Meta Knight (SSB4): Difference between revisions

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*{{buff|Meta Knight's [[air speed]] is faster (0.752 → 0.99).}}
*{{buff|Meta Knight's [[air speed]] is faster (0.752 → 0.99).}}
*{{nerf|Meta Knight's [[falling speed]] is faster (1.39 → 1.66), making him more susceptible to combos.}}
*{{nerf|Meta Knight's [[falling speed]] is faster (1.39 → 1.66), making him more susceptible to combos.}}
*{{buff|Meta Knight's [[fast fall]]ing speed is faster (1.946 → 2.656), making him less susceptible to juggling.}}
*{{nerf|Meta Knight's [[gravity]] is higher (0.0956 → 0.11). This makes him more susceptible to combos while not noticeably improving his vertical endurance.}}
*{{nerf|Meta Knight's [[gravity]] is higher (0.0956 → 0.11). This makes him more susceptible to combos while not noticeably improving his vertical endurance.}}
*{{buff|Due to the general physics changes in ''SSB4'', Meta Knight has a faster [[fast falling]] speed (1.946 → 2.656). This makes him less susceptible to juggling.}}
*{{buff|[[Roll]]s have increased [[intangibility]] frames (frames 5-12 → 4-15 (forward), frames 4-12 → 4-15 (backward)). Backward roll also has decreased ending lag (IASA 33 → 27).}}
*{{buff|[[Roll]]s have increased [[intangibility]] frames (frames 5-12 → 4-15 (forward), frames 4-12 → 4-15 (backward)). Backward roll also has decreased ending lag (IASA 33 → 27).}}
*{{nerf|Forward roll has increased ending lag (IASA 23 → 27), removing its status as the fastest roll.}}
*{{nerf|Forward roll has increased ending lag (IASA 23 → 27), removing its status as the fastest roll.}}
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*{{nerf|Sidestep and air dodge have decreased intangibility frames (frames 2-20 → 2-15 (sidestep), frames 2-28 → 2-25 (air dodge)).}}
*{{nerf|Sidestep and air dodge have decreased intangibility frames (frames 2-20 → 2-15 (sidestep), frames 2-28 → 2-25 (air dodge)).}}
*{{buff|Soft landing is faster (3 frames → 2).}}
*{{buff|Soft landing is faster (3 frames → 2).}}
*{{change|Shield and rolls' animations have slightly changed. Meta Knight now wraps himself in his cape when performing them.}}
*{{nerf|[[Item throw]] is weaker (1 → 0.933).}}
*{{change|[[Shield]] and rolls' animations have slightly changed. Meta Knight now wraps himself in his cape when performing them.}}
*{{change|[[Jump]]'s animation has slightly changed. Meta Knight now somersaults forward, instead of at an angle.}}
*{{change|[[Jump]]'s animation has slightly changed. Meta Knight now somersaults forward, instead of at an angle.}}
*{{nerf|[[Item throw]] is weaker (1 → 0.933).}}
*{{nerf|All sword-based attacks no longer have [[Priority#Transcendent priority|transcendent priority]], hindering Meta Knight's approach.}}
*{{nerf|All sword-based attacks no longer have [[Priority#Transcendent priority|transcendent priority]], hindering Meta Knight's approach.}}
*{{change|The changes to [[hitstun]] canceling both help and hinder Meta Knight. They improve his KO and combo potential, but make him much more susceptible to combos because of his heavier weight, higher gravity, faster falling speed, and his generally slower aerial attacks. These changes also prevent him from performing momentum canceling, hindering his horizontal endurance.}}
*{{change|The changes to [[hitstun]] canceling both help and hinder Meta Knight. They improve his KO and combo potential, but make him much more susceptible to combos because of his heavier weight, higher gravity, faster falling speed, and his generally slower aerial attacks. These changes also prevent him from performing momentum canceling, hindering his horizontal endurance.}}
*{{nerf|The removal of [[edge-hogging]] significantly hinders Meta Knight's edge-guarding potential.}}
*{{buff|The weakening of [[SDI]] significantly improves Meta Knight's multiple hit moves by making them harder to escape.}}
*{{buff|The weakening of [[SDI]] significantly improves Meta Knight's multiple hit moves by making them harder to escape.}}
*{{buff|The reintroduction of [[pivoting]] gives Meta Knight a long perfect pivot, improving his neutral game, punishment game, and evasiveness.}}
*{{buff|The reintroduction of [[pivoting]] gives Meta Knight a long perfect pivot, improving his neutral game, punishment game, and evasiveness.}}
*{{nerf|The removal of [[edge-hogging]] significantly hinders Meta Knight's edge-guarding potential.}}
*{{nerf|The removal of [[Glide|gliding]] hinders Meta Knight's recovery.<ref>[https://www.youtube.com/watch?v=7xUWnQu2Grs Super Smash Bros. Direct 4.8.2014]</ref>}}
*{{nerf|The removal of [[Glide|gliding]] hinders Meta Knight's recovery.<ref>[https://www.youtube.com/watch?v=7xUWnQu2Grs Super Smash Bros. Direct 4.8.2014]</ref>}}