage on the sword (7%/8% → 7%).
    • Nerf The mid and late hits deal less knockback on the sword (35 (base), 145/130 (scaling) → 60/90), significantly hindering its KO potential.
    • Nerf The mid hit's hand hitbox deals less damage (6% → 5%) and knockback (35 (base), 120 (scaling) → 60/90), significantly hindering its KO potential.
    • Nerf The mid and late hit's have smaller hitboxes (6u/6u (sword)/10u (mid hand)/6u (late hand) → 5.5u (sword)/8u/5.5u).
    • Nerf The mid and late hit's sword hitbox is now one extended hitbox rather than two normal hitboxes. This hitbox covers less range overall due to its smaller size.
  • Down tilt:
    • Buff Down tilt deals more damage at far range (4% → 5%).
    • Buff Down tilt has higher base knockback outside of the furthest range (11/6 → 15).
    • Nerf Down tilt has more ending lag (FAF 16 → 19).
    • Nerf Down tilt deals less damage at close range (6%/7% → 5%).
    • Nerf Down tilt has a lower trip chance (30% → 25%).
    • Nerf Instead of having four regular hitboxes, down tilt has two extended hitboxes, one which hits grounded opponents and another that hits aerial opponents. These hitboxes are smaller (3u (far)/4u/4u/4u (near) → 2.2u (grounded)/3.2u (aerial) and they are positioned much closer to Meta Knight (z offset: 20 → 13 (grounded)/8 (aerial)).
      • Nerf The move also does not extend as far inside of Meta Knight (z offset: 2 → z stretch: 6), giving it less range inside of Meta Knight.
    • Nerf Down tilt has a new animation where Meta Knight does not move nearly as far forward. When combined with its altered hitboxes, this greatly reduces the move's range, to the point where the move has around 70% the range against grounded opponents and less than 60% the range against aerial opponents.
      • Nerf This new animation also considerably hinders the move's use as a pseudo-crawl option.
      • Nerf This new animation is also longer (25 frames → 35), increasing the amount of time Meta Knight cannot turn around after performing the move.
    • Nerf The introduction of the 3 hit lock limit combined with down tilt's higher ending lag and Meta Knight's slower forward roll hinders the move's 0-death potential against opponents who missed a tech.
  • Dash attack:
    • Nerf Dash attack has more startup lag with a shorter duration (frames 5-11 → 7-11).
    • Nerf Dash attack deals less damage (6%/7%/8% → 5%/6%).
    • Nerf Dash attack covers less distance overall.
    • Change Dash attack now always launches opponents in the direction Meta Knight is facing. This allows it to set up combos more reliably but hinders its ability to set up crossups.
    • Buff Dash attack deals more knockback (40 (base), 88 (scaling) → 70/90). When combined with the changes to hitstun canceling and DI, this significantly improves its combo potential (now being one of his best combo starters).
    • Buff Dash attack has larger hitboxes (4.2u/4.2u/4.2u → 5.5u/5u/4u) which are positioned further away from Meta Knight (z offset: 0/2/4 → y offset: -1/-6/-10), greatly improving its range relative to Meta Knight.
  • Forward smash:
    • Buff Forward smash deals more damage (14% → 16%) and knockback (28 (base), 99 (scaling) → 30/(108/98), significantly improving its KO potential, especially the near hit.
    • Buff Meta Knight now vocalizes once his forward smash's hitboxes become active, rather than as soon as he starts it. Due to its high startup lag, this makes forward smash harder to react to while being interruptible at the end.
    • Buff The changes to shields significantly benefit forward smash as the move is now safe (in terms of frame advantage) against a sizeable portion of the cast.
    • Change Forward smash has an altered animation. Meta Knight now draws Galaxia farther back and slashes outward in a more pronounced motion, ending the slash behind himself and taking a while to re-adjust to his neutral stance (which can be interrupted).
    • Change Forward smash's hitboxes are positioned lower (y offset: 6.4 → 5).
    • Nerf Forward smash has a shorter duration (frames 24-25 → 24).
    • Nerf Forward smash has smaller hitboxes (7u/6u/6u/6u → 6.2u/5.2u), with the upper/lower hitboxes being removed. This significantly reduces forward smash's vertical range.
    • Nerf The near hitbox has been moved further away from Meta Knight (z offset: 5 → 9), considerably reducing the move's range behind Meta Knight.
    • Nerf The far hitbox is now extended and it has been positioned closer to Meta Knight (z offset: 19 → 13/z stretch: 17), reducing the move's range.
    • Nerf The near hitbox has a higher hitlag multiplier (1× → 1.5×), making it easier to DI.
  • Up smash:
    • Change Up smash has an altered animation. Meta Knight now slashes upward at a slightly higher height.
    • Change Meta Knight now vocalizes once his up smash's hitboxes become active, rather than as soon as he starts it.
    • Change The upper hitbox now uses an extended hitbox.
    • Nerf Up smash has smaller hitboxes (5u/6.3u/6.3u/6.3u (hits 1 and 2)/6.5u/7.5u/7.5u/7.5u (hit 3) → (4.5u/4.5u/4.5u)/(5.5u/5.5u/6u)).
    • Nerf The upper hitbox has been moved closer to Meta Knight (y offset: 22 (hit 1)/24 (hits 2 and 3) → 20 (all)), giving the move less range above Meta Knight.
    • Nerf The side hitboxes have been moved slightly closer to Meta Knight (z offset: -11.2/9.6 → 10.2/8.6), giving the move less horizontal range.
    • Nerf The hitbox on Meta Knight's body has been removed, greatly reducing the move's range below Meta Knight to the point where it can no longer hit shorter opponents who are on the ground.
    • Buff The first two hits launch opponents at different angles (90°/115°/115° → 366°/155°/155°), making them connect more reliably.
    • Buff The first hit deals less knockback (0/30/30 (base), 80/40/40 (set), 100 (scaling) → (30/30/30)/(20/25/25) which along with its altered angle, makes it connect more reliably into the second hit.
    • Buff The second hit deals less knockback (0/20/20 (base), 90/30/30 (set), 100 (scaling) → (30/30/30)/(20/25/25) which along with its altered angle, makes it connect more reliably into the third hit hit.
    • Buff The upper hitbox on the first two hits now has the highest priority (ID# 3 → 0). As the hitbox now uses the auto-link angle rather than a vertical angle, this improves the move's reliability.
    • Change The first two hits' side hitboxes are positioned slightly lower (y offset: 17 → 16).
    • Buff The third hit deals more knockback (62 (base), 145 (scaling) → 65/166) and the side hitboxes launch opponents at a higher angle (70° → 85°), significantly improving its KO potential.
    • Nerf The third hit has a higher hitlag multiplier (1× → 2×), making it easier to DI.
  • Down smash:
    • Change Down smash has an altered animation. Meta Knight now slashes inward around himself while spinning once.
    • Change Down smash now has a voice clip as Meta Knight performs his down smash. While this sound clip does exist in Brawl, it would never play in game as it was tied to the move's startup animation which was 0 frames long.
    • Nerf Down smash has a shorter duration (frames 4-5 (front)/9-10 (back) → 4/9).
    • Nerf Down smash has more ending lag (FAF 34 (buffered)/35 (non-buffered) → 38/39).
    • Nerf Down smash deals less damage (11% (front)/13% (back) → 7%/10%), significantly hindering its KO potential (especially the front hit) despite its lower launch angle (361° → 35°) and the second hit's higher knockback scaling (90 → 93).
    • Nerf The nearest and furthest hitboxes have been removed and the remaining hitboxes are smaller (5.2u/4.9u → 4.5u/4u), significantly hindering down smash's range (reducing its range by over 25% both in front and especially inside of Meta Knight).

Aerial attacks[edit]

  • Buff All aerials have lost their transcendent priority, allowing them to cancel out projectiles. This especially benefits neutral aerial due to its lack of disjoint.
    • Nerf However, this also hinders their ability to deal with short ranged low priority moves such as Fox Illusion.
  • Neutral aerial:
    • Nerf Neutral aerial has an altered animation. Meta Knight now cartwheels, instead of somersaulting. This new animation is slightly longer (47 frames → 49), increasing the amount of time Meta Knight cannot grab ledges after performing the move.
    • Nerf Neutral aerial has more startup lag with a shorter duration (frames 3-4 (clean)/5-24 (late) → 6-7/8-20).
    • Nerf Neutral aerial has more ending lag (FAF 32 → 44), preventing Meta Knight from performing two neutral aerials in a short hop.
    • Nerf Neutral aerial has more landing lag (15 frames → 16).
    • Nerf Neutral aerial auto-cancels much later (frame 25 → 50) going from doing so as soon as the hitboxes ended to no longer doing so until the animation ends. This drastically hinders neutral aerial's safety, with the move no longer auto-canceling in a short hop.
    • Nerf The clean hit deals less damage (12% → 10%) hindering its KO potential despite its higher base knockback (30 → 40).
    • Nerf The clean hit's body hitbox is smaller (8u → 7u).
    • Nerf When the late hit becomes active, the clean hit's hitboxes are no longer called to be removed. This means that neutral aerial now has a clean hit and a late hit rather than having two separate hits, preventing both hits from connecting and greatly reducing its maximum damage potential (19% → 10%).
    • Buff The late hit deals more damage (7%/6%/5% → 7.5%) and has higher base knockback (20 → 40), improving its KO potential.
  • Forward aerial:
    • Nerf Forward aerial has more startup lag (frame 6 (hit 1)/10 (hit 2)/13 (hit 3) → 9/12/15).
      • Buff However, the gap between the first and second hit is one frame shorter, allowing them to connect more reliably.
    • Nerf Forward aerial has more ending lag (FAF 40 → 46) and a longer animation (39 frames → 54).
    • Nerf Forward aerial has more landing lag (15 frames → 16).
    • Nerf Forward aerial has a shorter initial auto-cancel window (frames 1-3 → 1).
    • Nerf Forward aerial auto-cancels much later (frame 22 → 44), no longer doing so in a short hop.
    • Nerf Forward aerial now consists of one extended hitbox close to Meta Knight and one normal hitbox further away from him (with each having two separate sets of hitboxes for grounded and aerial opponents) rather than four normal hitboxes forming a square in front of him which hit both grounded and aerial opponents.
      • Nerf The far hitbox is positioned closer to Meta Knight (z offset: 15 (hits 1 and 2)/14 (hit 3) → 13 (all)) and its height is inbetween the previous set of hitboxes (y offset: 1/10 → 6 (hits 1 and 2)/2.5 (hit 3)).
      • Nerf The near hitbox is positioned closer to Meta Knight (z offset: 6 (hits 1 and 2)/3 (hit 3) → 7 (all)) and it does not extend as much vertically (y offset: 1/10 → 6/y stretch: 9 (hits 1 and 2)/8.5 (hit 3)).
        • Nerf These changes reduce the first two hit's range overall as well as reducing the third hit's range behind Meta Knight and reducing every hit's vertical range from far ranges.
    • Buff With the exception of the second hit's far hitbox, forward aerial has larger hitboxes (3.5u/3.5u/3.5u/3.5u → 4.5u/4u (hit 1), 4u/4u → 4.5u (hit 2 near), 5u/5u/5u/5u → 6.5u/6.5u (hit 3)). This gives the third hit slightly more horizontal range.
    • Nerf The first two hits deal less damage (3% → 1.5% (aerial)/2.2% (grounded)).
    • Buff The first two hits have altered set knockback against aerial opponents (80 (low)/5 (high) → 40) and the near hitbox launches opponents at a higher angle (60° (low)/45° (high) → 85°), improving their reliability against aerial opponents.
    • Nerf The far hitbox launches aerial opponents at a less favorable angle (98° (low)/90° (high) → 85°).
    • Nerf The first two hits now consistently launch grounded opponents horizontally (60°/98° (low)/45°/90° (high) → 361°) and they deal more knockback to grounded opponents (0 (base), 80/5 (set), 100 (scaling) → 30/0/130). This hinders their reliability as well as greatly hindering their followup potential (especially against heavier characters), while also not granting them KO potential at realistic percents.
    • Buff The third hit's near hitbox launches opponents at a slightly lower angle (50° → 48°), slightly improving its KO and edgeguarding potential.
    • Nerf The third hit deals less damage (4% → 3%) without full compensation on its knockback scaling (122 → 140).
      • Nerf When combined with the first two hit's lower damage output, this reduces forward aerial's maximum damage output (10% → 7.4%).
    • Nerf The third hit's far hitbox launches opponents at a higher angle (361° → 48°), hindering its KO and edgeguarding potential.
    • Nerf The third hit has a higher hitlag multiplier (1× → 2×), making it easier to DI. Forward aerial cannot be frame canceled, preventing it from benefitting from the introduction of the technique.
  • Back aerial:
    • Nerf Back aerial has more ending lag (FAF 48 → 52) and a longer animation (47 frames → 59).
    • Nerf Back aerial has more landing lag (12 frames → 18).
    • Nerf Back aerial auto-cancels later (frame 33 → 40), no longer doing so in a short hop.
    • Nerf Back aerial has smaller hitboxes (6.3u/5u/5u (hit 1)/6.5u/5u/5u (hit 2) → 4.2u/4.2u (both), 7u/5u/5u → 5.2u/5u (hit 3)), giving the far hitbox less horizontal range.
    • Change The far hitbox has been repositioned lower (y offset: 7.2 (hits 1 and 3)/6.4 (hit 2) → 4.5 (hit 1)/2 (hit 2)/7 (hit 3)).
    • Nerf The near hitbox is now one extended hitbox rather than two normal hitboxes. The hitbox does not extend as far vertically (y offset: 2.8/11.6 (hits 1 and 3)/2/10.8 (hit 2) → 2.5/y stretch: 6.5), giving back aerial less vertical range, especially from above.
      • Buff However, this does also give the third hit slightly more range below Meta Knight.
    • Buff The near hitbox has been moved closer to Meta Knight (z offset: 8 → 6), giving back aerial more range inside of Meta Knight.
    • Buff Back aerial now always launches opponents in the opposite direction Meta Knight is facing. As the move hits multiple times, this improves its reliability.
    • Nerf The first two hits deal less damage (3% (hits 1 and 2)/10% (total) → 1.5% (aerial)/2.2% (grounded)/8.4% (maximum total)).
    • Buff The first two hits now use the auto-link angle against aerial opponents (80° → 366°) and they have higher set knockback (48/35/20 → 90). This makes them connect more reliably, as well as granting them edgeguarding and drag down setup potential.
    • Nerf The first two hits now launch grounded opponents horizontally (80° → 45°) and they deal more knockback to grounded opponents (0 (base), 48/35/20 (set), 100 (scaling) → 40/0/130). This hinders their reliability as well as hindering their followup potential, while also not granting them KO potential at realistic percents.
    • Buff The third hit has higher knockback scaling (175 → 212), significantly improving its KO potential.
    • Nerf The third hit has a higher hitlag multiplier (1× → 2×), making it easier to DI. Back aerial cannot be frame canceled, preventing it from benefitting from the introduction of the technique.
  • Up aerial:
    • Nerf Up aerial has more startup lag with a shorter duration (frames 2-3 → 6), no longer being the fastest aerial in the game.
    • Nerf Up aerial has much more ending lag (FAF 14 → 27). When combined with its higher startup lag, this greatly hinders up aerial's juggling and sharking potential.
      • Nerf When combined with Meta Knight's lower short hop, this also means that Meta Knight can now only perform one up aerial in a short hop as opposed to three.
    • Nerf Up aerial has a longer animation (23 frames → 36).
    • Nerf Up aerial has more landing lag (12 frames → 18).
    • Nerf Up aerial auto-cancels later (frame 21 → 24).
      • Nerf This is further exacerbated when combined with the move's higher ending lag, as Meta Knight can no longer use the initial auto-cancel window of another aerial to make the move auto-cancel earlier.
    • Nerf Up aerial deals less damage (6% → 4%) and knockback (40 (base), 125 (scaling) → 30/128).
      • Buff However, this also improves the move's followup potential at higher percents.
    • Nerf Up aerial launches opponents at lower angles (78°/78°/60°/60° → 69°/69°/52°). When combined with its higher ending lag, this significantly hinders up aerial's followup potential at lower percents.
    • Nerf Up aerial has a higher SDI multiplier (1x → 1.5x).
    • Nerf Up aerial has smaller hitboxes (5.5u/5.5u/5u/5u → 3.5u/3u/3u) and they are now extended. This gives up aerial less range below Meta Knight as well as less range in front of him despite the right side hitbox being extended further away from Meta Knight (z offset: 8 → 9.5).
    • Nerf Up aerial hitboxes have been positioned higher (y offset: 17/14 → 19/16). While this allows the move to retain its vertical range despite its smaller hitboxes, this also gives it much less range below Meta Knight.
    • Nerf The left side hitbox has been extended closer to Meta Knight (z offset: -12.8 → -11.5), giving the move much less range behind Meta Knight.
    • Buff The changes to hitstun canceling and DI combined with the move's lower knockback makes up aerial a more reliable combo move at higher percents despite the drastic nerfs to its speed.
  • Down aerial:
    • Nerf Down aerial has a shorter duration (frames 4-5 → 4).
    • Nerf Down aerial has more ending lag (FAF 26 → 28) and a longer animation (25 frames → 29).
    • Nerf Down aerial has more landing lag (15 frames → 22).
    • Nerf Down aerial auto-cancels later (frame 24 → 26).
    • Nerf Down aerial deals less damage (7% (center)/9% (sides) → 6% (both)), without full compensation on its knockback (30/15 (base), 105 (scaling) → 30/108).
    • Nerf Down aerial has smaller hitboxes (5.4u/5.2u/5.4u/5.4u → 3.5u/3u/3u) and they are now extended.
    • Change The middle hitbox has been positioned slightly lower (y offset: 6.4 → -6.5).
    • Nerf The side hitboxes has been positioned lower (y offset: 3.4 → y stretch: 4.5). This gives the move less range above Meta Knight with the move still having less range below Meta Knight due to the hitboxes being smaller.
    • Nerf The side hitboxes have been moved closer to Meta Knight (z offset: 10/-10 → z stretch: 6/-8), reducing the move's horizontal range, especially in front of Meta Knight.
    • Nerf The side hitboxes launches opponents at a much higher angle (23° → 50°), greatly hindering their edgeguarding potential.
      • Nerf Altogether, these changes considerably hinder its spacing and edgeguarding potential.

Throws/other attacks[edit]

  • Grabs:
    • Nerf All grabs have more startup lag (frame 6 (standing)/8 (dash)/7 (pivot) → 7 (standing)/9 (dash/pivot)).
    • Nerf Standing and pivot grabs have more ending lag (FAF 30 (standing)/36 (pivot) → 32/38).
    • Buff Standing grab extends further inside of Meta Knight (z offset: 6 → 4), giving it more range inside of him.
    • Buff Dash and pivot grabs extend further away from Meta Knight (z offset: 9 (dash)/-14 (pivot) → z stretch: 10.8/-15), giving dash grab slightly more range.
    • Nerf All grabs have smaller grabboxes (4u → 3u (standing/pivot)/2.4u (dash)).
    • Nerf Standing grab does not extend as far away from Meta Knight (z offset: 12 → z stretch: 10) which along with its smaller size, considerably reduces its range.
    • Nerf Dash and pivot grabs do not extend as far inside of Meta Knight (z offset: 3 (dash)/0 (pivot) → 4/-4), giving them less range inside of Meta Knight.
  • Buff The changes to aerial grab releases benefit Meta Knight as while he has also lost all of his aerial grab release followups outside of Galaxia Darkness, he himself is far less vulnerable to aerial grab release followups. As he typically could not force an air release on stage in most circumstances, these changes benefit him overall.
  • Pummel:
    • Nerf Pummel has more ending lag (FAF 24 → 27).
  • Forward throw:
    • Nerf Forward throw's hitbox has more startup lag (frame 4 → 8 (foot)/9 (heel)).
    • Nerf The heel hitbox is smaller (5u → 4u) and it is no longer extended, significantly reducing its range.
    • Buff The foot hitbox has a longer duration (frame 4 → 8-9).
    • Change The heel hitbox is positioned closer to Meta Knight (y/z offsets: 11/11 → 8/10).
    • Buff Meta Knight releases opponents from forward throw later (frame 5 → 10). While this does make the throw easier to DI, it also reduces its ending lag as its total duration was unchanged.
      • Buff When combined with the changes to hitstun canceling and DI, this significantly improves forward throw's combo potential.
  • Back throw:
    • Buff Back throw's hitbox has a longer duration (frame 16 → 16-17).
    • Change Meta Knight releases opponents from back throw one frame later (frame 17 → 18). While this does make the throw easier to DI, it also reduces its ending lag as its total duration was unchanged.
      • Buff When combined with the changes to hitstun canceling and DI, this improves back throw's combo potential.
  • Up throw:
    • Buff Up throw has received an incredibly powerful collateral hitbox shortly before Meta Knight lands, significantly improving its utility outside of 1v1 matches.
    • Change Meta Knight releases opponents from up throw one frame later (frame 44 → 45).
    • Nerf Up throw deals less damage (12% → 10%), although its knockback scaling was compensated (60 → 70).
  • Down throw:
    • Nerf Down throw's first 9 hits deal less damage (1% → 0.5%), reducing the throw's total damage output (11% → 7.5%).
    • Buff The 10th hit has a longer duration (frame 73 → 73-74).
    • Buff The 10th hit has higher base knockback (50 → 60).
    • Change The 10th hit launches opponents at a lower angle (90° → 70°). This grants Meta Knight more followup options against bystanders but makes it more susceptible to DI.
    • Nerf The throw deals more damage (1% → 2%) and deals significantly more knockback (60 (base), 110 (scaling) → 50/170). This hinders its followup potential at higher percents while still being too weak to KO at realistic percents.
    • Buff The throw launches at a higher angle (50° → 60°), improving its followup potential.
    • Buff Meta Knight releases opponents from down throw one frame later (frame 74 → 75). This slightly reduces the throw's ending lag, and since the throw already executes so slowly, the additional frame to DI the throw is completely negligible.
      • Buff When combined with its higher launch angle and the changes to hitstun canceling and DI, this significantly improves down throw's combo potential despite its higher knockback.
  • Floor attacks:
    • Buff Floor attacks' second hits have less startup lag (frame 26 → 24).
    • Buff Floor attacks have less ending lag (FAF 50 → 46).
    • Buff Floor attacks deal more damage (6% → 7%) and shield damage (1 → 8) per hit, without full compensation on their knockback scaling (50 → 48).
    • Nerf Floor attacks have less intangibility (frames 1-27 → 1-25).
    • Nerf Floor attacks launch opponents at a higher angle (361° → 48°).
    • Nerf Both floor attacks now use one static extended hitbox rather than multiple normal hitboxes attached to Meta Knight. The moves now have a consistent size (7u/5u → 5u) and they do not extend as far (z offset: (16/-16)/0 → (13/-13)/z stretch: 5/-5), reducing their range.
  • Edge attack:
    • Buff As with other edge attacks, edge attack no longer has set knockback (110 (set), 100 (scaling) → 90 (base)/20).
    • Nerf Edge attack has a shorter duration (frames 25-28 → 25-27).
    • Nerf Edge attack has less intangibility (frames 1-23 → 1-22).
    • Nerf Edge attack deals less damage (8% → 7%) and launches opponents at a less favorable angle (361° → 45°).
    • Nerf Edge attack now uses one extended hitbox rather than four normal hitboxes which does not extend as far (z offset: 15/-4 → -14/z stretch: 2), giving it less range, especially behind Meta Knight.
    • Nerf As with other edge attacks, edge attack can no longer send opponents behind Meta Knight, removing its ability to set up edgeguards.
  • Trip attack:
    • Buff Trip attack deals more shield damage (1 → 8) per hit.
    • Buff Trip attack has a larger hitbox (4.5u/4.5u/3.8u/3u → 5u), giving it more vertical range, especially close to Meta Knight.
      • Nerf However, it now uses one extended hitbox rather than four normal hitboxes which does not extend as far (z offset: (-15/15)/0 → (-13/13)/z stretch: -5/5), giving it less horizontal range.
    • Nerf Trip attack has less intangibility (frames 1-8 → 1-7).

Special moves[edit]

  • Mach Tornado:
    • Buff Mach Tornado's loop hits deal less knockback (0 (base), 50/90 (set), 100 (scaling) → 10/0/100) and they now use the autolink angle against aerial opponents (90° → 366°). This makes Mach Tornado connect more reliably.
    • Buff The final hit has higher base knockback (35 → 55), improving its KO potential.
    • Change Mach Tornado's visual effects have slightly changed. Its trail is now noticeably thinner.
    • Change Mach Tornado spin speed needed to stop spinning is slightly lower (10 → 9).
    • Change Mach Tornado now has a consistent rehit rate of 6, rather than the rehit rate depending on how long it takes Meta Knight to spin a full 360°.
      • Nerf This gives Mach Tornado a longer rehit rate during the earlier parts of the spin, especially when Meta Knight is mashing (5/4 frames → 6), making it less safe on shield and easier to potentially fall out of.
      • Buff However, this also gives it a faster rehit rate during the later parts of the spin, making it less punishable and harder to fall out of.
    • Nerf Mach Tornado loses more spin speed per frame (2 → 3). This reduces Mach Tornado's loop hit's minimum duration (frames 12-58 → 12-41).
    • Nerf Repeated button presses increase Mach Tornado's spin speed less (16 → 10) and they lose more spin speed (1.5 → 1.7). When combined with the move losing more speed without button presses, this greatly reduces the loop hit's maximum duration (frames 12-127 → 12-70) as well as greatly reducing the amount of height Meta Knight can gain by using the move.
    • Nerf Mach Tornado has much more ending lag (29 frames → 54), making it much more punishable.
    • Nerf The loop hits now consists of one hitbox in the middle of Meta Knight, rather than one hitbox below him and two hitboxes on the side of him. The previous lower hitbox has been moved much higher up (y offset: -2 → 8) and the side hitboxes have been removed. This significantly reduces the move's range both horizontally and below Meta Knight despite the hitbox being larger (5u → 6u), and slightly extended.
      • Buff However, the hitbox is positioned slightly higher than the previous side hitboxes (y offset: 7 → 8) which along with its larger hitbox, gives it slightly more range above Meta Knight.
    • Nerf The loop hits now deal hitlag. This not only makes the move slower to execute and easier to DI but this also greatly hinders the move's shield pressuring potential, as opponents are trapped in shield for two less frames (as they now only suffer from two frames of shieldstun, rather than four frames of shieldlag Meta Knight does not go through), giving the cast more opportunities to escape and punish the move, especially early on in the move's duration with the move's lower rehit rate.
    • Nerf The loop hit's priority now functions like a standard move, rather than having grounded/aerial priority. This means that the grounded version can no longer clang with aerials while the aerial version can no longer clang with grounded or aerial moves. This greatly hinders the move's safety, especially in the air as opponents can now hit Meta Knight out of the move much more easily.
      • Nerf When combined with the move's reduced range, this also allows more damaging moves without transcendent priority to hit Meta Knight much more easily.
    • Nerf The final hit has a higher hitlag multiplier (1× → 2×), making it easier to DI.
      • Nerf Altogether, these changes greatly hinder Mach Tornado's movement potential and recovery potential as well as greatly hindering its safety and making it much more punishable.
  • Drill Rush:
    • Nerf Drill Rush has more ending lag (FAF 95 → 115).
    • Nerf Drill Rush can no longer be edge canceled.
    • Nerf Drill Rush now only grants the rebounding jump if the player lands the final hit, hindering its safety and recovery potential.
    • Nerf Drill Rush now suffers from RCO lag.
    • Buff Drill Rush travels further.
    • Buff Drill Rush has a longer startup animation (21 frames → 25) however, the move's hitboxes now become active as soon as Meta Knight starts spinning. This makes the move connect much more reliably against opponents at close range while also keeping its startup lag the same despite its longer startup animation.
    • Buff The loop hits have a longer duration (frames 26-65 → 26-69).
    • Buff The loop hits have a lower SDI multiplier during their first four active frames (0.8x → 1x).
    • Buff The loop hits have gained an addition loop hitbox further along Meta Knight's sword, giving it more range.
    • Buff The near hitboxes now have set knockback for the move's first four frames (0 → 30), allowing them to connect more reliably.
    • Buff The loop hit's upper hitbox deals less knockback after the move's first four frames (100 (base), 50 (scaling) → 40/45), allowing it to connect more reliably.
    • Buff The loop hit's previous sword hitbox is positioned close to Meta Knight (x offset: 3.5 → y offset: 2), it launches opponents horizontally for its first four active frames and now uses an autolink angle afterwards (70° → 361° (early)/366° (late)) and it has higher base knockback (50 → 70). When combined with the new front sword hitbox, this makes it connect more reliably.
      • Buff Altogether, these changes make Drill Rush connect much more reliably, especially at close range.
    • Change The loop hit's upper hitbox now launches opponents horizontally (365° → 0°).
    • Change The loop hit's lower hitbox launches opponents at a lower angle (70° → 30° (early)/45° (late)).
    • Nerf The loop hit's hitboxes are smaller (4u/3.5u/5u → 3u/3u/3.5u/4u) and the near hitboxes are positioned further away from Meta Knight (z offset: 4 → 6), reducing their vertical range and their range behind Meta Knight.
    • Nerf The loop hit's upper hitbox is now only active for the move's first four active frames.
    • Nerf The loop hits have a higher SDI multiplier after its first four active frames (0.8x → 1x).
    • Buff The final hit has higher base knockback (30 → 40).
    • Buff The grounded version's final hit has much higher knockback scaling (100/130 → 200), significantly improving its KO potential as well as no longer making it weaker than the aerial version.
    • Buff The final hit's far hitbox is positioned further away from Meta Knight (x offset: 6 → y offset: 10) with the grounded version's far hitbox also being larger (4u → 6u), significantly improving its range.
    • Nerf The final hit has more startup lag with a shorter duration (frames 66-67 (grounded)/66-70 (aerial) → 70 (both)).
    • Nerf The grounded version's final hit's near hitbox is smaller (7u → 6u).
    • Nerf The aerial version's final hit has smaller hitboxes (8u/9u → 6u/6u).
    • Nerf The final hit's near hitboxes are positioned much closer to Meta Knight (x offset: -8 (grounded)/-2 (aerial) → y offset: 4 (both)), giving it much less range inside of Meta Knight.
    • Nerf The final hit has a much higher hitlag multiplier (1× → 3×), making it much easier to DI.
  • Shuttle Loop:
    • Change Shuttle Loop now functions very differently. Instead of a single upwards loop that leads into a glide, Meta Knight performs two upwards loops with the first loop linking into the second one and after the loops, Meta Knight then enters free fall.
    • Change The first hit has knockback which minimally scales in order to link into the second hit.
    • Buff Shuttle Loop grants much more height, improving its vertical recovery potential.
    • Buff Due to the altered functionality of Shuttle Loop, Meta Knight can now connect both hits of grounded Shuttle Loop reliably while the aerial version's maximum damage output is higher (9% → 12%).
    • Nerf Shuttle Loop now suffers from RCO lag.
    • Nerf The grounded version no longer has intangibility on startup, significantly hindering its ability to stuff out approaches as well as hindering its use as an out of shield option, especially against multi hitting moves.
    • Buff The grounded version's first hit has two new hitboxes positioned closer to Meta Knight on its first active frame, giving the move more range inside of him.
    • Nerf The grounded version's first hit has smaller hitboxes (6.8u/6.8u (clean)/6u/6u (late) → (4u/4u)/5u/5u)), reducing its range despite its hitboxes being moved further away from Meta Knight on its first active frame (z offset: 12 → 14).
    • Buff The grounded version's second hit has a longer duration (frame 8 → 22-27) compared to the previous clean hit.
    • Buff The grounded version's second hit now launches opponents at a consistent angle (80°/70° → 80°) compared to the previous clean hit.
    • Nerf The grounded version's second hit deals less damage (9% → 6%) and knockback (90 (base), 80 (scaling) → 55/130) compared to the previous clean hit, hindering its KO potential, although this is partially compensated by Meta Knight jumping high up before using the move.
    • Nerf The second hit has smaller hitboxes (6.8u/6.8u → 5.5u/3u) with the far hitbox being positioned closer to Meta Knight (z offset: 12 → 9), reducing its range compared to the previous grounded version's clean hit despite the far hitbox now being extended.
      • Buff However, the smaller hitbox is now positioned inside of Meta Knight, improving its range inside of Meta Knight.
    • Buff The aerial version has less startup lag (frame 8 → 7).
    • Buff The aerial version's first hit's hitboxes are now identical in terms of size and positions to the grounded version. This gives it more range despite its hitboxes being smaller (7u → 4u/4u/4u/4u).
    • Buff The aerial version's second hit deals more knockback (90 (base), 60 (scaling) → 55/118), improving its KO potential despite its lower damage (9% → 6%) compared to the previous clean hit.
    • Change The second hit launches opponents vertically unlike the previous clean hit (30° → 80°).
      • Buff This significantly improves its KO potential near the upper blast line which along with the changes to hitstun canceling and DI, makes it highly effective vertical combo ender.
      • Nerf However, this also significantly hinders its edgeguarding potential which was an area the move was incredibly potent in previously.
    • Nerf Due to its multi hitting nature, Shuttle Loop is a less reliable move, especially at higher percents.
    • Nerf As mentioned earlier, Meta Knight now enters free fall when Shuttle Loop completes rather than gliding. This not only significantly hinder the move's horizontal recovery potential but this also makes the move drastically more punishable, immensely hindering its safety.
    • Nerf Meta Knight can no longer auto-cancel Shuttle Loop if he spaces it to land before it finishes, significantly hindering its utility and safety.
      • Nerf Altogether, these changes along with the move's altered functionality and the grounded version losing its intangibility on startup greatly hinders the move's safety as well as reducing its utility.
  • Dimensional Cape:
    • Change Dimensional Cape's animation has slightly changed. Its non-attacking warp now has Meta Knight face the opposite direction upon reappearing, whereas warping downward from a stationary position on the ground also no longer has him attack behind himself. Conversely, its attacking warp now has Meta Knight perform an upward slash upon reappearing when warping backward (which does not change his direction), whereas his prior slash animation now only applies to a stationary or vertical orientation. Meta Knight also holds Galaxia differently during the attacking warp upon reappearing when warping forward.
    • Buff Dimensional Cape has more intangibility (frames 18-26 → 12-39 (no attack)/12-28 (attack)) with Meta Knight now becoming intangible as soon as he disappears.
    • Buff Dimensional Cape travels further.
    • Change Meta Knight reappears later when using Dimensional Cape (frame 27 → 29).
    • Buff Dimensional Cape has increased horizontal speed (2.5 → 3), allowing it to cover more horizontal distance.
    • Nerf Dimensional Cape has reduced vertical speed (2.5 → 2), reducing its vertical distance.
    • Nerf Infinite Dimensional Cape has been removed, removing the move's ability to infinitely stall as well as generally hindering its utility.
    • Buff The attack deals more damage when it is not performed backwards (14% → 15% (neutral)/16% (forwards/vertical)).
    • Buff The attack deals more knockback (20 (base), 85/95 (scaling) → 40/98), significantly improved its KO potential, especially when performed forwards or vertically.
    • Buff The attack's hitboxes are larger (7u/5u → 8.5u/5.5u (neutral)/11.5u/7.5u (forwards/vertical)) and they are now noticeably extended, significantly improving its range.
    • Change The attack launches opponents at a lower angle (60° → 53°).
    • Nerf The attack has more startup lag (due to Meta Knight reappearing later) with a shorter duration (frames 32-33 → 34).
    • Nerf The attack has more ending lag (55 frames → 64).
    • Nerf The attack has a higher hitlag multiplier (1.2x → 1.4x), making it easier to DI.
  • Galaxia Darkness:
    • Buff Galaxia Darkness no longer attacks Meta Knight's teammates if Team Attack is turned off.
    • Buff Galaxia Darkness slows down opponents more when it starts up (4x → 5x).
    • Nerf Galaxia Darkness now uses one smaller extended search box (19u/15u/15u → 14u) which does not extend as far (z offset: 2/40 → 7/z stretch: 37), reducing its range.
    • Buff Galaxia Darkness has higher knockback scaling (50 → 55), improving its KO potential.
    • Change Galaxia Darkness' visual effects have changed. The interior of Meta Knight's cape now features a celestial pattern.
    • Change Characters trapped by Galaxia Darkness will now react to being trapped by the move, as opposed to remaining static.
      • Bug fix Due to this change, characters firing a Super Scope will no longer have their arms stuck in a t-pose position. Additionally, this prevents Kirby from entering a t-pose if he gets hit while using Stone.
    • Bug fix The regenerating terrain glitch has been fixed.

Update history[edit]

Meta Knight has been buffed via game updates. In updates 1.0.4 and 1.0.8, damage output, knockback, reach, and attack speed were improved on some moves. Update 1.1.0 reduced the number of Galaxia's trails on his moves to match his moves' hitboxes, considerably improving his accuracy. The specific buffs to his neutral attack, forward tilt, and neutral aerial have given him more options with which to relieve pressure, and the increased power of his neutral and back aerials have enhanced his KO and edge-guarding potential. Update 1.1.1's changes to shield mechanics have also been beneficial for Meta Knight: thanks to several of his attacks hitting multiple times and/or having high hitlag modifiers, most notably forward aerial and forward smash. However the one indirect buff that really improved Meta Knight was 1.0.4 adjusting LSI to no longer apply on hits that launch between 65-115 degrees; this change made Meta Knight's infamous ladder and bridge combos that would define his meta significantly more potent, allowing Meta Knight to string more up and down aerials in the same combo and to connect at wider percentage windows, while also allowing the Shuttle Loop finisher to KO significantly earlier.

While these buffs do not make Meta Knight nearly as potent as he was in Brawl, they have still allowed him to recoup some of his initially weakened offensive potential and remain viable with some notable tournament success. However, update 1.1.5 would then nerf Meta Knight; although its decrease of forward aerial's landing lag made it into a new approach option, it altered up aerial's launch angle to be more diagonal and increased its SDI multiplier, both of which make it harder for up aerial to combo into itself for early KOing ladders on most characters. However, the same update and update 1.1.6 also brought significant nerfs to Sheik, Zero Suit Samus and Bayonetta, who were some of his most challenging matchups prior to these updates. Overall, Meta Knight has improved since the initial release of SSB4.

Super Smash Bros. for Nintendo 3DS 1.0.4

  • Buff Neutral aerial deals more damage: 7% clean/5% late → 10%/7.5%.
  • Nerf Forward aerial's first two hits' aerial-only hitboxes have lower set knockback (90 → 40) and no longer use the autolink angle (366° → 85°), leaving them unable to drag opponents down and set up locks.
  • Buff Last hit of back aerial has increased knockback scaling: 180 → 212.
  • Buff Up aerial's Y offsets increased: 17/14 → 19/16, giving it more vertical range.
  • Buff Down aerial's Y offsets (-4.5 → -6.5) and Z offsets (3.5/4.5/-4.5 → 2.5/3.5/-5.5) are farther apart, increasing the move's range and coverage below Meta Knight.
  • Change The sword trails of up aerial and down aerial match the hitboxes better.
  • Buff Dimensional Cape has a more horizontal angle (60° → 53°) and higher knockback growth (105/93 → 107/98), improving its KO potential.


Super Smash Bros. 4 1.0.6

Super Smash Bros. 4 1.0.8

  • Buff Neutral attack's loop hits deal 0.2% more damage: 1% → 1.2%; its loop hits' knockback scaling decreased: 40 → 30; its last hit's hitbox size increased: 5.7u → 8u; its ending lag decreased: frame 47 → 35; its SDI multiplier decreased: 1× → 0.6×; and its hitboxes split to cover more space. Altogether, these changes improve its damage racking potential, range and safety.
  • Buff Forward tilt's last hit deals 1% more damage: 3% → 4% and its last hit's ending lag decreased: frame 41 → 31.
  • Change Forward tilt's last hit's angle altered: 65° → 361°. This improves its spacing and edge-guarding potential, but removes its set-up potential.
  • Buff Neutral aerial's landing lag decreased: 20 frames → 16.

Technical changelist 1.0.8

Change Old value New value
Neutral attack damage 1% 1.2%
Neutral attack knockback scaling 40 30
Neutral attack's final hitbox size 5.7 8
Neutral attack's SDI multiplier 0.6×
Forward tilt's final hit damage 3% 4%
Forward tilt's final hit launch angle 65° Sakurai angle
Neutral aerial's landing lag 20 16

Super Smash Bros. 4 1.1.0

  • Buff Galaxia's trail has been adjusted to better match its hitbox placements, significantly improving Meta Knight's accuracy.
  • Change Up tilt's first hit's hitbox re-positions onto Meta Knight's body for 1 frame before reverting.

Super Smash Bros. 4 1.1.1

  • Buff Lazy Shuttle Loop's last hit's hitbox size increased: 7u → 7.2u and its last hit's duration increased.

Super Smash Bros. 4 1.1.5

  • Buff Forward aerial has less landing lag: 20 → 16.
  • Change Up aerial damage: 5% → 4%, weakening its knockback even further, but allowing it combo up to higher percents
  • Nerf Up aerial angle altered: 78°/60° → 69°/52°, making it harder to follow-up into itself.
  • Nerf Up aerial SDI multiplier: 1.0x → 1.5x.


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)
Slash Up (斬り上げ, Slashing Lift)
1.2% (loop) An extremely fast series of slashes followed by a backflipping slash. It is notably the only neutral attack in the game that consists solely of a neutral infinite. This makes it one of Meta Knight's more reliable damage racking options, as it is able to consistently inflict 10%-15%, but it is punishable if missed. It appears to be based on the Chopping Sword move from Kirby & The Amazing Mirror, while its finisher is a possible reference to the Uppercut from the Sword ability in Kirby Super Star and Kirby Super Star Ultra, with the latter game naming it Meta Upper when it is used by Meta Knight.
2% (last)
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)
2% An inward slash followed by an outward slash, followed by an upward slash. Unlike the majority of tilt attacks, it functions like a neutral attack, as pressing the attack button will cause Meta Knight to perform its first hit, while subsequently pressing the attack button will cause him to perform its second and last hits. Because of this trait, it is safer to use than Meta Knight's actual neutral attack, thanks to its quick start-up and fairly long range making it better at spacing. In addition, its first hit can jab cancel reliably into Shuttle Loop for a KO at high percentages. However, its last hit has some ending lag, and overall it is not as suitable for damage racking like neutral attack is. Has enough power to reliably KO from the ledge at around 125%, but quickly loses this ability as the first and second hits stop linking into the third at higher percents.
2%
4%
Up tilt Spiral Up Thrust (螺旋突き上げ, Spiraling Thrust-Up) 7% (clean), 5% (late) A spinning, upward thrust. Deals moderate vertical knockback while also having quick start-up, minimal ending lag, and long vertical range. Its sweetspot is at Galaxia's tip, similarly to Falchion. It has decent combo potential, as it can combo into itself at 0%, into neutral aerial from 0% to low percentages, and into up aerials at low to medium percentages. However, it has extremely short horizontal range, which makes it possible to miss opponents unless they are at point-blank range.
Down tilt Lower Thrust (下段突き) 5% A crouching thrust. Due to it hitting on frame 3, it is Meta Knight's fastest move, and is tied with Lucas, Ness, R.O.B and Little Mac's down tilts as the fastest down tilt in the game. It can also trip opponents at low percentages, jab reset floored opponents, and lead into tech-chases at high percentages. It moves Meta Knight a small distance along the ground when used, but because it oddly shortens the length of Galaxia's blade until it concludes, it has fairly short range.
Dash attack Charge Kick (突進蹴り) 6% (clean), 5% (late) A side kick. Its slightly disjointed hitbox, favorable launch angle and low ending lag make it reliable for approaching, interrupting approaches, and starting combos. At low to medium percentages, it combos reliably into up tilt, up smash, any aerial, and Mach Tornado, and can potentially lead into Shuttle Loop for a KO.
Forward smash Torso Quick-Draw (胴抜き, Torso Draw) 16% An outward slash. It is one of Meta Knight’s most viable KOing options, with the sweetspot KOing uncharged at 91% and fully charged at 57% from the center of Final Destination. It is also interruptible very early and has good range, making it very hard to punish even when shielded. Unlike in Brawl, it now has a sweetspot and a sourspot: the former is located near Galaxia's hilt, whereas the latter is located at its tip. Its sourspot is also atypical, as it has the same damage output as its sweetspot, and is thus also reliable for KOing, doing so at 103% uncharged and 66% fully charged. Due to it hitting on frame 24, however, it is his slowest standard attack in terms of start-up lag. In addition, its hitbox only lasts for 1 frame.
Up smash Triple Flag Swing (旗振り三連, Flag Swinging Triple) 3% (hit 1), 2% (hit 2), 4% (hit 3) A series of upward fanning slashes. Despite its appearance, it is only able to hit opponents directly touching Galaxia, and not those who are beside Meta Knight, unless the target is large. It hits on frame 8, which is fast for a smash attack, and has large vertical hitboxes. Despite its minimal damage output, it also has moderate knockback, KOing at 118% uncharged and 87% fully charged from the ground. In addition to functioning as an effective anti-air option, it can combo into Shuttle Loop at low percentages. However, it has moderate ending lag.
Down smash Front and Back Slash (前後斬り) 7% (front), 10% (back) A spinning, low-angle inward slash. It is extremely fast, to the point that it the fastest smash attack in the game, with its first hit hitting on frame 4; however, this is only true when buffered. Otherwise, it hits on frame 5. It is also a semi-spike, which makes it useful for warding off pressure, punishing rolls, and launching opponents off-stage. Although the back hit is strong enough to KO middleweight at 132% while near the edge, its front hit is significantly weaker, as it does not KO middleweights until 177% while near the edge.
Neutral aerial Aerial Spin Slash (空中回転斬り, Midair Rotating Cutter) 10% (clean), 7.5% (late) A cartwheeling slash. Due to it hitting on frame 6 and having sex kick properties, a fairly long duration, and deceptively high knockback, it is effective at both edge-guarding and escaping pressure. Its clean hitbox KOs middleweights at 100% while near the left/right blast lines, and at 143% while they are on-stage and near the edge. Auto-cancels when performed at the beginning of a jump, but has low ending and landing lag otherwise, allowing it to combo into a dash attack at low percentages, or jab reset with his down tilt if the opponent does not tech. It is based on the Knight Spin from Meta Knightmare Ultra, but involves a cartwheel instead of a somersault.
Forward aerial Midair Front Triple Combo (空中前三連, Midair Front Triple) 2.2% (hits 1-2 grounded opponents), 1.5% (hits 1-2 aerial opponents), 3% (hit 3) A series of fanning slashes in front of himself. Due to it hitting on frame 9, it is his slowest aerial, but is a fast move nonetheless. With long range and relatively low landing lag (16 frames), it is an effective approach and spacing option when used from a short hop, and is able to auto-cancel with a jump. It is also decent for finishing combos, edge-guarding, and air-to-air combat thanks to its range, and can be used in a wall of pain because of its relatively low launch angle. Its 2× hitlag multiplier also results in it having much less landing lag if it connects with the opponent, making it safer on shield. However, it has a very short duration for a multiple hitting move, as each of its hitboxes only last for 1 frame.
Back aerial Midair Back Triple Combo (空中後三連, Midair Back Triple) 2.2% (hits 1-2 grounded opponents), 1.5% (hits 1-2 aerial opponents), 4% (hit 3) A series of spinning outward slashes. There is a delay between each slash, though its range and duration make it relatively easy to hit with. Due to it hitting on frame 7 and its last hit having deceptively strong knockback, it is great for edge-guarding, and is able to KO middleweights at 90% while near the left/right blast lines. It also has low ending lag and auto-cancels from a jump. Due to using the auto-link angle, its first two hits can also be used to drag aerial opponents to the ground and be proceeded with a follow-up, most notably a lock with down tilt. However, it has moderate landing lag.
Up aerial Midair Up Sweep (空中上なぎ, Midair Up Mower) 4% An upward arcing slash. It hits on frame 6, has low ending lag, and deceptive range. When coupled with its weak knockback and Meta Knight's multiple double jumps, it has superb combo potential. At a variety of percentages, it combos into any aerial including itself, Mach Tornado, and Shuttle Loop. Most notably, it can potentially combo into itself up to five times (or six on fast-fallers) until medium percents, and can also lead into a high altitude Shuttle Loop for an early KO with the help of platforms. Even if an opponent air dodges this move, a neutral or down aerial can frame trap their ending lag. Auto-cancels with a short hop, but its hitbox lasts for only 1 frame, it has moderate landing lag, and it cannot hit most grounded opponents. As of update 1.1.5, it deals less knockback and launches opponents at a slightly lower angle, meaning it starts chaining into itself at high percentages. However, it is still easy for it to combo into itself as a zero-to-death combo against floaty characters, even in spite of update 1.1.5 also increasing its SDI multiplier.
Down aerial Midair Down Sweep (空中下なぎ, Midair Down Mower) 6% A downward arcing slash. It hits on frame 4 and has low ending lag. It is also a semi-spike, making it quite deadly off-stage, especially against opponents with poor horizontal recoveries. Can also be used to pressure grounded opponents, and start tech-chases at medium percentages, potentially leading into a jab reset with his down tilt if the opponent fails to tech. Auto-cancels with a short hop, but has high landing lag otherwise (22 frames) and its hitbox only lasts for 1 frame.
Grab Grab (つかみ) Reaches out with his free hand. Meta Knight's standing grab has the fifth shortest range, but his dash grab covers a lot of ground, thanks to it boosting him forward. His pivot grab is also useful, thanks to his pivot being tied with Fox, Greninja, and Sonic's as the third longest in the game by default.
Pummel Wing Claw (翼爪) 3% Jabs with one of the talons on his cape's wings. Moderately slow, but one of the most damaging pummels in the game.
Forward throw Toe Kick (つま先蹴り , Tiptoe Kick) 6% (hit 1), 3% (throw) A bicycle kick. Due to being very fast, it gives the opponent only a small window to DI properly. When coupled with it launching opponents at 65°, it is a useful combo starter. Depending on DI, it can combo into dash attack, dashing up smash, and any aerial from low to medium percents, and potentially into Shuttle Loop for a KO combo.
Back throw Warp Slash (ワープ斬り) 7% (hit 1), 3% (throw) Lays the opponent behind himself, warps, and then slashes their back. Good for launching opponents off-stage to set up an edge-guard. It can also combo into a dash attack or start a tech-chase from 0% to low percentages, or lead into a forward aerial or Shuttle Loop at high percentages if the opponent DIs poorly. Although it has very high knockback scaling, its throw hitbox's very low damage output offsets this. As a result, it does not KO middleweights until 175% while near the edge.
Up throw Air Drop (いづな落とし, Izuna Dropper) 10% (throw), 7% (collateral) The Air Drop from Kirby's Ninja ability. Despite its decent damage output, its base knockback and knockback scaling are both only average. As a result, it is unreliable at KOing, even on stages with platforms; it does not KO middleweights until 175% upon landing on one of Battlefield's secondary platforms, and at 160% upon landing on Battlefield's top platform. Conversely, its collateral hitbox is very strong, as its high base knockback and very high knockback scaling can reliably KO even heavyweights below 100%. Although situational, it can also combo into Shuttle Loop if the opponent DIs poorly.
Down throw Trample (踏みつけ) 0.5% (hits 1-9), 1% (hit 10), 2% (throw) The Fury Stomp from Kirby's Suplex ability. It combos into dash attack, dashing up smash, all aerials, and Mach Tornado from 0% to medium percentages, and into Shuttle Loop from 0% to around 100%. However, its extremely high knockback scaling and Meta Knight's slightly below-average air speed make its other follow-ups difficult to perform past medium percentages, especially if the opponent DIs properly.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7% Slashes around himself.
Floor attack (back)
Floor getups (back)
  7% Slashes around himself.
Floor attack (trip)
Floor getups (trip)
  5% Slashes behind himself and then in front of himself.
Edge attack
Edge getups
  7% Performs an outward slash while climbing up.
Neutral special Default Mach Tornado 1% (loop, up to ~17 hits), 3% (last hit), ~22% (all hits connect) Spins rapidly and traps opponents in a tornado. Button mashing increases the move's duration and makes Meta Knight ascend slightly; he can also move left and right. Deals roughly 22% if all of its hits connect, aiding Meta Knight's otherwise low overall damage output, though managing to land the maximum amount of hits is difficult. The last hit has extremely high knockback scaling, and is strong enough to KO middleweights at 134% while near the upper blast line. If it concludes around a jump's height, Meta Knight will endure almost no lag after landing. However, it renders Meta Knight helpless. It appears to be based on both a move he used in Kirby Super Star where he transforms into a tornado to attack and the Mach Tornado from Meta Knightmare Ultra. It is also similar to Kirby's Tornado ability.
Custom 1 Entangling Tornado 9% Vacuums opponents and then launches them straight up into the air. It launches at an even higher vertical angle, which can enable it to score an early KO near the upper blast line. However, it only consists of one hit, and has slightly more start-up lag. Button mashing offers minimal horizontal movement, though Meta Knight will propel upwards from the ground or hover briefly if used in mid-air.
Custom 2 Dreadful Tornado 1.5% (hits 1-5), 6% (hit 6) Deals more damage per hit and much higher knockback, but it has a fixed number of spins, which gives it a lower overall damage output. Due to it not covering any vertical distance, it is also almost useless for recovery.
Side special Default Drill Rush 1% (hits 1-8), 3% (hit 9) The attack of the same name from Kirby's Master ability. It hits multiple times, while its last hit's extremely high knockback scaling enables it to KO middleweights at 130% while near the left/right blast lines. Due to its maneuverable flight path, it can also function as a recovery option. Meta Knight will also bounce backward if he lands the last hit on an opponent or onto terrain.
Custom 1 High-Speed Drill 0.8% (hits 1-7), 3% (hit 8) A slightly weaker but quicker version that reaches a little farther. It can function as an even faster recovery option, but at the cost of its directional maneuverability.
Custom 2 Shieldbreaker Drill 1% (hits 1-9), 2% (hit 10) A version that inflicts more shield damage (landing every hit can shatter a full shield), at the cost of slightly reduced distance and speed. Although the finisher is slightly weaker, the move has an additional hit during the loop, effectively nullifying the in-game description claiming it is weaker than the standard Drill Rush.
Up special Default Shuttle Loop 9% (hit 1 grounded), 6% (hit 1 aerial), 6% (hit 2) The attack of the same name from Kirby's Wing ability. Its first and second hits hit on frames 7 and 8, its covers a considerable amount of vertical distance, and it possesses both excellent range and overall high knockback. When these traits are combined with various set-ups, it is considered to be both a powerful out of shield option and Meta Knight's most reliable KOing option, as its grounded version KOs middleweights at 133%, whereas its aerial version KOs them at 122% while near the upper blast line. However, the grounded version is slightly slower, the aerial version is slightly weaker, and both versions render him helpless.
Custom 1 Blade Coaster 8% (hit 1 grounded), 5% (hit 1 aerial), 5% (hit 2) Soars forward instead of upward. Opponents hit will be launched at a lower angle, which can score an early KO near the left/right blast lines. However, on a typical stage, this cannot be fully exploited without self-destructing.
Custom 2 Lazy Shuttle Loop 9% (clean), 6% (late) Soars into a larger, slower loop, and then soars quickly to perform a more powerful upward thrust. Its larger range slightly grants more vertical recovery, but the first loop does not deal damage.
Down special Default Dimensional Cape 15% (stationary grounded slash), 14% (retreating slash), 16% (advancing slash, stationary aerial slash Teleports in a controllable direction. If the attack button or special button is held, he will perform a very powerful slash, albeit teleporting a slightly shorter distance with more ending lag. There are four types of slashes that are dependent on the direction the control stick is held and the direction he is facing, with the advancing slash and stationary aerial slash being strong enough to KO middleweights at 117% while near the edge. A great anti-edge-guarding option, it can also be used to punish laggy attacks from a distance, or for edge trumping.
Custom 1 Shield Piercer 1%, 8% (stationary grounded slash), 1%, 7% (retreating slash), 1%, 9% (advancing slash, stationary aerial slash) The slash penetrates shields and covers a bit more vertical distance, but at the cost of lower damage outputs and covering less horizontal distance.
Custom 2 Stealth Smasher 16% (stationary grounded slash), 15% (retreating slash), 17% (advancing slash, stationary aerial slash) Covers more distance (approximately 50% of Final Destination), doesn’t suffer a distance reduction if swiping, and has higher damage outputs and knockback, to the point that it is approximately as strong as his uncharged forward smash. However, it comes at the cost of Meta Knight being vulnerable while moving, and his location being exposed.
Final Smash Galaxia Darkness 40% (trapped opponents), 10% (others) Swings his cape in front of himself. If the cape touches any nearby opponents, they will be trapped and the screen will then fade to black. After a few seconds, Meta Knight performs a very powerful slash to the trapped opponents that ignores super armor and is strong enough to KO grounded middleweights at 80%. If his cape does not to make contact, Meta Knight pauses for a brief time, and Dimensional Cape fails. Any opponents who are not trapped are also attacked, but instead receive vastly less damage and weak, vertical knockback. However, the weaker attacks can also be avoided by dodging with correct timing.

Stats[edit]

Stats Weight Dash speed Walk speed Traction Air friction Air speed Air acceleration Gravity Falling speed Jumpsquat Jump height Double jump height Empty landing Lag
Value 80 1.75 – Initial dash
1.9 – Run
1.18 0.055 0.012 0.99 0.01 – Base
0.065 – Additional
0.11 1.66 – Base
2.656Fast-fall
4 32 - Base
13.915902 - Short hop
20.91375, 19.00920455, 17.19556818, 15.13920455, 13.05920455 4

Announcer call[edit]

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The editor who added this tag suggests: Needs announcer calls from other languages.
If you have a good audio file for this article, upload it here.

On-screen appearance[edit]

MetaKnightOnScreenAppearanceSSB4.gif

Taunts[edit]

  • Up taunt: Wraps himself in his cape and spins repeatedly, as if he is about to warp, while scoffing.
  • Side taunt: Says "Fight me!" (勝負だ!, Let's battle!) while slashing twice and then pointing Galaxia in front of himself.
  • Down taunt: Turns his cape into wings and spreads them out while shouting "Come!" (来いっ!) If he is facing left, he will perform the taunt while facing the background instead, similarly to how taunts function in SSB.
Up taunt Side taunt Down taunt
MetaKnightUpTauntSSB4.gif MetaKnightSideTauntSSB4.gif MetaKnightDownTauntSSB4.gif

Idle poses[edit]

  • Quickly and subtly swings Galaxia.
  • Pull his cape in front of himself and then throws it back.
MetaKnightIdlePose3SSB4.jpg MetaKnightIdlePose2SSB4.jpg

Crowd cheer[edit]

Cheer (English) Cheer (Japanese) Cheer (Spanish)
Cheer
NTSC

PAL
Description Me - ta - Knight! Me - ta - Knight! Meeeeta - Knight!
Cheer (French) Cheer (German) Cheer (Italian)
Cheer NTSC

PAL
Description Me - ta ! Knight ! Me - ta - Knight! Me - ta - Knight!

Victory poses[edit]

A rock-based remix of the short recurring theme that debuted in Kirby's Dream Land and plays when Kirby completes a stage or defeats a boss.
  • Flies on-screen from the side, then uses his free hand to swings his cape outward, and keeps his free hand extended while saying "You have much yet to learn." (まだまだだ., You're not yet ready.)
  • Rears back and then swings Galaxia outward 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.) before warping away by using Dimensional Cape.
  • Swings with Galaxia twice, then performs a flourish with it before bringing it to his side while saying "Victory... is my destiny." (これも宿命だ. This too was destiny.) Winning in a Team Battle shows him performing it with his back turned to the camera, like in Brawl.
MetaKnightPose1WiiU.gif MetaKnightPose2WiiU.gif MetaKnightPose3WiiU.gif

In competitive play[edit]

Official Custom Moveset Project[edit]

Character Custom sets available
Meta Knight (SSB4) Meta Knight 1211 1311 2211 2111 2311
1212 1312 1121 1112 3111

Most historically significant players[edit]

See also: Category:Meta Knight players (SSB4)
  • Japan Abadango - One of the best Meta Knight players in the early metagame, primarily maining the character in late-2015 and early-2016 and placing 7th at The Big House 5 and Umebura Niconico Qualifier. He later picked up other characters but maintained Meta Knight as a secondary, including using Meta Knight in crucial sets to win Pound 2016.
  • USA AC - First came to prominence in early-2017 by placing 7th at 2GGC: Midwest Mayhem Saga and defeating MkLeo at 2GGC: Civil War, placing 25th. He has since since become one of the best Meta Knight players in North America, placing 5th at SwitchFest and 9th at both 2GGC: Fire Emblem Saga and EVO Japan 2018, and is ranked 47th on the PGR 100.
  • USA Ito - One of North America's best Meta Knight players for the game's first few years, ranking 37th on the PGR v1 and placing 13th at 2GGT: Abadango Saga and 17th at both GENESIS 3 and EVO 2016. He became less active at the start of 2017 and has only attended regional events since.
  • Mexico MkLeo - The best Meta Knight player of all-time who helped popularize Meta Knight in competitive play thanks to placements such as 1st at Smash Factor 4 and Smash Factor 5. He later picked up other characters while maintaining Meta Knight as a secondary and counterpick, most notably using Meta Knight to defeat ZeRo twice in order to win 2GG Championship.
  • USA Rags - First came to prominence in early-2018 after placing 17th at Frostbite 2018, and has since become the best Meta Knight player in North America who did not reside on the West Coast, most notably placing 5th at Smash 'N' Splash 4 after defeating Ally, Cosmos, and Raito and ranking 87th on the PGR 100.
  • USA Sho - A consistent threat at SoCal majors despite being less prominent than the other top SoCal Meta Knight players, most notably placing 13th at 2GGC: GENESIS Saga defeating Dabuz. He also placed 33rd at multiple majors, including at GENESIS 4 where he defeated 6WX and 2GGC: Nairo Saga where he defeated Ranai. He is ranked 96th on the PGR 100.
  • USA Tyrant - One of the best Meta Knight players in the world from 2015 to early-2017, regularly attending and placing highly at 2GGT events, including winning 2GGT: The False Awakens, placing 3rd at 2GGT: Fresh Saga defeating VoiD, and placing 13th at 2GGT: ZeRo Saga defeating Dabuz. He became less active in 2018 but was still ranked 64th on the PGR 100.

Tier placement and history[edit]

Upon SSB4's release, Meta Knight's heavy nerfs were quickly noticed. The severity of his shorter recovery, hitbox durations and range, lack of transcendent priority, and slightly slower attack speed all contributed to the perception that he was a mid-tier character at best, as he now required a much more aggressive playstyle. However, after being buffed over several game updates and seeing increasingly noteworthy results from some of his players from Brawl and new players across different regions, most famously MkLeo, top players such as ZeRo reevaluated their opinions on Meta Knight. This saw a subsequent rise in Meta Knight's popularity; Mr.R and Nairo occasionally used him and Abadango decided to main him, with his perceived advantageous matchup against the top-tier Rosalina & Luma boosting his metagame even further due to it rendering him as a valuable counterpick.

Players started to acknowledge Meta Knight's KO potential, superb frame data and proficiency at edge-guarding as being reliable against the entire cast, while his Rufio combo could KO any character at some of the lowest percentages possible if performed correctly, all of which were traits that he retained from Brawl. As a result, Meta Knight was subsequently ranked at 10th on the first 4BR tier list. However, many players believed he should have been ranked even higher, with a major reason being that he was considered to lack notably disadvantageous matchups aside from Sheik.

However, Meta Knight's status went into a sudden decline after his up aerial combos, which were pivotal to his success, had been nerfed in update 1.1.5. As a result, several of his best players either began to co-main him (such as Tyrant adopting Sheik and Diddy Kong), transition him into a secondary (such as MkLeo adopting Cloud and Marth as his new mains), or even drop him entirely (such as Katakiri and Seibrik). Although Meta Knight has maintained his high-tier status throughout SSB4's lifespan thanks to his solid punishment game, popularity as a counterpick to Rosalina & Luma, and his playerbase consistently achieving good results, he has steadily dropped on subsequent tier lists regardless. He has since dropped to 13th on the second tier list, then to 14th on the third tier list and, despite Leo bringing better results after using him once again, he has recently dropped once again to 16th on the fourth and current tier list, although this was before Leo's stellar performance with Meta Knight at 2GG Championship.

In Solo Modes[edit]

All-Star Mode[edit]

In All-Star Mode, Meta Knight is fought in Stage 4 in both versions alongside Kirby, Fox, Falco, Wario, Sonic, and King Dedede.

Super Smash Bros. for Wii UEvent Matches[edit]

Solo Events[edit]

Co-op Events[edit]

Congratulations screens[edit]

3DS[edit]

Wii U[edit]

Trophies[edit]

Meta Knight's default trophy is obtained by clearing Classic Mode as Meta Knight. His alternate trophy is obtained by clearing All-Star Mode as Meta Knight in the 3DS version or purchasing it in the Trophy Shop for 1000G in the Wii U version (the latter can only appear after clearing Classic or All-Star as Meta Knight). The Galaxia Darkness trophy is obtained only in the Wii U version by clearing All-Star Mode as Meta Knight.

3DS Classic Mode trophy
Wii U Classic Mode trophy
Meta Knight
NTSCSuper Smash Bros. for Nintendo 3DS Kirby's mysterious rival, this masked swordsman appears in several Kirby games. His cape transforms into wings to grant him flight. In Smash Bros., his quick sword skills and aerial agility set him apart. He can jump up to five times in a row, and he has a special move to soar higher.
NTSCSuper Smash Bros. for Wii U Kirby's mysterious rival, this masked swordsman appears in several Kirby games. His cape transforms into wings to grant him flight. In Smash Bros., his quick sword skills and aerial agility set him apart. He can jump up to six times in a row, and he has a special move to soar higher.
NES: Kirby's Adventure (05/1993)
SNES: Kirby Super Star (08/1996)
PAL A mysterious masked swordsman from the Kirby series. His cape can turn into wings, which gives him the ability to fly. His swift swordplay and ability to stay in the air give him an edge in this game. He can combine five mid-air jumps with a special move to make recovering a cinch. If you use him, try to keep the battle airborne!
NES: Kirby's Adventure (12/1993)
SNES: Kirby's Fun Pak (01/1997)
3DS All-Star Mode trophy
Wii U alternate trophy
Meta Knight (Alt.)
NTSC Meta Knight's Dimensional Cape lets you teleport, changing where you'll reappear with directional inputs and attacking by holding the button! His Mach Tornado special can draw in and attack multiple opponents. Rise by pressing the button repeatedly, and press left or right to move.
NES: Kirby's Adventure (05/1993)
SNES: Kirby Super Star (08/1996)
PAL Meta Knight's Dimensional Cape lets you teleport. After vanishing, you can move to reappear somewhere else. You can also keep holding the button to turn it into an attack! His Mach Tornado special can mix up multiple opponents in the fray. Press the button repeatedly to rise up, and move left and right to create extra havoc.
NES: Kirby's Adventure (12/1993)
SNES: Kirby's Fun Pak (01/1997)
Galaxia Darkness trophy
Galaxia Darkness
NTSC Meta Knight swings his cape to ensnare foes. Darkness falls, enveloping them in an empty void, and then a giant sword slash cleaves the blackness. If the cape doesn't capture anyone, this Final Smash will fail. It has more range than you might think, though, and you only have to catch one foe to deal damage to everyone!
PAL Meta Knight swings his cape to ensnare foes. Darkness falls, enveloping them in an empty void, and then a giant sword slash cleaves the blackness. If the cape doesn't capture anyone, the Final Smash will fail. It has more range than you might think, though, and as long as it catches at least one foe, everyone will take damage!

Alternate costumes[edit]

Meta Knight Palette (SSB4).png
Meta Knight (SSB4) Meta Knight (SSB4) Meta Knight (SSB4) Meta Knight (SSB4) Meta Knight (SSB4) Meta Knight (SSB4) Meta Knight (SSB4) Meta Knight (SSB4)

Gallery[edit]

Trivia[edit]

  • Meta Knight has a few distinct aspects that differ from Kirby and King Dedede:
    • He does not have a conventional meteor smash.
    • He retained his side special from Brawl.
    • He retained his Final Smash.
    • He has recycled voice clips.
    • He uses the more subdued tripping sound effect generally used for realistic characters.
    • He does not have a hammer-based attack.
  • Despite gliding being removed, frame data and animations for gliding and related things remain in non-patched files for Meta Knight. This was likely a result of Meta Knight's data being recycled from Brawl. This is also true for Pit and his clone, Dark Pit.
  • If one looks closely at Meta Knight's leading/left foot during his up smash, it flips around on his model during the move. This is mainly seen via slowing down time or pausing at the right time.
  • Meta Knight will grunt twice whenever he goes into his reeling animation.
  • Meta Knight and Fox are the only two characters whose clapping animation are slightly different in between the two versions. In Meta Knight's case, he wields Galaxia in the 3DS version.

References[edit]