Super Smash Bros. Brawl

Meta Knight (SSBB)/Neutral attack

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< Meta Knight (SSBB)
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Hitbox visualization showing Meta Knight's rapid jab.
Hitbox visualization showing Meta Knight's rapid jab finisher.

Overview[edit]

When the attack button is pressed while standing still, Meta Knight will shout a battle cry, and slash with Galaxia in several directions. If the button is held, Meta Knight will continue to slash all around him, which can be done indefinitely. Opponents that are hit may get temporarily stuck in the barrage if they don't SDI properly. This move is mostly situational as it is little more than a punishing tool against opponents that recklessly approach Meta Knight, and some of Meta Knight's attacks with greater reach and less ending lag tend to be more practical for this purpose, most notably his neutral special. Opponents with disjointed hitboxes such as Marth can easily hit Meta Knight during this move. Like most of Meta Knight's moves, this move has transcendent priority.

Hitboxes[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
Hit 1
0 0 2% 0 Sakurai angle 8 40 0 5.0 Root 0.0 4.8 6.0 1.0x 1.0x 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Sword (type) Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash SpecialsDirect.png
1 0 2% 0 Sakurai angle 8 40 0 5.0 Root 0.0 4.8 14.8 1.0x 1.0x 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Sword (type) Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash SpecialsDirect.png
Hit 2
0 0 2% 0 Sakurai angle 8 40 0 5.0 Root 0.0 6.0 7.2 1.0x 1.0x 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Sword (type) Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash SpecialsDirect.png
1 0 1% 0 Sakurai angle 8 40 0 5.0 Root 0.0 11.2 14.8 1.0x 1.0x 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Sword (type) Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash SpecialsDirect.png
Hit 3
0 0 1% 0 Sakurai angle 8 40 0 5.0 Root 0.0 5.6 -9.2 1.0x 1.0x 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Sword (type) Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash SpecialsDirect.png
1 0 2% 0 Sakurai angle 8 40 0 5.0 Root 0.0 5.6 -3.6 1.0x 1.0x 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Sword (type) Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash SpecialsDirect.png
2 0 2% 0 Sakurai angle 8 40 0 5.0 Root 0.0 5.6 0.0 1.0x 1.0x 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Sword (type) Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash SpecialsDirect.png
Hit 4
0 0 2% 0 Sakurai angle 8 40 0 5.0 Root 0.0 6.4 7.2 1.0x 1.0x 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Sword (type) Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash SpecialsDirect.png
1 0 1% 0 Sakurai angle 8 40 0 5.0 Root 0.0 10.4 13.6 1.0x 1.0x 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Sword (type) Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash SpecialsDirect.png
Hit 5
0 0 2% 0 Sakurai angle 8 40 0 5.0 Root 0.0 6.4 -2.0 1.0x 1.0x 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Sword (type) Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash SpecialsDirect.png
1 0 1% 0 Sakurai angle 8 40 0 5.0 Root 0.0 5.6 -10.4 1.0x 1.0x 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Sword (type) Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash SpecialsDirect.png
Finisher
0 0 2% 0 Sakurai angle 13 60 0 4.0 Root 0.0 5.0 14.0 1.0x 1.0x 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Sword (type) Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Slash SpecialsDirect.png
1 0 2% 0 Sakurai angle 13 60 0 4.0 Root 0.0 5.0 9.0 1.0x 1.0x 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Sword (type) Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Slash SpecialsDirect.png
2 0 2% 0 Sakurai angle 13 60 0 4.0 Root 0.0 5.0 4.0 1.0x 1.0x 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Sword (type) Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Slash SpecialsDirect.png

Timing[edit]

While the loop animation restarts on frame 28, the loop itself cannot end until frame 30 at the earliest.

First loop frame 6
Hit 1 7
Hit 2 11
Hit 3 15
Hit 4 20
Hit 5 24
Last loop frame 27
Finisher 1
Animation length (ending) 11
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(LagLoopS).png FrameIcon(LagLoopE).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(HitboxLoopS).png FrameIcon(HitboxLoopE).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
FrameIcon(BlankLoopS).pngFrameIcon(BlankLoopE).png
Loop point

Trivia[edit]

  • Meta Knight is the only character to possess a neutral infinite without having any single hits beforehand.
  • Meta Knight is also the only character in the game who possesses a neutral infinite with a finisher with a proper hitbox. Other characters either possess no finisher or have a weak windbox as a finisher.