Meta Knight (SSB4): Difference between revisions

→‎Throws/other attacks: Like a wise voice programme once said, wow this is certified Kurogane Hammer broken.
m (Undid edit by 173.171.36.66: Um, most of this edit was pretty useless. Just some unneeded synonyms,)
(→‎Throws/other attacks: Like a wise voice programme once said, wow this is certified Kurogane Hammer broken.)
Line 120: Line 120:
*{{nerf|All grabs have increased start-up (frame 6 → 7 (standing), frame 8 → 9 (dash), frame 7 → 9 (pivot)) and ending lag (FAF 29 → 32 (standing), FAF 39 → 40 (dash), FAF 34 → 38 (pivot)).}}
*{{nerf|All grabs have increased start-up (frame 6 → 7 (standing), frame 8 → 9 (dash), frame 7 → 9 (pivot)) and ending lag (FAF 29 → 32 (standing), FAF 39 → 40 (dash), FAF 34 → 38 (pivot)).}}
*{{change|Back throw's animation has changed. Meta Knight now uses his cape to warp, similarly to Dimensional Cape.}}
*{{change|Back throw's animation has changed. Meta Knight now uses his cape to warp, similarly to Dimensional Cape.}}
*{{buff|Up throw has received a hitbox during its landing portion that deals enough knockback to KO bystanders below 100%, granting it utility in [[doubles]] play.}}
*{{buff|Up throw has received a collateral hitbox during its falling portion that grants it additional utility in [[doubles]] play. It deals 7% damage with 90 base knockback, 160 knockback scaling and an angle of 65°, granting it sufficient power to KO even the heaviest of characters at around 80-85% from {{SSB4|Final Destination}}'s ground.}}
*{{nerf|Up throw deals 2% less damage (12% → 10%), hindering its KO potential despite its increased knockback scaling (60 → 70).}}
*{{nerf|Up throw deals 2% less damage (12% → 10%), hindering its KO potential despite its increased knockback scaling (60 → 70).}}
*{{nerf|Down throw deals 3.5% less damage (11% → 7.5%) and its last hit has altered knockback (60 (base)/110 (scaling) → 50/170), hindering its utility at high percents.}}
*{{nerf|Down throw deals 3.5% less damage (11% → 7.5%) and its last hit has higher knockback (60 (base)/110 (scaling) → 50/170), hindering its utility at high percents.}}
*{{buff|The changes to hitstun canceling significantly improve forward and down throws' combo potentials, as they are now capable of being followed up with aerials from low to medium percents and with Shuttle Loop until roughly 100%.}}
*{{buff|The changes to hitstun canceling significantly improve forward and down throws' combo potentials, as they are now capable of being followed up with aerials from low to medium percents and with Shuttle Loop until roughly 100%.}}