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

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{{technical data}}
{{technical data}}


Meta Knight thrusts his sword across the ground. His fastest move, coming out on frame 3, being tied for the fastest down tilt in the game. From low mid percentages, this move has a 30% chance of tripping the opponent. If so, they are wide open to a dash attack or grab, making this move a good combo starter. However, it has crippling reach, both because his sword strangely shrinks during the move, and because the hitboxes are a bit shorter than the sword. Nonetheless, down tilt is an overall safe move, and it can be a useful out of shield option. If done close enough to an opponent, it is possible to chain this move into itself, giving a better chance of tripping. At high percentages, it sends opponents flying a short distance at a low angle, opening up tech-chases. Depending on their reaction, Meta Knight can start a combo or outright KO them. Despite its short range, it can be used to pressure shields.  
Meta Knight thrusts his sword across the ground. His fastest move, coming out on frame 3, being tied for the fastest down tilt in the game. Until mid-percents, this move has a chance of [[tripping]] the opponent. If so, they are wide open to a dash attack or grab, making this move a good combo starter. Though short-ranged, down tilt is a good tool for [[pressuring]] shields.
 
Starting at roughly 100%, this move puts opponents into their [[tumbling]] animation, opening up [[tech-chase]]s. It is possible to land a [[Shuttle Loop]] or [[Dimensional Cape]] if their reaction is read.  


==Hitboxes==
==Hitboxes==

Revision as of 06:13, January 29, 2016

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Meta Knight thrusts his sword across the ground. His fastest move, coming out on frame 3, being tied for the fastest down tilt in the game. Until mid-percents, this move has a chance of tripping the opponent. If so, they are wide open to a dash attack or grab, making this move a good combo starter. Though short-ranged, down tilt is a good tool for pressuring shields.

Starting at roughly 100%, this move puts opponents into their tumbling animation, opening up tech-chases. It is possible to land a Shuttle Loop or Dimensional Cape if their reaction is read.

Hitboxes

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
0 0 5% 0 Sakurai angle 15 88 0 2.2 ? ? ? ? 1.0x 1.0x 30% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Sword).png EffectIcon(Slash).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash SpecialsDirect.png
1 0 5% 0 Sakurai angle 15 88 0 3.2 ? ? ? ? 1.0x 1.0x 30% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Sword).png EffectIcon(Slash).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash SpecialsDirect.png

Timing

Hitboxes 3-4
Interruptible 19
Animation length ?
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Interruptible).png
Legend (1 square = 1 frame)
FrameIcon(Lag).png
Lag time
FrameIcon(Hitbox).png
Hitbox
FrameIcon(Interruptible).png
Interruptible