Meta Knight (SSBU): Difference between revisions
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**{{nerf|All [[grab]]s have increased ending lag (standing: FAF 32 → 37, dash: FAF 40 → 45, pivot: FAF 38 → 40).}} | **{{nerf|All [[grab]]s have increased ending lag (standing: FAF 32 → 37, dash: FAF 40 → 45, pivot: FAF 38 → 40).}} | ||
**{{nerf|Dash and pivot grabs have slower start-up (dash: frame 9 → 11, pivot: frame 9 → 12).}} | **{{nerf|Dash and pivot grabs have slower start-up (dash: frame 9 → 11, pivot: frame 9 → 12).}} | ||
**{{nerf|Standing grab has significantly | **{{nerf|Standing grab has an altered hitbox placement (10.0u → 8.5u (z2-offset)) that significantly hinders its range, now making it the shortest grab in the game.}} | ||
**{{nerf|In a similar vein to {{SSBU|Captain Falcon}}, due to Meta Knight's increased traction, dash grab does not cause him to retain as much horizontal momentum. This decreases its range.}} | **{{nerf|In a similar vein to {{SSBU|Captain Falcon}}, due to Meta Knight's increased traction, dash grab does not cause him to retain as much horizontal momentum. This decreases its range.}} | ||
*{{change|[[Pummel]] is faster but deals less damage (3% → 1%).}} | *{{change|[[Pummel]] is faster but deals less damage (3% → 1%).}} |
Revision as of 09:07, June 4, 2019
Meta Knight in Super Smash Bros. Ultimate | |
---|---|
Universe | Kirby |
Other playable appearances | in Brawl in SSB4 |
Availability | Unlockable |
Final Smash | Darkness Illusion |
“ | This fighter not only has tons of quick moves, he can perform a midair jump five times! All his special moves have a recovery aspect, so use them at the right time. His Final Smash is Darkness Illusion, which unleashes a fast series of aerial attacks. | ” |
—Super Smash Blog, Super Smash Bros. Ultimate Official Site |
Meta Knight (メタナイト, Meta Knight) is a playable character in Super Smash Bros. Ultimate. He was confirmed on June 12th, 2018. Meta Knight is classified as fighter #27.
As in SSB4, Eric Newsome and Atsushi Kisa'ichi's performances from Brawl were repurposed for the English and Japanese versions of Ultimate, respectively.
How to unlock
Complete one of the following:
- Play VS. matches, with Meta Knight being the 38th character to be unlocked.
- Clear Classic Mode with Link or any character in his unlock tree, being the fourth character unlocked after Simon.
- Have Meta Knight join the player's party in World of Light.
With the exception of the third method, Meta Knight must then be defeated on Halberd.
Attributes
Meta Knight combines several unusual traits. He has multiple jumps, but unlike other characters who share this ability, he has strong mobility, comprising fast dashing and walking speeds, high falling speed and gravity, and average air speed. He is also the only small character to use a sword, which gives his attacks a bit more range relative to his stature. Overall, unlike other characters with multiple jumps, Meta Knight is neither wanting for speed nor range.
As expected, Meta Knight's playstyle relies heavily on his speed, both in terms of mobility and frame data. His low, quick short hop and fast, low lag aerials allow him to continuously apply pressure to opponents at close range. He is not lacking in grounded pressure either, having a fast down-tilt that can trip, and a dash attack that can cross-up shields, and both of these moves are capable of setting up combos. If Meta Knight finds himself on the defensive, he has several options to relieve pressure, such as a fast, decently long-ranged forward-tilt for countering aerial approaches, a fast, long-lasting, and strong neutral aerial, and the fastest down aerial in the game. For attacks that are poorly spaced, he can opt for a grab, from which he has a down and forward throw that can both start combos until mid-percents, a back throw to set up edge-guards, and an up throw that can kill at very high percentages.
While his damage output per hit is not impressive, Meta Knight's speed and jumps allow him to rack up damage through combos at lower percents and chase opponents through the air through to higher damages, punishing their escape options. His dash attack and down throw can combo into an up smash or aerials at lower damages, while his up aerial can link into other aerials or his up special. Even after his opponents are launched too far for a true combo, he can continue pressuring them by punishing their air dodges and landing options through effective use of his aerials, dash attack, and up tilt. Thanks to his flexible aerial mobility, he has little trouble chasing opponents offstage, and his aerials are well-suited to edge-guarding. Neutral aerial has a lingering hitbox and strong knockback, back aerial is fast with high power, and down aerial is a safe semi-spike than can gimp unusually early.
Meta Knight's edge-guarding prowess is mainly courtesy of his recovery, which is arguably the best in the game. In addition to having five jumps and passable air speed, his special moveset is full of recovery options. Shuttle Loop, his up special and main recovery method, is fast, offers high vertical recovery, and has a large hitbox. Mach Tornado and Drill Rush travel far horizontally and with long-lasting active hitboxes, and the latter can be angled. Dimensional Cape allows Meta Knight to cover distance in any direction while invisible, and offers the option to attack upon reappearing. Such options grant him the ability to vary his recovery to make it incredibly difficult to punish him offstage, let alone gimp him.
Meta Knight does have several weaknesses. His attacks generally have very few active frames, forcing him to be extremely precise with his moves lest his opponent punish him. Despite being a lightweight, Meta Knight's falling speed, gravity and unusually round hurtbox make him highly vulnerable to combos, which combined with his low weight grants him poor overall endurance. Though he has a strong, safe-finisher in his forward smash, a fast, powerful back aerial and up smash, he has difficulty landing these moves. Forward smash has high-startup, making it easy to avoid, up smash is risky due to its ending lag, and back aerial has trouble connecting on grounded opponents. Furthermore, his up and back throws require rage and favorable positioning to kill at reasonable percentages. While Meta Knight's neutral game is fairly good, his lack of a projectile can be a thorn in his side, especially against zoning characters, such as Mega Man.
Overall, Meta Knight is at his best so long as he has his opponent in a disadvantaged state, being able to rack up damage well at lower percentages, before keeping the pressure on them through juggles and edge-guards. A player must be patient in finding an opening, as he cannot sustain much damage himself, and such patience is especially needed when his foe is at high percentages where Meta Knight may find difficulty in landing his finishers.
Changes from Super Smash Bros. 4
Meta Knight has received a mix of buffs and nerfs in the transition to Ultimate. His already strong mobility has been improved further, and the reduced lag on his aerial attacks improve his landing and combo game. The changes to air dodging and the general nerfs to recoveries across the cast greatly complement his attributes, offering more opportunities to exploit his offstage game, while his recovery and landing options remain among the best.
However, the changes to Meta Knight's dash attack, which he relied on in the previous game, have nerfed his combo and punish games. With the move having higher knockback, follow-ups are unreliable beyond lower percentages. The change also harms his KO'ing potential, making it harder to combo the move into Shuttle Loop at kill percentages. The nerfs to rage exacerbate this: while his endurance is slightly improved, he can no longer abuse the mechanic to secure early vertical KO's due to Shuttle Loop's first hit now having fixed knockback, and he has a harder time securing kills off of his throws. Like Captain Falcon, his increased traction also hinders his dash grab as an effective approach, punish and/or burst option, and removes his forward throw's combo potential. The changes to shield mechanics and introduction of parrying are another hindrance due to his reliance on multi-hit moves. 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 kill moves, and outside of forward smash, his smashes are unsafe.
It is currently unknown how the changes will affect Meta Knight, as he has had very little tournament representation in the early Super Smash Bros. Ultimate meta, due to his high learning-curve and weaknesses.
Aesthetics
- As with all veterans returning from Smash 4, Meta Knight's model features a more subdued color scheme. His mask, armor, and sword feature more detailed textures.
- Galaxia's sword trails have reversed colors, using aqua with yellow accents instead of the yellow with turquoise accents from Smash 4.
- Meta Knight's tornado trails are more opaque and incorporate more white accents than yellow.
- His Galacta Knight-inspired alternate costume more closely resembles its inspiration: his mask becomes cross-shaped with red eyes, his spikes and insignia become yellow, and Galaxia turns pink like Galacta Knight's lance. Similarly, Galaxia turns silver with a blue gem when donning the Dark Meta Knight costume, his sabatons turn a darker red as opposed to the inaccurate purple of Smash 4, and his mask gains a scar and has paler eyes, much like his Mirror World doppelgänger.
- Two of Meta Knight's victory animations were altered: one has him slashing with his sword, and the other has him flying around and dropping to the ground and striking a pose.
- Meta Knight has a new sidestep animation, wrapping himself in his mantle during the dodge.
- Meta Knight performs his up taunt faster.
- Meta Knight's wings now droop or curl up when fast falling.
- Meta knight no longer grunts twice during his reeling animation.
Attributes
- Like all characters, Meta Knight's jumpsquat animation now takes three frames to complete (down from 4).
- Meta Knight walks faster (1.18 → 1.239).
- Meta Knight dashes much faster (1.9 → 2.09).
- Meta Knight's air speed is faster (0.99 → 1.04).
- Meta Knight's traction is higher (0.055 → 0.097).
- The new air dodge mechanics improve Meta Knight's juggling and edge-guarding abilities.
- Neutral air dodge's invulnerability ends 1 frame later (frame 25 → 26).
- Neutral air dodge has much higher ending lag (FAF 31 → 47).
- Spot dodge is slightly slower (frame 2 → 3).
- Its overall duration was not adjusted, meaning it also has 1 less frame of ending lag.
- Forward roll's intangibility ends 1 frame earlier (frame 15 → 14).
- Back roll has much higher ending lag (FAF 28 → 34).
- The new shield mechanics make it easier to punish his multi-hit moves.
Ground attacks
- Neutral attack:
- Neutral attack has significantly faster start-up (frame 7 → 4) and ending lag (FAF 35 → 31) and its animation is faster.
- Neutral infinite has larger hitboxes overall (5.8u/6.8u → 7u/6.5u).
- Neutral infinite deals slightly less damage (1.2% → 1.0%).
- Neutral infinite has an altered angle (60° → 361°).
- Neutral infinite has less hitlag (1x → 0.5x).
- Neutral finisher now consists of three small hitboxes instead of a single large hitbox (8u → 5u/6u/6u). However the total range of the move remains unchanged.
- Dash attack:
- Dash attack has altered knockback (70 (base)/90 (growth) → 65/65/67 (base)/107 (growth)). While this makes a situational KO move at very high percentages, this reduces its combo potential past lower percentages, and making it very difficult to combo into his up special for a KO. It also has reduced range (5.5u/5u/4.5u → 5u/4u/3.5u) and 1 more frame of ending lag (FAF 32 → 33).
- Dash attack deals more damage (5%/6% → 7%/7%/6%).
- Forward tilt:
- The second hit has larger hitbox (3.5u → 4u).
- The first two hits have altered knockback (hit 1: 8 (base)/88 (growth) → 25/20, hit 2: 8 (base)/88 (growth) → 20/20) and angles (hit 1: 68°/85° → 68°/88°, hit 2: 60°/80° → 60°/85°).
- Forward smash has a modified sword trail that gives the trail spiked edges.
- Each hit of up smash deals more damage (3%/2%/4% → 4%/3%/5%), resulting in it dealing more total damage (9% → 12%), improving its KO potential, albeit with knockback growth compensated on the last hit (166 → 148).
- Down smash:
- Down smash deals more damage (7%(front)/10%(back) → 10%/13%), improving its KO potential, albeit with knockback growth compensated on both hits (93 (both) → 77 (front)/78 (back)).
- The back hit of down smash has larger hitboxes (4.5u/4u →4.6u/4.6u).
- The front hit of down smash has a smaller hitbox (4.5u/4u → 3.8u).
Aerial attacks
- All aerials have reduced landing lag (neutral: 16 → 7, forward: 16 → 10, back: 18 → 11, up: 18 → 9, down: 22 → 9).
- Forward and back aerial's grounded only hitboxes on their first and second hits deal less damage (2.2% → 1.5%).
- The final ht of back aerial has less knockback growth (212 → 198).
- Up aerial's angles have been altered (69°/69°/52° → 67°/67°/50°), improving its combo potential into other aerials, but hinder its combo potential into itself and Shuttle Loop.
Throws/other attacks
- Grabs:
- All grabs have increased ending lag (standing: FAF 32 → 37, dash: FAF 40 → 45, pivot: FAF 38 → 40).
- Dash and pivot grabs have slower start-up (dash: frame 9 → 11, pivot: frame 9 → 12).
- Standing grab has an altered hitbox placement (10.0u → 8.5u (z2-offset)) that significantly hinders its range, now making it the shortest grab in the game.
- In a similar vein to Captain Falcon, due to Meta Knight's increased traction, dash grab does not cause him to retain as much horizontal momentum. This decreases its range.
- Pummel is faster but deals less damage (3% → 1%).
- Due to Meta Knight's increased traction no longer allowing him to retain horizontal momentum during throws, forward throw has lost its combo potential.
Special Moves
- Mach Tornado:
- Mach Tornado has updated visual effects, now slightly resembling how it looked in Brawl.
- Mach Tornado travels faster.
- Mach Tornado now has a windbox, giving it ability to gimp opponents.
- Mach Tornado only hits once instead of being a multi-hit attack. This decreases its total damage output (22% → 12%/8%), but since its now a single hit this makes it much stronger than the previous final hit overall with knockback compensated (55 (base)/170 (growth) → 90/44 (clean hit)/70/60 (late hit)).
- Mach Tornado now sends opponents horizontally (70° → 361°). This makes it capable of killing horizontally far earlier, being a very viable combo finisher and even an edgeguarding tool[1], but hinders its KO ability near the top blast zone.
- Mach Tornado has more range that the previous multi-hits, but less range than the previous final hit (6u/11u → 9u).
- Drill Rush:
- Drill Rush's final hit now has visual effect.
- Drill Rush has an increased amount of possible hits (9 hits → 12) and minimally increased damage (1% → 1.1%), increasing it's overall damage (11% → 15.1%), increasing its KO potential, albeit with compensated knockback growth on the final hit (200 → 185).
- The hits from Drill Rush connect much better.
- The final hit of Drill Rush gained an extra, larger hitbox (6u/6u → 6u/6u/8u).
- The multi-hits of Drill Rush have less hitlag (1x → 0.6x).
- Drill Rush's final hit has a lower angle (60° → 40°).
- Drill Rush now slows down significantly when hitting a shield. This hampers its ability to cross-up opponents, hindering its safety.
- Shuttle Loop:
- Shuttle Loop goes higher.
- Shuttle Loop's first hit now deals fixed knockback (grounded (early): 130/127/98/98 (base)/10 (growth) → 125/125/120/120 (fixed)/120 (growth), grounded (late): 90 (base)/10 (growth) → 100/80 (fixed)/120/100 (growth), aerial: 120/70 (base)/10 (growth) → 116/110/80 (fixed)/120/100 (growth)). While this would make it connect the same way regardless of percent, the fixed knockback means it no longer scales with percent, removing its ability to potentially hit opponents up to a higher position and lead to early KOs with the second hit, hindering the move's KO potential. This is further worsened by the fact that rage no longer affects moves with fixed knockback, hindering Meta Knight's ability to utilize the mechanic with Shuttle Loop.
- Shuttle Loop's second hit connects less reliably with its first.
- Dimensional Cape
- Dimensional Cape travels farther, making it better for recovery.
- The attack proportion of Dimensional Cape can now sweetspot the edge at the end of the attack.
- Darkness Illusion:
- Meta Knight has a new Final Smash, Darkness Illusion. It creates a surge of energy around Meta Knight which traps opponents, dragging them into the air, where Meta Knight clones himself to strike repeatedly, before finishing with a slash that sends opponents at a horizontal angle. It bears a resemblance to Upper Calibur, Meta Knight's strongest attack in Kirby: Star Allies, with the cross-lightning being similar to Kirby Super Star Ultra's version of Mach Tornado and Meta Knight's Shuttle Loop when combined with electricity in Kirby Star Allies.
- The surge of energy from Darkness Illusion has less range than the cape from Galaxia Darkness. In addition, Darkness Illusion has lost the ability to hit others not trapped in the Final Smash, unlike Galaxia Darkness.
Update history
- Dash attack has more ending lag (FAF 32 → 33).
Moveset
- Meta Knight can perform five midair jumps.
Note: All numbers are listed as base damage, without the 1v1 multiplier.
Name | Damage | Description | ||
---|---|---|---|---|
Neutral attack | Flurry Attack | 1% (loop), 2% (final hit) | Performs an extremely fast series of slashes followed by a backflipping slash. It is notably one of the only neutral attacks in the game that consists solely of a neutral infinite. It appears to be based on the Meta Multithrust from Meta Knightmare Ultra, while its finisher is a possible reference to the Uppercut from the Sword ability in Kirby Super Star and Kirby Super Star Ultra, with the latter game naming it Meta Upper when it is used by Meta Knight. | |
Forward tilt | 2% | An inward slash followed by an outward slash, followed by an upward slash. Unlike the majority of tilt attacks (with an exception to the side tilts of Snake, Bayonetta and Piranha Plant, and the down tilts of the Belmonts), it functions like a neutral attack, as pressing the attack button will cause Meta Knight to perform its first hit, while subsequently pressing the attack button will cause him to perform its second and last hits. | ||
2% | ||||
4% | ||||
Up tilt | 7% (sweetspot), 5% (sourspot) | A spinning, upward thrust. There is a sweetspot located in Galaxia's tip. Has poor horizontal range, causing it to miss unless its used point-blank to the opponent. | ||
Down tilt | 5% | A low sword thrust. May cause tripping and can lock at low percents. | ||
Dash attack | 7% (clean/mid), 6% (late) | A sliding side kick. | ||
Forward smash | 16% | An outwards slash. Due to it hitting on frame 24, it is his slowest standard attack in terms of start-up lag. In addition, its hitbox only lasts for 1 frame. | ||
Up smash | 4% (hit 1), 3% (hit 2), 5% (hit 3) | A series of upward fanning slashes. Despite its appearance, it is only able to hit opponents directly touching Galaxia. However, it will hit a target that has a large hurtbox. | ||
Down smash | 10% (front), 13% (back) | A spinning, low-angle outward slash on both sides of himself. Both hits are semi-spikes, which makes it useful for warding off pressure, punishing rolls, and launching opponents off-stage. | ||
Neutral aerial | 10% (clean), 7.5% | A somersaulting slash with sex kick properties. It may be based on the Knight Spin from Meta Knightmare Ultra. | ||
Forward aerial | 1.5% (hits 1 and 2), 3% (hit 3) | Performs three quick fanning slashes in front of himself. | ||
Back aerial | 1.5% (hits 1 and 2), 4% (hit 3) | Performs three spinning outward slashes behind himself. When used during a fast-fall, the first two hits can drag midair opponents towards the ground. | ||
Up aerial | Midair Up Sweep | 4% | An upward arcing slash above himself. Based on his jumping attack from Kirby's Adventure. | |
Down aerial | 6% | A downward arcing slash below himself. | ||
Grab | — | Reaches out with his free hand. | ||
Pummel | 1% | Jabs with one of the talons on his cape's wings. | ||
Forward throw | 6% (hit), 3% (throw) | A bicycle kick. | ||
Back throw | 7% (hit), 3% (throw) | Teleports behind the opponent and then slashes their back, launching them away. | ||
Up throw | 10% (throw), 7% (landing) | Performs the Air Drop from Kirby's Ninja ability. Unlike Kirby's up throw, the impact doesn't have an aesthetic explosion. | ||
Down throw | Trample | 0.5% (hits 1-9), 1% (hit 10), 2% (throw) | Performs the Fury Stomp from Kirby's Suplex ability. It is weaker compared to Kirby's down throw, and the duration is slightly slower. | |
Forward roll Back roll Spot dodge Air dodge |
— | — | ||
Techs | — | — | ||
Floor attack (front) Floor getups (front) |
7% | Slashes around himself. | ||
Floor attack (back) Floor getups (back) |
7% | Slashes around himself. | ||
Floor attack (trip) Floor getups (trip) |
5% | Slashes around himself. | ||
Edge attack Edge getups |
9% | Performs an outward slash while climbing up. | ||
Neutral special | Mach Tornado | 12% (clean), 8% (late) | Spins rapidly and traps opponents in a tornado. Button mashing increases the move's duration and makes Meta Knight both ascend slightly; he can also move left and right. Unlike its previous versions, the tornado only consists of one hit. Using this move in midair renders Meta Knight helpless. It is based on the Mach Tornado attack from his boss fight in Kirby Super Star. It is also similar to Kirby's Tornado ability. | |
Side special | Drill Rush | 1.1% (hits 1-11), 3% (hit 12) | Meta Knight rushes sideways, spinning in the fashion of a drill with Galaxia outstretched. The flight path can be maneuvered up or down, allowing it to function as a recovery option (although it will render him helpless). Meta Knight will also bounce backward if he lands the last hit on an opponent or onto terrain. Based off of the attack of the same name from Kirby's Master ability. | |
Up special | Shuttle Loop | 9% (ground hit 1, clean), 6% (ground hit 1, late/ ground hit 2/ aerial hits 1 and 2) | Meta Knight jumps high into the air, slashing with Galaxia pointed upwards. He then swoops downward and rises upward in a fast loop, slashing a second time during the ascent. The speed, range, and power of this move, as well as its follow-up potential, makes it one of Meta Knight's best KO moves. However, due to Meta Knight being left helpless, it is highly punishable if whiffed. Based off of the attack of the same name from Kirby's Wing ability, as well as Meta Knight's use of the move in Kirby's Return to Dream Land, Kirby: Planet Robobot, and Kirby Star Allies. | |
Down special | Dimensional Cape | 16% (grounded slash, advancing/stationary), 13% (grounded slash, retreating), 16% (aerial slash, advancing/stationary), 14% (aerial slash, retreating) | Meta Knight wraps himself in his cape and teleports to the direction inputted. He is granted intangibility during the move's execution (frames 12-39). Holding the attack/special button, however, will have him perform a very powerful slash upon reappearing (frame 34). The damage depends on what direction he teleports. This move can also be used as a recovery option, though it does render Meta Knight helpless. | |
Final Smash | Darkness Illusion | 3% (trapping hit), 27.6% (flurry attack), 10% (launch) | Meta Knight's cape turns into 2 pairs of wings as he raises Galaxia skyward. A lightning bolt strikes the sword and spreads out in a cross-shaped burst, knocking anybody who touches it up and above the stage. Meta Knight then proceeds to launch a series of rushing slashes from multiple directions, ending with a final slash that knocks the opponent away. |
On-screen appearance
- Uses Dimensional Cape to warp onto the stage.
Idle poses
- Adopts an wary, defensive stance. Sometimes resets by swinging Galaxia.
- Pulls his cape in front of himself and then throws it back.
Taunts
- Up taunt: Wraps himself in his cape and spins repeatedly, as if he is about to warp, while scoffing.
- Side taunt: Says "Fight me!" (勝負だ!, Let's battle!) while slashing twice and then pointing Galaxia in front of himself.
- Down taunt: Turns his cape into wings and spreads them out while shouting "Come!" (来いっ!) If he is facing left, he will perform the taunt while facing the background instead, similarly to how taunts function in SSB.
Victory poses
- Performs three slashes with his sword, says "Come back when you can put up a fight." (もっと強くなって来い。, Come at me when you're stronger.). Afterwards, he wraps himself in his cape and rises offscreen. The way he exits is a reference to his defeat animation from the Kirby Superstar sub-game "Revenge of Meta Knight".
- Flies into the scene in a decending circular motion. Upon landing, he transforms his wings into his cape and spreads it towards his left, saying "You've much yet to learn." (まだまだだな。, You're not yet ready.).
- Performs two slashes and twirls his sword, saying "Victory...is my destiny." (これも宿命だ。 This, too, was destiny.).
In competitive play
Notable players
- Abadango - Co-main Meta Knight with Inkling and is considered the best Meta Knight player in the world. Placed 3rd at EGS Cup and 25th at both GENESIS 6 and Frostbite 2019.
- Slither2Hunter - Placed 13th at Smashpoint, 25th at SoCal Chronicles, and 65th at GENESIS 6.
Classic Mode: Two Sides of the Same Coin
Meta Knight's opponents are fighters in a free-for-all against their dark counterparts.
Round | Opponent | Stage | Music | Notes |
---|---|---|---|---|
1 | Link (x2) | Bridge of Eldin (Ω form) | Hidden Mountain & Forest | The second Link is in his black costume, referencing Dark Link. |
2 | Pit and Dark Pit | Reset Bomb Forest | Dark Pit's Theme | |
3 | Captain Falcon (x2) | Port Town Aero Dive | Fire Field | The second Captain Falcon is in his red costume, referencing Blood Falcon. |
4 | Lucas | New Pork City | Mother 3 Love Theme | The second Lucas is in his orange costume, referencing Claus. |
5 | Samus and Dark Samus | Frigate Orpheon | Multiplayer - Metroid Prime 2: Echoes | |
6 | Meta Knight (x2) | Fountain of Dreams | The World to Win | The CPU uses the Galacta Knight and Dark Meta Knight costumes. If either are used by the player, default Meta Knight takes their place. |
Bonus Stage | ||||
Final | Master Hand and Crazy Hand | Final Destination | Master Hand / Crazy Hand |
Credits roll after completing Classic Mode. Completing it as Meta Knight has Meta Knight's Revenge accompany the credits.
Role in World of Light
Although Meta Knight does not appear in the World of Light opening cutscene, he was vaporized and later imprisoned alongside the rest of the fighters (except Kirby) when Galeem unleashed his beams of light.
Meta Knight was one of the many fighters that fell under Dharkon's control upon Galeem's first defeat. To find him, the player must traverse throughout the Mysterious Dimension sub-area and is necessary to defeat to advance on toward the boss.
Fighter Battle
No. | Image | Name | Type | Power | Stage | Music |
---|---|---|---|---|---|---|
27 | Meta Knight | Attack | 11,800 | Halberd (Ω form) | Meta Knight's Revenge |
Spirits
Meta Knight's Fighter Spirit can be obtained by completing Classic Mode. It is also available periodically for purchase in the shop for 500 coins. Unlocking Meta Knight in World of Light allows the player to preview the spirit below in the Spirit List under the name "???". As a Fighter Spirit, it cannot be used in Spirit Battles and is purely aesthetic. Each Fighter Spirit has an alternate version that replaces them with their artwork in Ultimate.
In Spirit battles
As the main opponent
Spirit | Battle parameters | |||||||||
---|---|---|---|---|---|---|---|---|---|---|
No. | Image | Name | Series | Enemy Fighter(s) | Type | Power | Stage | Rules | Conditions | Music |
101 | Dimentio | Paper Mario series | •Meta Knight •Luigi |
3,800 | Paper Mario | •Attack power ↑ | •The enemy has increased attack power after a little while •The enemy deals damage when falling •The enemy is giant |
Battle! - Paper Mario: Color Splash | ||
306 | Bandit | Yoshi series | •Meta Knight | 3,300 | Yoshi's Island | N/A | •The enemy favors grabs and throws | Obstacle Course - Yoshi's Island | ||
309 | Grim Leecher | Yoshi series | •Meta Knight | 1,800 | Yoshi's Island | •Hazard: Left Is Right, Right Is Left | •Left and right controls will suddenly reverse | Obstacle Course - Yoshi's Island | ||
343 | Dark Matter | Kirby series | •Meta Knight •King Dedede |
13,500 | Halberd (Ω form) | •Assist Trophy Enemies (Nightmare) | •The enemy's melee weapons have increased power •The enemy can unleash powerful critical hits at random •Stamina battle |
02 Battle | ||
374 | Meta-Knights | Kirby series | •Meta Knight (×4) (x3, ) | 8,800 | Halberd (Ship deck) | N/A | •Stamina battle •Reinforcements will appear during the battle •The enemy starts the battle with a Killing Edge |
Meta Knight's Revenge | ||
539 | Aegislash | Pokémon series | •Gold Meta Knight (×2) | 4,000 | Kalos Pokémon League (hazards off) | N/A | •The enemy's melee weapons have increased power •Timed battle •Reinforcements will appear after an enemy is KO'd |
Battle! (Trainer Battle) - Pokémon X / Pokémon Y | ||
987 | Vega | Street Fighter series | •Meta Knight | 9,100 | Arena Ferox (Ω form) | •Jump Power ↓ | •Stamina battle •All fighters have reduced jump power •The enemy loves to jump |
Vega Stage Type A | ||
1,019 | Masked Lumen | Bayonetta series | •Giant Meta Knight | 4,100 | Umbra Clock Tower | •Item: Timer | •The enemy is giant | The Legend Of Aesir | ||
1,068 | Medusa Head | Castlevania series | •Meta Knight •Tiny Mewtwo (x5) |
3,600 | Dracula's Castle | •Move Speed ↓ | •You have reduced move speed after a little while •The enemy falls slowly •Defeat an army of fighters |
Starker / Wicked Child | ||
1,072 | Carmilla | Castlevania series | •Giant Meta Knight | 2,100 | Dracula's Castle | •Defense ↑ •Invisibility |
•The enemy is invisible •The enemy has increased defense after a little while •The enemy is giant |
Dwelling of Doom |
As a minion
Spirit | Battle parameters | Inspiration | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
No. | Image | Name | Series | Enemy Fighter(s) | Type | Power | Stage | Rules | Conditions | Music | Character |
205 | Skull Kid | The Legend of Zelda series | •Mii Brawler (Skull Kid's Hat, Skull Kid's Outfit) •Meta Knight (×2) () |
4,000 | Distant Planet (hazards off) | •Assist Trophy Enemies (Skull Kid) •Hazard: Fog |
•Defeat the main fighter to win •The stage is covered in fog •Hostile assist trophies will appear |
Saria's Song / Middle Boss Battle | Tatl and Tael | ||
310 | Roger the Potted Ghost | Yoshi series | •Giant Wii Fit Trainer •Meta Knight (×2) |
4,400 | Dracula's Castle (Ω form) | •Hard to Launch •Jump Power ↓ •Hazard: High Gravity |
•Timed Stamina battle •Defeat the main fighter to win •All fighters have reduced jumping ability |
Yoshi's Island (Brawl) | Green Shy Guy | ||
358 | Susie | Kirby series | •Isabelle •Metal Meta Knight |
3,400 | Halberd | N/A | •The enemy is metal | Pink Ball Activate! | Mecha Knight |
Alternate costumes
Gallery
Meta Knight above the Umbra Clock Tower.
Jumping towards Toon Link with a Beam Sword on Kongo Falls.
Standing next to an “unmasked Meta Knight” on Skyworld.
Using Dimensional Cape on Bowser on Smashville.
Meta Knight and Roy facing a Fake Smash Ball on Mushroomy Kingdom.
Performing his up aerial on Lylat Cruise in his Galacta Knight-inspired costume.
With Kirby and King Dedede on Green Greens.
Meta Knight getting attacked by Alucard on the Umbra Clock Tower.
Character Showcase Video
Trivia
- Meta Knight's stock icon is one of four to show the character's eyes, the others being Kirby, R.O.B. and Sonic.
- Meta Knight is the only character whose eyes glow a color other than yellow when using his Final Smash. In his case, they glow red due to his eyes already glowing yellow.
- Meta Knight and Wario are the only playable antagonists that are not fought by their respective main protagonists in Classic Mode. However, both characters are anti-heroes to some degree, as Meta Knight is an ally to Kirby more often than not.
References
Kirby universe | |
---|---|
Fighters | Kirby (SSB · SSBM · SSBB · SSB4 · SSBU) · Meta Knight (SSBB · SSB4 · SSBU) · King Dedede (SSBB · SSB4 · SSBU) |
Assist Trophies | Knuckle Joe · Nightmare · Chef Kawasaki |
Bosses | Giant Kirby · Marx |
Stages | Dream Land · Fountain of Dreams · Green Greens · Halberd · Dream Land GB · The Great Cave Offensive |
Items | Maxim Tomato · Star Rod · Parasol · Warp Star · Apple · Dragoon · Superspicy Curry · Bomber |
Enemies | Bonkers · Bronto Burt · Gordo · Parasol Waddle Dee · Plasma Wisp · Shotzo · Tac · Waddle Dee · Waddle Doo |
Other | Gourmet Race · Whispy Woods |
Trophies, Stickers and Spirits | Trophies (SSBM · SSBB · SSB4) · Stickers · Spirits |
Music | Brawl · SSB4 · Ultimate |
Masterpieces | Kirby's Dream Land · Kirby's Adventure · Kirby Super Star |