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Meta Knight (SSB4)/Down throw: Difference between revisions

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==Overview==
==Overview==
Meta Knight stomps on his opponents multiple times, ending with a more powerful stomp that sends them into the air, all in a manner similar to, but slower than {{SSB4|Kirby}}'s down throw. It has almost identical follow-up potential to his dash attack. At low percents, it combos reliably into an up smash, and depending on [[DI]], [[Mach Tornado]] and dash attack, the latter of which can lead into further follow-ups. Until mid-percents, down throw can also combo reliably into [[Shuttle Loop]] and all of Meta Knight's aerials; the most notable being his up aerial, which can combo into itself, other aerials, and Shuttle Loop, and back aerial, which can be used to floor the opponent and [[jab reset]] them.  
Meta Knight stomps on his opponents multiple times, ending with a more powerful stomp that sends them into the air, all in a manner similar to, but slower than {{SSB4|Kirby}}'s down throw. It has almost identical follow-up potential to his dash attack. At low percents, it combos reliably into an up smash, and depending on [[DI]], [[Mach Tornado]] and dash attack, the latter of which can lead into further follow-ups. Until mid-percents, down throw can also combo reliably into [[Shuttle Loop]] and all of Meta Knight's aerials; the most notable being his up aerial, which can combo into itself, other aerials, Shuttle Loop, and back aerial, which can be used to floor the opponent and [[jab reset]] them.  


However, down throw has very high knockback growth, preventing Meta Knight from following up reliably past mid-percents outside of Shuttle Loop, but even Shuttle Loop can be escaped with proper DI at KO percents, all while down throw is too weak to KO realistically. As such, his dash attack and forward throw are generally more effective for combos at higher percents.  
However, down throw has very high knockback growth, preventing Meta Knight from following up reliably past mid-percents outside of Shuttle Loop, but even Shuttle Loop can be escaped with proper DI at KO percents, all while down throw is too weak to KO realistically. As such, his dash attack and forward throw are generally more effective for combos at higher percents.  

Revision as of 14:37, November 30, 2016

Overview

Meta Knight stomps on his opponents multiple times, ending with a more powerful stomp that sends them into the air, all in a manner similar to, but slower than Kirby's down throw. It has almost identical follow-up potential to his dash attack. At low percents, it combos reliably into an up smash, and depending on DI, Mach Tornado and dash attack, the latter of which can lead into further follow-ups. Until mid-percents, down throw can also combo reliably into Shuttle Loop and all of Meta Knight's aerials; the most notable being his up aerial, which can combo into itself, other aerials, Shuttle Loop, and back aerial, which can be used to floor the opponent and jab reset them.

However, down throw has very high knockback growth, preventing Meta Knight from following up reliably past mid-percents outside of Shuttle Loop, but even Shuttle Loop can be escaped with proper DI at KO percents, all while down throw is too weak to KO realistically. As such, his dash attack and forward throw are generally more effective for combos at higher percents.


Throw data

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Hitbox type Damage Angle Base knockback Knockback scaling Fixed knockback value Weight dependent Effect
Throw 0.5% (hits 1-9), 3% (final hit) 60° 50 170 0 No Normal