Editing Meta Knight (SSBB)

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{{s|wikipedia|Atsushi Kisaichi}}, who voiced the character in the Japanese version of ''Kirby: Right Back At Ya!'', reprises his role in the Japanese version of ''Brawl'' through re-purposed voice clips. In English, he is voiced by {{s|mariowiki|Eric Newsome}}, who mimics {{iw|wikipedia|Eric Stuart}}'s portrayal of Meta Knight from the anime's English dub.   
{{s|wikipedia|Atsushi Kisaichi}}, who voiced the character in the Japanese version of ''Kirby: Right Back At Ya!'', reprises his role in the Japanese version of ''Brawl'' through re-purposed voice clips. In English, he is voiced by {{s|mariowiki|Eric Newsome}}, who mimics {{iw|wikipedia|Eric Stuart}}'s portrayal of Meta Knight from the anime's English dub.   


Meta Knight is notable for being at the top of the ''Brawl'' [[tier list]] (that being 1st out of 38 characters, standing alone in the SS tier, thus being his best placement in the series) due to numerous advantages. Meta Knight is a very fast character with fast ground speed, five mid-air jumps, multiple air options which give him great mobility and he has excellent frame data all around. Meta Knight also possesses many disjointed attacks with great range and [[transcendent priority]], which along with the speed of his attacks, easily allows him to keep out opponents and interrupt their approach without much risk, especially since Meta Knight is a small target. Meta Knight overall has an excellent set of ground moves and aerials which are complemented greatly with Meta Knight's mobility, attributes and overall range. Meta Knight's edgeguarding and recovery are both unarguably the best in the game due to the sheer amount of options MK has. With five mid-air jumps, excellent aerials, the ability to glide both manually and out of [[Shuttle Loop]] and having an entire set of special moves which can be used to recover, Meta Knight can easily make it back from anywhere off stage (while also being extremely difficult for the opponent to edgeguard him) and he can go incredibly deep for edgeguards. These factors also naturally give Meta Knight a very strong camping game as he can utilize his multiple jumps and aerials to stall either at the ledge or in the air which is very difficult to deal with. He also has many great [[combo]] setups, with a very strong combo game due to easily being able to string many of his attacks together due to his quick speed and frame data. His [[KO]] moves are quick, powerful, and reliable in addition to often being long ranged and even completely safe in some cases. Meta Knight also possesses two incredible special moves in [[Mach Tornado]] and Shuttle Loop. The former is an incredible mobility/recovery option which is very difficult for most characters to challenge/punish while the latter is not only a fantastic recovery move (putting MK into a glide) but it is also a fast, safe and powerful long ranged attack with a great amount of utility. The grounded version is excellent for shutting out approaches or punishing unsafe moves while the aerial version is a very powerful [[semi-spike]] which can lead to some very early KOes off stage, especially if the opponent does not [[DI]] it correctly.
Meta Knight is notable for being at the top of the ''Brawl'' [[tier list]] (that being 1st out of 38 characters, putting him in the SS tier, thus being his best placement in the series) due to numerous advantages. Meta Knight is a very fast character with fast ground speed, five mid-air jumps, multiple air options which give him great mobility and he has excellent frame data all around. Meta Knight also possesses many disjointed attacks with great range and [[transcendent priority]], which along with the speed of his attacks, easily allows him to keep out opponents and interrupt their approach without much risk, especially since Meta Knight is a small target. Meta Knight overall has an excellent set of ground moves and aerials which are complemented greatly with Meta Knight's mobility, attributes and overall range. Meta Knight's edgeguarding and recovery are both unarguably the best in the game due to the sheer amount of options MK has. With five mid-air jumps, excellent aerials, the ability to glide both manually and out of [[Shuttle Loop]] and having an entire set of special moves which can be used to recover, Meta Knight can easily make it back from anywhere off stage (while also being extremely difficult for the opponent to edgeguard him) and he can go incredibly deep for edgeguards. These factors also naturally give Meta Knight a very strong camping game as he can utilize his multiple jumps and aerials to stall either at the ledge or in the air which is very difficult to deal with. He also has many great [[combo]] setups, with a very strong combo game due to easily being able to string many of his attacks together due to his quick speed and frame data. His [[KO]] moves are quick, powerful, and reliable in addition to often being long ranged and even completely safe in some cases. Meta Knight also possesses two incredible special moves in [[Mach Tornado]] and Shuttle Loop. The former is an incredible mobility/recovery option which is very difficult for most characters to challenge/punish while the latter is not only a fantastic recovery move (putting MK into a glide) but it is also a fast, safe and powerful long ranged attack with a great amount of utility. The grounded version is excellent for shutting out approaches or punishing unsafe moves while the aerial version is a very powerful [[semi-spike]] which can lead to some very early KOes off stage, especially if the opponent does not [[DI]] it correctly.


Meta Knight does have a few weaknesses, however. Meta Knight is a lightweight character, meaning he is knocked out fairly easily, especially against characters with many high-power attacks such as {{SSBB|Snake}} although he does have strong horizontal [[momentum canceling]]. Meta Knight also lacks any sort of projectile or reflector, which can give him trouble against projectiles although his small size, fast ground speed, multitude of jumps and Mach Tornado give him strong options to play around projectiles, especially if they lack transcendent priority. Meta Knight also has poor [[air speed]] and while he can work around this in numerous situations, there are scenarios where poor air speed limits him, particularly in tight juggle situations. He also has a small [[shield]] which makes him somewhat vulnerable to [[shield stabbing]] from certain characters. Meta Knight's combination of high gravity and air friction also give him a fairly exploitable aerial [[grab release]] animation, which multiple characters can exploit, especially since Meta Knight can be forced into the animation by multiple characters. {{SSBB|Marth}} for example, can put Meta Knight into an aerial grab release and then followup into a variety of guaranteed moves, including forward aerial, dash attack, [[Dancing Blade]], [[short hop]] [[Dolphin Slash]], buffered down aerial, buffered up aerial, or buffered neutral aerial. Although Meta Knight has a great array of recovery options, they all leave him [[helpless]] so when used at the wrong time, they can be exploitable, although this can easily be avoided by strong players. He additionally may have trouble KOing against good [[DI]] and/or [[momentum canceling]], particularly if his best finishers are getting [[stale]]. He also has many multi-hit moves that are susceptible to [[SDI]], which can limit his ability to rack up damage easily, along with most of his moves having unspectacular raw damage output. These weaknesses however are either very difficult to exploit (especially for lower tiered characters) and/or Meta Knight can easily work around them.
Meta Knight does have a few weaknesses, however. Meta Knight is a lightweight character, meaning he is knocked out fairly easily, especially against characters with many high-power attacks such as {{SSBB|Snake}} although he does have strong horizontal [[momentum canceling]]. Meta Knight also lacks any sort of projectile or reflector, which can give him trouble against projectiles although his small size, fast ground speed, multitude of jumps and Mach Tornado give him strong options to play around projectiles, especially if they lack transcendent priority. Meta Knight also has poor [[air speed]] and while he can work around this in numerous situations, there are scenarios where poor air speed limits him, particularly in tight juggle situations. He also has a small [[shield]] which makes him somewhat vulnerable to [[shield stabbing]] from certain characters. Meta Knight's combination of high gravity and air friction also give him a fairly exploitable aerial [[grab release]] animation, which multiple characters can exploit, especially since Meta Knight can be forced into the animation by multiple characters. {{SSBB|Marth}} for example, can put Meta Knight into an aerial grab release and then followup into a variety of guaranteed moves, including forward aerial, dash attack, [[Dancing Blade]], [[short hop]] [[Dolphin Slash]], buffered down aerial, buffered up aerial, or buffered neutral aerial. Although Meta Knight has a great array of recovery options, they all leave him [[helpless]] so when used at the wrong time, they can be exploitable, although this can easily be avoided by strong players. He additionally may have trouble KOing against good [[DI]] and/or [[momentum canceling]], particularly if his best finishers are getting [[stale]]. He also has many multi-hit moves that are susceptible to [[SDI]], which can limit his ability to rack up damage easily, along with most of his moves having unspectacular raw damage output. These weaknesses however are either very difficult to exploit (especially for lower tiered characters) and/or Meta Knight can easily work around them.

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