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Meta Knight (SSB4): Difference between revisions

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(rewrote first paragraph of attributes)
m (→‎Attributes: "Very proficient." What are Sonic, Captain Falcon, ZSS, Sheik, Fox and Yoshi, then?)
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==Attributes==
==Attributes==
Meta Knight is an unusual character. He has multiple [[double jump]]s, but unlike most other characters who share this trait, Meta Knight's overall mobility is very proficient. He boasts an above average [[walking]] speed, a fast [[dash]]ing speed, below average [[air speed]], and average [[air acceleration]]. He is small, being slightly larger than {{SSB4|Kirby}}, and is the 10th lightest character; despite these two attributes, he has the 9th highest [[gravity]], and an unusually high [[falling speed]]. As such, Meta Knight's mobility is the most well-balanced among characters of his archetype.     
Meta Knight is an unusual character. He has multiple [[double jump]]s, but unlike most other characters who share this trait, Meta Knight's mobility is quick overall. He boasts an above average [[walking speed]], a fast [[dashing speed]], below average [[air speed]] and average [[air acceleration]]. He is small, being slightly larger than {{SSB4|Kirby}}, and is the 10th [[Weight|lightest]] character; despite these two attributes, he has the 9th highest [[gravity]] and an unusually high [[falling speed]]. As such, Meta Knight's mobility is the most well-balanced among characters of his archetype.     


Meta Knight's most valued strength is his frame data. Along with {{SSB4|Sheik}}, almost all of his attacks have little delay, either in terms of startup, ending lag, or both. Though his overall reach is average at best, his sword, Galaxia, gives him a usefully disjointed range, especially in relation to his size, as he is the only small character who wields a sword. His attack speed, range, and small size make him difficult to [[punish]], and in turn allow him to pressure opponents. Though his attack speed is quick, some of these moves have high knockback as well, with forward smash being the most well-known example. This means that, even though these attacks are few, they are perfectly capable of ending an opponent's stock. Further supplementing its high speed, his moveset is also very versatile. His dash attack is one of the safest of its kind, being quick and long-ranged, as well as a great combo starter. His down tilt is tied for the fastest in the game, making it useful for follow-ups or [[tripping]] opponents. Neutral aerial lasts for a decent amount of time and is quite strong, making it great at [[edgeguarding]]. Forward aerial is quick and has decent range, making it useful in a [[wall of pain]]. Back aerial is Meta Knight's strongest aerial and can easily KO opponents at high percentages. Up aerial is quick and extremely weak, granting it immense follow-up capabilities. Down aerial is his fastest aerial, making it a useful [[out of shield]] option, with its [[semi-spike]] angle making it a solid edgeguarding move. In addition, all of his aerial moves contribute to his great edgeguarding prowess.
Meta Knight's most valued strength is his frame data. Along with {{SSB4|Sheik}}, almost all of his attacks have little delay, either in terms of startup, ending lag, or both. Though his overall reach is average at best, his sword, Galaxia, gives him a usefully disjointed range, especially in relation to his size, as he is the only small character who wields a sword. His attack speed, range, and small size make him difficult to [[punish]], and in turn allow him to pressure opponents. Though his attack speed is quick, some of these moves have high knockback as well, with forward smash being the most well-known example. This means that, even though these attacks are few, they are perfectly capable of ending an opponent's stock. Further supplementing its high speed, his moveset is also very versatile. His dash attack is one of the safest of its kind, being quick and long-ranged, as well as a great combo starter. His down tilt is tied for the fastest in the game, making it useful for follow-ups or [[tripping]] opponents. Neutral aerial lasts for a decent amount of time and is quite strong, making it great at [[edgeguarding]]. Forward aerial is quick and has decent range, making it useful in a [[wall of pain]]. Back aerial is Meta Knight's strongest aerial and can easily KO opponents at high percentages. Up aerial is quick and extremely weak, granting it immense follow-up capabilities. Down aerial is his fastest aerial, making it a useful [[out of shield]] option, with its [[semi-spike]] angle making it a solid edgeguarding move. In addition, all of his aerial moves contribute to his great edgeguarding prowess.
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Meta Knight's special moveset is also resilient, and grants him a long and unpredictable [[recovery]]. Possessing five midair jumps and a special moveset full of recovery options, Meta Knight is exceedingly difficult to edgeguard. [[Drill Rush]] can be used as a horizontal recovery, and since it hits multiple times, can be aimed and ledge-cancelled, its reliability is notable. [[Shuttle Loop]] grants a high amount of vertical distance, and a fully controllable amount of horizontal distance. Its second hit also has considerable knockback, making it not only risky to intercept, but also his deadliest combo finisher. [[Dimensional Cape]] makes Meta Knight invisible, and allows him to move in any direction, making it the most unpredictable move in his arsenal. It's also one of his strongest KO moves, and since the attack is optional, it's a good move for [[mindgames]]. Finally, while [[Mach Tornado]] has the least recovery potential, being unable to move long distances, it makes up for it in offensive prowess, as it is Meta Knight's most damaging move, always dealing at least 18% if all hits connect. It can also be used against [[projectile]]s, since no projectile dealing less than 10% can interrupt this move.
Meta Knight's special moveset is also resilient, and grants him a long and unpredictable [[recovery]]. Possessing five midair jumps and a special moveset full of recovery options, Meta Knight is exceedingly difficult to edgeguard. [[Drill Rush]] can be used as a horizontal recovery, and since it hits multiple times, can be aimed and ledge-cancelled, its reliability is notable. [[Shuttle Loop]] grants a high amount of vertical distance, and a fully controllable amount of horizontal distance. Its second hit also has considerable knockback, making it not only risky to intercept, but also his deadliest combo finisher. [[Dimensional Cape]] makes Meta Knight invisible, and allows him to move in any direction, making it the most unpredictable move in his arsenal. It's also one of his strongest KO moves, and since the attack is optional, it's a good move for [[mindgames]]. Finally, while [[Mach Tornado]] has the least recovery potential, being unable to move long distances, it makes up for it in offensive prowess, as it is Meta Knight's most damaging move, always dealing at least 18% if all hits connect. It can also be used against [[projectile]]s, since no projectile dealing less than 10% can interrupt this move.


Another valuable asset to Meta Knight is his shield game. He has very fast, long-distanced [[roll]]s, and his neutral aerial, down aerial, down smash, and especially Shuttle Loop are quick, and the latter's power makes it deadly against opponents who land punishable moves on his shield. He can also opt for a [[grab]], which gives him the opportunity to start combos and rack up heavy damage. This potent out-of-shield game contributes to Meta Knight's formidable combo ability. His dash attack and [[down throw]] can easily start combos, and both can link into an up tilt, up smash, any aerial and Shuttle Loop. Both of these moves are infamous for leading into a series of up aerials, which can then lead into a high-altitude Shuttle Loop, instantly KOing the opponent. Alternatively, Mach Tornado can be used, with this combo variation being known as "the [[Rufio]]", originating from ''Brawl''. Even at high percentages, these two moves can lead into a fatal Shuttle Loop.
Another valuable asset to Meta Knight is his [[out of shield]] game. He has very fast, long-distanced [[roll]]s, and his neutral aerial, down aerial, down smash, and especially Shuttle Loop are quick, and the latter's power makes it deadly against opponents who land punishable moves on his shield. He can also opt for a [[grab]], which gives him the opportunity to start combos and rack up heavy damage. This potent out of shield game contributes to Meta Knight's formidable combo ability. His dash attack and down throw can easily start combos, and both can link into an up tilt, up smash, any aerial and Shuttle Loop. Both of these moves are infamous for leading into a series of up aerials, which can then lead into a high-altitude Shuttle Loop, instantly KOing the opponent. Alternatively, Mach Tornado can be used, with this combo variation being known as "the [[Rufio]]", originating from ''Brawl''. Even at high percentages, these two moves can lead into a fatal Shuttle Loop.


However, Meta Knight has notable weaknesses. He can have trouble against many characters in the [[neutral game]], since he has a predictable [[approach]] that relies on his dash attack and grab. Outside of Mach Tornado, he has no options against [[camping]], since he has no projectile of his own. Mach Tornado is also useless against projectiles with [[transcendent priority]], giving him trouble against characters like {{SSB4|Fox}} and Sheik. He cannot approach or pressure effectively with his aerials, since only his up and down aerials [[autocancel]] in a short hop, and have poor follow-up potential against grounded opponents. His main mobility options, dashing, jumping and Dimensional Cape, can all be thrown off on reaction, and his only real method of escaping pressure, rolling and down smash, are not guaranteed to work.
However, Meta Knight has notable weaknesses. He can have trouble against many characters in the [[neutral game]], since he has a predictable [[approach]] that relies on his dash attack and grab. Outside of Mach Tornado, he has no options against [[camping]], since he has no projectile of his own. Mach Tornado is also useless against projectiles with [[transcendent priority]], giving him trouble against characters like {{SSB4|Fox}} and Sheik. He cannot approach or pressure effectively with his aerials, since only his up and down aerials [[autocancel]] in a short hop, and have poor follow-up potential against grounded opponents. His main mobility options, dashing, jumping and Dimensional Cape, can all be thrown off on reaction, and his only real method of escaping pressure, rolling and down smash, are not guaranteed to work.


Despite his small size and light weight, his rather fast falling speed and the unusual shape of his hurtbox leave him surprisingly susceptible to combos, especially against Sheik and {{SSB4|Zero Suit Samus}}. This weakness also compounds another problem: his poor endurance. Though his recovery is nearly ungimpable, he can easily be sent flying off-screen to his demise with a solid hit. His low weight, average [[air acceleration]] and high gravity greatly hinder his ability to survive strong hits. Another weakness is in his grab game. Outside of his dash grab giving him a boost forward (like {{SSB4|Captain Falcon}}'s), and the great utility of his down throw, the rest aspects of it are below average at best. His grab range is average, his [[pummel]] is very slow, and his up and back throws cannot combo or KO reliably, even though they deal 10% damage. His forward throw can combo even at KO percents, but it is heavily dependent on the opponent's DI, especially without a prior dash grab.
Despite his small size and light weight, his rather fast falling speed and the unusual shape of his hurtbox leave him surprisingly susceptible to combos, especially against Sheik and {{SSB4|Zero Suit Samus}}. This weakness also compounds another problem: his poor endurance. Though his recovery is nearly ungimpable, he can easily be sent flying off-screen to his demise with a solid hit. His low weight, average air acceleration and high gravity greatly hinder his ability to survive strong hits. Another weakness is in his grab game. Outside of his dash grab giving him a boost forward (like {{SSB4|Captain Falcon}}'s), and the great utility of his down throw, the rest aspects of it are below average at best. His grab range is average, his [[pummel]] is very slow, and his up and back throws cannot combo or KO reliably, even though they deal 10% damage. His forward throw can combo even at KO percents, but it is heavily dependent on the opponent's DI, especially without a prior dash grab.


Finally, outside of edgeguarding, Meta Knight's KO power is largely inconsistent. He is overly reliant on set-ups to land his primary KO moves. Shuttle Loop is highly punishable if it misses and is difficult to use without a read or as the finishing move of a combo. His combos related to up aerial are not guaranteed to succeed, either because of DI, bad timing or high percentages. Up throw requires platforms to effectively KO at reasonable percents. Up smash is ineffective outside of a [[Slide smash|slide]] or protection from above. Dimensional Cape and forward smash have high startup, which makes them easy to predict. Lastly, down smash is one of the weakest semi-spike smash attacks in the game.
Finally, outside of edgeguarding, Meta Knight's KO power is largely inconsistent. He is overly reliant on set-ups to land his primary KO moves. Shuttle Loop is highly punishable if it misses and is difficult to use without a read or as the finishing move of a combo. His combos related to up aerial are not guaranteed to succeed, either because of DI, bad timing or high percentages. Up throw requires platforms to effectively KO at reasonable percents. Up smash is ineffective outside of a [[Slide smash|slide]] or protection from above. Dimensional Cape and forward smash have high startup, which makes them easy to predict. Lastly, down smash is one of the weakest semi-spike smash attacks in the game.

Revision as of 13:19, January 22, 2016

This article is about Meta Knight's appearance in Super Smash Bros. 4. For the character in other contexts, see Meta Knight.
Meta Knight
in Super Smash Bros. 4
Meta Knight
KirbySymbol.svg
Universe Kirby
Other playable appearance in Brawl


Availability Starter
Final Smash Galaxia Darkness
Meta Knight's stock icon in Super Smash Bros. for Wii U.

Meta Knight (メタナイト, Meta Knight) is a playable veteran character in Super Smash Bros. 4. He was revealed on August 13th, 2014, being teased before hand on the 11th.

Atsushi Kisaichi and Eric Newsome both reprise their role in Japanese and English respectively as the voice of Meta Knight, albeit using the same voice clips from Super Smash Bros. Brawl.

Attributes

Meta Knight is an unusual character. He has multiple double jumps, but unlike most other characters who share this trait, Meta Knight's mobility is quick overall. He boasts an above average walking speed, a fast dashing speed, below average air speed and average air acceleration. He is small, being slightly larger than Kirby, and is the 10th lightest character; despite these two attributes, he has the 9th highest gravity and an unusually high falling speed. As such, Meta Knight's mobility is the most well-balanced among characters of his archetype.

Meta Knight's most valued strength is his frame data. Along with Sheik, almost all of his attacks have little delay, either in terms of startup, ending lag, or both. Though his overall reach is average at best, his sword, Galaxia, gives him a usefully disjointed range, especially in relation to his size, as he is the only small character who wields a sword. His attack speed, range, and small size make him difficult to punish, and in turn allow him to pressure opponents. Though his attack speed is quick, some of these moves have high knockback as well, with forward smash being the most well-known example. This means that, even though these attacks are few, they are perfectly capable of ending an opponent's stock. Further supplementing its high speed, his moveset is also very versatile. His dash attack is one of the safest of its kind, being quick and long-ranged, as well as a great combo starter. His down tilt is tied for the fastest in the game, making it useful for follow-ups or tripping opponents. Neutral aerial lasts for a decent amount of time and is quite strong, making it great at edgeguarding. Forward aerial is quick and has decent range, making it useful in a wall of pain. Back aerial is Meta Knight's strongest aerial and can easily KO opponents at high percentages. Up aerial is quick and extremely weak, granting it immense follow-up capabilities. Down aerial is his fastest aerial, making it a useful out of shield option, with its semi-spike angle making it a solid edgeguarding move. In addition, all of his aerial moves contribute to his great edgeguarding prowess.

Meta Knight's special moveset is also resilient, and grants him a long and unpredictable recovery. Possessing five midair jumps and a special moveset full of recovery options, Meta Knight is exceedingly difficult to edgeguard. Drill Rush can be used as a horizontal recovery, and since it hits multiple times, can be aimed and ledge-cancelled, its reliability is notable. Shuttle Loop grants a high amount of vertical distance, and a fully controllable amount of horizontal distance. Its second hit also has considerable knockback, making it not only risky to intercept, but also his deadliest combo finisher. Dimensional Cape makes Meta Knight invisible, and allows him to move in any direction, making it the most unpredictable move in his arsenal. It's also one of his strongest KO moves, and since the attack is optional, it's a good move for mindgames. Finally, while Mach Tornado has the least recovery potential, being unable to move long distances, it makes up for it in offensive prowess, as it is Meta Knight's most damaging move, always dealing at least 18% if all hits connect. It can also be used against projectiles, since no projectile dealing less than 10% can interrupt this move.

Another valuable asset to Meta Knight is his out of shield game. He has very fast, long-distanced rolls, and his neutral aerial, down aerial, down smash, and especially Shuttle Loop are quick, and the latter's power makes it deadly against opponents who land punishable moves on his shield. He can also opt for a grab, which gives him the opportunity to start combos and rack up heavy damage. This potent out of shield game contributes to Meta Knight's formidable combo ability. His dash attack and down throw can easily start combos, and both can link into an up tilt, up smash, any aerial and Shuttle Loop. Both of these moves are infamous for leading into a series of up aerials, which can then lead into a high-altitude Shuttle Loop, instantly KOing the opponent. Alternatively, Mach Tornado can be used, with this combo variation being known as "the Rufio", originating from Brawl. Even at high percentages, these two moves can lead into a fatal Shuttle Loop.

However, Meta Knight has notable weaknesses. He can have trouble against many characters in the neutral game, since he has a predictable approach that relies on his dash attack and grab. Outside of Mach Tornado, he has no options against camping, since he has no projectile of his own. Mach Tornado is also useless against projectiles with transcendent priority, giving him trouble against characters like Fox and Sheik. He cannot approach or pressure effectively with his aerials, since only his up and down aerials autocancel in a short hop, and have poor follow-up potential against grounded opponents. His main mobility options, dashing, jumping and Dimensional Cape, can all be thrown off on reaction, and his only real method of escaping pressure, rolling and down smash, are not guaranteed to work.

Despite his small size and light weight, his rather fast falling speed and the unusual shape of his hurtbox leave him surprisingly susceptible to combos, especially against Sheik and Zero Suit Samus. This weakness also compounds another problem: his poor endurance. Though his recovery is nearly ungimpable, he can easily be sent flying off-screen to his demise with a solid hit. His low weight, average air acceleration and high gravity greatly hinder his ability to survive strong hits. Another weakness is in his grab game. Outside of his dash grab giving him a boost forward (like Captain Falcon's), and the great utility of his down throw, the rest aspects of it are below average at best. His grab range is average, his pummel is very slow, and his up and back throws cannot combo or KO reliably, even though they deal 10% damage. His forward throw can combo even at KO percents, but it is heavily dependent on the opponent's DI, especially without a prior dash grab.

Finally, outside of edgeguarding, Meta Knight's KO power is largely inconsistent. He is overly reliant on set-ups to land his primary KO moves. Shuttle Loop is highly punishable if it misses and is difficult to use without a read or as the finishing move of a combo. His combos related to up aerial are not guaranteed to succeed, either because of DI, bad timing or high percentages. Up throw requires platforms to effectively KO at reasonable percents. Up smash is ineffective outside of a slide or protection from above. Dimensional Cape and forward smash have high startup, which makes them easy to predict. Lastly, down smash is one of the weakest semi-spike smash attacks in the game.

Meta Knight can gain some benefits from custom moves. Entangling Tornado draws opponents in and deals more knockback, but also much more start-up, much less damage, and cannot be controlled as easily. Dreadful Tornado hits much harder, but cannot stall in the air, and is slower. High-Speed Drill is faster and moves further, but cannot be aimed and has less power. Shieldbreaker Drill can break shields very reliably, but cannot be used to attack or recover effectively. Lazy Shuttle Loop hits even harder and gives much more distance than the default, but only hits once, making it difficult to hit the opponent. Shield Piercer is unblockable and moves further, but is weaker. However, the advantages granted are much more situational overall and sacrifice the versatility of the originals, meaning that none of his options are especially attractive.

Overall, Meta Knight is the typical "high-risk, high-reward" type of character. Because of his aforementioned strengths, he can be a terror when used in the right hands, as demonstrated by smashers such as Leo, Tyrant and Abadango. However, he has a high learning curve, as his most notable combos require precise spacing and timing to pull off consistently. He also requires patience in the neutral game, as his predictable approach forces him to adopt a "bait-and-punish" playstyle. At the same time, once he finds an opening, Meta Knight must make the most of his conversion with his extensive combo game and strong edgeguarding. All in all, one must be vigilant and willing to change their playstyle at a moment's notice.

Changes from 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 possessing numerous and extreme advantages that ranked him first in the Brawl tier list, placing him in his own tier category. As a result, Meta Knight was nerfed immensely in the transition to SSB4, with his overwhelming advantages having been removed or toned down.

His attack speed, though still very quick, has been decreased, with his up aerial no longer being among the fastest moves. All of his tilts and aerials deal less damage, especially his neutral aerial, which can no longer hit twice. His range, while good overall, has been noticeably shortened, which is clearly seen in his forward and down tilts, and many of his moves, especially his aerials, have shorter hitbox durations, with several having their durations shortened to a single frame. Though his combo ability has been largely untouched, the same cannot be said about his neutral game. His shortened range, the loss of transcendent priority on his attacks, the increased ending lag on Mach Tornado and his aerials, and the removal of gliding have crippled his neutral game. He is now more susceptible to camping and zoning, and the lack of a projectile impedes him more than it did in Brawl.

Also, aside from the changes to hitstun, Meta Knight does not seem to benefit from universal gameplay changes as much as many other characters. The rage mechanic leaves him even more susceptible to relatively early KOs, and his poor endurance prevents him from taking full advantage of it, while it hinders his combo ability. Though his edge-guard game continues to be deadly, the new ledge mechanics force him to edge-guard more aggressively despite his shortened recovery, and the removal of edge-hogging provides no major benefit, since his recovery is sufficient regardless of such changes.

Meta Knight has received several buffs, mostly to knockback. His forward smash, up smash, Dimensional Cape and back aerial are considerably more powerful. His improved onstage KO power complements his still-effective edge-guarding. His excellent ground mobility is now coupled with improved aerial mobility, as his air speed is much faster, no longer being the third slowest. His multi-hit moves, particularly Mach Tornado, also benefit from the weakening of SDI. The removal of hitstun cancelling benefits his grab game, as his forward throw and especially down throw are more reliable combo-starters, and the latter has become much more integral to his combo game. However, these buffs do not nearly compensate for the loss of his overwhelming strengths from Brawl, making him one of the few characters to have been truly nerfed in the transition to SSB4.

Meta Knight has received more buffs over time via game updates, making him stronger, but still balanced compared to the other fighters. As the metagame has continued to evolve, Meta Knight's position has also improved considerably, with players such as Leo and Tyrant achieving notable tournament success with him, with the most notable being Leo's victory at Smash Factor 4. Though he is still generally underutilized in low- and mid-level play due to the prevalence of his nerfs and his learning curve, he is one of the most successful characters in high-level play, with Abadango and Leo being among the top players in their regions and worldwide. Therefore, despite the severity of his nerfs, he is still regarded as one of the best characters in the game.

Aesthetics

  • Change Visually, Meta Knight and his sabatons are now more brightly-colored. He now wears silver mitten gauntlets over his gloves, and numerous small battle damage details - such as scratches and nicks - have been added to his armor. Additionally, the top corners of his mask opening are more pointed, with the sides curving inward instead of being straight.
  • Change Meta Knight's eyes do not move as much as they did in Brawl. This is especially noticeable when comparing the charging animations for his down smash between both games.
  • Change Meta Knight has new animations for shielding, sidestepping, and rolling where he wraps himself in his cape.
  • Change Meta Knight's sword trails are visually brighter in color, being an intense yellow and blue trail compared to Brawl's, where his Galaxia's trail was light enough to the point of being white.
  • Change Sound-wise, Meta Knight's sword swings sound less "sharp" and are noticeably less noisy than his attacks in Brawl. All his sword attacks now make softer, muted sounds of his Brawl sword swings, which is most obvious when comparing the sounds of Mach Tornado in Brawl and SSB4.

Attributes

  • Change Meta Knight is slightly heavier (79 → 80), improving his endurance but making him easier to combo.
  • Change Meta Knight falls significantly faster (1.39 → 1.66), having gone from average falling speed in Brawl to the 13th fastest, making him more susceptible to combos but improving his vertical endurance.
  • Buff Meta Knight dashes slightly faster (1.847 → 1.9).
  • Nerf Meta Knight walks slightly slower (1.22 → 1.18).
  • Buff Meta Knight's air speed is much faster (0.752 → 0.99), no longer being tied for the third worst, now being slightly below-average.
  • Nerf Meta Knight's already high gravity has been moderately increased (0.0956 → 0.11), worsening his endurance and making him more vulnerable to combos.
  • Buff Meta Knight's rolls provide more intangibility frames (forward: 5-12 → 4-15, back: 4-12 → 4-15), and his back roll has less ending lag (total frames: 33 → 27).
  • Nerf Meta Knight's forward roll has more ending lag (total frames: 23 → 27), now matching his back roll, and is no longer the fastest roll in the game.
  • Nerf With the removal of gliding in SSB4, Meta Knight's recovery is shorter.
  • Nerf Most of Meta Knight's attacks have decreased range and hitbox durations.
  • Nerf Meta Knight's attacks no longer have transcendent priority, which makes it harder for him to string combos together, and limits his approach options.
  • Buff The nerf to SDI benefits Meta Knight significantly, as he has several multi-hit moves that were easily escapable before, most notably his neutral attack, Mach Tornado, and Drill Rush.

Ground attacks

  • Buff Neutral attack links into a finisher, where he performs an uppercut-somersaulting slash (a possible nod to the Sword ability's Uppercut from Kirby Super Star and Kirby Super Star Ultra; the latter has it named as "Meta Upper" for Meta Knight).
  • Nerf Neutral attack's hits only connect in front of Meta Knight instead of both sides. Additionally, while other characters with a rapid jab can just forgo using it to avoid the finisher's ending lag, Meta Knight is forced to use the finisher every time he uses his rapid jab (unless he is pushed backwards and off an edge by hitting a foe repeatedly with it), leaving himself more open to punishes if he whiffs his jab.
  • Buff Dash attack is slightly disjointed and has much more knockback (40 base/88 growth → 70 base/90 growth).
  • Nerf Dash attack deals less damage (6%/7%/8% → 5%/6%). It also has increased start-up (frame 5 → 7), the hitbox duration is shorter (frame 5-11 → 7-11), and the move has slightly more ending lag (IASA frame 31 → 32).
  • Buff Forward tilt has reduced ending lag (hit 1: 19 → 18 frames, hit 2: 30 → 24 frames, hit 3: 30 → 27 frames), and the final hit deals more knockback (50 base/113 growth → 80 base/107 growth). All three hits can now properly link together at very high percentages.
  • Nerf Forward tilt has reduced range, increased start-up (frame 3 → 6), and decreased damage potential (11%/12% → 8%). Each hit lasts for only one frame, instead of two.
  • Change Forward tilt has a different launch angle (65° → Sakurai Angle). This gives it small KO and edge-guarding ability, but removes its follow-up potential.
  • Nerf Up tilt deals less damage (6%/7%/8% → 5%/6%/7%), has decreased hitbox duration (frame 8-18 → 8-14), and the sweetspot deals much less knockback (35 base/130 growth → 60 base/90 growth).
  • Nerf Down tilt has reduced range, and doesn't move forward as much, being less effective for pseudo-crawling. It also has increased ending lag (IASA frame 16 → 19). Due to the changes to locks, down tilt can no longer lock opponents indefinitely.
  • Change Down tilt now deals consistent damage throughout instead of having a sweetspot at Meta Knight's body and a sourspot at the tip, now consistently dealing 5% and knockback rather than 4% (tip), 5% (center), 6% (base) and 7% (body).
  • Change Down tilt strangely shrinks Meta Knight's sword.
  • Buff Forward smash is moderately stronger, with increased damage (14% → 16%) and knockback (28 base/99 growth → 30 base/108 growth).[1]
  • Nerf The hitbox of forward smash now lasts for only one frame (24-25 → 24).
  • Change Forward smash's animation altered where Meta Knight slashes more outward with more recovery lag.
  • Buff Up smash's last hit is stronger (62 base/145 growth → 65 base/166 growth).
  • Nerf Up smash has shorter hitbox durations (frame 8-9, 12-13, 17-18 → 8, 12, 17).
  • Change Up smash's animation is slightly altered: Meta Knight does three fan-like swings above him, the final swing making him do a full spin in the air before landing.
  • Buff Meta Knight only vocalizes after his forward and up smashes have been executed. While this seems cosmetic at first, it can generally make them less predictable.
  • Buff Both hits of down smash come out one frame earlier (hit 1: 5 → 4, hit 2: 10 → 9), and the move is now a semi-spike, being useful for setting up edge-guards.
  • Nerf Both hits of down smash are significantly shorter in range and hitbox durations (frame 5-6, 10-11 → 4, 9), and deal less damage (11%/13% → 7%/10%) without any proper compensation on their knockback (first hit 50 base/93 growth → 32 base/93 growth, second hit 50 base/90 growth → 32 base/93 growth) making them far weaker. The first hit can no longer KO reliably unless at 150% near the edge. It also has increased ending lag (frame 34 → 38).
  • Change Down smash has a new animation, where Meta Knight slashes inward around himself in a single spin, and he uses a new voice clip for it which was previously a Sound Test-only clip in Brawl.

Aerial attacks

  • Nerf All aerials (except neutral aerial's late hit) deal less damage (neutral aerial: 19% → 10% (no longer hits twice), forward aerial: 10% → 7.4%, back aerial: 10% → 8.4%, up aerial: 6% → 5%, down aerial: 7%/9% → 6%), though knockback has been compensated on all moves except up aerial.
  • Nerf All aerials have shorter range.
  • Nerf All aerials have decreased interruptibility (neutral aerial: frame 32 → 44, forward aerial: frame 39 → 46, back aerial: frame 46 → 52, up aerial: frame 13 → 27, down aerial: frame 26 → 28). In particular, up aerial can only be performed once in a short-hop, down from three.
  • Nerf All aerials have increased landing lag (neutral aerial: 15 → 16, forward aerial: 15 → 20, back aerial: 12 → 18, up aerial: 12 → 18, down aerial: 15 → 22).
  • Nerf All aerials have worse auto-cancel frames (neutral aerial: frame 25 → 40, forward aerial: frame 21 → 44, back aerial: frame 33 → 40, up aerial: frame 21 → 24, down aerial: frame 24 → 26). Combined with Meta Knight's increased falling speed, neutral, forward, and back aerials no longer auto-cancel in a short-hop.
  • Nerf Except for back aerial, all aerials have shorter hitbox durations (neutral aerial: frame 3-24 → 6-20, forward aerial: frame 6-7, 10-11, 13-14 → 9, 12, 15, up aerial: frame 2-3 → 6, down aerial: frame 4-5 → 4).
  • Nerf Neutral aerial (frame 3 → 6), forward aerial (frame 6 → 9) and up aerial (frame 2 → 6) are slower.
  • Buff Neutral aerial has more base knockback (30 → 40) and the late hit now deals more damage (5%/6%/7% → 7.5%) and the same amount of knockback as the initial hit (20 → 40), meaning neutral aerial is stronger overall.
  • Change Neutral aerial's animation has been altered: rather than somersaulting forward while holding his sword above him, Meta Knight spins on his sides in a cartwheeling motion with his sword pointing above him.
  • Buff Forward aerial's final hit has higher knockback growth (122 → 140), and has a different trajectory (Sakurai Angle → 48°). Along with Meta Knight's faster air speed, this consistent angle arguably makes it more effective in a Wall of Pain.
  • Change Forward aerial is now properly affected by stale-move negation.
  • Buff Back aerial has significantly more growth (175 → 212). Aerial opponets will also get sent at the autolink angle, sending them downward if it connects while Meta Knight is falling, allowing it to setup combos and be used as a surprise attack, improving its utility.
  • Buff Up aerial has less base knockback (40 → 30) but more knockback growth (125 → 128). While this lessens its situational KO power, its lowered base knockback and decreased damage allow it to combo to higher percentages.
  • Buff Both hitboxes of down aerial deal consistent knockback (15/30 base, 105/105 growth → 30/30 base, 108/108 growth), with an overall increase in knockback. The sweetspot now takes priority over the sourspot.
  • Nerf Down aerial has a much smaller hitbox in front of Meta Knight. All portions of the slash have a slightly higher trajectory (sweestpot 23° → 35°, sourspot 35° → 50°), and only the sweetspot is a semi-spike.

Throws/other attacks

  • Nerf All grabs have increased start-up (standing: frame 7→ 8, dash: frame 8 → 9, pivot: frame 8 → 9) and ending lag (standing: frame 29 → 32, dash: frame 39 → 40, pivot: frame 34 → 38).
  • Buff Up throw has a hitbox during the landing proportion for non-grabbed opponents that deals massive knockback, capable of KOing below 100%, giving it much more utility in doubles.
  • Nerf Up throw deals 2% less damage (12% → 10%) (knockback compensated).
  • Buff The removal of hitstun cancelling significantly benefits both forward and down throws, with followups possible all the way into KO percents depending on DI, particularly with Shuttle Loop.
  • Nerf Down throw deals less damage (11% → 7.5%) and has much more knockback growth (110 → 170), making it less reliable for follow-ups at high percents.

Special moves

  • Buff Mach Tornado is now significantly more difficult to SDI out of due to SDIing becoming less effective. Its final hit additionally has increased base knockback (35 → 55).
  • Nerf Mach Tornado lasts for a slightly shorter amount of time and has increased landing lag. It has worse hitbox placements and sizes, making it easier to intercept. In addition, Mach Tornado grants less vertical distance, has increased aerial ending lag and can no longer edge sweetspot at all, ruining its vertical recovery potential.
  • Change Mach Tornado has new special effects that no longer completely cover Meta Knight from sight.
  • Buff Drill Rush connects more reliably and has much stronger knockback (30 base/100 growth → 40 base/200 growth). The small jump at the end of the move also goes much farther when it connects with an object, making it better for avoiding counterattacks.
  • Nerf Drill Rush has more startup lag and cannot allow a small jump at the end unless the last attack connects with a solid object (such as an opponent, a wall or a floor).
  • Buff Shuttle Loop now has a second damaging upward loop, dealing overall more damage (9% → 12% (aerial)/15%(grounded)), with increased knockback growth (130 (grounded)/118 (aerial)). The aerial version has slightly less start-up (frame 8 → 7), and deals vertical knockback, making it a more potent onstage KO option. It also significantly benefits Meta Knight's vertical recovery even further.
  • Nerf Shuttle Loop has far less base knockback (90 → 55), and the aerial version is no longer a semi-spike, removing the attack's utility in edge-guarding. The grounded version has also lost its invincibility frames on start-up. Shuttle Loop no longer transitions into a glide, and now immediately puts Meta Knight into his helpless animation once the move ends.
  • Buff Dimensional Cape has higher damage potential (14% → 14%/15%/16%) and deals much more knockback, now being one of his few reliable KO moves. It also has increased invincibility frames (18-26 → 12-39 (non-attack), 12-28 (attack)).
  • Buff Galaxia Darkness no longer attacks Meta Knight's teammates if Team Attack is turned off.

Update History

Meta Knight has been notably buffed so far via game updates. In updates 1.0.4 and 1.0.8, his damage output, knockback, range and attack speed were all improved. Version 1.1.0 reduced the sword trails on his moves to match his attacks' hitboxes, making him much more consistent. The specific buffs to his jab, forward tilt, and neutral aerial have given him more options with which to relieve pressure, and the increased power on his neutral and back aerials has enhanced his KOing and edge-guarding abilities. While these buffs do not make him nearly as potent as he was in Brawl, they are still helpful additions that have over time allowed him to recoup some of his initial lost offensive capability. Furthermore, Meta Knight has achieved notable tournament success thanks to these buffs. Even though the dominating presence he had in Brawl is now gone, Meta Knight is still viewed as a viable character.

Version 1.1.1's changes to shield mechanics are a double-edged sword for Meta Knight: while many of his attacks are safer due to their high hitlag modifiers, the increased shield-stun weakens his out of shield options, and this is made worse by his heavy reliance on his shield. Thus, his powerful punishing game is slightly held back by the changes. One of his custom moves, Shieldbreaker Drill, benefits from the changes.

Super Smash Bros. for Nintendo 3DS 1.0.4

  • Buff Neutral aerial deals 10% damage sweetspotted and 7.5% sourspotted instead of 7% sweetspotted and 5% sourspotted.
  • Buff Dimensional Cape now sends opponents in a more horizontal angle and it can KO sooner.
  • Buff Back aerial's final hit deals much more knockback (180 → 212 growth), and the second hit uses the autolink angle.
  • Buff Forward throw now deals 9% damage to all opponents instead of only dealing 3% to most opponents.
  • Buff Back throw deals slightly more knockback.
  • Buff The hitboxes of up aerial and down aerial are 12% and 44% farther from Meta Knight, respectively.
  • Buff The sword trails of up aerial and down aerial attacks match the hitboxes better.
  • Nerf The second hit of forward aerial is no longer the autolink angle, meaning it can't be used to drag opponents downward.

Super Smash Bros. 4 1.0.6

Super Smash Bros. 4 1.0.8

  • Buff Neutral attack's damage slightly increased from 1% to 1.2% and its ending lag is reduced by about 12 frames.
  • Buff Neutral attack's hitboxes split to cover more area.
  • Buff Neutral attack is harder to SDI out of.
  • Buff Neutral attack has reduced knockback scaling: 40 → 30
  • Buff Neutral attack's final hit has a signifcantly increased hitbox size: 5.7 → 8
  • Buff Forward tilt's final hit deals 4% damage instead of 3% and its ending lag was reduced by 10 frames.
  • Change Forward tilt final hit angle: 65° → Sakurai angle, giving it KO potential at 150% near the edge, but making it harder to start combos with.
  • Buff Neutral aerial landing lag: 20 → 16.

Super Smash Bros. 4 1.1.0

  • Buff Meta Knight's sword trail visuals have been adjusted to better match the hitboxes. This means most attacks will no longer whiff when they should hit, significantly improving his accuracy.
  • Change Up tilt's initial frame hitbox now centered on body for 1 frame before reverting.

Super Smash Bros. 4 1.1.1

  • Buff Lazy Shuttle Loop final hitbox size increased 7.0 → 7.2 and the hitbox duration is increased by 2 frames.

Moveset

  Name Damage Description
Neutral attack Flurry Attack 1.2% each hit Executes a lightning-fast series of slashes, ending with Meta Knight doing a somersault while doing a swift uppercut with Galaxia. The only neutral attack in the game that consists solely of a rapid jab. This, however, makes it punishable if missed. Surprisingly one of Meta Knight's more reliable damage rackers, able to consistently deal around 10% to 15%.
2% last hit
Forward tilt   2% Slashes twice in front of him, then once upwards, with the last hit dealing horizontal knockback. Only pressing the attack button once will cause Meta Knight to perform only the first hit; pressing it twice more makes him slash the second and third times. Resembles a jab, and is safer to use than Meta Knight's actual jab, though fairly less rewarding. Good for clearing space, due to its quick start-up and fairly long reach, though the last hit has some ending lag. At high percents, the first hit can jab cancel into Shuttle Loop for a KO.
2%
4%
Up tilt Up Thrust 7% (sweet), 5% (sour) Stabs upward while spinning. Moderate vertical knockback. Quick start-up and ending lag, and long vertical reach. Sweetspot is at the tip of the sword (similar to Marth's tipper sweetspots). Also has decent combo potential, though it can be tricky to land. Can lead into an up aerial or neutral aerial, or even another up tilt if done on a grounded foe.
Down tilt   5% Thrusts Galaxia across the ground. For some reason, this move shortens the length of Meta Knight's sword until it is complete. Very fast, hitting on frame 3, and has low ending lag. Can trip opponents at low percentages, setting up a grab or dash attack. A safe, albeit short-ranged move, and a good combo starter. It also moves him a tiny distance along the ground when used.
Dash attack   6% (clean), 5% (late) Does a running kick with vertical knockback. A reliable approach option due to the move's slightly disjointed hitbox, favorable trajectory and low ending lag, allowing Meta Knight to get in to start combos or interrupt approaches. At low- to mid-percents, it combos reliably into up tilt, up smash, any aerial, and Mach Tornado, and can often lead into Shuttle Loop for a KO. His only non-throw attack that does not use his sword.
Forward smash   16% Pulls Galaxia back for a moment, and then slashes in front of him. Meta Knight's strongest move in terms of knockback, KOing at around 100% from the center of Final Destination and around 75% near the ledge. Some start-up, but very little ending lag and good reach, making it hard to punish. However, it has an extremely short hitbox duration.
Up smash   3% (1st hit), 2% (2nd hit), 4% (3rd hit) Slashes above him three times and then holds his sword. Low damage, but decent knockback, along with very quick start-up, hitting on frame 8, moderate ending lag, and a large hitbox, making it an effective anti-air. KOs starting at around 120%. Can combo into Shuttle Loop at low percents.
Down smash   7% (front), 10% (back) Spins in a circle with his sword across the ground. Significantly weaker than in Brawl, front hit cannot KO until 150% near the ledge, and back hit KOs at around 110% near the ledge. It is useful for clearing space and possibly catching foes offguard. Its semi-spike angle is also useful for putting opponents offstage. Startup-wise, this is the fastest smash attack in the game, with its first hit coming out on frame 4.
Neutral aerial Sword Spin 10% (clean), 7.5% (late) Slashes while spinning in a cartwheeling motion, similar to Kirby's and Pikachu's neutral aerials. Has sex kick properties. Effective at edge-guarding and escaping pressure due to its quick startup, hitting on frame 6, and KO's at around 100% offstage when clean. Auto-cancels when done at the beginning of a full-hop, but has low ending and landing lag otherwise. Resembles the Sword ability's midair slash from the Kirby games.
Forward aerial   2.2% (hits 1-2 for opponents on the ground), 1.5% (hits 1-2 for opponents in the air), 3% (hit 3) Slashes in front of him three times. His slowest aerial, hitting on frame 9, but a fast move nonetheless. Very short duration, especially for a multi-hit move. A decent move for combos and edge-guarding, and can be used in a wall of pain due to its relatively low launch angle. Has low ending lag, but noticeable landing lag. Auto-cancels in a full-hop.
Back aerial   2.2% (hits 1-2 for opponents on the ground), 1.5% (hits 1-2 for opponents in the air), 4% (hit 3) Like his forward aerial, but behind him and more slowly, and its duration makes it relatively easy to hit with. Great for edge-guarding, thanks to its quick start-up, hitting on frame 7, and deceptive knockback, being his strongest aerial, KOing at about 90% offstage. Low ending lag, but moderate landing lag. Auto-cancels in a full-hop.
Up aerial   5% Slashes very quickly in an arc above him. Hits on frame 6, has low ending lag and deceptive reach, but its hitbox lasts for only one frame. Weak knockback, and along with the previous traits and Meta Knight's jumps, it has superb combo potential. At a variety of percents, it combos into any aerial including itself, Mach Tornado, and Shuttle Loop. Most notably, from low- to mid-percents, it combos reliably into itself up to five or even six times, and can potentially lead into a high-altitude Shuttle Loop for an early KO. Moderate landing lag, but auto-cancels in a short-hop, though it cannot hit most grounded opponents.
Down aerial   6% Slashes very quickly in an arc below him. Hits on frame 4, and has low ending lag, though its hitbox lasts for a single frame. Sends the opponent on a semi-spike trajectory, making it quite deadly offstage, especially against opponents with poor horizontal recovery. Can also be used to pressure grounded foes. Auto-cancels in a short-hop, but has high landing lag otherwise.
Grab   Reaches out. His standing grab has average range. Dash grab gives him a boost forwards, letting it cover a lot of ground.
Pummel   3% Jabs opponents with the talons on his wings. A slow pummel.
Forward throw   6% (hit 1), 3% (throw) Flip kicks the opponent in front of him. A very fast throw, giving a small window to DI. Depending on DI, it can link into dash attack, up smash, and any aerial from low to mid-percents, and potentially into Shuttle Loop for a deadly KO combo.
Back throw   7% (hit 1), 3% (throw) Lays down the opponent behind him, warps, and slashes his/her back. Moderately high knockback, KOing at roughly 170% at the ledge. Good for putting opponents off-stage. At very low percents, it can combo into a dash attack or start a tech-chase. At higher percents, it can lead into forward aerial or Shuttle Loop if DI'ed poorly.
Up throw Air Drop 10% (thrown opponent), 7% (other opponents hit by the throw) Like Kirby's up throw: jumps extremely high into the air holding his foe, and then crashes down. Other opponents who are hit by the throw are dealt very high knockback, KOing below 100%. KO's thrown opponent at around 160%, but is much more effective with the aid of platforms, especially with rage due to its high base knockback. Can link into Shuttle Loop if DI'ed poorly.
Down throw Fury Stomp 0.5% (hits 1-9), 1% (hit 10), 2% (throw) Like Kirby's down throw, but slower: stomps on the opponent multiple times, then ends by fall-crush-stomping down on them. Excellent combo potential. Can lead into dash attack, up smash, any aerial, and Mach Tornado from low- to mid-percents, and occasionally into Shuttle Loop for a KO at high percentages.
Floor attack (front)   7% Slashes on either side of himself.
Floor attack (back)   7% Slashes on either side of himself.
Floor attack (trip)   5%
Edge attack   7% Slashes with blade.
Neutral special Default Mach Tornado 1% (multiple hits), 3% (last hit) Spins at high speed, trapping foes in a tornado. Mashing the button increases the move's duration and makes Meta Knight rise slightly; he can also move left and right. Deals roughly 22% damage if the entire move hits, aiding Meta Knight's otherwise low damage output. The last hit can KO near the upper blast line, but this is dangerous to attempt since the move leaves Meta Knight helpless. However, if the move ends at about full-hop height, Meta Knight will suffer from almost no lag after landing.
Custom 1 Entangling Tornado 9% Pulls enemies in, and then hits them straight up into the air. A little more startup lag. The more vertical knockback gives it better kill potential, but it hits only once and deals much less damage.
Custom 2 Dreadful Tornado 1.5% (hits 1-5), 6% (last hit) More damage per hit and much stronger knockback than Mach Tornado, but the amount of spins cannot be increased, reducing its maximum damage potential. KOs around 135%.
Side special Default Drill Rush 1% (hits 1-8), 3% (last hit) Flies forward while spinning in a drill motion with Galaxia outstretched, hitting multiple times. Meta Knight will bounce backwards a bit if he connects with the last hit or flies into terrain. He can also change the course of the attack, allowing it to be used as a recovery.
Custom 1 High-Speed Drill 0.8% (hits 1-7), 3% (last hit) Faster than Drill Rush, but the angle can't be changed. Makes for a quick horizontal recovery, though at the cost of the default version's good diagonal recovery.
Custom 2 Shieldbreaker Drill 1% (hits 1-9), 2% (last hit) A Drill Rush designed to break shields. Attack power and distance are reduced.
Up special Default Shuttle Loop 9% (1st hit on the ground) or 6% (first hit in the air), 6% (last hit) Flies in a swift loop, striking with Galaxia, and then goes into a second loop and strikes powerfully. This move offers great vertical recovery and protection. It has high speed, hitting on frame 7 or 8 when aerial or grounded respectively, excellent range, high base knockback, and very high knockback growth. With these traits and several set-ups, it is considered to be Meta Knight's most reliable KO move, KOing as early as 60% when done near the upper blast line. The grounded version, though slightly slower, deals more damage and knockback, KOing at about 120%. A powerful out-of-shield option. However, it is highly punishable if whiffed, as it leaves him helpless.
Custom 1 Blade Coaster 8% (1st hit on the ground) or 5% (first hit in the air), 5% (2nd hit) Flies forward instead of up. Enemies hit will be launched at a lower angle, which can be deadly near the side blast lines, but on a typical stage this cannot be fully exploited without self-destructing.
Custom 2 Lazy Shuttle Loop 9% (clean), 6% (late) Does a larger, slower loop that doesn't inflict damage, and then strikes hard while rising quickly. Less damage potential, but its larger range slightly improves vertical recovery.
Down special Default Dimensional Cape 15% (stationary slash on the ground); 14% (retreating slash); 16% (advancing slash and stationary slash in the air.) Teleports in a direction, controllable with the Control Stick. If the attack button is pressed or the special button is held, he will perform a very powerful slash that can KO at about 100% near the edge. Meta Knight will slash differently depending on the direction the control stick is held and the direction he is facing. Great anti-edgeguarding move, and can be used to punish laggy attacks from a distance. Can be used for edge-stealing.
Custom 1 Shield Piercer 1%, 8% (neutral slash on the ground); 1%, 7% (retreating slash); 1%, 9% (advancing slash and neutral slash in the air.) The attack penetrates shields but is less powerful. Less horizontal distance than the default, but a bit more vertical distance.
Custom 2 Stealth Smasher 16% (neutral slash on the ground); 15% (retreating slash); 17% (advancing slash and neutral slash in the air) Longer travel distance (about half the length of Final Destination), but Meta Knight is vulnerable while moving. The attack deals more knockback, about the same as his uncharged forward smash, and KOs at around 100% from the middle of the stage.
Final Smash Galaxia Darkness 40% to trapped opponents, 10% to others Swings his cape out directly in front of him while shouting "Know my power!" or "Behold....". If he misses with his cape, Meta Knight pauses for a brief time, and the Final Smash fails. When it connects, characters nearby become trapped, the screen then darkens to black, and after a few seconds, a large, single slash appears near Meta Knight, as he then slices the trapped opponents with one, powerful strike. Characters who are trapped by Meta Knight's cape always receive high, upwards knockback that can KO above 50%, with super armor ignored. Any opponents who are not trapped are also attacked, but instead take reduced damage and weak, upwards knockback. The weaker slash part of Galaxia Darkness can be avoided by dodging with correct timing.

On-screen appearance

  • Warps in with his cape.

Taunts

  • Up taunt: Wraps himself in his cape, as if he's about to teleport, while scoffing. This is similar to his on-screen appearance.
  • Side taunt: Says "Fight me!" while examining his sword, slashing twice, and finally pointing his sword in front of him.
  • Down taunt: Spreads his wings while shouting "Come!". If he is facing left, he will perform the taunt facing the background instead, similar to how characters in Smash 64 did.
Up taunt Side taunt Down taunt
Meta Knight's up taunt in Smash 4 Meta Knight's side taunt in Smash 4 Meta Knight's down taunt in Smash 4

Idle poses

  • Quickly and subtly swings Galaxia.
  • Pull his cape in front of himself and then throws it back.
MetaKnightIdlePose3SSB4.jpg MetaKnightIdlePose2SSB4.jpg

Crowd cheer

English Japanese
Cheer
Description Me-ta Knight! Me-ta Knight!
Pitch Group chant Group chant

Victory poses

An icon for denoting incomplete things.
A rock-based remix directly from Brawl. It is a remix of the short recurring theme that plays when Kirby completes a stage or defeats a boss, debuting in Kirby's Dream Land.
  • Flies in from the side and flings out his cape with one arm (and keeps his hand out), saying "You have much yet to learn." A slightly modified version of one of his Brawl victory poses, where he does the same thing but brings his hand down and looks at the camera immediately after flinging his cape.
  • Swings outward with Galaxia as he takes a step forward, saying "Come back when you can put up a fight." as he teleports away using the Dimensional Cape.
  • Slashes with Galaxia aglow and spins it several times as he swings it to his side and poses, saying "Victory... is my destiny."
MetaKnightPose1WiiU.gif MetaKnightPose2WiiU.gif MetaKnightPose3WiiU.gif

In competitive play

Official Custom Moveset Project

Character Custom sets available
Meta Knight's stock icon in Super Smash Bros. for Wii U. Meta Knight 1211 1311 2211 2111 2311
1212 1312 1121 1112 3111

Notable players

Trophies

Meta Knight
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.
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.
NES: Kirby's Adventure (05/1993)
SNES: Kirby Super Star (08/1996)
Meta Knight (Alt.)
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.
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.
NES: Kirby's Adventure (05/1993)
SNES: Kirby Super Star (08/1996)
Galaxia Darkness
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!
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!

In Event Matches

Solo Events

Co-op Events

Alternate costumes

Meta Knight Palette (SSB4).png
Meta Knight's stock icon in Super Smash Bros. for Wii U. MetaKnightHeadWhiteSSB4-U.png MetaKnightHeadRedSSB4-U.png MetaKnightHeadGreenSSB4-U.png MetaKnightHeadNavySSB4-U.png MetaKnightHeadPinkSSB4-U.png MetaKnightHeadPurpleSSB4-U.png MetaKnightHeadGreySSB4-U.png

Gallery

Trivia

  • Meta Knight was the last veteran fighter revealed before the launch of Super Smash Bros. for Nintendo 3DS in Japan whereas he was the first announced newcomer for Super Smash Bros. Brawl.
  • Meta Knight is the only Kirby character to not receive a new Final Smash in SSB4.
    • He is also the only Kirby character to not have a conventional meteor smash.
  • Meta Knight is the only Kirby character to have recycled voice clips.
    • Meta Knight is also the first Kirby series representative to reuse voice clips from the previous Super Smash Bros. installment.
  • Meta Knight is the only Kirby character to use the more subdued tripping sound generally used for "realistic" characters, despite his similar aesthetics to the other characters in his series.
  • Although by default, Meta Knight performs his "Victory...is my destiny." win pose whilst facing the camera, performing the win pose after winning in a Team Battle shows him performing it with his back turned to the camera, much like he did in Brawl.
  • Meta Knight, Pac-Man, Little Mac, Ryu, and Sonic are the only characters whose entirety of default special moves can aid their recoveries.

References