Meta Knight (SSB4)/Forward smash: Difference between revisions
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==Overview== | ==Overview== | ||
Meta Knight pulls back Galaxia and slashes outward. This is Meta Knight's slowest attack, but also his strongest. It has deceptively little ending lag, making it very difficult to punish. Due to Meta Knight possessing no reliable set-ups into the attack, landing it can be problematic. | Meta Knight pulls back Galaxia and slashes outward. This is Meta Knight's slowest attack, but also his strongest. It has deceptively little ending lag, making it very difficult to punish. Due to Meta Knight possessing no reliable set-ups into the attack, landing it can be problematic. | ||
Meta Knight's forward smash takes some time to start up, but can be released almost instantaneously after charging. This, coupled with its power and deceptive range, makes it a surprisingly good tool to use in mix-ups. Against unwary characters, it can even be used as a surprise attack in neutral, as they may not know when the attack is meant to come out, and may try to punish it before it does. As such, this is Meta Knight's best option if he can read his opponent's next move on the ground. | |||
==Hitboxes== | ==Hitboxes== |
Revision as of 09:16, November 28, 2015
Overview
Meta Knight pulls back Galaxia and slashes outward. This is Meta Knight's slowest attack, but also his strongest. It has deceptively little ending lag, making it very difficult to punish. Due to Meta Knight possessing no reliable set-ups into the attack, landing it can be problematic.
Meta Knight's forward smash takes some time to start up, but can be released almost instantaneously after charging. This, coupled with its power and deceptive range, makes it a surprisingly good tool to use in mix-ups. Against unwary characters, it can even be used as a surprise attack in neutral, as they may not know when the attack is meant to come out, and may try to punish it before it does. As such, this is Meta Knight's best option if he can read his opponent's next move on the ground.
Hitboxes
ID | Part | Damage | SD | Angle | BK | KS | FKV | Radius | Bone | Offset | SDIx | H× | T% | Clang | Rebound | Type | Effect | G | A | Sound | Direct | ||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | 0 | 16% | 0 | 30 | 108 | 0 | ? | ? | ? | ? | ? | 1.0x | ?x | 0% | Slash | ||||||||
1 | 0 | 16% | 0 | 30 | 98 | 0 | ? | ? | ? | ? | ? | 1.0x | ?x | 0% | Slash |
Timing
Hitboxes | 24 |
---|---|
Interruptible | 42 |
Animation length | ? |
Lag time |
Hitbox |
Interruptible |
|