Meta Knight (SSBB): Difference between revisions

Fixed typos, poor grammar, and bad phrasing. Made the article more comprehensive and understandable.
Tag: Mobile edit
(Fixed typos, poor grammar, and bad phrasing. Made the article more comprehensive and understandable.)
Tag: Mobile edit
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|nsname=Mach Tornado
|nsname=Mach Tornado
|nsdmg=1% (multiple hits), 3% (last)
|nsdmg=1% (multiple hits), 3% (last)
|nsdesc=He slashes them multiple times and traps them. This makes escape via directional influence difficult. When the Tornado is finished, the last hit dealt causes slightly more than moderate [[knockback]], but can be very dangerous if used near the top of the screen as Meta Knight could suicide himself if he cannot touch stage edges in his [[helpless]] state when off stage or with the addition of being put helpless, can be punished. Mach Tornado can be controlled by pressing left or right to move in that direction, and going upwards is done by pressing the special move button rapidly, which also extends the amount of time Meta Knight spins. It is also a great recovery move, it gains great horizontal distance on top of some vertical distance, especially if Meta Knight jumps before using the move. It also has near instantaneous start-up, and with multiple large [[hitbox]]es that can clash with ground and aerial [[hitbox]]es, it provides great protection to Meta Knight. 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 helpless animation out of the tornado. Lacks [[Priority#Transcendent priority|transcendent priority]], unlike most of his attacks (though this actually makes it more difficult to interrupt).
|nsdesc= Meta Knight spins around in a tornado-like fashion, similar to the move of the same name from his home series, trapping opponents and slashing them multiple times. This makes escape via directional influence difficult. The move then ends with a finishing hit, dealing  moderate [[knockback]]. Mach Tornado can be controlled by pressing left or right on the control stick to move in that direction, and can rise upwards by pressing the special button rapidly, which also extends the amount of time Meta Knight spins. It can also function as a recovery move, as it gains great horizontal distance on top of some vertical distance, especially if Meta Knight jumps before using the move. It also has near instantaneous start-up, and with multiple large [[hitboxes]] that can clash with ground and aerial [[hitboxes]], it provides great protection to Meta Knight. However, something to note is that Meta Knight will bounce off of edges rather than grabbing them if he hits them while using the move. He also cannot grab edges during the first few frames of his helpless animation out of the tornado. The move lacks [[Priority#Transcendent priority|transcendent priority]], unlike most of his attacks (although this actually makes it more difficult to interrupt).
|ssname=Drill Rush
|ssname=Drill Rush
|ssdmg=1% (hits 1-9), 2-3% (hit 10)
|ssdmg=1% (hits 1-9), 2-3% (hit 10)
|ssdesc=Leaps sideways with his blade outstretched. If he hits an enemy, he performs a combination lasting up to a good 2 seconds, knocking Meta Knight's opponent upward. Also, when finished, he pulls back a bit. Meta Knight can also change the course of the attack, as he is shown using the same attack upward, allowing it to be used as a recovery. After using the attack, Meta Knight becomes [[helpless]]. It is possible to cancel the [[ending lag]] of the attack by making the end hit the edge, allowing it to be virtually lag free, and allowing it to be used to rush opponents in such stages as {{SSBB|Battlefield}}; this is known as Drill Rush Canceling. Of all of Meta Knight's recovery moves, this move gives the most vertical distance.
|ssdesc=Flies forward in a spinning motion with his blade outstretched. If he hits an enemy, they are pulled into the move, taking a multitude of light hits before being knocked upwards at the end of the move. When Meta Knight lands the finishing hit, he jumps backwards a short distance. Meta Knight can also change the course of the attack by pressing up or down on the control stick. After using the attack, Meta Knight becomes [[helpless]]. It is possible to cancel the [[ending lag]] of the move by [[edge-canceling]] the finishing hit, allowing it to be virtually lag-less, which allows it to be used to rush opponents in such stages as {{SSBB|Battlefield}}; this is known as Drill Rush Canceling. Of all of Meta Knight's recovery moves, this one gives the most vertical distance.
|usname=Shuttle Loop
|usname=Shuttle Loop
|usdmg=9% (clean), 5% (late)
|usdmg=9% (clean), 5% (late)
|usdesc=Jumps into the air with his sword pointed upwards, goes into a loop and glides forward with his blade extended. The Shuttle Loop itself has good [[knockback]], making it one of Meta Knight's most powerful [[KO]] moves. The ground Shuttle Loop has vertical [[knockback]] and invincibility frames at the beginning of the move and the air version has strong horizontal [[knockback]], being a solid edge-guarding move due its high base [[knockback]]. The initial upswing of the Shuttle Loop is mostly used at the end of Meta Knight's combos. It should also be noted that the end of the Shuttle Loop attack automatically initiates a [[glide]], which can be used in addition to the vertical recovery to add good horizontal recovery. In addition, because Meta Knight can do a quick attack to conclude a [[glide]], the Shuttle Loop can be timed to do two consecutive attacks — the initial upswing, and the quick swing from the [[glide]]. The [[glide]] from this attack is slower than his regular [[glide]], and allows better control. However, the move makes him [[helpless]] if the [[glide]] ends/is canceled, or if he does the [[glide]] attack.
|usdesc=Jumps into the air with his sword pointed upwards, then goes into a loop and glides forward with his blade extended. The Shuttle Loop itself has good [[knockback]], making it one of Meta Knight's most powerful [[KO]] moves. The grounded version of Shuttle Loop has vertical [[knockback]] and invincibility frames at the beginning of the move and the aerial version has strong horizontal [[knockback]], being a solid edge-guarding move due its high base [[knockback]]. The initial upswing of the Shuttle Loop is mostly used at the end of Meta Knight's combos. It should also be noted that the end of the attack automatically initiates a [[glide]], which can be used in addition to the vertical recovery to add good horizontal recovery. In addition, because Meta Knight can do a quick attack to conclude a [[glide]], the Shuttle Loop can be timed to do two consecutive attacks — the initial upswing, and the quick swing from the [[glide]]. The [[glide]] from this attack is slower than his regular [[glide]], and allows better control. However, the move makes him [[helpless]] if the [[glide]] ends/is canceled, or if he does the [[glide]] attack.
|dsname=Dimensional Cape
|dsname=Dimensional Cape
|dsdmg=14%
|dsdmg=14%
|dsdesc=Teleports in a direction, controllable with the Control Stick. If the attack button is pressed or the special button is held, he will perform a [[slash]]. It can be used to disappear from projectiles, and even attacks. Many players disregard the cape, but it is very useful for surprising opponents, making recovery less predictable and for edgeguarding. This is an extremely "flashy" move, and is often used for showing off. Meta Knight can use this as a recovery move, but afterwards, he will become [[helpless]], even if the attack connects. The attack [[KO]]s at 163% from the ground.
|dsdesc=Meta Knight disappears into his cloak, then reappears a short time later. The place where Meta Knight reappears can be controlled with the Control Stick. If the attack button is pressed or the special button is held, he will perform a [[slash]]. The move can be used to disappear from projectiles, and even attacks. Many players disregard the move, but it is very useful for surprising opponents and making recovering less predictable. Meta Knight can also use this as a recovery move, but afterwards, he will become [[helpless]], even if the attack connects. The attack [[KO]]s at 163% from the ground.
|fsname=Galaxia Darkness
|fsname=Galaxia Darkness
|fsdmg=40% to trapped opponents, 18% for others
|fsdmg=40% to trapped opponents, 18% for others
|fsdesc=Swings his cape out directly in front of him while shouting "Know my power!" or "Behold...". If he misses with his cape, Meta Knight pauses for a brief time, and the Final Smash fails. When it connects (the trapping [[hitbox]] is a bit longer than the edge of the cape), characters nearby become trapped, the screen then darkens to black, and after a few seconds, a large, single [[slash]] appears near Meta Knight, as he then slices the trapped opponents with one, powerful strike. Characters who are trapped by Meta Knight's cape always receive high, upwards [[knockback]] that can [[KO]] above 50%, with super armor ignored. Any opponents who are not trapped are also attacked, but instead take about half [[damage]] and weak, upwards [[knockback]]. These slashes can also [[damage]] and even [[KO]] allies, without regarding Friendly Fire being disabled or not. The weaker slash part of Galaxia Darkness can be avoided by dodging with correct timing.
|fsdesc=Swings his cape out directly in front of him while shouting "Know my power!" or "Behold...". If he misses with his cape, Meta Knight pauses for a brief time, and the Final Smash fails. When it connects (the trapping [[hitbox]] is a bit longer than the edge of the cape), characters nearby become trapped, the screen then darkens to black, and after a few seconds, Meta Knight performs a single, powerful strike, launching the trapped opponents with high, vertical [[knockback]] that [[KOs]] above 50% and ignores super armor. Any opponents who are not trapped are also attacked, but instead take about half [[damage]] and weak, upwards [[knockback]]. These slashes can also [[damage]] and even [[KO]] allies, without regarding Friendly Fire being disabled or not. The weaker slash can be avoided by dodging with correct timing.
}}
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