Super Smash Bros. Brawl

Meta Knight (SSBB)/Down smash: Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
No edit summary
Line 3: Line 3:
==Overview==
==Overview==
[[File:Meta Knight Down Smash Hitbox Brawl.png|thumb|The two [[hitbox]]es of Meta Knight's d-smash]]
[[File:Meta Knight Down Smash Hitbox Brawl.png|thumb|The two [[hitbox]]es of Meta Knight's d-smash]]
Meta Knight slashes in front of him and then quickly slashes behind him, with the back [[slash]] being stronger than the front. This is considered {{SSBB|Meta Knight}}'s best [[KO]] move, having a combination of extremely fast [[start-up lag]], great [[transcendent]] [[reach]], and the back [[slash]] being his second strongest move from neutral. It is also considered the best [[down smash]] in ''[[Brawl]]'' on par with {{mvsub|Wolf|SSBB|Down smash|alt=Wolf's}}, as not only is it one of the strongest [[down smash]]es, but it is also among the fastest [[start-up lag]] wise, tied with {{SSBB|Wolf}}'s for fastest in overall duration, and has among the best reach. The move is also difficult to [[punish]] if used and [[space]]d correctly, due to rather low [[ending lag]] and outreaching the majority of attacks in ''[[Brawl]]''.  
Meta Knight slashes in front of him and then quickly slashes behind him, with the back [[slash]] being stronger than the front. This is considered Meta Knight's best [[KO]] move, having a combination of extremely fast [[start-up lag|startup lag]], great [[transcendent]] [[reach]], and the back [[slash]] being his second strongest move from neutral. It is also considered the best [[down smash]] in ''[[Brawl]]'' on par with {{mvsub|Wolf|SSBB|Down smash|alt=Wolf's}}, as not only has solid KO power, but it is also among the fastest down smashes. It comes out on frame 5, giving it the 4th shortest startup lag out of any down smash along with {{mvsub|Mario|SSBB|Down smash|alt=Mario's}}, {{mvsub|Luigi|SSBB|Down smash|alt=Luigi's}} and {{mvsub|Pit|SSBB|Down smash|alt=Pit's}}. It also has an FAF of 35, making it tied with {{SSBB|Wolf}}'s and {{mvsub|R.O.B.|SSBB|Down smash|alt=R.O.B.'s}} for having the second shortest total duration out of any down smash (although it does have relatively higher ending lag than both). It also has among the best reach, making it difficult to [[punish]] if used and [[space]]d correctly, especially due to its relatively low ending lag.


Both slashes have high base [[knockback]], and can [[KO]] especially well near [[blast line]]s. Their [[knockback]] scaling isn't as high, though the back [[slash]] has enough to still [[KO]] heavier characters reliably even with [[DI]] and [[momentum cancel]]ling factored. The front [[slash]] however can have difficulty KOing under 150% under the aforementioned conditions (though due to its start-up, it can often catch opponents offguard and keep them from [[DI]]'ing properly). Due to the back slash still coming out reasonably fast, {{SSBB|Meta Knight}} players will often turn around before using [[down smash]] to land the stronger back [[slash]] (the back [[slash]] is also less [[punish]]able, due to greater [[shield stun]] and the move being nearer to the end of its duration). While usually conserved by competent Meta Knights to keep the move [[fresh]], its effective capability as a "get off me" move sees it used as a stronger alternative to [[Shuttle Loop]] and [[Mach Tornado]] when the Meta Knight is being [[pressure]]d.
Both slashes have high base [[knockback]], and can [[KO]] especially well near [[blast line]]s. Their [[knockback]] scaling isn't as high, though the back [[slash]] has enough to still [[KO]] heavier characters reliably even with [[DI]] and [[momentum cancel]]ling factored. The front [[slash]] however can have difficulty KOing under 150% under the aforementioned conditions (though due to its start-up, it can often catch opponents offguard and keep them from [[DI]]'ing properly). Due to the back slash still coming out reasonably fast, {{SSBB|Meta Knight}} players will often turn around before using [[down smash]] to land the stronger back [[slash]] (the back [[slash]] is also less [[punish]]able, due to greater [[shield stun]] and the move being nearer to the end of its duration). While usually conserved by competent Meta Knights to keep the move [[fresh]], its effective capability as a "get off me" move sees it used as a stronger alternative to [[Shuttle Loop]] and [[Mach Tornado]] when the Meta Knight is being [[pressure]]d.


Overall it's an excellent and not difficult to use move that is heavily used in all levels of play, and that is commonly seen as straddling the [[broken]] threshold.
Overall, Meta Knight's down smash is an excellent and not difficult to use move that is heavily used in all levels of play, and that is commonly seen as straddling the [[broken]] threshold.


===Post hit data===
===Post hit data===

Revision as of 06:13, September 18, 2020

Overview

The two hitboxes of Meta Knight's d-smash

Meta Knight slashes in front of him and then quickly slashes behind him, with the back slash being stronger than the front. This is considered Meta Knight's best KO move, having a combination of extremely fast startup lag, great transcendent reach, and the back slash being his second strongest move from neutral. It is also considered the best down smash in Brawl on par with Wolf's, as not only has solid KO power, but it is also among the fastest down smashes. It comes out on frame 5, giving it the 4th shortest startup lag out of any down smash along with Mario's, Luigi's and Pit's. It also has an FAF of 35, making it tied with Wolf's and R.O.B.'s for having the second shortest total duration out of any down smash (although it does have relatively higher ending lag than both). It also has among the best reach, making it difficult to punish if used and spaced correctly, especially due to its relatively low ending lag.

Both slashes have high base knockback, and can KO especially well near blast lines. Their knockback scaling isn't as high, though the back slash has enough to still KO heavier characters reliably even with DI and momentum cancelling factored. The front slash however can have difficulty KOing under 150% under the aforementioned conditions (though due to its start-up, it can often catch opponents offguard and keep them from DI'ing properly). Due to the back slash still coming out reasonably fast, Meta Knight players will often turn around before using down smash to land the stronger back slash (the back slash is also less punishable, due to greater shield stun and the move being nearer to the end of its duration). While usually conserved by competent Meta Knights to keep the move fresh, its effective capability as a "get off me" move sees it used as a stronger alternative to Shuttle Loop and Mach Tornado when the Meta Knight is being pressured.

Overall, Meta Knight's down smash is an excellent and not difficult to use move that is heavily used in all levels of play, and that is commonly seen as straddling the broken threshold.

Post hit data

Hitbox Base knockback Knockback scaling KO percent with poor DI KO percent with no DI KO percent with good DI
Front slash 2485 28.863 113.12% 128.71% 150.37%
Back slash 2575 32.267 98.40% 112.34% 131.71%

Hitboxes

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 11% 0 Sakurai angle 50 93 0 5.5 Root 0.0 3.0 6.0 1.0x 1.0x 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Sword (type) Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Slash SpecialsDirect.png
1 0 11% 0 Sakurai angle 50 93 0 5.2 Root 0.0 3.0 11.0 1.0x 1.0x 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Sword (type) Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Slash SpecialsDirect.png
2 0 11% 0 Sakurai angle 50 93 0 4.9 Root 0.0 3.0 15.5 1.0x 1.0x 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Sword (type) Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Slash SpecialsDirect.png
3 0 11% 0 Sakurai angle 50 93 0 4.6 Root 0.0 3.0 20.0 1.0x 1.0x 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Sword (type) Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Slash SpecialsDirect.png
Hit 2
0 0 13% 0 Sakurai angle 50 90 0 5.5 Root 0.0 3.0 -6.0 1.0x 1.0x 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Sword (type) Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Slash SpecialsDirect.png
1 0 13% 0 Sakurai angle 50 90 0 5.2 Root 0.0 3.0 -11.0 1.0x 1.0x 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Sword (type) Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Slash SpecialsDirect.png
2 0 13% 0 Sakurai angle 50 90 0 4.9 Root 0.0 3.0 -15.5 1.0x 1.0x 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Sword (type) Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Slash SpecialsDirect.png
3 0 13% 0 Sakurai angle 50 90 0 4.6 Root 0.0 3.0 -20.0 1.0x 1.0x 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Sword (type) Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Slash SpecialsDirect.png

Timing

Charges between 1-2
Hitboxes 5-6, 10-11
Animation length 34
FrameIcon(LagChargeS).png FrameIcon(LagChargeE).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).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
Legend (1 square = 1 frame)
Lag
Lag time
ChargeCharge
Charge interval
Hitbox
Hitbox

Trivia

  • Meta Knight is supposed to vocalize down smash during the animation before the move starts charging like his forward smash and up smash, however the animation is 0 frames and as a result, the voice clip does not play. This would be fixed in Smash 4, where Meta Knight vocalizes his smash attacks after the animations before they start charging.