Meta Knight (SSBB)/Down aerial: Difference between revisions
From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
MHStarCraft (talk | contribs) mNo edit summary |
|||
Line 8: | Line 8: | ||
{{competitive expertise}} | {{competitive expertise}} | ||
{{technical data}} | {{technical data}} | ||
===Attack data=== | |||
*Startup: frames 1-3 | |||
*Hits on: frame 4 | |||
*Hitbox out: frames 4-5 | |||
*Aerial cooldown: frames 6-25 | |||
*Landing lag: 15 frames | |||
*Autocancel: frame 24 | |||
*IASA frames: 26 | |||
*Shield hitlag differential: 0 | |||
*Shield stun: 2 | |||
*Optimal shield advantage: -13 | |||
*Optimal shield drop advantage: -6 | |||
*Shield advantage w/o landing: -18 | |||
*Shield drop advantage w/o landing: -11 | |||
[[Category:Meta Knight]] | [[Category:Meta Knight]] | ||
[[Category:Down aerials]] | [[Category:Down aerials]] |
Revision as of 10:14, July 21, 2013
Overview
Meta Knight does a quick horizontal slash below him, doing 7%-9% damage and hits on frame 4. Like his up aerial, the move has transcendent priority, extremely little start-up lag but has a bit more ending lag but has very little regardless, making this move hard to punish. The move can be often used by players to dair camp to space his distance between his opponents in the air. With its semi-spike trajectory and decent knockback, it is one of the best edgeguarding moves in the game. It does great against opponents with poor horizontal recovery like Ike.
Overall, an excellent move that is reliable and not difficult to use in Meta Knight's metagame.
Attack data
- Startup: frames 1-3
- Hits on: frame 4
- Hitbox out: frames 4-5
- Aerial cooldown: frames 6-25
- Landing lag: 15 frames
- Autocancel: frame 24
- IASA frames: 26
- Shield hitlag differential: 0
- Shield stun: 2
- Optimal shield advantage: -13
- Optimal shield drop advantage: -6
- Shield advantage w/o landing: -18
- Shield drop advantage w/o landing: -11