Meta Knight (SSBB)/Up special: Difference between revisions
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==Overview== | ==Overview== | ||
Meta Knight's up special, [[Shuttle Loop]], allows him to jump into the air a high vertical distance, go into a loop, and then glide forward. If he ends the glide early or does a glide attack, it will make him [[helpless]]. The | Meta Knight's up special, [[Shuttle Loop]], allows him to jump into the air a high vertical distance, go into a loop, and then [[glide]] forward. If he ends the glide early or does a glide attack, it will make him [[helpless]]. This special move makes Meta Knight the only character that can glide twice without touching the ground. The sweetspot (at the startup on the ground) does around 9% and has powerful knockback, making it a good finisher. However, after the initial sweetspot, the hitboxes deal weak knockback. Additionally, when sweetspotted in midair, it sends opponents on a [[semi-spike]] trajectory, and since it has almost no start-up lag and very strong base knockback, it is very deadly to the opponent, and almost guarantees a KO on some characters with poor horizontal recovery such as {{SSBB|Ike}}. However, doing it while not facing the stage is risky as the move makes him helpless, and combined with Meta Knight's poor air speed, it can be difficult to return to the stage safely when performed this way. The initial upswing of the Shuttle Loop is mostly used at the end of Meta Knight's combos. | ||
{{technical data}} | {{technical data}} |
Revision as of 06:52, July 13, 2013
Overview
Meta Knight's up special, Shuttle Loop, allows him to jump into the air a high vertical distance, go into a loop, and then glide forward. If he ends the glide early or does a glide attack, it will make him helpless. This special move makes Meta Knight the only character that can glide twice without touching the ground. The sweetspot (at the startup on the ground) does around 9% and has powerful knockback, making it a good finisher. However, after the initial sweetspot, the hitboxes deal weak knockback. Additionally, when sweetspotted in midair, it sends opponents on a semi-spike trajectory, and since it has almost no start-up lag and very strong base knockback, it is very deadly to the opponent, and almost guarantees a KO on some characters with poor horizontal recovery such as Ike. However, doing it while not facing the stage is risky as the move makes him helpless, and combined with Meta Knight's poor air speed, it can be difficult to return to the stage safely when performed this way. The initial upswing of the Shuttle Loop is mostly used at the end of Meta Knight's combos.