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{{Infobox Character
{{Infobox Character
|name = Meta Knight
|name = Meta Knight
|image = [[File:Meta Knight SSBU.png|250px]]
|image = {{tabber|title1=Normal|content1=[[File:Meta Knight SSBU.png|x250px]]|title2=Dark Meta Knight|content2=[[File:Dark Meta Knight SSBU.png|x247px]]|title3=Galacta Knight|content3=[[File:Galacta Knight SSBU.png|x247px]]}}
|game = SSBU
|game = SSBU
|ssbgame1 = SSBB
|ssbgame1 = SSBB
|ssbgame2 = SSB4
|ssbgame2 = SSB4
|availability = [[Unlockable character|Unlockable]]
|availability = [[Unlockable character|Unlockable]]
|tier = B-
|ranking = 50
}}
}}
'''Meta Knight''' ({{ja|メタナイト|Meta Naito}}, ''Meta Knight'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was officially confirmed on June 12th, 2018 during E3 2018, alongside {{SSBU|Mewtwo}} and the rest of the returning roster. Meta Knight is classified as [[Fighter number|Fighter #27]], the first fighter number of the ''[[Super Smash Bros. Brawl]]'' [[veteran]]s.
'''Meta Knight''' ({{ja|メタナイト|Meta Naito}}, ''Meta Knight'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was officially confirmed on June 12th, 2018 during E3 2018, alongside {{SSBU|Mewtwo}} and the rest of the returning roster. Meta Knight is classified as [[Fighter number|Fighter #27]], the first fighter number of the ''[[Super Smash Bros. Brawl]]'' [[veteran]]s.


As in ''[[Super Smash Bros. 4]]'', {{s|mariowiki|Eric Newsome}} and {{s|wikipedia|Atsushi Kisaichi}}'s portrayals of Meta Knight from ''Brawl'' were repurposed for the English and Japanese versions of ''Ultimate'', respectively.
As in ''[[Super Smash Bros. 4]]'', {{s|mariowiki|Eric Newsome}} and {{s|wikipedia|Atsushi Kisaichi}}'s portrayals of Meta Knight from ''Brawl'' were repurposed for the English and Japanese versions of ''Ultimate'', respectively.
Meta Knight is ranked 50th out of 82 on the current [[tier list]], placing him at the bottom of the B- tier. This is a significant drop from his 16th out of 54 placement in ''SSB4'' and is his worst placement in the series. Meta Knight's strength centers around his amazing ground and air mobility, granting him a strong neutral game, advantage and disadvantage state. He retains excellent frame data, which combined with his mobility grants him an amazing combo game and edgeguarding ability, including his signature up aerial [[ladder combo]]s which, while nerfed, still has effective setups. Said combos have also been retooled to give him options for combos that KO vertically ([[Shuttle Loop]]) or horizontally ([[Mach Tornado]]) depending on the opponent's reaction. He also boasts a long, safe recovery which makes it very unlikely for him to be KO'd while recovering, as he has multiple double jumps and all of his special moves function as [[recovery]] moves with large or lingering hitboxes, making Meta Knight one of the hardest characters to [[edgeguard]].
However, Meta Knight's main weakness is his poor endurance. He is a lightweight character, and combined with his fast falling speed makes him susceptible to combos and early KOs. He also possesses a relatively small shield, which leaves him vulnerable to shield stabbing. While he can work his way through projectiles and zoners with his relatively small size, quick ground speed and Mach Tornado, his approach options are fairly predictable, so they often carry the risk of losing neutral. He also has lackluster range and below average damage output for a swordfighter which makes it difficult for him to space his attacks, and requires him more effort to rack up damage. His grab game, while better than most other swordfighters, is still mediocre: his standing grab range is one of the worst in the game, and his up throw is his only consistent KO throw that KOs at reasonable percents without [[rage]], while his other throws do not have consistent combo ability beyond mid percents. He also struggles in KOing opponents due to having finishers that are difficult to land, and most of his attacks have very few active frames (with his most useful attacks having only 1-3 frame hitboxes). This forces Meta Knight to rely on precision to hit opponents and especially to finish them off. Finally, his combos are very susceptible to SDI, forcing him to mix up his combos and kill confirms and keep track of the opponent's reaction, and his best combo tools are very prone to [[staling]] due to their low base damage (with some such as up aerial able to drop to as low as 2% per hit even with the [[1v1 multiplier]]).
Meta Knight's drastic decline in the tier list is based more on his below-average representation throughout ''Ultimate'''s lifespan rather than the character not being very capable of viability. Despite that, Meta Knight still retains a fairly noticeable playerbase, with players such as [[Abadango]], [[BONK!]], and [[Metara]] achieving commendable results with the character.


==How to unlock==
==How to unlock==
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==Changes from ''[[Super Smash Bros. 4]]''==
==Changes from ''[[Super Smash Bros. 4]]''==
Meta Knight was infamous for being the best character in ''Brawl'', to the point where he was universally considered to be [[broken]]. Although ''SSB4'' initially nerfed him drastically, Meta Knight managed to secure a spot as a high tier character (16th out of 55 characters), thanks to the combination of his excellent mobility and recovery, great edge-guarding potential, numerous buffs from game updates and, most notoriously, his deadly punish game that allowed him to perform zero-to-death combos with his up aerial and [[Shuttle Loop]]. Possibly as a result of these strengths, Meta Knight has been significantly nerfed in the transition from ''SSB4'' to ''Ultimate'', albeit significantly less so than in his transition from ''Brawl'' to ''Smash 4''.
Meta Knight was infamous for being the best character in ''Brawl'', to the point where he was universally considered to be [[broken]]. Although ''SSB4'' nerfed him significantly at launch, Meta Knight managed to secure a spot as a high tier character (16th out of 54 characters), thanks to the combination of his excellent mobility and recovery, great edge-guarding potential, numerous buffs from game updates and, most notoriously, his deadly punish game that allowed him to perform zero-to-death combos with his up aerial and [[Shuttle Loop]]. Possibly as a result of these strengths, Meta Knight has received a mix of buffs and nerfs in the transition from ''SSB4'' to ''Ultimate'', though despite his comparatively numerous buffs, he has been objectively nerfed overall.
 
Meta Knight benefits from some of the gameplay changes to the engine. His already quick mobility has improved even further, and his aerials have considerably decreased [[landing lag]], even compared to most other characters' aerials, improving his [[neutral game]] and [[combo]] game. The changes to [[air dodge]] mechanics highly benefit Meta Knight, as they further strengthen his already scary offstage game, and he isn't as affected by these changes thanks to his excellent recovery; moreover, he can now extend his own or escape combos in a pinch with a directional air dodge.


Meta Knight's already quick mobility has improved even further, and his aerials have considerably decreased [[landing lag]], even compared to most other characters' aerials, improving his [[neutral game]] and combo game. Some of his moves such as his [[tilt]]s and [[aerial]]s also have increased range, with his down tilt notably no longer possessing blind spots, and his neutral attack is more effective as a close-range option to rack up damage, due to having faster startup and linking much more reliably. Moreover, the changes to [[air dodging]] greatly complement his attributes, offering more opportunities to exploit his strong offstage game, while his [[recovery]] remains among the best.
Some of Meta Knight's moves such as his [[tilt]]s and [[aerial]]s also have increased range, with his down tilt notably no longer possessing blind spots, and his neutral attack is more effective as a close-range option to rack up damage, due to having faster startup and linking much more reliably. His special moves have also seen improvements, as [[Shuttle Loop]] conserves more momentum at the end and thus improves his already outstanding recovery, [[Mach Tornado]] now consists of a single hit that deals higher knockback when clean, and [[Drill Rush]] sends at a lower, more desirable angle. The latter two moves have also become powerful, if risky moves for edgeguarding.


However, the changes to Meta Knight's dash attack, which he relied on in the previous game, have worsened his combo and punish games. Due to the move having higher knockback and ending lag, follow-ups are unreliable beyond low percentages, which consequently hampers Meta Knight's KO potential, as it can no longer combo into [[Shuttle Loop]] at high percentages. The nerfs to [[rage]] exacerbate this: while his endurance is slightly improved, he can no longer abuse the mechanic to secure early vertical KOs due to Shuttle Loop's first hit now having [[set knockback]], and he has a harder time finishing off opponents in general. Like {{SSBU|Captain Falcon}}, his increased traction also hinders his dash grab as an effective approach, punish, and burst option, and removes his forward throw's combo potential. Furthermore, Meta Knight does not benefit from the expanded [[dash-canceling]] mechanic as much as other characters, since none of his tilts are reliable for KOing, down tilt is decent at best for starting combos, and his smash attacks are unsafe.
However, the few nerfs Meta Knight has received were harsh enough to eclipse his buffs. The most notable nerf was to [[dash attack]]: previously one of his most reliable moves in ''SSB4'', it now has higher knockback and ending lag, causing follow-ups to be unreliable beyond low percentages and failing to combo into [[Shuttle Loop]] at high percentages. This noticeably worsens his combo, punish and set-up potential.


Overall, Meta Knight's changes have generally toned down his most powerful tools and setups from ''SSB4'', and thus heightened his learning curve noticeably in the transition to ''Ultimate''. Meta Knight's biggest downfall, however, is that other characters with similar game plans to him (such as {{SSBU|Mario}} and {{SSBU|Zero Suit Samus}}) have benefitted from ''Ultimate''{{'}}s mechanics much more than he has. In addition, other characters that once struggled against him (such as {{SSBU|Peach}} and {{SSBU|Bowser}}) received noticeable buffs that allow them to fight on par with Meta Knight or even overwhelm him outright.
Gameplay mechanics also hurt Meta Knight as much as they help him. Like {{SSBU|Captain Falcon}}, Meta Knight's increased traction hinders his dash grab as an effective approach, punish, and burst option, and has virtually removed his forward throw's combo potential. Furthermore, Meta Knight does not benefit from the expanded [[dash-canceling]] mechanic as much as other characters, since none of his tilts are reliable for KOing, down tilt is only decent at best for starting combos, and his smash attacks are unsafe. The nerfs to [[rage]], while slightly improving Meta Knight's endurance, hinder his capability to abuse the mechanic and secure early vertical KOs due to Shuttle Loop's first hit now having [[set knockback]]. While the changes to air dodges are a boon to Meta Knight, many returning veterans have also benefitted from these changes, often improving their edgeguarding potential to be just as strong as his. Finally, Meta Knight's generally low damage output means he is unable to take advantage of the [[1v1 multiplier]] as much as other characters, allowing other characters to keep up with him.


Due to this, along with the fact that he has failed to attain the same level of success as in ''SSB4'' despite the efforts of {{sm|Abadango}}, who dropped him in favor of {{SSBU|Palutena}} and {{SSBU|Wario}}, and that he has not received as much improvements as other characters from game updates, Meta Knight is considered to be noticeably worse than he was in ''SSB4''. Although Meta Knight's perception initially fluctuated between that of a lower mid tier to a low tier character, he has nevertheless continued to show respectable amount of success in tournaments, thanks to the efforts of players such as {{Sm|BONK!}}, {{Sm|Yei}}, and {{Sm|Lickey}}. As a result, the general consensus is that Meta Knight is not only a mid tier character, but also potentially underrated. Because of this, Meta Knight's overall viability is currently debatable.
Overall, Meta Knight's changes have generally toned down his most powerful tools and setups from ''SSB4'', with a harder time comboing and finishing off opponents in general, thus heightening his learning curve noticeably in the transition to ''Ultimate''. This is made worse by other characters with similar game plans to him (such as {{SSBU|Mario}} and {{SSBU|Zero Suit Samus}}) benefitting more from ''Ultimate''{{'}}s mechanics than he has. In addition, several returning veterans that once struggled against Meta Knight have received variable buffs that allow them to fight on par with him, or even overwhelm him outright. Due to the combination of these hindrances and a lack of noticeable buffs from game updates, Meta Knight is considered to be noticeably worse than he was in ''SSB4''.


{{SSB4 to SSBU changelist|char=Meta Knight}}
{{SSB4 to SSBU changelist|char=Meta Knight}}
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However, update 8.0.0 granted Meta Knight his most useful buffs. Most notably, forward aerial, back aerial and [[Shuttle Loop]] each received hitbox and/or knockback adjustments; these changes not only improved their consistency (especially Shuttle Loop's), but also improved forward and back aerials' combo potentials. On an extended note, forward aerial auto-cancels earlier and its ending lag was decreased; both of these buffs not only further supplement its improved combo potential, but also improve its utility for approaching and edge-guarding. Aside from these changes, neutral aerial's range was increased via enlarged and repositioned hitboxes, while clean [[Mach Tornado]] gained more active frames.
However, update 8.0.0 granted Meta Knight his most useful buffs. Most notably, forward aerial, back aerial and [[Shuttle Loop]] each received hitbox and/or knockback adjustments; these changes not only improved their consistency (especially Shuttle Loop's), but also improved forward and back aerials' combo potentials. On an extended note, forward aerial auto-cancels earlier and its ending lag was decreased; both of these buffs not only further supplement its improved combo potential, but also improve its utility for approaching and edge-guarding. Aside from these changes, neutral aerial's range was increased via enlarged and repositioned hitboxes, while clean [[Mach Tornado]] gained more active frames.


Following this, update 9.0.0 made neutral attack slightly safer by granting its finisher [[transcendent priority]] as part of a near-universal buff. Lastly, update 13.0.1 improved up smash's consistency, slightly increased forward and back aerials' damage outputs, and increased up throw's knockback to the point that it now functions as a situational KO option (especially on platforms).
Following this, update 9.0.0 made neutral attack slightly safer by granting its finisher [[transcendent priority]] as part of a near-universal buff. Lastly, update 13.0.1 improved up smash's range and the consistency of its hits, slightly increased forward and back aerials' damage outputs, and increased up throw's knockback to the point that it functions as a situational KO option (especially on platforms).


Overall, Meta Knight fares slightly better than he did at the launch of ''Ultimate''.
Overall, Meta Knight fares slightly better than he did at the launch of ''Ultimate''.
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==Moveset==
==Moveset==
* Meta Knight can perform [[Double jump#Multiple double jumps|5 double jumps]].
* Meta Knight can perform [[Double jump#Multiple double jumps|5 double jumps]], tied with {{SSBU|Kirby}} and {{SSBU|Jigglypuff}} for most double jumps in the game.
''For a gallery of Meta Knight's hitboxes, see [[Meta Knight (SSBU)/Hitboxes|here]].''
''For a gallery of Meta Knight's hitboxes, see [[Meta Knight (SSBU)/Hitboxes|here]].''


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|game=SSBU
|game=SSBU
|neutralcount=1
|neutralcount=1
|neutralname=Chaos Slash ({{ja|乱れ斬り|Midare Kiri}}) / Slash Up ({{ja|斬り上げ|Kiri Age}})
|neutralname=Chaos Slash ({{ja|乱れ斬り|Midare Giri}}, ''Disorder Slash/Cutter'')<br>Slash Up ({{ja|斬り上げ|Kiri Age}}, ''Slashing Lift'')
|neutral1dmg=1% (loop), 2% (last)
|neutral1dmg=1% (loop), 2% (last)
|neutraldesc=An extremely fast flurry of slashes followed by a backflipping slash. It is notably the only neutral attack in the game that consists solely of a neutral infinite.  
|neutraldesc=An extremely fast flurry of slashes followed by a backflipping slash. It is notably the only neutral attack in the game that consists solely of a neutral infinite. However, a whiffed finisher can easily leave Meta Knight punishable, thus this attack is to be used with caution.
|ftiltcount=3
|ftiltcount=3
|ftiltname=Diagonal Slash ({{ja|袈裟斬り|Kesagiri}}) / Counter Slash ({{ja|返し斬り|Kaeshi Giri}}) / Flip Up ({{ja|跳ね上げ|Hane Age}})
|ftiltname=Diagonal Slash ({{ja|袈裟斬り|Kesagiri}}, ''Kasaya Cutter/Slash''<br>Counter Slash ({{ja|返し斬り|Kaeshi Giri}}, ''Return Cutter/Slash'')<br>Flip Up ({{ja|跳ね上げ|Hane Age}})
|ftiltdmg=2%
|ftiltdmg=2%
|ftilt2dmg=2%
|ftilt2dmg=2%
|ftilt3dmg=4%
|ftilt3dmg=4%
|ftiltdesc=A [[wikipedia:Tameshigiri#Origins|kesagiri]], followed by an outward slash, followed by an upward slash. Unlike the majority of tilt attacks (with an exception to the forward tilts of {{SSBU|Snake}}, {{SSBU|Bayonetta}}, {{SSBU|Piranha Plant}}, and {{SSBU|Hero}} and the down tilts of [[Simon (SSBU)|the]] [[Richter (SSBU)|Belmonts]]), it functions like a neutral attack: pressing the attack button will cause Meta Knight to perform its first hit, while subsequently pressing the attack button will cause him to perform its second and last hits. Due to its last hit having slightly above-average base knockback and high knockback growth, it can function as a situational KO option at very high percentages while near the edge.
|ftiltdesc=A [[wikipedia:Tameshigiri#Origins|kesagiri]], followed by an outward slash, followed by an upward slash. Unlike the majority of tilt attacks, it functions like a neutral attack: pressing the attack button will cause Meta Knight to perform its first hit, while subsequently pressing the attack button will cause him to perform its second and last hits. Due to its last hit having slightly above-average base knockback and high knockback growth, it can function as a situational KO option at very high percentages while near the edge.
|utiltname=Spiral Up Thrust ({{ja|螺旋突き上げ|Rasen Tsuki Age}})
|utiltname=Spiral Up Thrust ({{ja|螺旋突き上げ|Rasen Tsukiage}}, ''Spiraling Thrust-Up'')
|utiltdmg=7% (sweetspot), 6% (clean sourspot), 5% (late sourspot)
|utiltdmg=7% (sweetspot), 6% (clean sourspot), 5% (late sourspot)
|utiltdesc=A spinning, overhead thrust. It is a decent anti-air move and has a sweetspot located on Galaxia's tip. However, its horizontal range is so poor that it will miss an opponent unless they are at point-blank range in front of Meta Knight. Unlike most up tilts, it also has very minimal combo potential, with its only reliable follow-ups being itself, up smash and up aerial at 0% to very low percentages.
|utiltdesc=A spinning, overhead thrust. It is a decent anti-air move and has a sweetspot located on Galaxia's tip. However, its horizontal range is so poor that it will miss an opponent unless they are at point-blank range in front of Meta Knight. Unlike most up tilts, it also has very minimal combo potential, with its only reliable follow-ups being itself, up smash and up aerial at 0% to very low percentages.
|dtiltname=Lower Thrust ({{ja|下段突き|Gedan Tsuki}})
|dtiltname=Lower Thrust ({{ja|下段突き|Gedan Zuki}})
|dtiltdmg=5%
|dtiltdmg=5%
|dtiltdesc=A crouching thrust. May cause [[trip]]ping and can [[lock]] at low percentages. Due to its very low overall lag, it is a decent combo starter.
|dtiltdesc=A crouching thrust. May cause [[trip]]ping and can [[lock]] at low percentages. Due to its very low overall lag, it is a decent combo starter.
|dashname=Charge Kick ({{ja|突進蹴り|Tosshin Keri}})
|dashname=Charge Kick ({{ja|突進蹴り|Tosshin Geri}})
|dashdmg=7% (foot), 6% (tip)
|dashdmg=7% (foot), 6% (tip)
|dashdesc=A side kick. It is a decent combo starter at low percentages, but is much less effective in that role than in ''SSB4''.
|dashdesc=A side kick. It is a decent combo starter at low percentages, but is much less effective in that role than in ''SSB4''.
|fsmashname=Torso Quick-Draw ({{ja|胴抜き|Dōnuki}})
|fsmashname=Torso Quick-Draw ({{ja|胴抜き|Dōnuki}}, ''Torso Pilfer'')
|fsmashdmg={{ChargedSmashDmgSSBU|16}}
|fsmashdmg={{ChargedSmashDmgSSBU|16}}
|fsmashdesc=An outward slash. Due to it coming out on frame 24, it is his slowest standard attack in terms of start-up lag. In addition, its hitbox only lasts for 1 frame. However, it is powerful and has low ending lag and high shield pushback, making it safe on shield when spaced sufficiently.
|fsmashdesc=An outward slash. Due to it coming out on frame 24, it is his slowest standard attack in terms of start-up lag. In addition, its hitbox only lasts for 1 frame. However, it is powerful and has low ending lag and high shield pushback, making it safe on shield when spaced sufficiently.
|usmashname=Triple Flag Swing ({{ja|旗振り三連|Hatafuri Sanren}})
|usmashname=Triple Flag Swing ({{ja|旗振り三連|Hatafuri Sanren}}, ''Flag Swinging Triple'')
|usmashdmg={{ChargedSmashDmgSSBU|4}} (hit 1), {{ChargedSmashDmgSSBU|3}} (hit 2), {{ChargedSmashDmgSSBU|5}} (hit 3)
|usmashdmg={{ChargedSmashDmgSSBU|4}} (hit 1), {{ChargedSmashDmgSSBU|3}} (hit 2), {{ChargedSmashDmgSSBU|5}} (hit 3)
|usmashdesc=Performs three upward fanning slashes. Despite its appearance, it is only able to hit opponents directly touching Galaxia. However, it will hit a target that has a large hurtbox. Deals noticeably more damage than it did in ''SSB4'', but remains a fairly weak smash attack and it is not safe on shield.
|usmashdesc=Performs three upward fanning slashes. Despite its appearance, it is only able to hit opponents directly touching Galaxia. However, it will hit a target that has a large hurtbox. Deals noticeably more damage than it did in ''SSB4'', but remains a fairly weak smash attack and it is not safe on shield.
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|dsmashdmg={{ChargedSmashDmgSSBU|10}} (front), {{ChargedSmashDmgSSBU|13}} (back)
|dsmashdmg={{ChargedSmashDmgSSBU|10}} (front), {{ChargedSmashDmgSSBU|13}} (back)
|dsmashdesc=A spinning, low-angle inward slash. Both hits are semi-spikes, which makes it useful for warding off pressure, punishing rolls, and launching opponents off-stage. Due to it coming out on frame 4, it is extremely fast for a smash attack. It also deals noticeably more damage than it did in ''SSB4'', but remains a fairly weak smash attack, especially in regard to its front hit.
|dsmashdesc=A spinning, low-angle inward slash. Both hits are semi-spikes, which makes it useful for warding off pressure, punishing rolls, and launching opponents off-stage. Due to it coming out on frame 4, it is extremely fast for a smash attack. It also deals noticeably more damage than it did in ''SSB4'', but remains a fairly weak smash attack, especially in regard to its front hit.
|nairname=Aerial Spin Slash ({{ja|空中回転斬り|Kūchū Kaiten Kiri}})
|nairname=Aerial Spin Slash ({{ja|空中回転斬り|Kūchū Kaiten Kiri}}, ''Midair Rotating Cutter'')
|nairdmg={{ShortHopDmgSSBU|10}} (clean), {{ShortHopDmgSSBU|7.5}} (late)
|nairdmg={{ShortHopDmgSSBU|10}} (clean), {{ShortHopDmgSSBU|7.5}} (late)
|nairdesc=A somersaulting slash. It has [[sex kick]] properties and, when clean, it is one of the strongest in the game, KOing reliably below 150% and much earlier offstage. It also autocancels with a jump and is safe on shield. Based on the Knight Spin, which debuted in ''{{iw|wikirby|Kirby's Adventure}}''.
|nairdesc=A somersaulting slash. It has [[sex kick]] properties and, when clean, it is one of the strongest in the game, KOing reliably below 150% and much earlier offstage. It also autocancels with a jump and is safe on shield. Based on the Knight Spin, which debuted in ''{{iw|wikirby|Kirby's Adventure}}''.
|fairname=Midair Front Triple Combo ({{ja|空中前三連|Kūchū Zen Sanren}})
|fairname=Midair Front Triple Combo ({{ja|空中前三連|Kūchū Zen Sanren}}, ''Midair Front Triple'')
|fairdmg={{ShortHopDmgSSBU|2}} (hits 1 and 2), {{ShortHopDmgSSBU|3}} (hit 3)
|fairdmg={{ShortHopDmgSSBU|2}} (hits 1 and 2), {{ShortHopDmgSSBU|3}} (hit 3)
|fairdesc=Performs three fanning slashes in front of himself. It does not autocancel with a short hop. It also struggles to consistently connect into itself, which can typically result in only the first part of the move hitting opponents.
|fairdesc=Performs three fanning slashes in front of himself. It does not autocancel with a short hop. After buffs, the move now have KO potential when edgeguarding off-stage.  
|bairname=Midair Back Triple Combo ({{ja|空中後三連|Kūchū Go Sanren}})
|bairname=Midair Back Triple Combo ({{ja|空中後三連|Kūchū Go Sanren}}, ''Midair Back Triple'')
|bairdmg={{ShortHopDmgSSBU|2}} (hits 1 and 2), {{ShortHopDmgSSBU|4}} (hit 3)
|bairdmg={{ShortHopDmgSSBU|2}} (hits 1 and 2), {{ShortHopDmgSSBU|4}} (hit 3)
|bairdesc=Spins backward to perform three outward slashes behind himself. When used during a fast fall, the first two hits can drag midair opponents towards the ground to start combos. It does not autocancel with a short hop.
|bairdesc=Spins backward to perform three outward slashes behind himself. When used during a fast fall, the first two hits can drag midair opponents towards the ground to start combos. One of Meta Knight's strongest kill options, especially when off-stage.
|uairname=Midair Up Sweep ({{ja|空中上なぎ|Kūchū Jō Nagi}})
|uairname=Midair Up Sweep ({{ja|空中上なぎ|Kūchū Jō Nagi}}, ''Midair Up Mower'')
|uairdmg={{ShortHopDmgSSBU|4}}
|uairdmg={{ShortHopDmgSSBU|4}}
|uairdesc=An upward arcing slash. Hitbox lasts 1 frame and is the basis for Meta Knight's ladder combos. Based on his jumping attack from ''Kirby's Adventure''.
|uairdesc=An upward outwards arcing slash. Hitbox lasts 1 frame and is the basis for Meta Knight's ladder combos. Based on his jumping attack from ''Kirby's Adventure''.
|dairname=Midair Down Sweep ({{ja|空中下なぎ|Kūchū Shita Nagi}})
|dairname=Midair Down Sweep ({{ja|空中下なぎ|Kūchū Shita Nagi}}, ''Midair Down Mower'')
|dairdmg={{ShortHopDmgSSBU|6}}
|dairdmg={{ShortHopDmgSSBU|6}}
|dairdesc=A downward arcing slash. Hitbox lasts 1 frame, though it comes out on frame 4, making it among the fastest down aerials in the game.
|dairdesc=A downward outwards arcing slash. Hitbox lasts 1 frame, though it comes out on frame 4, making it among the fastest down aerials in the game.
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabdesc=Reaches out with his free hand. Very short range.
|grabdesc=Reaches out with his free hand. Very short range.
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|pummeldmg=1%
|pummeldmg=1%
|pummeldesc=Jabs with one of the talons on his cape's wings. One of the fastest, yet least damaging pummels in the game.
|pummeldesc=Jabs with one of the talons on his cape's wings. One of the fastest, yet least damaging pummels in the game.
|fthrowname=Toe Kick ({{ja|つま先蹴り|Tsusaki Keri}})
|fthrowname=Toe Kick ({{ja|つま先蹴り|Tsumasaki Geri}} , ''Tiptoe Kick'')
|fthrowdmg=6% (hit), 3% (throw)
|fthrowdmg=6% (hit), 3% (throw)
|fthrowdesc=A bicycle kick. Unlike in ''SSB4'', its combo potential is almost totally nonexistent due to ''Ultimate''{{'}}s changes to traction. Due to dash attack being its only potential follow-up, forward throw's primary utility is to launch the opponent into an unfavorable position and follow up with either forward aerial, back aerial or [[Mach Tornado]] for an edgeguard attempt, or [[Shuttle Loop]] for a KO attempt.
|fthrowdesc=A bicycle kick. Unlike in ''SSB4'', its combo potential is almost totally nonexistent due to ''Ultimate''{{'}}s changes to traction. Due to dash attack being its only potential follow-up, forward throw's primary utility is to launch the opponent into an unfavorable position and follow up with either forward aerial, back aerial or [[Mach Tornado]] for an edgeguard attempt, or [[Shuttle Loop]] for a KO attempt.
|bthrowname=Warp Slash ({{ja|ワープ斬り|Wāpu Kiri}})
|bthrowname=Warp Slash ({{ja|ワープ斬り|Wāpu Kiri}})
|bthrowdmg=7% (hit), 3% (throw)
|bthrowdmg=7% (hit), 3% (throw)
|bthrowdesc=Lays the opponent behind himself, teleports, and then slashes their back. It is useful for launching opponents off-stage to set up an edgeguard, and is a situational KO option at very high percentages while near the edge. It can even start a tech-chase from 0% to low percentages.
|bthrowdesc=Lays the opponent behind himself, teleports, and then slashes their back. It is useful for launching opponents off-stage to set up an edgeguard, and is a situational KO option at very high percentages while near the edge. It can even start a tech-chase or set up a dash attack from 0% to low percentages.
|uthrowname=Air Drop ({{ja|いづな落とし|Izuna Otoshi}}, ''Izuna Drop'')
|uthrowname=Air Drop ({{ja|いづな落とし|Izuna Otoshi}}, ''Izuna Dropper'')
|uthrowdmg=10% (throw), 7% (collateral)
|uthrowdmg=10% (throw), 7% (collateral)
|uthrowdesc=The Air Drop from [[Kirby]]'s {{iw|wikirby|Ninja}} ability. Its collateral hitbox, although noticeably weaker than in ''SSB4'', is still strong enough to KO reliably and thus makes it a useful option in [[doubles]] matches. Update 13.0.1 also increased its knockback growth to the point that it is a situational KO option at very high percentages. It KOs middleweights beginning at 165% on {{SSBU|Final Destination}}, and KOs them beginning at 140% on {{SSBU|Battlefield}}'s top platform. Despite dealing the same amount of damage as {{SSBU|Kirby}}'s up throw and having marginally higher knockback growth compared to his, Meta Knight's up throw KOs ≈10% later due to Kirby's version having higher base knockback.
|uthrowdesc=The Air Drop from [[Kirby]]'s {{iw|wikirby|Ninja}} ability. Its collateral hitbox, although noticeably weaker than in ''SSB4'', is still strong enough to KO reliably and thus makes it a useful option in [[doubles]] matches. Update 13.0.1 also increased its knockback growth to the point that it is a situational KO option at very high percentages. It KOs middleweights beginning at 165% on {{SSBU|Final Destination}}, and KOs them beginning at 140% on {{SSBU|Battlefield}}'s top platform. Despite dealing the same amount of damage as {{SSBU|Kirby}}'s up throw and having marginally higher knockback growth compared to his, Meta Knight's up throw KOs ≈10% later due to Kirby's version having higher base knockback.
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|ssname=Drill Rush
|ssname=Drill Rush
|ssdmg=1.1% (hits 1-11), 3% (hit 12)
|ssdmg=1.1% (hits 1-11), 3% (hit 12)
|ssdesc=Rushes forward to perform a corkscrewing thrust. The flight path can be maneuvered up or down, allowing it to function as a recovery option (although it will render him helpless). Meta Knight will also bounce backward or upwards if he lands the last hit on an opponent or onto the terrain. It is based on the attack same name from Kirby's {{iw|wikirby|Master}} ability.
|ssdesc=Rushes forward to perform a corkscrewing thrust. The flight path can be maneuvered up or down, allowing it to function as a recovery option (although it will render him helpless) and drag opponents to the nearest blast zone. Meta Knight will also bounce backward or upwards if he lands the last hit on an opponent or onto the terrain. It is based on the attack of the same name from Kirby's {{iw|wikirby|Master}} ability.
|usname=Shuttle Loop
|usname=Shuttle Loop
|usdmg=9% (grounded hit 1, clean), 6% (grounded hit 1, late; grounded hit 2; aerial hits 1-2)
|usdmg=9% (grounded hit 1, clean), 6% (grounded hit 1, late; grounded hit 2; aerial hits 1-2)
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|fsdmg=3% (trapping hit), 27.6% (flurry attack), 10% (launch)
|fsdmg=3% (trapping hit), 27.6% (flurry attack), 10% (launch)
|fsdesc=Meta Knight's cape turns into two pairs of wings as he raises Galaxia skyward. A lightning bolt strikes Galaxia and spreads out in a cross-shaped burst, knocking anybody who touches it up and above the stage. Meta Knight then proceeds to launch a series of rushing slashes from multiple directions, ending with a final slash that launches the opponent away.
|fsdesc=Meta Knight's cape turns into two pairs of wings as he raises Galaxia skyward. A lightning bolt strikes Galaxia and spreads out in a cross-shaped burst, knocking anybody who touches it up and above the stage. Meta Knight then proceeds to launch a series of rushing slashes from multiple directions, ending with a final slash that launches the opponent away.
}}
===Stats===
{{Attributes
| cast=89
| weight=80 | rweight=77-78
| dash=2.211 | rdash=11
| run=2.09 | rrun=16
| walk=1.239 | rwalk=24
| trac=0.097 | rtrac=64
| airfric=0.012 | rairfric=34-39
| air=1.04 | rair=48
| baseaccel=0.01 | rbaseaccel=15-87
| addaccel=0.065 | raddaccel=40-44
| gravity=0.11 | rgravity=23-26
| fall=1.66 | rfall=32
| ff=2.656 | rff=33
| jumpsquat=3 | rjumpsquat=1-88
| jumpheight=32 | rjumpheight=51-52
| shorthop=13.92 | rshorthop=73
| djump= 20.91375, 19.00920455, 17.19556818, 15.13920455, 13.05920455  | rdjump=79
}}
}}


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*Pulls his cape in front of himself and then throws it back.
*Pulls his cape in front of himself and then throws it back.
<gallery>
<gallery>
SSBUMetaKnightIdle1.gif|Meta Knight's first idle pose
SSBUMetaKnightIdle1.gif|Meta Knight's first idle pose.
SSBUMetaKnightIdle2.gif|Meta Knight's second idle pose
SSBUMetaKnightIdle2.gif|Meta Knight's second idle pose.
</gallery>
</gallery>


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===[[Victory pose]]s===
===[[Victory pose]]s===
*'''Left:''' Performs three slashes with Galaxia, says "Come back when you can put up a fight," then warps away. ("{{ja|もっと強くなって来い。|Motto tsuyoku natte koi.}}", ''Come at me when you're stronger.''). The warp is a reference to his defeat animation from most of his appearances as a boss.
*'''Left:''' Performs three slashes with Galaxia, says "Come back when you can put up a fight," then warps away. ("{{ja|もっと強くなって来い。|Motto tsuyoku natte koi.}}", ''Come at me when you've become stronger.''). The warp is a reference to his defeat animation from most of his appearances as a boss.
*'''Up:''' Flies into the scene and then spreads his cape, saying "You've much yet to learn." ("{{ja|まだまだだな。|Mada mada da na.}}", ''You're not yet ready.'').
*'''Up:''' Flies into the scene and then spreads his cape, saying "You've much yet to learn." ("{{ja|まだまだだな。|Mada mada da na.}}", ''Not just yet it seems'').
*'''Right:''' Performs two slashes and then twirls Galaxia, saying "Victory...is my destiny." ("{{ja|これも宿命だ。|Kore mo shukumei da.}}", ''This, too, was destiny.'').
*'''Right:''' Performs two slashes and then twirls Galaxia, saying "Victory...is my destiny." ("{{ja|これも宿命だ。|Kore mo shukumei da.}}", ''This, too, is destiny.'').
[[File:MKTheme.ogg|thumb|An electric guitar rendition of the {{iw|wikirby|Kirby Dance}} theme song performed in quadruple meter.]]
[[File:MKTheme.ogg|thumb|An electric guitar rendition of the {{iw|wikirby|Kirby Dance}} theme song performed in quadruple meter.]]
<gallery>
<gallery>
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==In [[competitive play]]==
==In [[competitive play]]==
When ''Ultimate'' was released, many players believed Meta Knight to be a strong character. This was due to his outstanding recovery, great frame data, and great mobility. Due to many smaller characters getting emphasized more, Meta Knight had better matchups against fighters who struggle against short characters, such as {{SSBU|Wii Fit Trainer}}. Because of this, many players considered Meta Knight as a solid high tier character who was not as strong or broken as he was in ''Brawl'', but just as good as he was in ''SSB4'', if not better.
As the metagame advanced, however, players recognized the exploitable weaknesses of Meta Knight: his terrible endurance, watered down punish game, lack of effective finishers outside of forward smash, below-average overall damage output, poor range compared to other swordfighters like {{SSBU|Cloud}}, and moves unsafe on shield. This resulted in him being worse than initially imagined, with many professionals calling him a mid tier or even a low tier character. Despite this, he has amassed a respectable playerbase and achieved notable results from players such as {{Sm|Jayy}}, {{Sm|Abadango}}, {{Sm|Slither2Hunter}}, {{Sm|BONK!}}, and {{Sm|Yei}}. As a result, several major players now believe Meta Knight to be a lower mid tier character, though with potential to become a solid mid tier.
===Most historically significant players===
===Most historically significant players===
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->


''See also: [[:Category:Meta Knight professionals (SSBU)]]''
''See also: [[:Category:Meta Knight players (SSBU)]]''


*{{Sm|BONK!|USA}} - One of the best Meta Knight players in the world. Placed 17th at {{Trn|Glitch - Infinite}}, {{Trn|Glitch 8.5 - Konami Code}} and {{Trn|Let's Make Big Moves 2022}} as well as 33rd at {{Trn|Let's Make Big Moves}}, with wins over players such as {{Sm|Ned}}, {{Sm|WaDi}}, and {{Sm|LeoN}}. Currently ranked 3rd on the [[Philadelphia Power Rankings]].
*{{Sm|Abadango|Japan}} - The best Meta Knight player of all-time. He was the first player to place highly with Meta Knight, most notably placing 25th at the supermajor {{Trn|Frostbite 2019}} with solo-Meta Knight. After dropping him by mid-2019, he readded him to the roster in mid-2022 and has seen the highest-placements for a Meta Knight player at a major, placing 2nd at {{Trn|Kagaribi 8}} and 3rd at {{Trn|VCA 2022}}.
*{{Sm|BONK!|USA}} - The best Meta Knight player in North America who has seen several strong runs at majors, including 17th at {{Trn|Glitch 8.5 - Konami Code}} defeating {{Sm|WaDi}} and 33rd at the supermajor {{Trn|Let's Make Big Moves}} defeating {{Sm|Ned}}.
*{{Sm|Lickey|Japan}} - One of the best Meta Knight players in Japan. Placed 13th at {{Trn|Maesuma TOP 5}}, 17th at both {{Trn|Sumabato SP 9}} and {{Trn|Maesuma TOP 1}}, and 25th at {{Trn|Umebura SP 3}} with wins over players such as {{Sm|Etsuji}}, {{Sm|Lunamado}}, and {{Sm|Sigma}}.
*{{Sm|Lickey|Japan}} - One of the best Meta Knight players in Japan. Placed 13th at {{Trn|Maesuma TOP 5}}, 17th at both {{Trn|Sumabato SP 9}} and {{Trn|Maesuma TOP 1}}, and 25th at {{Trn|Umebura SP 3}} with wins over players such as {{Sm|Etsuji}}, {{Sm|Lunamado}}, and {{Sm|Sigma}}.
*{{Sm|sdsg|Japan}} - Placed 17th at both {{Trn|Sumabato SP 14}} and {{Trn|Sumabato SP 17}} as well as 25th at {{Trn|Sumabato SP 15}} with wins over players such as {{Sm|Kome}} and {{Sm|Atelier}}.
*{{Sm|sdsg|Japan}} - Placed 17th at both {{Trn|Sumabato SP 14}} and {{Trn|Sumabato SP 17}} as well as 25th at {{Trn|Sumabato SP 15}} with wins over players such as {{Sm|Kome}} and {{Sm|Atelier}}.
*{{Sm|Soar|Canada}} - The best Meta Knight player in Canada. Placed 1st at {{Trn|Terry Christmas}}, 2nd at {{Trn|LAN ETS 2020}}, 17th at {{Trn|Super Smash Con 2019}}, and 33rd at {{Trn|Get On My Level 2019}} with wins over players such as {{Sm|Myran}}, {{Sm|Riddles}}, and {{Sm|Blacktwins}}. Currently ranked 10th on the [[Smash Canada Rankings Ultimate]].
*{{Sm|Soar|Canada}} - The best Meta Knight player in Canada but has since relegated the character to a pocket. Placed 1st at {{Trn|Terry Christmas}}, 2nd at {{Trn|LAN ETS 2020}}, 17th at {{Trn|Super Smash Con 2019}}, and 33rd at {{Trn|Get On My Level 2019}} with wins over players such as {{Sm|Myran}}, {{Sm|Riddles}}, and {{Sm|Blacktwins}}. Currently ranked 10th on the [[Smash Canada Rankings Ultimate]].
*{{Sm|Uto|Japan}} - Placed 13th at {{Trn|Karisuma SP 6}}, and 17th at {{Trn|Sumabato SP 3}}, {{Trn|Karisuma SP 5}}, and {{Trn|Mēsuma}} with wins over players such as {{Sm|Kome}} and {{Sm|DIO}}.
*{{Sm|Uto|Japan}} - Placed 13th at {{Trn|Karisuma SP 6}}, and 17th at {{Trn|Sumabato SP 3}}, {{Trn|Karisuma SP 5}}, and {{Trn|Mēsuma}} with wins over players such as {{Sm|Kome}} and {{Sm|DIO}}.
*{{Sm|Yei|Costa Rica}} - Uses Meta Knight alongside numerous secondaries, and is one of the best Meta Knight players in the world. Placed 1st at {{Trn|Smash Legends 2}}, 2nd at {{Trn|Smash Vertex}}, 5th at {{Trn|SWT: Central America Ultimate Regional Finals}}, and 7th at {{Trn|Smash Factor 8}} with wins over players such as {{Sm|Maister}}, {{Sm|Joker}}, and {{Sm|Mr. E}}.
*{{Sm|Metara|Japan}} - The best solo-Meta Knight player in the world who consistently places well at events, including winning {{Trn|Ruyubura! Part 2}} over {{Sm|takera}}, placing 13th at the superregional {{Trn|Maesuma TOP 13.5 "U-22"}} defeating {{Sm|Yaura}}, and placing 49th at the supermajor {{Trn|Kagaribi 10}} defeating {{Sm|Miya|p=Honshu}}.
*{{Sm|Yei|Costa Rica}} - Although known for playing a plethora of characters, he is best known for playing Meta Knight and is one of the best Meta Knight players in the world, primarily using the character 2nd at the invitational {{Trn|Smash Vertex}} defeating {{Sm|Maister}} and {{Sm|Meme}} as well as 13th at the supermajor {{Trn|Smash Factor 9}}.
 
===Tier placement and history===
Although initial opinions on Meta Knight were high thanks to leaked gameplay, opinions on Meta Knight have remained rather low since the early metagame. This is due to his nerfs which gave him a weaker combo and punish game than in previous iterations. As a result, although Meta Knight saw some success from players such as {{Sm|Abadango}} and {{Sm|Yei}}, this success was largely complemented with the usage of other, stronger characters, and Abadango eventually dropped Meta Knight by mid-2019. On the other hand, Meta Knight's overall representation was below-average, ranking in the bottom 20 by the end of 2019. This led many players to believe that Meta Knight was a low-mid tier character and a shadow of his former self.
 
However, Meta Knight's results were able to pick up in the post-online metagame as more players began placing more focus on his strengths, primarily his strong ladder combo game at earlier percents. While Yei continued to place well with Meta Knight, the first few months of the post-online metagame saw a few notable runs from {{Sm|BONK!}} while Abadango readded Meta Knight into his roster by mid-2022, most notably using primarily Meta Knight to place 2nd at {{Trn|Kagaribi 8}} and 3rd at {{Trn|VCA 2022}}. Finally, mid-2023 saw the rise of {{Sm|Metara}}, who saw a consistent top 64 presence at majors and even had a few top player upsets under his sleeve. Although Meta Knight's overall representation remained below-average, many players still recognized the dedication from Meta Knight players, and as a result the general consensus had shifted in a more positive light. This is reflected in Meta Knight's position on the current tier list, where he is ranked 50th in the B- tier as the lowest-ranked character in the B tiers.


=={{SSBU|Classic Mode}}: Two Sides of the Same Coin==
=={{SSBU|Classic Mode}}: Two Sides of the Same Coin==
[[File:SSBU Congratulations Meta Knight.png|thumb|Meta Knight's congratulations screen.]]
[[File:SSBU Congratulations Meta Knight.png|thumb|Meta Knight's congratulations screen.]]
Half of Meta Knight's opponents consist of duos (for every even round), while the other half (for every odd round) consists of free-for-all rounds of characters fighting their dark counterparts.
Meta Knight's opponents are characters who have doppelgängers. The odd-numbered rounds feature [[free-for-all]] battles involving Meta Knight fighting against characters and their respective counterparts. Conversely, the even-numbered rounds feature 2-on-1 battles involving Meta Knight fighting against a team that consists of a character allied with their respective counterpart. The Final Round also follows this theme by featuring both [[Master Hand]] and [[Crazy Hand]], regardless of the difficulty setting.


{|class="wikitable" style="text-align:center"
{|class="wikitable" style="text-align:center"
!Round!!Opponent!!Stage!!Music!!Notes
!Round!!Opponent!!Stage!!Music!!Notes
|-
|-
|1||{{Head|Link|g=SSBU|s=20px}}{{Head|Link|g=SSBU|s=20px|cl=Black}} {{SSBU|Link}} (x2)||[[Bridge of Eldin]] ([[Ω form]])||''{{SSBUMusicLink|The Legend of Zelda|Hidden Mountain & Forest}}''||The second Link is [[Dark Link]], a shadow copy of Link.
|1||{{Head|Link|g=SSBU|s=20px}}{{Head|Link|g=SSBU|s=20px|cl=Black}} {{SSBU|Link}} (×2)||[[Bridge of Eldin]] ([[Ω form]])||''{{SSBUMusicLink|The Legend of Zelda|Hidden Mountain & Forest}}''||The second Link represents [[Dark Link]], an evil copy of Link.
|-
|-
|2||{{CharHead|Pit|SSBU|hsize=20px}} and {{CharHead|Dark Pit|SSBU|hsize=20px}}||[[Reset Bomb Forest]]||''{{SSBUMusicLink|Kid Icarus|Dark Pit's Theme}}''||
|2||{{CharHead|Pit|SSBU|hsize=20px}} and {{CharHead|Dark Pit|SSBU|hsize=20px}}||[[Reset Bomb Forest]]||''{{SSBUMusicLink|Kid Icarus|Dark Pit's Theme}}''||
|-
|-
|3||{{Head|Captain Falcon|g=SSBU|s=20px}}{{Head|Captain Falcon|g=SSBU|s=20px|cl=Red}} {{SSBU|Captain Falcon}} (x2)||[[Port Town Aero Dive]]||''{{SSBUMusicLink|F-Zero|Fire Field (Remix)}}''||The second Captain Falcon represents {{iw|fzerowiki|Blood Falcon}}, Captain Falcon's evil clone.
|3||{{Head|Captain Falcon|g=SSBU|s=20px}}{{Head|Captain Falcon|g=SSBU|s=20px|cl=Red}} {{SSBU|Captain Falcon}} (×2)||[[Port Town Aero Dive]]||''{{SSBUMusicLink|F-Zero|Fire Field (Remix)}}''||The second Captain Falcon represents {{iw|fzerowiki|Blood Falcon}}, an evil clone of Captain Falcon.
|-
|-
|4||{{Head|Lucas|g=SSBU|s=20px}}{{Head|Lucas|g=SSBU|s=20px|cl=Orange}} {{SSBU|Lucas}} (x2)||[[New Pork City]]||''{{SSBUMusicLink|EarthBound|Mother 3 Love Theme}}''||The second Lucas is {{iw|wikibound|Claus}}, Lucas' twin brother.
|4||{{Head|Lucas|g=SSBU|s=20px}}{{Head|Lucas|g=SSBU|s=20px|cl=Orange}} {{SSBU|Lucas}} (×2)||[[New Pork City]]||''{{SSBUMusicLink|EarthBound|Mother 3 Love Theme}}''||The second Lucas represents {{iw|wikibound|Claus}}, Lucas' twin brother.
|-
|-
|5||{{CharHead|Samus|SSBU|hsize=20px}} and {{CharHead|Dark Samus|SSBU|hsize=20px}}||[[Frigate Orpheon]]||''{{SSBUMusicLink|Metroid|Multiplayer - Metroid Prime 2: Echoes}}''||
|5||{{CharHead|Samus|SSBU|hsize=20px}} and {{CharHead|Dark Samus|SSBU|hsize=20px}}||[[Frigate Orpheon]]||''{{SSBUMusicLink|Metroid|Multiplayer - Metroid Prime 2: Echoes}}''||
|-
|-
|6||{{Head|Meta Knight|g=SSBU|s=20px|cl=Purple}}{{Head|Meta Knight|g=SSBU|s=20px|cl=Grey}} Meta Knight (x2)||[[Fountain of Dreams]]||''{{SSBUMusicLink|Kirby|The World to Win}}''||Items do not appear. The Meta Knights represent {{iw|wikirby|Galacta Knight}} (a recurring {{iw|wikirby|boss}} in the {{uv|Kirby}} series) and {{iw|wikirby|Dark Meta Knight}} (Meta Knight's {{iw|wikirby|Mirror World}} counterpart), respectively. If either of these costumes are used by the player, {{Head|Meta Knight|g=SSBU|s=20px}} Meta Knight will appear in their place and use his default appearance.
|6||{{Head|Meta Knight|g=SSBU|s=20px|cl=Purple}}{{CharHead|Meta Knight|SSBU|hsize=20px|color=Grey}} (×2)||[[Fountain of Dreams]]||''{{SSBUMusicLink|Kirby|The World to Win}}''||Items do not appear. The Meta Knights represent {{iw|wikirby|Galacta Knight}} (a recurring {{iw|wikirby|boss}} in the {{uv|Kirby}} series) and {{iw|wikirby|Dark Meta Knight}} (Meta Knight's {{iw|wikirby|Mirror World}} counterpart), respectively. If either of these costumes are used by the player, {{Head|Meta Knight|g=SSBU|s=20px}} default Meta Knight will appear in their place.
|-
|-
|colspan="5"|[[Bonus Stage]]
|colspan="5"|[[Bonus Stage]]
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Meta Knight is absent from the World of Light opening cutscene, though he was vaporized and later imprisoned alongside the rest of the fighters (except {{SSBU|Kirby}}) when [[Galeem]] unleashed his beams of light.
Meta Knight is absent from the World of Light opening cutscene, though he was vaporized and later imprisoned alongside the rest of the fighters (except {{SSBU|Kirby}}) when [[Galeem]] unleashed his beams of light.


Meta Knight was one of the many fighters that fell under [[Dharkon]]'s control upon Galeem's first defeat. He can be found in the [[Mysterious Dimension]] sub-area, making him an obligatory unlock. After saving him, {{SSBU|Ike}} and {{SSBU|Greninja}}, the player can advance toward the boss.
Meta Knight was one of the many fighters that fell under [[Dharkon]]'s control upon Galeem's first defeat. He is found in the [[Mysterious Dimension]] sub-area, making him an obligatory unlock. After rescuing him, {{SSBU|Ike}} and {{SSBU|Greninja}}, the player can advance toward the boss.
{{clrl}}
{{clrl}}


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|''{{SSBUMusicLink|Kirby|Meta Knight's Revenge}}''
|''{{SSBUMusicLink|Kirby|Meta Knight's Revenge}}''
|}
|}
{{clear}}
{{clr}}


==[[Spirit]]==
==[[Spirit]]==
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</center>
</center>


==In Spirit battles==
==In Spirit Battles==
''Conditions in italic aren't listed on the Spirit Battle preview screen.''
''Conditions in italic aren't listed on the Spirit Battle preview screen.''
===As the main opponent===
===As the main opponent===
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|•You have reduced defense<br>•Timed [[stamina battle]] (1:00)<br>•The enemy has increased jump power
|•You have reduced defense<br>•Timed [[stamina battle]] (1:00)<br>•The enemy has increased jump power
|{{SSBUMusicLink|Dragon Quest|Unflinchable Courage}}
|{{SSBUMusicLink|Dragon Quest|Unflinchable Courage}}
|
|Drackolyte (red costume)<br>Drackmage (green costume)
|}
|}


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==Trivia==
==Trivia==
*Meta Knight, {{SSBU|Kirby}}, {{SSBU|R.O.B.}}, {{SSBU|Sonic}}, [[Steve (SSBU)|Zombie and Enderman]] are the only fighters whose stock icons feature their eyes.
*With [[Giant Punch]], [[PK Flash]] and [[PK Freeze]] no longer invoking [[helpless]]ness, Meta Knight is the only character in ''Ultimate'' whose [[neutral special move]] still puts him in helpless, and consequently making it the only move that can render {{SSBU|Kirby}} helpless (aside from sliding off an edge during [[Final Cutter]] or touching the red trampoline from [[Pac-Jump]]).
**Although {{SSBU|Captain Falcon}} and [[Bowser Jr. (SSBU)|Larry]]'s stock icons are similar, they are exempt due to Falcon's icon featuring the eyes of his visor instead of his actual eyes, and Larry's icon lacking his irises.
*Meta Knight's stock icon is one of six to show the character's eyes, the others being Kirby, {{SSBU|R.O.B.}}, {{SSBU|Sonic}}, [[Steve (SSBU)|Zombie and Enderman]].
**Additionally, Meta Knight's stock icon resembles his [https://vignette.wikia.nocookie.net/kirby/images/e/ef/KRtDL_Meta_Knight_icon.png/revision/latest?cb=20181231192038&path-prefix=en HUD icon] from ''Kirby's Return to Dream Land'', albeit with the small indented sections of his mask.
**This is not counting {{SSBU|Captain Falcon}} and [[Bowser Jr. (SSBU)|Larry]], as the eyes depicted for the former are not his actual eyes, and the latter lacks his irises.
*Meta Knight was the first ''Super Smash Bros. Brawl'' newcomer to be confirmed for ''Super Smash Bros. Ultimate''. Coincidentally, he was the first newcomer revealed for ''Brawl''.
**Additionally, Meta Knight's stock icon resembles his [https://vignette.wikia.nocookie.net/kirby/images/e/ef/KRtDL_Meta_Knight_icon.png/revision/latest?cb=20181231192038&path-prefix=en HUD icon] from ''{{iw|wikirby|Kirby's Return to Dream Land}}'', albeit with the small indented sections of his mask.
*The sword swooshing sound effects during Meta Knight's rapid jab don't match up with the actual sword swings. This is because the move uses the same sound effect timings as ''Smash 4'', where the rapid jab was slower. This can be easily heard by slowing down the game speed, where the 5-swing sound sequence can be heard.
*Meta Knight was the first ''Super Smash Bros. Brawl'' [[newcomer]] to be confirmed for ''Super Smash Bros. Ultimate''. Coincidentally, he was the first newcomer revealed for ''Brawl''.
*Meta Knight is the only character whose eyes glow a color other than yellow when [[perfect shield]]ing or while capable of using a [[Final Smash]]. In his case, they glow red; this may be a reference to ''{{iw|wikirby|Kirby: Right Back at Ya!}}'', which depicted Meta Knight's eyes turning red when he is angry. This also makes Meta Knight's 5th and {{iw|wikirby|Galacta Knight}} alternate costumes his only costumes in which his eye color does not change via perfect shielding or while capable of using a Final Smash.
*The sword swooshing sound effects used during Meta Knight's neutral infinite are not synced with the actual sword swings. This is because the move uses the same sound effect timings as ''Super Smash Bros. 4'', where his neutral infinite was slower. This can be easily heard by slowing down the game's speed, where the 5-swing sound sequence can be heard.
*When Meta Knight is [[poison]]ed or [[curse]]d, his eyes become slightly smaller than usual. This may suggest that he is surprised in a similar vein to {{SSBU|Yoshi}}, Kirby, {{SSBU|Daisy}}, {{SSBU|Diddy Kong}}, {{SSBU|Olimar}}, or {{SSBU|Pac-Man}}.
*Meta Knight is the only fighter whose eyes glow a color other than yellow when [[perfect shield]]ing or while capable of using a [[Final Smash]]. In his case, they glow red; this may be a reference to ''{{iw|wikirby|Kirby: Right Back at Ya!}}'', in which Meta Knight's eyes turn red when he is angry. This also makes Meta Knight's P5 and {{iw|wikirby|Galacta Knight}} alternate costumes his only costumes in which his eye color does not change via perfect shielding or while capable of using a Final Smash.
*Meta Knight, {{SSBU|Inkling}}, {{SSBU|Hero}}, {{SSBU|Banjo & Kazooie}}, {{SSBU|Sephiroth}}, {{SSBU|Pyra}}, {{SSBU|Mythra}}, and {{SSBU|Sora}} are the only fighters who use their walking animations when navigating through the map in [[World of Light]].
*When Meta Knight is [[poison]]ed or [[curse]]d, his eyes become slightly smaller than usual. This may suggest that he is alarmed in a similar vein to {{SSBU|Yoshi}}, Kirby, {{SSBU|Daisy}}, {{SSBU|Diddy Kong}}, {{SSBU|Olimar}}, or {{SSBU|Pac-Man}}.
**Out of all of them, Meta Knight is the only one of who is a [[veteran]].
*Meta Knight, {{SSBU|Inkling}}, {{SSBU|Joker}}, {{SSBU|Hero}}, {{SSBU|Banjo & Kazooie}}, {{SSBU|Sephiroth}}, {{SSBU|Pyra}}, {{SSBU|Mythra}}, and {{SSBU|Sora}} are the only fighters who use their walking animations when navigating through the map in [[World of Light]].
**Out of all of them, Meta Knight is the only one who is a [[veteran]].
*Excluding Sephiroth, who is a DLC fighter, Meta Knight and {{SSBU|Wario}} are the only playable antagonists that are not fought by their respective main protagonists in {{SSBU|Classic Mode}}. Unlike Sephiroth, Wario has been an anti-hero following ''{{iw|mariowiki|Super Mario Land 2: 6 Golden Coins}}'', and Meta Knight has been a hero by default following {{iw|wikirby|Revenge of Meta Knight}}.
*Excluding Sephiroth, who is a DLC fighter, Meta Knight and {{SSBU|Wario}} are the only playable antagonists that are not fought by their respective main protagonists in {{SSBU|Classic Mode}}. Unlike Sephiroth, Wario has been an anti-hero following ''{{iw|mariowiki|Super Mario Land 2: 6 Golden Coins}}'', and Meta Knight has been a hero by default following {{iw|wikirby|Revenge of Meta Knight}}.
*Meta Knight and Sephiroth are the only fighters to leave the victory screen after performing one of their victory poses.
*Meta Knight and Sephiroth are the only fighters to leave the victory screen after performing one of their victory poses.
*Meta Knight's Classic Mode route is somewhat similar to Pyra and Mythra's since each of them faces duos as opponents and their routes have the same opponents in some Rounds.
*Meta Knight's Classic Mode route is similar to Pyra and Mythra's, since each of them face off against duos as opponents, and their routes have the same opponents in some Rounds.
**Both also share the same boss, that being {{SSBU|Master Hand}} and {{SSBU|Crazy Hand}}, regardless of the difficulty level.
**Both also share the same boss, that being {{SSBU|Master Hand}} and {{SSBU|Crazy Hand}}, regardless of the difficulty level.
*When fighting off the 50 puppet fighter army as Master Hand in World of Light, Meta Knight is one of the 8 fighters fought there, being affiliated with Dharkon.
*When fighting off the 50 puppet fighter army as Master Hand in World of Light, Meta Knight is one of the 8 fighters fought there, being affiliated with Dharkon.
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