SSBU Icon.png

Meta Knight (SSBU)/Neutral special

Hitbox visualization showing Meta Knight's neutral special, Mach Tornado.
This article is about the hitbox visualization in Super Smash Bros. Ultimate. For the move itself, see Mach Tornado.
Competitive.png This article or section may require competitive expertise.
You can discuss this issue on the talk page or edit this page to improve it.

OverviewEdit

Update HistoryEdit

  8.0.0

  •   Mach Tornado's clean hit has a longer duration.

HitboxesEdit

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
Clean hit
0 0 0 12.0% 0   Standard 90 44 0   9.0 top 0.0 8.0 0.0 1.2× 1.0× 0%               Slash   All All            
1 1 0 0.0% 0   Standard 30 100 0   15.0 top 0.0 10.0 0.0 1.2× 1.0× 0%               None   No item All            
Late hit
0 0 0 8.0% 0   Standard 70 60 0   9.0 top 0.0 8.0 0.0 1.2× 1.0× 0%               Slash   All All            
1 1 0 0.0% 0   Standard 30 100 0   15.0 top 0.0 10.0 0.0 1.2× 1.0× 0%               None   No item All            

TimingEdit

The attack can be extended by mashing the special move button, which also affects the duration of the clean hit. The timings shown are for the shortest and longest possible durations.

Clean hit 12-25 (shortest)
12-24 (longest)
Late hit 26-46 (shortest)
25-79 (longest)
Windbox 12-46 (shortest)
12-79 (longest)
Animation length 104 (shortest)
137 (longest)
Shortest                                                                                                                                                                                                                                                                                   
                                                                                                                                                                                                                                                                                 
Longest                                                                                                                                                                                                                                                                                   
                                                                                                                                                                                                                                                                                 

Helplessness landingEdit

Interruptible 30
Animation length 30
                                                           
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Hitbox change
 
Flinchless hitbox
 
Interruptible

Differences for Kirby's Copy AbilityEdit

  •   The landing animation is longer (30 frames → 40), increasing the time before Kirby can activate a held Assist Trophy after it.

ParametersEdit

To determine the duration of the attack portion, the move encodes a value known as rotation speed, which is affected by several intricate factors. Rotation speed starts at 130 when initiated, and decays by 2 every following frame (frame 13 onward), with the attack portion stopping if the value drops to 60 or lower. Mashing the special move button increases rotation speed by 7 per input, though it still cannot exceed 130, and there are several limits to the inputs; a delay of at least 5 frames between them, a maximum of 20 inputs total, and a window of 60 frames (effectively frames 13-72 of the move) for inputs to be accepted. Furthermore, after the input window ends (frame 73 onward), the rotation speed's decay is increased to 3 per frame. This ensures that mashing can only extend the attack's duration for a certain amount of time.

The attack's hitbox timings also take the rotation speed into account. The late hit is actually coded to occur on frame 1550 of the attack portion (1100 prior to version 8.0.0), but for each real frame, the move advances an amount of frames equal to the current rotation speed. For example, with the initial speed of 130, the move advances from frame 12 to frame 142 within two real frames of its initiation, or from frame 1 to 131 of the attack portion specifically. This is why mashing to increase the rotation speed shortens the clean hit's duration instead of extending it.

Added upward speed on startup 0.7
Horizontal speed multiplier on startup 0.7
Maximum starting horizontal speed by stick input 1.5
Base horizontal acceleration 0.15
Maximum additional horizontal acceleration 0.8
Maximum horizontal speed 2.5
Friction 0.01
Gravity 0.05
Falling speed 0.5
Added upward speed by button press 0.9
Maximum upward speed 1.3
Initial and maximum rotation speed 130
Rotation speed decay per frame 2
Rotation speed to end attack 60
Added rotation speed by button press 7
Delay between button presses 5 frames
Maximum window for button presses 60 frames
Rotation speed decay per frame after input window ends 3
Maximum button press count 20
Horizontal speed multiplier on ending 0.7 (grounded)
0.9 (aerial)
Friction on ending 0.06 (grounded)
0.03 (aerial)
Maximum aerial horizontal speed on ending 0.9