Project M

Meta Knight (PM)

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Meta Knight
in Project M and Project+
Meta Knight SSBB.jpg
KirbySymbol.svg
Universe Kirby
Base game appearance Brawl
Moveset inspiration Meta Knight (SSBB)
Alternate costume Concept Art Meta Knight
Meta Knight (SSBB)
Stub.png

Meta Knight is a playable character in the Brawl mod Project M. This foe from the Kirby games returns from Brawl with moderate nerfs and a few new tricks.

Attributes

Changes from Brawl to PM

Meta Knight's new down aerial.

Meta Knight has received both buffs and nerfs. He had some of his unfair and overwhelming advantages removed in the transition from Brawl. Despite this, he has been given new tools that make him a threat to the rest of the cast.

  • Buff Meta Knight jumps much further thanks to Project M's physics. Combined with the faster falling speeds in general, he is overall a much faster character.
  • Buff Last hit of neutral attack has stronger knockback and ends sooner than in brawl.
  • Buff Down tilt has better usage as an attack, with the inner half of the sword now launching foes vertically and open for aerial combos, along with more damage, while the rest of the attack acts like the Brawl version.
  • Buff Forward smash does more damage and is a stronger KO move.
  • Buff Up smash does more damage and has increased knockback and less hitlag.
  • Buff Down smash first hit does more damage.
  • Buff Neutral aerial has more range, and the sourspot does slightly more damage.
  • Buff Last hit of forward aerial has weaker knockback, which allows much easier wall of pain combos under Project M's physics.
  • Buff Glide can be edge cancelled.
  • Buff Back aerial is now a single quarter-circle slash at his back that deals high damage and knockback, with it now having the most KO potential out of his aerials, making it a more potent edgeguarding tool than his previous back aerial.
  • Buff Glide attack was slightly strengthened in damage and knockback.
  • Buff Up throw sends at a more favorable angle at lower percentages, which can lead to many tricks and follow-ups.
  • Buff Down throw sends opponents on a more horizontal angle, allowing easier tech-chases from it, and is faster due to a reduction in the number of kicks.
  • Buff Drill Rush was made into a more combo-orientated move: it propels forward faster and its hits link better, having more utility in combos.
  • Buff When using Dimensional Cape, flicking the C-stick before teleporting will perform a quick slash, dealing 14% damage. Additionally, if Meta Knight decides not to attack with the move, he doesn't fall helpless, allowing him to dodge attacks in midair and then quickly use aerials afterwards. The Dimensional Cape attack that comes after holding the Special button for one second is now a very strong KO move and useful combo finisher.
  • Buff Meta Knight's falling speed was increased dramatically, especially when compared to the rest of the Brawl cast.
  • Buff Shuttle loop does vertical knockback and is a slightly stronger kill move than in brawl.
  • Buff Up tilt with Project M's physics make it a solid juggling move at low percents.
  • Nerf Along with Pit and Charizard, Meta Knight can no longer glide with the jump button, though unlike these characters, who received a new special move that allows them to glide, Meta Knight only possesses his Shuttle Loop glide, significantly shortening his recovery.
  • Nerf Down tilt's interruptibility frames occur slower, and it also gives less distance forward, no longer allowing Meta Knight to pseudo-crawl as effectively.
  • Nerf Neutral aerial's sourspot can no longer link with the sweetspot, and has less KO potential due to not having both hits connect.
  • Nerf Up aerial, though still having juggling potential, now has somewhat more overall lag, and it cannot be used repeatedly while jumping and rising unlike in Brawl.
  • Nerf Down smash has slightly less knockback,and the 2nd hit comes out slightly later.
  • Nerf Down throw kicks less times, dealing less damage.
  • Nerf Mach Tornado's acceleration, deceleration and duration decreased.
  • Nerf The angling capabilities of Drill Rush were reduced.
  • Nerf Shuttle Loop has less range.
  • Nerf Meta Knight can no longer perform the Infinite Dimensional Cape.
  • Nerf Dash attack sourspot does less damage.
  • Change Sword trails are blue rather than white/yellow.
  • Change Neutral attack can no longer be held.
  • Change Down aerial has changed into a semi-meteor attack where Meta Knight falls while thrusting his sword downward, nearly identical in animation to a similar attack in Kirby's Return to Dream Land. While Meta Knight is falling, the attack hits consecutively downwards with weak knockback; landing with the move then produces a hitbox that sends foes upwards with powerful base knockback. He cannot grab ledges with it, but can move slightly left or right before or while using it. It has much less offstage utility than his previous down aerial, but is a good combo starter on-stage.

Concept Art Meta Knight

File:MetaKnightButterfly.png
Alternative costume.

Concept Art Meta Knight is Meta Knight's alternate costume in Project M. It is based on early concept art of the character seen in the collectible book that came with Kirby's Dream Collection: Special Edition.

Revisions

2.6b

  • Buff Angled down aerial body hitboxes are no longer absent.
  • Buff Grounded Dimensional Cape does not disable specials and airdodges.
  • Buff Grounded Shuttle Loop is able to go into special landing during the loop like the aerial version.
  • Nerf Turn grab range reduced, and has a bit more startup to match other turn grabs.
  • Change Down aerial landing lag when not L-Canceled corrected.
  • Change Dimensional Cape attack edge cancels into fall properly when sliding off edges.
  • Change Dimensional Cape non-attack reappearance turn around timing adjusted to match the attack.
  • Change Fixed a bug with glitched specials able to be performed out of aerials following the use of Dimensional Cape.
  • Change Fixed a bug with momentum when Down B was used directly out of hitstun.

Moveset

An icon for denoting incomplete things.

Up to date as of version 3.0.

Name Damage Description
Neutral attack Lightning Slash 2% (4 hits) 3% (last hit) Meta Knight slashes all around him in a flurry, similar to some of the Sword ability moves in the Kirby series. The first swipe only hits from behind while the rest can connect normally. Only three hits can connect when turned away.
Forward tilt Slash Combo 4% then 3 % then 5% Slashes twice in front of him, then once upwards. Last hit deals vertical knockback. Only pressing the attack button once will cause Meta Knight to perform only the first hit, press it twice more to slash the second and third time. Even at higher percentages, all three hits can combo into themselves.
Up tilt Stab Up 7% (sword) 6% (body) Stabs upward in a turn. Meta Knight's famous upward stab during his boss battles. Sweetspot is at the tip of the sword.
Down tilt Sword Thrust 7% (blade) 5% (tip) Thrusts his sword across the ground via low stab. Can set up for a grab at low percents and is great for controlling space.
Dash attack Running Kick 8% (clean) 3% (late) Does a running forward kick with vertical knockback.
Forward smash Power Slash 16% Pulls his sword back for a second, then slashes in front of him. It's one of his strongest move in terms of knockback. Has very little ending lag. When fully charged, it can KO at 80%.
Up smash Combo Slash 4% then 3% then 5% Slashes above him three times in a spiraling stationary leap. Like Link's up smash, but much faster, less range and less damage/knockback. Can KO at very high percentages.
Down smash Quick Slash 13% Slashes in front of him inward, then behind outward all in quick motion. Similar to most sword-characters' down smashes, and arguably one of his best KO move due to its extremely fast speed and power. The second hit has slightly higher knockback than the first hit.
Neutral aerial Spin Slash 12% (clean) 8% (late) Slashes while spinning in a circle, with a similar animation to the Sword ability's midair slash in the Kirby games. Has decent knockback. Good for offstage KOs if the move hits when clean and a good OoS option because of its speed and power.
Forward aerial Front Slash 3% (2 hits) 4% (1 hit) Slashes in front of him three times. Can perform a wall of pain variation, though Meta Knight's air speed somewhat hampers the effectiveness of it so it is not as effective when compared to Jigglypuff's wall of pain.
Back aerial Back Slash 14% Does one upward slash behind him. Good surprise offstage KO option at high percent.
Up aerial Overhead Slash 6% Slashes above him very quickly, has decent knockback. Has noticeably more ending lag than in Brawl however it is still useful for keeping opponents in the air. If tap jump is set to "on", Meta Knight will rise up with each slash.
Down aerial Down Thrust 1% (multiple hits) 7-8% (ground hit) (can be angled) Plunges down very quickly with his sword pointed below him, similar to Toon Link's down aerial from Brawl, and like his famous down thrust ability in the Kirby games. Has slight ending lag when it hits the ground and if used offstage can lead to a SD. This move can also be angled.
Glide attack Gliding Slash 13% Part of his Shuttle Loop glide attack, Meta Knight will slash forward once when the attack button is pressed. A very powerful gliding attack compared to the others.
Grab Grabs the enemy with his hand.
Pummel Claw Jab 3% Jabs opponents with his wings' claws. A slow pummel.
Forward throw Kick Throw 9% Kicks the opponent in front of him. A very fast throw and can lead up into another grab at low percent.
Back throw Slash Throw 10% Turns and slashes the opponent behind him.
Up throw Jump Throw 12% Like Kirby's u-throw, Meta Knight jumps into the air holding his foe, and then crashes down. The differences are that his throw doesn't create an explosion, like Kirby's, does 5% more damage, and has slightly more launch power.
Down throw Stomp Throw 8% Like Kirby's d-throw, Meta Knight stomps on opponent multiple times, then ends by slamming down on them. Compared to Kirby's d-throw, it produces horizontal knockback. It can be followed by other attacks, and even another grab at low percentages.
Floor attack (front) 7% Slashes on either side of himself.
Floor attack (back) 5% Slashes on either side of himself.
Floor attack (trip) 5% Slashes on either side of himself.
Edge attack (fast) 9% Slashes forward with his blade.
Edge attack (slow) 10% Gets up slowly, then slashes to the side in front of him with his blade.
Neutral special Mach Tornado 2% (6 hits) 5% (7th hit) Spins at a very high speed, attacking in a tornado. He slashes them multiple times and traps them. This makes escape via directional influence difficult. When the Tornado is finished, the last hit dealt causes slightly more than moderate knockback, but can be very dangerous if used near the top of the screen as Meta Knight could suicide himself if he cannot touch stage edges in his helpless state when off stage or with the addition of being put helpless, can be punished. Mach Tornado can be controlled by pressing left or right to move in that direction, and going upwards is done by pressing the special move button rapidly, which also extends the amount of time Meta Knight spins, although as noted above, the amount of time is less than in Brawl. It is also a good recovery move, it gains some horizontal distance on top of a little vertical distance. It also has near instantaneous start-up lag, and with multiple large hitboxes that can clash with ground and aerial hitboxes, it provides great protection to Meta Knight. However, something to note is that Meta Knight will bounce off of edges rather than grabbing them if he hits them while he is in the tornado. He also cannot grab edges during the first few frames of his helpless animation out of the tornado.
Side special Drill Rush 1% (multiple hits) 6% (last hit) Leaps sideways with his blade outstretched. If he hits an enemy, he performs a combination lasting up to a good second, knocking Meta Knight's opponent slightly upward. Meta Knight can also change the course of the attack, although nowhere near as much as in Brawl, making it less useful as a recovery. After using the attack, Meta Knight becomes helpless. It is possible to cancel the ending lag of the attack by making the end hit the edge, allowing it to be virtually lag free, and allowing Meta Knight to grab the edge which can be used to help with hogging the edge. Of all of Meta Knight's recovery moves, this move gives the most vertical distance.
Up special Shuttle Loop 9% (take off) 13% (air attack) Jumps into the air with his sword pointed upwards, goes into a loop and glides forward with his blade extended. The Shuttle Loop has good knockback, making it one of Meta Knight's best KO moves. The ground Shuttle Loop has vertical knockback and invincibility frames at the beginning of the move and the air version also has strong vertical knockback, being a solid edge-guarding move due its high base knockback. It should also be noted that the end of the shuttle loop attack automatically initiates a glide, which can be used in addition to the vertical recovery to add good horizontal recovery. In addition, because Meta Knight can do a quick attack to conclude a glide, the shuttle loop can be timed to do two consecutive attacks — the initial upswing, and the quick swing from the glide. The move makes him helpless if the glide ends/is canceled, or if he does the glide attack.
Down special Dimensional Cape 16% Teleports in a direction, controllable with the Control Stick. If the attack button is pressed or the special button is held, he will perform a slash. It can be used to disappear from projectiles, and even attacks. Many players disregard the cape, but it is very useful for surprising opponents, making recovery less predictable and for edgeguarding. This is an extremely "flashy" move, and is often used for showing off. Meta Knight can use this as a recovery move, but afterwards, he will enter helpless state, even if the attack connects.
Final Smash Galaxia Darkness 40% (if caught) 18% (if nearby during the slash, affects team mates) Swings his cape out directly in front of him while shouting "Know my power!" or "Behold....". If he misses with his cape, Meta Knight pauses for a brief time, and the Final Smash fails. When it connects characters nearby become trapped, the screen then darkens to black, and after a few seconds, a large, single slash appears near Meta Knight, as he then slices the trapped opponents with one, powerful strike. Characters who are trapped by Meta Knight's cape always receive high, upwards knockback that can KO above 60%, with super armor ignored. Any opponents who are not trapped are also attacked, but instead take about half damage and weak, upwards knockback. These slashes can also damage and even KO allies, without regarding Friendly Fire being disabled or not. The weaker slash part of Galaxia Darkness can be avoided by dodging with correct timing.

In competitive play

Notable players

Palette swaps

Meta Knight's palette swaps in PM

External links