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Super Smash Bros. 4

Meta Knight (SSB4)/Dash attack: Difference between revisions

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{{ArticleIcons|ssb4=y}}
{{ArticleIcons|ssb4=y}}
{{technical data}}
[[File:MetaKnightDashAttack.gif|thumb|270px|Hitbox visualization showing Meta Knight's dash attack.]]


==Overview==
==Overview==
Meta Knight does a running kick. For a dash attack, this move has very high speed,allowing it to be used as an approach. It additionally has completely vertical knockback at the end of the move, having even more follow-ups than his down throw has at the end, even being used at the beginning of a [[zero-to-death]]. However, the beginning of the move is still quite useful, as it gives the perfect angle for a chain of up airs into up b. A defining part of his current metagame, this attack leaves the opponent wide open to other moves.
Meta Knight does a running kick. For a dash attack, this move has very high speed, and disjointed range, making it his most reliable [[approach]] option. It additionally has nearly entirely vertical knockback at the end of the move, having even more follow-ups than his down throw, and can initiate [[zero-death]]s. However, the beginning of the move is still very useful, as it gives the perfect angle for a chain of up aerials into [[Shuttle Loop]]. A defining part of his current metagame, this attack leaves the opponent wide open to other moves, setting up combos until mid-percents, and [[juggling|juggles]] and KO set-ups at high percents.
 
Due to its good frame data, favorable hitbox, and excellent combo potential, Meta Knight's dash attack is widely regarded as one of the best, if not the best of its kind.  


==Hitboxes==
==Hitboxes==
{{SSB4HitboxTableHeader}}
{{SSB4HitboxTableHeader|special=y}}
{{SSB4HitboxTableRow
{{SSB4SpecialHitboxTableRow
|id=0
|id=0
|damage=6%
|damage=6%
|sd=0
|sd=0
|angle=60
|angle=60
|af=3
|bk=70
|bk=70
|ks=90
|ks=90
|fkv=0
|fkv=0
|r=5.5
|r=5.5
|bn=?
|bn=6
|xpos=?
|xpos=0.0
|ypos=1.0
|ypos=-1.0
|zpos=?
|zpos=0.0
|trip=0
|type=Foot
|type=Foot
|effect=Normal
|effect=Normal
|ff=1.0
|clang=t
|clang=t
|slvl=M
|slvl=M
|sfx=Kick
|sfx=Kick
}}
}}
{{SSB4HitboxTableRow
{{SSB4SpecialHitboxTableRow
|id=1
|id=1
|damage=6%
|damage=6%
|sd=0
|sd=0
|angle=70
|angle=70
|af=3
|bk=70
|bk=70
|ks=90
|ks=90
|fkv=0
|fkv=0
|r=5.0
|r=5.0
|bn=?
|bn=6
|xpos=?
|xpos=0.0
|ypos=6.0
|ypos=-6.0
|zpos=?
|zpos=0.0
|trip=0
|type=Foot
|type=Foot
|effect=Normal
|effect=Normal
|ff=1.0
|clang=t
|clang=t
|slvl=M
|slvl=M
|sfx=Kick
|sfx=Kick
}}
}}
{{SSB4HitboxTableRow
{{SSB4SpecialHitboxTableRow
|id=2
|id=2
|damage=5%
|damage=5%
|sd=0
|sd=0
|angle=80
|angle=80
|af=3
|bk=70
|bk=70
|ks=90
|ks=90
|fkv=0
|fkv=0
|r=4.0
|r=4.0
|bn=?
|bn=6
|xpos=?
|xpos=0.0
|ypos=10.0
|ypos=-10.0
|zpos=?
|zpos=0.0
|trip=0
|type=Foot
|type=Foot
|effect=Normal
|effect=Normal
|ff=1.0
|clang=t
|clang=t
|slvl=M
|slvl=M
Line 82: Line 81:
|-
|-
!Animation length
!Animation length
|?
|39
|}
|}


{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=6}}{{FrameStrip|t=Hitbox|c=5}}{{FrameStrip|t=Lag|c=20}}{{FrameStrip|t=Interruptible|c=1}}
{{FrameStrip|t=Lag|c=6}}{{FrameStrip|t=Hitbox|c=5}}{{FrameStrip|t=Lag|c=20}}{{FrameStrip|t=Interruptible|c=8}}
{{FrameStripEnd}}
{{FrameStripEnd}}


{{FrameIconLegend|lag=y|hitbox=y|interruptible=y}}
{{FrameIconLegend|lag=y|hitbox=y|interruptible=y}}


{{MvSubNavMetaKnight}}
{{MvSubNavMetaKnight|g=SSB4}}
[[Category:Meta Knight (SSB4)]]
[[Category:Meta Knight (SSB4)]]
[[Category:Dash attacks (SSB4)]]
[[Category:Dash attacks (SSB4)]]

Latest revision as of 04:34, June 29, 2021

Hitbox visualization showing Meta Knight's dash attack.

Overview[edit]

Meta Knight does a running kick. For a dash attack, this move has very high speed, and disjointed range, making it his most reliable approach option. It additionally has nearly entirely vertical knockback at the end of the move, having even more follow-ups than his down throw, and can initiate zero-deaths. However, the beginning of the move is still very useful, as it gives the perfect angle for a chain of up aerials into Shuttle Loop. A defining part of his current metagame, this attack leaves the opponent wide open to other moves, setting up combos until mid-percents, and juggles and KO set-ups at high percents.

Due to its good frame data, favorable hitbox, and excellent combo potential, Meta Knight's dash attack is widely regarded as one of the best, if not the best of its kind.

Hitboxes[edit]

ID Part Rehit rate Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct Hit bits Blockable Reflectable Absorbable Piercing Heedless No GFX Flinchless Stretch
0 0 0 6% 0 AngleIcon60.png Forwards 70 90 0 5.5 6 0.0 -1.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Foot (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick SpecialsDirect.png 63 HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
1 0 0 6% 0 AngleIcon70.png Forwards 70 90 0 5.0 6 0.0 -6.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Foot (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick SpecialsDirect.png 63 HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
2 0 0 5% 0 AngleIcon80.png Forwards 70 90 0 4.0 6 0.0 -10.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Foot (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick SpecialsDirect.png 63 HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png

Timing[edit]

Hitboxes 7-11
Interruptible 32
Animation length 39
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
Interruptibility
Interruptible