Meta Knight (SSBU)/Forward tilt/Hit 1: Difference between revisions
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SuperSqank (talk | contribs) m (→Timing: Unlike with jabs, Meta Knight's forward tilt actually transitions on the same frame the script calls for it (tested in game to confirm). Not the frame after. It has been like this since Brawl.) |
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{{ArticleIcons|ssbu=y}} | {{ArticleIcons|ssbu=y}} | ||
[[File:MetaKnightFTilt1SSBU.gif|thumb| | [[File:MetaKnightFTilt1SSBU.gif|thumb|350px|Hitbox visualization showing Meta Knight's forward tilt 1.]] | ||
==Overview== | ==Overview== | ||
Line 10: | Line 10: | ||
|damage=2.0% | |damage=2.0% | ||
|angle=68 | |angle=68 | ||
|af=3 | |||
|bk=25 | |bk=25 | ||
|ks=20 | |ks=20 | ||
Line 28: | Line 29: | ||
|damage=2.0% | |damage=2.0% | ||
|angle=88 | |angle=88 | ||
|af=3 | |||
|bk=25 | |bk=25 | ||
|ks=20 | |ks=20 | ||
Line 48: | Line 50: | ||
|6 | |6 | ||
|- | |- | ||
! | !Continuability window | ||
|11 | |11-25 | ||
|- | |- | ||
!Interruptible | !Interruptible | ||
Line 60: | Line 62: | ||
{{FrameStripStart}} | {{FrameStripStart}} | ||
{{FrameStrip|t=Lag|c=5}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=4|e=LagContinuableS}}{{FrameStrip|t=Lag|c=15|s=LagContinuableE}}{{FrameStrip|t=Interruptible|c=9}} | {{FrameStrip|t=Lag|c=5}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=4|e=LagContinuableS}}{{FrameStrip|t=Lag|c=15|s=LagContinuableE}}{{FrameStrip|t=Interruptible|c=9}} | ||
|- | |||
{{FrameStrip|t=Blank|c=10}}{{FrameStrip|t=Continuable|c=15}}{{FrameStrip|t=Blank|c=9}} | |||
{{FrameStripEnd}} | {{FrameStripEnd}} | ||
{{FrameIconLegend|lag=y|hitbox=y|earliestcontinuable=y|interruptible=y}} | {{FrameIconLegend|lag=y|hitbox=y|continuable=y|earliestcontinuable=y|interruptible=y}} | ||
{{MvSubNavMetaKnight|g=SSBU}} | {{MvSubNavMetaKnight|g=SSBU}} | ||
[[Category:Meta Knight (SSBU)]] | [[Category:Meta Knight (SSBU)]] | ||
[[Category:Forward tilts (SSBU)]] | [[Category:Forward tilts (SSBU)]] |
Latest revision as of 15:45, July 13, 2022
Overview[edit]
Performs a quick forward slash in front of him. Good amount of range, the hitbox only appears for one frame. Buffering can quickly transition and connect reliably to the second and third hits. While it has good range, the hitboxes doesn't fully cover the slash of the attack.
Hitboxes[edit]
Timing[edit]
Hitboxes | 6 |
---|---|
Continuability window | 11-25 |
Interruptible | 26 |
Animation length | 34 |
Lag time |
Hitbox |
Continuable |
Earliest continuable point |
Interruptible |
|