Editing Meta Knight (SSB4)/Down throw
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==Overview== | ==Overview== | ||
Meta Knight stomps on his opponents multiple times, ending with a more powerful stomp that sends them into the air, all in a manner similar to, but slower than {{SSB4|Kirby}}'s down throw. It has almost identical follow-up potential to his dash attack. At low percents, it combos reliably into an up smash, and depending on [[DI]], [[Mach Tornado]] and dash attack, the latter of which can lead into further follow-ups. Until mid-percents, down throw can also combo reliably into [[Shuttle Loop]] and all of Meta Knight's aerials; the most notable being his up aerial, which can combo into itself, other aerials, Shuttle Loop, and back aerial, which can be used to floor the opponent and [[jab reset]] them. | Meta Knight stomps on his opponents multiple times, ending with a more powerful stomp that sends them into the air, all in a manner similar to, but slower than {{SSB4|Kirby}}'s down throw. It has almost identical follow-up potential to his dash attack. At low percents, it combos reliably into an up smash, and depending on [[DI]], [[Mach Tornado]] and dash attack, the latter of which can lead into further follow-ups. Until mid-percents, down throw can also combo reliably into [[Shuttle Loop]] and all of Meta Knight's aerials; the most notable being his up aerial, which can combo into itself, other aerials, and Shuttle Loop, and back aerial, which can be used to floor the opponent and [[jab reset]] them. | ||
However, down throw has very high knockback growth, preventing Meta Knight from following up reliably past mid-percents outside of Shuttle Loop, but even Shuttle Loop can be escaped with proper DI at [[KO]] percents, all while down throw is too weak to KO realistically. As such, his dash attack and forward throw are generally more effective for combos at higher percents. | However, down throw has very high knockback growth, preventing Meta Knight from following up reliably past mid-percents outside of Shuttle Loop, but even Shuttle Loop can be escaped with proper DI at [[KO]] percents, all while down throw is too weak to KO realistically. As such, his dash attack and forward throw are generally more effective for combos at higher percents. | ||