Meta Knight (PM): Difference between revisions

7,177 bytes added ,  10 years ago
Move set finished. Hopefully without spelling errors this time. Only a few move names are missing. Someone else will have to do those.
(Move set finished. Hopefully without spelling errors this time. Only a few move names are missing. Someone else will have to do those.)
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!Forward tilt
!Forward tilt
| Slash Combo || 4% then 3 % then 5% ||
| Slash Combo || 4% then 3 % then 5% || Slashes twice in front of him, then once upwards. 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.
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!Up tilt
!Up tilt
| Stab Up || 7% (sword) 6% (body)  ||
| Stab Up || 7% (sword) 6% (body)  || Stabs upward. Sweetspot is at the tip of the sword.
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!Down tilt
!Down tilt
| Sword Thrust || 7% (blade) 5% (tip) ||
| Sword Thrust || 7% (blade) 5% (tip) || Thrusts his sword across the ground. Can set up for a grab at low percent.
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!Dash attack
!Dash attack
| Running Kick || 8% (clean) 3% (late) ||
| Running Kick || 8% (clean) 3% (late) || Does a running kick with vertical knockback.
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!Forward smash
!Forward smash
| Power Slash || {{ChargedSmashDmgSSBM|16}}  ||
| Power Slash || {{ChargedSmashDmgSSBM|16}}  || Pulls his sword back for a second, then slashes in front of him. It's one of his strongest move in terms of knockback. Has very little ending lag. When fully charged, it can KO at 80%.
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!Up smash
!Up smash
| Combo Slash || {{ChargedSmashDmgSSBM|4}} then {{ChargedSmashDmgSSBM|3}} then  {{ChargedSmashDmgSSBM|5}} ||
| Combo Slash || {{ChargedSmashDmgSSBM|4}} then {{ChargedSmashDmgSSBM|3}} then  {{ChargedSmashDmgSSBM|5}} || Slashes above him three times. Like Link's up smash, but much faster, less range and less damage/knockback. Can KO at very high percentages. 
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!Down smash
!Down smash
| Quick Slash || {{ChargedSmashDmgSSBM|13}} ||
| Quick Slash || {{ChargedSmashDmgSSBM|13}} || Slashes in front of him, then behind. Arguably one of his best KO move due to its extremely fast speed and power. The second hit has slightly higher knockback than the first hit. 
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!Neutral aerial
!Neutral aerial
| Spin Slash || 12% (clean) 8% (late) ||
| Spin Slash || 12% (clean) 8% (late) || Slashes while spinning in a circle, with a similar animation to Pikachu's nair. Has decent knockback. Good for offstage KOs if the move hits when clean and a good OoS option because of its speed and power.
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!Forward aerial
!Forward aerial
| Front Slash || 3% (2 hits) 4% (1 hit) ||
| Front Slash || 3% (2 hits) 4% (1 hit) || 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. 
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!Back aerial
!Back aerial
| Back Slash || 14% ||
| Back Slash || 14% || Does one upward slash behind him. Good surprise offstage KO option at high percent.
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!Up aerial
!Up aerial
| Overhead Slash || 6% ||
| Overhead Slash || 6% || 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. If tap jump is set to "on", Meta Knight will rise up with each slash.
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!Down aerial
!Down aerial
| Down Thrust || 7-8% (can be angled) ||
| Down Thrust || 7-8% (can be angled) || Plunges down very quickly with his sword pointed below him, similar to Toon Links down aerial from Brawl. Has slight ending lag when it hits the ground and if used offstage can lead to a SD. This move can also be angled. 
<!--Grab aerial-->
<!--Grab aerial-->
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!Glide attack
!Glide attack
| Gliding Slash || 13% ||
| Gliding Slash || 13% || Part of his Shuttle Loop glide attack, Meta Knight will slash forward once when the attack button is pressed.
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!Grab
!Grab
| ||&mdash;||
| ||&mdash;|| Grabs the enemy with his hand.
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!Pummel
!Pummel
| Claw Jab || 3% ||
| Claw Jab || 3% || Jabs opponents with his wings' claws. A slow pummel.
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!Forward throw
!Forward throw
| Kick Throw || 9% ||
| Kick Throw || 9% || Kicks the opponent in front of him. A very fast throw and can lead up into another grab at low percent.
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!Back throw
!Back throw
| Slash Throw || 10% ||
| Slash Throw || 10% || Turns and slashes the opponent behind him. 
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!Up throw
!Up throw
| Jump Throw || 12% ||
| Jump 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, and has less launch power.
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!Down throw
!Down throw
| Stomp Throw || 8% ||  
| Stomp Throw || 8% || Like Kirby's d-throw, Meta Knight stomps on opponent multiple times, then ends by slamming down on them. Compared to Kirby's d-throw, it produces horizontal knockback. It can be followed by other attacks, and even another grab at low percentages.
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!Floor attack (front)
!Floor attack (front)
|  || 7% ||
|  || 7% || Slashes on either side of himself.
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!Floor attack (back)
!Floor attack (back)
|  || 5% ||
|  || 5% || Slashes on either side of himself.
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!Floor attack (trip)
!Floor attack (trip)
|  || 5% ||
|  || 5% || Slashes on either side of himself.
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!Edge attack (fast)
!Edge attack (fast)
|  || 9% ||
|  || 9% || Slashes forward with his blade.
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!Edge attack (slow)
!Edge attack (slow)
|  || 10% ||
|  || 10% || Gets up slowly, then slashes to the side in front of him with his blade.
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!Neutral special
!Neutral special
| [[Mach Tornado]] || 2% (6 hits) 5% (7th hit) ||
| [[Mach Tornado]] || 2% (6 hits) 5% (7th hit) || 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. 
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!Side special
!Side special
| [[Drill Rush]] || 1% (multiple hits) 6% (last hit) ||
| [[Drill Rush]] || 1% (multiple hits) 6% (last hit) || 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. Of all of Meta Knight's recovery moves, this move gives the most vertical distance.
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!Up special
!Up special
| [[Shuttle Loop]] || 9% (take off) 13% (air attack) ||
| [[Shuttle Loop]] || 9% (take off) 13% (air 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.
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!Down special
!Down special
| [[Dimensional Cape]] || 16% ||
| [[Dimensional Cape]] || 16% || 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.
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!Final Smash
!Final Smash
| [[Galaxia Darkness]] || 40% (if caught) 18% (if nearby during the slash, affects team mates) ||
| [[Galaxia Darkness]] || 40% (if caught) 18% (if nearby during the slash, affects team mates) || 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.
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