Editing Meta Knight (SSB4)

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
Warning You aren't logged in. While it's not a requirement to create an account, doing so makes it a lot easier to keep track of your edits and a lot harder to confuse you with someone else. If you edit without being logged in, your IP address will be recorded in the page's edit history.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 347: Line 347:
**{{change|Mach Tornado's visual effects have slightly changed. Its trail is now noticeably thinner.}}
**{{change|Mach Tornado's visual effects have slightly changed. Its trail is now noticeably thinner.}}
**{{change|Mach Tornado spin speed needed to stop spinning is slightly lower (10 → 9).}}
**{{change|Mach Tornado spin speed needed to stop spinning is slightly lower (10 → 9).}}
**{{change|Mach Tornado now has a consistent rehit rate of 6, rather than the rehit rate depending on how long it takes Meta Knight to spin a full 360°.}}
***{{nerf|This gives Mach Tornado a longer rehit rate during the earlier parts of the spin, especially when Meta Knight is mashing (5/4 frames → 6), making it less safe on shield and easier to potentially fall out of.}}
***{{buff|However, this also gives it a faster rehit rate during the later parts of the spin, making it less punishable and harder to fall out of.}}
**{{nerf|Mach Tornado loses more spin speed per frame (2 → 3). This reduces Mach Tornado's loop hit's minimum duration (frames 12-58 → 12-41).}}
**{{nerf|Mach Tornado loses more spin speed per frame (2 → 3). This reduces Mach Tornado's loop hit's minimum duration (frames 12-58 → 12-41).}}
**{{nerf|Repeated button presses increase Mach Tornado's spin speed less (16 → 10) and they lose more spin speed (1.5 → 1.7). When combined with the move losing more speed without button presses, this greatly reduces the loop hit's maximum duration (frames 12-127 → 12-70) as well as greatly reducing the amount of height Meta Knight can gain by using the move.}}
**{{nerf|Repeated button presses increase Mach Tornado's spin speed less (16 → 10) and they lose more spin speed (1.5 → 1.7). When combined with the move losing more speed without button presses, this greatly reduces the loop hit's maximum duration (frames 12-127 → 12-70) as well as greatly reducing the amount of height Meta Knight can gain by using the move.}}
***{{nerf|These factors subsequently result in the move often having larger gaps between each loop hit, since it takes Meta Knight longer to spin a full 360°.}}
**{{nerf|Mach Tornado has much more ending lag (29 frames → 54), making it much more punishable.}}
**{{nerf|Mach Tornado has much more ending lag (29 frames → 54), making it much more punishable.}}
**{{nerf|The loop hits now consists of one hitbox in the middle of Meta Knight, rather than one hitbox below him and two hitboxes on the side of him. The previous lower hitbox has been moved much higher up (y offset: -2 → 8) and the side hitboxes have been removed. This significantly reduces the move's range both horizontally and below Meta Knight despite the hitbox being larger (5u → 6u), and slightly extended.}}
**{{nerf|The loop hits now consists of one hitbox in the middle of Meta Knight, rather than one hitbox below him and two hitboxes on the side of him. The previous lower hitbox has been moved much higher up (y offset: -2 → 8) and the side hitboxes have been removed. This significantly reduces the move's range both horizontally and below Meta Knight despite the hitbox being larger (5u → 6u), and slightly extended.}}
***{{buff|However, the hitbox is positioned slightly higher than the previous side hitboxes (y offset: 7 → 8) which along with its larger hitbox, gives it slightly more range above Meta Knight.}}
***{{buff|However, the hitbox is positioned slightly higher than the previous side hitboxes (y offset: 7 → 8) which along with its larger hitbox, gives it slightly more range above Meta Knight.}}
**{{nerf|The loop hits now deal hitlag. This not only makes the move slower to execute and easier to DI but this also greatly hinders the move's shield pressuring potential, as opponents are trapped in shield for two less frames (as they now only suffer from two frames of shieldstun, rather than four frames of shieldlag Meta Knight does not go through), giving the cast more opportunities to escape and punish the move, especially early on in the move's duration with the move's lower rehit rate.}}
**{{nerf|The loop hits now deal hitlag. This not only makes the move slower to execute and easier to DI but this also greatly hinders the move's shield pressuring potential, as opponents are trapped in shield for two less frames (as they now only suffer from two frames of shieldstun, rather than four frames of shieldlag Meta Knight does not go through), giving the cast more opportunities to escape and punish the move, especially early on in the move's duration and when combined with the move's lower spin speed.}}
**{{nerf|The loop hit's priority now functions like a standard move, rather than having grounded/aerial priority. This means that the grounded version can no longer clang with aerials while the aerial version can no longer clang with grounded or aerial moves. This greatly hinders the move's safety, especially in the air as opponents can now hit Meta Knight out of the move much more easily.}}
**{{nerf|The loop hit's priority now functions like a standard move, rather than having grounded/aerial priority. This means that the grounded version can no longer clang with aerials while the aerial version can no longer clang with grounded or aerial moves. This greatly hinders the move's safety, especially in the air as opponents can now hit Meta Knight out of the move much more easily.}}
***{{nerf|When combined with the move's reduced range, this also allows more damaging moves without transcendent priority to hit Meta Knight much more easily.}}
***{{nerf|When combined with the move's reduced range, this also allows more damaging moves without transcendent priority to hit Meta Knight much more easily.}}

Please note that all contributions to SmashWiki are considered to be released under the Attribution-ShareAlike 3.0 Unported license (see SmashWiki:Copyrights for details). Your changes will be visible immediately. Please enter a summary of your changes above.

Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)

Templates used on this page:

This page is a member of 1 meta category: