Meta Knight (SSBU): Difference between revisions
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==Changes from ''[[Super Smash Bros. 4]]''== | ==Changes from ''[[Super Smash Bros. 4]]''== | ||
Meta Knight has received a mix of buffs and nerfs in the transition to ''Ultimate'', | Being considered a high tier in SSB4 (16th out of 55 characters), Meta Knight has received a mix of buffs and nerfs in the transition to ''Ultimate'', being nerfed overall, although significantly less so than in his transition from ''Brawl'' to ''Smash 4''. His already strong mobility has been improved further, and his aerials have considerably decreased [[landing lag]], even compared to most other characters' aerials, improving his [[neutral game|neutral]] and combo game. Some of his moves such as his [[tilt]]s and [[aerial]]s also have increased range, with his [[down tilt]] notably no longer possessing blindspots, and his [[neutral attack]] is more effective as a close-range option to rack up damage, due to having faster startup and linking much more reliably. Moreover, the changes to [[air dodging]] greatly complement his attributes, offering more opportunities to exploit his strong offstage game, while his [[recovery]] remains among the best. | ||
However, the changes to Meta Knight's [[dash attack]], which he relied on in the previous game, have worsened his combo and punish games. Due to the move having higher knockback and ending lag, follow-ups are unreliable beyond low percentages, which consequently hampers Meta Knight's KO ability, as it can no longer be comboed into [[Shuttle Loop]] at high percentages. The nerfs to [[rage]] exacerbate this: while his endurance is slightly improved, he can no longer abuse the mechanic to secure early vertical KOs due to Shuttle Loop's first hit now having [[set knockback]], and he has a harder time finishing off opponents with his throws. Like {{SSBU|Captain Falcon}}, his increased traction also hinders his [[dash grab]] as an effective approach, punish, and burst option, and removes his [[forward throw]]'s combo potential. Furthermore, Meta Knight does not benefit from the increased options out of a dash as much as other characters, since none of his tilts are reliable combo or KO moves, and outside of forward smash, his smashes are unsafe. | However, the changes to Meta Knight's [[dash attack]], which he relied on in the previous game, have worsened his combo and punish games. Due to the move having higher knockback and ending lag, follow-ups are unreliable beyond low percentages, which consequently hampers Meta Knight's KO ability, as it can no longer be comboed into [[Shuttle Loop]] at high percentages. The nerfs to [[rage]] exacerbate this: while his endurance is slightly improved, he can no longer abuse the mechanic to secure early vertical KOs due to Shuttle Loop's first hit now having [[set knockback]], and he has a harder time finishing off opponents with his throws. Like {{SSBU|Captain Falcon}}, his increased traction also hinders his [[dash grab]] as an effective approach, punish, and burst option, and removes his [[forward throw]]'s combo potential. Furthermore, Meta Knight does not benefit from the increased options out of a dash as much as other characters, since none of his tilts are reliable combo or KO moves, and outside of forward smash, his smashes are unsafe. |