Meta Knight (SSBB)/Down tilt: Difference between revisions
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==Overview== | ==Overview== | ||
[[File:Meta Knight Down Tilt Hitbox Brawl.png|thumb|Hitbox of Meta Knight's d-tilt.]] | [[File:Meta Knight Down Tilt Hitbox Brawl.png|thumb|Hitbox of Meta Knight's d-tilt.]] | ||
Meta Knight thrusts his sword along the ground in front of himself, dealing 4-6% damage and extremely low knockback that hits opponents towards the ground. It has a 30% chance of [[tripping]] the opponent, and when it does so, it can easily followup into a [[grab]] | Meta Knight thrusts his sword along the ground in front of himself, dealing 4-6% damage and extremely low knockback that hits opponents towards the ground. It has a 30% chance of [[tripping]] the opponent, and when it does so, it can easily followup into a [[grab]], {{mvsub|Meta Knight|SSBB|down smash}}, [[short hop]]ped {{mvsub|Meta Knight|SSBB|forward aerial}}, or {{mvsub|Meta Knight|SSBB|neutral special|alt=Mach Tornado}}. The move also has very fast [[startup]] (3 frames), and deceptive [[range]], being even longer than {{mvsub|Marth|SSBB|down tilt|poss=y}}, though only by a few pixels. It can also be used to pseudo-crawl, which allows it to chain into itself repeatedly until it trips the opponent, which is when one of the aforementioned followups can be utilized. It can also be used against opponents [[recover]]ing near the edge to force them back offstage, especially against [[fastfaller]]s, who it can also [[gimp]] and lead into a {{mvsub|Meta Knight|SSBB|down aerial}} and/or {{mvsub|Meta Knight|SSBB|up special|alt=Shuttle Loop}} [[stage spike]]. Overall, a useful move at lower percentages, though at high percentages it always knocks the opponent too far away to followup reliably. | ||
{{technical data}} | {{technical data}} |
Revision as of 11:27, November 9, 2013
Overview
Meta Knight thrusts his sword along the ground in front of himself, dealing 4-6% damage and extremely low knockback that hits opponents towards the ground. It has a 30% chance of tripping the opponent, and when it does so, it can easily followup into a grab, down smash, short hopped forward aerial, or Mach Tornado. The move also has very fast startup (3 frames), and deceptive range, being even longer than Marth's down tilt, though only by a few pixels. It can also be used to pseudo-crawl, which allows it to chain into itself repeatedly until it trips the opponent, which is when one of the aforementioned followups can be utilized. It can also be used against opponents recovering near the edge to force them back offstage, especially against fastfallers, who it can also gimp and lead into a down aerial and/or Shuttle Loop stage spike. Overall, a useful move at lower percentages, though at high percentages it always knocks the opponent too far away to followup reliably.
Attack data
Frame breakdown:
- Startup: 1-2
- Hitbox out: 3-4
- Cooldown: 5-15
Frame summary:
- Hits on frame: 3
- IASA frames: 16
- Cooldown: 11
- Shield hitlag differential: 0
- Shield stun: 1
- Shield advantage: -11
- Shield drop advantage: -4
Gallery
Interrupting the move by shielding on the earliest possible IASA frame.
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