Meta Knight (SSB4): Difference between revisions

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(→‎Special moves: This can be better compared here: https://www.youtube.com/watch?v=MP4n5LZPgls&t=9m33s)
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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.
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 ''[[Super Smash Bros. Brawl]]''==
Meta Knight was infamous for being by far the best character in ''Brawl'', to the point of being considered by many as [[broken]], due to his numerous and extreme advantages including his large amount of disjointed attacks with transcendent priority, incredible frame data/aerial game, his un-contestable edgeguarding capabilities/recovery and his super oppressive [[Mach Tornado]] and [[Shuttle Loop]]. Possibly as a result, Meta Knight was nerfed significantly in the transition to ''SSB4''.
Meta Knight was infamous for being by far the best character in ''Brawl'', to the point of being considered by many as [[broken]], due to his numerous and extreme advantages including his large amount of disjointed attacks with transcendent priority, incredible frame data/aerial game, his un-contestable edgeguarding capabilities/recovery and his super oppressive [[Mach Tornado]] and [[Shuttle Loop]]. Possibly as a result, Meta Knight was nerfed significantly in the transition to ''SSB4''.


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*{{buff|Meta Knight's [[fast fall]]ing speed is faster (1.946 → 2.656). This improves his air game, and makes him less susceptible to juggling.}}
*{{buff|Meta Knight's [[fast fall]]ing speed is faster (1.946 → 2.656). This improves his air game, and makes him less susceptible to juggling.}}
*{{change|Meta Knight's [[gravity]] is higher (0.0956 → 0.11). This improves his aerial mobility, but hinders his vertical endurance.}}
*{{change|Meta Knight's [[gravity]] is higher (0.0956 → 0.11). This improves his aerial mobility, but hinders his vertical endurance.}}
*{{buff|[[Roll]]s have increased [[intangibility]] frames (frames 5-12 → 4-15 (forward), frames 4-12 → 4-15 (backward)). Backward roll also has decreased ending lag (frame 34 → 28).}}
*{{buff|[[Roll]]s have increased [[intangibility]] frames (frames 5-12 → 4-15 (forward), frames 4-12 → 4-15 (backward)). Backward roll also has decreased ending lag (FAF 34 → 28).}}
*{{nerf|Forward roll has increased ending lag (frame 24 → 28), removing its status as the fastest roll.}}
*{{nerf|Forward roll has increased ending lag (FAF 24 → 28), removing its status as the fastest roll.}}
*{{buff|[[Spotdodge]] and [[air dodge]] have decreased ending lag (frame 26 → 25 (spotdodge), frame 40 → 31 (air dodge)). Air dodge also has decreased start-up lag (frame 3 → 2).}}
*{{buff|[[Spotdodge]] and [[air dodge]] have decreased ending lag (FAF 26 → 25 (spotdodge), frame 40 → 31 (air dodge)). Air dodge also has decreased start-up lag (frame 3 → 2).}}
*{{nerf|Spotdodge and air dodge have decreased intangibility frames (frames 2-20 → 2-15 (spotdodge), frames 3-29 → 2-25 (air dodge)).}}
*{{nerf|Spotdodge and air dodge have decreased intangibility frames (frames 2-20 → 2-15 (spotdodge), frames 3-29 → 2-25 (air dodge)).}}
*{{buff|Soft landing is faster (3 frames → 2).}}
*{{buff|Soft landing is faster (3 frames → 2).}}
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===Ground attacks===
===Ground attacks===
*{{change|Neutral attack now deals consistent damage (1% (near)/2% (far) → 1.2%). It also has an altered angle (361° → 60°) which makes it connect more reliably but removes its ability to [[lock]] opponents.}}
*[[Neutral attack]]:
*{{buff|Neutral attack has a decreased SDI multiplier (1× → 0.6×). When coupled with the weakening of [[Smash directional influence|SDI]], this makes it significantly more difficult to escape from. Neutral attack's finisher has been improved, now a backflipping slash which deals considerably more base knockback.}}
**{{change|Neutral attack now deals consistent damage (1% (near)/2% (far) → 1.2%). It also has an altered angle (361° → 60°) which makes it connect more reliably but removes its ability to [[lock]] opponents.}}
*{{nerf|Neutral attack's animation has slightly changed. Meta Knight now leans slightly farther inward while swinging Galaxia. This new animation significantly decreases its range behind Meta Knight. Its new automatic finisher also gives it recovery time and much more extra time to punish Meta Knight from behind.}}
**{{buff|Neutral attack has a decreased SDI multiplier (1× → 0.6×). When coupled with the weakening of [[Smash directional influence|SDI]], this makes it significantly more difficult to escape from. Neutral attack's finisher has been improved, now a backflipping slash which deals considerably more base knockback.}}
*{{nerf|Dash attack deals less damage (6%/7%/8% → 5%/6%), has increased start-up lag with a shorter duration (frames 5-11 → 7-11) and has more ending lag (frame 31 → 32).}}
**{{nerf|Neutral attack's animation has slightly changed. Meta Knight now leans slightly farther inward while swinging Galaxia. This new animation significantly decreases its range behind Meta Knight. Its new automatic finisher also gives it recovery time and much more extra time to punish Meta Knight from behind.}}
*{{buff|Dash attack has altered knockback (40 (base)/88 (scaling) → 70/90). Its range is also now slightly disjointed. Altogether, these changes improve its spacing potential and greatly improves its combo potential when combined with the changes to hitstun canceling and [[DI]] (now being one of his best combo starters).}}
*[[Forward tilt]]:
*{{buff|Forward tilt's hits connect together better at very high percentages due to the weakening of SDI combined with the first two hits having consistent base knockback (14/8 → 8), and its last hit has increased knockback (50 (base)/113 (scaling) → 80/107) and decreased ending lag (frame 34 → 31). Altogether, these changes improve its spacing and KO potential.}}
**{{buff|Forward tilt's hits connect together better at very high percentages due to the weakening of SDI combined with the first two hits having consistent base knockback (14/8 → 8), and its last hit has increased knockback (50 (base)/113 (scaling) → 80/107) and decreased ending lag (FAF 34 → 31). Altogether, these changes improve its spacing and KO potential.}}
*{{nerf|Forward tilt deals less damage (4% (hit 1)/3% (hit 2)/5% (hit 3 base)/4% (hit 3 tip) → 2% (hits 1-2)/4% (hit 3)), its first hit has increased start-up lag (frame 3 → 6) and more ending lag (frame 24 → 26), and its first two hits have smaller hitboxes (5u → 3.5u).}}
**{{nerf|Forward tilt deals less damage (4% (hit 1)/3% (hit 2)/5% (hit 3 base)/4% (hit 3 tip) → 2% (hits 1-2)/4% (hit 3)), its first hit has increased start-up lag (frame 3 → 6) and more ending lag (FAF 24 → 26), and its first two hits have smaller hitboxes (5u → 3.5u).}}
*{{change|Forward tilt's last hit's angle has been altered (65° → [[Sakurai angle|361°]]). This improves its spacing and edge-guarding potential, but removes its set-up potential. The first two hits have also lost their 361° hitbox removing their ability to lock.}}
**{{change|Forward tilt's last hit's angle has been altered (65° → [[Sakurai angle|361°]]). This improves its spacing and edge-guarding potential, but removes its set-up potential. The first two hits have also lost their 361° hitbox removing their ability to lock.}}
*{{change|Meta Knight now vocalizes during each of forward tilt's hits, instead of only during its last hit.}}
**{{change|The last hit has increased [[Freeze frame|hitlag]] (1× → 2×). This makes the move safer on shield especially when combined with the general changes to shields, but easier to DI.}}
*{{nerf|Up tilt deals 1% less damage (6%/7%/8% → 5%/6%/7%) and it has more startup lag with a shorter duration (frames 7-18 → 8-14). Its sweetspot also has decreased knockback (35 (base)/130 (scaling) → 60/90), significantly hindering its KO potential.}}
**{{change|Meta Knight now vocalizes during each of forward tilt's hits, instead of only during its last hit.}}
*{{nerf|Down tilt has increased ending lag (frame 16 → 19) and a smaller hitbox (4u → 3.2u). It also does not move Meta Knight forward as much as it did in ''Brawl''. Altogether, these changes hinder its spacing potential. The introduction of the 3 hit lock limit combined with Meta Knight's slower forward roll also removes its [[0-death]] potential against opponents who missed a [[tech]].}}
*[[Up tilt]]:
*{{change|Due to having a consistent hitbox instead of a sweetspot or a sourspot, down tilt now deals consistent damage (4%/5%/6%/7% → 5%) and has consistent base knockback (15/11/6 → 15).}}
**{{nerf|Up tilt deals 1% less damage (6%/7%/8% → 5%/6%/7%) and it has more startup lag with a shorter duration (frames 7-18 → 8-14). Its sweetspot also has decreased knockback (35 (base)/130 (scaling) → 60/90), significantly hindering its KO potential.}}
*{{change|Up tilt, sweetspotted forward smash, forward tilt's last hit, and up smash's last hit have increased [[Freeze frame|hitlag]] (1.(up tilt), 1× → 1.5× (forward smash), 1× 2× (forward tilt/up smash)). This makes them safer on shield especially when combined with the general changes to shields, but easier to DI.}}
**{{change|Up tilt has increased [[Freeze frame|hitlag]] (1× → 1.2×). This makes the move safer on shield especially when combined with the general changes to shields, but easier to DI.}}
*[[Down tilt]]:
**{{nerf|Down tilt has increased ending lag (FAF 16 → 19) and a smaller hitbox (4u → 3.2u). It also does not move Meta Knight forward as much as it did in ''Brawl''. Altogether, these changes hinder its spacing potential. The introduction of the 3 hit lock limit combined with Meta Knight's slower forward roll also removes its [[0-death]] potential against opponents who missed a [[tech]].}}
**{{change|Due to having a consistent hitbox instead of a sweetspot or a sourspot, down tilt now deals consistent damage (4%/5%/6%/7% → 5%) and has consistent base knockback (15/11/6 → 15).}}
*[[Dash attack]]:
**{{nerf|Dash attack deals less damage (6%/7%/8% → 5%/6%), has increased start-up lag with a shorter duration (frames 5-11 → 7-11) and has more ending lag (FAF 31 32).}}
**{{buff|Dash attack has altered knockback (40 (base)/88 (scaling) → 70/90). Its range is also now slightly disjointed. Altogether, these changes improve its spacing potential and greatly improves its combo potential when combined with the changes to hitstun canceling and [[DI]] (now being one of his best combo starters).}}
*{{nerf|All smash attacks have shorter durations (frames 24-25 → 24 (forward), frames 8-9, 12-13, 17-18 → 8, 12, 17 (up), frames 5-6, 10-11 → 4, 9 (down)).}}
*{{nerf|All smash attacks have shorter durations (frames 24-25 → 24 (forward), frames 8-9, 12-13, 17-18 → 8, 12, 17 (up), frames 5-6, 10-11 → 4, 9 (down)).}}
*{{buff|Forward smash deals 2% more damage (14% → 16%) and receieved a sweetspot that deals increased knockback (28 (base)/99 (scaling) → 30/108), significantly improving its KO potential.}}
*[[Forward smash]]:
*{{change|Forward smash's animation has slightly changed. Meta Knight now draws Galaxia farther back and slashes outward in a more pronounced motion, ending the slash behind himself and taking a while to re-adjust to his neutral stance.}}
**{{buff|Forward smash deals 2% more damage (14% → 16%) and receieved a sweetspot that deals increased knockback (28 (base)/99 (scaling) → 30/108), significantly improving its KO potential.}}
*{{buff|Up smash's first two hits have decreased set knockback (90/30 → 25/20) making them connect together better and its last hit has increased knockback (62 (base)/145 (scaling) → 65/166), improving its KO potential.}}
**{{change|The move's sweespot has increased [[Freeze frame|hitlag]] (1× → 1.5×). This makes the move safer on shield especially when combined with the general changes to shields, but easier to DI.}}
*{{change|Up smash's animation has slightly changed. Meta Knight now slashes upward at a slightly higher height.}}
**{{change|Forward smash's animation has slightly changed. Meta Knight now draws Galaxia farther back and slashes outward in a more pronounced motion, ending the slash behind himself and taking a while to re-adjust to his neutral stance.}}
*{{buff|Meta Knight only vocalizes after his forward and up smashes have been performed. While this seems merely aesthetic, it generally makes them less reactable.}}
**{{buff|Meta Knight only vocalizes after his forward smash have been performed. While this seems merely aesthetic, it generally makes them less reactable.}}
*{{nerf|Down smash deals less damage (11% (front)/13% (back) → 7%/10%), significantly hindering its KO potential despite the back hit having higher knockback scaling (90 → 93). Down smash's hitboxes are smaller (5.5u → 4.5u) and have been re-positioned lower, hindering its range.}}
*[[Up smash]]:
*{{buff|Due to its angle being altered (361° → 35°), down smash is now a [[semi-spike]].}}
**{{buff|Up smash's first two hits have decreased set knockback (90/30 → 25/20) making them connect together better and its last hit has increased knockback (62 (base)/145 (scaling) → 65/166), improving its KO potential.}}
*{{change|Down smash's animation has changed. Meta Knight now slashes inward around himself while spinning once.}}  
**{{change|Up smash's last hit has increased [[Freeze frame|hitlag]] (1× → 1.2×). This makes the move safer on shield especially when combined with the general changes to shields, but easier to DI.}}
**{{buff|This new animation decreases its start-up lag when [[buffer]]ed (frame 5 → 4 (front), frame 10 → 9 (back)),}}  
**{{change|Up smash's animation has slightly changed. Meta Knight now slashes upward at a slightly higher height.}}
**{{nerf|However, its [[IASA]] frames were not fully compensated increasing its ending lag (frame 34 → 38 (buffered)/39).}}
**{{buff|Meta Knight only vocalizes after his up smash have been performed. While this seems merely aesthetic, it generally makes them less reactable.}}
*{{change|Down smash has received an updated voice clip, which was previously only available in ''Brawl''{{'}}s [[Sound Test]].}}
*[[Down smash]]:
**{{nerf|Down smash deals less damage (11% (front)/13% (back) → 7%/10%), significantly hindering its KO potential despite the back hit having higher knockback scaling (90 → 93). Down smash's hitboxes are smaller (5.5u → 4.5u) and have been re-positioned lower, hindering its range.}}
**{{buff|Due to its angle being altered (361° → 35°), down smash is now a [[semi-spike]].}}
**{{change|Down smash's animation has changed. Meta Knight now slashes inward around himself while spinning once.}}  
***{{buff|This new animation decreases its start-up lag when [[buffer]]ed (frame 5 → 4 (front), frame 10 → 9 (back)),}}  
***{{nerf|However, its [[IASA]] frames were not fully compensated increasing its ending lag (FAF 34 → 38 (buffered)/39).}}
**{{change|Down smash has received an updated voice clip, which was previously only available in ''Brawl''{{'}}s [[Sound Test]].}}


===Aerial attacks===
===Aerial attacks===
*{{nerf|All aerials have increased ending lag (frame 32 → 44 (neutral), frame 39 → 46 (forward), frame 46 → 52 (back), frame 14 → 27 (up), frame 26 → 28 (down)). In particular, up aerial can only be performed once in a short hop, instead of three times.}}
*{{nerf|All aerials have increased ending lag (FAF 32 → 44 (neutral), FAF 39 → 46 (forward), FAF 46 → 52 (back), FAF 14 → 27 (up), FAF 26 → 28 (down)). In particular, up aerial can only be performed once in a short hop, instead of three times.}}
*{{nerf|All aerials have increased landing lag (15 frames → 16 (neutral/forward), 12 frames → 18 (back/up), 15 frames → 22 (down)).}}
*{{nerf|All aerials have increased landing lag (15 frames → 16 (neutral/forward), 12 frames → 18 (back/up), 15 frames → 22 (down)).}}
*{{nerf|All aerials auto-cancel later (frame 25 → 40 (neutral), frame 22 → 44 (forward), frame 33 → 40 (back), frame 21 → 24 (up), frame 24 → 26 (down)). When coupled with Meta Knight's increased falling speed, neutral, forward, and back aerials can no longer auto-cancel in a short hop.}}
*{{nerf|All aerials auto-cancel later (frame 25 → 40 (neutral), frame 22 → 44 (forward), frame 33 → 40 (back), frame 21 → 24 (up), frame 24 → 26 (down)). When coupled with Meta Knight's increased falling speed, neutral, forward, and back aerials can no longer auto-cancel in a short hop.}}
*{{nerf|Neutral aerial's animation has slightly changed. Meta Knight now cartwheels, instead of somersaulting. This new animation results in smaller hitboxes (8u → 7u). Neutral aerial also has more startup lag with a shorter duration (frames 3-24 → 6-20) and clean neutral aerial deals less damage (12% → 10%), although its knockback was mostly compensated (30 (base) → 40). It also now functions like a proper [[sex kick]], preventing both hits from connecting and reducing its damage potential (19% → 10%/7.5%).}}
*[[Neutral aerial]]:
*{{buff|Late neutral aerial deals consistent damage (7%/6%/5% → 7.5%) and has increased base knockback (20 → 40).}}
**{{nerf|Neutral aerial's animation has slightly changed. Meta Knight now cartwheels, instead of somersaulting. This new animation results in smaller hitboxes (8u → 7u). Neutral aerial also has more startup lag with a shorter duration (frames 3-24 → 6-20) and clean neutral aerial deals less damage (12% → 10%), although its knockback was mostly compensated (30 (base) → 40). It also now functions like a proper [[sex kick]], preventing both hits from connecting and reducing its damage potential (19% → 10%/7.5%).}}
*{{nerf|Forward and back aerial's first and second hits deal less damage (3% → 2.2% (grounded)/1.5% (aerial)).}}
**{{buff|Late neutral aerial deals consistent damage (7%/6%/5% → 7.5%) and has increased base knockback (20 → 40).}}
*{{nerf|Forward aerial's last hit deals 1% less damage (4% → 3%), although its knockback scaling was compensated (122 → 140). Forward aerial also has more startup lag (frame 6 → 9).}}
*[[Forward aerial]]:
*{{buff|Forward aerial has larger hitboxes (3.5u/4u/5u → 4u/4.5u/6.5u) and its last hit's angle has been altered (361°/50° → 48°), improving its spacing and edge-guarding potential.}}
**{{nerf|Forward aerial's last hit deals 1% less damage (4% → 3%), although its knockback scaling was compensated (122 → 140). Forward aerial also has more startup lag (frame 6 → 9).}}
*{{change|Forward and back aerials' last hits have increased hitlag (1× → 2×). This makes them safer on shield, but easier to DI.}}
**{{buff|Forward aerial has larger hitboxes (3.5u/4u/5u → 4u/4.5u/6.5u) and its last hit's angle has been altered (361°/50° → 48°), improving its spacing and edge-guarding potential.}}
*{{change|Forward aerial is now properly affected by [[stale-move negation]]. This improves its combo potential, but hinders its gimping potential.}}
**{{change|Forward aerial is now properly affected by [[stale-move negation]]. This improves its combo potential, but hinders its gimping potential.}}
*{{buff|Back aerial's aerial first and second hits now use the [[autolink angle|auto-link angle]] against aerial opponents, improving its edge-guarding potential and granting it combo potential. Its last hit also has increased knockback scaling (175 → 212), significantly improving its KO potential.}}
**{{nerf|Forward aerial's first and second hits deal less damage (3% → 2.2% (grounded)/1.5% (aerial)).}}
*{{nerf|Up aerial deals less damage (6% → 4%), and knockback (40 (base)/125 (scaling) → 30/128). Its angles have also been altered (78°/78°/60° → 69°/69°/52°). Altogether, these changes hinder its KO potential as well as its ability to chain into itself at lower percents.}}
**{{change|Forward aerials' last hits have increased hitlag (1× → 2×). This makes them safer on shield, but easier to DI.}}
*{{nerf|Up aerial has more startup lag with a shorter duration (frames 2-3 → 6) a smaller hitbox (5.5u → 3.5u) and its SDI multiplier has increased (1× → 1.5×).}}
*[[Back aerial]]:
*{{buff|The removal of hitstun canceling and the weakening of DI and SDI combined with its lower knockback makes up aerial a more reliable combo move at higher percents despite the drastic nerfs to its speed.}}
**{{buff|Back aerial's aerial first and second hits now use the [[autolink angle|auto-link angle]] against aerial opponents, improving its edge-guarding potential and granting it combo potential. Its last hit also has increased knockback scaling (175 → 212), significantly improving its KO potential.}}
*{{nerf|Down aerial has a shorter duration (frames 4-5 → 4) and deals less damage (7% (center)/9% (sides) → 6% (both)), although its center hit's knockback scaling and side hits' base knockback were compensated (105 → 108 (center), 15 → 30 (sides)). Down aerial also has smaller hitboxes (5.4u/5.2u → 3.5u) and one of its sweetspots has been removed. Due to their angles being altered (23° → 50°), down aerial's early and late hitboxes are also no longer semi-spikes. Altogether, these changes hinder its spacing and edgeguarding potential.}}
**{{nerf|Back aerial's first and second hits deal less damage (3% → 2.2% (grounded)/1.5% (aerial)).}}
**{{change|Back aerials' last hits have increased hitlag (1× → 2×). This makes them safer on shield, but easier to DI.}}
*[[Up aerial]]:
**{{nerf|Up aerial deals less damage (6% → 4%), and knockback (40 (base)/125 (scaling) → 30/128). Its angles have also been altered (78°/78°/60° → 69°/69°/52°). Altogether, these changes hinder its KO potential as well as its ability to chain into itself at lower percents.}}
**{{nerf|Up aerial has more startup lag with a shorter duration (frames 2-3 → 6) a smaller hitbox (5.5u → 3.5u) and its SDI multiplier has increased (1× → 1.5×).}}
**{{buff|The removal of hitstun canceling and the weakening of DI and SDI combined with its lower knockback makes up aerial a more reliable combo move at higher percents despite the drastic nerfs to its speed.}}
*[[Down aerial]]:
**{{nerf|Down aerial has a shorter duration (frames 4-5 → 4) and deals less damage (7% (center)/9% (sides) → 6% (both)), although its center hit's knockback scaling and side hits' base knockback were compensated (105 → 108 (center), 15 → 30 (sides)). Down aerial also has smaller hitboxes (5.4u/5.2u → 3.5u) and one of its sweetspots has been removed. Due to their angles being altered (23° → 50°), down aerial's early and late hitboxes are also no longer semi-spikes. Altogether, these changes hinder its spacing and edgeguarding potential.}}


===Throws/other attacks===
===Throws/other attacks===
*{{nerf|All grabs have increased start-up (frame 6 → 7 (standing), frame 8 → 9 (dash), frame 7 → 9 (pivot)) and ending lag (frame 29 → 32 (standing), frame 39 → 40 (dash), frame 34 → 38 (pivot)).}}
*{{nerf|All grabs have increased start-up (frame 6 → 7 (standing), frame 8 → 9 (dash), frame 7 → 9 (pivot)) and ending lag (FAF 29 → 32 (standing), FAF 39 → 40 (dash), FAF 34 → 38 (pivot)).}}
*{{buff|The changes to aerial [[grab release]]s both help and hinder Meta Knight. While he himself is far less vulnerable to aerial grab release followups, he has also lost all of his aerial grab release followups outside of [[Galaxia Darkness]]. As he typically could not force an air release on stage in most circumstances however, these changes benefit him overall.}}
*{{buff|The changes to aerial [[grab release]]s both help and hinder Meta Knight. While he himself is far less vulnerable to aerial grab release followups, he has also lost all of his aerial grab release followups outside of [[Galaxia Darkness]]. As he typically could not force an air release on stage in most circumstances however, these changes benefit him overall.}}
*{{buff|The changes to hitstun canceling significantly improve forward throw's combo potential at low to medium percentages.}}
*[[Forward throw]]:
*{{change|Back throw's animation has changed. Meta Knight now uses his cape to warp, similarly to Dimensional Cape.}}
**{{buff|The changes to hitstun canceling significantly improve forward throw's combo potential at low to medium percentages.}}
*{{nerf|Up throw deals 2% less damage (12% → 10%), although its knockback scaling was compensated (60 → 70).}}
*[[Back throw]]:
*{{buff|Up throw has received a collateral hitbox during its landing, granting it utility in [[doubles]] play.}}
**{{change|Back throw's animation has changed. Meta Knight now uses his cape to warp, similarly to Dimensional Cape.}}
*{{nerf|Down throw's first 9 hits deal less damage (1% → 0.5%) reducing the throw's total damage output (11% → 7.5%).}}  
*[[Up throw]]:
*{{change|The throw deals more damage (1% → 2%) and knockback (60 (base)/110 (scaling) → 50/170).}}  
**{{nerf|Up throw deals 2% less damage (12% → 10%), although its knockback scaling was compensated (60 → 70).}}
*{{buff|The changes to hitstun canceling and DI, significantly improves down throw's combo potential.}}
**{{buff|Up throw has received a collateral hitbox during its landing, granting it utility in [[doubles]] play.}}
*[[Down throw]]:
**{{nerf|Down throw's first 9 hits deal less damage (1% → 0.5%) reducing the throw's total damage output (11% → 7.5%).}}  
**{{change|The throw deals more damage (1% → 2%) and knockback (60 (base)/110 (scaling) → 50/170).}}  
**{{buff|The changes to hitstun canceling and DI, significantly improves down throw's combo potential.}}


===Special moves===
===Special moves===
*{{buff|[[Mach Tornado]]’s last hit has increased base knockback (35 → 55), improving its KO potential at the upper blast line.}}
*[[Mach Tornado]]:
*{{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.}}
**{{buff|Mach Tornado's last hit has increased base knockback (35 → 55), improving its KO potential at the upper blast line.}}
*{{change|Mach Tornado's visual effects have slightly changed. Its trail is now noticeably thinner.}}
**{{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.}}
*{{buff|The weakening of SDI makes Mach Tornado and Drill Rush significantly more difficult to escape from.}}
**{{change|Mach Tornado's visual effects have slightly changed. Its trail is now noticeably thinner.}}
*{{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.}}
**{{buff|The weakening of SDI makes Mach Tornado significantly more difficult to escape from.}}
*{{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's last hit has increased hitlag (1× → 2×). This it 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.}}
*[[Drill Rush]]:
*{{buff|Due to receiving a hitbox during its second ascent, [[Shuttle Loop]] deals more damage (9% (clean)/5% (late) → 15% (grounded)/12% (aerial)).}}
**{{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.}}
*{{change|Compared to Shuttle Loop's first hit, its second hit has different knockback (90 (base)/80 (grounded scaling)/60 (aerial scaling) → 55/130/118).}}
**{{buff|The weakening of SDI makes Drill Rush significantly more difficult to escape from.}}
*{{nerf|Grounded Shuttle Loop no longer grants [[invincibility]] on startup.}}
**{{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.}}
*{{buff|Aerial Shuttle Loop has decreased start-up lag (frame 8 → 7) and travels much more vertical distance.}}
*[[Shuttle Loop]]:
*{{change|Aerial Shuttle Loop's angle has been altered (21° → 80°). This improves its KO potential near the upper blast line, but almost completely removes its edgeguarding potential.}}
**{{buff|Due to receiving a hitbox during its second ascent, Shuttle Loop deals more damage (9% (clean)/5% (late) → 15% (grounded)/12% (aerial)).}}
*{{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. Meta Knight can also no longer use it to laglessly land on a platform by using it at the right distance significantly hindering its utility off stage.}}
**{{change|Compared to Shuttle Loop's first hit, its second hit has different knockback (90 (base)/80 (grounded scaling)/60 (aerial scaling) → 55/130/118).}}
*{{buff|The changes to hitstun canceling improve Meta Knight's combo potential into aerial Shuttle Loop.}}
**{{nerf|Grounded Shuttle Loop no longer grants [[invincibility]] on startup.}}
*{{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.}}
**{{buff|Aerial Shuttle Loop has decreased start-up lag (frame 8 → 7) and travels much more vertical distance.}}
*{{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|Aerial Shuttle Loop's angle has been altered (21° → 80°). This improves its KO potential near the upper blast line, but almost completely removes its edgeguarding potential.}}
*{{bugfix|[[Infinite Dimensional Cape]] has been removed.}}
**{{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. Meta Knight can also no longer use it to laglessly land on a platform by using it at the right distance significantly hindering its utility off stage.}}
*{{buff|[[Galaxia Darkness]] no longer attacks Meta Knight's teammates if [[Team Attack]] is turned off.}}
**{{buff|The changes to hitstun canceling improve Meta Knight's combo potential into aerial Shuttle Loop.}}
*{{change|Galaxia Darkness' visual effects have changed. The interior of Meta Knight's cape now features a celestial pattern.}}
**{{change|Drill Rush's last hit has increased hitlag (1× → 3×). This makes it safer on shield, but easier to DI.}}
*{{change|Characters trapped by Galaxia Darkness will now react to being trapped by the move, as opposed to remaining static.}}
*[[Dimensional Cape]]:
**{{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.}}
**{{bugfix|[[Infinite Dimensional Cape]] has been removed.}}
**{{change|Dimensional Cape's attack has increased hitlag (1x → 1.4x). This makes it safer on shield, but easier to DI.}}
*[[Galaxia Darkness]]:
**{{buff|Galaxia Darkness no longer attacks Meta Knight's teammates if [[Team Attack]] is turned off.}}
**{{change|Galaxia Darkness' visual effects have changed. The interior of Meta Knight's cape now features a celestial pattern.}}
**{{change|Characters trapped by Galaxia Darkness will now react to being trapped by the move, as opposed to remaining static.}}
***{{bugfix|Due to this change, characters firing a [[Super Scope]] will no longer have their arms stuck in a t-pose position. Additionally, this prevents Kirby from entering a t-pose if he gets hit while using [[Stone]].}}


==Update history==
==Update history==
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