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Meta Knight (SSB4)/Up special/Default

This article is about the hitbox visualization in Super Smash Bros. 4. For the move itself, see Shuttle Loop.
Hitbox visualization showing Meta Knight's grounded Shuttle Loop.
Hitbox visualization showing Meta Knight's aerial Shuttle Loop.
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OverviewEdit

Meta Knight jumps high into the air and slashes, and swoops down in a loop and slashes a second time. It is Meta Knight's primary KO move, due to a combination of speed, range, and power, along with several set-ups. It combos off of down throw, forward throw, and dash attack, the latter two being possible even at KO percents. It is especially fearsome when used in conjunction with his up aerial; five up aerials into a high-altitude Shuttle Loop is capable of KOing the entire cast off the upper blast line, KOing floaties below 50%. For these reasons, it is frequently used at the end of Meta Knight's combos. Shuttle Loop is also a potent out of shield option, as the grounded version KO's starting at 120%. Shuttle Loop functions as a reliable recovery move as well, offering speed, distance, and protection.

However, for all its shining strengths, it is highly punishable if whiffed, as it leaves Meta Knight in his helpless animation.

HitboxesEdit

GroundEdit

ID Part Rehit rate Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct Hit bits Blockable Reflectable Absorbable Piercing Heedless No GFX Flinchless Stretch
Hit 1 (clean)
0 0 0 9% 0   Standard 130 10 0 4.0 0 0.0 0.0 8.0 1.0x 1.5x 0%               Slash   63              
1 0 0 9% 0   Standard 127 10 0 4.0 0 0.0 0.0 14.0 1.0x 1.5x 0%               Slash   63              
2 0 0 9% 0   Standard 98 10 0 4.0 0 0.0 12.0 8.0 1.0x 1.5x 0%               Slash   63              
3 0 0 9% 0   Standard 98 10 0 4.0 0 0.0 12.0 14.0 1.0x 1.5x 0%               Slash   63              
Hit 1 (late)
0 0 0 6% 0   Standard 90 10 0 5.0 0 0.0 14.0 12.0 1.0x 1.0x 0%               Slash   63              
1 0 0 6% 0   Standard 90 10 0 5.0 0 0.0 2.0 12.0 1.0x 1.0x 0%               Slash   63              
Hit 2
0 0 0 6% 0   Forwards 55 130 0 5.5 23 2.0 0.0 9.0 1.0x 1.5x 0%               Slash   63               2.0 0.0 4.0
1 0 0 6% 0   Forwards 55 130 0 3.0 13 0.0 0.0 0.0 1.0x 1.5x 0%               Slash   63              

AirEdit

ID Part Rehit rate Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct Hit bits Blockable Reflectable Absorbable Piercing Heedless No GFX Flinchless Stretch
Hit 1
0 0 0 6% 0   Standard 120 10 0 6.0 0 0.0 2.0 12.0 1.0x 1.0x 0%               Slash   63              
1 0 0 6% 0   Standard 70 10 0 6.0 0 0.0 14.0 12.0 1.0x 1.0x 0%               Slash   63              
Hit 2
0 0 0 6% 0   Forwards 55 118 0 5.5 23 2.0 0.0 9.0 1.0x 1.5x 0%               Slash   63               2.0 0.0 4.0
1 0 0 6% 0   Forwards 55 118 0 3.0 13 0.0 0.0 0.0 1.0x 1.5x 0%               Slash   63              

TimingEdit

GroundEdit

Hit 1 (clean) 8
Hit 1 (late) 9-12
Hit 2 22-27
Animation length 47
                                                                                             

AirEdit

Hit 1 7-10
Hit 2 20-26
Animation length 47
                                                                                             
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Hitbox change