Meta Knight (SSB4): Difference between revisions

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'''Meta Knight''' ({{ja|メタナイト|Meta Naito}}, ''Meta Knight'') is a playable character in ''[[Super Smash Bros. 4]]''. After initially being teased as a {{SSB4|Mii Fighter}} costume in a [[List of Director's Room Miiverse posts|Director's Room Miiverse post]] on August 11, 2014, his return to the series was announced in a Director's Room Miiverse post two days later.
'''Meta Knight''' ({{ja|メタナイト|Meta Naito}}, ''Meta Knight'') is a playable character in ''[[Super Smash Bros. 4]]''. After initially being teased as a {{SSB4|Mii Fighter}} costume in a [[List of Director's Room Miiverse posts|Director's Room Miiverse post]] on August 11, 2014, his return to the series was announced in a Director's Room Miiverse post two days later.


Eric Newsome and Atsushi Kisa'ichi both reprise their roles as Meta Knight's voice actors in the English and Japanese versions, albeit via recycled voice clips from ''[[Super Smash Bros. Brawl]]''.
Eric Newsome and Atsushi Kisaichi both reprise their roles as Meta Knight's voice actors in the English and Japanese versions, albeit via recycled voice clips from ''[[Super Smash Bros. Brawl]]''.


Meta Knight is ranked 16th out of 55 on the [[tier list]], placing him in the B tier. This is a moderate drop from his top-tier placement in ''Brawl'', where he was ranked 1st out of 38. Meta Knight's already impressive mobility has been improved: his already fast [[dash]]ing and [[falling speed]]s have become even faster, while his extremely slow [[air speed]] has become drastically faster. Meta Knight's overall frame data remains extremely fast and {{s|wikirby|Galaxia}} grants him [[Hitbox|disjointed]] [[range]], which collectively enable him to retain his formidable [[combo]] game and [[edge-guarding]] potential. Incidentally, he also boasts a superb [[recovery]]: in addition to his [[Double jump#Multiple double jumps|multiple double jumps]], all [[Mach Tornado|of]] [[Drill Rush|his]] [[Shuttle Loop|special]] [[Dimensional Cape|moves]] are reliable at bringing him back on-stage.
Meta Knight is ranked 16th out of 54 on the [[tier list]], placing him in the B tier. This is a moderate drop from his top-tier placement in ''Brawl'', where he was ranked 1st out of 38. Meta Knight's already impressive mobility has been improved: his already fast [[dash]]ing and [[falling speed]]s have become even faster, while his extremely slow [[air speed]] has become drastically faster. Meta Knight's overall frame data remains extremely fast and {{s|wikirby|Galaxia}} grants him [[Hitbox|disjointed]] [[range]], which collectively enable him to retain his formidable [[combo]] game and [[edge-guarding]] potential. Incidentally, he also boasts a superb [[recovery]]: in addition to his [[Double jump#Multiple double jumps|multiple double jumps]], all [[Mach Tornado|of]] [[Drill Rush|his]] [[Shuttle Loop|special]] [[Dimensional Cape|moves]] are reliable at bringing him back on-stage.


However, Meta Knight received heavy nerfs in the transition to ''SSB4'', likely owing to his dominance in ''Brawl''. His outstanding frame data and range, long-distanced recovery and overall damage output have been toned down, while his [[approach]] has been weakened because of the total removal of {{s|wikirby|Galaxia}}'s [[Priority#Transcendent priority|transcendent priority]]. When combined with his continued lack of a [[projectile]], these changes result in Meta Knight having a more difficult time overcoming [[camping]] strategies. Meta Knight's very quick falling speed is also a double-edged sword: while it is an important aspect of his mobility, it is also detrimental because of his light [[weight]], as it leaves him vulnerable to both combos and KOs. His endurance is also exacerbated by the nerfs to his recovery, with the most notable example being the removal of [[Glide|gliding]].
However, Meta Knight received heavy nerfs in the transition to ''SSB4'', likely owing to his dominance in ''Brawl''. His outstanding frame data and range, long-distanced recovery and overall damage output have been toned down, while his [[approach]] has been weakened because of the total removal of {{s|wikirby|Galaxia}}'s [[Priority#Transcendent priority|transcendent priority]]. When combined with his continued lack of a [[projectile]], these changes result in Meta Knight having a more difficult time overcoming [[camping]] strategies. Meta Knight's very quick falling speed is also a double-edged sword: while it is an important aspect of his mobility, it is also detrimental because of his light [[weight]], as it leaves him vulnerable to both combos and KOs. His endurance is also exacerbated by the nerfs to his recovery, with the most notable example being the removal of [[Glide|gliding]].
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Due to his attack speed, Meta Knight is also renowned for his incredible combo potential, with the ability to get very early KOs with guaranteed followups. He additionally has notable finishers: his forward smash has high power and very low ending lag, making it spammable and hard to challenge even if shielded. His up smash is one of the fastest smash attacks in the game and has good power. His back aerial is very deadly offstage due to its high knockback scaling, and its [[autolink angle]] allows it to drag opponents downwards while edgeguarding or to force a [[lock]]. Though less effective, Dimensional Cape, neutral aerial and up throw can still KO. However, his Shuttle Loop is his most frequently used KO move, owing to the numerous setups into it; it is additionally a powerful out of shield option due to its speed, range, and power.
Due to his attack speed, Meta Knight is also renowned for his incredible combo potential, with the ability to get very early KOs with guaranteed followups. He additionally has notable finishers: his forward smash has high power and very low ending lag, making it spammable and hard to challenge even if shielded. His up smash is one of the fastest smash attacks in the game and has good power. His back aerial is very deadly offstage due to its high knockback scaling, and its [[autolink angle]] allows it to drag opponents downwards while edgeguarding or to force a [[lock]]. Though less effective, Dimensional Cape, neutral aerial and up throw can still KO. However, his Shuttle Loop is his most frequently used KO move, owing to the numerous setups into it; it is additionally a powerful out of shield option due to its speed, range, and power.


Boasting five midair jumps and a special moveset full of recovery options, Meta Knight has an outstanding [[recovery]]. [[Mach Tornado]] covers a large amount of horizontal recovery, especially if mashed. [[Drill Rush]] can be used as a horizontal recovery, and can be angled. [[Shuttle Loop]] covers a high amount of vertical distance and grants a fully controllable amount of horizontal distance. [[Dimensional Cape]] makes Meta Knight invisible, and allows him to move in any direction, making it the most unpredictable move in his arsenal and a good option for [[mindgame]]s. His recovery, when combined with his quick and disjointed aerial attacks, contributes to a deadly off-stage game. Furthermore, his aerial prowess makes him among the most difficult characters to [[juggling|juggle]] consistently.  
Boasting five midair jumps and a special moveset full of recovery options, Meta Knight has an outstanding [[recovery]]. [[Mach Tornado]] covers a large amount of horizontal recovery, especially if mashed. [[Drill Rush]] can be used as a horizontal recovery, and can be angled. [[Shuttle Loop]] covers a high amount of vertical distance and grants a fully controllable amount of horizontal distance. [[Dimensional Cape]] makes Meta Knight invisible, and allows him to move in any direction, making it the most unpredictable move in his arsenal and a good option for [[mindgame]]s. His recovery, when combined with his quick and disjointed aerial attacks, contributes to a deadly off-stage game. Furthermore, his aerial prowess makes him among the most difficult characters to [[juggling|juggle]] consistently.


Meta Knight's grab game is effective. While his pummel is slow and his standing grab range is short, the former is highly damaging and the latter is made up for by his long-ranged dash grab. His forward and down throws can combo into other moves even at higher percentages, his back throw is useful for launching opponents off-stage, and his up throw can KO at very high percentages so long as it lands on a platform. Partly due to his throw set-ups, Meta Knight possesses a good combo game. He can launch opponents into the air with his dash attack and throws, and these moves can combo into his up tilt, up smash, any aerial, [[Mach Tornado]] and Shuttle Loop, and his up aerial can reliably lead into his other aerials. His back aerial uses the [[autolink angle|auto-link angle]], allowing Meta Knight to drag opponents to the ground and [[jab reset]] with his down tilt, and the latter move can [[Tripping|trip]] opponents and lead into combos, before opening up [[tech-chase]]s at high percentages. With proper mastery of his combos, he can potentially [[Combo#Types of combos|zero-to-death]] his opponents, most infamously with the [[Rufio]], a staple combo in his metagame that consists of a series of up aerials, which can then lead into a Shuttle Loop near the upper blast line for a virtually ensured KO.
Meta Knight's grab game is effective. While his pummel is slow and his standing grab range is short, the former is highly damaging and the latter is made up for by his long-ranged dash grab. His forward and down throws can combo into other moves even at higher percentages, his back throw is useful for launching opponents off-stage, and his up throw can KO at very high percentages so long as it lands on a platform. Partly due to his throw set-ups, Meta Knight possesses a good combo game. He can launch opponents into the air with his dash attack and throws, and these moves can combo into his up tilt, up smash, any aerial, [[Mach Tornado]] and Shuttle Loop, and his up aerial can reliably lead into his other aerials. His back aerial uses the [[autolink angle|auto-link angle]], allowing Meta Knight to drag opponents to the ground and [[jab reset]] with his down tilt, and the latter move can [[Tripping|trip]] opponents and lead into combos, before opening up [[tech-chase]]s at high percentages. With proper mastery of his combos, he can potentially [[Combo#Types of combos|zero-to-death]] his opponents, most infamously with the [[Rufio]], a staple combo in his metagame that consists of a series of up aerials, which can then lead into a Shuttle Loop near the upper blast line for a virtually ensured KO.
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==Changes from ''[[Super Smash Bros. Brawl]]''==
==Changes from ''[[Super Smash Bros. Brawl]]''==
Meta Knight was infamous for being by far the best character in ''Brawl'', to the point of being considered by many as [[broken]], due to his numerous and extreme advantages including his large amount of disjointed attacks with transcendent priority, incredible frame data/aerial game, his un-contestable edgeguarding capabilities/recovery and his super oppressive [[Mach Tornado]] and [[Shuttle Loop]]. Possibly as a result, Meta Knight was nerfed significantly in the transition to ''Super Smash Bros. 4''.
In ''Super Smash Bros. Brawl'', Meta Knight was near universally regarded as the best character in the entire game, to the point of being considered by many as [[broken]]. This is due to numerous factors: Meta Knight was incredibly fast due to his blazing ground speed, array of mid-air jumps, having access to a glide and terrific frame data. In addition to his speed, most of his attacks were disjointed and possessed [[transcendent priority]], making Meta Knight a very difficult character to challenge and punish.


Having been completely unmatched in ''Brawl'', Meta Knight's frame data has been considerably toned down. Many of his attacks now have slower start-up lag, reduced active frames, and higher ending and landing lag, with his up aerial being a good example in all these aspects. His range has been shortened, which makes his [[spacing]] ability much weaker and thus forces him to adopt a more aggressive playstyle. To further compound this, his overall damage output has been significantly reduced now being below average. With the nerfs to several of his most pivotal [[neutral game]] options, such as down tilt, forward aerial, down aerial, [[Shuttle Loop]] and [[Mach Tornado]], and the loss of [[Glide|gliding]] and the [[Priority#Transcendent priority|transcendent priority]] on his moves, Meta Knight's neutral game is overall significantly worse, leaving him more vulnerable to [[camping]] and zoning, especially with his lack of a projectile. The changes to his down aerial and Shuttle Loop combined with the removal of [[edge-hogging]], his shorter recovery, and the generally improved recoveries of the majority of the cast have collectively hurt Meta Knight's edge-guarding potential, and the loss of gliding removes some of his off-stage mix-ups. With his faster falling speed and the changes to [[hitstun canceling]], Meta Knight can no longer momentum cancel and is more vulnerable to combos, worsening his already poor endurance.
As a result of all of these traits, Meta Knight was an incredibly dominant force in ''Brawl'', with numerous characters heavily struggling against him and even the characters who could deal with him still had a disadvantageous matchup against him. Likely as a result of how he warped the metagame, Meta Knight has been significantly reworked in ''Super Smash Bros 4'' and while he did receive some buffs, he was truly nerfed overall.


However, Meta Knight has received some noteworthy buffs. His already good mobility has been improved: his [[air speed]] is drastically faster, he dashes and falls faster, and he has gained a new movement option in his long perfect [[Pivoting|pivot]]. Several of his attacks are stronger, most notably his forward and up smashes, back aerial, and [[Dimensional Cape]]. Due to the changes to hitstun canceling and the updated gameplay physics, Meta Knight can perform true combos more reliably especially with his dash attack which has become his most reliably combo starter and is now a large part of his game plan. His up aerial also remains a strong combo option due to these changes despite its severe nerfs and his altered Shuttle Loop while having far less utility has become an incredible combo finisher and KO move near the upper blast line. His grab game is both more rewarding and more consistent, due to the mechanic changes somewhat making up for the nerfs to his damage output. He also benefits from the removal of [[chain grab]]bing and the changes to aerial [[grab release]]s which was previously one of his weaknesses.  
Having been completely unmatched in ''Brawl'', Meta Knight's frame data has been considerably toned down. Many of his attacks now have slower start-up lag, reduced active frames, and higher ending and landing lag, with his up aerial being a good example in all these aspects. Additionally, his aerials have much later auto-cancel windows, which in combination with their higher landing lag, substantially hinders their safety as his neutral, forward, and back aerials no longer auto-cancel in a short hop. His range has been shortened, which makes his [[spacing]] ability much weaker and thus forces him to adopt a more aggressive playstyle. To further compound this, his overall damage output has been significantly reduced now being below average. With the nerfs to several of his most pivotal [[neutral game]] options, such as down tilt, forward aerial, down aerial, [[Shuttle Loop]] and [[Mach Tornado]], and the loss of [[Glide|gliding]] and the [[Priority#Transcendent priority|transcendent priority]] on his moves, Meta Knight's neutral game is overall significantly worse, leaving him more vulnerable to [[camping]] and zoning, especially with his lack of a projectile. The changes to his down aerial and Shuttle Loop combined with the removal of [[edge-hogging]], his shorter recovery, and the generally improved recoveries of the majority of the cast have collectively hurt Meta Knight's edge-guarding potential, and the loss of gliding removes some of his off-stage mix-ups. With his faster falling speed and the changes to [[hitstun canceling]], Meta Knight can no longer momentum cancel and is more vulnerable to combos, worsening his already poor endurance.


Meta Knight has also received buffs over time via game updates, and while they are helpful, they do not nearly compensate for the loss of his overwhelming strengths from ''Brawl'' and version [[1.1.5]] nerfed his up aerial further.  
However, Meta Knight has received some noteworthy buffs. His already good mobility has been improved: his [[air speed]] is drastically faster, he dashes and falls faster, and he has gained a new movement option in his long perfect [[Pivoting|pivot]]. Several of his attacks are stronger, most notably his forward and up smashes, back aerial, and [[Dimensional Cape]]. Due to the changes to hitstun canceling and the updated gameplay physics, Meta Knight can perform true combos more reliably, especially with his dash attack, which has become his most reliable combo starter and is now a large part of his game plan. His up aerial also remains a strong combo option due to these changes despite its severe nerfs and his altered Shuttle Loop while having far less utility has become an incredible combo finisher and KO move near the upper blast line. His grab game is both more rewarding and more consistent, due to the mechanic changes somewhat making up for the nerfs to his damage output. He also benefits from the removal of [[chain grab]]bing and the changes to aerial [[grab release]]s which was previously one of his weaknesses.


Overall, Meta Knight's direct changes drastically hindered him in many ways making him a much worse character on paper and while the changes to the game's mechanics greatly benefited him overall, they were not enough to offset his nerfs and make him one of the best characters in the game. As a result, he was one of the characters who was the most severely nerfed from the transition to ''Smash 4'', alongside {{SSB4|King Dedede}}, {{SSB4|Falco}}, {{SSB4|Marth}} (during the initial release), and {{SSB4|Olimar}}. Due to retaining the majority of his key advantages from ''Brawl'', however, Meta Knight is widely considered to be a viable character, and while his tournament success and representation is much lower, he has still seen more results and representation than a majority of the cast which has given him consistent status as a high-tier character throughout ''Smash 4''{{'}}s lifespan.
Meta Knight has also received buffs over time via game updates, and while they are helpful, they do not nearly compensate for the loss of his overwhelming strengths from ''Brawl'' and version [[1.1.5]] nerfed his up aerial further.
 
Overall, Meta Knight's direct changes drastically hindered him in many ways making him a much worse character on paper and while the changes to the game's mechanics greatly benefited him overall, they were not enough to offset his nerfs and make him one of the best characters in the game. As a result, he was one of the characters who was the most severely nerfed from the transition to ''Smash 4'', alongside {{SSB4|King Dedede}}, {{SSB4|Falco}}, {{SSB4|Marth}} (during the initial release), {{SSB4|Wario}}, and {{SSB4|Olimar}}. Due to retaining the majority of his key advantages from ''Brawl'', however, Meta Knight is widely considered to be a viable character, and while his tournament success and representation is much lower, he has still seen more results and representation than a majority of the cast which has given him consistent status as a high-tier character throughout ''Smash 4''{{'}}s lifespan.


===Aesthetics===
===Aesthetics===
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===Attributes===
===Attributes===
*{{nerf|Meta Knight [[walk]]s slower (1.22 → 1.18).}}
*{{nerf|Meta Knight [[walk]]s slower (1.22 → 1.18).}}
*{{buff|Meta Knight [[dash]]es faster (1.847 → 1.9) although it's lower relative to the cast, going from the 6th highest out of 39 characters to the 12th highest out of 58 characters.}}
*{{buff|Meta Knight [[dash]]es faster (1.847 → 1.9) although he dashes slower relative to the cast, going from the 6th highest out of 39 characters to the 12th highest out of 58 characters.}}
*{{buff|Meta Knight's [[air speed]] is significantly faster (0.752 → 0.99), going from the third lowest out of 39 characters to the 35th highest out of 58.}}
*{{buff|Meta Knight's [[air speed]] is significantly faster (0.752 → 0.99), going from the third lowest out of 39 characters to the 23rd lowest out of 58.}}
*{{nerf|Meta Knight's [[air acceleration]] is lower (0.08 → 0.075), although his faster air speed more than compensates for it.}}
*{{nerf|Meta Knight's [[air acceleration]] is lower (0.08 → 0.075), although his faster air speed more than compensates for it.}}
*{{buff|Meta Knight is slightly [[weight|heavier]] (79 → 80).}}
*{{buff|Meta Knight is slightly [[weight|heavier]] (79 → 80).}}
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*{{change|Meta Knight's [[gravity]] is higher (0.0956 → 0.11). This aids in his ability to land safely, but hinders his endurance, increases his susceptibility to combos and reduces the height of his mid-air jumps.}}
*{{change|Meta Knight's [[gravity]] is higher (0.0956 → 0.11). This aids in his ability to land safely, but hinders his endurance, increases his susceptibility to combos and reduces the height of his mid-air jumps.}}
*{{buff|Meta Knight's full hop is higher despite his higher gravity.}}
*{{buff|Meta Knight's full hop is higher despite his higher gravity.}}
*{{buff|[[Roll]]s have a longer duration (frames 5-12 (forward)/4-12 (back) → 4-15 (both)).}}  
*{{nerf|Meta Knight is larger (size multipler: 0.95x → 1x). This makes him easier to hit and while this would improve his range, this is offset by many of his attacks having considerably worse hitboxes, making his larger size a hinderance overall.}}
*{{buff|Meta Knight's body hurtbox is slightly smaller ({{rollover|5.51|5.8 x 0.95)|y}} → 5.4).}}
*{{buff|[[Roll]]s have a longer duration (frames 5-12 (forward)/4-12 (back) → 4-15 (both)).}}
*{{buff|Rolls travel further due to Meta Knight's larger size.}}
*{{buff|Backward roll has less ending lag (FAF 34 → 28).}}
*{{buff|Backward roll has less ending lag (FAF 34 → 28).}}
*{{nerf|Forward roll has more ending lag (FAF 24 → 28), removing its status as the fastest roll.}}
*{{nerf|Forward roll has more ending lag (FAF 24 → 28), removing its status as the fastest roll.}}
*{{buff|[[Air dodge]] has less startup (frame 3 → 2) and ending lag (FAF 40 → 31).}}
*{{buff|[[Air dodge]] has less startup (frame 4 → 2) and ending lag (FAF 40 → 31).}}
*{{nerf|Air dodge has a shorter duration (frames 4-29 → 2-25).}}
*{{nerf|Air dodge has a shorter duration (frames 4-29 → 2-25).}}
*{{buff|[[Spot dodge]] has less ending lag (FAF 26 → 25).}}
*{{buff|[[Spot dodge]] has less ending lag (FAF 26 → 25).}}
*{{nerf|Spot dodge has a shorter duration (frames 2-20 → 2-15).}}
*{{nerf|Spot dodge has a shorter duration (frames 2-20 → 2-15).}}
*{{nerf|Meta Knight's [[item throw]] is weaker (1 → 0.9333333). When combined with the removal of [[glide toss]]ing, this hinders his item game (although Meta Knight still retains his lengthy super glide toss).}}
*{{nerf|Meta Knight's [[item throw]] is weaker (1 → 0.9333333). When combined with the removal of [[glide toss]]ing, this hinders his item game (although Meta Knight still retains his lengthy super glide toss).}}
*{{change|All sword-based attacks have lost their [[Priority#Transcendent priority|transcendent priority]], hindering Meta Knight's approach. However, he can now cancel out projectiles significantly easier because of this.}}
*{{buff|The changes to [[hitstun canceling]] and [[Directional Influence]] 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 and faster falling speed. These changes also prevent him from performing momentum canceling, hindering his horizontal endurance. Nevertheless, it benefits him overall as it allows him to have a more consistent combo game despite his frame data nerfs.}}
*{{buff|The changes to [[hitstun canceling]] and [[Directional Influence]] 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 and faster falling speed. These changes also prevent him from performing momentum canceling, hindering his horizontal endurance. Nevertheless, it benefits him overall as it allows him to have a more consistent combo game despite his frame data nerfs.}}
*{{buff|The strengthening of [[pivoting]] improves Meta Knight's neutral game, punishment game, and evasiveness.}}
*{{buff|The strengthening of [[pivoting]] improves Meta Knight's neutral game, punishment game, and evasiveness.}}
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===Ground attacks===
===Ground attacks===
*{{nerf|All of Meta Knight's sword-based ground attacks have lost their [[Priority#Transcendent priority|transcendent priority]]. This significantly hinders Meta Knight's neutral game as it makes it much easier for opponents to challenge his ground moves.}}
**{{buff|However, this also makes it much easier for Meta Knight to cancel out projectiles, as he no longer has to rely on dash attack to do so.}}
*[[Neutral attack]]:
*[[Neutral attack]]:
**{{change|Neutral attack's animation has slightly changed. Meta Knight now leans slightly farther inward while swinging Galaxia.}}
**{{change|Neutral attack's animation has slightly changed. Meta Knight now leans slightly farther inward while swinging Galaxia.}}
**{{buff|Neutral attack launches opponents at a higher angle (361° → 60°/84°) and it has lower knockback scaling (40 → 30). This makes the move connect much more reliably as grounded opponents are now put into the air when the move is performed, preventing them for shielding.}}  
**{{buff|Neutral attack launches opponents at a higher angle ([[Sakurai angle|361°]] → 60°/84°) and it has lower knockback scaling (40 → 30). This makes the move connect much more reliably as grounded opponents are now put into the air when the move is performed, preventing them for shielding.}}
***{{nerf|However, the move's angle change also removes its ability to [[lock]] opponents.}}
***{{nerf|However, the move's angle change also removes its ability to [[lock]] opponents.}}
**{{buff|The third and fifth hits now hit in front of Meta Knight. This makes the move connect much more reliably as there is no longer a large gap between the second/fourth hits and the next hit that hits in front.}}
**{{buff|The third and fifth hits now hit in front of Meta Knight. This makes the move connect much more reliably as there is no longer a large gap between the second/fourth hits and the next hit that hits in front.}}
***{{buff|This also leaves Meta Knight much less vulnerable to whiff punishment due to the shorter gap between every hit in front of him.}}
***{{buff|This also leaves Meta Knight much less vulnerable to whiff punishment due to the shorter gap between every hit in front of him.}}
***{{nerf|However, this also removes the move's ability to hit opponents behind Meta Knight.}}
***{{nerf|However, this also removes the move's ability to hit opponents behind Meta Knight.}}
**{{buff|Neutral attack has a lower [[Smash directional influence|SDI]] multiplier (1× → 0.6×). When combined with the weakening of the mechanic along with the move's other changes, this makes it much more difficult to escape from.}}  
**{{buff|Neutral attack has a lower [[Smash directional influence|SDI]] multiplier (1× → 0.6×). When combined with the weakening of the mechanic along with the move's other changes, this makes it much more difficult to escape from.}}
**{{buff|Neutral attack has larger hitboxes (5u → 5.8u/6.8u) that are now extended.}}
**{{buff|Neutral attack has larger hitboxes (5u → 5.8u/6.8u) that are now extended.}}
**{{buff|Every hit now has identical horizontal hitbox positions (z offset: 6/14.8 (hit 1)/7.2/14.8 (hit 2)/0/-3.6/-9.2 (hit 3)/7.2/13.6 (hit 4)/-2/-10.4 (hit 5) → 8.5/13.5 (all)/z stretch: 8/8 (all)). This gives hits 3-5 more range in front of Meta Knight and it gives hits 2 and 4 more range inside of Meta Knight.}}
**{{buff|Every hit now has identical horizontal hitbox positions (z offset: 6/14.8 (hit 1)/7.2/14.8 (hit 2)/0/-3.6/-9.2 (hit 3)/7.2/13.6 (hit 4)/-2/-10.4 (hit 5) → 8.5/13.5 (all)/z stretch: 8/8 (all)). This gives hits 3-5 more range in front of Meta Knight and it gives hits 2 and 4 more range inside of Meta Knight.}}
***Hits 1 and 2 retain their range in front of Meta Knight as the far hit's larger hitbox equals out its closer placement.
***Hits 1 and 2 retain their range in front of Meta Knight as the far hit's larger hitbox equals out its closer placement.
***{{nerf|However, this also gives hit 1 slightly less range inside of Meta Knight as well as removing hits 3 and 5's ability to hit behind him.}}
***{{nerf|However, this also gives hit 1 slightly less range inside of Meta Knight as well as removing hits 3 and 5's ability to hit behind him.}}
**{{change|Every hit now has identical vertical hitbox positioning (y offset: 4.8 (hit 1)/6/11.2 (hit 2)/5.6 (hit 3)/6.4/10.4 (hit 4)/6.4/5.6 (hit 5) → 5.3 (all_/y stretch: 5.2 (all)). This now gives every hit consistent vertical range, giving hits 1, 3 and 5 more vertical range but significantly reducing hits 2 and 4's vertical range.}}
**{{change|Every hit now has identical vertical hitbox positioning (y offset: 4.8 (hit 1)/6/11.2 (hit 2)/5.6 (hit 3)/6.4/10.4 (hit 4)/6.4/5.6 (hit 5) → 5.3 (all/y stretch: 5.2 (all)). This now gives every hit consistent vertical range, giving hits 1, 3 and 5 more vertical range but significantly reducing hits 2 and 4's vertical range.}}
***{{buff|The move as a whole has much more vertical range relative to Meta Knight overall due to the far hit's larger extended hitbox.}}
***{{buff|The move as a whole has much more vertical range relative to Meta Knight overall due to the far hit's larger extended hitbox.}}
**{{nerf|The first hit and the near hitbox on every hit deals less damage (2% → 1.2%).}}
**{{nerf|The first hit and the near hitbox on every hit deals less damage (2% → 1.2%).}}
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**{{nerf|The finisher has a much higher [[Freeze frame|hitlag]] multiplier (1x → 2.5x), making it much easier to DI.}}
**{{nerf|The finisher has a much higher [[Freeze frame|hitlag]] multiplier (1x → 2.5x), making it much easier to DI.}}
*[[Forward tilt]]:
*[[Forward tilt]]:
**{{buff|Forward tilt's hits connect together better at very high percentages due to the weakening of SDI combined with the first two hits having consistent base knockback (14/8 → 8), and its last hit has increased knockback (50 (base), 113 (scaling) → 80/107) and decreased ending lag (FAF 34 → 31). Altogether, these changes improve its spacing and KO potential.}}
**{{nerf|Forward tilt deals less damage (4% (hit 1)/3% (hit 2)/5% (hit 3 base)/4% (hit 3 tip) → 2% (hits 1-2)/4% (hit 3)), its first hit has increased start-up lag (frame 3 → 6) and more ending lag (FAF 24 → 26), and its first two hits have smaller hitboxes (5u → 3.5u).}}
**{{change|Forward tilt's last hit's angle has been altered (65° → [[Sakurai angle|361°]]). This improves its spacing and edge-guarding potential, but removes its set-up potential. The first two hits have also lost their 361° hitbox removing their ability to lock.}}
**{{nerf|The last hit has a higher hitlag multiplier (1× → 2×), making it easier to DI.}}
**{{change|Meta Knight now vocalizes during each of forward tilt's hits, instead of only during its last hit.}}
**{{change|Meta Knight now vocalizes during each of forward tilt's hits, instead of only during its last hit.}}
**{{change|If Meta Knight [[buffer]]s forward tilt, he will no longer automatically perform the second hit.}}
**{{nerf|The first hit has more startup lag (frame 3 → 6) and a longer total duration (FAF 24 → 26).}}
***{{buff|However, its total duration was not fully compensated, giving it slightly less ending lag.}}
**{{nerf|The first two hits deal less damage (4% (hit 1)/3% (hit 2) → 2% (both)).}}
**{{nerf|The first two hits transition later (frame 5 (hit 1)/4 (hit 2) → 11/7). This makes performing all three hits in quick succession much slower, hindering the move's mixup potential and safety.}}
**{{nerf|The first two hits have smaller hitboxes which are now extended (5u/5u → 3.5u/3.5u) and the far hitbox has been moved closer to Meta Knight (z offset: 18 (hit 1)/19 (hit 2) → 13/16), reducing their range, especially the first hit.}}
**{{nerf|The first two hits have lost their nearest hitbox, significantly reducing their range inside Meta Knight and removing their ability to lock opponents.}}
**{{buff|The first hit launches opponents at a lower angle (60°/80° → 66°/85°), making it connect more reliably into the second hit.}}
**{{buff|The first two hits now have consistent base knockback (14/8 → 8). When combined with their lower damage, this makes the move connect more reliably at higher percents.}}
**{{buff|The third hit deals more knockback (50 (base), 113 (scaling) → 80/107).}}
**{{buff|The third hit has less ending lag (FAF 34 → 31).}}
**{{change|The third hit launches opponents at a lower angle (65° → 361°). This improves its KO and edgeguarding potential, but removes its set-up potential.}}
**{{nerf|The third hit deals less damage at close range (5% → 4%).}}
**{{nerf|The third hit has a higher hitlag multiplier (1× → 2×), making it easier to DI.}}
**{{nerf|The third hit's far hitbox is smaller (6u → 5u), it has been moved closer to Meta Knight (z offset: 19 → 14), and the near hitbox has been removed, reducing its horizontal range despite now using an extended hitbox.}}
***{{buff|However, the near hit is larger than the previous upper hitbox (5u → 6u) and it is now extended, giving the move slightly more range above Meta Knight.}}
**{{nerf|The third hit's lower hitbox has been removed, reducing its range below Meta Knight.}}
*[[Up tilt]]:
*[[Up tilt]]:
**{{buff|Up tilt has less ending lag (FAF 36 → 35).}}
**{{buff|Up tilt has less ending lag (FAF 36 → 35).}}
Line 139: Line 158:
**{{buff|Down tilt deals more damage at far range (4% → 5%).}}
**{{buff|Down tilt deals more damage at far range (4% → 5%).}}
**{{buff|Down tilt has higher base knockback outside of the furthest range (11/6 → 15).}}
**{{buff|Down tilt has higher base knockback outside of the furthest range (11/6 → 15).}}
**{{nerf|Down tilt has more ending lag (FAF 16 → 19).}}  
**{{nerf|Down tilt has more ending lag (FAF 16 → 19).}}
**{{nerf|Down tilt deals less damage at close range (6%/7% → 5%).}}
**{{nerf|Down tilt deals less damage at close range (6%/7% → 5%).}}
**{{nerf|Down tilt has a lower [[trip]] chance (30% → 25%).}}
**{{nerf|Down tilt has a lower [[trip]] chance (30% → 25%).}}
Line 150: Line 169:
*[[Dash attack]]:
*[[Dash attack]]:
**{{nerf|Dash attack has more startup lag with a shorter duration (frames 5-11 → 7-11).}}
**{{nerf|Dash attack has more startup lag with a shorter duration (frames 5-11 → 7-11).}}
**{{nerf|Dash attack deals less damage (6%/7%/8% → 5%/6%)}}
**{{nerf|Dash attack deals less damage (6%/7%/8% → 5%/6%).}}
**{{buff|Dash attack deals more knockback (40 (base), 88 (scaling) → 70/90). When combined with the changes to hitstun canceling and [[DI]], this significantly improves its combo potential (now being one of his best combo starters).}}  
**{{nerf|Dash attack covers less distance overall.}}
**{{buff|Dash attack has larger hitboxes (4.2u/4.2u/4.2u) which are positioned further away from Meta Knight (z offset: 0/2/4 → y offset: -1/-6/-10), greatly improving its range.}}
**{{change|Dash attack now always launches opponents in the direction Meta Knight is facing. This allows it to set up combos more reliably but hinders its ability to set up crossups.}}
**{{buff|Dash attack deals more knockback (40 (base), 88 (scaling) → 70/90). When combined with the changes to hitstun canceling and [[DI]], this significantly improves its combo potential (now being one of his best combo starters).}}
**{{buff|Dash attack has larger hitboxes (4.2u/4.2u/4.2u → 5.5u/5u/4u) which are positioned further away from Meta Knight (z offset: 0/2/4 → y offset: -1/-6/-10), greatly improving its range relative to Meta Knight.}}
*[[Forward smash]]:
*[[Forward smash]]:
**{{buff|Forward smash deals more damage (14% → 16%) and knockback (28 (base), 99 (scaling) → 30/(108/98), significantly improving its KO potential, especially the near hit.}}
**{{buff|Forward smash deals more damage (14% → 16%) and knockback (28 (base), 99 (scaling) → 30/(108/98), significantly improving its KO potential, especially the near hit.}}
**{{buff|Meta Knight now vocalizes after his forward smash has been performed, rather than as soon as he starts it. Due to its high startup lag, this makes forward smash harder to react to.}}
**{{buff|Meta Knight now vocalizes once his forward smash's hitboxes become active, rather than as soon as he starts it. Due to its high startup lag, this makes forward smash harder to react to while being interruptible at the end.}}
**{{buff|The changes to shields significantly benefit forward smash as the move is now safe (in terms of frames) against a sizeable portion of the cast.}}
**{{buff|The changes to shields significantly benefit forward smash as the move is now safe (in terms of frame advantage) against a sizeable portion of the cast.}}
**{{change|Forward smash's has an altered animation. Meta Knight now draws Galaxia farther back and slashes outward in a more pronounced motion, ending the slash behind himself and taking a while to re-adjust to his neutral stance.}}
**{{change|Forward smash has an altered animation. Meta Knight now draws Galaxia farther back and slashes outward in a more pronounced motion, ending the slash behind himself and taking a while to re-adjust to his neutral stance (which can be interrupted).}}
**{{change|Forward smash's hitboxes are positioned lower (y offset: 6.4 → 5).}}
**{{change|Forward smash's hitboxes are positioned lower (y offset: 6.4 → 5).}}
**{{nerf|Forward smash has a shorter duration (frames 24-25 → 24).}}
**{{nerf|Forward smash has a shorter duration (frames 24-25 → 24).}}
**{{nerf|Forward smash has smaller hitboxes (7u/6u/6u/6u → 6.2u/5.2u), with the upper/lower hitboxes being removed. This significantly reduces forward smash's vertical range.}}  
**{{nerf|Forward smash has smaller hitboxes (7u/6u/6u/6u → 6.2u/5.2u), with the upper/lower hitboxes being removed. This significantly reduces forward smash's vertical range.}}
**{{nerf|The near hitbox has been move closer to Meta Knight (z offset: 5 → 9), considerably reducing the move's range behind Meta Knight.}}
**{{nerf|The near hitbox has been moved further away from Meta Knight (z offset: 5 → 9), considerably reducing the move's range behind Meta Knight.}}
**{{nerf|The far hitbox is now extended and it has been positioned closer to Meta Knight (z offset: 19 → 13/z stretch: 17), reducing the move's range.}}
**{{nerf|The far hitbox is now extended and it has been positioned closer to Meta Knight (z offset: 19 → 13/z stretch: 17), reducing the move's range.}}
**{{nerf|The near hitbox has a higher hitlag multiplier (1× → 1.5×), making it easier to DI.}}
**{{nerf|The near hitbox has a higher hitlag multiplier (1× → 1.5×), making it easier to DI.}}
*[[Up smash]]:
*[[Up smash]]:
**{{buff|Up smash's first two hits have decreased set knockback (90/30 → 25/20) making them connect together better and its last hit has increased knockback (62 (base), 145 (scaling) → 65/166), improving its KO potential.}}
**{{change|Up smash has an altered animation. Meta Knight now slashes upward at a slightly higher height.}}
**{{change|Up smash's last hit has increased hitlag multiplier (1.2×). This makes the move safer on shield especially when combined with the general changes to shields, but easier to DI.}}
**{{change|Meta Knight now vocalizes once his up smash's hitboxes become active, rather than as soon as he starts it.}}
**{{change|Up smash's animation has slightly changed. Meta Knight now slashes upward at a slightly higher height.}}
**{{change|The upper hitbox now uses an extended hitbox.}}
**{{buff|Meta Knight only vocalizes after his up smash have been performed. While this seems merely aesthetic, it generally makes them less reactable.}}
**{{nerf|Up smash has smaller hitboxes (5u/6.3u/6.3u/6.3u (hits 1 and 2)/6.5u/7.5u/7.5u/7.5u (hit 3) → (4.5u/4.5u/4.5u)/(5.5u/5.5u/6u)).}}
**{{nerf|The upper hitbox has been moved closer to Meta Knight (y offset: 22 (hit 1)/24 (hits 2 and 3) → 20 (all)), giving the move less range above Meta Knight.}}
**{{nerf|The side hitboxes have been moved slightly closer to Meta Knight (z offset: -11.2/9.6 → 10.2/8.6), giving the move less horizontal range.}}
**{{nerf|The hitbox on Meta Knight's body has been removed, greatly reducing the move's range below Meta Knight to the point where it can no longer hit shorter opponents who are on the ground.}}
**{{buff|The first two hits launch opponents at different angles (90°/115°/115° → [[autolink angle|366°]]/155°/155°), making them connect more reliably.}}
**{{buff|The first hit deals less knockback (0/30/30 (base), 80/40/40 (set), 100 (scaling) (30/30/30)/(20/25/25) which along with its altered angle, makes it connect more reliably into the second hit.}}
**{{buff|The second hit deals less knockback (0/20/20 (base), 90/30/30 (set), 100 (scaling) → (30/30/30)/(20/25/25) which along with its altered angle, makes it connect more reliably into the third hit hit.}}
**{{buff|The upper hitbox on the first two hits now has the highest priority (ID# 3 0). As the hitbox now uses the auto-link angle rather than a vertical angle, this improves the move's reliability.}}
**{{change|The first two hits' side hitboxes are positioned slightly lower (y offset: 17 → 16).}}
**{{buff|The third hit deals more knockback (62 (base), 145 (scaling) → 65/166) and the side hitboxes launch opponents at a higher angle (70° → 85°), significantly improving its KO potential.}}
**{{nerf|The third hit has a higher hitlag multiplier (1× → 2×), making it easier to DI.}}
*[[Down smash]]:
*[[Down smash]]:
**{{change|Down smash's has an altered animation where Meta Knight now slashes inward around himself while spinning once.}}  
**{{change|Down smash has an altered animation. Meta Knight now slashes inward around himself while spinning once.}}
**{{change|Down smash now has a voice clip as Meta Knight performs his down smash. While this sound clip does exist in ''Brawl'', it would never play in game as it was tied to the move's startup animation which was 0 frames long.}}
**{{change|Down smash now has a voice clip as Meta Knight performs his down smash. While this sound clip does exist in ''Brawl'', it would never play in game as it was tied to the move's startup animation which was 0 frames long.}}
**{{nerf|Down smash has a shorter duration (frames 4-5 (front)/9-10 (back) → 4/9).}}
**{{nerf|Down smash has a shorter duration (frames 4-5 (front)/9-10 (back) → 4/9).}}
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===Aerial attacks===
===Aerial attacks===
*{{nerf|All aerials have increased ending lag (FAF 32 → 44 (neutral), FAF 40 → 46 (forward), FAF 48 → 52 (back), FAF 14 → 27 (up), FAF 26 → 28 (down)). In particular, up aerial can only be performed once in a short hop, instead of three times.}}
*{{buff|All aerials have lost their transcendent priority, allowing them to cancel out projectiles. This especially benefits neutral aerial due to its lack of disjoint.}}
*{{nerf|All aerials have increased landing lag (15 frames → 16 (neutral/forward), 12 frames → 18 (back/up), 15 frames → 22 (down)).}}
**{{nerf|However, this also hinders their ability to deal with short ranged low priority moves such as [[Fox Illusion]].}}
*{{nerf|All aerials auto-cancel later (frame 25 → 40 (neutral), frame 22 → 44 (forward), frame 33 → 40 (back), frame 21 → 24 (up), frame 24 → 26 (down)). When coupled with Meta Knight's increased falling speed, neutral, forward, and back aerials can no longer auto-cancel in a short hop.}}
*[[Neutral aerial]]:
*[[Neutral aerial]]:
**{{nerf|Neutral aerial's animation has slightly changed. Meta Knight now cartwheels, instead of somersaulting. This new animation results in smaller hitboxes (8u 7u). Neutral aerial also has more startup lag with a shorter duration (frames 3-24 → 6-20) and clean neutral aerial deals less damage (12% → 10%), although its knockback was mostly compensated (30 (base) 40). It also now functions like a proper [[sex kick]], preventing both hits from connecting and reducing its damage potential (19% → 10%/7.5%).}}
**{{nerf|Neutral aerial has an altered animation. Meta Knight now cartwheels, instead of somersaulting. This new animation is slightly longer (47 frames 49), increasing the amount of time Meta Knight cannot grab ledges after performing the move.}}
**{{buff|Late neutral aerial deals higher consistent damage (7%/6%/5% → 7.5%) and has increased base knockback (20 → 40).}}
**{{nerf|Neutral aerial has more startup lag with a shorter duration (frames 3-4 (clean)/5-24 (late) → 6-7/8-20).}}
**{{nerf|Neutral aerial has more ending lag (FAF 32 → 44), preventing Meta Knight from performing two neutral aerials in a short hop.}}
**{{nerf|Neutral aerial has more landing lag (15 frames → 16).}}
**{{nerf|Neutral aerial [[auto-cancel]]s much later (frame 25 → 50) going from doing so as soon as the hitboxes ended to no longer doing so until the animation ends. This drastically hinders neutral aerial's safety, with the move no longer auto-canceling in a short hop.}}
**{{nerf|The clean hit deals less damage (12% → 10%) hindering its KO potential despite its higher base knockback (30 → 40).}}
**{{nerf|The clean hit's body hitbox is smaller (8u 7u).}}
**{{nerf|When the late hit becomes active, the clean hit's hitboxes are no longer called to be removed. This means that neutral aerial now has a clean hit and a late hit rather than having two separate hits, preventing both hits from connecting and greatly reducing its maximum damage potential (19% → 10%).}}
**{{buff|The late hit deals more damage (7%/6%/5% → 7.5%) and has higher base knockback (20 → 40), improving its KO potential.}}
*[[Forward aerial]]:
*[[Forward aerial]]:
**{{nerf|Forward aerial's last hit deals 1% less damage (4% 3%), although its knockback scaling was compensated (122 140). Forward aerial also has more startup lag (frame 6 → 9).}}
**{{nerf|Forward aerial has more startup lag (frame 6 (hit 1)/10 (hit 2)/13 (hit 3) 9/12/15).}}
**{{buff|Forward aerial has larger hitboxes (3.5u/4u/5u → 4u/4.5u/6.5u) and its last hit's angle has been altered (361°/50° 48°), improving its spacing and edge-guarding potential.}}
***{{buff|However, the gap between the first and second hit is one frame shorter, allowing them to connect more reliably.}}
**{{change|Forward aerial is now properly affected by [[stale-move negation]]. This improves its combo potential, but hinders its gimping potential.}}
**{{nerf|Forward aerial has more ending lag (FAF 40 → 46) and a longer animation (39 frames 54).}}
**{{nerf|Forward aerial's first and second hits deal less damage (3% → 2.2% (grounded)/1.5% (aerial), with the hitboxes on aerial opponents now dealing less damage compared to when used on opponents on the ground.}}
**{{nerf|Forward aerial has more landing lag (15 frames → 16).}}
**{{change|Forward aerials' last hits have increased hitlag (1× → 2×). This makes them safer on shield, but easier to DI.}}
**{{nerf|Forward aerial has a shorter initial auto-cancel window (frames 1-3 → 1).}}
**{{nerf|Forward aerial auto-cancels much later (frame 22 → 44), no longer doing so in a short hop.}}
**{{nerf|Forward aerial now consists of one extended hitbox close to Meta Knight and one normal hitbox further away from him (with each having two separate sets of hitboxes for grounded and aerial opponents) rather than four normal hitboxes forming a square in front of him which hit both grounded and aerial opponents.}}
***{{nerf|The far hitbox is positioned closer to Meta Knight (z offset: 15 (hits 1 and 2)/14 (hit 3) → 13 (all)) and its height is inbetween the previous set of hitboxes (y offset: 1/10 → 6 (hits 1 and 2)/2.5 (hit 3)).}}
***{{nerf|The near hitbox is positioned closer to Meta Knight (z offset: 6 (hits 1 and 2)/3 (hit 3) → 7 (all)) and it does not extend as much vertically (y offset: 1/10 6/y stretch: 9 (hits 1 and 2)/8.5 (hit 3)).}}
****{{nerf|These changes reduce the first two hit's range overall as well as reducing the third hit's range behind Meta Knight and reducing every hit's vertical range from far ranges.}}
**{{buff|With the exception of the second hit's far hitbox, forward aerial has larger hitboxes (3.5u/3.5u/3.5u/3.5u → 4.5u/4u (hit 1), 4u/4u → 4.5u (hit 2 near), 5u/5u/5u/5u → 6.5u/6.5u (hit 3)). This gives the third hit slightly more horizontal range.}}
**{{nerf|The first two hits deal less damage (3% → 1.5% (aerial)/2.2% (grounded)).}}
**{{buff|The first two hits have altered set knockback against aerial opponents (80 (low)/5 (high) → 40) and the near hitbox launches opponents at a higher angle (60° (low)/45° (high) 85°), improving their reliability against aerial opponents.}}
**{{nerf|The far hitbox launches aerial opponents at a less favorable angle (98° (low)/90° (high) → 85°).}}
**{{nerf|The first two hits now consistently launch grounded opponents horizontally (60°/98° (low)/45°/90° (high) → 361°) and they deal more knockback to grounded opponents (0 (base), 80/5 (set), 100 (scaling) → 30/0/130). This hinders their reliability as well as greatly hindering their followup potential (especially against heavier characters), while also not granting them KO potential at realistic percents.}}
**{{buff|The third hit's near hitbox launches opponents at a slightly lower angle (50° → 48°), slightly improving its KO and edgeguarding potential.}}
**{{nerf|The third hit deals less damage (4% → 3%) without full compensation on its knockback scaling (122 → 140).}}
***{{nerf|When combined with the first two hit's lower damage output, this reduces forward aerial's maximum damage output (10% → 7.4%).}}
**{{nerf|The third hit's far hitbox launches opponents at a higher angle (361° → 48°), hindering its KO and edgeguarding potential.}}
**{{nerf|The third hit has a higher hitlag multiplier (1× → 2×), making it easier to DI. Forward aerial cannot be [[frame cancel]]ed, preventing it from benefitting from the introduction of the technique.}}
*[[Back aerial]]:
*[[Back aerial]]:
**{{buff|Back aerial's aerial first and second hits now use the [[autolink angle|auto-link angle]] against aerial opponents, improving its edge-guarding potential and granting it combo potential. Its last hit also has increased knockback scaling (175 212), significantly improving its KO potential.}}
**{{nerf|Back aerial has more ending lag (FAF 48 → 52) and a longer animation (47 frames → 59).}}
**{{nerf|Back aerial's first and second hits deal less damage (3% → 2.2% (grounded)/1.5% (aerial)).}}
**{{nerf|Back aerial has more landing lag (12 frames → 18).}}
**{{change|Back aerials' last hits have increased hitlag (). This makes them safer on shield, but easier to DI.}}
**{{nerf|Back aerial auto-cancels later (frame 33 → 40), no longer doing so in a short hop.}}
**{{nerf|Back aerial has smaller hitboxes (6.3u/5u/5u (hit 1)/6.5u/5u/5u (hit 2) → 4.2u/4.2u (both), 7u/5u/5u → 5.2u/5u (hit 3)), giving the far hitbox less horizontal range.}}
**{{change|The far hitbox has been repositioned lower (y offset: 7.2 (hits 1 and 3)/6.4 (hit 2) → 4.5 (hit 1)/2 (hit 2)/7 (hit 3)).}}
**{{nerf|The near hitbox is now one extended hitbox rather than two normal hitboxes. The hitbox does not extend as far vertically (y offset: 2.8/11.6 (hits 1 and 3)/2/10.8 (hit 2) → 2.5/y stretch: 6.5), giving back aerial less vertical range, especially from above.}}
***{{buff|However, this does also give the third hit slightly more range below Meta Knight.}}
**{{buff|The near hitbox has been moved closer to Meta Knight (z offset: 8 6), giving back aerial more range inside of Meta Knight.}}
**{{buff|Back aerial now always launches opponents in the opposite direction Meta Knight is facing. As the move hits multiple times, this improves its reliability.}}
**{{nerf|The first two hits deal less damage (3% (hits 1 and 2)/10% (total) 1.5% (aerial)/2.2% (grounded)/8.4% (maximum total)).}}
**{{buff|The first two hits now use the auto-link angle against aerial opponents (80° → 366°) and they have higher set knockback (48/35/20 90). This makes them connect more reliably, as well as granting them edgeguarding and drag down setup potential.}}
**{{nerf|The first two hits now launch grounded opponents horizontally (80° → 45°) and they deal more knockback to grounded opponents (0 (base), 48/35/20 (set), 100 (scaling) → 40/0/130). This hinders their reliability as well as hindering their followup potential, while also not granting them KO potential at realistic percents.}}
**{{buff|The third hit has higher knockback scaling (175 → 212), significantly improving its KO potential.}}
**{{nerf|The third hit has a higher hitlag multiplier (1× → 2×), making it easier to DI. Back aerial cannot be frame canceled, preventing it from benefitting from the introduction of the technique.}}
*[[Up aerial]]:
*[[Up aerial]]:
**{{nerf|Up aerial deals less damage (6% → 4%), and knockback (40 (base)/125 (scaling) → 30/128). Its angles have also been altered (78°/78°/60° → 69°/69°/52°). Altogether, these changes hinder its KO potential as well as its ability to chain into itself at lower percents.}}
**{{nerf|Up aerial has more startup lag with a shorter duration (frames 2-3 → 6), no longer being the fastest aerial in the game.}}
**{{nerf|Up aerial has more startup lag with a shorter duration (frames 2-3 6) a smaller hitbox (5.5u → 3.5u) and its SDI multiplier has increased (1.).}}
**{{nerf|Up aerial has much more ending lag (FAF 14 → 27). When combined with its higher startup lag, this greatly hinders up aerial's juggling and sharking potential.}}
**{{buff|The removal of hitstun canceling and the weakening of DI and SDI combined with its lower knockback makes up aerial a more reliable combo move at higher percents despite the drastic nerfs to its speed.}}
***{{nerf|When combined with Meta Knight's lower short hop, this also means that Meta Knight can now only perform one up aerial in a short hop as opposed to three.}}
**{{nerf|Up aerial has a longer animation (23 frames → 36).}}
**{{nerf|Up aerial has more landing lag (12 frames → 18).}}
**{{nerf|Up aerial auto-cancels later (frame 21 → 24).}}
***{{nerf|This is further exacerbated when combined with the move's higher ending lag, as Meta Knight can no longer use the initial auto-cancel window of another aerial to make the move auto-cancel earlier.}}
**{{nerf|Up aerial deals less damage (6% → 4%) and knockback (40 (base), 125 (scaling) → 30/128).}}
***{{buff|However, this also improves the move's followup potential at higher percents.}}
**{{nerf|Up aerial launches opponents at lower angles (78°/78°/60°/60° → 69°/69°/52°). When combined with its higher ending lag, this significantly hinders up aerial's followup potential at lower percents.}}
**{{nerf|Up aerial has a higher SDI multiplier (1x 1.5x).}}
**{{nerf|Up aerial has smaller hitboxes (5.5u/5.5u/5u/5u → 3.5u/3u/3u) and they are now extended. This gives up aerial less range below Meta Knight as well as less range in front of him despite the right side hitbox being extended further away from Meta Knight (z offset: 8 → 9.5).}}
**{{nerf|Up aerial hitboxes have been positioned higher (y offset: 17/14 → 19/16). While this allows the move to retain its vertical range despite its smaller hitboxes, this also gives it much less range below Meta Knight.}}
**{{nerf|The left side hitbox has been extended closer to Meta Knight (z offset: -12.8 -11.5), giving the move much less range behind Meta Knight.}}
**{{buff|The changes to hitstun canceling and DI combined with the move's lower knockback makes up aerial a more reliable combo move at higher percents despite the drastic nerfs to its speed.}}
*[[Down aerial]]:
*[[Down aerial]]:
**{{nerf|Down aerial has a shorter duration (frames 4-5 → 4) and deals less damage (7% (center)/9% (sides) → 6% (both)), although its center hit's knockback scaling and side hits' base knockback were compensated (105 → 108 (center), 15 → 30 (sides)). Down aerial also has smaller hitboxes (5.4u/5.2u → 3.5u) and one of its sweetspots has been removed. Due to their angles being altered (23° 50°), down aerial's early and late hitboxes are also no longer semi-spikes. Altogether, these changes hinder its spacing and edgeguarding potential.}}
**{{nerf|Down aerial has a shorter duration (frames 4-5 → 4).}}
**{{nerf|Down aerial has more ending lag (FAF 26 → 28) and a longer animation (25 frames → 29).}}
**{{nerf|Down aerial has more landing lag (15 frames → 22).}}
**{{nerf|Down aerial auto-cancels later (frame 24 → 26).}}
**{{nerf|Down aerial deals less damage (7% (center)/9% (sides) → 6% (both)), without full compensation on its knockback (30/15 (base), 105 (scaling) → 30/108).}}
**{{nerf|Down aerial has smaller hitboxes (5.4u/5.2u/5.4u/5.4u → 3.5u/3u/3u) and they are now extended.}}
**{{change|The middle hitbox has been positioned slightly lower (y offset: 6.4 → -6.5).}}
**{{nerf|The side hitboxes has been positioned lower (y offset: 3.4 → y stretch: 4.5). This gives the move less range above Meta Knight with the move still having less range below Meta Knight due to the hitboxes being smaller.}}
**{{nerf|The side hitboxes have been moved closer to Meta Knight (z offset: 10/-10 z stretch: 6/-8), reducing the move's horizontal range, especially in front of Meta Knight.}}
**{{nerf|The side hitboxes launches opponents at a much higher angle (23° → 50°), greatly hindering their edgeguarding potential.}}
***{{nerf|Altogether, these changes considerably hinder its spacing and edgeguarding potential.}}


===Throws/other attacks===
===Throws/other attacks===
*[[Grab]]s:
*[[Grab]]s:
**{{nerf|All grabs have more startup lag (frame 6 (standing)/8 (dash)/7 (pivot) → 7 (standing)/9 (dash/pivot)).}}
**{{nerf|All grabs have more startup lag (frame 6 (standing)/8 (dash)/7 (pivot) → 7 (standing)/9 (dash/pivot)).}}
**{{nerf|Standing and Pivot grabs have more ending lag (FAF 30 (standing)/36 (pivot) → 32/38).}}
**{{nerf|Standing and pivot grabs have more ending lag (FAF 30 (standing)/36 (pivot) → 32/38).}}
**{{buff|Standing grab extends further inside of Meta Knight (z offset: 6 → 4), giving it more range inside of him.}}
**{{buff|Standing grab extends further inside of Meta Knight (z offset: 6 → 4), giving it more range inside of him.}}
**{{buff|Dash and pivot grabs extend further away from Meta Knight (z offset: 9 (dash)/-14 (pivot) → z stretch: 10.8/-15), giving dash grab slightly more range.}}
**{{buff|Dash and pivot grabs extend further away from Meta Knight (z offset: 9 (dash)/-14 (pivot) → z stretch: 10.8/-15), giving dash grab slightly more range.}}
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**{{nerf|Up throw deals less damage (12% → 10%), although its knockback scaling was compensated (60 → 70).}}
**{{nerf|Up throw deals less damage (12% → 10%), although its knockback scaling was compensated (60 → 70).}}
*[[Down throw]]:
*[[Down throw]]:
**{{nerf|Down throw's first 9 hits deal less damage (1% → 0.5%), reducing the throw's total damage output (11% → 7.5%).}}  
**{{nerf|Down throw's first 9 hits deal less damage (1% → 0.5%), reducing the throw's total damage output (11% → 7.5%).}}
**{{buff|The 10th hit has a longer duration (frame 73 → 73-74).}}
**{{buff|The 10th hit has a longer duration (frame 73 → 73-74).}}
**{{buff|The 10th hit has higher base knockback (50 → 60).}}
**{{buff|The 10th hit has higher base knockback (50 → 60).}}
**{{change|The 10th hit launches opponents at a lower angle (90° → 70°). This grants Meta Knight more followup options against bystanders but makes it more susceptible to DI.}}
**{{change|The 10th hit launches opponents at a lower angle (90° → 70°). This grants Meta Knight more followup options against bystanders but makes it more susceptible to DI.}}
**{{nerf|The throw deals more damage (1% → 2%) and deals significantly more knockback (60 (base), 110 (scaling) → 50/170). This hinders its followup potential at higher percents while still being too weak to KO at realistic percents.}}  
**{{nerf|The throw deals more damage (1% → 2%) and deals significantly more knockback (60 (base), 110 (scaling) → 50/170). This hinders its followup potential at higher percents while still being too weak to KO at realistic percents.}}
**{{buff|The throw launches at a higher angle (50° → 60°), improving its followup potential.}}  
**{{buff|The throw launches at a higher angle (50° → 60°), improving its followup potential.}}
**{{buff|Meta Knight releases opponents from own throw one frame later (frame 74 → 75). This slightly reduces the throw's ending lag and as the throw executes so slowly, the additional frame to DI the throw is completely negligible.}}
**{{buff|Meta Knight releases opponents from down throw one frame later (frame 74 → 75). This slightly reduces the throw's ending lag and as the throw executes so slowly, the additional frame to DI the throw is completely negligible.}}
***{{buff|When combined with its higher launch angle an the changes to hitstun canceling and DI, this significantly improves down throw's combo potential despite its higher knockback.}}
***{{buff|When combined with its higher launch angle an the changes to hitstun canceling and DI, this significantly improves down throw's combo potential despite its higher knockback.}}
*[[Floor attack]]s:
**{{buff|Floor attacks' second hits have less startup lag (frame 26 → 24).}}
**{{buff|Floor attacks have less ending lag (FAF 50 → 46).}}
**{{buff|Floor attacks deal more damage (6% → 7%) and shield damage (1 → 8) per hit, without full compensation on their knockback scaling (50 → 48).}}
**{{nerf|Floor attacks have less intangibility (frames 1-27 → 1-25).}}
**{{nerf|Floor attacks launch opponents at a higher angle (361° → 48°).}}
**{{nerf|Both floor attacks now use one static extended hitbox rather than multiple normal hitboxes attached to Meta Knight. The moves now have a consistent size (7u/5u → 5u) and they do not extend as far (z offset: (16/-16)/0 → (13/-13)/z stretch: 5/-5), reducing their range.}}
*[[Edge attack]]:
**{{buff|As with other edge attacks, edge attack no longer has set knockback (110 (set), 100 (scaling) → 90 (base)/20).}}
**{{nerf|Edge attack has a shorter duration (frames 25-28 → 25-27).}}
**{{nerf|Edge attack has less intangibility (frames 1-23 → 1-22).}}
**{{nerf|Edge attack deals less damage (8% → 7%) and launches opponents at a less favorable angle (361° → 45°).}}
**{{nerf|Edge attack now uses one extended hitbox rather than four normal hitboxes which does not extend as far (z offset: 15/-4 → -14/z stretch: 2), giving it less range, especially behind Meta Knight.}}
**{{nerf|As with other edge attacks, edge attack can no longer send opponents behind Meta Knight, removing its ability to set up edgeguards.}}
*[[Trip attack]]:
**{{buff|Trip attack deals more shield damage (1 → 8) per hit.}}
**{{buff|Trip attack has a larger hitbox (4.5u/4.5u/3.8u/3u → 5u), giving it more vertical range, especially close to Meta Knight.}}
***{{nerf|However, it now uses one extended hitbox rather than four normal hitboxes which does not extend as far (z offset: (-15/15)/0 → (-13/13)/z stretch: -5/5), giving it less horizontal range.}}
**{{nerf|Trip attack has less intangibility (frames 1-8 → 1-7).}}


===Special moves===
===Special moves===
*[[Mach Tornado]]:
*[[Mach Tornado]]:
**{{buff|Mach Tornado's last hit has increased base knockback (35 55), improving its KO potential at the upper blast line.}}
**{{buff|Mach Tornado's loop hits deal less knockback (0 (base), 50/90 (set), 100 (scaling) 10/0/100) and they now use the autolink angle against aerial opponents (90° → 366°). This makes Mach Tornado connect more reliably.}}
**{{buff|Mach Tornado's loop hits use the autolink angle and the weakening of SDI makes Mach Tornado significantly more difficult to escape from.}}
**{{buff|The final hit has higher base knockback (35 55), improving its KO potential.}}
**{{nerf|Mach Tornado has a shorter duration (frames 12-59 12-48), increased ending (frame 29 → 53) and landing lag. Altogether, these changes hinder its safety and make it more susceptible to punishment. It also covers less distance, hindering its recovery potential.}}
**{{nerf|Mach Tornado's looping hits consist of one hitbox covering Meta Knight instead of 3 hitboxes surrounding him (5u/5u/5u → 6u), significantly decreasing Mach Tornado's range.}}  
**{{change|Mach Tornado's visual effects have slightly changed. Its trail is now noticeably thinner.}}
**{{change|Mach Tornado's visual effects have slightly changed. Its trail is now noticeably thinner.}}
**{{change|Mach Tornado's last hit has increased hitlag (). This makes it safer on shield, but easier to DI.}}
**{{change|Mach Tornado spin speed needed to stop spinning is slightly lower (10 → 9).}}
**{{change|Mach Tornado now has a consistent rehit rate of 6, rather than the rehit rate depending on how long it takes Meta Knight to spin a full 360°.}}
***{{nerf|This gives Mach Tornado a longer rehit rate during the earlier parts of the spin, especially when Meta Knight is mashing (5/4 frames → 6), making it less safe on shield and easier to potentially fall out of.}}
***{{buff|However, this also gives it a faster rehit rate during the later parts of the spin, making it less punishable and harder to fall out of.}}
**{{nerf|Mach Tornado loses more spin speed per frame (2 → 3). This reduces Mach Tornado's loop hit's minimum duration (frames 12-58 → 12-41).}}
**{{nerf|Repeated button presses increase Mach Tornado's spin speed less (16 → 10) and they lose more spin speed (1.5 → 1.7). When combined with the move losing more speed without button presses, this greatly reduces the loop hit's maximum duration (frames 12-127 → 12-70) as well as greatly reducing the amount of height Meta Knight can gain by using the move.}}
**{{nerf|Mach Tornado has much more ending lag (29 frames → 54), making it much more punishable.}}
**{{nerf|The loop hits now consists of one hitbox in the middle of Meta Knight, rather than one hitbox below him and two hitboxes on the side of him. The previous lower hitbox has been moved much higher up (y offset: -2 → 8) and the side hitboxes have been removed. This significantly reduces the move's range both horizontally and below Meta Knight despite the hitbox being larger (5u → 6u), and slightly extended.}}
***{{buff|However, the hitbox is positioned slightly higher than the previous side hitboxes (y offset: 7 8) which along with its larger hitbox, gives it slightly more range above Meta Knight.}}
**{{nerf|The loop hits now deal hitlag. This not only makes the move slower to execute and easier to DI but this also greatly hinders the move's shield pressuring potential, as opponents are trapped in shield for two less frames (as they now only suffer from two frames of shieldstun, rather than four frames of shieldlag Meta Knight does not go through), giving the cast more opportunities to escape and punish the move, especially early on in the move's duration with the move's lower rehit rate.}}
**{{nerf|The loop hit's priority now functions like a standard move, rather than having grounded/aerial priority. This means that the grounded version can no longer clang with aerials while the aerial version can no longer clang with grounded or aerial moves. This greatly hinders the move's safety, especially in the air as opponents can now hit Meta Knight out of the move much more easily.}}
***{{nerf|When combined with the move's reduced range, this also allows more damaging moves without transcendent priority to hit Meta Knight much more easily.}}
**{{nerf|The final hit has a higher hitlag multiplier (1× → 2×), making it easier to DI.}}
***{{nerf|Altogether, these changes greatly hinder Mach Tornado's movement potential and recovery potential as well as greatly hindering its safety and making it much more punishable.}}
*[[Drill Rush]]:
*[[Drill Rush]]:
**{{buff|Drill Rush's hits connect together better, and its last hit has increased knockback (30 (base)/(100/130/200) (scaling) → 40/200), significantly improving its KO potential. Its last hit's rebounding jump is also significantly higher, improving its safety. It also covers more distance.}}
**{{nerf|Drill Rush has more ending lag (FAF 95 → 115).}}
**{{buff|The weakening of SDI makes Drill Rush significantly more difficult to escape from.}}
**{{nerf|Drill Rush can no longer be [[edge cancel]]ed.}}
**{{change|Drill Rush's last hit has increased hitlag (). This makes it safer on shield, but easier to DI.}}
**{{nerf|Drill Rush now only grants the rebounding jump if the player lands the final hit, hindering its safety and recovery potential.}}
**{{nerf|Drill Rush's final hit has a shorter duration (frames 70-71 (grounded), 70-74 (aerial) → 70 (both) and Meta Knight can only use the rebounding jump that its last hit grants if it makes contact.}}
**{{nerf|Drill Rush now suffers from [[RCO lag]].}}
**{{buff|Drill Rush travels further.}}
**{{buff|Drill Rush has a longer startup animation (21 frames → 25) however, the move's hitboxes now become active as soon as Meta Knight starts spinning. This makes the move connect much more reliably against opponents at close range while also keeping its startup lag the same despite its longer startup animation.}}
**{{buff|The loop hits have a longer duration (frames 26-65 → 26-69).}}
**{{buff|The loop hits have a lower SDI multiplier during their first four active frames (0.8x → 1x).}}
**{{buff|The loop hits have gained an addition loop hitbox further along Meta Knight's sword, giving it more range.}}
**{{buff|The near hitboxes now have set knockback for the move's first four frames (0 → 30), allowing them to connect more reliably.}}
**{{buff|The loop hit's upper hitbox deals less knockback after the move's first four frames (100 (base), 50 (scaling) → 40/45), allowing it to connect more reliably.}}
**{{buff|The loop hit's previous sword hitbox is positioned close to Meta Knight (x offset: 3.5 → y offset: 2), it launches opponents horizontally for its first four active frames and now uses an autolink angle afterwards (70° → 361° (early)/366° (late)) and it has higher base knockback (50 → 70). When combined with the new front sword hitbox, this makes it connect more reliably.}}
***{{buff|Altogether, these changes make Drill Rush connect much more reliably, especially at close range.}}
**{{change|The loop hit's upper hitbox now launches opponents horizontally (365° → 0°).}}
**{{change|The loop hit's lower hitbox launches opponents at a lower angle (70° → 30° (early)/45° (late)).}}
**{{nerf|The loop hit's hitboxes are smaller (4u/3.5u/5u → 3u/3u/3.5u/4u) and the near hitboxes are positioned further away from Meta Knight (z offset: 4 → 6), reducing their vertical range and their range behind Meta Knight.}}
**{{nerf|The loop hit's upper hitbox is now only active for the move's first four active frames.}}
**{{nerf|The loop hits have a higher SDI multiplier after its first four active frames (0.8x → 1x).}}
**{{buff|The final hit has higher base knockback (30 → 40).}}
**{{buff|The grounded version's final hit has much higher knockback scaling (100/130 → 200), significantly improving its KO potential as well as no longer making it weaker than the aerial version.}}
**{{buff|The final hit's far hitbox is positioned further away from Meta Knight (x offset: 6 → y offset: 10) with the grounded version's far hitbox also being larger (4u → 6u), significantly improving its range.}}
**{{nerf|The final hit has more startup lag with a shorter duration (frames 66-67 (grounded)/66-70 (aerial) → 70 (both)).}}
**{{nerf|The grounded version's final hit's near hitbox is smaller (7u 6u).}}
**{{nerf|The aerial version's final hit has smaller hitboxes (8u/9u → 6u/6u).}}
**{{nerf|The final hit's near hitboxes are positioned much closer to Meta Knight (x offset: -8 (grounded)/-2 (aerial) → y offset: 4 (both)), giving it much less range inside of Meta Knight.}}
**{{nerf|The final hit has a much higher hitlag multiplier (1× → 3×), making it much easier to DI.}}
*[[Shuttle Loop]]:
*[[Shuttle Loop]]:
**{{buff|Due to receiving a hitbox during its second ascent, Shuttle Loop deals more damage (9% (clean)/5% (late) → 15% (grounded)/12% (aerial)).}}
**{{change|Shuttle Loop now functions very differently. Instead of a single upwards loop that leads into a glide, Meta Knight performs two upwards loops with the first loop linking into the second one and after the loops, Meta Knight then enters [[helpless|free fall]].}}
**{{change|Compared to Shuttle Loop's first hit, its second hit has different knockback (90 (base)/80 (grounded scaling)/60 (aerial scaling) → 55/130/118).}}
**{{change|The first hit has knockback which minimally scales in order to link into the second hit.}}
**{{nerf|Grounded Shuttle Loop no longer grants [[invincibility]] on startup.}}
**{{buff|Shuttle Loop grants much more height, improving its vertical recovery potential.}}
**{{buff|Aerial Shuttle Loop has decreased start-up lag (frame 8 → 7) and travels much more vertical distance.}}
**{{buff|Due to the altered functionality of Shuttle Loop, Meta Knight can now connect both hits of grounded Shuttle Loop reliably while the aerial version's maximum damage output is higher (9% → 12%).}}
**{{change|Aerial Shuttle Loop's angle has been altered (21° → 80°). This improves its KO potential near the upper blast line, but almost completely removes its edgeguarding potential.}}
**{{nerf|Shuttle Loop now suffers from RCO lag.}}
**{{nerf|Due to the removal of [[Glide|gliding]], aerial Shuttle Loop now renders Meta Knight [[helpless]] upon completion, hindering its recovery potential. Due to consisting of two hits instead of one and having high hitlag, it is also easier to DI. Meta Knight can also no longer use it to laglessly land on a platform by using it at the right distance significantly hindering its utility off stage.}}
**{{nerf|The grounded version no longer has intangibility on startup, significantly hindering its ability to stuff out approaches as well as hindering its use as an [[out of shield]] option, especially against multi hitting moves.}}
**{{buff|The changes to hitstun canceling improve Meta Knight's combo potential into aerial Shuttle Loop.}}
**{{buff|The grounded version's first hit has two new hitboxes positioned closer to Meta Knight on its first active frame, giving the move more range inside of him.}}
**{{nerf|The grounded version's first hit has smaller hitboxes (6.8u/6.8u (clean)/6u/6u (late) → (4u/4u)/5u/5u)), reducing its range despite its hitboxes being moved further away from Meta Knight on its first active frame (z offset: 12 → 14).}}
**{{buff|The grounded version's second hit has a longer duration (frame 8 → 22-27) compared to the previous clean hit.}}
**{{buff|The grounded version's second hit now launches opponents at a consistent angle (80°/70° → 80°) compared to the previous clean hit.}}
**{{nerf|The grounded version's second hit deals less damage (9% → 6%) and knockback (90 (base), 80 (scaling) → 55/130) compared to the previous clean hit, hindering its KO potential, although this is partially compensated by Meta Knight jumping high up before using the move.}}
**{{nerf|The second hit has smaller hitboxes (6.8u/6.8u → 5.5u/3u) with the far hitbox being positioned closer to Meta Knight (z offset: 12 → 9), reducing its range compared to the previous grounded version's clean hit despite the far hitbox now being extended.}}
***{{buff|However, the smaller hitbox is now positioned inside of Meta Knight, improving its range inside of Meta Knight.}}
**{{buff|The aerial version has less startup lag (frame 8 → 7).}}
**{{buff|The aerial version's first hit's hitboxes are now identical in terms of size and positions to the grounded version. This gives it more range despite its hitboxes being smaller (7u → 4u/4u/4u/4u).}}
**{{buff|The aerial version's second hit deals more knockback (90 (base), 60 (scaling) → 55/118), improving its KO potential despite its lower damage (9% → 6%) compared to the previous clean hit.}}
**{{change|The second hit launches opponents vertically unlike the previous clean hit (30° → 80°).}}
***{{buff|This significantly improves its KO potential near the upper blast line which along with the changes to hitstun canceling and DI, makes it highly effective vertical combo ender.}}
***{{nerf|However, this also significantly hinders its edgeguarding potential which was an area the move was incredibly potent in previously.}}
**{{nerf|Due to its multi hitting nature, Shuttle Loop is a less reliable move, especially at higher percents.}}
**{{nerf|As mentioned earlier, Meta Knight now enters free fall when Shuttle Loop completes rather than gliding. This not only significantly hinder the move's horizontal recovery potential but this also makes the move drastically more punishable, immensely hindering its safety.}}
**{{nerf|Meta Knight can no longer auto-cancel Shuttle Loop if he spaces it to land before it finishes, significantly hindering its utility and safety.}}
***{{nerf|Altogether, these changes along with the move's altered functionality and the grounded version losing its intangibility on startup greatly hinders the move's safety as well as reducing its utility.}}
*[[Dimensional Cape]]:
*[[Dimensional Cape]]:
**{{buff|Dimensional Cape has increased damage potential (14% → 14%/15%/16%) and knockback (20 (base)/85 (scaling) → 40/98), granting it KO potential. Additionally, it has increased invincibility frames (frames 18-26 → 12-39 (non-attack)/frames 12-28 (attack)), improving its safety, and covers more distance. Lastly, its attacking warp upon reappearing positions Meta Knight at a higher height, and has larger hitboxes below and behind him.}}
**{{change|Dimensional Cape's animation has slightly changed. Its non-attacking warp now has Meta Knight face the opposite direction upon reappearing, whereas warping downward from a stationary position on the ground also no longer has him attack behind himself. Conversely, its attacking warp now has Meta Knight perform an upward slash upon reappearing when warping backward (which does not change his direction), whereas his prior slash animation now only applies to a stationary or vertical orientation. Meta Knight also holds Galaxia differently during the attacking warp upon reappearing when warping forward.}}
**{{change|Dimensional Cape's animation has slightly changed. Its non-attacking warp now has Meta Knight face the opposite direction upon reappearing, whereas warping downward from a stationary position on the ground also no longer has him attack behind himself. Conversely, its attacking warp now has Meta Knight perform an upward slash upon reappearing when warping backward (which does not change his direction), whereas his prior slash animation now only applies to a stationary or vertical orientation. Meta Knight also holds Galaxia differently during the attacking warp upon reappearing when warping forward.}}
**{{bugfix|[[Infinite Dimensional Cape]] has been removed.}}
**{{buff|Dimensional Cape has more intangibility (frames 18-26 → 12-39 (no attack)/12-28 (attack)) with Meta Knight now becoming intangible as soon as he disappears.}}
**{{change|Dimensional Cape's attack has increased hitlag (1x → 1.4x). This makes it safer on shield, but easier to DI.}}
**{{buff|Dimensional Cape travels further.}}
**{{change|Meta Knight reappears later when using Dimensional Cape (frame 27 → 29).}}
**{{buff|Dimensional Cape has increased horizontal speed (2.5 → 3), allowing it to cover more horizontal distance.}}
**{{nerf|Dimensional Cape has reduced vertical speed (2.5 → 2), reducing its vertical distance.}}
**{{nerf|[[Infinite Dimensional Cape]] has been removed, removing the move's ability to infinitely stall as well as generally hindering its utility.}}
**{{buff|The attack deals more damage when it is not performed backwards (14% → 15% (neutral)/16% (forwards/vertical)).}}
**{{buff|The attack deals more knockback (20 (base), 85/95 (scaling) → 40/98), significantly improved its KO potential, especially when performed forwards or vertically.}}
**{{buff|The attack's hitboxes are larger (7u/5u → 8.5u/5.5u (neutral)/11.5u/7.5u (forwards/vertical)) and they are now noticeably extended, significantly improving its range.}}
**{{change|The attack launches opponents at a lower angle (60° → 53°).}}
**{{nerf|The attack has more startup lag (due to Meta Knight reappearing later) with a shorter duration (frames 32-33 → 34).}}
**{{nerf|The attack has more ending lag (55 frames → 64).}}
**{{nerf|The attack has a higher hitlag multiplier (1.2x → 1.4x), making it easier to DI.}}
*[[Galaxia Darkness]]:
*[[Galaxia Darkness]]:
**{{buff|Galaxia Darkness no longer attacks Meta Knight's teammates if [[Team Attack]] is turned off.}}
**{{buff|Galaxia Darkness no longer attacks Meta Knight's teammates if [[Team Attack]] is turned off.}}
**{{buff|Galaxia Darkness slows down opponents more when it starts up (4x → 5x).}}
**{{nerf|Galaxia Darkness now uses one smaller extended search box (19u/15u/15u → 14u) which does not extend as far (z offset: 2/40 → 7/z stretch: 37), reducing its range.}}
**{{buff|Galaxia Darkness has higher knockback scaling (50 → 55), improving its KO potential.}}
**{{change|Galaxia Darkness' visual effects have changed. The interior of Meta Knight's cape now features a celestial pattern.}}
**{{change|Galaxia Darkness' visual effects have changed. The interior of Meta Knight's cape now features a celestial pattern.}}
**{{change|Characters trapped by Galaxia Darkness will now react to being trapped by the move, as opposed to remaining static.}}
**{{change|Characters trapped by Galaxia Darkness will now react to being trapped by the move, as opposed to remaining static.}}
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==Update history==
==Update history==
Meta Knight has been buffed via game updates. In updates [[1.0.4]] and [[1.0.8]], his damage outputs, knockback, range and attack speed were all improved. Update [[1.1.0]] reduced the number of Galaxia's trails on his moves to match his moves' hitboxes, considerably improving his accuracy. The specific buffs to his neutral attack, forward tilt, and neutral aerial have given him more options with which to relieve pressure, and the increased power of his neutral and back aerials have enhanced his KO and edge-guarding potential. Update [[1.1.1]]'s changes to shield mechanics have also been beneficial for Meta Knight: thanks to several of his attacks hitting multiple times and/or having high [[hitlag]] modifiers, most notably forward aerial, forward smash, and Shieldbreaker Drill, his neutral game was improved and his weakened [[out of shield]] options were generally compensated.
Meta Knight has been buffed via game updates. In updates [[1.0.4]] and [[1.0.8]], damage output, knockback, reach, and attack speed were improved on some moves. Update [[1.1.0]] reduced the number of Galaxia's trails on his moves to match his moves' hitboxes, considerably improving his accuracy. The specific buffs to his neutral attack, forward tilt, and neutral aerial have given him more options with which to relieve pressure, and the increased power of his neutral and back aerials have enhanced his KO and edge-guarding potential. Update [[1.1.1]]'s changes to shield mechanics have also been beneficial for Meta Knight: thanks to several of his attacks hitting multiple times and/or having high [[hitlag]] modifiers, most notably forward aerial and forward smash. However the one indirect buff that really improved Meta Knight was 1.0.4 adjusting [[LSI]] to no longer apply on hits that launch between 65-115 degrees; this change made Meta Knight's infamous [[ladder]] and [[bridge]] combos that would define his meta significantly more potent, allowing Meta Knight to string more up and down aerials in the same combo and to connect at wider percentage windows, while also allowing the [[Shuttle Loop]] finisher to KO significantly earlier.


While these buffs do not make Meta Knight nearly as potent as he was in ''Brawl'', they are still helpful additions that have, over time, allowed him to recoup some of his initially weakened offensive potential. Furthermore, Meta Knight has achieved notable tournament success thanks to these buffs. However, update [[1.1.5]] nerfed Meta Knight. Although its decrease of forward aerial's landing lag made it into a new approach option, it altered up aerial's angle and increased its SDI multiplier, both of which make it much harder for up aerial to combo into itself for early vertical KOs on most characters. However, the same update and update [[1.1.6]] also brought significant nerfs to {{SSB4|Sheik}}, {{SSB4|Zero Suit Samus}} and {{SSB4|Bayonetta}}, who were some of his most challenging matchups prior to these updates. Overall, Meta Knight has improved since the initial release of ''SSB4''.  
While these buffs do not make Meta Knight nearly as potent as he was in ''Brawl'', they have still allowed him to recoup some of his initially weakened offensive potential and remain viable with some notable tournament success. However, update [[1.1.5]] would then nerf Meta Knight; although its decrease of forward aerial's landing lag made it into a new approach option, it altered up aerial's launch angle to be more diagonal and increased its SDI multiplier, both of which make it harder for up aerial to combo into itself for early KOing ladders on most characters. However, the same update and update [[1.1.6]] also brought significant nerfs to {{SSB4|Sheik}}, {{SSB4|Zero Suit Samus}} and {{SSB4|Bayonetta}}, who were some of his most challenging matchups prior to these updates. Overall, Meta Knight has improved since the initial release of ''SSB4''.


'''{{GameIcon|ssb4-3ds}} [[1.0.4]]'''
'''{{GameIcon|ssb4-3ds}} [[1.0.4]]'''
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*{{buff|Neutral attack's loop hits deal 0.2% more damage|1%|1.2%; its loop hits' knockback scaling decreased: 40 → 30; its last hit's hitbox size increased: 5.7u → 8u; its ending lag decreased: frame 47 → 35; its SDI multiplier decreased: 1× → 0.6×; and its hitboxes split to cover more space. Altogether, these changes improve its damage racking potential, range and safety.}}
*{{buff|Neutral attack's loop hits deal 0.2% more damage|1%|1.2%; its loop hits' knockback scaling decreased: 40 → 30; its last hit's hitbox size increased: 5.7u → 8u; its ending lag decreased: frame 47 → 35; its SDI multiplier decreased: 1× → 0.6×; and its hitboxes split to cover more space. Altogether, these changes improve its damage racking potential, range and safety.}}
*{{buff|Forward tilt's last hit deals 1% more damage|3%|4% and its last hit's ending lag decreased: frame 41 → 31.}}
*{{buff|Forward tilt's last hit deals 1% more damage|3%|4% and its last hit's ending lag decreased: frame 41 → 31.}}
*{{change|Forward tilt's last hit's angle altered|65°|361°. This improves its spacing and edge-guarding potential, but removes its set-up potential.}}  
*{{change|Forward tilt's last hit's angle altered|65°|361°. This improves its spacing and edge-guarding potential, but removes its set-up potential.}}
*{{buff|Neutral aerial's landing lag decreased|20 frames|16.}}
*{{buff|Neutral aerial's landing lag decreased|20 frames|16.}}


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{{MovesetTable
{{MovesetTable
|game=SSB4
|game=SSB4
|neutralname=Flurry Attack
|neutralname=Flurry Attack ({{ja|フラリーアタック|Furarīatakku}})
|neutral1dmg=1.2% (loop)
|neutral1dmg=1.2% (loop)
|neutral2dmg=2% (last)
|neutral2dmg=2% (last)
|neutraldesc=An extremely fast series of slashes followed by a backflipping slash. It is notably the only neutral attack in the game that consists solely of a neutral infinite. This makes it one of Meta Knight's more reliable damage racking options, as it is able to consistently inflict 10%-15%, but it is punishable if missed. It appears to be based on the Meta Multithrust from ''Meta Knightmare Ultra'', while its finisher is a possible reference to the Uppercut from the Sword ability in ''Kirby Super Star'' and ''Kirby Super Star Ultra'', with the latter game naming it Meta Upper when it is used by Meta Knight.
|neutraldesc=An extremely fast series of slashes followed by a backflipping slash. It is notably the only neutral attack in the game that consists solely of a neutral infinite. This makes it one of Meta Knight's more reliable damage racking options, as it is able to consistently inflict 10%-15%, but it is punishable if missed. It appears to be based on the Chopping Sword move from ''Kirby & The Amazing Mirror'', while its finisher is a possible reference to the Uppercut from the Sword ability in ''Kirby Super Star'' and ''Kirby Super Star Ultra'', with the latter game naming it Meta Upper when it is used by Meta Knight.
|ftiltname= 
|ftiltname= 
|ftiltcount=3
|ftiltcount=3
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|dsmashname= 
|dsmashname= 
|dsmashdmg={{ChargedSmashDmgSSB4|7}} (front), {{ChargedSmashDmgSSB4|10}} (back)
|dsmashdmg={{ChargedSmashDmgSSB4|7}} (front), {{ChargedSmashDmgSSB4|10}} (back)
|dsmashdesc=A spinning, low-angle outward slash. It is extremely fast, to the point that it the fastest smash attack in the game, with its first hit hitting on frame 4; however, this is only true when [[buffer]]ed. Otherwise, it hits on frame 5. It is also a semi-spike, which makes it useful for warding off pressure, punishing rolls, and launching opponents off-stage. Although the back hit is strong enough to KO middleweight at 132% while near the edge, its front hit is significantly weaker, as it does not KO middleweights until 177% while near the edge.
|dsmashdesc=A spinning, low-angle inward slash. It is extremely fast, to the point that it the fastest smash attack in the game, with its first hit hitting on frame 4; however, this is only true when [[buffer]]ed. Otherwise, it hits on frame 5. It is also a semi-spike, which makes it useful for warding off pressure, punishing rolls, and launching opponents off-stage. Although the back hit is strong enough to KO middleweight at 132% while near the edge, its front hit is significantly weaker, as it does not KO middleweights until 177% while near the edge.
|nairname= 
|nairname= 
|nairdmg=10% (clean), 7.5% (late)
|nairdmg=10% (clean), 7.5% (late)
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|fsdesc=Swings his cape in front of himself. If the cape touches any nearby opponents, they will be trapped and the screen will then fade to black. After a few seconds, Meta Knight performs a very powerful slash to the trapped opponents that ignores [[Armor|super armor]] and is strong enough to KO grounded middleweights at 80%. If his cape does not to make contact, Meta Knight pauses for a brief time, and Dimensional Cape fails. Any opponents who are not trapped are also attacked, but instead receive vastly less damage and weak, vertical knockback. However, the weaker attacks can also be avoided by dodging with correct timing.
|fsdesc=Swings his cape in front of himself. If the cape touches any nearby opponents, they will be trapped and the screen will then fade to black. After a few seconds, Meta Knight performs a very powerful slash to the trapped opponents that ignores [[Armor|super armor]] and is strong enough to KO grounded middleweights at 80%. If his cape does not to make contact, Meta Knight pauses for a brief time, and Dimensional Cape fails. Any opponents who are not trapped are also attacked, but instead receive vastly less damage and weak, vertical knockback. However, the weaker attacks can also be avoided by dodging with correct timing.
}}
}}
===Stats===
{{Attributes
|cast = 58
|weight = 80
|rweight = 49-50
|dash = 1.75
|rdash = 10
|run = 1.9
|rrun = 12
|walk = 1.18
|rwalk = 21
|trac = 0.055
|rtrac = 28-33
|airfric = 0.012
|rairfric = 22-23
|air = 0.99
|rair = 35
|baseaccel = 0.01
|rbaseaccel = 10-54
|addaccel = 0.065
|raddaccel = 30-34
|gravity = 0.11
|rgravity = 10-12
|fall = 1.66
|rfall = 16
|ff = 2.656
|rff = 17
|jumpsquat = 4
|rjumpsquat = 1-13
|jumpheight = 32
|rjumpheight = 38-40
|shorthop = 13.915902
|rshorthop = 49
|djump = 20.91375, 19.00920455, 17.19556818, 15.13920455, 13.05920455
|rdjump = 58
}}
===[[Announcer]] call===
{{audio|Needs announcer calls from other languages.}}
<gallery>
Meta Knight English Announcer SSB4-SSBU.wav|English/Japanese/Chinese
</gallery>


===[[On-screen appearance]]===
===[[On-screen appearance]]===
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|char=MetaKnight}}
|char=MetaKnight}}


==In competitive play==
==In [[competitive play]]==
===[[Official Custom Moveset Project]]===
===[[Official Custom Moveset Project]]===
{{OfficialCustomMoves
{{OfficialCustomMoves
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}}
}}


===Notable players===
===Most historically significant players===
''Any number following the Smasher name indicates placement on the [[PGR 100]], which recognizes the official top 100 players in [[Super Smash Bros. 4]] of all time.''
:''See also: [[:Category:Meta Knight players (SSB4)]]''
*{{Sm|Abadango|Japan}} - One of the best Meta Knight players in the world. Placed 1st at [[Niconico Tokaigi 2016]] and [[Clutch City Clash]], 2nd at [[Battle of BC 2]], 3rd at [[Umebura Genesis Cup]], 5th at [[2GGC: Nairo Saga]], 7th at [[The Big House 5]] and [[Umebura Niconico Qualifiers]], and 9th at [[Umebura 21]].
*{{Sm|Abadango|Japan}} - One of the best Meta Knight players in the early metagame, primarily maining the character in late-2015 and early-2016 and placing 7th at {{Trn|The Big House 5}} and {{Trn|Umebura Niconico Qualifier}}. He later picked up other characters but maintained Meta Knight as a secondary, including using Meta Knight in crucial sets to win {{Trn|Pound 2016}}.  
*{{Sm|Armando|USA}} (#47) - The best active Meta Knight player in the world. Ranked 9th on the [[SoCal Power Rankings]] and 38th on the [[Panda Global Rankings|Panada Global Rankings v5]]. He has wins over {{Sm|MkLeo}}, {{Sm|Cosmos}}, {{Sm|Samsora}}, {{Sm|Raito}}, {{Sm|KEN}}, {{Sm|Kameme}}, {{Sm|NAKAT}}, and {{Sm|Ned}}.
*{{Sm|AC|USA}} - First came to prominence in early-2017 by placing 7th at {{Trn|2GGC: Midwest Mayhem Saga}} and defeating {{Sm|MkLeo}} at {{Trn|2GGC: Civil War}}, placing 25th. He has since since become one of the best Meta Knight players in North America, placing 5th at {{Trn|SwitchFest}} and 9th at both {{Trn|2GGC: Fire Emblem Saga}} and {{Trn|EVO Japan 2018}}, and is ranked 47th on the [[PGR 100]].
*{{Sm|ANTi|USA}} - Master of diversity. 1st at [[CEO 2016]]. Has a win over {{Sm|Dabuz}}.
*{{Sm|Ito|USA}} - One of North America's best Meta Knight players for the game's first few years, ranking 37th on the [[PGR v1]] and placing 13th at {{Trn|2GGT: Abadango Saga}} and 17th at both {{Trn|GENESIS 3}} and {{Trn|EVO 2016}}. He became less active at the start of 2017 and has only attended regional events since.
*{{Sm|BONK!|USA}} - Formerly ranked 7th on the [[Philadelphia Power Rankings]]. Placed 33rd at [[Smash 'N' Splash 4]] and 17th at [https://smash.gg/tournament/smashadelphia-01/events/wii-u-singles/standings Smashadelphia 01]. Has a win over {{Sm|Ally}}.
*{{Sm|MkLeo|Mexico}} - The best Meta Knight player of all-time who helped popularize Meta Knight in competitive play thanks to placements such as 1st at {{Trn|Smash Factor 4}} and {{Trn|Smash Factor 5}}. He later picked up other characters while maintaining Meta Knight as a secondary and counterpick, most notably using Meta Knight to defeat {{Sm|ZeRo}} twice in order to win {{Trn|2GG Championship}}.
*{{Sm|Ito|USA}} - Placed 2nd at [[2GGT: Fatality Saga]], 4th at [[2GG: Pay It Forward]], and 17th at [[GENESIS 3]] and [[EVO 2016]].
*{{Sm|Rags|USA}} - First came to prominence in early-2018 after placing 17th at {{Trn|Frostbite 2018}}, and has since become the best Meta Knight player in North America who did not reside on the West Coast, most notably placing 5th at {{Trn|Smash 'N' Splash 4}} after defeating {{Sm|Ally}}, {{Sm|Cosmos}}, and {{Sm|Raito}} and ranking 87th on the [[PGR 100]].
*{{Sm|Jbandrew|Germany}}<!--Please do not change Jbandrew's flag to USA unless you have proof that he is not an official German resident. Flags should always represent the country they currently reside in.--> - Placed 1st at [[TGC 4]], 5th at [[PAX Arena]] and [[Syndicate 2016]], and 9th at [[Key to The PG House]]'s European qualifier. Formerly ranked 5th on the [[German Power Rankings]].
*{{Sm|Sho|USA}} - A consistent threat at SoCal majors despite being less prominent than the other top SoCal Meta Knight players, most notably placing 13th at {{Trn|2GGC: GENESIS Saga}} defeating {{Sm|Dabuz}}. He also placed 33rd at multiple majors, including at {{Trn|GENESIS 4}} where he defeated {{Sm|6WX}} and {{Trn|2GGC: Nairo Saga}} where he defeated {{Sm|Ranai}}. He is ranked 96th on the [[PGR 100]].
*{{Sm|Katakiri|USA}} - Placed 4th at [[FC Smash 15XR: Return]], 5th at [[Shuffle VII]], and 7th at [[Frostbite]] before switching to {{SSB4|Mewtwo}}.
*{{Sm|Tyrant|USA}} - One of the best Meta Knight players in the world from 2015 to early-2017, regularly attending and placing highly at {{Trn|2GGT}} events, including winning {{Trn|2GGT: The False Awakens}}, placing 3rd at {{Trn|2GGT: Fresh Saga}} defeating {{Sm|VoiD}}, and placing 13th at {{Trn|2GGT: ZeRo Saga}} defeating {{Sm|Dabuz}}. He became less active in 2018 but was still ranked 64th on the [[PGR 100]].
*{{Sm|Lickey★|Japan}} - Placed 9th at [[Sumabato Tokaigi Qualifiers]] and [[Hirosuma Tokaigi Qualifiers]].
*{{Sm|Pandarian|USA}} - 13th at {{Trn|SoCal Regionals 2018}}, 17th at Port Priority 2 and [[Shine 2018]]. Has wins over {{Sm|Lima}}, {{Sm|Larry Lurr}}, {{Sm|SDX}}, {{Sm|Darkshad}}, {{Sm|Maister}}, {{Sm|Konga}} and {{Sm|Cacogen}}. Ranked 4th on the [[Washington Power Rankings#Super Smash Bros. for Wii U rankings|Washington Smash 4 Power Rankings]].
*{{Sm|MkLeo|Mexico}} (#3) - The best Meta Knight player in Mexico, and was widely considered the best Meta Knight player in the world before only playing him as a secondary. Placed 1st at [[2GG Championship]], [[Smash Factor 4]], [[Smash Factor 5]] and Battle of BC, and 5th at [[Get On My Level 2016]]. Ranked 1st on the [[Mexican Power Rankings]]. Has wins on {{Sm|ZeRo}}, {{Sm|Nairo}}, {{Sm|Dabuz}}, and {{Sm|Mr.R}}.
*{{Sm|Rags|USA}} (#87) - One of the best Meta Knight players in the world. Placed 5th at {{Trn|Glitch 4}}, 7th at {{Trn|Smash 'N' Splash 4}}, and 17th at {{Trn|Frostbite 2018}}. Has wins over {{Sm|Cosmos}}, {{Sm|CaptainZack}}, {{Sm|Raito}}, {{Sm|WaDi}}, {{Sm|Ally}}, {{Sm|Charlie}}, and {{Sm|Ned}}. Currently ranked 40th on the [[Panda Global Rankings|Panada Global Rankings v5]].  
*{{Sm|Seibrik|USA}} - Placed 2nd at [[Casino Royale 2]] and [[Tampa Never Sleeps 6]], 5th at [[Glitch (tournament)|Glitch]], and 33rd at [[Pound 2016]] before switching to {{SSB4|Cloud}}.
*{{Sm|S2H|USA}} - Placed 25th at The Big House 5. Formerly ranked 20th on the SoCal Power Rankings. He has wins over {{Sm|Nicko}}, {{Sm|Charliedaking}}, and {{Sm|False}}.
*{{Sm|Salena|Japan}} - Placed 4th at [[Umebura 16]], 7th at [[Umebura 20]], and 33rd at GENESIS 3.
*{{Sm|Sho|USA}} (#96) - The best Meta Knight in Northern California. Currently ranked 2nd on the [[NorCal Power Rankings]]. He has wins over {{Sm|Dabuz}} and {{Sm|Ito}}.
*{{Sm|Tyrant|USA}} (#64) - One of the best Meta Knight players in the United States. Placed 1st at [[2GGT: The False Awakens]], 3rd at [[2GGT: Fresh Saga]] and [[2GG: Pay It Forward]], 7th at [[2GGT: Mexico Saga]] and [[2GGT: KTAR Saga]], 9th at [[Paragon Los Angeles 2015]], 13th at [[CEO 2015]], and 17th at [[EVO 2015]]. Ranked 16th on the SoCal Power Rankings.
*{{Sm|tyroy|USA}} (#55) - A {{SSB4|Bayonetta}} main with a strong Meta Knight secondary who has defeated players such as {{Sm|ESAM}}. Currently one of the best Meta Knight players. Ranked 4th on the [[Midwest Smash 4 Power Rankings]] and 39th on the [[Panda Global Rankings|Panda Global Rankings v5]].


===Tier placement and history===
===Tier placement and history===
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However, Meta Knight's status went into a sudden decline after his up aerial combos, which were pivotal to his success, had been nerfed in update [[1.1.5]]. As a result, several of his best players either began to co-main him (such as {{Sm|Tyrant}} adopting Sheik and {{SSB4|Diddy Kong}}), transition him into a secondary (such as MkLeo adopting {{SSB4|Cloud}} and {{SSB4|Marth}} as his new mains), or even drop him entirely (such as {{Sm|Katakiri}} and {{Sm|Seibrik}}). Although Meta Knight has maintained his high-tier status throughout ''SSB4''{{'}}s lifespan thanks to his solid punishment game, popularity as a counterpick to Rosalina & Luma, and his playerbase consistently achieving good results, he has steadily dropped on subsequent tier lists regardless. He has since dropped to 13th on the second tier list, then to 14th on the third tier list and, despite Leo bringing better results after using him once again, he has recently dropped once again to 16th on the fourth and current tier list, although this was before Leo's stellar performance with Meta Knight at [[2GG Championship]].
However, Meta Knight's status went into a sudden decline after his up aerial combos, which were pivotal to his success, had been nerfed in update [[1.1.5]]. As a result, several of his best players either began to co-main him (such as {{Sm|Tyrant}} adopting Sheik and {{SSB4|Diddy Kong}}), transition him into a secondary (such as MkLeo adopting {{SSB4|Cloud}} and {{SSB4|Marth}} as his new mains), or even drop him entirely (such as {{Sm|Katakiri}} and {{Sm|Seibrik}}). Although Meta Knight has maintained his high-tier status throughout ''SSB4''{{'}}s lifespan thanks to his solid punishment game, popularity as a counterpick to Rosalina & Luma, and his playerbase consistently achieving good results, he has steadily dropped on subsequent tier lists regardless. He has since dropped to 13th on the second tier list, then to 14th on the third tier list and, despite Leo bringing better results after using him once again, he has recently dropped once again to 16th on the fourth and current tier list, although this was before Leo's stellar performance with Meta Knight at [[2GG Championship]].


==Trophies==
==[[Trophies]]==
:'''Meta Knight'''
{{Trophy/Fighter
::{{flag|ntsc}} ''Kirby's mysterious rival, this masked swordsman appears in several Kirby games. His cape transforms into wings to grant him flight. In Smash Bros., his quick sword skills and aerial agility set him apart. He can jump up to five times in a row, and he has a special move to soar higher.''
|name=Meta Knight
|image-3ds=MetaKnightTrophy3DS.png
|image-wiiu=MetaKnightTrophyWiiU.png
|mode=Classic
|desc-3ds-ntsc=Kirby's mysterious rival, this masked swordsman appears in several Kirby games. His cape transforms into wings to grant him flight. In Smash Bros., his quick sword skills and aerial agility set him apart. He can jump up to five times in a row, and he has a special move to soar higher.
|desc-wiiu-ntsc=Kirby's mysterious rival, this masked swordsman appears in several Kirby games. His cape transforms into wings to grant him flight. In Smash Bros., his quick sword skills and aerial agility set him apart. He can jump up to six times in a row, and he has a special move to soar higher.
|desc-pal=A mysterious masked swordsman from the Kirby series. His cape can turn into wings, which gives him the ability to fly. His swift swordplay and ability to stay in the air give him an edge in this game. He can combine five mid-air jumps with a special move to make recovering a cinch. If you use him, try to keep the battle airborne!
|gamelist-ntsc={{Trophy games|console1=NES|game1=Kirby's Adventure|release1=05/1993|console2=SNES|game2=Kirby Super Star|release2=08/1996}}
|gamelist-pal={{Trophy games|console1=NES|game1=Kirby's Adventure|release1=12/1993|console2=SNES|game2=Kirby's Fun Pak|release2=01/1997}}
}}
{{clrl}}


::{{flag|pal}} ''A mysterious masked swordsman from the Kirby series. His cape can turn into wings, which gives him the ability to fly. His swift swordplay and ability to stay in the air give him an edge in this game. He can combine five mid-air jumps with a special move to make recovering a cinch. If you use him, try to keep battle airborne.''
{{Trophy/Fighter
|name=Meta Knight (Alt.)
|image-3ds=MetaKnightAltTrophy3DS.png
|image-wiiu=MetaKnightAltTrophyWiiU.png
|mode=Alt
|desc-ntsc=Meta Knight's Dimensional Cape lets you teleport, changing where you'll reappear with directional inputs and attacking by holding the button! His Mach Tornado special can draw in and attack multiple opponents. Rise by pressing the button repeatedly, and press left or right to move.
|desc-pal=Meta Knight's Dimensional Cape lets you teleport. After vanishing, you can move to reappear somewhere else. You can also keep holding the button to turn it into an attack! His Mach Tornado special can mix up multiple opponents in the fray. Press the button repeatedly to rise up, and move left and right to create extra havoc.
|gamelist-ntsc={{Trophy games|console1=NES|game1=Kirby's Adventure|release1=05/1993|console2=SNES|game2=Kirby Super Star|release2=08/1996}}
|gamelist-pal={{Trophy games|console1=NES|game1=Kirby's Adventure|release1=12/1993|console2=SNES|game2=Kirby's Fun Pak|release2=01/1997}}
}}
{{clrl}}


{{Trophy games|console1=NES|game1=Kirby's Adventure (05/1993)|console2=SNES|game2=Kirby Super Star (08/1996)}}
{{Trophy/Fighter
 
|name=Galaxia Darkness
:'''Meta Knight (Alt.)'''
|image=GalaxiaDarknessTrophyWiiU.png
::{{flag|ntsc}} ''Meta Knight's Dimensional Cape lets you teleport, changing where you'll reappear with directional inputs and attacking by holding the button! His Mach Tornado special can draw in and attack multiple opponents. Rise by pressing the button repeatedly, and press left or right to move.''
|desc-ntsc=Meta Knight swings his cape to ensnare foes. Darkness falls, enveloping them in an empty void, and then a giant sword slash cleaves the blackness. If the cape doesn't capture anyone, this Final Smash will fail. It has more range than you might think, though, and you only have to catch one foe to deal damage to everyone!
 
|desc-pal=Meta Knight swings his cape to ensnare foes. Darkness falls, enveloping them in an empty void, and then a giant sword slash cleaves the blackness. If the cape doesn't capture anyone, the Final Smash will fail. It has more range than you might think, though, and as long as it catches at least one foe, everyone will take damage!
::{{flag|pal}} ''Meta Knight's Dimensional Cape lets you teleport. After vanishing, you can move to reappear somewhere else. You can also keep holding the button to turn it into an attack! His Mach Tornado special can mix up multiple opponents in the fray. Press the button repeatedly to rise up, and move left and right to create extra havoc.''
|game=ssb4-wiiu
 
}}
{{Trophy games|console1=NES|game1=Kirby's Adventure (05/1993)|console2=SNES|game2=Kirby Super Star (08/1996)}}
{{clrl}}
 
:'''Galaxia Darkness'''
::{{flag|ntsc}} ''Meta Knight swings his cape to ensnare foes. Darkness falls, enveloping them in an empty void and then a giant sword slash cleaves the blackness. If the cape doesn't capture anyone, this Final Smash will fail. It has more range than you might think, though and you only have to catch one foe to deal damage to everyone!''
 
::{{flag|pal}} ''Meta Knight swings his cape to ensnare foes. Darkness falls, enveloping them in an empty void, and then a giant sword slash cleaves the blackness. If the cape doesn't capture anyone, the Final Smash will fail. It has more range than you might think, though, and as long as it catches at least one foe, everyone will take damage!''
 
<center>
<gallery>
MetaKnightTrophy3DS.png|Classic (3DS)
MetaKnightAltTrophy3DS.png|Alt. (3DS)
MetaKnightTrophyWiiU.png|Classic (Wii U)
MetaKnightAltTrophyWiiU.png|Alt. (Wii U)
GalaxiaDarknessTrophyWiiU.png|[[Galaxia Darkness]]
</gallery>
</center>


==In [[Event Match]]es==
==In [[Event Match]]es==
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*Meta Knight has a few distinct aspects that differ from {{SSB4|Kirby}} and {{SSB4|King Dedede}}:
*Meta Knight has a few distinct aspects that differ from {{SSB4|Kirby}} and {{SSB4|King Dedede}}:
**He does not have a conventional [[meteor smash]].
**He does not have a conventional [[meteor smash]].
**He retained his [[side special]] from ''[[Brawl]]''.
**He retained his Final Smash.
**He retained his Final Smash.
**He has recycled voice clips.
**He has recycled voice clips.