Template:SSB4 to SSBU changelist/Meta Knight

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Aesthetics

  • Change Due to the aesthetic used in Ultimate, Meta Knight's model features a more subdued color scheme. His mask, gauntlets, pauldrons, and sabatons have subtle detailing. His mask in particular is a notably darker gray, and his eyes now have a bright orange glow around them.
  • Change Galaxia's sword trails have reversed colors, using aqua with yellow accents instead of the yellow with turquoise accents from Smash 4.
  • Change His Galacta Knight-inspired alternate costume more closely resembles its inspiration: his mask becomes cross-shaped with red eyes, his spikes and insignia become yellow, and Galaxia turns pink like Galacta Knight's lance. Similarly, Galaxia turns silver with a blue gem when donning the Dark Meta Knight costume, his sabatons turn a darker red as opposed to the inaccurate purple of Smash 4, and his mask gains a scar and has paler eyes, much like his Mirror World doppelgänger.
  • Change Meta Knight now wraps himself in his cape when performing his spot dodge, like his rolling animation.
  • Change Meta Knight's wings now droop or curl up when fast falling.
  • Change Two of Meta Knight's victory animations were altered:
    • Change The one where he warps away now has him perform three sword slashes before warping.
    • Change The one where he flies on-screen from the side now shows him flying around and dropping to the ground before striking a pose.
  • Bug fix Meta Knight no longer grunts twice during his reeling animation.

Attributes

  • Buff Like all characters, Meta Knight's jumpsquat takes 3 frames to complete (down from 4).
  • Buff Meta Knight walks faster (1.18 → 1.239).
  • Buff Meta Knight runs faster (1.9 → 2.09).
    • Buff His initial dash is much faster (1.7 → 2.211).
  • Buff Meta Knight's air speed is faster (0.99 → 1.04).
  • Buff Meta Knight's traction is much higher (0.055 → 0.097).
  • Nerf Forward roll grants less intangibility (frames 4-15 → 4-14) and has more ending lag (FAF 28 → 29).
  • Nerf Back roll has more ending lag (FAF 28 → 34).
  • Nerf Spot dodge has more startup (frame 2 → 3).
    • Buff However, its total duration remains the same, giving it one frame less ending lag.
  • Buff Air dodge grants more intangibility (frames 2-25 → 2-26).
  • Nerf Air dodge has significantly more ending lag (FAF 31 → 48).
  • Buff The new air dodge mechanics improve Meta Knight's juggling and edge-guarding abilities.
    • Nerf However, the removal of unlimited air dodging also hinders Meta Knight, due to him having multiple jumps and previously one of the fastest air dodges being able to make great use of it, worsening his aerial defence and survivability.

Ground attacks

  • Neutral attack:
    • Buff Neutral attack has received several changes to allow it to connect better and rack up damage more effectively:
      • Buff It has considerably less start-up lag with a shorter gap between hits (frame 7, 11, 15, 20, 24 → 4, 7, 10, 13, 16), and a lower hitlag multiplier (1× → 0.5×), making it harder to SDI out of.
      • Buff It has a different launch angle to keep grounded opponents closer to Meta Knight (60°/84° → 361°).
      • Buff It has more base knockback (8 → 10) and each hit has gained a hitstun modifier of 2.
    • Buff The finisher has less ending lag (FAF 35 → 31).
    • Buff The multi-hits have 1 extended hitbox rather than 2 extended hitboxes, with the hitbox being larger than either of the previous hitboxes (5.8u/6.8u → 7u), and extending slightly further outward (Z2 offset 13 → 13.5), improving its range overall.
    • Change The single hitbox is placed higher up (Y offset: 5.2/5.3 → 6.5), improving its vertical range but reducing its ability to hit below the ledge.
    • Nerf It deals less damage per hit (1.2% → 1%) and no longer deals extra shield damage (1 → 0).
    • Change It has gained a shieldstun multiplier of 4×. This allows it to lock opponents into their shields between each hit, and thus pressure them more effectively, but also allows them to cancel shieldstun and punish Meta Knight more easily if they shield 10 hits or more.
    • Buff The finisher now has transcendent priority, preventing it from being canceled out by weak attacks.
    • Nerf The finisher consists of three medium-sized unextended hitboxes instead of a single large extended one (8u → 5u/6u/6u). The new hitboxes cover the same horizontal distance (with slightly reduced internal range, though this is negated by the changes to jostle mechanics), but cover less vertical range, shortening the finisher's range overall.
  • Forward tilt:
    • Buff The first two hits have different knockback (8 base/88 scaling → 25/20 (hit 1), 20/20 (hit 2)) and their outermost hitboxes launch opponents closer to Meta Knight (85° → 88° (hit 1), 80° → 85° (hit 2)), allowing them to connect more reliably.
    • Buff The second hit has larger hitboxes (3.5u/3.5u → 4u/3.6u) which are positioned further out (Z offset: 8/16 → 9/16.5) and higher (Y offset: 2/4/6 → 3/5/7), improving its range.
  • Up tilt:
    • Buff Up tilt's sweetspot has more vertical range (Y offset: 23.9u → 25.2u (clean), 7.5u → 9u (late)).
    • Change The sourspot deals more damage during the clean hit (5% → 6%), but less during the late hit (6% → 5%).
  • Down tilt:
    • Buff Down tilt's innermost hitbox is larger (3.2u → 3.5u), while the outermost hitbox stretches farther horizontally (Z offset: 13u → 15u), removing its blindspot next to Meta Knight and increasing its range to the point it properly covers the full tip of the blade.
    • Nerf Down tilt has a lower trip chance (30% → 25%).
  • Dash attack:
    • Change Dash attack has an altered animation. Meta Knight now spins on himself before thrusting his foot forward.
    • Buff It deals more damage (6%/5% → 7%/6%).
    • Nerf It has one more frame of ending lag (FAF 32 → 33).
    • Nerf It has slightly less base knockback (70 → 65/65/67), but more knockback scaling (90 → 107). In combination with the previous changes, this hampers its combo potential past low percents.
      • Buff However, this allows it to KO under 180%, giving it more utility as an emergency KO move.
    • Nerf It has smaller hitboxes (5.5u/5u/4.5u → 5u/4u/3.5u).
  • Forward smash:
    • Change Forward smash has a modified sword trail with spiked edges.
    • Change Meta Knight no longer swings his entire body to the side and his sword towards the rear in the animation.
  • Up smash:
    • Buff Up smash deals more damage (3% (hit 1)/2% (hit 2)/4% (hit 3) → 4%/3%/5%; 9% → 12% (total)), with knockback scaling compensated on the last hit (166 → 148).
    • Buff The first and second hits have more set knockback (20/25 → 30), and their outer hitboxes launch opponents at a higher angle (135° → 130°), allowing them to connect more reliably.
    • Buff The first and second hits now have a trip chance of -1, making it so the opponent can no longer trip and fall out of the move on platforms.
    • Buff The upper hitboxes on all hits are larger (4.5u/4.5u/6u → 5.5u/5.5u/7u).
  • Down smash:
    • Change Down smash has an altered animation with Meta Knight swinging Galaxia upwards for the first hit.
    • Buff It deals more damage (7% → 10% (hit 1), 10% → 13% (hit 2)) with knockback scaling not fully compensated (93 → 77 (hit 1)/78 (hit 2)), allowing the first hit to KO under 190% from center stage.
    • Buff It no longer starts charging immediately (frame 1 → 2), allowing the player to use the uncharged move without buffering.
    • Buff The second hit has larger hitboxes (4.5u/4u → 4.6u/4.6u).
    • Nerf The first hit has a smaller hitbox (4.5u/4u → 3.8u).
      • Change It has more horizontal range due to the hitbox being extended to match the sword instead of not covering it completely, but is angled upward, making it harder to 2-frame with.

Aerial attacks

  • Buff All aerials have less landing lag (16 frames → 7 (neutral), 16 → 10 (forward), 18 → 11 (back), 18 → 9 (up), 22 → 9 (down)).
  • Neutral aerial:
    • Buff Neutral aerial auto-cancels earlier (frame 50 → 40).
    • Buff Neutral aerial has larger hitboxes, and the late hit has gained an additional hitbox that is larger (4u/4u/7u → 4.5u/4.5u/7.5u (clean), 3.8u/3.8u/3.8u → 4u/4u/4/6u (late)). The hitboxes have also altered vertical placements (Y offset: 0u/5.2u/7.2u → 0u/5.2u/5.5u (clean), 0u/4u/7.2u → 0u/5.2u/7.7u/5.5u (late)), and (3.5u → 5u), increasing their range.
  • Forward aerial:
    • Buff Forward aerial has less ending lag (FAF 46 → 40) and auto-cancels earlier (frame 44 → 39).
    • Buff All hits have slightly more horizontal range (outer hitbox Z offset: 13u → 13.5u).
    • Buff The first two hits' are now weight-independent, making them more consistent across the cast.
    • Buff The first two hits' ground-only hitboxes launch at a higher angle (361° → 60°) and have more base knockback (30 → 60), but less knockback scaling (130 → 100). This allows them to connect more reliably, and in combination with the move's lower landing lag, start combos into other attacks at various percents.
    • Buff The first two hits' aerial-only hitboxes use the autolink angle like in the original version of Smash 4 (85° → 367°), allowing them to once again drag opponents down and set up combos, which is strengthened by the move's lower landing lag.
    • Nerf The first two hits' ground-only hitboxes deal less damage (2.2% → 2%).
    • Buff The first two hits' aerial-only hitboxes deal more damage (1.5% → 2%).
  • Back aerial:
    • Buff All hits have more horizontal range (Z offset: -12u/-6u → -15u/-9u).
    • Buff The first two hits' are now weight-independent, making them more consistent across the cast.
    • Buff The first two hits' ground-only hitboxes launch at a higher angle (361° → 55°) and have more base knockback (40 → 50), but less knockback scaling (130 → 90). Much like forward aerial, this allows them to connect more reliably, and in combination with the move's lower landing lag, start combos into other attacks at various percents.
    • Nerf The first two hits' ground-only hitboxes deal less damage (2.2% → 2%).
    • Buff The first two hits' aerial-only hitboxes deal more damage (1.5% → 2%).
    • Nerf The third hit has less knockback scaling (212 → 198), hindering its KO potential.
  • Up aerial:
    • Change Up aerial's angles have been altered (69°/69°/52° → 67°/67°/50°), improving its combo potential into other aerials, but worsening the consistency of up aerial ladder combos.

Throws and other attacks

  • Grabs:
    • Nerf All grabs have increased ending lag (FAF 32 → 37 (standing), 40 → 45 (dash), 38 → 40 (pivot)).
    • Nerf All grabs have less range, especially standing grab (Z2 offset: 10u → 8.5u (standing), 10.8u → 10.1u (dash), -15u → -14.3u (pivot)).
    • Nerf Dash and pivot grabs have increased startup (frame 9 → 11 (dash), 9 → 12 (pivot)).
    • Nerf In a similar vein to Captain Falcon, due to Meta Knight's increased traction, dash grab does not cause him to retain as much horizontal momentum, further decreasing its effective range.
  • Pummel:
    • Buff Pummel deals more hitlag (5 frames → 11), but has less startup (frame 4 → 1) and significantly less ending lag (FAF 24 → 6), greatly shortening its effective duration.
    • Nerf It deals much less damage (3% → 1%).
      • Change Relative to the rest of the cast, Meta Knight's pummel is among the fastest but least damaging, rather than among the slowest but most damaging.
  • Forward throw:
    • Nerf Forward throw grants less invincibility (frames 1-18 → 1-10).
    • Nerf Due to Meta Knight's increased traction no longer allowing him to retain horizontal momentum during throws, forward throw has lost its combo potential entirely past very low percents.
  • Up throw:
    • Buff Up throw grants more invincibility (frames 1-18 → 1-46).
      • Buff This notably improves its ability to perform The Omni technique if the opponent is holding an explosive projectile such as Bomb or Hand Grenade, as now only the opponent will be KO'd if it explodes at the peak of up throw's jump, rather than both them and Meta Knight being KO'd like in Smash 4, or being determined by port priority like in Brawl.
    • Buff Up throw has more knockback scaling (70 → 76).
    • Nerf Up throw's notoriously powerful collateral hitbox deals less knockback (90 base/160 scaling → 85/150), no longer KOing under 80% from ground level.
    • Buff Meta Knight releases opponents from up throw one frame later (frame 45 → 46). This slightly reduces the throw's ending lag, and since the throw already executes so slowly, the additional frame to DI the throw is completely negligible.
      • Buff This also gives the collateral hitbox an additional active frame (39-44 → 39-45).
  • Down throw:
    • Buff Down throw grants more invincibility (frames 1-18 → 1-75).
  • Edge attack:
    • Buff Edge attack deals more damage (7% → 9%).

Special moves

  • Mach Tornado:
    • Buff Mach Tornado travels faster horizontally, and gives more height via button mashing.
    • Buff It has gained a windbox, allowing it to pull opponents more effectively into the attack.
    • Nerf The duration of the attack can no longer be extended by button mashing, making it worse for covering rolls and getups, or for juggling.
    • Change Instead of being a multi-hit attack, it only hits once, possessing a clean hit and late hit.
      • Nerf It deals significantly less total damage (22% → 12% (clean)/8% (late)).
      • Buff It launches opponents horizontally (70° → 361°), which allows it to KO far earlier, working as a potent combo finisher and even an edgeguarding tool.
      • Change The clean hit is stronger than the previous final hit from center stage (55 base/170 scaling → 90/44), but the late hit is weaker (55/170 → 70/60).
      • Change It has more range than the previous multi-hits, but less than the previous final hit (6u/11u → 9u).
      • Change It has a lower hitlag multiplier (2× → 1.2×), although it still has more hitlag due to its higher individual damage and the universal hitlag increase.
    • Change Mach Tornado has updated visual effects: its trails are more opaque and incorporate more white accents than yellow. Its shape is also thinner, better resembling how it looked in Brawl.
  • Drill Rush:
    • Buff Drill Rush has a faster rehit rate (6 → 4), causing it to hit up to twelve times (up from nine), and its looping hits deal more damage (1% → 1.1%), increasing its total output (11% → 15.1%).
    • Buff The looping hits have gained additional hitboxes above and below Meta Knight, and all hitboxes have different angles (0°/30°/361°/366° (clean), 50°/366°/366° (late) → 363°/367°/30°/30°/367°/365°) and knockback (30/30/0/0 set/60/100/70/70 base → 45/30/45/45/0/0 set/50/80/50/80/25/25 base), alongside a lower hitlag multiplier (1× → 0.6×). In combination with their faster rehit rate, this allows them to connect much more effectively and makes them harder to escape.
      • Buff Additionally, the altered knockback and angles when combined with the faster knockback physics improve the looping hits gimping potential if the opponent falls out of the move off-stage.
    • Buff The final hit has gained an additional hitbox that is larger (6u → 8u), increasing its range.
    • Nerf Drill Rush now has transcendent priority, making it more vulnerable overall and likely to trade with other attacks rather than beating them outright, and making it unable to cancel out all projectiles.
    • Nerf Drill Rush loses a significant amount of momentum and angling capabilities if shielded. This hinders its ability to cross-up opponents, making it easier to punish.
    • Buff Drill Rush can no longer slide off edges halfway through the move, making it less prone to self-destructing, and improving its ability to catch opponents getting off the ledge.
    • Change The final hit has less knockback scaling (200 → 185), although it launches at a lower angle to compensate (60° → 40°).
    • Change The final hit has a unique, bright red visual effect if it hits an opponent.
  • Shuttle Loop:
    • Buff Shuttle Loop conserves more vertical momentum after the second hit.
      • Nerf However, this makes the move even more punishable on whiff or on hit, even up to mid-percents, combined with its high landing lag being unchanged.
    • Change The first hit deals set knockback (grounded: 130/127/98/98 base/10 scaling (early), 90/10 (late) → 125/125/120/120 set/120 scaling (early), 100/120 (mid), 68/100 (late); aerial: 120/70 base/10 scaling → 116/110 set/120 scaling (early), 80/100 (late)) and is weight-independent, with the aerial version additionally now consisting of an early and late hit like the grounded version, while the grounded gained an additional middle hit.
      • Buff This makes the move slightly more consistent at connecting across the cast regardless of percent.
      • Nerf However, this notably removes its ability to potentially hit opponents up to a higher position and lead to earlier KOs with the second hit, or KO outright with the aerial version's first hit near the upper blast line, hindering the move's KO potential, which is further worsened by rage no longer affecting moves with set knockback, as well as the changes to dash attack and up aerial combined with the faster knockback physics making it harder to confirm into the move.
    • Buff The second hit's sword hitbox is much larger (5.5u → 7.7u), is positioned higher, and stretches farther vertically (4u—9u → 3.5u—10u), increasing its range.
  • Dimensional Cape:
    • Buff Meta Knight falls later into Dimensional Cape in the air, allowing it to cover more vertical distance.
    • Buff Dimensional Cape can now grab ledges with the attack, starting on frame 50.
    • Buff Dimensional Cape has less ending lag (FAF 63 → 58).
    • Buff The attack has more intangibility (frames 12-28 → 12-32 (stationary/back)/12-29 (moving forward)), making it less likely to be interrupted right as Meta Knight reappears.
    • Buff Dimensional Cape deals more damage if done on the ground without moving (15% → 16%).
    • Nerf It deals less damage if done on the ground moving backward (14% → 13%).
    • Nerf The attack's inner hitboxes are smaller (neutral: 8.5u → 7.5u, forwards: 11.5u → 8.5u. backwards: 11.5u → 7.5u) and the outermost hitboxes are less extended.
    • Nerf Dimensional Cape has less control over Meta Knight's movement once he reappears, making it harder to reposition himself or maneuver around opponents.
    • Nerf Due to the changes to the jostle mechanics, Dimensional Cape can no longer cross-up opponents once Meta Knight reappears.
    • Nerf Dimensional Cape can no longer slide off edges. While this makes it less likely to self-destruct, this removes its ability to slide off and escape platforms or quickly ledge trump opponents from a distance, making this more of a hindrance overall.
  • Darkness Illusion:
    • Change Meta Knight has a new Final Smash, Darkness Illusion. It creates a surge of energy around Meta Knight which traps opponents, dragging them into the air, where Meta Knight clones himself to strike repeatedly, before finishing with a slash that sends opponents at a horizontal angle. It bears a resemblance to Upper Calibur, Meta Knight's strongest attack in Kirby: Star Allies, with the cross-lightning being similar to Kirby Super Star Ultra's version of Mach Tornado and Meta Knight's Shuttle Loop when combined with electricity in Kirby Star Allies.
    • Nerf The surge of energy from Darkness Illusion has less range than the cape from Galaxia Darkness. In addition, it has lost the ability to hit others not trapped in the Final Smash, unlike Galaxia Darkness.