Meta Knight (SSBU)/Side special: Difference between revisions
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{{ArticleIcons|ssbu=y}} | {{ArticleIcons|ssbu=y}} | ||
{{disambig2|the hitbox visualization in ''Super Smash Bros. Ultimate''|the move itself|Drill Rush}} | |||
[[File:MetaKnightSSpecialSSBU.gif|thumb|350px|Hitbox visualization showing Meta Knight's side special, Drill Rush.]] | [[File:MetaKnightSSpecialSSBU.gif|thumb|350px|Hitbox visualization showing Meta Knight's side special, Drill Rush.]] | ||
[[File:MetaKnightSSpecialFinisherSSBU.gif|thumb|350px|Hitbox visualization showing the final hit of Meta Knight's side special, Drill Rush.]] | [[File:MetaKnightSSpecialFinisherSSBU.gif|thumb|350px|Hitbox visualization showing the final hit of Meta Knight's side special, Drill Rush.]] |
Latest revision as of 22:15, November 6, 2024
Overview[edit]
Hitboxes[edit]
Timing[edit]
Attack[edit]
The aerial version's finisher only comes out if any of the previous hits connected, and causes Meta Knight to bounce back on hit. The move enables ledge grabs from both sides starting on frame 47, and disables jostling during frames 26-69.
Crashing into a solid surface causes Meta Knight to skip immediately to the aerial final hit (frame 70), using the same bounce-off animation.
Multihits | 26-69 (rehit rate: 4) |
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Final hit | 70 |
Interruptible (grounded only) | 99 |
Animation length | 114 |
Grounded | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Aerial, missed | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Aerial, on hit |
Landing[edit]
Interruptible | 27 |
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Animation length | 27 |
Lag time |
Hitbox |
Hitbox change |
Interruptible |
Parameters[edit]
Horizontal speed multiplier on startup | 0.5 |
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Gravity on startup | 0.08 |
Maximum angling per frame by stick input | 3° |
Period the move can go off edges | 24 frames |
Travel speed multiplier when hitting a shield | 0.7 |
Maximum speed decreases on shield | 4 |
Maximum angling per frame after hitting a shield | 1° |
Duration of reduced angling per frame after hitting a shield | 20 frames |
Maximum angle difference to crash into a surface | 50° |
Horizontal speed from final hit bounce-off | -1 |
Vertical speed from final hit bounce-off | 2.5 |
Helplessness air speed multiplier | 0.6 |
Landing lag | 26 frames |
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