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Super Smash Bros. 4

Meta Knight (SSB4)/Neutral aerial: Difference between revisions

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(added details charts, would like if someone could verify)
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==Hitboxes==
==Hitboxes==
{|class="wikitable sortable"
{{SSB4HitboxTableHeader}}
{{SSB4HitboxTableRow
|id=0
|damage=10%
|sd=0
|angle=361
|bk=40
|ks=100
|fkv=0
|r=?
|bn=?
|xpos=?
|ypos=?
|zpos=?
|trip=0
|type=Sword
|effect=Slash
|ff=?
|clang=t
|slvl=L
|sfx=Slash
}}
{{SSB4HitboxTableRow
|id=1
|damage=7.5%
|sd=0
|angle=361
|bk=40
|ks=100
|fkv=0
|r=?
|bn=?
|xpos=?
|ypos=?
|zpos=?
|trip=0
|type=Sword
|effect=Slash
|ff=?
|clang=t
|slvl=L
|sfx=Slash
}}
|}
 
==Timing==
{{technical data}}
{|class="wikitable"
|-
!Initial autocancel
|1-5
|-
!Clean hit
|6-7
|-
|-
! Hitbox type !! Start-up !! Hitbox active !! Aerial Cool-down !! Landing lag !! Autocancel !!Damage !! Angle !! Base knockback !! Knockback scaling !! Fixed knockback value || Effect !! SFX level
!Late hit
|-  
|8-20
|Attack || 5 || 6-7, 8-20 late|| interruptibility: frame 44 || 16 || 1-5, 40> || 10% early, 7.5% late || 361 || 40 || 100 || — || Slash || ?
|-
!Ending autocancel
|40
|-
!Interruptible
|44
|-
!Animation length
|?
|}
|}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=5}}{{FrameStrip|t=Hitbox|c=2|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=12|s=HitboxChangeE}}{{FrameStrip|t=Lag|c=26}}{{FrameStrip|t=Interruptible|c=1}}
|-
{{FrameStrip|t=Autocancel|c=5}}{{FrameStrip|t=Blank|c=38}}{{FrameStrip|t=Autocancel|c=3}}
{{FrameStripEnd}}
{{FrameIconLegend|lag=y|hitbox=y|hitboxchange=y|autocancel=y|interruptible=y}}


{{MvSubNavMetaKnight|SSB4=y}}
{{MvSubNavMetaKnight|SSB4=y}}

Revision as of 05:52, December 31, 2015

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You can discuss this issue on the talk page or edit this page to improve it.

Meta Knight spins with his sword extended. Deals high damage for how quick it is. With its damage and relatively high knockback, it is a useful combo breaker and combo finisher, and its low start-up makes it an effective out of shield option. The aforementioned attributes grant it potent offstage utility, being able to kill outright, gimp, and stage spike. It can be used to KO onstage if the opponent survives to very high damages. At low percentages, the late hit of the neutral aerial can combo into a dash attack.

Hitboxes

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
0 0 10% 0 Sakurai angle 40 100 0 ? ? ? ? ? 1.0x ?x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Sword (type) Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Slash SpecialsDirect.png
1 0 7.5% 0 Sakurai angle 40 100 0 ? ? ? ? ? 1.0x ?x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Sword (type) Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Slash SpecialsDirect.png

Timing

Data.png This article or section may require additional technical data.
You can discuss this issue on the talk page or edit this page to improve it.
Initial autocancel 1-5
Clean hit 6-7
Late hit 8-20
Ending autocancel 40
Interruptible 44
Animation length ?
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).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 FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Interruptible).png
FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
FrameIcon(HitboxChangeS).pngFrameIcon(HitboxChangeE).png
Hitbox change
Auto-canceling
Autocancel
Interruptibility
Interruptible