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Meta Knight (SSBU)

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Revision as of 02:10, June 1, 2019 by MetaKing (talk | contribs) (→‎Throws/other attacks: Pretty confident in saying MK has the shortest grab range in the game, cuz even other characters with short grabs like Ganon or Mega Man don't miss point-blank as badly as this: https://twitter.com/walc_a/status/1119655776778194)
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This article is about Meta Knight's appearance in Super Smash Bros. Ultimate. For the character in other contexts, see Meta Knight.
Meta Knight
in Super Smash Bros. Ultimate
Meta Knight SSBU.png
KirbySymbol.svg
Universe Kirby
Other playable appearances in Brawl
in SSB4

Availability Unlockable
Final Smash Darkness Illusion
MetaKnightHeadSSBU.png
This fighter not only has tons of quick moves, he can perform a midair jump five times! All his special moves have a recovery aspect, so use them at the right time. His Final Smash is Darkness Illusion, which unleashes a fast series of aerial attacks.
Super Smash Blog, Super Smash Bros. Ultimate Official Site

Meta Knight (メタナイト, Meta Knight) is a playable character in Super Smash Bros. Ultimate. He was confirmed on June 12th, 2018. Meta Knight is classified as fighter #27.

As in SSB4, Eric Newsome and Atsushi Kisa'ichi's performances from Brawl were repurposed for the English and Japanese versions of Ultimate, respectively.

How to unlock

Complete one of the following:

  • Play VS. matches, with Meta Knight being the 38th character to be unlocked.
  • Clear Classic Mode with Link or any character in his unlock tree, being the fourth character unlocked after Simon.
  • Have Meta Knight join the player's party in World of Light.

With the exception of the third method, Meta Knight must then be defeated on Halberd.

Attributes

Meta Knight combines several unusual traits. He has multiple jumps, but unlike other characters who share this ability, he has strong mobility, comprising fast dashing and walking speeds, high falling speed and gravity, and average air speed. He is also the only small character to use a sword, which gives his attacks a bit more range relative to his stature. Overall, unlike other characters with multiple jumps, Meta Knight is neither wanting for speed nor range.

As expected, Meta Knight's playstyle relies heavily on his speed, both in terms of mobility and frame data. His low, quick short hop and fast, low lag aerials allow him to continuously apply pressure to opponents at close range. He is not lacking in grounded pressure either, having a fast down-tilt that can trip, and a dash attack that can cross-up shields, and both of these moves are capable of setting up combos. If Meta Knight finds himself on the defensive, he has several options to relieve pressure, such as a fast, decently long-ranged forward-tilt for countering aerial approaches, a fast, long-lasting, and strong neutral aerial, and the fastest down aerial in the game. For attacks that are poorly spaced, he can opt for a grab, from which he has a down and forward throw that can both start combos until mid-percents, a back throw to set up edge-guards, and an up throw that can kill at very high percentages.

While his damage output per hit is not impressive, Meta Knight's speed and jumps allow him to rack up damage through combos at lower percents and chase opponents through the air through to higher damages, punishing their escape options. His dash attack and down throw can combo into an up smash or aerials at lower damages, while his up aerial can link into other aerials or his up special. Even after his opponents are launched too far for a true combo, he can continue pressuring them by punishing their air dodges and landing options through effective use of his aerials, dash attack, and up tilt. Thanks to his flexible aerial mobility, he has little trouble chasing opponents offstage, and his aerials are well-suited to edge-guarding. Neutral aerial has a lingering hitbox and strong knockback, back aerial is fast with high power, and down aerial is a safe semi-spike than can gimp unusually early.

Meta Knight's edge-guarding prowess is mainly courtesy of his recovery, which is arguably the best in the game. In addition to having five jumps and passable air speed, his special moveset is full of recovery options. Shuttle Loop, his up special and main recovery method, is fast, offers high vertical recovery, and has a large hitbox. Mach Tornado and Drill Rush travel far horizontally and with long-lasting active hitboxes, and the latter can be angled. Dimensional Cape allows Meta Knight to cover distance in any direction while invisible, and offers the option to attack upon reappearing. Such options grant him the ability to vary his recovery to make it incredibly difficult to punish him offstage, let alone gimp him.

Meta Knight does have several weaknesses. His attacks generally have very few active frames, forcing him to be extremely precise with his moves lest his opponent punish him. Despite being a lightweight, Meta Knight's falling speed, gravity and unusually round hurtbox make him highly vulnerable to combos, which combined with his low weight grants him poor overall endurance. Though he has a strong, safe-finisher in his forward smash, a fast, powerful back aerial and up smash, he has difficulty landing these moves. Forward smash has high-startup, making it easy to avoid, up smash is risky due to its ending lag, and back aerial has trouble connecting on grounded opponents. Furthermore, his up and back throws require rage and favorable positioning to kill at reasonable percentages. While Meta Knight's neutral game is fairly good, his lack of a projectile can be a thorn in his side, especially against zoning characters, such as Mega Man.

Overall, Meta Knight is at his best so long as he has his opponent in a disadvantaged state, being able to rack up damage well at lower percentages, before keeping the pressure on them through juggles and edge-guards. A player must be patient in finding an opening, as he cannot sustain much damage himself, and such patience is especially needed when his foe is at high percentages where Meta Knight may find difficulty in landing his finishers.

Changes from Super Smash Bros. 4

Meta Knight has received a mix of buffs and nerfs in the transition to Ultimate. His already strong mobility has been improved further, and the reduced lag on his aerial attacks improve his landing and combo game. The changes to air dodging and the general nerfs to recoveries across the cast greatly complement his attributes, offering more opportunities to exploit his offstage game, while his recovery and landing options remain among the best.

However, the changes to Meta Knight's dash attack, which he relied on in the previous game, have nerfed his combo and punish games. With the move having higher knockback, follow-ups are unreliable beyond lower percentages. The change also harms his KO'ing potential, making it harder to combo the move into Shuttle Loop at kill percentages. The nerfs to rage exacerbate this: while his endurance is slightly improved, he can no longer abuse the mechanic to secure early vertical KO's due to Shuttle Loop's first hit now having fixed knockback, and he has a harder time securing kills off of his throws. Like Captain Falcon, his increased traction also hinders his dash grab as an effective approach, punish and/or burst option, and removes his forward throw's combo potential. The changes to shield mechanics and introduction of parrying are another hindrance due to his reliance on multi-hit moves. Meta Knight does not benefit from the increased options out of a dash as much as other characters, since none of his tilts are reliable combo or kill moves, and outside of forward smash, his smashes are unsafe.

It is currently unknown how the changes will affect Meta Knight, as he has had very little tournament representation in the early Super Smash Bros. Ultimate meta, due to his high learning-curve and weaknesses.

Aesthetics

  • Change As with all veterans returning from Smash 4, Meta Knight's model features a more subdued color scheme. His mask, armor, and sword feature more detailed textures.
  • Change Galaxia's sword trails have reversed colors, using aqua with yellow accents instead of the yellow with turquoise accents from Smash 4.
  • Change Meta Knight's tornado trails are more opaque and incorporate more white accents than yellow.
  • Change His Galacta Knight-inspired alternate costume more closely resembles its inspiration: his mask becomes cross-shaped with red eyes, his spikes and insignia become yellow, and Galaxia turns pink like Galacta Knight's lance. Similarly, Galaxia turns silver with a blue gem when donning the Dark Meta Knight costume, his sabatons turn a darker red as opposed to the inaccurate purple of Smash 4, and his mask gains a scar and has paler eyes, much like his Mirror World doppelgänger.
  • Change Two of Meta Knight's victory animations were altered: one has him slashing with his sword, and the other has him flying around and dropping to the ground and striking a pose.
  • Change Meta Knight has a new sidestep animation, wrapping himself in his mantle during the dodge.
  • Change Meta Knight performs his up taunt faster.
  • Change Meta Knight's wings now droop or curl up when fast falling.
  • Bug fix Meta knight no longer grunts twice during his reeling animation.

Attributes

  • Buff Like all characters, Meta Knight's jumpsquat animation now takes three frames to complete (down from 4).
  • Buff Meta Knight walks faster (1.18 → 1.239).
  • Buff Meta Knight dashes much faster (1.9 → 2.09).
  • Buff Meta Knight's air speed is faster (0.99 → 1.04).
  • Buff Meta Knight's traction is higher (0.055 → 0.097).
  • Buff The new air dodge mechanics improve Meta Knight's juggling and edge-guarding abilities.
  • Buff Neutral air dodge's invulnerability ends 1 frame later (frame 25 → 26).
  • Nerf Neutral air dodge has much higher ending lag (FAF 31 → 47).
  • Nerf Spot dodge is slightly slower (frame 2 → 3).
    • Buff Its overall duration was not adjusted, meaning it also has 1 less frame of ending lag.
  • Nerf Forward roll's intangibility ends 1 frame earlier (frame 15 → 14).
  • Nerf Back roll has much higher ending lag (FAF 28 → 34).
  • Nerf The new shield mechanics make it easier to punish his multi-hit moves.

Ground attacks

  • Neutral attack:
    • Buff Neutral attack has significantly faster start-up (frame 7 → 4) and ending lag (FAF 35 → 31) and its animation is faster.
    • Buff Neutral infinite has larger hitboxes overall (5.8u/6.8u → 7u/6.5u).
    • Nerf Neutral infinite deals slightly less damage (1.2% → 1.0%).
    • Change Neutral infinite has an altered angle (60° → 361°).
    • Change Neutral infinite has less hitlag (1x → 0.5x).
    • Change Neutral finisher now consists of three small hitboxes instead of a single large hitbox (8u → 5u/6u/6u). However the total range of the move remains unchanged.
  • Dash attack:
    • Nerf Dash attack has altered knockback (70 (base)/90 (growth) → 65/65/67 (base)/107 (growth)). While this makes a situational KO move at very high percentages, this reduces its combo potential past lower percentages, and making it very difficult to combo into his up special for a KO. It also has reduced range (5.5u/5u/4.5u → 5u/4u/3.5u) and 1 more frame of ending lag (FAF 32 → 33).
    • Buff Dash attack deals more damage (5%/6% → 7%/7%/6%).
  • Forward tilt:
    • Buff The second hit has larger hitbox (3.5u → 4u).
    • Change The first two hits have altered knockback (hit 1: 8 (base)/88 (growth) → 25/20, hit 2: 8 (base)/88 (growth) → 20/20) and angles (hit 1: 68°/85° → 68°/88°, hit 2: 60°/80° → 60°/85°).
  • Change Forward smash has a modified sword trail that gives the trail spiked edges.
  • Buff Each hit of up smash deals more damage (3%/2%/4% → 4%/3%/5%), resulting in it dealing more total damage (9% → 12%), improving its KO potential, albeit with knockback growth compensated on the last hit (166 → 148).
  • Down smash:
    • Buff Down smash deals more damage (7%(front)/10%(back) → 10%/13%), improving its KO potential, albeit with knockback growth compensated on both hits (93 (both) → 77 (front)/78 (back)).
    • Buff The back hit of down smash has larger hitboxes (4.5u/4u →4.6u/4.6u).
    • Nerf The front hit of down smash has a smaller hitbox (4.5u/4u → 3.8u).

Aerial attacks

  • Buff All aerials have reduced landing lag (neutral: 16 → 7, forward: 16 → 10, back: 18 → 11, up: 18 → 9, down: 22 → 9).
  • Nerf Forward and back aerial's grounded only hitboxes on their first and second hits deal less damage (2.2% → 1.5%).
  • Nerf The final ht of back aerial has less knockback growth (212 → 198).
  • Change Up aerial's angles have been altered (69°/69°/52° → 67°/67°/50°), improving its combo potential into other aerials, but hinder its combo potential into itself and Shuttle Loop.

Throws/other attacks

  • Grabs:
    • Nerf All grabs have increased ending lag (standing: FAF 32 → 37, dash: FAF 40 → 45, pivot: FAF 38 → 40).
    • Nerf Dash and pivot grabs have slower start-up (dash: frame 9 → 11, pivot: frame 9 → 12).
    • Nerf Standing grab has significantly less range, now being the shortest in the game.
    • Nerf In a similar vein to Captain Falcon, due to Meta Knight's increased traction, dash grab does not cause him to retain as much horizontal momentum. This decreases its range.
  • Change Pummel is faster but deals less damage (3% → 1%).
  • Nerf Due to Meta Knight's increased traction no longer allowing him to retain horizontal momentum during throws, forward throw has lost its combo potential.

Special Moves

  • Mach Tornado:
    • Change Mach Tornado has updated visual effects, now slightly resembling how it looked in Brawl.
    • Buff Mach Tornado travels faster.
    • Buff Mach Tornado now has a windbox, giving it ability to gimp opponents.
    • Change Mach Tornado only hits once instead of being a multi-hit attack. This decreases its total damage output (22% → 12%/8%), but since its now a single hit this makes it much stronger than the previous final hit overall with knockback compensated (55 (base)/170 (growth) → 90/44 (clean hit)/70/60 (late hit)).
    • Change Mach Tornado now sends opponents horizontally (70° → 361°). This makes it capable of killing horizontally far earlier, being a very viable combo finisher and even an edgeguarding tool[1], but hinders its KO ability near the top blast zone.
    • Change Mach Tornado has more range that the previous multi-hits, but less range than the previous final hit (6u/11u → 9u).
  • Drill Rush:
    • Change Drill Rush's final hit now has visual effect.
    • Buff Drill Rush has an increased amount of possible hits (9 hits → 12) and minimally increased damage (1% → 1.1%), increasing it's overall damage (11% → 15.1%), increasing its KO potential, albeit with compensated knockback growth on the final hit (200 → 185).
    • Buff The hits from Drill Rush connect much better.
    • Buff The final hit of Drill Rush gained an extra, larger hitbox (6u/6u → 6u/6u/8u).
    • Change The multi-hits of Drill Rush have less hitlag (1x → 0.6x).
    • Change Drill Rush's final hit has a lower angle (60° → 40°).
    • Nerf Drill Rush now slows down significantly when hitting a shield. This hampers its ability to cross-up opponents, hindering its safety.
  • Shuttle Loop:
    • Buff Shuttle Loop goes higher.
    • Nerf Shuttle Loop's first hit now deals fixed knockback (grounded (early): 130/127/98/98 (base)/10 (growth) → 125/125/120/120 (fixed)/120 (growth), grounded (late): 90 (base)/10 (growth) → 100/80 (fixed)/120/100 (growth), aerial: 120/70 (base)/10 (growth) → 116/110/80 (fixed)/120/100 (growth)). While this would make it connect the same way regardless of percent, the fixed knockback means it no longer scales with percent, removing its ability to potentially hit opponents up to a higher position and lead to early KOs with the second hit, hindering the move's KO potential. This is further worsened by then fact that rage no longer affects moves with fixed knockback, hindering Meta Knight's ability to utilize the mechanic with Shuttle Loop.
    • Nerf Shuttle Loop's second hit connects less reliably with its first.
  • Dimensional Cape
  • Buff Dimensional Cape travels farther, making it better for recovery.
  • Buff The attack proportion of Dimensional Cape can now sweetspot the edge at the end of the attack.
  • Darkness Illusion:
    • Change Meta Knight has a new Final Smash, Darkness Illusion. It creates a surge of energy around Meta Knight which traps opponents, dragging them into the air, where Meta Knight clones himself to strike repeatedly, before finishing with a slash that sends opponents at a horizontal angle. It bears a resemblance to Upper Calibur, Meta Knight's strongest attack in Kirby: Star Allies, with the cross-lightning being similar to Kirby Super Star Ultra's version of Mach Tornado and Meta Knight's Shuttle Loop when combined with electricity in Kirby Star Allies.
    • Nerf The surge of energy from Darkness Illusion has less range than the cape from Galaxia Darkness. In addition, Darkness Illusion has lost the ability to hit others not trapped in the Final Smash, unlike Galaxia Darkness.

Update history

Super Smash Bros. Ultimate 1.1.0

  • Nerf Dash attack has more ending lag (FAF 32 → 33).

Moveset

Note: All numbers are listed as base damage, without the 1v1 multiplier.

  Name Damage Description
Neutral attack Flurry Attack 1% (loop), 2% (final hit) Performs an extremely fast series of slashes followed by a backflipping slash. It is notably one of the only neutral attacks in the game that consists solely of a neutral infinite. It appears to be based on the Meta Multithrust from Meta Knightmare Ultra, while its finisher is a possible reference to the Uppercut from the Sword ability in Kirby Super Star and Kirby Super Star Ultra, with the latter game naming it Meta Upper when it is used by Meta Knight.
Forward tilt   2% An inward slash followed by an outward slash, followed by an upward slash. Unlike the majority of tilt attacks (with an exception to the side tilts of Snake, Bayonetta and Piranha Plant, and the down tilts of the Belmonts), it functions like a neutral attack, as 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.
2%
4%
Up tilt   7% (sweetspot), 5% (sourspot) A spinning, upward thrust. There is a sweetspot located in Galaxia's tip. Has poor horizontal range, causing it to miss unless its used point-blank to the opponent.
Down tilt   5% A low sword thrust. May cause tripping and can lock at low percents.
Dash attack   7% (clean/mid), 6% (late) A sliding side kick.
Forward smash   16% An outwards slash. Due to it hitting on frame 24, it is his slowest standard attack in terms of start-up lag. In addition, its hitbox only lasts for 1 frame.
Up smash   4% (hit 1), 3% (hit 2), 5% (hit 3) A series of 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.
Down smash   10% (front), 13% (back) A spinning, low-angle outward slash on both sides of himself. Both hits are semi-spikes, which makes it useful for warding off pressure, punishing rolls, and launching opponents off-stage.
Neutral aerial   10% (clean), 7.5% A somersaulting slash with sex kick properties. It may be based on the Knight Spin from Meta Knightmare Ultra.
Forward aerial   1.5% (hits 1 and 2), 3% (hit 3) Performs three quick fanning slashes in front of himself.
Back aerial   1.5% (hits 1 and 2), 4% (hit 3) Performs three spinning outward slashes behind himself. When used during a fast-fall, the first two hits can drag midair opponents towards the ground.
Up aerial Midair Up Sweep 4% An upward arcing slash above himself. Based on his jumping attack from Kirby's Adventure.
Down aerial   6% A downward arcing slash below himself.
Grab   Reaches out with his free hand.
Pummel   1% Jabs with one of the talons on his cape's wings.
Forward throw 6% (hit), 3% (throw) A bicycle kick.
Back throw 7% (hit), 3% (throw) Teleports behind the opponent and then slashes their back, launching them away.
Up throw 10% (throw), 7% (landing) Performs the Air Drop from Kirby's Ninja ability. Unlike Kirby's up throw, the impact doesn't have an aesthetic explosion.
Down throw Trample 0.5% (hits 1-9), 1% (hit 10), 2% (throw) Performs the Fury Stomp from Kirby's Suplex ability. It is weaker compared to Kirby's down throw, and the duration is slightly slower.
Floor attack (front)   7% Slashes around himself.
Floor attack (back)   7% Slashes around himself.
Floor attack (trip)   5% Slashes around himself.
Edge attack   9% Performs an outward slash while climbing up.
Neutral special Mach Tornado 12% (clean), 8% (late) Spins rapidly and traps opponents in a tornado. Button mashing increases the move's duration and makes Meta Knight both ascend slightly; he can also move left and right. Unlike its previous versions, the tornado only consists of one hit. Using this move in midair renders Meta Knight helpless. It is based on the Mach Tornado attack from his boss fight in Kirby Super Star. It is also similar to Kirby's Tornado ability.
Side special Drill Rush 1.1% (hits 1-11), 3% (hit 12) Meta Knight rushes sideways, spinning in the fashion of a drill with Galaxia outstretched. 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 if he lands the last hit on an opponent or onto terrain. Based off of the attack of the same name from Kirby's Master ability.
Up special Shuttle Loop 9% (ground hit 1, clean), 6% (ground hit 1, late/ ground hit 2/ aerial hits 1 and 2) Meta Knight jumps high into the air, slashing with Galaxia pointed upwards. He then swoops downward and rises upward in a fast loop, slashing a second time during the ascent. The speed, range, and power of this move, as well as its follow-up potential, makes it one of Meta Knight's best KO moves. However, due to Meta Knight being left helpless, it is highly punishable if whiffed. Based off of the attack of the same name from Kirby's Wing ability, as well as Meta Knight's use of the move in Kirby's Return to Dream Land, Kirby: Planet Robobot, and Kirby Star Allies.
Down special Dimensional Cape 16% (grounded slash, advancing/stationary), 13% (grounded slash, retreating), 16% (aerial slash, advancing/stationary), 14% (aerial slash, retreating) Meta Knight wraps himself in his cape and teleports to the direction inputted. He is granted intangibility during the move's execution (frames 12-39). Holding the attack/special button, however, will have him perform a very powerful slash upon reappearing (frame 34). The damage depends on what direction he teleports. This move can also be used as a recovery option, though it does render Meta Knight helpless.
Final Smash Darkness Illusion 3% (trapping hit), 27.6% (flurry attack), 10% (launch) Meta Knight's cape turns into 2 pairs of wings as he raises Galaxia skyward. A lightning bolt strikes the sword 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 knocks the opponent away.


On-screen appearance

Idle poses

  • Adopts an wary, defensive stance. Sometimes resets by swinging Galaxia.
  • Pulls his cape in front of himself and then throws it back.

Taunts

  • Up taunt: Wraps himself in his cape and spins repeatedly, as if he is about to warp, while scoffing.
  • Side taunt: Says "Fight me!" (勝負だ!, Let's battle!) while slashing twice and then pointing Galaxia in front of himself.
  • Down taunt: Turns his cape into wings and spreads them out while shouting "Come!" (来いっ!) If he is facing left, he will perform the taunt while facing the background instead, similarly to how taunts function in SSB.

Victory poses

  • Performs three slashes with his sword, says "Come back when you can put up a fight." (もっと強くなって来い。, Come at me when you're stronger.). Afterwards, he wraps himself in his cape and rises offscreen. The way he exits is a reference to his defeat animation from the Kirby Superstar sub-game "Revenge of Meta Knight".
  • Flies into the scene in a decending circular motion. Upon landing, he transforms his wings into his cape and spreads it towards his left, saying "You've much yet to learn." (まだまだだな。, You're not yet ready.).
  • Performs two slashes and twirls his sword, saying "Victory...is my destiny." (これも宿命だ。 This, too, was destiny.).
Based on the short recurring theme that debuted in Kirby's Adventure and played when Kirby completed a stage or defeated a boss, performed with electric guitars and in quadruple meter.

In competitive play

Notable players

Classic Mode: Two Sides of the Same Coin

Meta Knight's opponents are fighters in a free-for-all against their dark counterparts.

Round Opponent Stage Music Notes
1 Link (x2) LinkHeadSSBU.pngLinkHeadBlackSSBU.png Bridge of Eldin (Ω form) Hidden Mountain & Forest The second Link is in his black costume, referencing Dark Link.
2 Pit PitHeadSSBU.png and Dark Pit DarkPitHeadSSBU.png Reset Bomb Forest Dark Pit's Theme
3 Captain Falcon (x2) CaptainFalconHeadSSBU.pngCaptainFalconHeadRedSSBU.png Port Town Aero Dive Fire Field The second Captain Falcon is in his red costume, referencing Blood Falcon.
4 Lucas LucasHeadSSBU.pngLucasHeadOrangeSSBU.png New Pork City Mother 3 Love Theme The second Lucas is in his orange costume, referencing Claus.
5 Samus SamusHeadSSBU.png and Dark Samus DarkSamusHeadSSBU.png Frigate Orpheon Multiplayer - Metroid Prime 2: Echoes
6 Meta Knight (x2) MetaKnightHeadPurpleSSBU.pngMetaKnightHeadGreySSBU.png Fountain of Dreams The World to Win The CPU uses the Galacta Knight and Dark Meta Knight costumes. If either are used by the player, default Meta Knight MetaKnightHeadSSBU.png takes their place.
Bonus Stage
Final Master Hand and Crazy Hand Final Destination Master Hand / Crazy Hand

Credits roll after completing Classic Mode. Completing it as Meta Knight has Meta Knight's Revenge accompany the credits.

Role in World of Light

Meta Knight's location in World of Light.
Finding Meta Knight in World of Light

Although Meta Knight does not appear in the World of Light opening cutscene, he was vaporized and later imprisoned alongside the rest of the fighters (except 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. To find him, the player must traverse throughout the Mysterious Dimension sub-area and is necessary to defeat to advance on toward the boss.

Fighter Battle

No. Image Name Type Power Stage Music
27
Meta Knight SSBU.png
Meta Knight Attack 11,800 Halberd (Ω form) Meta Knight's Revenge

Template:-

Spirits

Meta Knight's Fighter Spirit can be obtained by completing Classic Mode. It is also available periodically for purchase in the shop for 500 coins. Unlocking Meta Knight in World of Light allows the player to preview the spirit below in the Spirit List under the name "???". As a Fighter Spirit, it cannot be used in Spirit Battles and is purely aesthetic. Each Fighter Spirit has an alternate version that replaces them with their artwork in Ultimate.

In Spirit battles

As the main opponent

Spirit Battle parameters
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music
101 Dimentio Paper Mario series Meta Knight MetaKnightHeadPinkSSBU.png
Luigi LuigiHeadPurpleSSBU.png
Grab
3,800 Paper Mario •Attack power ↑ •The enemy has increased attack power after a little while
•The enemy deals damage when falling
•The enemy is giant
Battle! - Paper Mario: Color Splash
306
Bandit Spirit.png
Bandit Yoshi series Meta Knight MetaKnightHeadNavySSBU.png
Grab
3,300 Yoshi's Island N/A •The enemy favors grabs and throws Obstacle Course - Yoshi's Island
309 Grim Leecher Yoshi series Meta Knight MetaKnightHeadNavySSBU.png
Grab
1,800 Yoshi's Island •Hazard: Left Is Right, Right Is Left •Left and right controls will suddenly reverse Obstacle Course - Yoshi's Island
343 Dark Matter Kirby series Meta Knight MetaKnightHeadNavySSBU.png
King Dedede KingDededeHeadGreySSBU.png
Attack
13,500 Halberd (Ω form) •Assist Trophy Enemies (Nightmare) •The enemy's melee weapons have increased power
•The enemy can unleash powerful critical hits at random
Stamina battle
02 Battle
374
Meta Knights Spirit.png
Meta-Knights Kirby series Meta Knight (×4) (MetaKnightHeadNavySSBU.pngx3, MetaKnightHeadRedSSBU.png)
Neutral
8,800 Halberd (Ship deck) N/A Stamina battle
•Reinforcements will appear during the battle
•The enemy starts the battle with a Killing Edge
Meta Knight's Revenge
539 Aegislash Pokémon series •Gold Meta Knight MetaKnightHeadWhiteSSBU.png (×2)
Attack
4,000 Kalos Pokémon League (hazards off) N/A •The enemy's melee weapons have increased power
•Timed battle
•Reinforcements will appear after an enemy is KO'd
Battle! (Trainer Battle) - Pokémon X / Pokémon Y
987
Vega.png
Vega Street Fighter series Meta Knight MetaKnightHeadNavySSBU.png
Attack
9,100 Arena Ferox (Ω form) •Jump Power ↓ Stamina battle
•All fighters have reduced jump power
•The enemy loves to jump
Vega Stage Type A
1,019
Maskedlumen.png
Masked Lumen Bayonetta series •Giant Meta Knight MetaKnightHeadWhiteSSBU.png
Shield
4,100 Umbra Clock Tower •Item: Timer •The enemy is giant The Legend Of Aesir
1,068
Medusa.png
Medusa Head Castlevania series Meta Knight MetaKnightHeadNavySSBU.png
•Tiny Mewtwo MewtwoHeadCyanSSBU.png (x5)
Attack
3,600 Dracula's Castle •Move Speed ↓ •You have reduced move speed after a little while
•The enemy falls slowly
•Defeat an army of fighters
Starker / Wicked Child
1,072 Carmilla Castlevania series •Giant Meta Knight MetaKnightHeadNavySSBU.png
Shield
2,100 Dracula's Castle •Defense ↑
•Invisibility
•The enemy is invisible
•The enemy has increased defense after a little while
•The enemy is giant
Dwelling of Doom

As a minion

Spirit Battle parameters Inspiration
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music Character
205
Skullkid.png
Skull Kid The Legend of Zelda series Mii Brawler MiiBrawlerHeadSSBU.png (Skull Kid's Hat, Skull Kid's Outfit)
Meta Knight (×2) (MetaKnightHeadNavySSBU.pngMetaKnightHeadPinkSSBU.png)
Grab
4,000 Distant Planet (hazards off) Assist Trophy Enemies (Skull Kid)
•Hazard: Fog
•Defeat the main fighter to win
•The stage is covered in fog
•Hostile assist trophies will appear
Saria's Song / Middle Boss Battle Tatl and Tael
310
Roger Ghost Spirit.png
Roger the Potted Ghost Yoshi series •Giant Wii Fit Trainer WiiFitTrainerHeadMaleRedSSBU.png
Meta Knight MetaKnightHeadGreenSSBU.png (×2)
Shield
4,400 Dracula's Castle (Ω form) •Hard to Launch
•Jump Power ↓
•Hazard: High Gravity
•Timed Stamina battle
•Defeat the main fighter to win
•All fighters have reduced jumping ability
Yoshi's Island (Brawl) Green Shy Guy
358
Susie Spirit.png
Susie Kirby series Isabelle IsabelleHeadPinkSSBU.png
•Metal Meta Knight MetaKnightHeadNavySSBU.png
Shield
3,400 Halberd N/A •The enemy is metal Pink Ball Activate! Mecha Knight

Alternate costumes

Meta Knight Palette (SSBU).png
MetaKnightHeadSSBU.png MetaKnightHeadWhiteSSBU.png MetaKnightHeadRedSSBU.png MetaKnightHeadGreenSSBU.png MetaKnightHeadNavySSBU.png MetaKnightHeadPinkSSBU.png MetaKnightHeadPurpleSSBU.png MetaKnightHeadGreySSBU.png

Gallery

Character Showcase Video

Trivia

  • Meta Knight's stock icon is one of four to show the character's eyes, the others being Kirby, R.O.B. and Sonic.
  • Meta Knight is the only character whose eyes glow a color other than yellow when using his Final Smash. In his case, they glow red due to his eyes already glowing yellow.
  • Meta Knight and Wario are the only playable antagonists that are not fought by their respective main protagonists in Classic Mode. However, both characters are anti-heroes to some degree, as Meta Knight is an ally to Kirby more often than not.

References