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Finally, Meta Knight has high KOing power for a lightweight. His forward and up smashes have long range; the former is his strongest finisher and is very safe due to its low ending lag, while the latter has minimal start-up and acceptable power. His most reliable KOing option, Shuttle Loop, boasts speed, power, and incredible range, and is his main combo finisher. Dimensional Cape is strong and covers distance quickly, allowing him to punish laggy attacks from afar. Furthermore, Meta Knight's [[edge-guarding]] game is among the most feared, along with his ability to [[gimp]] his opponents. His neutral and back aerials have long-lasting hitboxes and deal high knockback. Forward aerial has long range, a favorable launch angle, and decent power, and down aerial is the fastest [[semi-spike]] in the game. Due to these moves' low start-up and ending lag, Meta Knight can perform variations of the [[wall of pain]] without fear due to his recovery practically ensuring his safety. Lastly, he also has the aforementioned zero-to-death combo, which is particularly potent on floaty characters. | Finally, Meta Knight has high KOing power for a lightweight. His forward and up smashes have long range; the former is his strongest finisher and is very safe due to its low ending lag, while the latter has minimal start-up and acceptable power. His most reliable KOing option, Shuttle Loop, boasts speed, power, and incredible range, and is his main combo finisher. Dimensional Cape is strong and covers distance quickly, allowing him to punish laggy attacks from afar. Furthermore, Meta Knight's [[edge-guarding]] game is among the most feared, along with his ability to [[gimp]] his opponents. His neutral and back aerials have long-lasting hitboxes and deal high knockback. Forward aerial has long range, a favorable launch angle, and decent power, and down aerial is the fastest [[semi-spike]] in the game. Due to these moves' low start-up and ending lag, Meta Knight can perform variations of the [[wall of pain]] without fear due to his recovery practically ensuring his safety. Lastly, he also has the aforementioned zero-to-death combo, which is particularly potent on floaty characters. | ||
However, Meta Knight has noticeable weaknesses. He lacks a [[projectile]], leaving him susceptible to [[camping]] strategies from characters such as {{SSB4|Villager}}, which holds back his otherwise strong neutral game. | However, Meta Knight has noticeable weaknesses. He lacks a [[projectile]], leaving him susceptible to [[camping]] strategies from characters such as {{SSB4|Villager}}, which holds back his otherwise strong neutral game. His combo potential is limited at higher percents, as down throw is easy to DI and dash attack has high knockback scaling, forcing him to rely on reads to land follow-ups. Meta Knight's KO potential is also largely inconsistent. Shuttle Loop is highly punishable if it misses, difficult to use without a read or set-up, and is frequently staled, and his KOing combos related to up aerial are difficult to perform consistently. Up throw requires platforms to KO at reasonable percents, and up smash is ineffective outside of a [[Slide smash|slide]] or protection from above. Dimensional Cape and forward smash have high start-up, making them predictable. Finally, despite his small size and light weight, his rather fast falling speed, the unusual shape of his hurtbox, and his lack of a reliable combo breaker leave him surprisingly susceptible to combos, especially against Sheik and {{SSB4|Zero Suit Samus}}. At the same time, his endurance is poor due to his low weight and high gravity greatly hindering his ability to survive strong hits. | ||
Meta Knight's KO potential is also largely inconsistent. Shuttle Loop is highly punishable if it misses, difficult to use without a read or set-up, and is frequently staled, and his KOing combos related to up aerial are difficult to perform consistently. Up throw requires platforms to KO at reasonable percents, and up smash is ineffective outside of a [[Slide smash|slide]] or protection from above. Dimensional Cape and forward smash have high start-up, making them predictable. Finally, despite his small size and light weight, his rather fast falling speed, the unusual shape of his hurtbox, and his lack of a reliable combo breaker leave him surprisingly susceptible to combos, especially against Sheik and {{SSB4|Zero Suit Samus}}. At the same time, his endurance is poor due to his low weight and high gravity greatly hindering his ability to survive strong hits. | |||
Meta Knight can gain some benefits from his [[Character customization|custom moves]]. Entangling Tornado draws opponents in and deals more knockback, but also much more start-up, much less damage, and cannot be controlled as easily. Dreadful Tornado hits much harder, but cannot stall in the air, and is slower. High-Speed Drill is faster and moves further, but cannot be aimed and has less power. Shieldbreaker Drill can break shields very reliably, but cannot be used to attack or recover effectively. Lazy Shuttle Loop hits even harder and gives much more distance than the default, but only hits once, making it difficult to hit the opponent. Shield Piercer is [[unblockable]] and moves further, but is weaker. However, the advantages granted are much more situational overall and sacrifice the versatility of the default specials, which results in none of his custom options being especially worthwhile. | Meta Knight can gain some benefits from his [[Character customization|custom moves]]. Entangling Tornado draws opponents in and deals more knockback, but also much more start-up, much less damage, and cannot be controlled as easily. Dreadful Tornado hits much harder, but cannot stall in the air, and is slower. High-Speed Drill is faster and moves further, but cannot be aimed and has less power. Shieldbreaker Drill can break shields very reliably, but cannot be used to attack or recover effectively. Lazy Shuttle Loop hits even harder and gives much more distance than the default, but only hits once, making it difficult to hit the opponent. Shield Piercer is [[unblockable]] and moves further, but is weaker. However, the advantages granted are much more situational overall and sacrifice the versatility of the default specials, which results in none of his custom options being especially worthwhile. |
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