Meta Knight (SSB4): Difference between revisions

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===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 (FAF 29 → 32 (standing), FAF 39 40 (dash), FAF 34 → 38 (pivot)).}}
*[[Grab]]s:
*{{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.}}
**{{nerf|All grabs have more startup lag (frame 6 (standing)/8 (dash)/7 (pivot) 7 (standing)/9 (dash/pivot)).}}
**{{nerf|Standing and Pivot grabs have more ending lag (FAF 30 (standing)/36 (pivot) → 32/38).}}
**{{buff|Standing grab extends further inside of Meta Knight (z offset: 6 → 4), giving it more range inside of him.}}
**{{buff|Dash and pivot grabs extend further away from Meta Knight (z offset: 9 (dash)/-14 (pivot) → z stretch: 10.8/-15), giving dash grab slightly more range.}}
**{{nerf|All grabs have smaller grabboxes (4u 3u (standing/pivot)/2.4u (dash)).}}
**{{nerf|Standing grab does not extend as far away from Meta Knight (z offset: 12 → z stretch: 10) which along with its smaller size, considerably reduces its range.}}
**{{nerf|Dash and pivot grabs do not extend as far inside of Meta Knight (z offset: 3 (dash)/0 (pivot) → 4/-4), giving them less range inside of Meta Knight.}}
*{{buff|The changes to aerial [[grab release]]s benefit Meta Knight as while he has also lost all of his aerial grab release followups outside of [[Galaxia Darkness]], he himself is far less vulnerable to aerial grab release followups. As he typically could not force an air release on stage in most circumstances, these changes benefit him overall.}}
*[[Pummel]]:
**{{nerf|Pummel has more ending lag (FAF 24 → 27).}}
*[[Forward throw]]:
*[[Forward throw]]:
**{{buff|The changes to hitstun canceling significantly improve forward throw's combo potential at low to medium percentages.}}
**{{nerf|Forward throw's hitbox has more startup lag (frame 4 → 8 (foot)/9 (heel)).}}
**{{nerf|The heel hitbox is smaller (5u → 4u) and it is no longer extended, significantly reducing its range.}}
**{{buff|The foot hitbox has a longer duration (frame 4 → 8-9).}}
**{{change|The heel hitbox is positioned closer to Meta Knight (y/z offsets: 11/11 → 8/10).}}
**{{buff|Meta Knight releases opponents from forward throw later (frame 5 → 10). While this does make the throw easier to DI, it also reduces its ending lag as its total duration was unchanged.}}
***{{buff|When combined with the changes to hitstun canceling and DI, this significantly improve forward throw's combo potential.}}
*[[Back throw]]:
*[[Back throw]]:
**{{change|Back throw's animation has changed. Meta Knight now uses his cape to warp, similarly to Dimensional Cape.}}
**{{buff|Back throw's hitbox has a longer duration (frame 16 → 16-17).}}
**{{change|Meta Knight releases opponents from back throw one frame later (frame 17 → 18).}}
*[[Up throw]]:
*[[Up throw]]:
**{{nerf|Up throw deals 2% less damage (12% → 10%), although its knockback scaling was compensated (60 → 70).}}
**{{buff|Up throw has received an incredibly powerful collateral hitbox shortly before Meta Knight lands, significantly improving its utility outside of 1v1 matches.}}
**{{buff|Up throw has received a collateral hitbox during its landing, granting it utility in [[doubles]] play.}}
**{{change|Meta Knight releases opponents from up throw one frame later (frame 44 → 45).}}
**{{nerf|Up throw deals less damage (12% → 10%), although its knockback scaling was compensated (60 → 70).}}
*[[Down throw]]:
*[[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%).}}  
**{{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%), has significantly more knockback (60 (base)/110 (scaling) → 50/170), and launches at a higher angle (50° → 60°).}}  
**{{buff|The 10th hit has a longer duration (frame 73 → 73-74).}}
**{{buff|The changes to hitstun canceling and DI, significantly improves down throw's combo potential despite its higher knockback.}}
**{{buff|The 10th hit has higher base knockback (50 → 60).}}
**{{change|The 10th hit launches opponents at a lower angle (90° → 70°). This grants Meta Knight more followup options against bystanders but makes it more susceptible to DI.}}
**{{nerf|The throw deals more damage (1% → 2%) and deals significantly more knockback (60 (base), 110 (scaling) → 50/170). This hinders its followup potential at higher percents while still being too weak to KO at realistic percents.}}
**{{buff|The throw launches at a higher angle (50° → 60°), improving its followup potential.}}  
**{{buff|Meta Knight releases opponents from own throw one frame later (frame 74 → 75). This slightly reduces the throw's ending lag and as the throw executes so slowly, the additional frame to DI the throw is completely negligible.}}
***{{buff|When combined with its higher launch angle an the changes to hitstun canceling and DI, this significantly improves down throw's combo potential despite its higher knockback.}}


===Special moves===
===Special moves===
6,522

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