Meta Knight (SSB4)/Down smash: Difference between revisions
m (→Overview) |
No edit summary |
||
(5 intermediate revisions by 4 users not shown) | |||
Line 1: | Line 1: | ||
{{ArticleIcons|ssb4=y}} | {{ArticleIcons|ssb4=y}} | ||
[[File:MetaKnightDSmash.gif|thumb|270px|Hitbox visualization showing Meta Knight's down smash.]] | |||
==Overview== | ==Overview== | ||
Meta Knight slashes around himself while spinning. In terms of start-up and hitbox intervals, it is the overall fastest smash attack in the game, and has decent range. It is tied with his down aerial for the fastest [[semi-spike]] in the game, with the first hit coming out on frame 4, giving very little chance to [[DI]] and segueing well into his potent [[edge-guarding]] ability. The second hit is considerably stronger, KOing at around 110% near the ledge. | Meta Knight slashes around himself while spinning. In terms of start-up and hitbox intervals, it is the overall fastest smash attack in the game, and has decent range. It is tied with his down aerial for the fastest [[semi-spike]] in the game, with the first hit coming out on frame 4, giving very little chance to [[DI]] and segueing well into his potent [[edge-guarding]] ability. The second hit is considerably stronger, KOing at around 110% near the ledge. | ||
Line 10: | Line 12: | ||
{{SSB4HitboxTableRow | {{SSB4HitboxTableRow | ||
|id=0 | |id=0 | ||
|damage=7 | |damage={{ChargedSmashDmgSSB4|7}} | ||
|sd=0 | |sd=0 | ||
|angle=35 | |angle=35 | ||
|bk= | |bk=50 | ||
|ks=93 | |ks=93 | ||
|fkv=0 | |fkv=0 | ||
Line 31: | Line 33: | ||
{{SSB4HitboxTableRow | {{SSB4HitboxTableRow | ||
|id=1 | |id=1 | ||
|damage=7 | |damage={{ChargedSmashDmgSSB4|7}} | ||
|sd=0 | |sd=0 | ||
|angle=35 | |angle=35 | ||
|bk= | |bk=50 | ||
|ks=93 | |ks=93 | ||
|fkv=0 | |fkv=0 | ||
Line 53: | Line 55: | ||
{{SSB4HitboxTableRow | {{SSB4HitboxTableRow | ||
|id=0 | |id=0 | ||
|damage=10 | |damage={{ChargedSmashDmgSSB4|10}} | ||
|sd=0 | |sd=0 | ||
|angle=35 | |angle=35 | ||
|bk= | |bk=50 | ||
|ks=93 | |ks=93 | ||
|fkv=0 | |fkv=0 | ||
Line 74: | Line 76: | ||
{{SSB4HitboxTableRow | {{SSB4HitboxTableRow | ||
|id=1 | |id=1 | ||
|damage=10 | |damage={{ChargedSmashDmgSSB4|10}} | ||
|sd=0 | |sd=0 | ||
|angle=35 | |angle=35 | ||
|bk= | |bk=50 | ||
|ks=93 | |ks=93 | ||
|fkv=0 | |fkv=0 | ||
|r=4. | |r=4.0 | ||
|bn=0 | |bn=0 | ||
|xpos=0.0 | |xpos=0.0 | ||
Line 96: | Line 98: | ||
==Timing== | ==Timing== | ||
{|class="wikitable" | {|class="wikitable" | ||
!Charges between | |||
|0-1 | |||
|- | |||
!Hit 1 | |||
|4 | |||
|- | |- | ||
! | !Hit 2 | ||
| | |9 | ||
|- | |- | ||
!Interruptible | !Interruptible | ||
Line 106: | Line 112: | ||
|- | |- | ||
!Animation length | !Animation length | ||
| | |49 | ||
|} | |} | ||
{{FrameStripStart}} | {{FrameStripStart}} | ||
{{FrameStrip|t=Lag|c=3}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=4}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=28}}{{FrameStrip|t=Interruptible|c= | {{FrameStrip|t=Lag|c=3|s=LagChargeE}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=4}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=28}}{{FrameStrip|t=Interruptible|c=12}} | ||
{{FrameStripEnd}} | {{FrameStripEnd}} | ||
{{FrameIconLegend|lag=y|hitbox=y|interruptible=y}} | {{FrameIconLegend|lag=y|charge=y|hitbox=y|interruptible=y}} | ||
{{MvSubNavMetaKnight}} | {{MvSubNavMetaKnight|g=SSB4}} | ||
[[Category:Meta Knight (SSB4)]] | [[Category:Meta Knight (SSB4)]] | ||
[[Category:Down smashes (SSB4)]] | [[Category:Down smashes (SSB4)]] |
Latest revision as of 15:30, July 15, 2020
Overview[edit]
Meta Knight slashes around himself while spinning. In terms of start-up and hitbox intervals, it is the overall fastest smash attack in the game, and has decent range. It is tied with his down aerial for the fastest semi-spike in the game, with the first hit coming out on frame 4, giving very little chance to DI and segueing well into his potent edge-guarding ability. The second hit is considerably stronger, KOing at around 110% near the ledge.
However, the first hit has very low power, and the move has high ending lag. Meta Knight has other attacks capable of putting opponents offstage while not carrying as much risk, most notably his down aerial and back throw. As such, down smash is best used for relieving pressure in tight situations.
Hitboxes[edit]
Timing[edit]
Charges between | 0-1 |
---|---|
Hit 1 | 4 |
Hit 2 | 9 |
Interruptible | 38 |
Animation length | 49 |
Lag time |
Charge interval |
Hitbox |
Interruptible |
|