Meta Knight (SSBU): Difference between revisions

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==Changes from ''[[Super Smash Bros. 4]]''==
==Changes from ''[[Super Smash Bros. 4]]''==
Meta Knight was infamous for being the best character in ''Brawl'', to the point where he was universally considered to be [[broken]]. Although ''SSB4'' nerfed him drastically at launch, Meta Knight managed to secure a spot as a high tier character (16th out of 55 characters), thanks to the combination of his excellent mobility and recovery, great edge-guarding potential, numerous buffs from game updates and, most notoriously, his deadly punish game that allowed him to perform zero-to-death combos with his up aerial and [[Shuttle Loop]]. Possibly as a result of these strengths, Meta Knight has been nerfed in the transition from ''SSB4'' to ''Ultimate'', albeit not to the degree of his transition from ''Brawl'' to ''SSB4''.
Meta Knight was infamous for being the best character in ''Brawl'', to the point where he was universally considered to be [[broken]]. Although ''SSB4'' nerfed him significantly at launch, Meta Knight managed to secure a spot as a high tier character (16th out of 55 characters), thanks to the combination of his excellent mobility and recovery, great edge-guarding potential, numerous buffs from game updates and, most notoriously, his deadly punish game that allowed him to perform zero-to-death combos with his up aerial and [[Shuttle Loop]]. Possibly as a result of these strengths, Meta Knight has been nerfed in the transition from ''SSB4'' to ''Ultimate''.


Meta Knight's already quick mobility has improved even further, and his aerials have considerably decreased [[landing lag]], even compared to most other characters' aerials, improving his [[neutral game]] and combo game. Some of his moves such as his [[tilt]]s and [[aerial]]s also have increased range, with his down tilt notably no longer possessing blind spots, and his neutral attack is more effective as a close-range option to rack up damage, due to having faster startup and linking much more reliably. Moreover, the changes to [[air dodging]] greatly complement his attributes, offering more opportunities to exploit his strong offstage game, while his [[recovery]] remains among the best.
Meta Knight benefits from some of the gameplay changes to the engine. His already quick mobility has improved even further, and his aerials have considerably decreased [[landing lag]], even compared to most other characters' aerials, improving his [[neutral game]] and [[combo]] game. The changes to [[air dodge]] mechanics severely benefit Meta Knight, as they further strengthen his already scary offstage game, and he isn't as affected by these changes thanks to his excellent recovery; moreover, he can now extend his own or escape combos in a pinch with a directional air dodge.


However, the changes to Meta Knight's dash attack, which he relied on in the previous game, have worsened his combo and punish games. Due to the move having higher knockback and ending lag, follow-ups are unreliable beyond low percentages. On an extended note, dash attack's nerfs also hamper Meta Knight's KO potential, as it can no longer combo into [[Shuttle Loop]] at high percentages. The nerfs to [[rage]] exacerbate this: while Meta Knight's endurance is slightly improved, he can no longer abuse the mechanic to secure early vertical KOs due to Shuttle Loop's first hit now having [[set knockback]], and he has a harder time finishing off opponents in general.
Some of Meta Knight's moves such as his [[tilt]]s and [[aerial]]s also have increased range, with his down tilt notably no longer possessing blind spots, and his neutral attack is more effective as a close-range option to rack up damage, due to having faster startup and linking much more reliably. His special moves have also seen improvements, as [[Shuttle Loop]] conserves more momentum at the end and thus improves his already outstanding recovery, [[Mach Tornado]] now consists of a single hit that deals higher knockback when clean, and [[Drill Rush]] sends at a lower, more desirable angle. The latter two moves have also become powerful, if risky moves for edgeguarding.


Like {{SSBU|Captain Falcon}}, Meta Knight's increased traction also hinders his dash grab as an effective approach, punish, and burst option, and virtually removed his forward throw's combo potential. Furthermore, Meta Knight does not benefit from the expanded [[dash-canceling]] mechanic as much as other characters, since none of his tilts are reliable for KOing, down tilt is only decent at best for starting combos, and his smash attacks are unsafe.
However, the few nerfs Meta Knight has received were harsh enough to eclipse his buffs. The most notable nerf was to [[dash attack]]: previously one of his most reliable moves in ''SSB4'', it now has higher knockback and ending lag, causing follow-ups to be unreliable beyond low percentages and failing to combo into [[Shuttle Loop]] at high percentages. This noticeably worsens his combo, punish and set-up potential.


Overall, Meta Knight's changes have generally toned down his most powerful tools and setups from ''SSB4'', and thus heightened his learning curve noticeably in the transition to ''Ultimate''. Meta Knight's biggest downfall, however, is that other characters with similar game plans to him (such as {{SSBU|Mario}} and {{SSBU|Zero Suit Samus}}) have benefitted from ''Ultimate''{{'}}s mechanics much more than he has. In addition, other characters that once struggled against him (such as {{SSBU|Peach}} and {{SSBU|Bowser}}) received noticeable buffs that allow them to fight on par with Meta Knight or even overwhelm him outright.
Gameplay mechanics also hurt Meta Knight as much as they help him. Like {{SSBU|Captain Falcon}}, Meta Knight's increased traction hinders his dash grab as an effective approach, punish, and burst option, and has virtually removed his forward throw's combo potential. Furthermore, Meta Knight does not benefit from the expanded [[dash-canceling]] mechanic as much as other characters, since none of his tilts are reliable for KOing, down tilt is only decent at best for starting combos, and his smash attacks are unsafe. The nerfs to [[rage]], while slightly improving Meta Knight's endurance, hinder his capability to abuse the mechanic and secure early vertical KOs due to Shuttle Loop's first hit now having [[set knockback]]. Finally, while the changes to air dodges are a boon to Meta Knight, many returning veterans have also benefitted from these changes, often improving their edgeguarding potential to be just as strong as his. Finally, Meta Knight's generally low damage output means he is unable to take advantage of the [[1v1 multiplier]] as much as other characters, allowing other characters to keep up with him.


Due to the combination of these hindrances, Meta Knight's buffs from updates not being as noticeable as those received by numerous other characters, and his failure to attain the same level of success he had in ''SSB4'' (even in spite of the efforts of players such as {{sm|Abadango}}), Meta Knight is considered to be noticeably worse than he was in ''SSB4''. Although Meta Knight's perception initially fluctuated between that of a lower mid tier to a low tier character, he has nevertheless continued to achieve a respectable amount of success in tournaments, thanks to the likes of {{Sm|BONK!}}, {{Sm|Yei}}, and {{Sm|Lickey}}. As a result, the general consensus is that Meta Knight is not only a mid tier character, but also potentially underrated. Because of this, Meta Knight's overall viability is currently debatable.
Overall, Meta Knight's changes have generally toned down his most powerful tools and setups from ''SSB4'', with a harder time comboing and finishing off opponents in general, thus heightening his learning curve noticeably in the transition to ''Ultimate''. This is made worse by other characters with similar game plans to him (such as {{SSBU|Mario}} and {{SSBU|Zero Suit Samus}}) benefitting more from ''Ultimate''{{'}}s mechanics than he has. In addition, several returning veterans that once struggled against Meta Knight (such as {{SSBU|Ness}}, {{SSBU|Peach}}, {{SSBU|Samus}} and {{SSBU|Yoshi}}) have received variable buffs that allow them to fight on par with him or even overwhelm him outright. Due to the combination of these hindrances and a lack of noticeable buffs from game updates, Meta Knight is considered to be noticeably worse than he was in ''SSB4''.


{{SSB4 to SSBU changelist|char=Meta Knight}}
{{SSB4 to SSBU changelist|char=Meta Knight}}