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Hitbox visualization showing Meta Knight's grounded Shuttle Loop. | Hitbox visualization showing Meta Knight's aerial Shuttle Loop. |
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Overview[edit]
Meta Knight jumps high into the air and slashes, and swoops down in a loop and slashes a second time. It is Meta Knight's primary KO move, due to a combination of speed, range, and power, along with several set-ups. It combos off of down throw, forward throw, and dash attack, the latter two being possible even at KO percents. It is especially fearsome when used in conjunction with his up aerial; five up aerials into a high-altitude Shuttle Loop is capable of KOing the entire cast off the upper blast line, KOing floaties below 50%. For these reasons, it is frequently used at the end of Meta Knight's combos. Shuttle Loop is also a potent out of shield option, as the grounded version KO's starting at 120%. Shuttle Loop functions as a reliable recovery move as well, offering speed, distance, and protection.
However, for all its shining strengths, it is highly punishable if whiffed, as it leaves Meta Knight in his helpless animation.
Hitboxes[edit]
ID |
Part |
Rehit rate |
Damage |
SD |
Angle |
BK |
KS |
FKV |
Radius |
Bone |
Offset |
SDIx |
H× |
T% |
Clang |
Rebound |
Type |
Effect |
G |
A |
Sound |
Direct |
Hit bits |
Blockable |
Reflectable |
Absorbable |
Piercing |
Heedless |
No GFX |
Flinchless |
Stretch
|
Hit 1 (clean)
|
0 |
0 |
0 |
9% |
0 |
|
Standard |
130 |
10 |
0 |
4.0 |
0 |
0.0 |
0.0 |
8.0 |
1.0x |
1.5x |
0% |
|
|
|
|
|
|
Slash |
|
63 |
|
|
|
|
|
|
|
—
|
1 |
0 |
0 |
9% |
0 |
|
Standard |
127 |
10 |
0 |
4.0 |
0 |
0.0 |
0.0 |
14.0 |
1.0x |
1.5x |
0% |
|
|
|
|
|
|
Slash |
|
63 |
|
|
|
|
|
|
|
—
|
2 |
0 |
0 |
9% |
0 |
|
Standard |
98 |
10 |
0 |
4.0 |
0 |
0.0 |
12.0 |
8.0 |
1.0x |
1.5x |
0% |
|
|
|
|
|
|
Slash |
|
63 |
|
|
|
|
|
|
|
—
|
3 |
0 |
0 |
9% |
0 |
|
Standard |
98 |
10 |
0 |
4.0 |
0 |
0.0 |
12.0 |
14.0 |
1.0x |
1.5x |
0% |
|
|
|
|
|
|
Slash |
|
63 |
|
|
|
|
|
|
|
—
|
Hit 1 (late)
|
0 |
0 |
0 |
6% |
0 |
|
Standard |
90 |
10 |
0 |
5.0 |
0 |
0.0 |
14.0 |
12.0 |
1.0x |
1.0x |
0% |
|
|
|
|
|
|
Slash |
|
63 |
|
|
|
|
|
|
|
—
|
1 |
0 |
0 |
6% |
0 |
|
Standard |
90 |
10 |
0 |
5.0 |
0 |
0.0 |
2.0 |
12.0 |
1.0x |
1.0x |
0% |
|
|
|
|
|
|
Slash |
|
63 |
|
|
|
|
|
|
|
—
|
Hit 2
|
0 |
0 |
0 |
6% |
0 |
|
Forwards |
55 |
130 |
0 |
5.5 |
23 |
2.0 |
0.0 |
9.0 |
1.0x |
1.5x |
0% |
|
|
|
|
|
|
Slash |
|
63 |
|
|
|
|
|
|
|
2.0 |
0.0 |
4.0
|
1 |
0 |
0 |
6% |
0 |
|
Forwards |
55 |
130 |
0 |
3.0 |
13 |
0.0 |
0.0 |
0.0 |
1.0x |
1.5x |
0% |
|
|
|
|
|
|
Slash |
|
63 |
|
|
|
|
|
|
|
—
|
ID |
Part |
Rehit rate |
Damage |
SD |
Angle |
BK |
KS |
FKV |
Radius |
Bone |
Offset |
SDIx |
H× |
T% |
Clang |
Rebound |
Type |
Effect |
G |
A |
Sound |
Direct |
Hit bits |
Blockable |
Reflectable |
Absorbable |
Piercing |
Heedless |
No GFX |
Flinchless |
Stretch
|
Hit 1
|
0 |
0 |
0 |
6% |
0 |
|
Standard |
120 |
10 |
0 |
6.0 |
0 |
0.0 |
2.0 |
12.0 |
1.0x |
1.0x |
0% |
|
|
|
|
|
|
Slash |
|
63 |
|
|
|
|
|
|
|
—
|
1 |
0 |
0 |
6% |
0 |
|
Standard |
70 |
10 |
0 |
6.0 |
0 |
0.0 |
14.0 |
12.0 |
1.0x |
1.0x |
0% |
|
|
|
|
|
|
Slash |
|
63 |
|
|
|
|
|
|
|
—
|
Hit 2
|
0 |
0 |
0 |
6% |
0 |
|
Forwards |
55 |
118 |
0 |
5.5 |
23 |
2.0 |
0.0 |
9.0 |
1.0x |
1.5x |
0% |
|
|
|
|
|
|
Slash |
|
63 |
|
|
|
|
|
|
|
2.0 |
0.0 |
4.0
|
1 |
0 |
0 |
6% |
0 |
|
Forwards |
55 |
118 |
0 |
3.0 |
13 |
0.0 |
0.0 |
0.0 |
1.0x |
1.5x |
0% |
|
|
|
|
|
|
Slash |
|
63 |
|
|
|
|
|
|
|
—
|
Hit 1 (clean)
|
8
|
Hit 1 (late)
|
9-12
|
Hit 2
|
22-27
|
Animation length
|
47
|
Hit 1
|
7-10
|
Hit 2
|
20-26
|
Animation length
|
47
|