Meta Knight (SSB4): Difference between revisions

→‎Special moves: Seems like his recovery isn’t really worse, better even for cape and drill?
(→‎Trivia: Added trivia about Meta Knight not having a hammer attack)
(→‎Special moves: Seems like his recovery isn’t really worse, better even for cape and drill?)
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===Special moves===
===Special moves===
*{{nerf|Mach Tornado, Drill Rush, and Dimensional Cape travel less recovery distance.}}
*{{buff|[[Mach Tornado]]’s last hit has increased base knockback (35 → 55), improving its KO potential at the upper blast line.}}
*{{buff|[[Mach Tornado]]'s last hit has increased base knockback (35 → 55), improving its KO potential at the upper blast line.}}
*{{nerf|Mach Tornado has a shorter duration (frames 12-59 → 12-48), increased ending (frame 29 → 53) and landing lag, smaller hitboxes, and less favorable hitbox placements. Altogether, these changes hinder its safety and make it more susceptible to punishment. It also covers less distance and can no longer [[Edge sweet spot|edge sweetspot]], hindering its recovery potential.}}
*{{nerf|Mach Tornado has a shorter duration (frames 12-59 → 12-48), increased ending (frame 29 → 53) and landing lag, smaller hitboxes, and less favorable hitbox placements. Altogether, these changes hinder its safety and make it more susceptible to punishment. It also can no longer [[Edge sweet spot|edge sweetspot]], hindering its recovery potential.}}
*{{change|Mach Tornado's visual effects have slightly changed. Its trail is now noticeably thinner.}}
*{{change|Mach Tornado's visual effects have slightly changed. Its trail is now noticeably thinner.}}
*{{buff|The weakening of SDI makes Mach Tornado and Drill Rush significantly more difficult to escape from.}}
*{{buff|The weakening of SDI makes Mach Tornado and Drill Rush significantly more difficult to escape from.}}
*{{buff|[[Drill Rush]]'s hits connect together better, and its last hit has increased knockback (30 (base)/100 (scaling) → 40/200), significantly improving its KO potential. Its last hit's rebounding jump is also significantly higher, improving its safety.}}
*{{buff|[[Drill Rush]]'s hits connect together better, and its last hit has increased knockback (30 (base)/100 (scaling) → 40/200), significantly improving its KO potential. Its last hit's rebounding jump is also significantly higher, improving its safety. It covers more distance.}}
*{{nerf|Drill Rush has increased startup lag and Meta Knight can only use the rebounding jump that its last hit grants if it makes contact.}}
*{{nerf|Drill Rush has increased startup lag and Meta Knight can only use the rebounding jump that its last hit grants if it makes contact.}}
*{{change|Mach Tornado and Drill Rush's last hits and Dimensional Cape have increased hitlag (1× → 2× (Mach Tornado), 1× → 3× (Drill Rush), 1x → 1.4x (Dimensional Cape)). This makes them safer on shield, but easier to DI.}}
*{{change|Mach Tornado and Drill Rush's last hits and Dimensional Cape have increased hitlag (1× → 2× (Mach Tornado), 1× → 3× (Drill Rush), 1x → 1.4x (Dimensional Cape)). This makes them safer on shield, but easier to DI.}}
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*{{nerf|Due to the removal of [[Glide|gliding]], aerial Shuttle Loop now renders Meta Knight [[helpless]] upon completion, hindering its recovery potential. Due to consisting of two hits instead of one and having high hitlag, it is also easier to DI.}}
*{{nerf|Due to the removal of [[Glide|gliding]], aerial Shuttle Loop now renders Meta Knight [[helpless]] upon completion, hindering its recovery potential. Due to consisting of two hits instead of one and having high hitlag, it is also easier to DI.}}
*{{buff|The changes to hitstun canceling improve Meta Knight's combo potential into aerial Shuttle Loop.}}
*{{buff|The changes to hitstun canceling improve Meta Knight's combo potential into aerial Shuttle Loop.}}
*{{buff|[[Dimensional Cape]] has increased damage potential (14% → 14%/15%/16%) and knockback (20 (base)/85 (scaling) → 40/98), granting it KO potential. Additionally, it has increased invincibility frames (frames 18-26 → 12-39 (non-attack)/frames 12-28 (attack)), improving its safety. Lastly, its attacking warp upon reappearing positions Meta Knight at a higher height, and has larger hitboxes below and behind him.}}
*{{buff|[[Dimensional Cape]] has increased damage potential (14% → 14%/15%/16%) and knockback (20 (base)/85 (scaling) → 40/98), granting it KO potential. Additionally, it has increased invincibility frames (frames 18-26 → 12-39 (non-attack)/frames 12-28 (attack)), improving its safety, and covers more distance. Lastly, its attacking warp upon reappearing positions Meta Knight at a higher height, and has larger hitboxes below and behind him.}}
*{{change|Dimensional Cape's animation has slightly changed. Its non-attacking warp now has Meta Knight face the opposite direction upon reappearing, whereas warping downward from a stationary position on the ground also no longer has him attack behind himself. Conversely, its attacking warp now has Meta Knight perform an upward slash upon reappearing when warping backward (which does not change his direction), whereas his prior slash animation now only applies to a stationary or vertical orientation. Meta Knight also holds Galaxia differently during the attacking warp upon reappearing when warping forward.}}
*{{change|Dimensional Cape's animation has slightly changed. Its non-attacking warp now has Meta Knight face the opposite direction upon reappearing, whereas warping downward from a stationary position on the ground also no longer has him attack behind himself. Conversely, its attacking warp now has Meta Knight perform an upward slash upon reappearing when warping backward (which does not change his direction), whereas his prior slash animation now only applies to a stationary or vertical orientation. Meta Knight also holds Galaxia differently during the attacking warp upon reappearing when warping forward.}}
*{{bugfix|[[Infinite Dimensional Cape]] has been removed.}}
*{{bugfix|[[Infinite Dimensional Cape]] has been removed.}}
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