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Meta Knight (SSBB)/Up aerial: Difference between revisions

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m (→‎Overview: I think the general opinion is that this is the best aerial overall in Brawl by a mile, not just the best up air.)
 
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==Overview==
==Overview==
[[File:Meta Knight Up Aerial Hitbox Brawl.png|thumb|The hitbox of Meta Knight's uair]]
[[File:Meta Knight Up Aerial Hitbox Brawl.png|thumb|The [[hitbox]] of Meta Knight's uair]]
Meta Knight slashes above himself extremely quickly. If the jump button is held or pressed repeatedly while performing it multiple times, Meta Knight can rise in the air a certain distance while attack. It has the shortest [[ending lag]] of any aerial in the game, and is one of the fastest attacks in the game (2 frames). The attack's very low ending lag is part of what gives Meta Knight one of the strongest [[planking]] capabilities in the game (using two up aerials and regrabbing the ledge in the shortest time possible provides only 2 frames of vulnerability). It is fast enough to be performed three times in one [[short hop]]. Like most of Meta Knight's other moves, it has [[transcendent priority]]. Does 6% damage. Very useful for [[juggling]], and is good for [[combo]]s; at lower percentages, it can chain into itself easily and lead into other moves such as a {{mvsub|Meta Knight|SSBB|neutral aerial}}. A well-known Meta Knight combo is several rising up aerials followed by a {{mvsub|Meta Knight|SSBB|neutral special|alt=Mach Tornado}} at the top of the screen, which will usually [[Star KO]] the opponent should they fail to escape; this is especially effective against [[floaty]] characters.
{{SSBB|Meta Knight}} slashes above himself extremely quickly. If the jump button is held or pressed repeatedly while performing it multiple times, {{SSBB|Meta Knight}} can rise in the air a certain distance while attacking. It has the shortest [[ending lag]] of any aerial in the game, and is one of the fastest attacks in the game. The attack's very low [[ending lag]] is part of what gives {{SSBB|Meta Knight}} one of the strongest [[planking]] capabilities in the game (using two up aerials and regrabbing the ledge in the shortest time possible provides only 2 [[frames]] of vulnerability). It is fast enough to be performed three times in one [[short hop]]. Like most of {{SSBB|Meta Knight}}'s other moves, it has [[transcendent priority]]. Very useful for [[juggling]], and is good for [[combo]]s; at lower percentages, it can chain into itself easily and lead into other moves such as a {{mvsub|Meta Knight|SSBB|neutral aerial}}. A well-known Meta Knight combo, known as ''the [[Rufio]]'', is several rising up aerials followed by a {{mvsub|Meta Knight|SSBB|neutral special|alt=Mach Tornado}} at the top of the screen, which will usually [[Star KO]] the opponent should they fail to escape; this is especially effective against [[floaty]] characters, and is able to rack up as much as 50% damage. Due to its extremely short startup and ending lag, large hitbox, combo ability, and rather strong knockback that can potentially KO near the top of the screen at very high percents, it is commonly considered to be the best aerial in all of ''Brawl'' and arguably the best aerial in the entire series.


{{competitive expertise}}
==Hitboxes==
{{technical data}}
{{BrawlHitboxTableHeader}}
{{BrawlHitboxTableRow
|id=0
|damage=6%
|angle=78
|bk=40
|ks=125
|fkv=0
|r=330000
|bn=0
|ypos=1020000
|zpos=-384000
|rawflags=00100010100000110000011001000010
}}
{{BrawlHitboxTableRow
|id=1
|damage=6%
|angle=78
|bk=40
|ks=125
|fkv=0
|r=330000
|bn=0
|ypos=1020000
|zpos=96000
|rawflags=00100010100000110000011001000010
}}
{{BrawlHitboxTableRow
|id=2
|damage=6%
|angle=60
|bk=40
|ks=125
|fkv=0
|r=300000
|bn=0
|ypos=840000
|zpos=-768000
|rawflags=00100010100000110000011001000010
}}
{{BrawlHitboxTableRow
|id=3
|damage=6%
|angle=60
|bk=40
|ks=125
|fkv=0
|r=300000
|bn=0
|ypos=840000
|zpos=480000
|rawflags=00100010100000110000011001000010
}}
|}


===Attack data===
==Timing==
*Startup: frame 1
===Attack===
*Hits on: frame 2
{|class="wikitable"
*Hitbox out: frames 2-3
|-
*Aerial cooldown: frames 4-13
!Initial autocancel
*Landing lag: 12 frames
|1
*Autocancel: frame 21
|-
*IASA frames: 14
!Hitbox
*Shield hitlag differential: 0
|2-3
*Shield stun: 2
|-
*Optimal shield advantage: -10
!Interruptible
*Optimal shield drop advantage: -3
|14
|-
!Ending autocancel
|21-
|-
!Animation length
|23
|}
 
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=1}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=10}}{{FrameStrip|t=Interruptible|c=10}}
|-
{{FrameStrip|t=Autocancel|c=1}}{{FrameStrip|t=Blank|c=19}}{{FrameStrip|t=Autocancel|c=3}}
{{FrameStripEnd}}
 
===Landing lag===
{|class="wikitable"
|-
!Animation length
|12
|}
 
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=12}}
{{FrameStripEnd}}
 
{{FrameIconLegend|lag=y|hitbox=y|autocancel=y|interruptible=y}}
 
==Trivia==
*This is the only aerial in the game which can be interrupted before it is [[auto-cancel]]lable (although [[PK Fire]] also shares this trait when used in the air). While this is a negative trait in theory, the player can input an air dodge and replace the attack's [[landing lag]] with the much shorter air dodge landing lag (the player can also use the initial auto-cancel window of Meta Knight's {{mvsub|Meta Knight|SSBB|back aerial}} to achieve the same effect). As this is effectively inputting [[shield]] to shorten [[landing lag]], it has been said that Meta Knight is capable of [[L-cancel]]ling in ''Brawl'', jokingly reinforcing his supposed broken-ness.
*This is one of the fastest aerial in the entire series both in terms of startup and ending lag. The only other aerials which compete with it in terms of startup are {{mvsub|Mario|SSB|up aerial|alt=Mario}} and {{mvsub|Luigi|SSB|up aerial|alt=Luigi}}'s up aerials in ''Smash 64'' and [[Little Mac]]'s neutral aerial in later entries. The only aerial which surpasses it in terms of total duration is {{mvsub|Steve|SSBU|up aerial|poss=y}} with a gold axe (other variants have the same total duration as Meta Knight's).


{{MvSubNavMetaKnight|g=SSBB}}
{{MvSubNavMetaKnight|g=SSBB}}


[[Category:Meta Knight (SSBB)]]
[[Category:Meta Knight (SSBB)]]
[[Category:Up aerials]]
[[Category:Up aerials (SSBB)]]

Latest revision as of 12:19, September 29, 2021

Overview[edit]

The hitbox of Meta Knight's uair in Brawl.
The hitbox of Meta Knight's uair

Meta Knight slashes above himself extremely quickly. If the jump button is held or pressed repeatedly while performing it multiple times, Meta Knight can rise in the air a certain distance while attacking. It has the shortest ending lag of any aerial in the game, and is one of the fastest attacks in the game. The attack's very low ending lag is part of what gives Meta Knight one of the strongest planking capabilities in the game (using two up aerials and regrabbing the ledge in the shortest time possible provides only 2 frames of vulnerability). It is fast enough to be performed three times in one short hop. Like most of Meta Knight's other moves, it has transcendent priority. Very useful for juggling, and is good for combos; at lower percentages, it can chain into itself easily and lead into other moves such as a neutral aerial. A well-known Meta Knight combo, known as the Rufio, is several rising up aerials followed by a Mach Tornado at the top of the screen, which will usually Star KO the opponent should they fail to escape; this is especially effective against floaty characters, and is able to rack up as much as 50% damage. Due to its extremely short startup and ending lag, large hitbox, combo ability, and rather strong knockback that can potentially KO near the top of the screen at very high percents, it is commonly considered to be the best aerial in all of Brawl and arguably the best aerial in the entire series.

Hitboxes[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
0 0 6% 0 AngleIcon78.png 40 125 0 5.5 0 0.0 17.0 -6.4 1.0x 1.0x 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png TypeIcon(Sword).png EffectIcon(Slash).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Slash SpecialsDirect.png
1 0 6% 0 AngleIcon78.png 40 125 0 5.5 0 0.0 17.0 1.6 1.0x 1.0x 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png TypeIcon(Sword).png EffectIcon(Slash).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Slash SpecialsDirect.png
2 0 6% 0 AngleIcon60.png 40 125 0 5.0 0 0.0 14.0 -12.8 1.0x 1.0x 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png TypeIcon(Sword).png EffectIcon(Slash).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Slash SpecialsDirect.png
3 0 6% 0 AngleIcon60.png 40 125 0 5.0 0 0.0 14.0 8.0 1.0x 1.0x 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png TypeIcon(Sword).png EffectIcon(Slash).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Slash SpecialsDirect.png

Timing[edit]

Attack[edit]

Initial autocancel 1
Hitbox 2-3
Interruptible 14
Ending autocancel 21-
Animation length 23
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(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
FrameIcon(Autocancel).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png

Landing lag[edit]

Animation length 12
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
Legend (1 square = 1 frame)
FrameIcon(Lag).png
Lag time
FrameIcon(Hitbox).png
Hitbox
FrameIcon(Autocancel).png
Autocancel
FrameIcon(Interruptible).png
Interruptible

Trivia[edit]

  • This is the only aerial in the game which can be interrupted before it is auto-cancellable (although PK Fire also shares this trait when used in the air). While this is a negative trait in theory, the player can input an air dodge and replace the attack's landing lag with the much shorter air dodge landing lag (the player can also use the initial auto-cancel window of Meta Knight's back aerial to achieve the same effect). As this is effectively inputting shield to shorten landing lag, it has been said that Meta Knight is capable of L-cancelling in Brawl, jokingly reinforcing his supposed broken-ness.
  • This is one of the fastest aerial in the entire series both in terms of startup and ending lag. The only other aerials which compete with it in terms of startup are Mario and Luigi's up aerials in Smash 64 and Little Mac's neutral aerial in later entries. The only aerial which surpasses it in terms of total duration is Steve's up aerial with a gold axe (other variants have the same total duration as Meta Knight's).