SSBU Icon.png

Meta Knight (SSBU)/Side special

Hitbox visualization showing Meta Knight's side special, Drill Rush.
Hitbox visualization showing the final hit of Meta Knight's side special, Drill Rush.
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

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
Multihits
0 0 4 1.1% 0   Forward 50 50 45   3.0 top 0.0 13.5 6.0 0.6× 0.5× 0%               Slash   All All            
1 0 4 1.1% 0   Forward 80 50 30   3.0 top 0.0 2.0 6.0 0.6× 0.5× 0%               Slash   All All            
2 0 4 1.1% 0   Forward 50 50 45   3.0 top 0.0 13.5 6.0 0.6× 0.5× 0%               Slash   All All            
3 0 4 1.1% 0   Forward 80 50 45   3.0 top 0.0 2.0 6.0 0.6× 0.5× 0%               Slash   All All            
4 0 4 1.1% 0   Forward 25 50 0   3.5 haver 0.0 10.0 0.0 0.6× 0.5× 0%               Slash   All All            
5 0 4 1.1% 0   Forward 25 50 0   4.0 haver 0.0 5.0 0.0 0.6× 1.0× 0%               Slash   All All            
Final hit
0 0 0 3.0% 0   Forward 40 185 0   6.0 haver 0.0 10.0 0.0 3.0× 1.0× 0%               Slash   All All            
1 0 0 3.0% 0   Forward 40 185 0   6.0 haver 0.0 4.0 0.0 3.0× 1.0× 0%               Slash   All All            
2 0 0 3.0% 0   Forward 40 185 0   8.0 top 0.0 7.0 0.0 3.0× 1.0× 0%               Slash   All All            

TimingEdit

AttackEdit

The aerial version's finisher only comes out if any of the previous hits connected, and causes Meta Knight to bounce back on hit. The move enables ledge grabs from both sides starting on frame 47, and disables jostling during frames 26-69.

Crashing into a solid surface causes Meta Knight to skip immediately to the aerial final hit (frame 70), using the same bounce-off animation.

Multihits 26-69 (rehit rate: 4)
Final hit 70
Interruptible (grounded only) 99
Animation length 114
Grounded                                                                                                                                                                                                                                     
Aerial, missed                                                                                                                                                                                                                                     
Aerial, on hit                                                                                                                                                                                                                                     

LandingEdit

Interruptible 27
Animation length 27
                                                     
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Hitbox change
 
Interruptible

ParametersEdit

Horizontal speed multiplier on startup 0.5
Gravity on startup 0.08
Maximum angling per frame by stick input
Period the move can go off edges 24 frames
Travel speed multiplier when hitting a shield 0.7
Maximum speed decreases on shield 4
Maximum angling per frame after hitting a shield
Duration of reduced angling per frame after hitting a shield 20 frames
Maximum angle difference to crash into a surface 50°
Horizontal speed from final hit bounce-off -1
Vertical speed from final hit bounce-off 2.5
Helplessness air speed multiplier 0.6
Landing lag 26 frames