Editing Meta Knight (SSB4)

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As a result of all of these traits, Meta Knight was an incredibly dominant force in ''Brawl'', with numerous characters heavily struggling against him and even the characters who could deal with him still had a disadvantageous matchup against him. Likely as a result of how he warped the metagame, Meta Knight has been significantly reworked in ''Super Smash Bros 4'' and while he did receive some buffs, he was truly nerfed overall.
As a result of all of these traits, Meta Knight was an incredibly dominant force in ''Brawl'', with numerous characters heavily struggling against him and even the characters who could deal with him still had a disadvantageous matchup against him. Likely as a result of how he warped the metagame, Meta Knight has been significantly reworked in ''Super Smash Bros 4'' and while he did receive some buffs, he was truly nerfed overall.


Having been completely unmatched in ''Brawl'', Meta Knight's frame data has been considerably toned down. Many of his attacks now have slower start-up lag, reduced active frames, and higher ending and landing lag, with his up aerial being a good example in all these aspects. Additionally, his aerials have much later auto-cancel windows, which in combination with their higher landing lag, substantially hinders their safety as his neutral, forward, and back aerials no longer auto-cancel in a short hop. His range has been shortened, which makes his [[spacing]] ability much weaker and thus forces him to adopt a more aggressive playstyle. To further compound this, his overall damage output has been significantly reduced now being below average. With the nerfs to several of his most pivotal [[neutral game]] options, such as down tilt, forward aerial, down aerial, [[Shuttle Loop]] and [[Mach Tornado]], and the loss of [[Glide|gliding]] and the [[Priority#Transcendent priority|transcendent priority]] on his moves, Meta Knight's neutral game is overall significantly worse, leaving him more vulnerable to [[camping]] and zoning, especially with his lack of a projectile. The changes to his down aerial and Shuttle Loop combined with the removal of [[edge-hogging]], his shorter recovery, and the generally improved recoveries of the majority of the cast have collectively hurt Meta Knight's edge-guarding potential, and the loss of gliding removes some of his off-stage mix-ups. With his faster falling speed and the changes to [[hitstun canceling]], Meta Knight can no longer momentum cancel and is more vulnerable to combos, worsening his already poor endurance.
Having been completely unmatched in ''Brawl'', Meta Knight's frame data has been considerably toned down. Many of his attacks now have slower start-up lag, reduced active frames, and higher ending and landing lag, with his up aerial being a good example in all these aspects. His range has been shortened, which makes his [[spacing]] ability much weaker and thus forces him to adopt a more aggressive playstyle. To further compound this, his overall damage output has been significantly reduced now being below average. With the nerfs to several of his most pivotal [[neutral game]] options, such as down tilt, forward aerial, down aerial, [[Shuttle Loop]] and [[Mach Tornado]], and the loss of [[Glide|gliding]] and the [[Priority#Transcendent priority|transcendent priority]] on his moves, Meta Knight's neutral game is overall significantly worse, leaving him more vulnerable to [[camping]] and zoning, especially with his lack of a projectile. The changes to his down aerial and Shuttle Loop combined with the removal of [[edge-hogging]], his shorter recovery, and the generally improved recoveries of the majority of the cast have collectively hurt Meta Knight's edge-guarding potential, and the loss of gliding removes some of his off-stage mix-ups. With his faster falling speed and the changes to [[hitstun canceling]], Meta Knight can no longer momentum cancel and is more vulnerable to combos, worsening his already poor endurance.


However, Meta Knight has received some noteworthy buffs. His already good mobility has been improved: his [[air speed]] is drastically faster, he dashes and falls faster, and he has gained a new movement option in his long perfect [[Pivoting|pivot]]. Several of his attacks are stronger, most notably his forward and up smashes, back aerial, and [[Dimensional Cape]]. Due to the changes to hitstun canceling and the updated gameplay physics, Meta Knight can perform true combos more reliably, especially with his dash attack, which has become his most reliable combo starter and is now a large part of his game plan. His up aerial also remains a strong combo option due to these changes despite its severe nerfs and his altered Shuttle Loop while having far less utility has become an incredible combo finisher and KO move near the upper blast line. His grab game is both more rewarding and more consistent, due to the mechanic changes somewhat making up for the nerfs to his damage output. He also benefits from the removal of [[chain grab]]bing and the changes to aerial [[grab release]]s which was previously one of his weaknesses.
However, Meta Knight has received some noteworthy buffs. His already good mobility has been improved: his [[air speed]] is drastically faster, he dashes and falls faster, and he has gained a new movement option in his long perfect [[Pivoting|pivot]]. Several of his attacks are stronger, most notably his forward and up smashes, back aerial, and [[Dimensional Cape]]. Due to the changes to hitstun canceling and the updated gameplay physics, Meta Knight can perform true combos more reliably, especially with his dash attack, which has become his most reliable combo starter and is now a large part of his game plan. His up aerial also remains a strong combo option due to these changes despite its severe nerfs and his altered Shuttle Loop while having far less utility has become an incredible combo finisher and KO move near the upper blast line. His grab game is both more rewarding and more consistent, due to the mechanic changes somewhat making up for the nerfs to his damage output. He also benefits from the removal of [[chain grab]]bing and the changes to aerial [[grab release]]s which was previously one of his weaknesses.

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