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Meta Knight (SSBB)/Forward smash: Difference between revisions

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[[File:MetaKnightFSmashSSBB.gif|thumb|400px|Hitbox visualization showing Meta Knight's forward smash.]]
==Overview==
==Overview==
[[File:Meta Knight Forward Smash Hitbox Brawl.png|thumb|The [[hitbox]] of Meta Knight's f-smash]]
Meta Knight pulls back his sword for a moment, then slashes in front of himself, dealing 14% uncharged to 19% fully charged. It's among his strongest moves in terms of [[knockback]] (KOing earlier than all of his other moves), but is also his slowest move in [[startup]] lag, with 24 [[frames]]. It can also be considered his only "slow" attack. However, it does have a very fast charge release, and very little [[ending lag]], with even less ending lag than his {{mvsub|Meta Knight|SSBB|down smash}}. The move is a powerful finisher, but its slow speed hinders its effectiveness, and a [[down smash]] is usually considered a better option due to having much faster startup. The best use for the move is for [[punish]]ing the opponent's [[edge]] options above 100%, and [[punish]]ing linear and/or predictable recoveries, or non-[[transcendent]] recovery moves where the opponent doesn't [[grab]] onto the edge, such as [[Mach Tornado]].
Meta Knight pulls back his sword for a moment, then slashes in front of himself, dealing 14% uncharged to 19% fully charged. It's among his strongest moves in terms of [[knockback]] (KOing earlier than all of his other moves), but is also his slowest move in [[startup]] lag, with 24 [[frames]]. It can also be considered his only "slow" attack. However, it does have a very fast charge release, and very little [[ending lag]], with even less ending lag than his {{mvsub|Meta Knight|SSBB|down smash}}. The move is a powerful finisher, but its slow speed hinders its effectiveness, and a [[down smash]] is usually considered a better option due to having much faster startup. The best use for the move is for [[punish]]ing the opponent's [[edge]] options above 100%, and [[punish]]ing linear and/or predictable recoveries, or non-[[transcendent]] recovery moves where the opponent doesn't [[grab]] onto the edge, such as [[Mach Tornado]].



Latest revision as of 21:23, May 19, 2024

Hitbox visualization showing Meta Knight's forward smash.

Overview[edit]

Meta Knight pulls back his sword for a moment, then slashes in front of himself, dealing 14% uncharged to 19% fully charged. It's among his strongest moves in terms of knockback (KOing earlier than all of his other moves), but is also his slowest move in startup lag, with 24 frames. It can also be considered his only "slow" attack. However, it does have a very fast charge release, and very little ending lag, with even less ending lag than his down smash. The move is a powerful finisher, but its slow speed hinders its effectiveness, and a down smash is usually considered a better option due to having much faster startup. The best use for the move is for punishing the opponent's edge options above 100%, and punishing linear and/or predictable recoveries, or non-transcendent recovery moves where the opponent doesn't grab onto the edge, such as Mach Tornado.

Hitboxes[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
0 0 14% 0 Sakurai angle 28 99 0 7.0 Root 0.0 6.4 5.0 1.0x 1.0x 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png TypeIcon(Sword).png EffectIcon(Slash).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Slash SpecialsDirect.png
1 0 14% 0 Sakurai angle 28 99 0 6.0 Root 0.0 6.4 19.0 1.0x 1.0x 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png TypeIcon(Sword).png EffectIcon(Slash).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Slash SpecialsDirect.png
2 0 14% 0 Sakurai angle 28 99 0 6.0 Root -2.0 9.6 13.0 1.0x 1.0x 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png TypeIcon(Sword).png EffectIcon(Slash).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Slash SpecialsDirect.png
3 0 14% 0 Sakurai angle 28 99 0 6.0 Root 2.0 3.2 13.0 1.0x 1.0x 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png TypeIcon(Sword).png EffectIcon(Slash).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Slash SpecialsDirect.png

Timing[edit]

Charges between 20-21
Hitboxes 24-25
Animation length 41
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(LagChargeS).png FrameIcon(LagChargeE).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png
Legend (1 square = 1 frame)
FrameIcon(Lag).png
Lag time
FrameIcon(LagChargeS).pngFrameIcon(LagChargeE).png
Charge interval
FrameIcon(Hitbox).png
Hitbox