Meta Knight (SSB4): Difference between revisions

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***{{nerf|Altogether, these changes greatly hinder Mach Tornado's movement potential and recovery potential as well as greatly hindering its safety and making it much more punishable.}}
***{{nerf|Altogether, these changes greatly hinder Mach Tornado's movement potential and recovery potential as well as greatly hindering its safety and making it much more punishable.}}
*[[Drill Rush]]:
*[[Drill Rush]]:
**{{buff|Drill Rush's hits connect together better, and its last hit has increased knockback (30 (base)/(100/130/200) (scaling) → 40/200), significantly improving its KO potential. Its last hit's rebounding jump is also significantly higher, improving its safety. It also covers more distance.}}
**{{nerf|Drill Rush has more ending lag (FAF 95 → 115).}}
**{{buff|The weakening of SDI makes Drill Rush significantly more difficult to escape from.}}
**{{nerf|Drill Rush can no longer be [[edge cancel]]ed.}}
**{{change|Drill Rush's last hit has increased hitlag (). This makes it safer on shield, but easier to DI.}}
**{{nerf|Drill Rush now only grants the rebounding jump if the player lands the final hit, hindering its safety and recovery potential.}}
**{{nerf|Drill Rush's final hit has a shorter duration (frames 70-71 (grounded), 70-74 (aerial) → 70 (both) and Meta Knight can only use the rebounding jump that its last hit grants if it makes contact.}}
**{{buff|Drill Rush has a longer startup animation (21 frames → 25) however, the move's hitboxes now become active as soon as Meta Knight starts spinning. This makes the move connect much more reliably against opponents at close range while also keeping its startup lag the same despite its longer startup animation.}}
**{{buff|The loop hits have a longer duration (frames 26-65 → 26-69).}}
**{{buff|The loop hits have a lower SDI multiplier during their first four active frames (0.8x → 1x).}}
**{{buff|The loop hits have gained an addition loop hitbox further along Meta Knight's sword, giving it more range.}}
**{{buff|The near hitboxes now have set knockback for the move's first four frames (0 → 30), allowing them to connect more reliably.}}
**{{buff|The loop hit's upper hitbox deals less knockback after the move's first four frames (100 (base), 50 (scaling) → 40/45), allowing it to connect more reliably.}}
**{{buff|The loop hit's previous sword hitbox is positioned close to Meta Knight (x offset: 3.5 → y offset: 2), it launches opponents horizontally for its first four active frames and now uses an autolink angle afterwards (70° → 361° (early)/366° (late)) and it has higher base knockback (50 → 70). When combined with the new front sword hitbox, this makes it connect more reliably.}}
***{{buff|Altogether, these changes make Drill Rush connect much more reliably, especially at close range.}}
**{{change|The loop hit's upper hitbox now launches opponents horizontally (365° → 0°).}}
**{{change|The loop hit's lower hitbox launches opponents at a lower angle (70° → 30° (early)/45° (late)).}}
**{{nerf|The loop hit's hitboxes are smaller (4u/3.5u/5u → 3u/3u/3.5u/4u) and the near hitboxes are positioned further away from Meta Knight (z offset: 4 → 6), reducing their vertical range and their range behind Meta Knight.}}
**{{nerf|The loop hit's upper hitbox is now only active for the move's first four active frames.}}
**{{nerf|The loop hits have a higher SDI multiplier after its first four active frames (0.8x → 1x).}}
**{{buff|The final hit has higher base knockback (30 → 40).}}
**{{buff|The grounded version's final hit has much higher knockback scaling (100/130 → 200), significantly improving its KO potential as well as no longer making it weaker than the aerial version.}}
**{{buff|The final hit's far hitbox is positioned further away from Meta Knight (x offset: 6 → y offset: 10) with the grounded version's far hitbox also being larger (4u → 6u), significantly improving its range.}}
**{{nerf|The final hit has more startup lag with a shorter duration (frames 66-67 (grounded)/66-70 (aerial) → 70 (both)).}}
**{{nerf|The grounded version's final hit's near hitbox is smaller (7u 6u).}}
**{{nerf|The aerial version's final hit has smaller hitboxes (8u/9u → 6u/6u).}}
**{{nerf|The final hit's near hitboxes are positioned much closer to Meta Knight (x offset: -8 (grounded)/-2 (aerial) → y offset: 4 (both)), giving it much less range inside of Meta Knight.}}
**{{nerf|The final hit has a much higher hitlag multiplier (1× → 3×), making it much easier to DI.}}
*[[Shuttle Loop]]:
*[[Shuttle Loop]]:
**{{buff|Due to receiving a hitbox during its second ascent, Shuttle Loop deals more damage (9% (clean)/5% (late) → 15% (grounded)/12% (aerial)).}}
**{{buff|Due to receiving a hitbox during its second ascent, Shuttle Loop deals more damage (9% (clean)/5% (late) → 15% (grounded)/12% (aerial)).}}
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**{{change|Aerial Shuttle Loop's angle has been altered (21° → 80°). This improves its KO potential near the upper blast line, but almost completely removes its edgeguarding potential.}}
**{{change|Aerial Shuttle Loop's angle has been altered (21° → 80°). This improves its KO potential near the upper blast line, but almost completely removes its edgeguarding potential.}}
**{{nerf|Due to the removal of [[Glide|gliding]], aerial Shuttle Loop now renders Meta Knight [[helpless]] upon completion, hindering its recovery potential. Due to consisting of two hits instead of one and having high hitlag, it is also easier to DI. Meta Knight can also no longer use it to laglessly land on a platform by using it at the right distance significantly hindering its utility off stage.}}
**{{nerf|Due to the removal of [[Glide|gliding]], aerial Shuttle Loop now renders Meta Knight [[helpless]] upon completion, hindering its recovery potential. Due to consisting of two hits instead of one and having high hitlag, it is also easier to DI. Meta Knight can also no longer use it to laglessly land on a platform by using it at the right distance significantly hindering its utility off stage.}}
**{{buff|The changes to hitstun canceling improve Meta Knight's combo potential into aerial Shuttle Loop.}}
**{{buff|The changes to hitstun canceling and DI significantly improve Meta Knight's ability to combo into Shuttle Loop.}}
*[[Dimensional Cape]]:
*[[Dimensional Cape]]:
**{{change|Dimensional Cape's animation has slightly changed. Its non-attacking warp now has Meta Knight face the opposite direction upon reappearing, whereas warping downward from a stationary position on the ground also no longer has him attack behind himself. Conversely, its attacking warp now has Meta Knight perform an upward slash upon reappearing when warping backward (which does not change his direction), whereas his prior slash animation now only applies to a stationary or vertical orientation. Meta Knight also holds Galaxia differently during the attacking warp upon reappearing when warping forward.}}
**{{change|Dimensional Cape's animation has slightly changed. Its non-attacking warp now has Meta Knight face the opposite direction upon reappearing, whereas warping downward from a stationary position on the ground also no longer has him attack behind himself. Conversely, its attacking warp now has Meta Knight perform an upward slash upon reappearing when warping backward (which does not change his direction), whereas his prior slash animation now only applies to a stationary or vertical orientation. Meta Knight also holds Galaxia differently during the attacking warp upon reappearing when warping forward.}}