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Super Smash Bros. Brawl

Meta Knight (SSBB)/Floor attack (trip): Difference between revisions

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(found out that MK's floor attack (trip) does not have transcendent priority.)
 
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{{ArticleIcons|ssbb=y}}
{{ArticleIcons|ssbb=y}}
[[File:MetaKnightTripAttackSSBB.gif|thumb|400px|Hitbox visualization showing Meta Knight's trip attack.]]
==Overview==
Meta Knight [[slash]]es on either side of himself. His trip attack comes out relatively quickly and can be used to escape tight [[tech-chasing]] situations, but it is rather [[punish]]able if the opponent [[shield]]s or avoids it. It is one of Meta Knight's few attacks that do not have [[transcendent priority]].


==Overview==
==Hitboxes==
Meta Knight slashes on either side of himself. His trip attack comes out relatively quickly and can be used to escape tight [[tech-chasing]] situations, but it is rather [[punish]]able if the opponent shields or avoids it. It is one of Meta Knight's few attacks that do not have transcendent priority.
{{BrawlHitboxTableHeader}}
{{HitboxTableTitle|Hit 1|24}}
{{BrawlHitboxTableRow
|bn=3
|sd=1
|id=0
|damage=5%
|angle=361
|bk=60
|ks=50
|fkv=0
|r=270000
|ypos=300000
|zpos=-900000
|rawflags=00111010100000110000011001000010
}}
{{BrawlHitboxTableRow
|bn=3
|sd=1
|id=1
|damage=5%
|angle=361
|bk=60
|ks=50
|fkv=0
|r=270000
|ypos=300000
|zpos=-660000
|rawflags=00111010100000110000011001000010
}}
{{BrawlHitboxTableRow
|bn=3
|sd=1
|id=2
|damage=5%
|angle=361
|bk=60
|ks=50
|fkv=0
|r=228000
|ypos=300000
|zpos=-360000
|rawflags=00111010100000110000011001000010
}}
{{BrawlHitboxTableRow
|bn=3
|sd=1
|id=3
|damage=5%
|angle=361
|bk=60
|ks=50
|fkv=0
|r=180000
|ypos=300000
|rawflags=00111010100000110000011001000010
}}
{{HitboxTableTitle|Hit 2|24}}
{{BrawlHitboxTableRow
|bn=3
|sd=1
|id=0
|damage=5%
|angle=361
|bk=60
|ks=50
|fkv=0
|r=270000
|ypos=300000
|zpos=900000
|rawflags=00111010100000110000011001000010
}}
{{BrawlHitboxTableRow
|bn=3
|sd=1
|id=1
|damage=5%
|angle=361
|bk=60
|ks=50
|fkv=0
|r=270000
|ypos=300000
|zpos=660000
|rawflags=00111010100000110000011001000010
}}
{{BrawlHitboxTableRow
|bn=3
|sd=1
|id=2
|damage=5%
|angle=361
|bk=60
|ks=50
|fkv=0
|r=228000
|ypos=300000
|zpos=360000
|rawflags=00111010100000110000011001000010
}}
{{BrawlHitboxTableRow
|bn=3
|sd=1
|id=3
|damage=5%
|angle=361
|bk=60
|ks=50
|fkv=0
|r=180000
|ypos=300000
|rawflags=00111010100000110000011001000010
}}
|}
==Timing==
{|class="wikitable"
!Intangible
|1-8
|-
!Hit 1
|19-20
|-
!Hit 3
|25-26
|-
!Animation length
|49
|}


{{technical data}}
{{FrameStripStart}}
|{{FrameStrip|t=Lag|c=18}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=4}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=23}}
|-
|{{FrameStrip|t=Intangible|c=8}}{{FrameStrip|t=Vulnerable|c=41}}
{{FrameStripEnd}}


{{FrameIconLegend|lag=y|hitbox=y|intangible=y|vulnerable=y}}
{{MvSubNavMetaKnight|g=SSBB}}
{{MvSubNavMetaKnight|g=SSBB}}


[[Category:Meta Knight (SSBB)]]
[[Category:Meta Knight (SSBB)]]
[[Category:Floor attacks (SSBB)]]
[[Category:Floor attacks (SSBB)]]

Latest revision as of 15:52, June 4, 2024

Hitbox visualization showing Meta Knight's trip attack.

Overview[edit]

Meta Knight slashes on either side of himself. His trip attack comes out relatively quickly and can be used to escape tight tech-chasing situations, but it is rather punishable if the opponent shields or avoids it. It is one of Meta Knight's few attacks that do not have transcendent priority.

Hitboxes[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
Hit 1
0 0 5% 1 Sakurai angle 60 50 0 4.5 3 0.0 5.0 -15.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Sword (type) Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Slash SpecialsDirect.png
1 0 5% 1 Sakurai angle 60 50 0 4.5 3 0.0 5.0 -11.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Sword (type) Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Slash SpecialsDirect.png
2 0 5% 1 Sakurai angle 60 50 0 3.8 3 0.0 5.0 -6.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Sword (type) Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Slash SpecialsDirect.png
3 0 5% 1 Sakurai angle 60 50 0 3.0 3 0.0 5.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Sword (type) Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Slash SpecialsDirect.png
Hit 2
0 0 5% 1 Sakurai angle 60 50 0 4.5 3 0.0 5.0 15.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Sword (type) Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Slash SpecialsDirect.png
1 0 5% 1 Sakurai angle 60 50 0 4.5 3 0.0 5.0 11.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Sword (type) Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Slash SpecialsDirect.png
2 0 5% 1 Sakurai angle 60 50 0 3.8 3 0.0 5.0 6.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Sword (type) Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Slash SpecialsDirect.png
3 0 5% 1 Sakurai angle 60 50 0 3.0 3 0.0 5.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Sword (type) Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Slash SpecialsDirect.png

Timing[edit]

Intangible 1-8
Hit 1 19-20
Hit 3 25-26
Animation length 49
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(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).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(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png
FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
FrameIcon(Vulnerable).png
Vulnerable
Intangibility
Intangible