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Meta Knight (SSB4)

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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
Tier B (14)
Meta Knight's stock icon in Super Smash Bros. for Wii U.

Meta Knight (メタナイト, Meta Knight) is a playable character in Super Smash Bros. 4. After initially being teased as a Mii Fighter costume on August 11, 2014,[1] his return to the series was confirmed two days later.[2] Eric Newsome and Atsushi Kisa'ichi both reprise their roles as Meta Knight's voice actors in the English and Japanese releases, respectively, albeit using recycled voice clips from Super Smash Bros. Brawl.

Meta Knight is currently ranked 14th out of 58 on the tier list, placing him in the B tier, and making him the second highest ranking high-tier character. This is a noticeable drop from his top-tier placement in Brawl, where he was ranked 1st out of 38. Meta Knight retains his quick mobility from Brawl, which has been improved: he sports fast dashing and falling speeds, as well as five double jumps. This also extends to his offense, as Meta Knight's attacks possess very quick start-up and disjointed ranges, granting him a formidable combo game which can also zero-to-death opponents and allows him to easily edge-guard, thanks to his double jumps. Incidentally, he also boasts an impressive recovery: in addition to his multiple double jumps, Meta Knight has three special moves that are reliable at bringing him back on-stage.

However, he received heavy nerfs in the transition to SSB4, likely due to his dominance in Brawl; his unrivaled attack speed, range, recovery and overall damage output have been toned down, while the transcendent priority on his attacks has been completely removed, weakening his approach options. When combined with his lack of a projectile, these changes give him a harder time overcoming camping strategies. Although Meta Knight's high falling speed is an important aspect of his mobility, it is also detrimental due to his light weight, as they leave him vulnerable to both combos and KOs. His survivability is also exacerbated by the nerfs to his recovery, with the most notable example being the removal of gliding.

Regardless, Meta Knight retains many of his key advantages from Brawl, which has enabled him to secure strong tournament representation and results.

Attributes

Meta Knight is an unusual blend of character archetypes. He is small, being roughly the same size as Kirby, and is the ninth lightest character, yet he has the tenth highest gravity and an unusually fast falling speed. Like his fellow Kirby representatives, Meta Knight has multiple double jumps, but unlike most other characters who share this trait, his mobility is quick overall due to an above average walking speed, a fast dashing speed, slightly below average air speed and average air acceleration. Meta Knight's initial dash animation is relatively long due to lasting 13 frames, giving him a slow extended dash-dance and a long fox-trot. However, his perfect pivot is rather long and therefore useful for re-positioning and evading attacks, and he benefits from a jumpsquat that is 4 frames long as well as a low short hop, allowing him to transition very quickly between his ground and air games. As such, Meta Knight's mobility is the most well-balanced among characters of his archetypes.

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 start-up, ending lag, or both. In fact, all but four of his moves have fewer than 10 frames of start-up, and their generally low ending lag is quite unusual for a swordsman. Although his overall range is average, his sword, Galaxia, makes it disjointed, especially in relation to his size. As he is the only small character who wields a sword, these strengths grant him an effective neutral game. His dash attack is a reliable approach option thanks to its low ending lag, disjointed range, and the speed boost it grants. His dash grab covers a long distance, making it relatively hard to punish. His down aerial is one of the fastest of its kind, while his forward smash has low ending lag, making both useful for spacing. His out of shield options are also a defining part of his neutral game. He has fast, long-distanced rolls, and Shuttle Loop and his down aerial are quick, with the former's power making 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. With these varied options, Meta Knight has the ability to mix-up his approach and keep his opponents guessing.

Boasting five midair jumps and a special moveset full of recovery options, Meta Knight has an outstanding recovery. 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 mindgames. 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 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 far-reaching dash grab. His forward and down throws can combo into other moves even at higher percents, his back throw is useful for launching opponents off-stage, and his up throw can KO at very high percents 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 auto-link angle, allowing Meta Knight to drag opponents to the ground and jab reset with his down tilt, and the latter move can trip opponents and lead into combos, before opening up tech-chases at higher percents. With proper mastery of his combos, he can potentially 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.

Lastly, Meta Knight has high power for a lightweight. His forward and up smashes have long ranges; the former is his strongest finisher and is very safe due to its low ending lag, while the latter has minimal start-up and acceptable power. His most reliable KOing option, Shuttle Loop, boasts speed, power, and incredible range, and is lethal either from out of shield or as a combo finisher. Dimensional Cape is strong and covers distance quickly, allowing him to punish laggy attacks from afar. Furthermore, Meta Knight's edge-guarding game is among the most feared, along with his ability to gimp his opponents. His neutral and back aerials have long-lasting hitboxes and deal high knockback. Forward aerial has long range, a favorable launch angle, and decent power, and down aerial is the fastest semi-spike in the game. Due to these moves' low start-up and ending lag, Meta Knight can perform variations of the wall of pain without fear due to his recovery practically ensuring his safety. Lastly, he also has the aforementioned zero-to-death combo, which is particularly potent on floaty characters.

However, Meta Knight has noticeable weaknesses. He lacks a projectile, leaving him susceptible to camping strategies from characters such as Villager, which holds back his otherwise strong neutral game. His disjointed range, although good for his size, is still short in comparison to other sword-wielding characters, making it necessary to rely on his mobility and attack speed to capitalize on openings. Lastly, his fast attack speed is held back by most of his moves having very short-lasting hitboxes (with forward smash, down smash and up/down areial's hitboxes lasting only 1 frame), which necessitates proper attack timings to pull off effective combos.

His combo potential is limited at higher percents, as down throw is easy to DI and dash attack has high knockback scaling, forcing him to rely on reads to land follow-ups. Meta Knight's KO potential is also largely inconsistent. Shuttle Loop is highly punishable if it misses, difficult to use without a read or set-up, and is frequently staled, and his KOing combos related to up aerial are difficult to perform consistently. Up throw requires platforms to KO at reasonable percents, and up smash is ineffective outside of a slide or protection from above. Dimensional Cape and forward smash have high start-up, making them predictable. Finally, despite his small size and light weight, his rather fast falling speed, the unusual shape of his hurtbox, and his lack of a reliable combo breaker leave him surprisingly susceptible to combos, especially against Sheik and Zero Suit Samus. At the same time, his endurance is poor due to his light weight and high gravity greatly hindering his ability to survive strong hits.

Some of Meta Knight's custom moves possess a few benefits. Entangling Tornado draws opponents in and deals more knockback, but also has much more start-up, deals much less damage, and cannot be controlled as easily. Dreadful Tornado hits much harder, but cannot stall him 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 farther, but is weaker. However, the advantages granted are much more situational overall and sacrifice the versatility of the default specials, which results in none of his custom options being especially worthwhile.

Ultimately, Meta Knight's strengths overall outweigh his flaws, and he is essentially a "high-risk, high-reward" character. This is evident with his high learning curve, as his most notable combos require precise spacing and timing to pull off consistently, while his disadvantage against camping often forces players to play patiently in the neutral game. Yet once he finds an opening, Meta Knight can pose a significant threat once players find an opening and make the most of it with his extensive combo game and strong edge-guarding ability.

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 thanks to his numerous and extreme advantages. Possibly as a result, Meta Knight was significantly nerfed in the transition to SSB4.

Having been nearly unmatched in Brawl, Meta Knight's frame data has been 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, all of his tilts and aerials now deal less damage, resulting in his overall damage output now being below average. With the nerfs to several of his most pivotal neutral game options, such as down tilt, forward aerial, and Mach Tornado, and the loss of gliding and the transcendent priority on his moves, Meta Knight's neutral game is overall significantly worse, leaving him more vulnerable to camping and zoning strategies, especially with his lack of a projectile. 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.

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 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 and the new physics, Meta Knight can perform true combos more reliably, and his grab reward is much more consistent, somewhat making up for the nerfs to his damage output. 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, making him one of the few characters to have been truly nerfed in their initial transition to SSB4, alongside King Dedede, Falco, Jigglypuff, Marth, and Olimar. However, due to retaining the majority of his key advantages from Brawl, Meta Knight is widely considered to be a viable character, which has been reflected by his tournament success and his consistent status as a high-tier character throughout SSB4's lifespan.

Aesthetics

  • Change Due to the aesthetic used in SSB4, Meta Knight and his sabatons are more vibrant. Additionally, he now wears silver gauntlets over his gloves like in Kirby: Squeak Squad and Kirby Super Star Ultra, and Super Smash Bros. for Wii Uvery minuscule battle damage details have been added to his pauldrons. Lastly, the sides of his visor are now curved inward instead of being straight, and the top corners of his visor are more pointed.
  • Change Meta Knight's eyes do not move as much as they did in Brawl.
  • Change Galaxia's trail is now yellow with teal accents, instead of whitish yellow with blue accents. Its swings' sound clips are also lower pitched.
  • Change Up taunt's animation has slightly changed. Meta Knight now emits an amber trail around himself, similarly to Mach Tornado. It also has updated sound effects.

Attributes

  • Change Meta Knight is heavier (79 → 80). This slightly improves his endurance, but makes slightly him more susceptible to combos.
  • Nerf Meta Knight walks slower (1.22 → 1.18).
  • Buff Meta Knight dashes faster (1.847 → 1.9).
  • Buff Meta Knight's air speed is faster (0.752 → 0.99).
  • Nerf Meta Knight's falling speed is faster (1.39 → 1.66), making him more susceptible to combos.
  • Nerf Meta Knight's gravity is higher (0.0956 → 0.11). This makes him more susceptible to combos while not noticeably improving his vertical endurance.
  • Buff Due to the general physics changes in SSB4, Meta Knight has a faster fast falling speed (1.946 → 2.656). This makes him less susceptible to juggling.
  • Buff Rolls have increased intangibility frames (frames 5-12 → 4-15 (forward), frames 4-12 → 4-15 (backward)) and backward roll has decreased ending lag (IASA 33 → 27).
  • Nerf Forward roll has increased ending lag (IASA 23 → 27), removing its status as the fastest roll.
  • Buff Sidestep and air dodge have decreased ending lag (IASA 25 → 24 (sidestep), IASA 38 → 30 (air dodge)). Air dodge also has decreased start-up lag (frame 3 → 2).
  • Nerf Sidestep and air dodge have decreased intangibility frames (frames 2-20 → 2-15 (sidestep), frames 2-28 → 2-25 (air dodge)).
  • Buff Soft landing is faster (3 frames → 2).
  • Change Shield and rolls' animations have slightly changed. Meta Knight now wraps himself in his cape when performing them.
  • Change Jump's animation has slightly changed. Meta Knight now somersaults forward instead of at an angle.
  • Nerf Item throw is weaker (1 → 0.933).
  • Nerf All sword-based attacks no longer have transcendent priority, hindering Meta Knight's combo potential and approach.
  • Nerf The removal of gliding hinders Meta Knight's recovery.
  • Change The changes to hitstun canceling both help and hinder Meta Knight. They improve his combo and KO potentials, but make him much more susceptible to combos when combined with his increased weight, gravity and falling speed, as well as his generally slower aerial attacks. These changes also prevent him from performing momentum canceling, hindering his horizontal endurance.
  • Nerf The removal of edge-hogging significantly hinders Meta Knight's edge-guarding potential. His excellent recovery also does not benefit from this change as much as the majority of the cast, especially when taking into account the majority of the cast having generally improved recoveries.
  • Buff The weakening of SDI significantly improves Meta Knight's multiple hit moves by making them harder to escape.
  • Buff The reintroduction of pivoting gives Meta Knight a long perfect pivot, with his being tied for the third longest by default. This improves his neutral and punishment games, as well as his evasiveness.

Ground attacks

  • Change Neutral attack now deals consistent damage (1%/2% → 1.2%).
  • Buff Neutral attack has a decreased SDI multiplier (1x → 0.6x) and it now has a finisher, a backflipping slash. The finisher also has extra range that extends slightly past the neutral infinite.
  • Nerf Neutral attack's animation has changed. Meta Knight now leans slightly further while slashing. This significantly decreases its range behind Meta Knight. Due to neutral infinites being given finishers, Meta Knight's neutral attack now forces him to use its finisher unless he is pushed off an edge while using it. This hinders its safety if he whiffs his neutral attack.
  • Nerf Dash attack deals less damage (6%/7%/8% → 5%/6%) and its duration is shorter. It also has increased start-up (frame 5 → 7) and ending lag (IASA 31 → 32).
  • Buff Dash attack has increased knockback (40 (base)/88 (scaling) → 70/90), improving its spacing potential. Its range is now slightly disjointed.
  • Buff Forward tilt's hits connect together better at very high percents, and its last hit has altered knockback (50 (base)/113 (scaling) → 80/107) and decreased ending lag (frame 34 → 31). These changes improve its spacing potential.
  • Nerf Forward tilt deals consistent damage (11%/12% → 8%), its first hit has increased start-up lag (frame 3 → 6) and more ending lag (frame 24 → 26), and its first two hits have decreased ranges (5u → 3.5u).
  • Change Forward tilt's last hit's angle has been altered (65° → 361°). This improves its KOing and edge-guarding potentials, but removes its follow-up potential.
  • Change Meta Knight now vocalizes during each of forward tilt's hits instead of only during its third hit.
  • Nerf Up tilt deals 1% less damage (6%/7%/8% → 5%/6%/7%) and its duration is shorter (frames 8-18 → 8-14). Its sweetspot also has altered knockback (35 (base)/130 (scaling) → 60/90), significantly hindering its KO potential.
  • Nerf Down tilt has increased ending lag (IASA 16 → 19) and decreased range (4u → 3.2u). It also does not move Meta Knight forward as much as it did in Brawl, hindering its pseudo-crawling ability.
  • Change Due to no longer having a sweetspot or a sourspot, down tilt deals consistent damage (4%/5%/6%/7% → 5%) and knockback (15/11/6 (base)/88 (scaling) → 15/88).
  • Nerf The changes to locks remove down tilt's ability to lock opponents indefinitely.
  • Change Up tilt, sweetspotted forward smash, forward tilt's last hit, and up smash's last hit have increased hitlag (1x → 1.2x (up tilt), 1x → 1.5x (forward smash), 1x → 2x (forward tilt), 1x → 2x (up smash)). This makes them safer on shield, but easier to DI.
  • Nerf All smash attacks' durations are shorter (frames 24-25 → 24 (forward), frames 8-9, 12-13, 17-18 → 8, 12, 17 (up), frames 5-6, 10-11 → 4, 9 (down)).
  • Buff Forward smash deals 2% more damage (14% → 16%) and has increased knockback (28 (base)/99 (scaling) → 30/108/98), improving its KO potential.
  • Change Forward smash has received a sourspot at Galaxia's tip that has less knockback scaling than the sweetspot, instead of dealing consistent knockback throughout. However, the new sourspot is still noticeably stronger than forward smash's previous overall knockback.
  • Change Forward smash's animation has slightly changed. Meta Knight now draws Galaxia further back and slashes outward in a more pronounced motion, ending the slash behind himself. Compared to the previous animation, it has IASA frames, but lacks the hitbox behind himself and has slightly increased start-up and ending lag.
  • Buff Up smash's hits connect together better and its last hit has increased knockback (62 (base)/145 (scaling) → 65/166), improving its KO potential.
  • Nerf Up smash's animation has slightly changed. Meta Knight now slashes upward at a slightly higher height. Compared to the previous animation, the last slash is now laggy because it involves him landing upon performing a more exaggerated spinning hop.
  • Buff Meta Knight only vocalizes after his forward and up smashes have been performed. While this seems merely aesthetic, it generally makes them less predictable.
  • Nerf Down smash deals less damage (11% (front)/13% (back) → 7%/10%) and has altered knockback (50 (base)/93 (scaling front)/90 (scaling back) → 32/93), hindering its KO potential.
  • Buff Due to its angle being altered (361° → 35°), down smash is now a semi-spike.
  • Change Down smash's animation has changed. Meta Knight now slashes inward around himself while spinning once. Compared to the previous animation, it has decreased start-up lag when buffered (frame 5 → 4 (front), frame 10 → 9 (back)), but has increased ending lag (frame 34 → 38 (buffered)/39) and decreased overall range (5.5u → 4.5u) because of its hitbox being somewhat narrowed and lowered.
  • Change Down smash has received an updated voice clip, which was previously only available in Brawl's Sound Test.

Aerial attacks

  • Nerf Except for neutral aerial's late hit, all aerials deal less damage (19% → 10% (neutral), 10% → 7.4%/6% (forward), 10% → 8.4%/7% (back), 6% → 4% (up), 7%/9% → 6% (down)), though neutral, forward, back and down aerials' knockback has been somewhat compensated.
  • Nerf All aerials have decreased interruptibility (frame 32 → 44 (neutral), frame 39 → 46 (forward), frame 46 → 52 (back), frame 13 → 27 (up), frame 26 → 28 (down)). In particular, up aerial can only be performed once with a short hop, rather than three times.
  • Nerf All aerials have increased landing lag (15 → 16 (neutral), 15 → 16 (forward), 12 → 18 (back), 12 → 18 (up), 15 → 22 (down)).
  • Nerf All aerials have increased auto-cancel frames (frame 25 → 40 (neutral), frame 22 → 44 (forward), frame 33 → 40 (back), frame 21 → 24 (up), frame 24 → 26 (down)). When combined with Meta Knight's increased falling speed, his neutral, forward, and back aerials can no longer auto-cancel from a short hop.
  • Nerf Neutral, up, and down aerials have shorter durations (frames 3-24 → 6-20 (neutral), frames 2-3 → 6 (up), frames 4-5 → 4 (down)).
  • Nerf Neutral, forward, and up aerials have increased start-up lag (frame 3 → 6 (neutral), frame 6 → 9 (forward), frame 2 → 6 (up)).
  • Nerf Neutral, up, down, and back aerials have decreased ranges (8u → 7u (neutral), 5.5u → 3.5u (up), 5.4u → 3.5u (down)).
  • Buff Late neutral aerial deals more damage (5%-7% → 7.5%). Neutral aerial also has increased base knockback (30 (early)/20 (late) → 40 (both)).
  • Nerf Neutral aerial now functions like a proper sex kick, which decreases its damage potential (12% (hit 1)/5%-7% (hit 2)/17%-19% (both) → 10% (clean)/7.5% (late)).
  • Nerf Neutral aerial's animation has slightly changed. Meta Knight now cartwheels instead of somersaulting. This slightly decreases its range.
  • Buff Forward aerial has increased range (3.5u/4u/5u → 4u/4.5u/6.5u), its last hit has increased knockback scaling (122 → 140), and its angle has been altered (Sakurai angle/50° → 48°). When coupled with Meta Knight's faster air speed, these changes arguably improve its Wall of Pain potential.
  • Change Forward aerial is now properly affected by stale-move negation.
  • Change Forward and back aerials' last hits have increased hitlag (1x → 2x). This makes them safer on shield, but easier to DI.
  • Nerf Forward aerial's ending animation has slightly changed. Meta Knight now leans slightly forward to his left while slashing. This slightly increases its ending lag.
  • Buff Back aerial's last hit has increased knockback scaling (175 → 212), significantly improving its KO potential. Its hits also use the auto-link angle, granting it combo and edge-guarding potentials.
  • Nerf Back aerial's ending animation has slightly changed. Meta Knight now turns around in a slightly less exaggerated motion. This slightly increases its ending lag.
  • Buff Up aerial's knockback has been altered (40 (base)/125 (scaling) → 30/128), improving its combo potential.
  • Nerf Up aerial's angle has been altered (78°/78°/60° → 69°/69°/52°). While this slightly improves its combo potential into other aerials, it significantly hinders its combo potential into itself as well as Meta Knight's KO potential when attempting to secure early vertical KOs. Up aerial's SDI multiplier has also increased (1x → 1.5x).
  • Buff Down aerial's knockback values have been overall increased (30/30/15/15 (base)/105 (scaling) → consistent 30, 108).
  • Nerf Down aerial deals less damage (7%/9% → 6%), making it slightly weaker overall despite its increased knockback. Aditionally, its hitbox sizes have decreased and one of the sweetspots has been removed, hindering its range. Lastly, due to its angle being altered (35°/23° → 50°/35°), sourspotted down aerial is no longer a semi-spike.

Throws/other attacks

  • Nerf All grabs have increased start-up (frame 6 → 7 (standing), frame 8 → 9 (dash), frame 7 → 9 (pivot)) and ending lag (frame 29 → 32 (standing), frame 39 → 40 (dash), frame 34 → 38 (pivot)).
  • Change Back throw's animation has changed. Meta Knight now uses his cape to warp, similarly to Dimensional Cape.
  • Nerf Up throw deals 2% less damage (12% → 10%), hindering its KO potential despite its increased knockback scaling (60 → 70).
  • Buff Up throw has received a collateral hitbox during its descent, granting it utility in doubles play.
  • 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 combo potential at high percents.
  • Buff The changes to hitstun canceling significantly improve forward and down throws' combo potentials at low to medium percents.

Special moves

  • Buff Mach Tornado's last hit has increased base knockback (35 → 55).
  • Nerf Mach Tornado has a shorter duration (frames 12-59 → 12-48), increased ending (IASA 29 → 53) and landing lag, and less favorable hitbox placements and sizes. Altogether, these changes hinder safety and make it more susceptible to punishment. It also covers less vertical distance and can no longer edge sweetspot, hindering its recovery potential.
  • Change Mach Tornado's visual effects have slightly changed. Its trail is now noticeably thinner.
  • Buff The weakening of SDI makes Mach Tornado much more difficult to escape from.
  • Buff Drill Rush's hits connect together better, and its last hit has increased knockback (30 (base)/100 (scaling) → 40/200), significantly improving its KO potential. The rebounding jump that its last hit grants upon making contact is also much higher, improving its safety.
  • Nerf Drill Rush has increased start-up lag, and Meta Knight can only use the rebounding jump that its last hit grants if it makes contact. These changes slightly hinder its recovery potential.
  • Change Mach Tornado and Drill Rush's last hits have increased hitlag (1x → 2x (Mach Tornado), 1x → 3x (Drill Rush)). This makes them safer on shield, but easier to DI.
  • Buff Due to receiving a hitbox during its second ascent,[3] Shuttle Loop deals more damage (9% (clean)/5% (late) → 15% (grounded)/12% (aerial)).
  • Change Compared to Shuttle Loop's first hit, its second hit has less base knockback (90 → 55), but more knockback scaling (80 (grounded)/60 (aerial) → 130/118).
  • Nerf Grounded Shuttle Loop has lost its invincibility frames on start-up.
  • Buff Aerial Shuttle Loop has decreased start-up lag (frame 8 → 7).
  • Change Aerial Shuttle Loop's angle has been altered (21° → 80°). This improves its KO potential, but almost completely removes its edge-guarding potential.
  • Nerf Due to the removal of gliding,[3] aerial Shuttle Loop now renders Meta Knight helpless upon completion, hindering its recovery potential. Due to it now consisting of two hits instead of one and having high hitlag, it is also easier to DI.
  • Buff The changes to hitstun canceling improve Meta Knight's combo potential into aerial Shuttle Loop.
  • Buff Dimensional Cape has increased damage potential (14% → 14%/15%/16%) and knockback, granting it KO potential. Additionally, it has increased invincibility frames (frames 18-26 → 12-39 (non-attack)/frames 12-28 (attack)), improving its safety. 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, while 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), while 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.
  • Bug fix Infinite Dimensional Cape has been removed.
  • Buff Galaxia Darkness no longer attacks Meta Knight's teammates if Team Attack is turned off.

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 on his neutral and back aerials have enhanced his KO and edge-guarding potentials. 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.

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 Sheik, Zero Suit Samus and Bayonetta, who were some of his most challenging matchups prior to these updates. Overall, Meta Knight has improved since the initial release of SSB4.

Super Smash Bros. for Nintendo 3DS 1.0.4

  • Buff Neutral aerial deals more damage: 7% clean/5% late → 10%/7.5%.
  • Nerf Forward aerial's first two hits' aerial-only hitboxes have lower set knockback (90 → 40) and no longer use the autolink angle (366° → 85°), leaving them unable to drag opponents down and set up locks.
  • Buff Last hit of back aerial has increased knockback scaling: 180 → 212.
  • Buff Up aerial's Y offsets increased: 17/14 → 19/16, giving it more vertical range.
  • Buff Down aerial's Y offsets (-4.5 → -6.5) and Z offsets (3.5/4.5/-4.5 → 2.5/3.5/-5.5) are farther apart, increasing the move's range and coverage below Meta Knight.
  • Change The sword trails of up aerial and down aerial match the hitboxes better.
  • Buff Dimensional Cape has a more horizontal angle (60° → 53°) and higher knockback growth (105/93 → 107/98), improving its KO potential.


Super Smash Bros. 4 1.0.6

Super Smash Bros. 4 1.0.8

  • Buff Neutral attack improved. Its 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: 1x → 0.6x, and its hitboxes split to cover more space.
  • 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 slightly improves its KO potential at very high percents, but hinders its combo potential.
  • Buff Neutral aerial's landing lag decreased: 20 frames → 16.

Technical changelist 1.0.8

Super Smash Bros. 4 1.1.0

  • Buff Galaxia's trail has been adjusted to better match its hitbox placements, significantly improving Meta Knight's accuracy.
  • Change Up tilt's first hit's hitbox is now centered on Meta Knight's body for 1 frame before reverting.

Super Smash Bros. 4 1.1.1

  • Buff Lazy Shuttle Loop's last hit's hitbox size increased: 7u → 7.2u and its last hit's duration increased.

Super Smash Bros. 41.1.5

  • Buff Forward aerial has less landing lag: 20 → 16.
  • Change Up aerial damage: 5% → 4%, weakening its knockback even further, but allowing it combo up to higher percents
  • Nerf Up aerial angle altered: 78°/60° → 69°/52°, making it harder to follow-up into itself.
  • Nerf Up aerial SDI multiplier: 1.0x → 1.5x.


Moveset

  Name Damage Description
Neutral attack Flurry Attack 1.2% (loop) 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.
2% (last)
Forward tilt   2% An inward slash, followed by an outward slash, followed by an upward slash. Unlike the majority of tilt attacks, it functions like a neutral attack, as pressing the attack button will cause Meta Knight to perform its first hit, while subsequently pressing the attack button will cause him to perform its second and last hits. Because of this trait, it is safer to use than Meta Knight's actual neutral attack, thanks to its quick start-up and fairly long range making it better at spacing. In addition, its first hit can jab cancel reliably into Shuttle Loop for a KO at high percents. However, its last hit has some ending lag, and overall it is not as suitable for damage racking like neutral attack is.
2%
4%
Up tilt   7% (clean), 5% (late) A spinning, upward thrust. Deals moderate vertical knockback while also having quick start-up, minimal ending lag, and long vertical range. Its sweetspot is at Galaxia's tip, similarly to Falchion. It has decent combo potential, as it can combo into itself at 0%, into neutral aerial from 0% to low percents, and into up aerials at low to medium percents. However, it has extremely short horizontal range, which makes it possible to miss opponents unless they are at point-blank range.
Down tilt   5% A crouching thrust. Due to it coming out on frame 3, it is both Meta Knight's fastest move and one of the fastest down tilts in the game, as it is tied with Lucas, Ness, R.O.B and Little Mac's. It can also trip opponents at low percents, jab reset floored opponents, and lead into tech-chases at high percents. It moves Meta Knight a small distance along the ground when used, but due to it oddly shortening the length of Galaxia's blade until it concludes, it has fairly short range.
Dash attack   6% (clean), 5% (late) A side kick. Its slightly disjointed hitbox, favorable launch angle and low ending lag make it reliable for approaching, interrupting approaches, and starting combos. At low to medium percents, it combos reliably into up tilt, up smash, any aerial, and Mach Tornado, and can potentially lead into Shuttle Loop for a KO.
Forward smash   16% An outward slash. It is one of Meta Knight most viable KOing options, as it is strong enough to KO middleweights at 95% while near the edge. It is also interruptible very early and has good range, making it very hard to punish even when shielded. However, it is his slowest standard attack in terms of start-up lag, as it comes on frame 24. In addition, its hitbox only lasts for 1 frame.
Up smash   3% (hit 1), 2% (hit 2), 4% (hit 3) A series of upward fanning slashes. Despite its appearance, it is only able to hit opponents directly touching Galaxia, and not those who are beside Meta Knight, unless the target is large. It has very quick start-up lag due to coming out on frame 8, along with large vertical hitboxes. Despite its minimal damage output, it also deals moderate knockback, to the point that it KOs middleweights at 135%. In addition to functioning as an effective anti-air option, it can combo into Shuttle Loop at low percents. However, it has moderate ending lag.
Down smash   7% (front), 10% (back) A spinning, low-angle outward slash. It is extremely quick, to the point that it the fastest smash attack in the game, with its first hit coming out on frame 4; however, this is only true when buffered. Otherwise, the first hit comes out 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.
Neutral aerial   10% (clean), 7.5% (late) A cartwheeling slash. Due to it coming out on frame 6 and having sex kick properties, a fairly long duration, and deceptively high knockback, it is effective at both edge-guarding and escaping pressure. Its clean hitbox KOs middleweights at 100% while near the left/right blast lines, and at 143% while they are on-stage and near the edge. Auto-cancels when performed at the beginning of a jump, but has low ending and landing lag otherwise, allowing it to combo into a dash attack at low percents, or jab reset with his down tilt if the opponent does not tech. It is based on the Knight Spin from Meta Knightmare Ultra, but involves a cartwheel instead of a somersault.
Forward aerial   2.2% (hits 1-2 grounded opponents), 1.5% (hits 1-2 aerial opponents), 3% (hit 3) A series of fanning slashes in front of himself. Due to it coming out on frame 9, it is his slowest aerial, but is a fast move nonetheless. With long range and relatively low landing lag (16 frames), it is an effective approach and spacing option when used from a short hop, and is able to auto-cancel from a jump. It is also decent for finishing combos, edge-guarding, and air-to-air combat due to its range, and can be used in a wall of pain because of its relatively low launch angle. Its 2x hitlag multiplier also results in it having much less landing lag if it connects with the opponent, making it safer on shield. However, it has a very short duration for a multiple hitting move, as each of its hitboxes only last for 1 frame.
Back aerial   2.2% (hits 1-2 grounded opponents), 1.5% (hits 1-2 aerial opponents), 4% (hit 3) A series of spinning outward slashes. There is a delay between each slash, though its range and duration make it relatively easy to hit with. Due to it coming out on frame 7 and its last hit having deceptively strong knockback, it is great for edge-guarding, and is able to KO middleweights at 90% while near the left/right blast lines. It also has low ending lag and auto-cancels from a jump. Due to using the auto-link angle, its first two hits can also be used to drag aerial opponents to the ground and be proceeded with a follow-up, most notably a lock with down tilt. However, it has moderate landing lag.
Up aerial   4% An upward arcing slash. Comes out on frame 6, has low ending lag and deceptive range. When combining its weak knockback 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, it can potentially combo into itself up to five times (or six on fast-fallers) until medium percents, and can also lead into a high altitude Shuttle Loop for an early KO with the help of platforms. Even if an opponent air dodges this move, a neutral or down aerial can frame-trap their ending lag. Auto-cancels from a short hop, but its hitbox lasts for only 1 frame, it has moderate landing lag, and it cannot hit most grounded opponents. As of update 1.1.5, it deals less knockback and launches opponents at a slightly lower angle, meaning it starts chaining into itself at high percents. However, it is still easy for it to combo into itself as a zero-to-death combo against floaty characters, even in spite of update 1.1.5 also increasing its SDI multiplier.
Down aerial   6% A downward arcing slash. Comes out on frame 4 and has low ending lag. It is also a semi-spike, making it quite deadly off-stage, especially against opponents with poor horizontal recoveries. Can also be used to pressure grounded opponents, and start tech-chases at medium percents, potentially leading into a jab reset with his down tilt if the opponent fails to tech. Auto-cancels from a short hop, but has high landing lag otherwise (22 frames) and its hitbox only lasts for 1 frame.
Grab   Reaches out with his free hand. Meta Knight's standing grab has average range, but his dash grab covers a lot of ground, thanks to it boosting him forward. His pivot grab is also useful, thanks to his pivot being tied with Fox, Greninja, and SSB4's as the third longest in the game by default.
Pummel   3% Jabs with one of the talons on his cape's wings. Moderately slow, but one of the most damaging pummels in the game.
Forward throw   6% (hit 1), 3% (throw) A backflipping bounce-off kick. Due to being very fast, it gives the opponent only a small window to DI properly. When coupled with it launching opponents at 65°, it is a useful combo starter. Depending on DI, it can combo into dash attack, dashing up smash, and any aerial from low to medium percents, and potentially into Shuttle Loop for a KO combo.
Back throw   7% (hit 1), 3% (throw) Lays the opponent behind himself, warps, and then slashes their back. Good for launching opponents off-stage to set up an edge-guard. It can also combo into a dash attack or start a tech-chase from 0% to low percents, or lead into a forward aerial or Shuttle Loop at high percents if the opponent DI'd poorly. Although it has very high knockback scaling, its throw hitbox's very low damage output offsets this. As a result, it does not KO middleweights until 175% while near the edge.
Up throw   10% (throw), 7% (collateral) The Air Drop from Kirby's Ninja ability. Despite its respectable damage output, its base knockback and knockback scaling are both only average. As a result, it is unreliable at KOing even on stages with platforms, as it does not KO middleweights until 175% upon landing on one of Battlefield's secondary platforms, and at 160% upon landing on Battlefield's top platform. Conversely, its collateral hitbox is very strong, as its high base knockback and very high knockback scaling can reliably KO even heavyweights below 100%. Although situational, it can also combo into Shuttle Loop if the opponent DI'd poorly.
Down throw   0.5% (hits 1-9), 1% (hit 10), 2% (throw) The Fury Stomp from Kirby's Suplex ability. Combos into dash attack, dashing up smash, all aerials, Mach Tornado, and Shuttle Loop from low to medium percents, although the latter can be performed until around 100%. However, its extremely high knockback scaling and Meta Knight's slightly below average air speed make its other follow-ups difficult to perform past medium percents, especially if the opponent DIs properly.
Floor attack (front)   7% Slashes on either side of himself.
Floor attack (back)   7% Slashes on either side of himself.
Floor attack (trip)   5% Slashes behind himself and then in front of himself.
Edge attack   7% Performs an outward slash while climbing up.
Neutral special Default Mach Tornado 1% (loop), 3% (last), ≈22% (all hits connect) Spins rapidly and traps opponents in a tornado. Button mashing increases the move's duration and makes Meta Knight both ascend slightly; he can also move left and right. Deals roughly 22% if all of its hits connect, aiding Meta Knight's otherwise low overall damage output. The last hit has extremely high knockback scaling, and is strong enough to KO middleweights at 134% while near the upper blast line. If it concludes around a jump's height, Meta Knight will endure almost no lag after landing. However, it renders Meta Knight helpless. Despite its name, it appears to be based on both the Mach Tornado from Meta Knightmare Ultra and Kirby's Tornado ability.
Custom 1 Entangling Tornado 9% Vacuums opponents in and then launches them straight up into the air. It launches at an even higher vertical angle, which can enable it to score an early KO near the upper blast line. However, it only consists of one hit, and has slightly more start-up lag.
Custom 2 Dreadful Tornado 1.5% (hits 1-5), 6% (hit 6) Deals more damage per hit and much higher knockback, but it has a fixed number of spins, which gives it a lower overall damage output. Due to it not covering any vertical distance, it is also almost useless for recovery.
Side special Default Drill Rush 1% (hits 1-8), 3% (hit 9) The attack of the same name from Kirby's Master ability. It is a corkscrew thrust. Hits multiple times, while the last hit's extremely high knockback scaling enables it to KO middleweights at 130% while near the left/right blast lines. Due to its maneuverable flight path, it can also function as a recovery option. Meta Knight will also bounce backward if he lands the last hit on an opponent or onto terrain.
Custom 1 High-Speed Drill 0.8% (hits 1-7), 3% (hit 8) A faster version that can function as an even faster recovery option, but at the cost of its maneuverability.
Custom 2 Shieldbreaker Drill 1% (hits 1-9), 2% (hit 10) A version that can break shields, but at the cost of reduced power and distance.
Up special Default Shuttle Loop 9% (hit 1 grounded), 6% (hit 1 aerial), 6% (hit 2) The attack of the same name from Meta Knightmare Ultra and Kirby's Return to Dream Land. It is a soaring upward thrust inside looped into another soaring upward thrust. Offers great vertical recovery, excellent range, fast speed and overall high knockback. Its first and second hits come out frames 7 and 8, respectively. When these traits are combined with various set-ups, it is considered to be both a powerful out of shield option and Meta Knight's most reliable KOing option, as its grounded version KOs middleweights at 133%, whereas its aerial version KOs them at 122% while near the upper blast line. However, the grounded version is slightly slower, the aerial version is slightly weaker, and both versions render him helpless.
Custom 1 Blade Coaster 8% (hit 1 grounded), 5% (hit 1 aerial), 5% (hit 2) Soars forward instead of upward. Opponents hit will be launched at a lower angle, which can score an early KO near the left/right blast lines. However, on a typical stage, this cannot be fully exploited without self-destructing.
Custom 2 Lazy Shuttle Loop 9% (clean), 6% (late) Soars into a larger, slower loop, and then soars quickly to perform a more powerful upward thrust. Its larger range slightly grants more vertical recovery, but the first loop does not deal damage.
Down special Default Dimensional Cape 15% (stationary grounded slash), 14% (retreating slash), 16% (advancing slash, stationary aerial slash) Teleports in a controllable direction. If the attack button is pressed or the special button is held, he will perform a very powerful slash. There are four types of slashes that are dependent on the direction the control stick is held and the direction he is facing, with the advancing slash and stationary aerial slash being strong enough to KO middleweights at 117% while near the edge. A great anti-edge-guarding option, it can also be used to punish laggy attacks from a distance, or for edge trumping.
Custom 1 Shield Piercer 1%, 8% (stationary grounded slash), 1%, 7% (retreating slash), 1%, 9% (advancing slash, stationary aerial slash) The slash penetrates shields and grants a bit more vertical distance, but at the cost of lower damage outputs and covering less horizontal distance.
Custom 2 Stealth Smasher 16% (stationary grounded slash), 15% (retreating slash), 17% (advancing slash, stationary aerial slash) Covers more distance (approximately half the length of Final Destination) and has higher damage outputs and knockback, to the point that it is approximately as strong as his uncharged forward smash. However, it comes at the cost of Meta Knight being vulnerable while moving, and his location being exposed.
Final Smash Galaxia Darkness 40% (trapped opponents), 10% (others) Swings his cape directly in front of himself. If the cape touches any nearby opponents, they will be trapped as the screen then fades to black. After a few seconds, Meta Knight performs a very powerful slash to the trapped opponents that ignores super armor and is strong enough to KO grounded middleweights at 80%. If he misses with his cape, Meta Knight pauses for a brief time, and the Final Smash 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.

On-screen appearance

MetaKnightOnScreenAppearanceSSB4.gif

Taunts

  • Up taunt: Wraps himself in his cape, as if he is about to warp, while scoffing. It is similar to his on-screen appearance.
  • Side taunt: Says "Fight me!" (勝負だ!, Let's battle!) while slashing twice and then pointing Galaxia in front of himself.
  • Down taunt: Turns his cape into wings and spreads them out while shouting "Come!" (来いっ!) If he is facing left, he will perform the taunt while facing the background instead, similarly to how characters taunted in SSB.
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

A rock-based remix of the short recurring theme that debuted in Kirby's Dream Land and plays when Kirby completes a stage or defeats a boss.
  • Flies on-screen from the side, then uses his free hand to swings his cape outward, and keeps his free hand extended while saying "You have much yet to learn." (まだまだだ., You're not yet ready.)
  • Rears back and then swings Galaxia outward while saying "Come back when you can put up a fight." (もっと強くなって来い., Come at me when you're stronger.) before warping away by using Dimensional Cape.
  • Swings with Galaxia twice, then performs a flourish with it before bringing it to his side while saying "Victory... is my destiny." (これも宿命だ. This too was destiny.) Winning in a Team Battle shows him performing it with his back turned to the camera, like in Brawl.
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

Active

Inactive

Tier placement and history

Upon SSB4's release, Meta Knight's heavy nerfs were quickly noticed. The severity of his shorter recovery, hitbox durations and range, lack of transcendent priority, and slightly slower attack speed all contributed to the perception that he was a mid-tier character at best, as he now required a much more aggressive playstyle. However, after being buffed over several game updates and seeing increasingly noteworthy results from some of his players from Brawl and new players across different regions, most famously MkLeo, top players such as ZeRo reevaluated their opinions on Meta Knight. This saw a subsequent rise in Meta Knight's popularity; Mr. R and Nairo occasionally used him and Abadango decided to main him, with his perceived advantageous matchup against the top-tier Rosalina & Luma boosting his metagame even further due to it rendering him as a valuable counterpick.

Players started to acknowledge Meta Knight's KO potential, superb frame data and proficiency at edge-guarding as being reliable against the entire cast, while his Rufio combo could KO any character at some of the lowest percentages possible if performed correctly, all of which were traits that he retained from Brawl. As a result, Meta Kinght was subsequently ranked at 10th on the first tier list. However, many players believed he should have been ranked even higher, with a major reason being that he was considered to lack notably disadvantageous matchups aside from Sheik.

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 Tyrant adopting Sheik and Diddy Kong), transition him into a secondary (such as MkLeo adopting Cloud and Marth as his new mains), or even drop him entirely (such as Katakiri and 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. After being ranked 13th on the second tier list, which was a slight drop from his previous ranking, Meta Knight has since been ranked 14th on the third and current tier list.

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 has a few distinct aspects that differ from Kirby and King Dedede:
    • He is the only Kirby character to not receive a new Final Smash in SSB4 and not have a conventional meteor smash.
    • He is the only Kirby character who retained his Final Smash in the transition from Brawl to SSB4.
    • He is the only Kirby character to have recycled voice clips.
    • He is the only Kirby character that uses the more subdued tripping sound effect generally used for realistic characters.
  • Despite gliding being removed, frame data for gliding and related things remain in non-patched files for Meta Knight. This was likely a result of Meta Knight's data being recycled from Brawl. This is also true for both Pit and his clone, Dark Pit.
  • If one looks closely at Meta Knight's leading/left foot during his up smash, it flips around on his model during the move. This is mainly seen via slowing down time or pausing at the right time.

References