Meta Knight (SSB4): Difference between revisions

Changed the sections about Meta Knight's KO potential.
(MkLeo uses Meta Knight as a secondary)
(Changed the sections about Meta Knight's KO potential.)
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Meta Knight is an unusual blend of character archetypes. He is very small, to the point of being roughly the same size as {{SSB4|Kirby}}, and is the ninth [[Weight|lightest]] character, yet he has the tenth highest [[gravity]] and an unusually fast [[falling speed]]. Like his fellow ''Kirby'' representatives, Meta Knight has [[Double jump#Multiple double jumps|multiple double jumps]], but unlike most other characters who share this trait, his mobility is overall fast: he has above average [[walk]]ing speed, fast [[dash]]ing speed, slightly below-average [[air speed]] and average [[air acceleration]]. Due to it lasting 13 frames, Meta Knight's initial dash animation is relatively long, which gives him a slow extended [[dash-dance]] and a long [[Fox-trotting|fox-trot]]. However, his perfect [[Pivoting|pivot]] is rather long and therefore useful for re-positioning and evading attacks. Meta Knight also benefits from a [[Jumpsquat#Jump timing|jumpsquat]] that is 4 frames long, as well as a low [[short hop]], which enable him to transition very quickly between his ground and air games. As such, Meta Knight's mobility is the most well-balanced among characters of his archetypes.
Meta Knight is an unusual blend of character archetypes. He is very small, to the point of being roughly the same size as {{SSB4|Kirby}}, and is the ninth [[Weight|lightest]] character, yet he has the tenth highest [[gravity]] and an unusually fast [[falling speed]]. Like his fellow ''Kirby'' representatives, Meta Knight has [[Double jump#Multiple double jumps|multiple double jumps]], but unlike most other characters who share this trait, his mobility is overall fast: he has above average [[walk]]ing speed, fast [[dash]]ing speed, slightly below-average [[air speed]] and average [[air acceleration]]. Due to it lasting 13 frames, Meta Knight's initial dash animation is relatively long, which gives him a slow extended [[dash-dance]] and a long [[Fox-trotting|fox-trot]]. However, his perfect [[Pivoting|pivot]] is rather long and therefore useful for re-positioning and evading attacks. Meta Knight also benefits from a [[Jumpsquat#Jump timing|jumpsquat]] that is 4 frames long, as well as a low [[short hop]], which enable him to transition very quickly between his ground and air games. As such, Meta Knight's mobility is the most well-balanced among characters of his archetypes.


Meta Knight's most valued strength is his frame data: much like {{SSB4|Sheik}} and {{SSB4|Luigi}}, the overwhelming majority of his attacks have little delay, either in regard to start-up, ending lag, or both. In fact, all but four of his moves have fewer than 10 frames of start-up, and their generally low ending lag is quite unusual for a swordsman. Meta Knight's sword, {{s|wikirby|Galaxia}}, also grants him [[Hitbox|disjointed]] [[range]]. His dash attack is a reliable [[approach]] option thanks to its low ending lag, disjointed range, and the speed boost it grants. His [[dash grab]] covers a long distance, making it relatively hard to punish. His down aerial is one of the fastest of its kind, while his forward smash has low ending lag, making both useful for [[spacing]]. His [[out of shield]] options are also a defining part of his neutral game. He has fast, long-distanced [[roll]]s, and [[Shuttle Loop]] and his down aerial are quick, with the former's power making it deadly against opponents who land punishable moves on his shield. He can also opt for a [[grab]], which gives him the opportunity to start combos and rack up heavy damage. Altogether, these traits grant Meta Knight an effective [[neutral game]], the ability to mix-up his approach, and keep his opponents guessing.
Meta Knight's most valued strength is his incredible KO potential. He is infamous for his ability to get very early KOs with guaranteed followups. He also has great smash attacks. His forward smash has extreme power and very low ending lag, making it very spammable. His up smash is one of the fastest smash attacks in the game and has good power. His back aerial is very deadly offstage, having ridiculously high knockback scaling. Though less effective, Dimensional Cape, Neutral aerial and up throw can still KO. However, his Shuttle Loop is his most frequently used KO move. It is a great out of shield option, has good speed and range, possesses fantastic power and has numerous set ups into it.
 
Another one of Meta Knight's strenghs is his frame data: much like {{SSB4|Sheik}} and {{SSB4|Luigi}}, the overwhelming majority of his attacks have little delay, either in regard to start-up, ending lag, or both. In fact, all but four of his moves have fewer than 10 frames of start-up, and their generally low ending lag is quite unusual for a swordsman. Meta Knight's sword, {{s|wikirby|Galaxia}}, also grants him [[Hitbox|disjointed]] [[range]]. His dash attack is a reliable [[approach]] option thanks to its low ending lag, disjointed range, and the speed boost it grants. His [[dash grab]] covers a long distance, making it relatively hard to punish. His down aerial is one of the fastest of its kind, while his forward smash has low ending lag, making both useful for [[spacing]]. His [[out of shield]] options are also a defining part of his neutral game. He has fast, long-distanced [[roll]]s, and [[Shuttle Loop]] and his down aerial are quick, with the former's power making it deadly against opponents who land punishable moves on his shield. He can also opt for a [[grab]], which gives him the opportunity to start combos and rack up heavy damage. Altogether, these traits grant Meta Knight an decent [[neutral game]], the ability to mix-up his approach, and keep his opponents guessing.


Boasting five midair jumps and a special moveset full of recovery options, Meta Knight has an outstanding [[recovery]]. [[Mach Tornado]] covers a large amount of horizontal recovery, especially if mashed. [[Drill Rush]] can be used as a horizontal recovery, and can be angled. [[Shuttle Loop]] covers a high amount of vertical distance and grants a fully controllable amount of horizontal distance. [[Dimensional Cape]] makes Meta Knight invisible, and allows him to move in any direction, making it the most unpredictable move in his arsenal and a good option for [[mindgame]]s. His recovery, when combined with his quick and disjointed aerial attacks, contributes to a deadly off-stage game. Furthermore, his aerial prowess makes him among the most difficult characters to [[juggling|juggle]] consistently.  
Boasting five midair jumps and a special moveset full of recovery options, Meta Knight has an outstanding [[recovery]]. [[Mach Tornado]] covers a large amount of horizontal recovery, especially if mashed. [[Drill Rush]] can be used as a horizontal recovery, and can be angled. [[Shuttle Loop]] covers a high amount of vertical distance and grants a fully controllable amount of horizontal distance. [[Dimensional Cape]] makes Meta Knight invisible, and allows him to move in any direction, making it the most unpredictable move in his arsenal and a good option for [[mindgame]]s. His recovery, when combined with his quick and disjointed aerial attacks, contributes to a deadly off-stage game. Furthermore, his aerial prowess makes him among the most difficult characters to [[juggling|juggle]] consistently.  
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Meta Knight's grab game is effective. While his pummel is slow and his standing grab range is short, the former is highly damaging and the latter is made up for by his long-ranged dash grab. His forward and down throws can combo into other moves even at higher percentages, his back throw is useful for launching opponents off-stage, and his up throw can KO at very high percentages so long as it lands on a platform. Partly due to his throw set-ups, Meta Knight possesses a good combo game. He can launch opponents into the air with his dash attack and throws, and these moves can combo into his up tilt, up smash, any aerial, [[Mach Tornado]] and Shuttle Loop, and his up aerial can reliably lead into his other aerials. His back aerial uses the [[autolink angle|auto-link angle]], allowing Meta Knight to drag opponents to the ground and [[jab reset]] with his down tilt, and the latter move can [[Tripping|trip]] opponents and lead into combos, before opening up [[tech-chase]]s at high percentages. With proper mastery of his combos, he can potentially [[Combo#Types of combos|zero-to-death]] his opponents, most infamously with the [[Rufio]], a staple combo in his metagame that consists of a series of up aerials, which can then lead into a Shuttle Loop near the upper blast line for a virtually ensured KO.
Meta Knight's grab game is effective. While his pummel is slow and his standing grab range is short, the former is highly damaging and the latter is made up for by his long-ranged dash grab. His forward and down throws can combo into other moves even at higher percentages, his back throw is useful for launching opponents off-stage, and his up throw can KO at very high percentages so long as it lands on a platform. Partly due to his throw set-ups, Meta Knight possesses a good combo game. He can launch opponents into the air with his dash attack and throws, and these moves can combo into his up tilt, up smash, any aerial, [[Mach Tornado]] and Shuttle Loop, and his up aerial can reliably lead into his other aerials. His back aerial uses the [[autolink angle|auto-link angle]], allowing Meta Knight to drag opponents to the ground and [[jab reset]] with his down tilt, and the latter move can [[Tripping|trip]] opponents and lead into combos, before opening up [[tech-chase]]s at high percentages. With proper mastery of his combos, he can potentially [[Combo#Types of combos|zero-to-death]] his opponents, most infamously with the [[Rufio]], a staple combo in his metagame that consists of a series of up aerials, which can then lead into a Shuttle Loop near the upper blast line for a virtually ensured KO.


Lastly, Meta Knight has high power for a lightweight. His forward and up smashes have long ranges; the former is his strongest finisher and is very safe because of its low ending lag, while the latter has minimal start-up and acceptable power. His most reliable KOing option, Shuttle Loop, boasts speed, power, and incredible range, and is lethal either from [[out of shield]] or as a combo finisher. Dimensional Cape is strong and covers distance quickly, allowing him to punish laggy attacks from afar. Furthermore, Meta Knight's [[edge-guarding]] potential is among the greatest in the game, while his ability to [[gimp]] his opponents is also potent. Neutral and back aerials have long-lasting hitboxes and deal high knockback. Forward aerial has long range, a favorable launch angle, and decent power, and down aerial is the fastest [[semi-spike]] in the game. Due to these moves' low start-up and ending lag, Meta Knight can perform variations of the [[wall of pain]] without fear of reprisal, thanks to his recovery practically ensuring his safety. Lastly, he also has the aforementioned zero-to-death combo, which is particularly potent on [[Falling speed#Floaty|floaty]] characters.
Lastly, Meta Knight's [[edge-guarding]] potential is among the greatest in the game. Neutral and back aerials have long-lasting hitboxes and deal high knockback. Forward aerial has long range, a favorable launch angle, and decent power, and down aerial is the fastest [[semi-spike]] in the game. Due to these moves' low start-up and ending lag, Meta Knight can perform variations of the [[wall of pain]] without fear of reprisal, thanks to his recovery practically ensuring his safety. Lastly, he also has the aforementioned zero-to-death combo, which is particularly potent on [[Falling speed#Floaty|floaty]] characters.


However, Meta Knight has noticeable weaknesses. He lacks a [[projectile]], leaving him susceptible to [[camping]] strategies from characters such as {{SSB4|Villager}}, which holds back his otherwise strong neutral game. His disjointed range, although good for his size, is still short in comparison to other sword-wielding characters, making it necessary to rely on his mobility and attack speed to capitalize on openings. Lastly, his fast attack speed is held back by most of his moves having very short-lasting hitboxes (with forward smash, down smash and up/down aerial's hitboxes lasting only 1 frame), which necessitates proper attack timings to pull off effective combos.
However, Meta Knight has noticeable weaknesses. His neutral game is notoriously linear, with only dash attack and dash grab being effective approach options. He also lacks a [[projectile]], leaving him susceptible to [[camping]] strategies from characters such as {{SSB4|Villager}}. His disjointed range, although good for his size, is still short in comparison to other sword-wielding characters, making it necessary to rely on his mobility and attack speed to capitalize on openings. Lastly, his fast attack speed is held back by most of his moves having very short-lasting hitboxes (with forward smash, down smash and up/down aerial's hitboxes lasting only 1 frame), which necessitates proper attack timings to pull off effective combos.


His combo potential is limited at higher percents, as down throw is easy to DI and dash attack has high knockback scaling, forcing him to rely on reads to land follow-ups. Meta Knight's KO potential is also largely inconsistent. Shuttle Loop is highly punishable if it misses, difficult to use without a read or set-up, and is frequently staled, and his KOing combos related to up aerial are difficult to perform consistently. Additionally, even though all of his special moves are useful for recovery to some extent when used correctly, they leave Meta Knight [[helpless]], so accuracy is crucial. Up throw requires platforms to KO at reasonable percentages, and up smash is ineffective outside of a [[Slide smash|slide]] or protection from above. Dimensional Cape and forward smash have high start-up, making them predictable. Finally, despite his small size and light weight, his rather fast falling speed, the unusual shape of his hurtbox, and his lack of a reliable combo breaker leave him surprisingly susceptible to combos, especially against Sheik and {{SSB4|Zero Suit Samus}}. At the same time, his endurance is poor because of the problematic combination of his light weight, very fast falling speed and high gravity collectively hindering his ability to survive strong hits.
His combo potential is limited at higher percents, as down throw is easy to DI and dash attack has high knockback scaling, forcing him to rely on reads to land follow-ups. Meta Knight's KO combos are difficult to master, making learning them crucial for success, Shuttle Loop is also highly punishable if it misses, difficult to use without a read or set-up, and is frequently staled, and his KOing combos related to up aerial are difficult to perform consistently. Additionally, even though all of his special moves are useful for recovery to some extent when used correctly, they leave Meta Knight [[helpless]], so accuracy is crucial. Finally, despite his small size and light weight, his rather fast falling speed, the unusual shape of his hurtbox, and his lack of a reliable combo breaker leave him surprisingly susceptible to combos, especially against Sheik and {{SSB4|Zero Suit Samus}}. At the same time, his endurance is poor because of the problematic combination of his light weight, very fast falling speed and high gravity collectively hindering his ability to survive strong hits.


Some of Meta Knight's [[Character customization|custom moves]] possess a few benefits. Entangling Tornado draws opponents in and deals more knockback, but also has much more start-up, deals much less damage, and cannot be controlled as easily. Dreadful Tornado hits much harder, but cannot stall him in the air and is slower. High-Speed Drill is faster and moves further, but cannot be aimed and has less power. Shieldbreaker Drill can break shields very reliably, but cannot be used to attack or recover effectively. Lazy Shuttle Loop hits even harder and covers much more distance than the default, but is very slow, making it difficult to hit the opponent. Shield Piercer is [[unblockable]] and moves farther, but is weaker. However, the advantages granted are much more situational overall and sacrifice the versatility of the default specials, which results in none of his custom options being especially worthwhile.
Some of Meta Knight's [[Character customization|custom moves]] possess a few benefits. Entangling Tornado draws opponents in and deals more knockback, but also has much more start-up, deals much less damage, and cannot be controlled as easily. Dreadful Tornado hits much harder, but cannot stall him in the air and is slower. High-Speed Drill is faster and moves further, but cannot be aimed and has less power. Shieldbreaker Drill can break shields very reliably, but cannot be used to attack or recover effectively. Lazy Shuttle Loop hits even harder and covers much more distance than the default, but is very slow, making it difficult to hit the opponent. Shield Piercer is [[unblockable]] and moves farther, but is weaker. However, the advantages granted are much more situational overall and sacrifice the versatility of the default specials, which results in none of his custom options being especially worthwhile.


Overall, Meta Knight's strengths outweigh his flaws, but unlike in ''Brawl'', he is essentially a "high-risk, high-reward" character. This is evident with his high learning curve, as his most notable combos require precise spacing and timing to pull off consistently, while his disadvantage against camping often forces players to play patiently in the neutral game. Yet once he finds an opening, Meta Knight can pose a significant threat once players find an opening and make the most of it with his extensive combo game and strong edge-guarding ability.
Overall, Meta Knight's strengths outweigh his flaws by a good amount, but unlike in ''Brawl'', he is essentially a "high-risk, high-reward" character. This is evident with his high learning curve, as his most notable combos require precise spacing and timing to pull off consistently, while his disadvantage against camping often forces players to play patiently in the neutral game. Yet once he finds an opening, Meta Knight can pose a significant threat once players find an opening and make the most of it with his extensive combo game and strong edge-guarding ability.


==Changes from ''Brawl''==
==Changes from ''Brawl''==
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