Meta Knight (SSB4)/Neutral aerial: Difference between revisions
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==Update history== | ==Update history== | ||
{{GameIcon|ssb4-3ds}} [[1.0.4]] | '''{{GameIcon|ssb4-3ds}} [[1.0.4]]''' | ||
*{{buff|Neutral aerial deals more damage: 7% clean/5% late → 10%/7.5%.}} | *{{buff|Neutral aerial deals more damage: 7% clean/5% late → 10%/7.5%.}} | ||
{{GameIcon|ssb4}} [[1.0.8]] | '''{{GameIcon|ssb4}} [[1.0.8]]''' | ||
*{{buff|Neutral aerial's landing lag decreased: 20 frames → 16.}} | *{{buff|Neutral aerial's landing lag decreased: 20 frames → 16.}} | ||
Revision as of 14:18, August 24, 2018
Overview
Meta Knight spins with Galaxia extended. With quick start-up, long duration, low ending and landing lag, and good power, this move is effective for relieving pressure, either as an out of shield option or to break juggles. It is also a decent combo move, being able it to lead into a dash attack at lower percents, and it can easily be comboed into from Meta Knight's dash attack, down throw, and up aerial. Neutral aerial is also a potent edge-guarding tool, as it can cover both immediate and delayed recoveries, and the strong hit KO's offstage at roughly 100%, while the late hit sends foes at a favorable trajectory.
Overall, this is a highly versatile move that is used commonly in competitive play.
Hitboxes
Timing
Initial autocancel | 1-5 |
---|---|
Clean hit | 6-7 |
Late hit | 8-20 |
Ending autocancel | 40- |
Interruptible | 44 |
Animation length | 49 |
Landing lag
Animation length | 16 |
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Lag time |
Hitbox |
Hitbox change |
Autocancel |
Interruptible |
Update history
- Neutral aerial deals more damage: 7% clean/5% late → 10%/7.5%.
- Neutral aerial's landing lag decreased: 20 frames → 16.
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