Meta Knight (SSB4): Difference between revisions

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**{{nerf|The finisher has more startup lag (frame 1 → 3) and much more ending lag (FAF 12 → 35) compared to the previous finisher.}}
**{{nerf|The finisher has more startup lag (frame 1 → 3) and much more ending lag (FAF 12 → 35) compared to the previous finisher.}}
***{{nerf|When combined with its higher knockback, this notably prevents it from leading into a down smash at higher percents.}}
***{{nerf|When combined with its higher knockback, this notably prevents it from leading into a down smash at higher percents.}}
**{{nerf|The finisher has a much higher [[Freeze frame|hitlag]] multiplier (1x → 2.5x), making it much easier to DI.}}
*[[Forward tilt]]:
*[[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 (FAF 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.}}
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**{{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).}}
**{{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).}}
**{{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),  with each hit now only lasting one frame instead of two.}}
*[[Forward smash]]:
*[[Forward smash]]:
**{{buff|Forward smash deals 2% more damage (14% → 16%) and received a sweetspot that deals increased knockback (28 (base), 99 (scaling) → 30/108), significantly improving its KO potential.}}
**{{buff|Forward smash deals more damage (14% → 16%) and knockback (28 (base), 99 (scaling) → 30/(108/98), significantly improving its KO potential, especially the near hit.}}
**{{nerf|Forward smash has smaller hitboxes (7.0u/6.0u/6.0u/6.0u → 6.2u/5.2u), have been re-positioned lower and closer to Meta Knight, and the innermost hitbox covers less of his body, hindering its range.}}
**{{buff|Meta Knight now vocalizes after his forward smash has been performed, rather than as soon as he starts it. Due to its high startup lag, this makes forward smash harder to react to.}}
**{{change|The move's sweetspot 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.}}
**{{buff|The changes to shields significantly benefit forward smash as the move is now safe (in terms of frames) against a sizeable portion of the cast.}}
**{{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.}}
**{{change|Forward smash's has an altered animation. 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 smash have been performed. While this seems merely aesthetic, it generally makes them less reactable.}}
**{{change|Forward smash's hitboxes are positioned lower (y offset: 6.4 → 5).}}
**{{nerf|Forward smash has a shorter duration (frames 24-25 → 24).}}
**{{nerf|Forward smash has smaller hitboxes (7u/6u/6u/6u → 6.2u/5.2u), with the upper/lower hitboxes being removed. This significantly reduces forward smash's vertical range.}}
**{{nerf|The near hitbox has been move closer to Meta Knight (z offset: 5 → 9), considerably reducing the move's range behind Meta Knight.}}
**{{nerf|The far hitbox is now extended and it has been positioned closer to Meta Knight (z offset: 19 → 13/z stretch: 17), reducing the move's range.}}
**{{nerf|The near hitbox has a higher hitlag multiplier (1× → 1.5×), making it easier to DI.}}
*[[Up smash]]:
*[[Up smash]]:
**{{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.}}
**{{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|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.}}
**{{change|Up smash's last hit has increased hitlag multiplier (1× → 1.2×). 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|Up smash's animation has slightly changed. Meta Knight now slashes upward at a slightly higher height.}}
**{{buff|Meta Knight only vocalizes after his up smash have been performed. While this seems merely aesthetic, it generally makes them less reactable.}}
**{{buff|Meta Knight only vocalizes after his up smash have been performed. While this seems merely aesthetic, it generally makes them less reactable.}}
*[[Down smash]]:
*[[Down smash]]:
**{{nerf|Down smash deals less damage (11% (front)/13% (back) → 7%/10%), significantly hindering its KO potential despite the second hit having having higher knockback scaling (90 → 93).}}
**{{change|Down smash's has an altered animation where Meta Knight now slashes inward around himself while spinning once.}}
**{{nerf|The outermost and innermost hitboxes have been removed entirely and the remaining hitboxes are smaller (5.2u/4.9u → 4.5u/4.0u), significantly hindering down smash's range.}}
**{{change|Down smash now has a voice clip as Meta Knight performs his down smash. While this sound clip does exist in ''Brawl'', it would never play in game as it was tied to the move's startup animation which was 0 frames long.}}
**{{buff|Due to its angle being altered (361° → 35°), down smash is now a [[semi-spike]].}}
**{{nerf|Down smash has a shorter duration (frames 4-5 (front)/9-10 (back) → 4/9).}}
**{{change|Down smash's animation has changed. Meta Knight now slashes inward around himself while spinning once.}}
**{{nerf|Down smash has more ending lag (FAF 34 (buffered)/35 (non-buffered) → 38/39).}}
***{{buff|This new animation decreases its start-up lag when [[buffer]]ed (frame 5 → 4 (front), frame 10 → 9 (back)),}}
**{{nerf|Down smash deals less damage (11% (front)/13% (back) → 7%/10%), significantly hindering its KO potential (especially the front hit) despite its lower launch angle (361° → 35°) and the second hit's higher knockback scaling (90 → 93).}}
***{{nerf|However, the animation is significantly longer (34 frames → 49) and its [[IASA]] frames were not fully compensated increasing its ending lag (FAF 35 → 38 (buffered)/39).}}
**{{nerf|The nearest and further hitboxes have been removed and the remaining hitboxes are smaller (5.2u/4.9u → 4.5u/4u), significantly hindering down smash's range (reducing its range by over 25% both in front and especially inside of Meta Knight).}}
**{{change|Down smash's voice clip can now be heard. Previously, it could only be heard in ''Brawl''{{'}}s [[Sound Test]].}}


===Aerial attacks===
===Aerial attacks===
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