Meta Knight (SSBB)/Neutral special: Difference between revisions

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[[File:Meta Knight Neutral Special Hitbox Brawl.png|thumb|The hitbox of the move, without the tornado graphics shown.]]
[[File:Meta Knight Neutral Special Hitbox Brawl.png|thumb|The hitbox of the move, without the tornado graphics shown.]]
[[File:Meta Knight Neutral Special Final Hitbox Brawl.png|thumb|The ending hitbox, that produces all of the knockback.]]
[[File:Meta Knight Neutral Special Final Hitbox Brawl.png|thumb|The ending hitbox, that produces all of the knockback.]]
Known as '''[[Mach Tornado]]''', Meta Knight spins around very quickly, creating a yellow-orange tornado around himself. This attack consists of many hits. Anyone nearby will be slashed multiple times and get trapped in the tornado, while being damaged continuously. The maximum damage the move can do is around 21%. The move can be extended by repeatedly pressing the B button; this also allows Meta Knight to rise while using the move, and apparently increases the move's [[priority]], with it becoming weak again towards the end. The final hit does moderate vertical knockback, and it can also [[Star KO]] if the opponent is very close to the upper [[blast line]]. The move lacks [[transcendent priority]], unlike most of Meta Knight's other moves, though this actually makes it harder to [[punish]] him and [[grab]] him out of it. The move still grants Meta Knight a lot of protection, and he can use it to go through non-transcendent [[projectile]]s. It can even be used as a "followup" to [[air camping]].
Known as '''[[Mach Tornado]]''', it consists of {{SSBB|Meta Knight}} spinning around very quickly, creating a yellow-orange tornado around himself. This attack consists of many hits. Anyone nearby will be slashed multiple times and get trapped in the tornado, while being damaged continuously. The maximum damage the move can do is around 21%. The move can be extended by repeatedly pressing the B button; this also allows Meta Knight to rise while using the move, and apparently increases the move's [[priority]], with it becoming weak again towards the end. The final hit does moderate vertical knockback, and it can also [[Star KO]] if the opponent is very close to the upper [[blast line]]. The move lacks [[transcendent priority]], unlike most of Meta Knight's other moves, though this actually makes it harder to [[punish]] him and [[grab]] him out of it. The move still grants Meta Knight a lot of protection, and he can use it to go through non-transcendent [[projectile]]s. It can even be used as a "followup" to [[air camping]].


Mach Tornado can also be used as a recovery move while rising. It gains decent vertical distance and great horizontal distance, while being difficult to attack Meta Knight out of it, due to its large hitboxes being able to clash with ground and aerial attacks alike. However, Meta Knight cannot grab the [[edge]] while using the move - he will simply bounce off instead. He also cannot grab the edge during the first few [[helpless]] frames after using the move.
Mach Tornado can also be used as a recovery move while rising. It gains decent vertical distance and great horizontal distance, while being difficult to attack Meta Knight out of it, due to its large hitboxes being able to clash with ground and aerial attacks alike. However, Meta Knight cannot grab the [[edge]] while using the move - he will simply bounce off instead. He also cannot grab the edge during the first few [[helpless]] frames after using the move.