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Cardio Sports Exercise Stretching Equipment GO List of Tae Bo Steps April Redzic Updated June 13 2017 Originally developed by Billy Blanks a world karate champion and black belt Tae Bo became popular in Hollywood in the 1980s Blanks released his first Tae Bo DVD to the general public in 1998 Today virtually all gyms offer some version of cardio boxing As a form of exercise Tae Bo and other cardio boxing formats utilize the punches and kicks used in a kickboxing ring to create a dynamic cardiovascular and strengthtraining workout that burns on average 500 calories per hour The major steps in a class include hitting combinations and kicking combinations Defensive Stance You will begin your cardio boxing class in defensive stance with your feet shoulderwidth apart and your right foot about a foot ahead of your leftand then your left ahead of your right once you complete your combination on the right side of your body You should be light on your feet with your shoulders relaxed and your fists up to guard your face The entire class unless you are told otherwise is done with a closed fist Your fingers should be curled in and your thumb rests along your pointer middle and index finger Once your form is prepared Hits The major hits in a cardio boxing class are the jab punch also called a cross hook and uppercut The jab is the quickest hit To jab extend your front arm in direct line with your shoulder and twist your forearm at the contact point so that the palm part of your fist faces the floor Recoil quickly to your starting position To punch or cross you will create power with your back leg Pivot on your back foot as you twist your back leg at the hip toward your target and extend your back arm fully so that your back fist aims toward your target Recoil with control back to defensive stance To hook you create a circular motion with your front hand At your contact point the bottom palm of your fist and your forearm should be parallel with the floor Recoil at the end As with the punch the uppercut requires power from your back leg Pivot in the same way you would for the punch but this time create a circular motion with your shoulder joint drawing your fist behind your body along your side and ending with your fingers and knuckles facing toward the ceiling as if you were punching an opponent under the chin As with all punches quickly recoil back to your starting position Kicks Cardio boxing kicks engage the major muscle groups in your legs allowing you to raise your heart rate and become stronger at the same time The major kicks are front and side kicks To do a front kick begin again in defensive stance Shift your weight to your front foot draw your navel in toward your spine and kick forward with your back leg in a kneeheel motion For best form kick out as if you were actually kicking an opponent and contacting him or her with your heel To side kick stand facing a mirror Shift your weight to your left foot and shift your upper body toward the left like a pendulum as you bend your right knee and bring your right outer thigh parallel to the ceiling Kick out toward your right side in a kneeheel motion References Fitness Magazine Online Kickboxing Workout Sculpt Muscles and Blast Fat About the Author April Redzic has been an AFAAcertified fitness instructor and a Chicagobased freelance writer since 2001 having written for American Fitness Affluence Loyola and Spirit magazines The weekly womens fitness columnist for the Chicago Examiner she teaches group fitness at DePaul University She holds a bachelors degree in English and anthropology from Loyola University Chicago and a masters in nonprofit administration from Notre Dame Kickboxing Moves and Exercises Core Strengthening Exercises for Boxing How to Become Physically Fit for Boxing Kickboxing Workout Routine Boxing Workout Routines Do Clap PushUps Make You Punch Better

O O O O O O O O B I O O O O O O O O O O B I O O O O O O O B I O O O O O O O O O O O B I O O O O O O O O O O O O O O O B I O O O O O B I O O B I O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O B I O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O B I O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O B I O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O


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Axel

Achten

Posted

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SSCAddicted

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Our

programmers

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able

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tables

views

etc

in

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databases

they

designed

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want

to

grant

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of

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Kind

regards

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vbenus

Posted

years

ago

SSC

Eights

Group

General

Forum

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Points

Visits

Hi

try

stored

ptocedure

Kindest

Regards

vbenus

Quote

Axel

Achten

Posted

years

ago

SSCAddicted

Group

General

Forum

Members

Points

Visits

I

tried

them

but

they

asume

everybody

knows

all

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commands

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rephrase

does

anyone

have

a

list

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all

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Regards

Quote

Graham

Cottle

Posted

years

ago

SSC

Eights

Group

General

Forum

Members

Points

Visits

I

cant

supply

a

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speak

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experience

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of

this

I

find

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hardship

these

days

Quote

ferrell

Posted

years

ago

SSC

Journeyman

Group

General

Forum

Members

Points

Visits

Grasshopper

Would

you

be

willing

to

share

your

stored

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ownership

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Thanks

Quote

Graham

Cottle

Posted

years

ago

SSC

Eights

Group

General

Forum

Members

Points

Visits

No

problem

at

all

enjoy

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to

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Grant

access

as

required

CREATE

PROCEDURE

AS

declare

strExecLine

nvarchar

declare

strName

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declare

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declare

intRowid

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set

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tables

create

a

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tables

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tables

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tables

select

sysobjectsname

sysusersname

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sysobjects

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execute

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change

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grant

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select

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intRowid

strName

strOwner

from

tables

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dbo

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select

strExecLine

strName

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print

strExecLine

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strExecLine

end

revoke

access

before

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it

select

strExecLine

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all

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strName

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public

exec

strExecLine

grant

access

as

required

select

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grant

select

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exec

strExecLine

Add

in

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permissions

here

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update

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set

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intRowid

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tables

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create

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views

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views

select

sysobjectsname

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sysobjects

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select

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top

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views

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select

strExecLine

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strExecLine

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access

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it

select

strExecLine

revoke

all

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strName

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public

exec

strExecLine

grant

access

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required

select

strExecLine

grant

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public

exec

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update

views

set

where

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table

views

stored

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table

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all

the

user

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create

table

procs

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nvarchar

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procs

select

sysobjectsname

sysusersname

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change

owner

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grant

while

exists

select

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procs

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begin

select

top

intRowid

strName

strOwner

from

procs

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strOwner

dbo

begin

select

strExecLine

strName

dbo

print

strExecLine

exec

strExecLine

end

revoke

access

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it

select

strExecLine

revoke

all

on

strName

from

public

exec

strExecLine

select

strExecLine

grant

execute

on

strname

to

public

exec

strExecLine

update

procs

set

where

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drop

table

procs

User

Defined

functions

create

a

temporary

table

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hold

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list

of

all

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user

defined

functions

create

table

udfs

int

identity

nvarchar

nvarchar

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insert

into

udfs

select

sysobjectsname

sysusersname

from

sysobjects

inner

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on

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and

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owner

and

the

grant

while

exists

select

from

udfs

where

begin

select

top

intRowid

strName

strOwner

from

udfs

where

if

strOwner

dbo

begin

select

strExecLine

strName

dbo

print

strExecLine

exec

strExecLine

end

revoke

access

before

regranting

it

select

strExecLine

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all

on

strName

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exec

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grant

execute

on

strname

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strExecLine

update

udfs

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where

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udfs

Quote

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Achten

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Oh

boy

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happy

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guys

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Quote

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I

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it

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the

existing

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need

changed

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an

Invalid

object

name

error

if

strOwner

existingname

begin

select

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existingname

strName

dbo

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Meta

Knight

From

SmashWiki

the

Super

Smash

Bros

wiki

navigation

This

article

is

about

Meta

Knights

appearance

in

Super

Smash

Bros

For

the

character

in

other

contexts

see

Meta

Knight

Meta

Knight

in

Super

Smash

Bros

Universe

Kirby

Other

Smash

Bros

appearances

in

Brawl

in

Ultimate

Starter

Final

Smash

Galaxia

Darkness

Tier

B

Meta

Knight

メタナイト

Meta

Knight

is

a

playable

character

in

Super

Smash

Bros

After

initially

being

teased

as

a

Mii

Fighter

costume

in

a

Directors

Room

Miiverse

post

on

August

his

return

to

the

series

was

announced

in

a

Directors

Room

Miiverse

post

two

days

later

Eric

Newsome

and

Atsushi

Kisaichi

both

reprise

their

roles

as

Meta

Knights

voice

actors

in

the

English

and

Japanese

releases

respectively

albeit

via

voice

clips

recycled

from

Super

Smash

Bros

Brawl

Meta

Knight

is

currently

ranked

out

of

on

the

tier

list

placing

him

in

the

B

tier

This

is

a

moderate

drop

from

his

toptier

placement

in

Brawl

where

he

was

ranked

out

of

Meta

Knights

already

impressive

mobility

has

been

improved

his

already

fast

dashing

and

falling

speeds

have

become

even

faster

while

his

extremely

slow

air

speed

has

become

drastically

faster

Meta

Knights

overall

frame

data

remains

extremely

fast

and

Galaxia

grants

him

disjointed

range

which

collectively

enable

him

to

retain

his

formidable

combo

game

and

edgeguarding

potential

Incidentally

he

also

boasts

an

impressive

recovery

in

addition

to

his

multiple

double

jumps

all

of

his

special

moves

are

reliable

at

bringing

him

back

onstage

However

Meta

Knight

received

heavy

nerfs

in

the

transition

to

likely

owing

to

his

dominance

in

Brawl

His

outstanding

frame

data

and

range

longdistanced

recovery

and

overall

damage

output

have

been

toned

down

while

his

approach

has

been

weakened

because

of

the

total

removal

of

Galaxia

s

transcendent

priority

When

combined

with

his

continued

lack

of

a

projectile

these

changes

result

in

Meta

Knight

having

a

more

difficult

time

overcoming

camping

strategies

Meta

Knights

very

quick

falling

speed

is

also

a

doubleedged

sword

while

it

is

an

important

aspect

of

his

mobility

it

is

also

detrimental

because

of

his

light

weight

as

it

leaves

him

vulnerable

to

both

combos

and

KOs

His

endurance

is

also

exacerbated

by

the

nerfs

to

his

recovery

with

the

most

notable

example

being

the

removal

of

gliding

Regardless

Meta

Knight

retains

many

of

his

key

advantages

from

Brawl

which

have

enabled

him

to

secure

strong

tournament

representation

and

results

Contents

Attributes

Changes

from

Brawl

Aesthetics

Attributes

Ground

attacks

Aerial

attacks

Throwsother

attacks

Special

moves

Moveset

Onscreen

appearance

Taunts

Idle

poses

Crowd

cheer

Victory

poses

In

competitive

play

Official

Custom

Moveset

Project

Notable

players

Inactive

Tier

placement

and

history

Trophies

In

Event

Matches

Solo

Events

Coop

Events

Alternate

costumes

Gallery

Trivia

Attributes

Meta

Knight

is

an

unusual

blend

of

character

archetypes

He

is

very

small

to

the

point

of

being

roughly

the

same

size

as

Kirby

and

is

the

ninth

lightest

character

yet

he

has

the

tenth

highest

gravity

and

an

unusually

fast

falling

speed

Like

his

fellow

Kirby

representatives

Meta

Knight

has

multiple

double

jumps

but

unlike

most

other

characters

who

share

this

trait

his

mobility

is

overall

fast

he

has

above

average

walking

speed

fast

dashing

speed

and

average

air

speed

and

air

acceleration

Due

to

it

lasting

frames

Meta

Knights

initial

dash

animation

is

relatively

long

which

gives

him

a

slow

extended

dashdance

and

a

long

foxtrot

However

his

perfect

pivot

is

rather

long

and

therefore

useful

for

repositioning

and

evading

attacks

Meta

Knight

also

benefits

from

a

jumpsquat

that

is

frames

long

as

well

as

a

low

short

hop

which

enable

him

to

transition

very

quickly

between

his

ground

and

air

games

As

such

Meta

Knights

mobility

is

the

most

wellbalanced

among

characters

of

his

archetypes

Meta

Knights

most

valued

strength

is

his

frame

data

much

like

Sheik

and

Luigi

the

overwhelming

majority

of

his

attacks

have

little

delay

either

in

regard

to

startup

ending

lag

or

both

In

fact

all

but

four

of

his

moves

have

fewer

than

frames

of

startup

and

their

generally

low

ending

lag

is

quite

unusual

for

a

swordsman

Meta

Knights

sword

Galaxia

also

grants

him

disjointed

range

His

dash

attack

is

a

reliable

approach

option

thanks

to

its

low

ending

lag

disjointed

range

and

the

speed

boost

it

grants

His

dash

grab

covers

a

long

distance

making

it

relatively

hard

to

punish

His

down

aerial

is

one

of

the

fastest

of

its

kind

while

his

forward

smash

has

low

ending

lag

making

both

useful

for

spacing

His

out

of

shield

options

are

also

a

defining

part

of

his

neutral

game

He

has

fast

longdistanced

rolls

and

Shuttle

Loop

and

his

down

aerial

are

quick

with

the

formers

power

making

it

deadly

against

opponents

who

land

punishable

moves

on

his

shield

He

can

also

opt

for

a

grab

which

gives

him

the

opportunity

to

start

combos

and

rack

up

heavy

damage

Altogether

these

traits

grant

Meta

Knight

an

decent

neutral

game

the

ability

to

mixup

his

approach

and

keep

his

opponents

guessing

Due

to

his

attack

speed

Meta

Knight

is

also

renowned

for

his

incredible

combo

potential

with

the

ability

to

get

very

early

KOs

with

guaranteed

followups

He

additionally

has

notable

finishers

his

forward

smash

has

high

power

and

very

low

ending

lag

making

it

spammable

and

hard

to

challenge

even

if

shielded

His

up

smash

is

one

of

the

fastest

smash

attacks

in

the

game

and

has

good

power

His

back

aerial

is

very

deadly

offstage

due

to

its

high

knockback

scaling

and

its

autolink

angle

allows

it

to

drag

opponents

downwards

while

edgeguarding

or

to

force

a

lock

Though

less

effective

Dimensional

Cape

neutral

aerial

and

up

throw

can

still

KO

However

his

Shuttle

Loop

is

his

most

frequently

used

KO

move

owing

to

the

numerous

setups

into

it

it

is

additionally

a

powerful

out

of

shield

option

due

to

its

speed

range

and

power

Boasting

five

midair

jumps

and

a

special

moveset

full

of

recovery

options

Meta

Knight

has

an

outstanding

recovery

Mach

Tornado

covers

a

large

amount

of

horizontal

recovery

especially

if

mashed

Drill

Rush

can

be

used

as

a

horizontal

recovery

and

can

be

angled

Shuttle

Loop

covers

a

high

amount

of

vertical

distance

and

grants

a

fully

controllable

amount

of

horizontal

distance

Dimensional

Cape

makes

Meta

Knight

invisible

and

allows

him

to

move

in

any

direction

making

it

the

most

unpredictable

move

in

his

arsenal

and

a

good

option

for

mindgames

His

recovery

when

combined

with

his

quick

and

disjointed

aerial

attacks

contributes

to

a

deadly

offstage

game

Furthermore

his

aerial

prowess

makes

him

among

the

most

difficult

characters

to

juggle

consistently

Meta

Knights

grab

game

is

effective

While

his

pummel

is

slow

and

his

standing

grab

range

is

short

the

former

is

highly

damaging

and

the

latter

is

made

up

for

by

his

longranged

dash

grab

His

forward

and

down

throws

can

combo

into

other

moves

even

at

higher

percentages

his

back

throw

is

useful

for

launching

opponents

offstage

and

his

up

throw

can

KO

at

very

high

percentages

so

long

as

it

lands

on

a

platform

Partly

due

to

his

throw

setups

Meta

Knight

possesses

a

good

combo

game

He

can

launch

opponents

into

the

air

with

his

dash

attack

Mach

Tornado

and

Shuttle

Loop

and

his

up

aerial

can

reliably

lead

into

his

other

aerials

His

back

aerial

uses

the

autolink

angle

allowing

Meta

Knight

to

drag

opponents

to

the

ground

and

jab

reset

with

his

down

tilt

and

the

latter

move

can

trip

opponents

and

lead

into

combos

before

opening

up

techchases

at

high

percentages

With

proper

mastery

of

his

combos

he

can

potentially

zerotodeath

his

opponents

most

infamously

with

the

Rufio

a

staple

combo

in

his

metagame

that

consists

of

a

series

of

up

aerials

which

can

then

lead

into

a

Shuttle

Loop

near

the

upper

blast

line

for

a

virtually

ensured

KO

Lastly

Meta

Knights

edgeguarding

potential

is

among

the

greatest

in

the

game

Neutral

and

back

aerials

have

longlasting

hitboxes

and

deal

high

knockback

Forward

aerial

has

long

range

a

favorable

launch

angle

and

decent

power

and

down

aerial

is

the

fastest

semispike

in

the

game

Due

to

these

moves

low

startup

and

ending

lag

Meta

Knight

can

perform

variations

of

the

wall

of

pain

without

fear

of

reprisal

thanks

to

his

recovery

practically

ensuring

his

safety

Lastly

he

also

has

the

aforementioned

zerotodeath

combo

which

is

particularly

potent

on

floaty

characters

However

Meta

Knight

has

noticeable

weaknesses

His

neutral

game

is

notoriously

linear

with

only

dash

attack

and

dash

grab

being

effective

approach

options

He

also

lacks

a

projectile

leaving

him

susceptible

to

camping

strategies

from

characters

such

as

Villager

His

disjointed

range

although

good

for

his

size

is

still

short

in

comparison

to

other

swordwielding

characters

making

it

necessary

to

rely

on

his

mobility

and

attack

speed

to

capitalize

on

openings

Lastly

his

fast

attack

speed

is

held

back

by

most

of

his

moves

having

very

shortlasting

hitboxes

with

forward

smash

down

smash

and

updown

aerials

hitboxes

lasting

only

frame

which

necessitates

proper

attack

timings

to

pull

off

effective

combos

His

combo

potential

is

limited

at

higher

percents

as

down

throw

is

easy

to

DI

and

dash

attack

has

high

knockback

scaling

forcing

him

to

rely

on

reads

to

land

followups

Meta

Knights

KO

combos

are

difficult

to

master

making

learning

them

crucial

for

success

Shuttle

Loop

is

also

highly

punishable

if

it

misses

difficult

to

use

without

a

read

or

setup

and

is

frequently

staled

and

his

KOing

combos

related

to

up

aerial

are

difficult

to

perform

consistently

Additionally

even

though

all

of

his

special

moves

are

useful

for

recovery

to

some

extent

when

used

correctly

they

leave

Meta

helpless

so

accuracy

is

crucial

Finally

despite

his

small

size

and

light

weight

his

rather

fast

falling

speed

the

unusual

shape

of

his

hurtbox

and

his

lack

of

a

reliable

combo

breaker

leave

him

surprisingly

susceptible

to

combos

especially

against

Sheik

and

Zero

Suit

Samus

At

the

same

time

his

endurance

is

poor

because

of

the

problematic

combination

of

his

light

weight

very

fast

falling

speed

and

high

gravity

collectively

hindering

his

ability

to

survive

strong

hits

Some

of

Meta

Knights

custom

moves

possess

a

few

benefits

Entangling

Tornado

draws

opponents

in

and

deals

more

knockback

but

also

has

much

more

startup

deals

much

less

damage

and

can

not

be

controlled

as

easily

Dreadful

Tornado

hits

much

harder

but

can

not

stall

him

in

the

air

and

is

slower

HighSpeed

Drill

is

faster

and

moves

further

but

can

not

be

aimed

and

has

less

power

Shieldbreaker

Drill

can

break

shields

very

reliably

but

can

not

be

used

to

attack

or

recover

effectively

Lazy

Shuttle

Loop

hits

even

harder

and

covers

much

more

distance

than

the

default

but

is

very

slow

making

it

difficult

unblockable

and

moves

farther

but

is

weaker

However

the

advantages

granted

are

much

more

situational

overall

and

sacrifice

the

versatility

of

the

default

specials

which

results

in

of

his

custom

options

being

especially

worthwhile

Overall

Meta

Knights

strengths

outweigh

his

flaws

by

a

good

amount

but

unlike

in

Brawl

he

is

essentially

a

highrisk

highreward

character

This

is

evident

with

his

high

learning

curve

as

his

most

notable

combos

require

precise

spacing

and

timing

to

pull

off

consistently

while

his

disadvantage

against

camping

often

forces

players

to

play

patiently

in

the

neutral

game

Yet

once

he

finds

an

opening

Meta

Knight

can

pose

a

significant

threat

once

players

find

an

opening

and

make

the

most

of

it

with

his

extensive

combo

game

and

strong

edgeguarding

ability

Changes

from

Brawl

Meta

Knight

was

infamous

for

being

by

far

the

best

character

in

Brawl

to

the

point

of

being

considered

by

many

as

broken

thanks

to

his

numerous

and

extreme

advantages

Possibly

as

a

result

Meta

Knight

was

nerfed

significantly

in

the

transition

to

Having

been

nearly

unmatched

in

Brawl

Meta

Knights

frame

data

has

been

toned

down

Many

of

his

attacks

now

have

slower

startup

lag

reduced

active

frames

and

higher

ending

and

landing

lag

with

his

up

aerial

being

a

good

example

in

all

these

aspects

His

range

has

been

shortened

which

makes

his

spacing

ability

much

weaker

and

thus

forces

him

to

adopt

a

more

aggressive

playstyle

To

further

compound

this

all

of

his

tilts

and

aerials

now

deal

less

damage

resulting

in

his

overall

damage

output

now

being

below

average

With

the

nerfs

to

several

of

his

most

pivotal

neutral

game

options

such

as

down

tilt

forward

aerial

and

Mach

Tornado

and

the

loss

of

gliding

and

the

transcendent

priority

on

his

moves

Meta

Knights

neutral

game

is

overall

significantly

worse

leaving

him

more

vulnerable

to

camping

and

zoning

especially

with

his

lack

of

a

projectile

The

removal

of

edgehogging

his

shorter

recovery

and

the

generally

improved

recoveries

of

the

majority

of

the

cast

have

collectively

hurt

Meta

Knights

edgeguarding

potential

and

the

loss

of

gliding

removes

some

of

his

offstage

mixups

With

his

faster

falling

speed

and

the

changes

to

hitstun

canceling

Meta

Knight

can

no

longer

momentum

cancel

and

is

more

vulnerable

to

combos

worsening

his

already

poor

endurance

However

Meta

Knight

has

received

some

noteworthy

buffs

His

already

good

mobility

has

been

improved

his

air

speed

is

drastically

faster

he

dashes

and

falls

faster

and

he

has

gained

a

new

movement

option

in

his

long

perfect

pivot

Several

of

his

attacks

are

stronger

most

notably

his

forward

and

up

smashes

back

aerial

and

Dimensional

Cape

Due

to

the

changes

to

hitstun

canceling

and

the

updated

gameplay

physics

Meta

Knight

can

perform

true

combos

more

reliably

and

his

grab

game

is

both

more

rewarding

and

more

consistent

somewhat

making

up

for

the

nerfs

to

his

damage

output

Meta

Knight

has

also

received

buffs

over

time

via

game

updates

and

while

they

are

helpful

they

do

not

nearly

compensate

for

the

loss

of

his

overwhelming

strengths

from

Brawl

making

him

one

of

the

few

characters

to

have

been

truly

nerfed

in

their

initial

transition

to

alongside

King

Dedede

Falco

Jigglypuff

Marth

and

Olimar

Due

to

retaining

the

majority

of

his

key

advantages

from

Brawl

however

Meta

Knight

is

widely

considered

to

be

a

viable

character

which

has

been

reflected

by

his

tournament

success

and

his

consistent

status

as

a

hightier

character

throughout

s

lifespan

Aesthetics

Meta

Knights

design

is

now

a

combination

of

his

official

artwork

for

Kirby

Squeak

Squad

and

Kirby

Super

Star

Ultra

and

his

appearance

in

Super

Smash

Bros

Brawl

His

gauntlets

are

from

Squeak

Squad

and

Super

Star

Ultra

and

the

polished

finish

of

his

mask

pauldrons

and

sabatons

are

from

Super

Star

Ultra

Additionally

his

pauldrons

and

sabatons

are

from

Brawl

Lastly

the

aesthetic

used

in

has

resulted

in

Meta

Knights

body

and

sabatons

being

more

vibrant

Meta

Knight

has

received

two

new

alternate

costumes

one

of

which

is

based

on

Galacta

Knight

The

sides

of

Meta

Knights

visor

are

now

curved

slightly

inward

instead

of

being

straight

his

sabatons

now

have

harness

bootstraps

and

very

minuscule

battle

damage

details

have

been

added

to

his

pauldrons

These

changes

are

original

to

Meta

Knights

eyes

do

not

move

as

freely

as

they

did

in

Brawl

Meta

Knights

sabatons

sound

clips

are

higher

pitched

Whenever

Galaxia

is

swung

its

blade

glows

white

instead

of

yellow

Additionally

its

trail

is

yellow

with

turquoise

accents

instead

of

whitish

gold

with

navy

blue

accents

Lastly

its

swings

sound

clips

are

lower

pitched

Up

taunts

animation

has

slightly

changed

Meta

Knight

now

emits

a

whitish

amber

tornado

around

himself

similarly

to

Mach

Tornado

It

also

has

updated

sound

effects

Defeated

No

Contest

animation

has

slightly

changed

Meta

Knight

now

claps

while

holding

Galaxia

instead

of

clapping

without

it

Attributes

Meta

Knight

is

heavier

Meta

Knight

walks

slower

Meta

Knight

dashes

faster

Meta

Knights

air

speed

is

faster

Meta

Knights

air

acceleration

is

slower

Meta

Knight

falls

faster

This

improves

his

vertical

endurance

but

makes

him

more

susceptible

to

combos

Meta

Knights

fast

falling

speed

is

faster

This

improves

his

air

game

and

makes

him

less

susceptible

to

juggling

Meta

Knights

gravity

is

higher

This

improves

his

aerial

mobility

but

hinders

his

vertical

endurance

Rolls

have

increased

intangibility

frames

frames

forward

frames

backward

Backward

roll

also

has

decreased

ending

lag

frame

Forward

roll

has

increased

ending

lag

frame

removing

its

status

as

the

fastest

roll

Sidestep

and

air

dodge

have

decreased

ending

lag

frame

sidestep

frame

air

dodge

Air

dodge

also

has

decreased

startup

lag

frame

Sidestep

and

air

dodge

have

decreased

intangibility

frames

frames

sidestep

frames

air

dodge

Soft

landing

is

faster

frames

Item

throw

is

weaker

Shield

and

rolls

animations

have

slightly

changed

Meta

Knight

now

wraps

himself

in

his

cape

when

performing

them

Jump

s

animation

has

slightly

changed

Meta

Knight

now

somersaults

forward

instead

of

at

an

angle

All

swordbased

attacks

have

lost

their

transcendent

priority

hindering

Meta

Knights

approach

However

he

can

now

cancel

out

projectiles

significantly

easier

The

changes

to

hitstun

canceling

both

help

and

hinder

Meta

Knight

They

improve

his

KO

and

combo

potential

but

make

him

much

more

susceptible

to

combos

because

of

his

heavier

weight

higher

gravity

faster

falling

speed

and

his

generally

slower

aerial

attacks

These

changes

also

prevent

him

from

performing

momentum

canceling

hindering

his

horizontal

endurance

The

strengthening

of

pivoting

improves

Meta

Knights

neutral

game

punishment

game

and

evasiveness

The

removal

of

gliding

hinders

Meta

Knights

recovery

Ground

attacks

Neutral

attack

now

deals

consistent

damage

far

Neutral

attack

has

a

decreased

SDI

multiplier

When

coupled

with

the

weakening

of

SDI

this

makes

it

significantly

more

difficult

to

escape

from

Neutral

attacks

finisher

has

been

improved

now

a

backflipping

slash

which

deals

considerably

more

base

knockback

Neutral

attacks

animation

has

slightly

changed

Meta

Knight

now

leans

slightly

farther

inward

while

swinging

Galaxia

This

new

animation

significantly

decreases

its

range

behind

Meta

Knight

Its

new

automatic

finisher

also

gives

it

recovery

time

and

much

more

extra

time

to

punish

Meta

Knight

from

behind

Dash

attack

deals

less

damage

although

its

knockback

was

compensated

scaling

Its

range

is

also

now

slightly

disjointed

Altogether

these

changes

improve

its

spacing

and

combo

potential

Dash

attack

has

increased

startup

frame

ending

lag

frame

and

a

shorter

duration

Forward

tilts

hits

connect

together

better

at

very

high

percentages

and

its

last

hit

has

altered

knockback

scaling

and

decreased

ending

lag

frame

Altogether

these

changes

improve

its

spacing

and

KO

potential

Forward

tilt

deals

less

damage

hit

hit

hit

hit

tip

hits

hit

its

first

hit

has

increased

startup

lag

frame

and

more

ending

lag

frame

and

its

first

two

hits

have

smaller

hitboxes

Forward

tilts

last

hits

angle

has

been

altered

This

improves

its

spacing

and

edgeguarding

potential

but

removes

its

setup

potential

Meta

Knight

now

vocalizes

during

each

of

forward

tilts

hits

instead

of

only

during

its

last

hit

Up

tilt

deals

less

damage

has

more

startup

lag

frame

and

its

duration

is

shorter

frames

Its

sweetspot

also

has

altered

knockback

scaling

significantly

hindering

its

KO

potential

Down

tilt

has

increased

ending

lag

frame

and

a

smaller

hitbox

It

also

does

not

move

Meta

Knight

forward

as

much

as

it

did

in

Brawl

Altogether

these

changes

hinder

its

spacing

potential

Due

to

having

a

consistent

hitbox

instead

of

a

sweetspot

or

a

sourspot

down

tilt

now

deals

consistent

damage

and

has

consistent

knockback

scaling

The

changes

to

locks

remove

down

tilts

ability

to

lock

opponents

indefinitely

Up

tilt

sweetspotted

forward

smash

forward

tilts

last

hit

and

up

smashs

last

hit

have

increased

hitlag

up

tilt

forward

smash

forward

tiltup

smash

This

makes

them

safer

on

shield

but

easier

to

DI

All

smash

attacks

have

shorter

durations

frames

forward

frames

up

frames

down

Forward

smash

deals

more

damage

and

receieved

a

sweetspot

that

deals

increased

knockback

scaling

significantly

improving

its

KO

potential

Its

ending

frames

can

also

be

interrupted

into

other

actions

making

it

much

harder

to

punish

Forward

smashs

animation

has

slightly

changed

Meta

Knight

now

draws

Galaxia

farther

back

and

slashes

outward

in

a

more

pronounced

motion

ending

the

slash

behind

himself

and

taking

a

while

to

readjust

to

his

neutral

stance

Up

smashs

hits

connect

together

better

and

its

last

hit

has

increased

knockback

scaling

improving

its

KO

potential

Up

smashs

animation

has

slightly

changed

Meta

Knight

now

slashes

upward

at

a

slightly

higher

height

Meta

Knight

only

vocalizes

after

his

forward

and

up

smashes

have

been

performed

While

this

seems

merely

aesthetic

it

generally

makes

them

less

reactable

Down

smash

deals

less

damage

back

although

the

back

hits

knockback

was

somewhat

compensated

scaling

Down

smashs

hitboxes

are

smaller

and

have

been

repositioned

lower

hindering

its

range

Due

to

its

angle

being

altered

down

smash

is

now

a

semispike

Down

smashs

animation

has

changed

Meta

Knight

now

slashes

inward

around

himself

while

spinning

once

This

new

animation

decreases

its

startup

lag

when

buffered

frame

front

frame

back

but

increases

its

ending

lag

frame

Down

smash

has

received

an

updated

voice

clip

which

was

previously

only

available

in

Brawl

s

Sound

Test

Aerial

attacks

All

aerials

have

decreased

interruptibility

frame

neutral

frame

forward

frame

back

frame

up

frame

down

In

particular

up

aerial

can

only

be

performed

once

with

a

short

hop

instead

of

three

times

All

aerials

have

increased

landing

lag

neutralforward

backup

down

All

aerials

have

increased

autocancel

frames

frame

neutral

frame

forward

frame

back

frame

up

frame

down

When

coupled

with

Meta

Knights

increased

falling

speed

neutral

forward

and

back

aerials

can

no

longer

autocancel

with

a

short

hop

Neutral

aerials

animation

has

slightly

changed

Meta

Knight

now

cartwheels

instead

of

somersaulting

This

new

animation

has

smaller

hitboxes

Clean

neutral

aerial

deals

less

damage

although

its

knockback

was

mostly

compensated

base

It

also

now

functions

like

a

proper

sex

kick

reducing

its

damage

potential

Late

neutral

aerial

deals

consistent

damage

and

has

increased

base

knockback

Neutral

forward

and

up

aerials

have

increased

startup

lag

frame

neutral

frame

forward

frame

up

Neutral

up

and

down

aerials

have

shorter

durations

frames

neutral

frames

up

frames

down

Forward

and

back

aerials

first

and

second

hits

deal

less

damage

aerial

Forward

aerials

last

hit

deals

less

damage

although

its

knockback

scaling

was

compensated

Forward

aerial

has

larger

hitboxes

and

its

last

hits

angle

has

been

altered

improving

its

spacing

and

edgeguarding

potential

Forward

and

back

aerials

last

hits

have

increased

hitlag

This

makes

them

safer

on

shield

but

easier

to

DI

Forward

aerial

is

now

properly

affected

by

stalemove

negation

This

improves

its

combo

potential

but

hinders

its

gimping

potential

Back

aerials

aerial

first

and

second

hits

now

use

the

autolink

angle

improving

its

edgeguarding

potential

and

granting

it

combo

potential

Its

last

hit

also

has

increased

knockback

scaling

significantly

improving

its

KO

potential

Up

aerial

deals

less

damage

although

its

knockback

was

somewhat

compensated

scaling

Its

angles

have

also

been

altered

Altogether

these

changes

improve

its

combo

potential

into

other

aerials

but

hinder

its

combo

potential

into

itself

and

Shuttle

Loop

Up

aerial

has

a

smaller

hitbox

and

its

SDI

multiplier

has

increased

Down

aerial

deals

less

damage

sides

both

although

its

center

hits

knockback

scaling

and

side

hits

base

knockback

were

compensated

center

sides

Down

aerial

also

has

smaller

hitboxes

and

one

of

its

sweetspots

has

been

removed

Due

to

their

angles

being

altered

down

aerials

early

and

late

hitboxes

are

also

no

longer

semispikes

Altogether

these

changes

hinder

its

spacing

and

edgeguarding

potential

Throwsother

attacks

All

grabs

have

increased

startup

frame

standing

frame

dash

frame

pivot

and

ending

lag

frame

standing

frame

dash

frame

pivot

The

changes

to

hitstun

canceling

significantly

improve

forward

throws

combo

potential

at

low

to

medium

percentages

Back

throws

animation

has

changed

Meta

Knight

now

uses

his

cape

to

warp

similarly

to

Dimensional

Cape

Up

throw

deals

less

damage

although

its

knockback

scaling

was

compensated

Up

throw

has

received

a

collateral

hitbox

during

its

landing

granting

it

utility

in

doubles

play

Down

throw

deals

less

damage

although

its

last

hits

knockback

was

somewhat

compensated

scaling

When

coupled

with

the

changes

to

hitstun

canceling

these

changes

improve

its

combo

potential

at

low

to

medium

percentages

but

hinder

its

combo

potential

at

high

percentages

Special

moves

Mach

Tornado

Drill

Rush

and

Dimensional

Cape

travel

less

recovery

distance

Mach

Tornado

s

last

hit

has

increased

base

knockback

improving

its

KO

potential

at

the

upper

blast

line

Mach

Tornado

has

a

shorter

duration

frames

increased

ending

frame

and

landing

lag

smaller

hitboxes

and

less

favorable

hitbox

placements

Altogether

these

changes

hinder

its

safety

and

make

it

more

susceptible

to

punishment

It

also

can

no

longer

edge

sweetspot

hindering

its

recovery

potential

Mach

Tornados

visual

effects

have

slightly

changed

Its

trail

is

now

noticeably

thinner

The

weakening

of

SDI

makes

Mach

Tornado

and

Drill

Rush

significantly

more

difficult

to

escape

from

Drill

Rush

s

hits

connect

together

better

and

its

last

hit

has

increased

knockback

scaling

significantly

improving

its

KO

potential

Its

last

hits

rebounding

jump

is

also

significantly

higher

improving

its

safety

Drill

Rush

has

increased

startup

lag

and

Meta

Knight

can

only

use

the

rebounding

jump

that

its

last

hit

grants

if

it

makes

contact

Mach

Tornado

and

Drill

Rushs

last

hits

and

Dimensional

Cape

have

increased

hitlag

Mach

Tornado

Drill

Rush

Dimensional

Cape

This

makes

them

safer

on

shield

but

easier

to

DI

Due

to

receiving

a

hitbox

during

its

second

ascent

Shuttle

Loop

deals

more

damage

late

aerial

Compared

to

Shuttle

Loops

first

hit

its

second

hit

has

different

knockback

grounded

aerial

scaling

Grounded

Shuttle

Loop

no

longer

grants

invincibility

on

startup

Aerial

Shuttle

Loop

has

decreased

startup

lag

frame

and

travels

much

more

vertical

distance

Aerial

Shuttle

Loops

angle

has

been

altered

This

improves

its

KO

potential

but

almost

completely

removes

its

edgeguarding

potential

Due

to

the

removal

of

gliding

aerial

Shuttle

Loop

now

renders

Meta

Knight

helpless

upon

completion

hindering

its

recovery

potential

Due

to

consisting

of

two

hits

instead

of

one

and

having

high

hitlag

it

is

also

easier

to

DI

The

changes

to

hitstun

canceling

improve

Meta

Knights

combo

potential

into

aerial

Shuttle

Loop

Dimensional

Cape

has

increased

damage

potential

and

knockback

scaling

granting

it

KO

potential

Additionally

it

has

increased

invincibility

frames

frames

nonattackframes

attack

improving

its

safety

Lastly

its

attacking

warp

upon

reappearing

positions

Meta

Knight

at

a

higher

height

and

has

larger

hitboxes

below

and

behind

him

Dimensional

Capes

animation

has

slightly

changed

Its

nonattacking

warp

now

has

Meta

Knight

face

the

opposite

direction

upon

reappearing

whereas

warping

downward

from

a

stationary

position

on

the

ground

also

no

longer

has

him

attack

behind

himself

Conversely

its

attacking

warp

now

has

Meta

Knight

perform

an

upward

slash

upon

reappearing

when

warping

backward

which

does

not

change

his

direction

whereas

his

prior

slash

animation

now

only

applies

to

a

stationary

or

vertical

orientation

Meta

Knight

also

holds

Galaxia

differently

during

the

attacking

warp

upon

reappearing

when

warping

forward

Infinite

Dimensional

Cape

has

been

removed

Galaxia

Darkness

no

longer

attacks

Meta

Knights

teammates

if

Team

Attack

is

turned

off

Galaxia

Darkness

visual

effects

have

changed

The

interior

of

Meta

Knights

cape

now

features

a

celestial

pattern

Update

history

Meta

Knight

has

been

buffed

via

game

updates

In

updates

and

his

damage

outputs

knockback

range

and

attack

speed

were

all

improved

Update

reduced

the

number

of

Galaxias

trails

on

his

moves

to

match

his

moves

hitboxes

considerably

improving

his

accuracy

The

specific

buffs

to

his

neutral

attack

forward

tilt

and

neutral

aerial

have

given

him

more

options

with

which

to

relieve

pressure

and

the

increased

power

of

his

neutral

and

back

aerials

have

enhanced

his

KO

and

edgeguarding

potential

Update

s

changes

to

shield

mechanics

have

also

been

beneficial

for

Meta

Knight

thanks

to

several

of

his

attacks

hitting

multiple

times

andor

having

high

hitlag

modifiers

most

notably

forward

aerial

forward

smash

and

Shieldbreaker

Drill

his

neutral

game

was

improved

and

his

weakened

out

of

shield

options

were

generally

compensated

While

these

buffs

do

not

make

Meta

Knight

nearly

as

potent

as

he

was

in

Brawl

they

are

still

helpful

additions

that

have

over

time

allowed

him

to

recoup

some

of

his

initially

weakened

offensive

potential

Furthermore

Meta

Knight

has

achieved

notable

tournament

success

thanks

to

these

buffs

However

update

nerfed

Meta

Knight

Although

its

decrease

of

forward

aerials

landing

lag

made

it

into

a

new

approach

option

it

altered

up

aerials

angle

and

increased

its

SDI

multiplier

both

of

which

make

it

much

harder

for

up

aerial

to

combo

into

itself

for

early

vertical

KOs

on

most

characters

However

the

same

update

and

update

also

brought

significant

nerfs

to

Sheik

Zero

Suit

Samus

and

Bayonetta

who

were

some

of

his

most

challenging

matchups

prior

to

these

updates

Overall

Meta

Knight

has

improved

since

the

initial

release

of

Neutral

aerial

deals

more

damage

late

Forward

aerials

first

two

hits

aerialonly

hitboxes

have

lower

set

knockback

and

no

longer

use

the

autolink

angle

leaving

them

unable

to

drag

opponents

down

and

set

up

locks

Last

hit

of

back

aerial

has

increased

knockback

scaling

Up

aerials

Y

offsets

increased

giving

it

more

vertical

range

Down

aerials

Y

offsets

and

Z

offsets

are

farther

apart

increasing

the

moves

range

and

coverage

below

Meta

Knight

The

sword

trails

of

up

aerial

and

down

aerial

match

the

hitboxes

better

Dimensional

Cape

has

a

more

horizontal

angle

and

higher

knockback

growth

improving

its

KO

potential

Down

throws

screen

shaking

effect

is

more

pronounced

Fixed

Dimensional

Cape

s

landing

lag

glitch

Neutral

attacks

loop

hits

deal

more

damage

its

loop

hits

knockback

scaling

decreased

its

last

hits

hitbox

size

increased

its

ending

lag

decreased

frame

its

SDI

multiplier

decreased

and

its

hitboxes

split

to

cover

more

space

Altogether

these

changes

improve

its

damage

racking

potential

range

and

safety

Forward

tilts

last

hit

deals

more

damage

and

its

last

hits

ending

lag

decreased

frame

Forward

tilts

last

hits

angle

altered

This

improves

its

spacing

and

edgeguarding

potential

but

removes

its

setup

potential

Neutral

aerials

landing

lag

decreased

frames

Technical

changelist

Neutral

attack

damage

Neutral

attack

knockback

scaling

Neutral

attacks

final

hitbox

size

Neutral

attacks

SDI

multiplier

Forward

tilts

final

hit

damage

Forward

tilts

final

hit

launch

angle

Sakurai

angle

Neutral

aerials

landing

lag

Galaxias

trail

has

been

adjusted

to

better

match

its

hitbox

placements

significantly

improving

Meta

Knights

accuracy

Up

tilts

first

hits

hitbox

repositions

onto

Meta

Knights

body

for

frame

before

reverting

Lazy

Shuttle

Loops

last

hits

hitbox

size

increased

and

its

last

hits

duration

increased

Forward

aerial

has

less

landing

lag

Up

aerial

damage

weakening

its

knockback

even

further

but

allowing

it

combo

up

to

higher

percents

Up

aerial

angle

altered

making

it

harder

to

followup

into

itself

Up

aerial

SDI

multiplier

Moveset

Name

Damage

Description

Neutral

attack

Flurry

Attack

loop

An

extremely

fast

series

of

slashes

followed

by

a

backflipping

slash

It

is

notably

the

only

neutral

attack

in

the

game

that

consists

solely

of

a

neutral

infinite

This

makes

it

one

of

Meta

Knights

more

reliable

damage

racking

options

as

it

is

able

to

consistently

inflict

but

it

is

punishable

if

missed

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

last

Forward

tilt

An

inward

slash

followed

by

an

outward

slash

followed

by

an

upward

slash

Unlike

the

majority

of

tilt

attacks

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

Because

of

this

trait

it

is

safer

to

use

than

Meta

Knights

actual

neutral

attack

thanks

to

its

quick

startup

and

fairly

long

range

making

it

better

at

spacing

In

addition

its

first

hit

can

jab

cancel

reliably

into

Shuttle

Loop

for

a

KO

at

high

percentages

However

its

last

hit

has

some

ending

lag

and

overall

it

is

not

as

suitable

for

damage

racking

like

neutral

attack

is

Has

enough

power

to

reliably

KO

from

the

ledge

at

around

but

quickly

loses

this

ability

as

the

first

and

second

hits

stop

linking

into

the

third

at

higher

percents

Up

tilt

clean

late

A

spinning

upward

thrust

Deals

moderate

vertical

knockback

while

also

having

quick

startup

minimal

ending

lag

and

long

vertical

range

Its

sweetspot

is

at

Galaxias

tip

similarly

to

Falchion

It

has

decent

combo

potential

as

it

can

combo

into

itself

at

into

neutral

aerial

from

to

low

percentages

and

into

up

aerials

at

low

to

medium

percentages

However

it

has

extremely

short

horizontal

range

which

makes

it

possible

to

miss

opponents

unless

they

are

at

pointblank

range

Down

tilt

A

crouching

thrust

Due

to

it

hitting

on

frame

it

is

Meta

Knights

fastest

move

and

is

tied

with

Lucas

Ness

ROB

and

Little

Mac

s

down

tilts

as

the

fastest

down

tilt

in

the

game

It

can

also

trip

opponents

at

low

percentages

jab

reset

floored

opponents

and

lead

into

techchases

at

high

percentages

It

moves

Meta

Knight

a

small

distance

along

the

ground

when

used

but

because

it

oddly

shortens

the

length

of

Galaxias

blade

until

it

concludes

it

has

fairly

short

range

Dash

attack

clean

late

A

side

kick

Its

slightly

disjointed

hitbox

favorable

launch

angle

and

low

ending

lag

make

it

reliable

for

approaching

interrupting

approaches

and

starting

combos

At

low

to

medium

percentages

it

combos

reliably

into

up

tilt

up

smash

any

aerial

and

Mach

Tornado

and

can

potentially

lead

into

Shuttle

Loop

for

a

KO

Forward

smash

An

outward

slash

It

is

one

of

Meta

Knight

most

viable

KOing

options

with

the

sweetspot

KOing

uncharged

at

and

fully

charged

at

from

the

centre

of

Final

Destination

It

is

also

interruptible

very

early

and

has

good

range

making

it

very

hard

to

punish

even

when

shielded

Unlike

in

Brawl

it

now

has

a

sweetspot

and

a

sourspot

the

former

is

located

near

Galaxias

hilt

whereas

the

latter

is

located

at

its

tip

Its

sourspot

is

also

atypical

as

it

has

the

same

damage

output

as

its

sweetspot

and

is

thus

also

reliable

for

KOing

doing

so

at

uncharged

and

fully

charged

Due

to

it

hitting

on

frame

however

it

is

his

slowest

standard

attack

in

terms

of

startup

lag

In

addition

its

hitbox

only

lasts

for

frame

Up

smash

hit

hit

hit

A

series

of

upward

fanning

slashes

Despite

its

appearance

it

is

only

able

to

hit

opponents

directly

touching

Galaxia

and

not

those

who

are

beside

Meta

Knight

unless

the

target

is

large

It

hits

on

frame

which

is

fast

for

a

smash

attack

and

has

large

vertical

hitboxes

Despite

its

minimal

damage

output

it

also

has

moderate

knockback

KOing

at

uncharged

and

fully

charged

from

the

ground

In

addition

to

functioning

as

an

effective

antiair

option

it

can

combo

into

Shuttle

Loop

at

low

percentages

However

it

has

moderate

ending

lag

Down

smash

front

back

A

spinning

lowangle

outward

slash

It

is

extremely

fast

to

the

point

that

it

the

fastest

smash

attack

in

the

game

with

its

first

hit

hitting

on

frame

however

this

is

only

true

when

buffered

Otherwise

it

hits

on

frame

It

is

also

a

semispike

which

makes

it

useful

for

warding

off

pressure

punishing

rolls

and

launching

opponents

offstage

Although

the

back

hit

is

strong

enough

to

KO

middleweight

at

while

near

the

edge

its

front

hit

is

significantly

weaker

as

it

does

not

KO

middleweights

until

while

near

the

edge

Neutral

aerial

clean

late

A

cartwheeling

slash

Due

to

it

hitting

on

frame

and

having

sex

kick

properties

a

fairly

long

duration

and

deceptively

high

knockback

it

is

effective

at

both

edgeguarding

and

escaping

pressure

Its

clean

hitbox

KOs

middleweights

at

while

near

the

leftright

blast

lines

and

at

while

they

are

onstage

and

near

the

edge

Autocancels

when

performed

at

the

beginning

of

a

jump

but

has

low

ending

and

landing

lag

otherwise

allowing

it

to

combo

into

a

dash

attack

at

low

percentages

or

jab

reset

with

his

down

tilt

if

the

opponent

does

not

tech

It

is

based

on

the

Knight

Spin

from

Meta

Knightmare

Ultra

but

involves

a

cartwheel

instead

of

a

somersault

Forward

aerial

hits

grounded

opponents

hits

aerial

opponents

hit

A

series

of

fanning

slashes

in

front

of

himself

Due

to

it

hitting

on

frame

it

is

his

slowest

aerial

but

is

a

fast

move

nonetheless

With

long

range

and

relatively

low

landing

lag

frames

it

is

an

effective

approach

and

spacing

option

when

used

from

a

short

hop

and

is

able

to

autocancel

with

a

jump

It

is

also

decent

for

finishing

combos

edgeguarding

and

airtoair

combat

thanks

to

its

range

and

can

be

used

in

a

wall

of

pain

because

of

its

relatively

low

launch

angle

Its

hitlag

multiplier

also

results

in

it

having

much

less

landing

lag

if

it

connects

with

the

opponent

making

it

safer

on

shield

However

it

has

a

very

short

duration

for

a

multiple

hitting

move

as

each

of

its

hitboxes

only

last

for

frame

Back

aerial

hits

grounded

opponents

hits

aerial

opponents

hit

A

series

of

spinning

outward

slashes

There

is

a

delay

between

each

slash

though

its

range

and

duration

make

it

relatively

easy

to

hit

with

Due

to

it

hitting

on

frame

and

its

last

hit

having

deceptively

strong

knockback

it

is

great

for

edgeguarding

and

is

able

to

KO

middleweights

at

while

near

the

leftright

blast

lines

It

also

has

low

ending

lag

and

autocancels

from

a

jump

Due

to

using

the

autolink

angle

its

first

two

hits

can

also

be

used

to

drag

aerial

opponents

to

the

ground

and

be

proceeded

with

a

followup

most

notably

a

Up

aerial

An

upward

arcing

slash

It

hits

on

frame

has

low

ending

lag

and

deceptive

range

When

coupled

with

its

weak

knockback

and

Meta

Knights

multiple

double

jumps

it

has

superb

combo

potential

At

a

variety

of

percentages

it

combos

into

any

aerial

including

itself

Mach

Tornado

and

Shuttle

Loop

Most

notably

it

can

potentially

combo

into

itself

up

to

five

times

or

six

on

fastfallers

until

medium

percents

and

can

also

lead

into

a

high

altitude

Shuttle

Loop

for

an

early

KO

with

the

help

of

platforms

Even

if

an

opponent

air

dodges

this

move

a

neutral

or

down

Down

aerial

A

downward

arcing

slash

It

hits

on

frame

and

has

low

ending

lag

It

is

also

a

semispike

making

it

quite

deadly

offstage

especially

against

opponents

with

poor

horizontal

recoveries

Can

also

be

used

to

pressure

grounded

opponents

and

start

techchases

at

medium

percentages

potentially

leading

into

a

jab

reset

with

his

down

tilt

if

the

opponent

fails

to

tech

Autocancels

with

a

short

hop

but

has

high

landing

lag

otherwise

frames

and

its

hitbox

only

lasts

for

frame

Grab

Reaches

out

with

his

free

hand

Meta

Knights

standing

grab

has

the

fifth

shortest

range

but

his

dash

grab

covers

a

lot

of

ground

thanks

to

it

boosting

him

forward

His

pivot

grab

is

also

useful

thanks

to

his

pivot

being

tied

with

Fox

Greninja

and

Sonic

s

as

the

third

longest

in

the

game

by

default

Pummel

Jabs

with

one

of

the

talons

on

his

capes

wings

Moderately

slow

but

one

of

the

most

damaging

pummels

in

the

game

Forward

throw

hit

throw

A

bicycle

kick

Due

to

being

very

fast

it

gives

the

opponent

only

a

small

window

to

DI

properly

When

coupled

with

it

launching

opponents

at

it

is

a

useful

combo

starter

Depending

on

DI

it

can

combo

into

dash

attack

dashing

up

smash

and

any

aerial

from

low

to

medium

percents

and

potentially

into

Shuttle

Loop

for

a

KO

combo

Back

throw

hit

throw

Lays

the

opponent

behind

himself

warps

and

then

slashes

their

back

Good

for

launching

opponents

offstage

to

set

up

an

edgeguard

It

can

also

combo

into

a

dash

attack

or

start

a

techchase

from

to

low

percentages

or

lead

into

a

forward

aerial

or

Shuttle

Loop

at

high

percentages

if

the

opponent

DIs

poorly

Although

it

has

very

high

knockback

scaling

its

throw

hitboxs

very

low

damage

output

offsets

this

As

a

result

it

does

not

KO

middleweights

until

while

near

the

edge

Up

throw

throw

collateral

The

Air

Drop

from

Kirby

s

Ninja

ability

Despite

its

decent

damage

output

its

base

knockback

and

knockback

scaling

are

both

only

average

As

a

result

it

is

unreliable

at

KOing

even

on

stages

with

platforms

it

does

not

KO

middleweights

until

upon

landing

on

one

of

Battlefield

s

secondary

platforms

and

at

upon

landing

on

Battlefields

top

platform

Conversely

its

collateral

hitbox

is

very

strong

as

its

high

base

knockback

and

very

high

knockback

scaling

can

reliably

KO

even

heavyweights

below

Although

situational

it

can

also

combo

into

Shuttle

Loop

if

the

opponent

DIs

poorly

Down

throw

hits

hit

throw

The

Fury

Stomp

from

Kirbys

Suplex

ability

It

combos

into

dash

attack

dashing

up

smash

all

aerials

and

Mach

Tornado

from

to

medium

percentages

and

into

Shuttle

Loop

from

to

around

However

its

extremely

high

knockback

scaling

and

Meta

Knights

slightly

belowaverage

air

speed

make

its

other

followups

difficult

to

perform

past

medium

percentages

especially

if

the

opponent

DIs

properly

Floor

attack

front

Slashes

around

himself

Floor

attack

back

Slashes

aroound

himself

Floor

attack

trip

Slashes

behind

himself

and

then

in

front

of

himself

Edge

attack

Performs

an

outward

slash

while

climbing

up

Neutral

special

Default

Mach

Tornado

loop

last

all

hits

connect

Spins

rapidly

and

traps

opponents

in

a

tornado

Button

mashing

increases

the

moves

duration

and

makes

Meta

Knight

both

ascend

slightly

he

can

also

move

left

and

right

Deals

roughly

if

all

of

its

hits

connect

aiding

Meta

Knights

otherwise

low

overall

damage

output

The

last

hit

has

extremely

high

knockback

scaling

and

is

strong

enough

to

KO

middleweights

at

while

near

the

upper

blast

line

If

it

concludes

around

a

jumps

height

Meta

Knight

will

endure

almost

no

lag

after

landing

However

it

renders

Meta

Knight

helpless

It

appears

to

be

based

on

both

a

move

he

used

in

Kirby

Super

Star

where

he

transforms

into

a

tornado

to

attack

and

the

Mach

Tornado

from

Meta

Knightmare

Ultra

It

is

also

similar

to

Kirbys

Tornado

ability

Custom

Entangling

Tornado

Vacuums

opponents

and

then

launches

them

straight

up

into

the

air

It

launches

at

an

even

higher

vertical

angle

which

can

enable

it

to

score

an

early

KO

near

the

upper

blast

line

However

it

only

consists

of

one

hit

and

has

slightly

more

startup

lag

Custom

Dreadful

Tornado

hits

hit

Deals

more

damage

per

hit

and

much

higher

knockback

but

it

has

a

fixed

number

of

spins

which

gives

it

a

lower

overall

damage

output

Due

to

it

not

covering

any

vertical

distance

it

is

also

almost

useless

for

recovery

Side

special

Default

Drill

Rush

hits

hit

The

attack

of

the

same

name

from

Kirbys

Master

ability

It

hits

multiple

times

while

its

last

hits

extremely

high

knockback

scaling

enables

it

to

KO

middleweights

at

while

near

the

leftright

blast

lines

Due

to

its

maneuverable

flight

path

it

can

also

function

as

a

recovery

option

Meta

Knight

will

also

bounce

backward

if

he

lands

the

last

hit

on

an

opponent

or

onto

terrain

Custom

HighSpeed

Drill

hits

hit

A

faster

version

that

can

function

as

an

even

faster

recovery

option

but

at

the

cost

of

its

maneuverability

Custom

Shieldbreaker

Drill

hits

hit

A

version

that

can

break

shields

but

at

the

cost

of

reduced

power

and

distance

Up

special

Default

Shuttle

Loop

hit

grounded

hit

aerial

hit

The

attack

of

the

same

name

from

Kirbys

Wing

ability

Its

first

and

second

hits

hit

on

frames

and

its

covers

a

considerable

amount

of

vertical

distance

and

it

possesses

both

excellent

range

and

overall

high

knockback

When

these

traits

are

combined

with

various

setups

it

is

considered

to

be

both

a

powerful

out

of

shield

option

and

Meta

Knights

most

reliable

KOing

option

as

its

grounded

version

KOs

middleweights

at

whereas

its

aerial

version

KOs

them

at

while

near

the

upper

blast

line

However

the

grounded

version

is

slightly

slower

the

aerial

version

is

slightly

weaker

and

both

versions

render

him

helpless

Custom

Blade

Coaster

hit

grounded

hit

aerial

hit

Soars

forward

instead

of

upward

Opponents

hit

will

be

launched

at

a

lower

angle

which

can

score

an

early

KO

near

the

leftright

blast

lines

However

on

a

typical

stage

this

can

not

be

fully

exploited

without

selfdestructing

Custom

Lazy

Shuttle

Loop

clean

late

Soars

into

a

larger

slower

loop

and

then

soars

quickly

to

perform

a

more

powerful

upward

thrust

Its

larger

range

slightly

grants

more

vertical

recovery

but

the

first

loop

does

not

deal

damage

Down

special

Default

Dimensional

Cape

stationary

grounded

slash

retreating

slash

advancing

slash

stationary

aerial

slash

Teleports

in

a

controllable

direction

If

the

attack

button

is

pressed

or

the

special

button

is

held

he

will

perform

a

very

powerful

slash

There

are

four

types

of

slashes

that

are

dependent

on

the

direction

the

control

stick

is

held

and

the

direction

he

is

facing

with

the

advancing

slash

and

stationary

aerial

slash

being

strong

enough

to

KO

middleweights

at

while

near

the

edge

A

great

antiedgeguarding

option

it

can

also

be

used

to

punish

laggy

attacks

from

a

distance

or

for

edge

trumping

Custom

Shield

Piercer

stationary

grounded

slash

retreating

slash

advancing

slash

stationary

aerial

slash

The

slash

penetrates

shields

and

covers

a

bit

more

vertical

distance

but

at

the

cost

of

lower

damage

outputs

and

covering

less

horizontal

distance

Custom

Stealth

Smasher

stationary

grounded

slash

retreating

slash

advancing

slash

stationary

aerial

slash

Covers

more

distance

approximately

of

Final

Destination

and

has

higher

damage

outputs

and

knockback

to

the

point

that

it

is

approximately

as

strong

as

his

uncharged

forward

smash

However

it

comes

at

the

cost

of

Meta

Knight

being

vulnerable

while

moving

and

his

location

being

exposed

Final

Smash

Galaxia

Darkness

trapped

opponents

others

Swings

his

cape

in

front

of

himself

If

the

cape

touches

any

nearby

opponents

they

will

be

trapped

and

the

screen

will

then

fade

to

black

After

a

few

seconds

Meta

Knight

performs

a

very

powerful

slash

to

the

trapped

opponents

that

ignores

super

armor

and

is

strong

enough

to

KO

grounded

middleweights

at

If

his

cape

does

not

to

make

contact

Meta

Knight

pauses

for

a

brief

time

and

Dimensional

Cape

fails

Any

opponents

who

are

not

trapped

are

also

attacked

but

instead

receive

vastly

less

damage

and

weak

vertical

knockback

However

the

weaker

attacks

can

also

be

avoided

by

dodging

with

correct

timing

Onscreen

appearance

Uses

Dimensional

Cape

to

warp

onto

the

stage

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

Lets

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

Up

taunt

Side

taunt

Down

taunt

Idle

poses

Quickly

and

subtly

swings

Galaxia

Pull

his

cape

in

front

of

himself

and

then

throws

it

back

Crowd

cheer

English

Japanese

Cheer

Description

Meta

Knight

Meta

Knight

Pitch

Group

chant

Group

chant

Victory

poses

A

rockbased

remix

of

the

short

recurring

theme

that

debuted

in

Kirbys

Dream

Land

and

plays

when

Kirby

completes

a

stage

or

defeats

a

boss

Flies

onscreen

from

the

side

then

uses

his

free

hand

to

swings

his

cape

outward

and

keeps

his

free

hand

extended

while

saying

You

have

much

yet

to

learn

まだまだだ

Youre

not

yet

ready

Rears

back

and

then

swings

Galaxia

outward

while

saying

Come

back

when

you

can

put

up

a

fight

もっと強くなって来い

Come

at

me

when

youre

stronger

before

warping

away

by

using

Dimensional

Cape

Swings

with

Galaxia

twice

then

performs

a

flourish

with

it

before

bringing

it

to

his

side

while

saying

Victory

is

my

destiny

これも宿命だ

This

too

was

destiny

Winning

in

a

Team

Battle

shows

him

performing

it

with

his

back

turned

to

the

camera

like

in

Brawl

In

competitive

play

Official

Custom

Moveset

Project

Character

Custom

sets

available

Meta

Knight

Notable

players

Abadango

One

of

the

best

Meta

Knight

players

in

the

world

Placed

at

Niconico

Tokaigi

and

Clutch

City

Clash

at

Battle

of

BC

at

Umebura

Genesis

Cup

at

Nairo

Saga

at

The

Big

House

and

Umebura

Niconico

Qualifiers

and

at

Umebura

Armando

One

of

the

three

best

active

Meta

Knight

players

in

the

world

Ranked

on

the

SoCal

Power

Rankings

and

on

the

Panada

Global

Rankings

He

has

wins

over

MkLeo

Cosmos

Samsora

Raito

KEN

Kameme

NAKAT

and

Ned

BONK

Formerly

ranked

on

the

Philadelphia

Power

Rankings

Placed

at

Smash

N

Splash

and

at

Smashadelphia

Has

a

win

over

Ally

Ito

Placed

at

Fatality

Saga

at

Pay

It

Forward

and

at

GENESIS

and

EVO

Jbandrew

Placed

at

TGC

at

PAX

Arena

and

Syndicate

and

at

Key

to

The

PG

House

s

European

qualifier

Formerly

ranked

on

the

German

Power

Rankings

Lickey

Placed

at

Sumabato

Tokaigi

Qualifiers

and

Hirosuma

Tokaigi

Qualifiers

Pandarian

at

SoCal

Regionals

at

Port

Priority

and

Shine

Has

wins

over

Lima

Larry

Lurr

SDX

Darkshad

Maister

Konga

and

Cacogen

Ranked

on

the

Washington

Smash

Power

Rankings

Rags

One

of

the

three

best

active

Meta

Knight

players

in

the

world

Placed

at

Glitch

at

Smash

N

Splash

and

at

Frostbite

Has

wins

over

Cosmos

CaptainZack

Raito

WaDi

Ally

Charlie

and

Ned

Currently

ranked

on

the

Panada

Global

Rankings

Placed

at

The

Big

House

Formerly

ranked

on

the

SoCal

Power

Rankings

He

has

wins

over

Nicko

Charliedaking

and

False

Salena

Placed

at

Umebura

at

Umebura

and

at

GENESIS

Sho

The

best

Meta

Knight

in

Northern

California

Currently

ranked

on

the

NorCal

Power

Rankings

He

has

wins

over

Dabuz

and

Ito

Tyrant

One

of

the

best

Meta

Knight

players

in

the

United

States

Placed

at

The

False

Awakens

at

Fresh

Saga

and

Pay

It

Forward

at

Mexico

Saga

and

KTAR

Saga

at

Paragon

Los

Angeles

at

CEO

and

at

EVO

Ranked

on

the

SoCal

Power

Rankings

tyroy

A

Bayonetta

main

with

a

strong

Meta

Knight

secondary

who

has

defeated

players

such

as

ESAM

Currently

one

of

the

best

Meta

Knight

players

Ranked

on

the

Midwest

Smash

Power

Rankings

and

on

the

Panda

Global

Rankings

Inactive

ANTi

Master

of

diversity

at

CEO

Has

a

win

over

Dabuz

Katakiri

Placed

at

FC

Smash

Return

at

Shuffle

VII

and

at

Frostbite

before

switching

to

Mewtwo

MkLeo

The

best

Meta

Knight

player

in

Mexico

and

was

widely

considered

the

best

Meta

Knight

player

in

the

world

before

only

playing

him

as

a

secondary

Placed

at

Championship

Smash

Factor

Smash

Factor

and

Battle

of

BC

and

at

Get

On

My

Level

Ranked

on

the

Mexican

Power

Rankings

Has

wins

on

ZeRo

Nairo

Dabuz

and

MrR

Seibrik

Placed

at

Casino

Royale

and

Tampa

Never

Sleeps

at

Glitch

and

at

Pound

before

switching

to

Cloud

Tier

placement

and

history

Upon

s

release

Meta

Knights

heavy

nerfs

were

quickly

noticed

The

severity

of

his

shorter

recovery

hitbox

durations

and

range

lack

of

transcendent

priority

and

slightly

slower

attack

speed

all

contributed

to

the

perception

that

he

was

a

midtier

character

at

best

as

he

now

required

a

much

more

aggressive

playstyle

However

after

being

buffed

over

several

game

updates

and

seeing

increasingly

noteworthy

results

from

some

of

his

players

from

Brawl

and

new

players

across

different

regions

most

famously

MkLeo

top

players

such

as

ZeRo

reevaluated

their

opinions

on

Meta

Knight

This

saw

a

subsequent

rise

in

Meta

Knights

popularity

MrR

and

Nairo

occasionally

used

him

and

Abadango

decided

to

main

him

with

his

perceived

advantageous

matchup

against

the

toptier

Rosalina

Luma

boosting

his

metagame

even

further

due

to

it

rendering

him

as

a

valuable

counterpick

Players

started

to

acknowledge

Meta

Knights

KO

potential

superb

frame

data

and

proficiency

at

edgeguarding

as

being

reliable

against

the

entire

cast

while

his

Rufio

combo

could

KO

any

character

at

some

of

the

lowest

percentages

possible

if

performed

correctly

all

of

which

were

traits

that

he

retained

from

Brawl

As

a

result

Meta

Knight

was

subsequently

ranked

at

on

the

first

tier

list

However

many

players

believed

he

should

have

been

ranked

even

higher

with

a

major

reason

being

that

he

was

considered

to

lack

notably

disadvantageous

matchups

aside

from

Sheik

However

Meta

Knights

status

went

into

a

sudden

decline

after

his

up

aerial

combos

which

were

pivotal

to

his

success

had

been

nerfed

in

update

As

a

result

several

of

his

best

players

either

began

to

comain

him

such

as

Tyrant

adopting

Sheik

and

Diddy

Kong

transition

him

into

a

secondary

such

as

MkLeo

adopting

Cloud

and

Marth

as

his

new

mains

or

even

drop

him

entirely

such

as

Katakiri

and

Seibrik

Although

Meta

Knight

has

maintained

his

hightier

status

throughout

s

lifespan

thanks

to

his

solid

punishment

game

popularity

as

a

counterpick

to

Rosalina

Luma

and

his

playerbase

consistently

achieving

good

results

he

has

steadily

dropped

on

subsequent

tier

lists

regardless

He

has

since

dropped

to

on

the

second

tier

list

then

to

on

the

third

tier

list

and

despite

Leo

bringing

better

results

after

using

him

once

again

he

has

recently

dropped

once

again

to

on

the

fourth

and

current

tier

list

although

this

was

before

Leos

stellar

performance

with

Meta

Knight

at

Championship

Trophies

Meta

Knight

Kirbys

mysterious

rival

this

masked

swordsman

appears

in

several

Kirby

games

His

cape

transforms

into

wings

to

grant

him

flight

In

Smash

Bros

his

quick

sword

skills

and

aerial

agility

set

him

apart

He

can

jump

up

to

five

times

in

a

row

and

he

has

a

special

move

to

soar

higher

A

mysterious

masked

swordsman

from

the

Kirby

series

His

cape

can

turn

into

wings

which

gives

him

the

ability

to

fly

His

swift

swordplay

and

ability

to

stay

in

the

air

give

him

an

edge

in

this

game

He

can

combine

five

midair

jumps

with

a

special

move

to

make

recovering

a

cinch

If

you

use

him

try

to

keep

battle

airborne

Kirbys

Adventure

Kirby

Super

Star

Meta

Knight

Alt

Meta

Knights

Dimensional

Cape

lets

you

teleport

changing

where

youll

reappear

with

directional

inputs

and

attacking

by

holding

the

button

His

Mach

Tornado

special

can

draw

in

and

attack

multiple

opponents

Rise

by

pressing

the

button

repeatedly

and

press

left

or

right

to

move

Meta

Knights

Dimensional

Cape

lets

you

teleport

After

vanishing

you

can

move

to

reappear

somewhere

else

You

can

also

keep

holding

the

button

to

turn

it

into

an

attack

His

Mach

Tornado

special

can

mix

up

multiple

opponents

in

the

fray

Press

the

button

repeatedly

to

rise

up

and

move

left

and

right

to

create

extra

havoc

Kirbys

Adventure

Kirby

Super

Star

Galaxia

Darkness

Meta

Knight

swings

his

cape

to

ensnare

foes

Darkness

falls

enveloping

them

in

an

empty

void

and

then

a

giant

sword

slash

cleaves

the

blackness

If

the

cape

doesnt

capture

anyone

this

Final

Smash

will

fail

It

has

more

range

than

you

might

think

though

and

you

only

have

to

catch

one

foe

to

deal

damage

to

everyone

Meta

Knight

swings

his

cape

to

ensnare

foes

Darkness

falls

enveloping

them

in

an

empty

void

and

then

a

giant

sword

slash

cleaves

the

blackness

If

the

cape

doesnt

capture

anyone

the

Final

Smash

will

fail

It

has

more

range

than

you

might

think

though

and

as

long

as

it

catches

at

least

one

foe

everyone

will

take

damage

Classic

Alt

Classic

Wii

U

Alt

Wii

U

Galaxia

Darkness

In

Event

Matches

Solo

Events

AllStar

Battle

Brawl

Meta

Knight

is

one

of

the

opponents

fought

in

this

event

All

of

the

opponents

debuted

in

Brawl

The

Ultimate

Swordsman

As

Ike

the

player

must

defeat

Meta

Knight

Link

Marth

Toon

Link

male

Robin

female

Robin

and

Shulk

All

of

the

opponents

wield

swords

Unwavering

Chivalry

Meta

Knight

must

defeat

Marth

without

defeating

Peach

or

Zelda

Coop

Events

Final

Battle

TeamUp

Meta

Knight

using

his

Kirbys

Adventure

based

alternate

costume

is

one

of

the

opponents

two

players

must

defeat

Sky

Pirates

Meta

Knight

and

Dark

Pit

must

defeat

a

team

of

Captain

Falcon

and

Falco

in

a

one

stock

battle

on

Pilotwings

before

the

plane

returns

to

the

airfield

The

Ultimate

Battle

Two

players

select

a

character

and

must

defeat

the

entire

roster

Visiting

Onett

Ness

and

Villager

must

defeat

Meta

Knight

Kirby

Fox

Falco

Olimar

and

Rosalina

Luma

All

of

the

opponents

are

outer

spacebased

characters

Alternate

costumes

Gallery

Meta

Knights

reveal

image

Meta

Knights

amiibo

Meta

Knight

as

he

appears

in

Super

Smash

Bros

for

Wii

U

Meta

Knight

and

Kirby

Using

Dimensional

Cape

on

Mega

Man

Meta

Knight

on

Smash

Ball

standby

Using

his

back

throw

on

Samus

Using

Drill

Rush

on

Mario

and

Yoshi

Meta

Knight

appearing

with

Marth

and

Ike

Meta

Knight

holding

a

Star

Rod

alongside

Kirby

using

Palutena

s

Copy

Ability

Meta

Knight

as

he

appears

in

Super

Smash

Bros

for

Nintendo

Meta

Knight

appearing

in

Smash

Run

Trivia

Meta

Knight

has

a

few

distinct

aspects

that

differ

from

Kirby

and

King

Dedede

He

does

not

have

a

conventional

meteor

smash

He

retained

his

Final

Smash

He

has

recycled

voice

clips

He

uses

the

more

subdued

tripping

sound

effect

generally

used

for

realistic

characters

Despite

gliding

being

removed

frame

data

and

Smash

Bros

for

Wii

UUnused

AnimationsMeta

Knight

animations

for

gliding

and

related

things

remain

in

nonpatched

files

for

Meta

Knight

This

was

likely

a

result

of

Meta

Knights

data

being

recycled

from

Brawl

This

is

also

true

for

Pit

and

his

clone

Dark

Pit

If

one

looks

closely

at

Meta

Knights

leadingleft

foot

during

his

up

smash

it

flips

around

on

his

model

during

the

move

This

is

mainly

seen

via

slowing

down

time

or

pausing

at

the

right

time

Meta

Knight

is

the

only

character

in

the

Kirby

series

to

stay

high

on

the

tier

list

Super

Smash

Bros

Direct

v

d

e

Playable

characters

in

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Smash

Bros

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