Meta Knight (SSBU)
Meta Knight (メタナイト, Meta Knight) is a playable character in Super Smash Bros. Ultimate. He was officially confirmed on June 12th, 2018 alongside Mewtwo and the rest of the returning roster. Meta Knight is classified as fighter #27.
As in SSB4, Eric Newsome and Atsushi Kisa'ichi's portrayals from Brawl were repurposed for the English and Japanese versions of Ultimate.
How to unlock
Complete one of the following:
With the exception of the third method, Meta Knight must then be defeated on Halberd.
Meta Knight combines several unusual traits. He has multiple jumps, but unlike other characters who share this ability, he has strong mobility, comprising fast dashing and walking speeds, high falling speed and gravity, and average air speed. He is also the only small character to use a sword, which gives his attacks a bit more range relative to his stature. Overall, unlike other characters with multiple jumps, Meta Knight is neither wanting for speed nor range.
As expected, Meta Knight's playstyle relies heavily on his speed, both in terms of mobility and frame data. His low, quick short hop and fast, low lag aerials allow him to continuously apply pressure to opponents at close range. He is not lacking in grounded pressure either, having a fast down-tilt that can trip, and a dash attack that can cross-up shields, and both of these moves are capable of setting up combos. If Meta Knight finds himself on the defensive, he has several options to relieve pressure, such as a fast, decently long-ranged forward-tilt for countering aerial approaches, a fast, long-lasting, and strong neutral aerial, and the second-fastest down aerial in the game. For attacks that are poorly spaced, he can opt for a grab, from which he has a down and forward throw that can both start combos until mid-percents, a back throw to set up edge-guards, and an up throw that can kill at very high percentages.
While his damage output per hit is not impressive, Meta Knight's speed and jumps allow him to rack up damage through combos at lower percents and chase opponents through the air through to higher damages, punishing their escape options. His dash attack and down throw can combo into an up smash or aerials at lower damages, while his up aerial can link into other aerials or his up special. Even after his opponents are launched too far for a true combo, he can continue pressuring them by punishing their air dodges and landing options through effective use of his aerials, dash attack, and up tilt. Thanks to his flexible aerial mobility, he has little trouble chasing opponents offstage, and his aerials are well-suited to edge-guarding. Neutral aerial has a lingering hitbox and strong knockback, back aerial is fast with high power, and down aerial is a safe semi-spike than can gimp unusually early.
Meta Knight's edge-guarding prowess is mainly courtesy of his recovery, which is arguably the best in the game. In addition to having five jumps and passable airspeed, his special moveset is full of recovery options. Shuttle Loop, his up special and main recovery method, is fast, offers high vertical recovery, and has a large hitbox. Mach Tornado and Drill Rush travel far horizontally and with long-lasting active hitboxes, and the latter can be angled. Dimensional Cape allows Meta Knight to cover the distance in any direction while invisible, and offers the option to attack upon reappearing. Such options grant him the ability to vary his recovery to make it incredibly difficult to punish him offstage, let alone gimp him.
Meta Knight does have several weaknesses. His attacks generally have very few active frames, forcing him to be extremely precise with his moves lest his opponent punishes him. Despite being a lightweight, Meta Knight's falling speed, gravity and unusually round hurtbox make him highly vulnerable to combos, which combined with his low weight grants him poor overall endurance. Though he has a strong, safe-finisher in his forward smash, a fast, powerful back aerial and up smash, he has difficulty landing these moves. Forward smash has high-startup, making it easy to avoid, up smash is risky due to its ending lag, and back aerial has trouble connecting on grounded opponents. Furthermore, his up and back throws require rage and favorable positioning to kill at reasonable percentages. While Meta Knight's neutral game is fairly good, his lack of a projectile can be a thorn in his side, especially against zoning characters, such as Mega Man.
Overall, Meta Knight is at his best so long as he has his opponent in a disadvantaged state, being able to rack up damage well at lower percentages, before keeping the pressure on them through juggles and edge-guards. A player must be patient in finding an opening, as he cannot sustain much damage himself, and such patience is especially needed when his foe is at high percentages where Meta Knight may find difficulty in landing his finishers.
Changes from Super Smash Bros. 4
Meta Knight was infamous for being the best character in Brawl, to the point where he was universally considered as “broken”. Although Smash 4 initially nerfed him drastically, he was greatly buffed in game updates, allowing him to secure a spot as a high tier (16th out of 55 characters). Possibly as a result of this, Meta Knight has received a mix of buffs and nerfs during the transition from Smash 4 to Ultimate , but has been noticeably nerfed again, although less so than in his transition from Brawl to SSB4.
Meta Knight's already strong mobility has been improved further, and his aerials have considerably decreased landing lag, even compared to most other characters' aerials, improving his neutral and combo game. Some of his moves such as his tilts and aerials also have increased range, with his down tilt notably no longer possessing blindspots, and his neutral attack is more effective as a close-range option to rack up damage, due to having faster startup and linking much more reliably. Moreover, the changes to air dodging greatly complement his attributes, offering more opportunities to exploit his strong offstage game, while his recovery remains among the best.
However, the changes to Meta Knight's dash attack, which he relied on in the previous game, have worsened his combo and punish games. Due to the move having higher knockback and ending lag, follow-ups are unreliable beyond low percentages, which consequently hampers Meta Knight's KO ability, as it can no longer be comboed into Shuttle Loop at high percentages. The nerfs to rage exacerbate this: while his endurance is slightly improved, he can no longer abuse the mechanic to secure early vertical KOs due to Shuttle Loop's first hit now having set knockback, and he has a harder time finishing off opponents in general. Like Captain Falcon, his increased traction also hinders his dash grab as an effective approach, punish, and burst option, and removes his forward throw's combo potential. Furthermore, Meta Knight does not benefit from the increased options out of a dash as much as other characters, since none of his tilts are reliable combo or KO moves, and outside of forward smash, his smashes are unsafe.
Overall, Meta Knight's changes have generally toned down his most powerful tools and setups from Smash 4, which has inadvertently resulted in a noticeably higher learning curve in the transition to Ultimate. Furthermore, other characters with similar game plans as Meta Knight (such as Mario and Zero Suit Samus) have benefitted from Ultimate’s mechanics much more than he does, making him fall behind considerably. Due to this, along with the fact that he has failed to attain the same level of success as in SSB4 despite the efforts of Abadango, who now only uses him as a secondary in favor of Palutena and Wario, and the lack of improvements from game updates, Meta Knight is considered to be noticeably worse than his previous incarnation. That said, although the general consensus is that Meta Knight is a lower mid-tier or a low-tier character, he has continued to show respectable amount of success in the tournament scene thanks to the efforts of players, including BONK!, Lickey, Yei, and Slither2Hunter, indicating that Meta Knight might be underrated and has potential. Because of this, Meta Knight's overall viability is currently up for debate.
Throws and other attacks
Initially, Meta Knight was marginally changed by game updates. His dash attack's ending lag was slightly increased in update 1.1.0, though he was also among those affected by update 7.0.0's near-universal buff of enlarging shields.
However, in update 8.0.0, Meta Knight has been considerably buffed. His neutral aerial was given better range, his forward aerial has less ending lag, autocancels earlier, and now connects better. His back aerial also connects better, and the clean hit of Mach Tornado lasts longer. And finally, his Shuttle Loop connects better.
For a gallery of Meta Knight's hitboxes, see here.
Note: All numbers are listed as base damage, without the 1v1 multiplier.
In competitive play
When Ultimate got released, many players noticed that Meta Knight was then thought to be better. This was seen to his outstanding recovery, great frame data, and great mobility. Due to many smaller characters getting emphasized more, Meta Knight had better matchups against people who struggle against short characters, such as Wii Fit Trainer. Because of this, many players considered Meta Knight as a solid high-tier character, who is not as strong or broken as his Brawl counterpart, but just as, if not better than his Smash 4 counterpart.
Unfortunately, as the meta advanced, players recognized the exploitable weaknesses of Meta Knight: his terrible endurance, watered down punish game, lack of effective finishers outside of forward smash, below-average damage output, poor range compared to other swordfighters like Cloud, and moves unsafe on block. This resulted in him being worse than initially imagined, with many professionals calling him a mid tier or a low tier. Despite this, he has amassed a respectable playerbase and has gathered notable results from players such as Jayy, Abadango, Slither2Hunter, and Yei. Although it is debatable where he truly stands compared to the rest of the cast.
Any number following the Smasher name indicates placement on the Fall 2019 PGRU, which recognizes the official top 50 players in the world in Super Smash Bros. Ultimate from July 13th, 2019 to December 15th, 2019.
Classic Mode: Two Sides of the Same Coin
Half of Meta Knight's opponents are enlisted as duos (for every even round), while the other half (for every odd round) are free-for-all rounds of characters fighting their dark counterparts.
Credits roll after completing Classic Mode. Completing it as Meta Knight has Meta Knight's Revenge accompany the credits.
Role in World of Light
Meta Knight is absent from the World of Light opening cutscene, though he was vaporized and later imprisoned alongside the rest of the fighters (except Kirby) when Galeem unleashed his beams of light.
Meta Knight was one of the many fighters that fell under Dharkon's control upon Galeem's first defeat. He can be found in the Mysterious Dimension sub-area, making him an obligatory unlock. After saving him, Ike and Greninja, the player can advance toward the boss.
Meta Knight's Fighter Spirit can be obtained by completing Classic Mode. It is also available periodically for purchase in the shop for 500 coins. Unlocking Meta Knight in World of Light allows the player to preview the spirit below in the Spirit List under the name "???". As a Fighter Spirit, it cannot be used in Spirit Battles and is purely aesthetic. Each Fighter Spirit has an alternate version that replaces them with their artwork in Ultimate.
In Spirit battles
As the main opponent
As a minion
Character Showcase Video