Meta Knight (SSB4): Difference between revisions

(Undid edit by 173.171.36.66: I think this is notable)
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*{{nerf|All sword-based attacks no longer have [[Priority#Transcendent priority|transcendent priority]], hindering Meta Knight's approach.}}
*{{nerf|All sword-based attacks no longer have [[Priority#Transcendent priority|transcendent priority]], hindering Meta Knight's approach.}}
*{{change|The changes to [[hitstun]] canceling both help and hinder Meta Knight. They improve his KO and combo potential, but make him much more susceptible to combos because of his heavier weight, higher gravity, faster falling speed, and his generally slower aerial attacks. These changes also prevent him from performing momentum canceling, hindering his horizontal endurance.}}
*{{change|The changes to [[hitstun]] canceling both help and hinder Meta Knight. They improve his KO and combo potential, but make him much more susceptible to combos because of his heavier weight, higher gravity, faster falling speed, and his generally slower aerial attacks. These changes also prevent him from performing momentum canceling, hindering his horizontal endurance.}}
*{{buff|The weakening of [[Smash directional influence|SDI]] makes Meta Knight's multiple hit moves significantly more difficult to escape from.}}
*{{buff|The reintroduction of [[pivoting]] gives Meta Knight a long perfect pivot, improving his neutral game, punishment game, and evasiveness.}}
*{{buff|The reintroduction of [[pivoting]] gives Meta Knight a long perfect pivot, improving his neutral game, punishment game, and evasiveness.}}
*{{nerf|The removal of [[edge-hogging]] significantly hinders Meta Knight's edge-guarding potential.}}
*{{nerf|The removal of [[edge-hogging]] significantly hinders Meta Knight's edge-guarding potential.}}
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*{{nerf|Due to neutral infinites receiving finishers, Meta Knight's neutral attack now forces him to use its finisher unless he is pushed off an edge while using it. This hinders its safety if he whiffs his neutral attack.}}
*{{nerf|Due to neutral infinites receiving finishers, Meta Knight's neutral attack now forces him to use its finisher unless he is pushed off an edge while using it. This hinders its safety if he whiffs his neutral attack.}}
*{{nerf|Neutral attack's animation has changed. Meta Knight now leans slightly farther inward while swinging Galaxia. This new animation significantly decreases its range behind Meta Knight.}}
*{{nerf|Neutral attack's animation has changed. Meta Knight now leans slightly farther inward while swinging Galaxia. This new animation significantly decreases its range behind Meta Knight.}}
*{{buff|The weakening of [[Smash directional influence|SDI]] makes neutral attack significantly more difficult to escape from.}}
*{{nerf|Dash attack deals less damage (6%/7%/8% → 5%/6%) and its duration is shorter. It also has increased start-up (frame 5 → 7) and ending lag (frame 31 → 32).}}
*{{nerf|Dash attack deals less damage (6%/7%/8% → 5%/6%) and its duration is shorter. It also has increased start-up (frame 5 → 7) and ending lag (frame 31 → 32).}}
*{{buff|Dash attack has increased knockback (40 (base)/88 (scaling) → 70/90), improving its spacing potential. Its range is also slightly disjointed.}}
*{{buff|Dash attack has increased knockback (40 (base)/88 (scaling) → 70/90), improving its spacing potential. Its range is also slightly disjointed.}}
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*{{nerf|Forward aerial's ending animation has slightly changed. Meta Knight now leans slightly forward to his left while slashing. This new animation increases its ending lag (frame 40 → 46).}}
*{{nerf|Forward aerial's ending animation has slightly changed. Meta Knight now leans slightly forward to his left while slashing. This new animation increases its ending lag (frame 40 → 46).}}
*{{change|Forward aerial is now properly affected by [[stale-move negation]].}}
*{{change|Forward aerial is now properly affected by [[stale-move negation]].}}
*{{buff|The weakening of SDI makes forward and back aerials significantly more difficult to escape from.}}
*{{buff|Back aerial's last hit has increased knockback scaling (175 → 212), significantly improving its KO potential. Its hits also use the [[autolink angle|auto-link angle]], granting it combo and edge-guarding potential.}}
*{{buff|Back aerial's last hit has increased knockback scaling (175 → 212), significantly improving its KO potential. Its hits also use the [[autolink angle|auto-link angle]], granting it combo and edge-guarding potential.}}
*{{nerf|Back aerial's ending animation has slightly changed. Meta Knight now spins in a slightly less exaggerated motion. This new animation increases its ending lag (frame 46 → 52).}}
*{{nerf|Back aerial's ending animation has slightly changed. Meta Knight now spins in a slightly less exaggerated motion. This new animation increases its ending lag (frame 46 → 52).}}
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===Special moves===
===Special moves===
*{{buff|Mach Tornado's last hit has increased base knockback (35 → 55).}}
*{{buff|[[Mach Tornado]]'s last hit has increased base knockback (35 → 55).}}
*{{nerf|Mach Tornado has a shorter duration (frames 12-59 → 12-48), increased ending (frame 29 → 53) and landing lag, and less favorable hitbox placements and sizes. Altogether, these changes hinder safety and make it more susceptible to punishment. It also covers less vertical distance and can no longer [[Edge sweet spot|edge sweetspot]], hindering its recovery potential.}}
*{{nerf|Mach Tornado has a shorter duration (frames 12-59 → 12-48), increased ending (frame 29 → 53) and landing lag, and less favorable hitbox placements and sizes. Altogether, these changes hinder safety and make it more susceptible to punishment. It also covers less vertical distance and can no longer [[Edge sweet spot|edge sweetspot]], hindering its recovery potential.}}
*{{change|Mach Tornado's visual effects have slightly changed. Its trail is now noticeably thinner.}}
*{{change|Mach Tornado's visual effects have slightly changed. Its trail is now noticeably thinner.}}
*{{buff|The weakening of SDI makes [[Mach Tornado]] much more difficult to escape from.}}
*{{buff|The weakening of SDI makes Mach Tornado significantly more difficult to escape from.}}
*{{buff|[[Drill Rush]]'s hits connect together better, and its last hit has increased knockback (30 (base)/100 (scaling) → 40/200), significantly improving its KO potential. The rebounding jump that its last hit grants upon making contact is also much higher, improving its safety.}}
*{{buff|[[Drill Rush]]'s hits connect together better, and its last hit has increased knockback (30 (base)/100 (scaling) → 40/200), significantly improving its KO potential. The rebounding jump that its last hit grants upon making contact is also much higher, improving its safety.}}
*{{nerf|Drill Rush has increased start-up lag, and Meta Knight can only use the rebounding jump that its last hit grants if it makes contact. These changes slightly hinder its recovery potential.}}
*{{nerf|Drill Rush has increased start-up lag, and Meta Knight can only use the rebounding jump that its last hit grants if it makes contact. These changes slightly hinder its recovery potential.}}
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