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m (This looks complete in terms of the competitive side, it's just the tech data that's needed, as well as proper formatting of said tech data.) |
TheWatcher (talk | contribs) (→Overview: Added hyperlinks & added "Hitboxes" & "Timing" with technical data with explanation.) Tag: Mobile edit |
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==Overview== | ==Overview== | ||
[[File:Meta Knight Neutral Special Hitbox Brawl.png|thumb|The hitbox of the move, without the tornado graphics shown.]] | [[File:Meta Knight Neutral Special Hitbox Brawl.png|thumb|The [[hitbox]] of the move, without the tornado graphics shown.]] | ||
[[File:Meta Knight Neutral Special Final Hitbox Brawl.png|thumb|The ending hitbox, that produces all of the knockback.]] | [[File:Meta Knight Neutral Special Final Hitbox Brawl.png|thumb|The ending [[hitbox]], that produces all of the [[knockback]].]] | ||
Known as '''[[Mach Tornado]]''', it consists of {{SSBB|Meta Knight}} spinning around very quickly, creating a yellow-orange tornado around himself. This attack consists of many hits. Anyone nearby will be | Known as '''[[Mach Tornado]]''', it consists of {{SSBB|Meta Knight}} spinning around very quickly, creating a yellow-orange tornado around himself. This attack consists of many hits. Anyone nearby will be [[slash]]ed multiple times and get trapped in the tornado, while being damaged continuously. The maximum [[damage]] the move can do is around 21%. The move can be extended by repeatedly pressing the B button; this also allows {{SSBB|Meta Knight}} to rise while using the move, and apparently increases the move's [[priority]], with it becoming weak again towards the end. The final hit does moderate vertical [[knockback]], and it can also [[Star KO]] if the opponent is very close to the upper [[blast line]]. The move lacks [[transcendent priority]], unlike most of Meta Knight's other moves, though this actually makes it harder to [[punish]] him and [[grab]] him out of it. The move still grants {{SSBB|Meta Knight}} a lot of protection, and he can use it to go through non-transcendent [[projectile]]s. It can even be used as a "followup" to [[air camping]]. | ||
Mach Tornado can also be used as a recovery move while rising. It gains decent vertical distance and great horizontal distance, while being difficult to attack Meta Knight out of it, due to its large | Mach Tornado can also be used as a recovery move while rising. It gains decent vertical distance and great horizontal distance, while being difficult to attack {{SSBB|Meta Knight}} out of it, due to its large [[hitbox]]es being able to clash with ground and aerial attacks alike. However, {{SSBB|Meta Knight}} cannot grab the [[edge]] while using the move - he will simply bounce off instead. He also cannot grab the edge during the first few [[helpless]] [[frame]]s after using the move. | ||
A well-known way to use Mach Tornado for a Star KO is to use multiple {{mvsub|Meta Knight|SSBB|up aerial}}s while rising and then using Mach Tornado. This is easier to do against [[floaty]] characters. However, the move leaves Meta Knight helpless after it is used. | A well-known way to use Mach Tornado for a [[Star KO]] is to use multiple {{mvsub|Meta Knight|SSBB|up aerial}}s while rising and then using Mach Tornado. This is easier to do against [[floaty]] characters. However, the move leaves {{SSBB|Meta Knight}} [[helpless]] after it is used. | ||
Overall, Mach Tornado is known as one of the best moves in all of ''Brawl'', being an extremely effective damage racker and a very useful recovery option due to not only giving a large amount of horizontal distance and some vertical distance, but also because of the protection it gives. There are ways to stop the move, including transcendent projectiles such as {{SSBB|Falco}}'s {{mvsub|Falco|SSBB|neutral special|alt=Blaster}}, and moves such as {{mvsub|Meta Knight|SSBB|forward smash|poss=y}} and {{mvsub|Snake|SSBB|up tilt|poss=y}}. Even then, however, the move is considered difficult to counter at close range. | Overall, Mach Tornado is known as one of the best moves in all of ''[[Brawl]]'', being an extremely effective [[damage]] racker and a very useful [[recovery]] option due to not only giving a large amount of horizontal distance and some vertical distance, but also because of the protection it gives. There are ways to stop the move, including transcendent projectiles such as {{SSBB|Falco}}'s {{mvsub|Falco|SSBB|neutral special|alt=Blaster}}, and moves such as {{mvsub|Meta Knight|SSBB|forward smash|poss=y}} and {{mvsub|Snake|SSBB|up tilt|poss=y}}. Even then, however, the move is considered difficult to counter at close range. | ||
==Hitboxes== | |||
{{technical data|Needs a hitbox chart and others}} | |||
==Timing== | |||
{{technical data|The attack data is in, but needs a bit more data}} | |||
===Attack data=== | ===Attack data=== | ||
*Startup: frames 1-11 | *Startup: frames 1-11 |
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