Meta Knight (SSB4): Difference between revisions

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**{{nerf|The finisher has a much higher [[Freeze frame|hitlag]] multiplier (1x → 2.5x), making it much easier to DI.}}
**{{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.}}
**{{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.}}
**{{nerf|The last hit has a higher hitlag multiplier (1× → 2×), making it easier to DI.}}
**{{change|Meta Knight now vocalizes during each of forward tilt's hits, instead of only during its last hit.}}
**{{change|Meta Knight now vocalizes during each of forward tilt's hits, instead of only during its last hit.}}
**{{nerf|The first hit has more startup lag (frame 3 → 6) and a longer total duration (FAF 24 → 26).}}
***{{buff|However, its total duration was not fully compensated, giving it slightly less ending lag.}}
**{{nerf|The first two hits deal less damage (4% (hit 1)/3% (hit 2) → 2% (both)).}}
**{{nerf|The first two hits transition later (frame 5 (hit 1)/4 (hit 2) → 11/7). This makes performing all three hits in quick succession much slower, hindering the move's mixup potential and safety.}}
**{{nerf|The first two hits have smaller hitboxes which are now extended (5u/5u → 3.5u/3.5u) and the far hitbox has been moved closer to Meta Knight (z offset: 18 (hit 1)/19 (hit 2) → 13/16), reducing their range, especially the first hit.}}
**{{nerf|The first two hits have lost their nearest hitbox, significantly reducing their range inside Meta Knight and removing their ability to lock opponents.}}
**{{buff|The first hit launches opponents at a lower angle (60°/80° → 66°/85°), making it connect more reliably into the second hit.}}
**{{buff|The first two hits now have consistent base knockback (14/8 → 8). When combined with their lower damage, this makes the move connect more reliably at higher percents.}}
**{{buff|The third hit deals more knockback (50 (base), 113 (scaling) → 80/107).}}
**{{buff|The third hit has less ending lag (FAF 34 → 31).}}
**{{change|The third hit launches opponents at a lower angle (65° → 361°). This improves its KO and edgeguarding potential, but removes its set-up potential.}}
**{{nerf|The third hit deals less damage at close range (5% → 4%).}}
**{{nerf|The third hit has a higher hitlag multiplier (1× → 2×), making it easier to DI.}}
**{{nerf|The third hit's far hitbox is smaller (6u → 5u), it has been moved closer to Meta Knight (z offset: 19 → 14), and the near hitbox has been removed, reducing its horizontal range despite now using an extended hitbox.}}
***{{buff|However, the near hit is larger than the previous upper hitbox (5u → 6u) and it is now extended, giving the move slightly more range above Meta Knight.}}
**{{nerf|The third hit's lower hitbox has been removed, reducing its range below Meta Knight.}}
*[[Up tilt]]:
*[[Up tilt]]:
**{{buff|Up tilt has less ending lag (FAF 36 → 35).}}
**{{buff|Up tilt has less ending lag (FAF 36 → 35).}}
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