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Meta Knight (SSB4)/Forward smash: Difference between revisions

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{{ArticleIcons|ssb4=y}}
[[File:MetaKnightFSmash.gif|thumb|270px|Hitbox visualization showing Meta Knight's forward smash.]]


Meta Knight pulls back Galaxia and slashes outward powerfully. This move has high start-up, but deceptively low cool-down. Despite its short range, it is infamously hard to punish, and this makes it effective as a bait. Due to its unconventional start-up, it can punish spot-dodges. This is Meta Knight's most powerful move, but unlike Shuttle Loop, it has no reliable set-ups, but makes up for being much safer.  
==Overview==
Meta Knight pulls Galaxia back and slashes outward. It takes some time to start up, but is released instantaneously after charging. This, coupled with its power, deceptive range and minimal ending lag, makes it a surprisingly good tool to use in mix-ups, and a very powerful way to punish mis-spaced moves from opponents. Due to the nature of this attack, it can also be used as an effective mindgame tool, if Meta Knight can keep his opponent guessing about when the attack will come out, as well as his options upon performing one on low-percentage-hit, shield or whiff. The move is only -6 on shield, making it completely safe against most of the cast provided he’s spaced far enough away to avoid punishment.  


==Hitboxes==
With its unusual combination of low risk and high reward, it is considered to be one of the best forward smashes in the game.
{|class="wikitable sortable"
 
==Hitboxes==
{{SSB4HitboxTableHeader}}
{{SSB4HitboxTableRow
|id=0
|damage={{ChargedSmashDmgSSB4|16}}
|sd=0
|angle=361
|bk=30
|ks=108
|fkv=0
|r=6.2
|bn=0
|xpos=0.0
|ypos=5.0
|zpos=9.0
|trip=0
|type=Sword
|effect=Slash
|ff=1.5
|clang=t
|slvl=L
|sfx=Kick
}}
{{SSB4HitboxTableRow
|id=1
|damage={{ChargedSmashDmgSSB4|16}}
|sd=0
|angle=361
|bk=30
|ks=98
|fkv=0
|r=5.2
|bn=0
|xpos=0.0
|ypos=5.0
|zpos=17.0 to 13.0
|trip=0
|type=Sword
|effect=Slash
|clang=t
|slvl=L
|sfx=Kick
}}
|}
 
==Timing==
{|class="wikitable"
!Charges between
|20-21
|-
!Hitboxes
|24
|-
!Interruptible
|42
|-
|-
! Hitbox type !! Start-up !! Cool-down !! Damage !! Angle !! Base knockback !! Knockback scaling !! Fixed knockback value || Effect !! SFX level
!Animation length
|-
|64
|Attack || 23 || ? || 16% || 361 || 30 || 108 || — || Slash || ?
|}
|}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=20|e=LagChargeS}}{{FrameStrip|t=Lag|c=3|s=LagChargeE}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=17}}{{FrameStrip|t=Interruptible|c=23}}
{{FrameStripEnd}}
{{FrameIconLegend|lag=y|charge=y|hitbox=y|interruptible=y}}
{{MvSubNavMetaKnight|g=SSB4}}
[[Category:Meta Knight (SSB4)]]
[[Category:Forward smashes (SSB4)]]

Latest revision as of 21:44, July 4, 2021

Hitbox visualization showing Meta Knight's forward smash.

Overview[edit]

Meta Knight pulls Galaxia back and slashes outward. It takes some time to start up, but is released instantaneously after charging. This, coupled with its power, deceptive range and minimal ending lag, makes it a surprisingly good tool to use in mix-ups, and a very powerful way to punish mis-spaced moves from opponents. Due to the nature of this attack, it can also be used as an effective mindgame tool, if Meta Knight can keep his opponent guessing about when the attack will come out, as well as his options upon performing one on low-percentage-hit, shield or whiff. The move is only -6 on shield, making it completely safe against most of the cast provided he’s spaced far enough away to avoid punishment.

With its unusual combination of low risk and high reward, it is considered to be one of the best forward smashes in the game.

Hitboxes[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
0 0 16% 0 Sakurai angle 30 108 0 6.2 0 0.0 5.0 9.0 1.0x 1.5x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Sword).png EffectIcon(Slash).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick SpecialsDirect.png
1 0 16% 0 Sakurai angle 30 98 0 5.2 0 0.0 5.0 17.0 to 13.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Sword).png EffectIcon(Slash).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick SpecialsDirect.png

Timing[edit]

Charges between 20-21
Hitboxes 24
Interruptible 42
Animation length 64
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(LagChargeS).png FrameIcon(LagChargeE).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
Legend (1 square = 1 frame)
FrameIcon(Lag).png
Lag time
FrameIcon(LagChargeS).pngFrameIcon(LagChargeE).png
Charge interval
FrameIcon(Hitbox).png
Hitbox
FrameIcon(Interruptible).png
Interruptible