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Meta Knight (PM): Difference between revisions

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Revision as of 21:48, July 11, 2015

Meta Knight
in Project M and Project+
Meta Knight SSBB.jpg
KirbySymbol.svg
Universe Kirby
Base game appearance Brawl
Moveset inspiration Meta Knight (SSBB)
Alternate costume Concept Art Meta Knight, Dark Meta Knight
MetaKnightHeadSSBB.png
Meta Knight's Concept art Costume in Project M 3.6
Meta Knight's Mirror World Costume in Project M 3.5

Meta Knight is a playable character in the Brawl mod Project M. As the dominant force of the Brawl metagame, Meta Knight returns from Brawl with moderate nerfs and a few new tricks.

Attributes

Changes from Brawl to PM

Meta Knight's down aerial prior to version 3.5.

Meta Knight has received both buffs and nerfs. He had some of his overwhelming advantages removed in the transition from Brawl. Despite this, he has been given new tools that make him a threat to the rest of the cast.

Aesthetics

  • Change Sword trails are blue rather than white/yellow.

Attributes

  • Buff Glide can be edge cancelled and glide attack does slightly more damage and knockback.
  • Buff Meta Knight's falling speed was increased dramatically, especially when compared to the rest of the Brawl cast. It makes his SHFFL decent, in addition to him taking less vertical knockback.
    • Nerf As a downside, it worsens his recovery and makes him susceptible to combos and chaingrabs, despite his small size and low weight.
  • Buff Meta Knight dashes slightly faster.
  • Nerf Meta Knight is significantly lighter.
  • Nerf Along with Pit and Charizard, Meta Knight can no longer glide with the jump button, though unlike these characters, who received a new special move that allows them to glide, Meta Knight only possesses his Shuttle Loop glide, significantly shortening his recovery.
  • Nerf Number of mid-air jumps reduced from 5 to 3, worsening his recovery.

Ground Attacks

  • Buff Neutral attack has stronger knockback and ends sooner than in Brawl.
    • Nerf Neutral attack can no longer be held.
  • Buff Down tilt has better usage as an attack, with the inner half of the sword now launching foes vertically and open for aerial combos, along with more damage, while the rest of the attack acts like the Brawl version.
    • Nerf Down tilt's interruptibility frames occur slower, and it also gives less distance forward, no longer allowing Meta Knight to pseudo-crawl as effectively.
  • Buff Forward smash does more damage and is a stronger KO move.
    • Nerf Forward smash has slightly more startup, and causes Meta Knight to step back more during its initial delay, which somewhat lessens its range overall.
  • Buff Up smash does more damage and has increased knockback and less hitlag.
  • Buff Down smash first hit does more damage.
    • Nerf Down smash has less knockback, and the 2nd hit comes out slightly later.
  • Nerf Dash attack sourspot does less damage.

Aerial Attacks

  • Buff Neutral aerial has more range, and the sourspot does slightly more damage.
  • Buff Forward aerial has weaker knockback, which allows much easier wall of pain combos under Project M's physics.
    • Nerf Foward aerial has much less KO potential.
  • Buff Back aerial is now a single quarter-circle slash at his back that deals high damage and knockback, with it now having the most KO potential out of his aerials, making it a more potent edgeguarding tool than his previous back aerial.
  • Buff Up aerial deals more damage (6% to 8%).
    • Nerf Up aerial, though still having juggling potential, now has somewhat more overall lag, and it cannot be used repeatedly while jumping and rising unlike in Brawl.

Grabs and Throws

  • Buff Foward throw does more knockback.
  • Buff Up throw sends at a more favorable angle at lower percentages, which can lead to many tricks and follow-ups.
  • Buff Down throw sends opponents on a more horizontal angle, allowing easier tech-chases from it, and is faster due to a reduction in the number of kicks.
    • Nerf Down throw's reduced number of kicks makes it deal less damage.

Special Moves

  • Buff Finishing hit of Mach Tornado does more knockback.
    • Nerf Mach Tornado's acceleration, deceleration and duration were decreased.
  • Buff Drill Rush was made into a more combo-orientated move: it propels forward faster and its hits link better, having more utility in combos.
    • Nerf The angling capabilities of Drill Rush were reduced.
  • Buff Shuttle Loop does vertical knockback in midair and can get early KOs off the ceiling.
  • Nerf Shuttle Loop has less range and no longer is a horizontal finisher. The duration and upward angling capabilities were also reduced (the entire duration was reduced *from infinite to 80 frames).
  • Buff When using Dimensional Cape, flicking the C-stick before teleporting will perform a quick slash, dealing 16% damage.

Revisions

v2.6b

  • Buff Angled down aerial has hitboxes in Meta Knight's body.
  • Buff Grounded Dimensional Cape does not disable specials and airdodges.
  • Buff Grounded Shuttle Loop is able to go into special landing during the loop, like the aerial version.
  • Nerf Pivot grab range reduced, and has a bit more startup to match other pivot grabs.
  • Change Down aerial landing lag when not L-Canceled corrected.
  • Change Dimensional Cape attack edge cancels into fall properly when sliding off edges.
  • Change Dimensional Cape non-attack reappearance turn around timing adjusted to match the attack.
  • Change Fixed a bug with glitched specials able to be performed out of aerials following the use of Dimensional Cape.
  • Change Fixed a bug with momentum when Down B was used directly out of hitstun.

v3.5

  • Buff Dash attack has less endlag.
  • Nerf All 3 hits for forward tilt have more endlag.
  • Nerf Down tilt has slightly more endlag.
  • Nerf Forward smash has slightly more endlag.
  • Buff Final hit of up smash deals more knockback.
  • Nerf Hitbox for neutral aerial terminate more quickly and deals slightly less damage.
    • Buff However, it deals more knockback.
  • Buff Forward aerial connects better.
  • Buff Up aerial causes more damage.
  • Nerf Standing grab range has been reduced.
  • Buff Down throw causes more damage.
  • Nerf Dimensional Cape now puts Meta Knight in a helpless state.
  • Nerf Number of mid-air jumps reduced from 4 to 3.
  • Change Divekick replaced with a Brawl-inspired down aerial.
  • Change Sword SFX made louder, making his attacks sound stronger.

v3.6 Beta

  • Change New Down aerial: Meta Knight performs a somersault before slashing downward in a horizontal arc.
    • Buff Appears to deal more damage than the previous down aerial.
    • Nerf It has more startup lag.

Moveset

Up to date as of version 3.5.

Name Damage Description
Neutral attack Front: 2% (hits 1-2) 3% (hit 3) (7% total); Back: 2% (hit 1), 1% (hit 2), 3% (hit 3) (6% total) Meta Knight slashes all around him in a flurry, similar to some of the Sword ability moves in the Kirby series. The first swipe only hits from behind while the rest can connect normally. Only three hits can connect when turned away. Only hits for a single series of hits and cannot be rapidly tapped for an increase of blows.
Forward tilt 4% (hit 1), 3% (hit 2), 5%/4% (hit 3/tip) (12%/11% total) Slashes twice in front of him (inward then outward), then once upwards (which most likely nods to the uppercut slash in Kirby Super Star and its remake where Meta Knight himself can use it). Last hit deals vertical knockback. Only pressing the attack button once will cause Meta Knight to perform only the first hit, press it twice more to slash the second and third time. Even at higher percentages, all three hits can combo into themselves.
Up tilt 7% (sword), 6% (body) Stabs upward in a turn. Meta Knight's famous upward stab during his boss battles. Sweetspot is at the tip of the sword.
Down tilt 7% (body), 5% (sword) Thrusts his sword across the ground via low stab. Can set up for a grab at low percents and is great for controlling space. Can be used to pseudo-crawl, but not as effectively as in Brawl.
Dash attack 6%/7%/8% (clean foot/mid/body), 3% (late) Does a forward thrust kick into a braking stop with vertical knockback. Does more damage at earlier frames, which later frames of the move making it deal much less damage. Due to this move not involving his sword, this attack has normal priority.
Forward smash 16% Pulls his sword back for a second, then slashes in front of him in a clearing outward strike. It's one of his strongest move in terms of knockback. Has very little ending lag. When fully charged, it can KO at 80%. Steps back a bit more during its initial delay than in Brawl.
Up smash 4% (hit 1), 3% (hit 2), 5% (hit 3) (12% total) Slashes above him three times in a spiraling stationary leap. Like Link's up smash, but much faster, less range and less damage/knockback. Can KO at very high percentages.
Down smash 13% (both sides) Slashes in front of him inward, then behind outward all in quick motion. Similar to most sword-characters' down smashes, and arguably one of his best KO moves due to its extremely fast speed and power. The second hit has slightly higher knockback than the first hit.
Neutral aerial 12% (clean), 9% (mid), 8% (late) Slashes while somersaulting forward in a circle, with a similar animation to the Sword ability's midair slash in the Kirby games. Has decent knockback. Good for offstage KOs if the move hits when clean and a good OoS option because of its speed and power.
Forward aerial 3% (hits 1-2), 4% (hit 3) (10% total) Slashes in front of him three times. Can perform a wall of pain variation, though Meta Knight's air speed somewhat hampers the effectiveness of it so it is not as effective when compared to Jigglypuff's wall of pain.
Back aerial 14% Does one upward slash behind him. Good surprise offstage KO option at high percents or a powerful combo and gimping option at lower percents.
Up aerial 8% Slashes above him very quickly, has decent knockback. Has noticeably more ending lag than in Brawl however it is still useful for keeping opponents in the air via powerful juggle potential.
Down aerial 9% (center), 6% (edges) Meta Knight slashes below himself very quickly. Sends the opponent on a semi-spike trajectory and is quite deadly offstage, especially against opponents with poor horizontal recovery.
Glide attack 13% Part of his Shuttle Loop glide attack, Meta Knight will slash forward once when the attack button is pressed. A very powerful gliding attack compared to the others. This is only sword-based move of his to lack transcendent priority.
Grab Grabs the enemy with his hand.
Pummel 3% Jabs opponents with his wings' claws. A slow pummel.
Forward throw 6% (hit), 3% (throw) (9% total) Boots the opponent away and upward with a back-somersaulting kick. A very fast throw and can lead up into another grab at low percent.
Back throw 7% (hit), 3% (throw) (10% total) Warps behind the opponent and slashes at them with an outward strike.
Up throw 12% Like Kirby's u-throw, Meta Knight jumps into the air holding his foe, and then crashes down. The differences are that his throw doesn't create an explosion, like Kirby's, does 5% more damage, and has slightly more launch power.
Down throw 1% (hits 1-5), 3% (hit 6), 1% (hit 7) (9% total) Like Kirby's d-throw, Meta Knight stomps on the opponent with his toes multiple times, then ends by stomping down on them with his foot's underside. Compared to Kirby's d-throw, it produces horizontal knockback. It can be followed by other attacks, and even another grab at low percentages.
Floor attack (front) 7% (body), 5% (sword) Slashes on either side of himself.
Floor attack (back) 7% (body), 5% (sword) Slashes on either side of himself.
Floor attack (trip) 5% Slashes on either side of himself.
Edge attack (fast) 9% (body), 7% (sword) Slashes forward with his blade.
Edge attack (slow) 10% (body), 9% (sword) Gets up slowly, then slashes to the side in front of him with his blade.
Neutral special Mach Tornado 2% (hits 1-6), 5% (hit 7) (17% total) Spins at a very high speed, attacking in a tornado. 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, although as noted above, the amount of time is less than in Brawl. It is also a good recovery move, it gains some horizontal distance on top of a little vertical distance. It also has near instantaneous start-up lag, 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 he is in the tornado. He also cannot grab edges during the first few frames of his helpless animation out of the tornado.
Side special Drill Rush 1% (hits 1-4), 6% (hit 5) (10% total) Leaps sideways with his blade outstretched. If he hits an enemy, he performs a combination lasting up to a good second, knocking Meta Knight's opponent slightly upward. Meta Knight can also change the course of the attack, although nowhere near as much as in Brawl, making it less useful 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 Meta Knight to grab the edge which can be used to help with hogging the edge.
Up special Shuttle Loop 9% (clean), 6%/5% (late/air), 13% (glide attack) Jumps into the air with his sword pointed upwards, goes into a loop and glides forward with his blade extended. The Shuttle Loop has good knockback, making it one of Meta Knight's best KO moves. The ground Shuttle Loop has vertical knockback and invincibility frames at the beginning of the move and the air version also has strong vertical knockback, being a solid edge-guarding move due its high base knockback. 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 move makes him helpless if the glide ends/is canceled, or if he does the glide attack.
Down special Dimensional Cape 16% (slash 1), 14% (slash 2) 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 enter helpless state, even if the attack connects.
Final Smash Galaxia Darkness 40% (if caught), 18% (others not in range) 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 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 60%, 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.

In competitive play

Notable players

Alternate costumes

Meta Knight has gained two new costumes. One is based off his Mirror World counterpart, Dark Meta Knight, from Kirby and the Amazing Mirror; the other is based off of early concept art of the character seen in the collectible book that came with Kirby's Dream Collection: Special Edition.

The Concept Art costume received a makeover in 3.6, giving Meta Knight white eyes and a new sword to brandish.

Meta Knight's alternate costumes in PM
MetaKnightHeadSSBB.png MetaKnightHeadWhiteSSBB.png MetaKnightHeadRedSSBB.png MetaKnightHeadGreenSSBB.png MetaKnightHeadBlueSSBB.png MetaKnightHeadPinkSSBB.png MetaKnightHeadDarkPM.png MetaKnightHeadConceptPM.png

External links