Mach Tornado: Difference between revisions

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[[IMAGE: machtornado.jpg|right|185px|thumb|Mach Tornado]]
[[IMAGE: machtornado.jpg|right|185px|thumb|Mach Tornado]]


'''Mach Tornado''' is the name of [[Meta Knight (SSBB)|Meta Knight's]] [[Standard Special Move]]. When activated, Meta Knight spins at high speed, which slightly pulls nearby opponents towards him, then slashes them multiple times, as well as traps them, making escape via [[DI|Directional Influence]] difficult. When the Tornado is finished, the last hit dealt causes slightly more than moderate knockback, but can be very deadly if used near the top of the screen. Mach Tornado can be controlled, by pressing left or right to move in that direction, and going upwards is done by pressing B rapidly, which also extends the amount of time Meta Knight spins.  
'''Mach Tornado''' is the name of [[Meta Knight (SSBB)|Meta Knight's]] [[Standard Special Move]]. When activated, Meta Knight spins at high speed and slightly pulls nearby opponents towards him, slashes them multiple times and traps them, making escape via [[DI|Directional Influence]] difficult. When the Tornado is finished, the last hit dealt causes slightly more than moderate knockback, but can be very deadly if used near the top of the screen. Mach Tornado can be controlled, by pressing left or right to move in that direction, and going upwards is done by pressing B rapidly, which also extends the amount of time Meta Knight spins.  


As a recovery move, this is arguably Meta Knight's best recovery move; it all depends on position. If the player is far under the stage but very near to it, then Drill Rush (angled upward) or Shuttle Loop is probably the better choice. However, if the player is far away from the stage and under it (any distance up to almost magnified) then the Mach Tornado is the best choice providing Meta Knight has at least 1 jump left. If he does, then using a jump before the tornado will allow for more vertical height gain than if the player were to start the move whilst falling. Since it gains such a huge horizontal distance on top of a large vertical distance as well as being very high priority, this is one of the best recovery options in the game. However, something to note is that Meta Knight will bounce off of edges rather than grabbing them if he hits them while he is in the tornado. He also cannot grab edges during the first few frames of his falling animation out of the tornado.
As a recovery move, this is arguably Meta Knight's best recovery move; it all depends on position. If the player is far under the stage but very near to it, then Drill Rush (angled upward) or Shuttle Loop is probably the better choice. However, if the player is far away from the stage and under it (any distance up to almost magnified) then the Mach Tornado is the best choice providing Meta Knight has at least 1 jump left. If he does, then using a jump before the tornado will allow for more vertical height gain than if the player were to start the move whilst falling. Since it gains such a huge horizontal distance on top of a large vertical distance as well as being very high priority, this is one of the best recovery options in the game. However, something to note is that Meta Knight will bounce off of edges rather than grabbing them if he hits them while he is in the tornado. He also cannot grab edges during the first few frames of his falling animation out of the tornado.
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{{Meta Knight Special Moves}}
{{Meta Knight Special Moves}}
[[Category:Attacks]]
[[Category:Attacks]]
[[Category:Special Attacks]]
[[Category:Special Attacks]]
[[Category:Kirby universe]]
[[Category:Kirby universe]]