Meta Knight (SSB4): Difference between revisions

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(→‎Special moves: Seems like his recovery isn’t really worse, better even for cape and drill?)
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|edgedesc=Performs an outward slash while climbing up.
|edgedesc=Performs an outward slash while climbing up.
|nsdefname=Mach Tornado
|nsdefname=Mach Tornado
|nsdefdmg=1% (loop), 3% (last), ≈22% (all hits connect)
|nsdefdmg=1% (loop, up to ~17 hits), 3% (last hit), ~22% (all hits connect)
|nsdefdesc=Spins rapidly and traps opponents in a tornado. Button mashing increases the move's duration and makes Meta Knight both ascend slightly; he can also move left and right. Deals roughly 22% if all of its hits connect, aiding Meta Knight's otherwise low overall damage output. The last hit has extremely high knockback scaling, and is strong enough to KO middleweights at 134% while near the upper blast line. If it concludes around a jump's height, Meta Knight will endure almost no lag after landing. However, it renders Meta Knight [[Helplessness|helpless]]. It appears to be based on both a move he used in ''Kirby Super Star'' where he transforms into a tornado to attack and the Mach Tornado from ''Meta Knightmare Ultra''. It is also similar to Kirby's {{s|wikirby|Tornado}} ability.
|nsdefdesc=Spins rapidly and traps opponents in a tornado. Button mashing increases the move's duration and makes Meta Knight ascend slightly; he can also move left and right. Deals roughly 22% if all of its hits connect, aiding Meta Knight's otherwise low overall damage output, though managing to land the maximum amount of hits is difficult. The last hit has extremely high knockback scaling, and is strong enough to KO middleweights at 134% while near the upper blast line. If it concludes around a jump's height, Meta Knight will endure almost no lag after landing. However, it renders Meta Knight [[Helplessness|helpless]]. It appears to be based on both a move he used in ''Kirby Super Star'' where he transforms into a tornado to attack and the Mach Tornado from ''Meta Knightmare Ultra''. It is also similar to Kirby's {{s|wikirby|Tornado}} ability.
|nsc1name=Entangling Tornado
|nsc1name=Entangling Tornado
|nsc1dmg=9%
|nsc1dmg=9%
|nsc1desc=[[Wind#Pulling attacks|Vacuums]] opponents and then launches them straight up into the air. It launches at an even higher vertical angle, which can enable it to score an early KO near the upper blast line. However, it only consists of one hit, and has slightly more start-up lag.
|nsc1desc=[[Wind#Pulling attacks|Vacuums]] opponents and then launches them straight up into the air. It launches at an even higher vertical angle, which can enable it to score an early KO near the upper blast line. However, it only consists of one hit, and has slightly more start-up lag. Button mashing offers minimal horizontal movement, though Meta Knight will propel upwards from the ground or hover briefly if used in mid-air.
|nsc2name=Dreadful Tornado
|nsc2name=Dreadful Tornado
|nsc2dmg=1.5% (hits 1-5), 6% (hit 6)
|nsc2dmg=1.5% (hits 1-5), 6% (hit 6)
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|ssc1name=High-Speed Drill
|ssc1name=High-Speed Drill
|ssc1dmg=0.8% (hits 1-7), 3% (hit 8)
|ssc1dmg=0.8% (hits 1-7), 3% (hit 8)
|ssc1desc=A faster version that can function as an even faster recovery option, but at the cost of its maneuverability.
|ssc1desc=A slightly weaker but quicker version that reaches a little farther. It can function as an even faster recovery option, but at the cost of its directional maneuverability.
|ssc2name=Shieldbreaker Drill
|ssc2name=Shieldbreaker Drill
|ssc2dmg=1% (hits 1-9), 2% (hit 10)
|ssc2dmg=1% (hits 1-9), 2% (hit 10)
|ssc2desc=A version that can break shields, but at the cost of reduced power and distance.
|ssc2desc=A version that inflicts more shield damage (landing every hit can shatter a full shield), at the cost of slightly reduced distance and speed. Although the finisher is slightly weaker, the move has an additional hit during the loop, effectively nullifying the in-game description claiming it is weaker than the standard Drill Rush.
|usdefname=Shuttle Loop
|usdefname=Shuttle Loop
|usdefdmg=9% (hit 1 grounded), 6% (hit 1 aerial), 6% (hit 2)
|usdefdmg=9% (hit 1 grounded), 6% (hit 1 aerial), 6% (hit 2)
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|usc2desc=Soars into a larger, slower loop, and then soars quickly to perform a more powerful upward thrust. Its larger range slightly grants more vertical recovery, but the first loop does not deal damage.
|usc2desc=Soars into a larger, slower loop, and then soars quickly to perform a more powerful upward thrust. Its larger range slightly grants more vertical recovery, but the first loop does not deal damage.
|dsdefname=Dimensional Cape
|dsdefname=Dimensional Cape
|dsdefdmg=15% (stationary grounded slash), 14% (retreating slash), 16% (advancing slash, stationary aerial slash)
|dsdefdmg=15% (stationary grounded slash), 14% (retreating slash), 16% (advancing slash, stationary aerial slash
|dsdefdesc=Teleports in a controllable direction. If the attack button is pressed or the special button is held, he will perform a very powerful slash. There are four types of slashes that are dependent on the direction the control stick is held and the direction he is facing, with the advancing slash and stationary aerial slash being strong enough to KO middleweights at 117% while near the edge. A great anti-edge-guarding option, it can also be used to punish laggy attacks from a distance, or for [[Edge-guarding#Ledge trumping|edge trumping]].
|dsdefdesc=Teleports in a controllable direction. If the attack button or special button is held, he will perform a very powerful slash, albeit teleporting a slightly shorter distance with more ending lag. There are four types of slashes that are dependent on the direction the control stick is held and the direction he is facing, with the advancing slash and stationary aerial slash being strong enough to KO middleweights at 117% while near the edge. A great anti-edge-guarding option, it can also be used to punish laggy attacks from a distance, or for [[Edge-guarding#Ledge trumping|edge trumping]].
|dsc1name=Shield Piercer
|dsc1name=Shield Piercer
|dsc1dmg=1%, 8% (stationary grounded slash), 1%, 7% (retreating slash), 1%, 9% (advancing slash, stationary aerial slash)
|dsc1dmg=1%, 8% (stationary grounded slash), 1%, 7% (retreating slash), 1%, 9% (advancing slash, stationary aerial slash)
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|dsc2name=Stealth Smasher
|dsc2name=Stealth Smasher
|dsc2dmg=16% (stationary grounded slash), 15% (retreating slash), 17% (advancing slash, stationary aerial slash)
|dsc2dmg=16% (stationary grounded slash), 15% (retreating slash), 17% (advancing slash, stationary aerial slash)
|dsc2desc=Covers more distance (approximately 50% of Final Destination) and has higher damage outputs and knockback, to the point that it is approximately as strong as his uncharged forward smash. However, it comes at the cost of Meta Knight being vulnerable while moving, and his location being exposed.
|dsc2desc=Covers more distance (approximately 50% of Final Destination), doesn’t suffer a distance reduction if swiping, and has higher damage outputs and knockback, to the point that it is approximately as strong as his uncharged forward smash. However, it comes at the cost of Meta Knight being vulnerable while moving, and his location being exposed.
|fsname=Galaxia Darkness
|fsname=Galaxia Darkness
|fsdmg=40% (trapped opponents), 10% (others)
|fsdmg=40% (trapped opponents), 10% (others)