Meta Knight (SSB4): Difference between revisions

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**{{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).}}
**{{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.}}
**{{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.}}
**{{change|The last hit has increased [[Freeze frame|hitlag]] (1× → 2×). This makes the move safer on shield especially when combined with the general changes to shields, but easier to DI.}}
**{{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.}}
*[[Up tilt]]:
*[[Up tilt]]:
**{{nerf|Up tilt deals 1% less damage (6%/7%/8% 5%/6%/7%) and its early hitbox has been removed giving it more startup lag with a shorter duration (frames 7-18 → 8-14). Its also has decreased knockback (35/40 (base), 145/130/120 (scaling) → 60/35 (base)/90/120 (scaling)), significantly hindering its KO potential.}}
**{{buff|Up tilt has less ending lag (FAF 36 35).}}
**{{nerf|Up tilt has smaller hitboxes (5.5u/6.0u/10.0u → 5.5u/8.0u).}}
**{{nerf|Up tilt has more startup lag with a shorter duration (frame 7 (early)/8-12 (mid)13-18 (late) → 8/9-10/11-14).}}
**{{nerf|Up tilt has an altered animation where Meta Knight does not jump as high. This gives the mid and late hits less range above Meta Knight.}}
**{{nerf|Up tilt has a higher hitlag multiplier (1× → 1.2×), making it easier to DI.}}
**{{nerf|Up tilt has a higher hitlag multiplier (1× → 1.2×), making it easier to DI.}}
**{{buff|The early hit now has a hitbox on Meta Knight's sword, giving it much more vertical range.}}
**{{buff|The early hit's lower hitbox is positioned further away from Meta Knight (z offset: 0 → 2.2), giving it more range in front of Meta Knight.}}
**{{change|The early and mid hits now launch opponents towards Meta Knight (85° → 95°).}}
**{{nerf|The early hit deals less knockback (40 (base), 120 (scaling) → 60/90).}}
**{{nerf|The early hit's new sword hitbox deals less damage (7% → 5%) which along with its lower knockback, greatly hinders its KO potential.}}
**{{nerf|The early hit's lower hitbox is now static, rather than being attached to Meta Knight's hand. This means that while the hitbox is lager (7u → 8u), it is actually roughly one unit smaller in game, as its size is no longer increased as Meta Knight's hand moves.}}
***{{nerf|When combined with the hitbox being moved further forwards, this greatly reduces the move's range behind Meta Knight.}}
**{{nerf|The early hit's lower hitbox is positioned much higher (y offset: -1.7 → 15.2), with the move no longer hitting below Meta Knight or even reaching below his feet, despite him now jumping during the early hit. This allows shorter characters to crouch under the move.}}
**{{nerf|The mid and late hits now deal consistent damage on the sword (7%/8% → 7%).}}
**{{nerf|The mid and late hits deal less knockback on the sword (35 (base), 145/130 (scaling) → 60/90), significantly hindering its KO potential.}}
**{{nerf|The mid hit's hand hitbox deals less damage (6% → 5%) and knockback (35 (base), 120 (scaling) → 60/90), significantly hindering its KO potential.}}
**{{nerf|The mid and late hit's have smaller hitboxes (6u/6u (sword)/10u (mid hand)/6u (late hand) → 5.5u (sword)/8u/5.5u).}}
**{{nerf|The mid and late hit's sword hitbox is now one extended hitbox rather than two normal hitboxes. This hitbox covers less range overall due to its smaller size.}}
*[[Down tilt]]:
*[[Down tilt]]:
**{{buff|Down tilt deals more damage at far range (4% → 5%).}}
**{{buff|Down tilt deals more damage at far range (4% → 5%).}}
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