What makes meta knight so good




















He can be found in the Mysterious Dimension sub-area, making him an obligatory unlock. After saving him, Ike and Greninja, the player can advance toward the boss. Tips about a character's background and how to use that character can appear at random intervals on the loading screen.

The player can also access the full list of tips at any time in the "Vault" section. The following tips are copied verbatim from the in-game text.

Smashpedia Explore. Top Content. Most popular Most visited Super Smash Bros. Ultimate List of Super Smash Bros. Ultimate Sephiroth Super Smash Bros. Ultimate Custom Moves. List of victory poses Super Smash Bros. Melee List of victory poses Super Smash Bros. Helpful pages. Explore Wikis Community Central. Register Don't have an account? Meta Knight Super Smash Bros. View source. It is one of Meta Knight's most difficult moves to utilise but when mastered, it is one of Meta Knight's best ground moves and one of the best forward tilts in the game due to its incredible speed, range and mixup potential.

Stabs upward in a turn. Meta Knight's famous upward stab during his boss battles. The sweetspot is at the tip of the sword similar to Marth 's tipper sweetspots. It is Meta Knight's slowest tilt however and it has limited horizontal range, making it Meta Knight's less effective tilt overall, although it is still a solid up tilt. Thrusts his sword across the ground at a low profile.

It deals more damage if the opponent is closer to Meta Knight's body. It has very low startup and ending lag, long disjointed range, low horizontal knockback which can lead to followups depending on Meta Knight's position and the opponent's percent, can cause tripping right up until mid percents and it can be used to pseudo-crawl. The move can also lock opponents and because of the move's low knockback and very fast speed combined with Meta Knight's extremely fast forward roll, Meta Knight can down tilt lock opponents across the stage, forward roll once they reach the edge and repeat the process right up until higher percents, when Meta Knight can then use a reverse down smash to potentially KO the opponent allowing for potential 0-deaths.

All of these factors combined make Meta Knight's down tilt arguably the best down tilt in the game. Does a forward thrust kick into a braking stop. His only attack other than all of his throws, excluding the back throw that does not use his sword and because of this, it lacks transcendent priority. Deals more damage if the opponent is closer to Meta Knight's body, similar to his down tilt.

It has low startup and ending lag, decent vertical knockback at lower percents and it covers a good amount of space although it has deceptively short range.

It is overall a solid dash attack. Pulls his sword back, then slashes in front of him outward. It is Meta Knight's strongest move overall although the back hit of down smash can KO earlier when used near the edge. While it does have high startup lag and it is not particularly powerful for a forward smash, it has great disjointed range and very low ending lag, making it an effective forward smash overall.

Slashes above him three times. Like Link 's up smash but much faster and with less range, damage, and knockback. It has low startup lag although it has high ending lag, it is not very strong, it is unreliable and it has trouble hitting shorter characters, making it one of Meta Knight's least useful moves.

Slashes in front of him, then behind. If the move is performed after buffering it out of another animation, it will be performed one frame faster. This is due to the fact that the move starts charging on frame 1 so when performed normally, it is impossible to skip the first charge frame but if the move is buffered, this frame will be skipped.

The move is one of the fastest down smashes in the game, in terms of both its startup lag and its total duration. In addition to this, it has great range and solid KO power, especially if hit from the back with it being one of the only down smashes in the game where the back hit is stronger. Its great range and relatively low ending lag make it incredibly difficult for a lot of characters to punish if spaced properly. It is overall one of the best down smashes in the game due to its great speed, range and KO power.

It has very low startup lag and its clean hit is surprisingly powerful, making it a decent KO option, as well as a good OoS option. Slashes in front of him three times. Can perform a wall of pain variation, though Meta Knight's poor air speed makes it not as effective as Jigglypuff 's wall of pain. Slashes behind himself three times. Similar to his forward aerial, but with slower slashes.

To compensate for the slower slashes, this move has slightly more knockback. However, it still has almost no startup lag and the first two hits while landing sets up a down smash on many characters, along with wall of pain potential like his forward aerial.

Slashes above him very quickly. Has decent knockback. One of the fastest moves in the game, as well as the aerial with the lowest startup and ending lag in both the game and the entire series.

Great for juggling opponents into the upper blast line. If tap jump is set to "on", Meta Knight will rise up with each slash. The distance varies depending on how many of Meta Knight's jumps remain. It can chain into itself at low percentages, and it can be performed three times in one short hop.

Slashes below himself very quickly. Sends the opponent in a semi-spike trajectory and is quite deadly offstage, especially against opponents with poor horizontal recovery.

Slashes in front of himself. A fairly powerful move with great vertical knockback. One of the two sword-based moves of his to lack transcendent priority. Warps behind the opponent and slashes at them with an outward strike. Good for putting opponents off-stage. Deals good knockback, can KO at very high percentages, and much earlier on the ledge. Like Kirby 's up throw , Meta Knight jumps into the air holding his foe, and then crashes down, albeit without an explosion and less powerful.

Can still KO at very high percentages. Like Kirby's down throw , Meta Knight stomps on his opponent multiple times, then ends with a stronger finishing stomp. Compared to Kirby's down throw, it is slower and produces horizontal knockback.

Depending on the opponent's DI , it can be followed up with other attacks, and even another grab at low percentages on fastfallers. Slashes on either side of himself. Meta Knight spins around in a tornado-like fashion, similar to the move of the same name from his home series, trapping opponents and slashing them multiple times. This makes escape via directional influence difficult.

The move then ends with a finishing hit, dealing moderate knockback. Mach Tornado can be controlled by pressing left or right on the control stick to move in that direction, and can rise upwards by pressing the special button rapidly, which also extends the amount of time Meta Knight spins. It can also function as a recovery move, as it gains great horizontal distance on top of some vertical distance, especially if Meta Knight jumps before using the move.

It also has near instantaneous start-up, 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 using the move. He also cannot grab edges during the first few frames of his helpless animation out of the tornado. The move lacks transcendent priority, unlike most of his attacks although this actually makes it more difficult to interrupt.

Flies forward in a spinning motion with his blade outstretched. If he hits an enemy, they are pulled into the move, taking a multitude of light hits before being knocked upwards at the end of the move. When Meta Knight lands the finishing hit, he jumps backwards a short distance. Meta Knight can also change the course of the attack by pressing up or down on the control stick. After using the attack, Meta Knight becomes helpless.

It is possible to cancel the ending lag of the move by ledge-canceling the finishing hit, allowing it to be virtually lag-less, which allows it to be used to rush opponents in such stages as Battlefield ; this is known as Drill Rush Canceling. Of all of Meta Knight's recovery moves, this one gives the most vertical distance. Jumps into the air with his sword pointed upwards, then goes into a loop and glides forward with his blade extended. The grounded version of Shuttle Loop has vertical knockback and invincibility frames at the beginning of the move and the aerial version has strong horizontal knockback, being a solid edge-guarding move due its high base knockback.

The initial upswing of the Shuttle Loop is mostly used at the end of Meta Knight's combos. Even prior to his banning, he has been placed in his own tier, SS, at the very top of the tier list. Since the Unity Ruleset committee has been disbanded, it is once again up to each tournament's organizer whether Meta Knight should be banned or not. Meta Knight is a small character, roughly the same size and shape as Kirby, and with the same weight as Pikachu.

He also boasts the sixth fastest dash speed, fast walking speed, average falling speed although he does have above average gravity , and average air acceleration, though his air speed is very low, tied for the third worst. Meta Knight's greatest asset is his extremely fast frame data.

Almost all of his moves have little startup and ending lag. The best example is in his up aerial, which can be performed three times within a short-hop, with it coming out on frame 2 and the move can be cancelled as early as frame The reach of his attacks, though average overall, is disproportionate to his small hurtbox.

As Meta Knight has a sword, many of his moves are disjointed, and many of his moves possess transcendent priority, except for Mach Tornado, Drill Rush, dash attack, and glide attack.

When combined with his incredible attack speed, this makes Meta Knight's attacks very difficult to challenge and punish, giving him a powerful neutral game and approach, even though he lacks a projectile.

He can easily pressure with his aerials and tilts, and his neutral special, Mach Tornado, covers a long horizontal distance and offers great protection, making it a potent approach option that is difficult to counter. All of his aerials are also capable of auto-canceling in a short hop, making them excellent tools to approach or retreat with. Though Meta Knight's air speed is poor, he is gifted with five midair jumps and the ability to glide twice, allowing him to weave in and out of danger.

While Meta Knight's moves deal fairly low damage, their speed and low power allow them to easily chain into one another, giving him a strong combo game. Again, this is demonstrated by his up aerial. His KO power is also solid, especially for a lightweight. Though his forward smash has high startup and it is not very strong for a forward smash, it is his strongest finisher and it has low ending lag, potentially making it impossible to punish in some situations.

Shuttle Loop has high knockback especially at low percents , quick start-up, and is difficult to punish, as he can glide away to safety. Down smash is quick, hits on both sides, and has high power, making it his most reliable grounded KO move.

His glide attack is fast, and can KO early near the upper blast line, though it is rather telegraphed. Contributing to Meta Knight's strong KO power is his offstage game. Aside from up aerial, all of his aerials are viable finishers offstage. Neutral aerial is very fast and has relatively high knockback, his forward and back aerials can be used to perform a pseudo-wall of pain, and his down aerial is a deadly semi-spike.

Aerial Shuttle Loop is a semi-spike with very high base knockback, making it a very powerful tool to stage-spike recovering opponents and unwise edgeguarders. His incredible recovery compliments his superb air game. He has five midair jumps and the ability to glide twice. Mach Tornado offers great horizontal distance, decent height, and protection. Drill Rush is horizontal and can be angled.

Dimensional Cape allows him to vanish and move in any direction before reappearing. Finally, Shuttle Loop grants high vertical distance, and transitions into a glide. Altogether, these factors give Meta Knight the best recover in the game as it can theoretically travel an infinite horizontal distance, it is extremely difficult to punish and Meta Knight has many ways to mix his recover up.

Despite lacking a meteor smash, his recovery and dominating air game make him a terror to face offstage, as he is capable of gimping and edge-guarding almost any foe.

However, Meta Knight has notable weaknesses. Being a lightweight, he has very poor endurance, though his quick momentum cancel in his up aerial aids him slightly. His above average gravity and air acceleration also gives him a rather exploitable aerial grab release animation, which leaves him vulnerable to grab release followups, notably against Marth, who can combo him into a variety of moves, including a down aerial meteor smash.

His poor air speed, while easily worked around in some situations, can give him a hard time avoiding moves like Pikachu's Thunder.



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