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Meta Knight - Behind the Mask

t!MmY

Smash Hero
Joined
Dec 22, 2005
Messages
5,146
Location
Oregon
NNID
t1mmy_smash


Table of Contents
I. Intro
  1. Who Is Meta Knight?
  2. Character Overview
  3. Color Choices
  4. Pros & Cons
II. Gameplay
  1. Normal Moveset
  2. Special Moveset
  3. Final Smash
  4. Strats
III. Outro
  1. Videography
  2. Credits
________
I. Intro
------------

1. Who Is Meta Knight?
His first appearance was in the NES classic Kirby's Adventure. To be fair, he was *not* a villain, he only challenged Kirby to fight and gave Kirby a sword before the fight began. Through this we can surmise he is an honorable warrior, even if he appears to be a rival to Kirby. Since then, Meta Knight has appeared in practically every game in the Kirby universe even including Kirby's Avalanche, the first game to reveal his name.

Even if he has antagonistic qualities, he seems to be a guardian of Dreamland much akin to Kirby. Indeed, he has even come to Kirby's aid in more than one occasion which brings to question his motives and beliefs. It could be thought that when Meta Knight fights Kirby he is not necessarily trying to stop him, but rather test Kirby's skill, determination, and courage. Perhaps it is because he wishes to ally only with one who is worthy? Perhaps it is to prepare Kirby for the challenges to come? At any rate, he is certainly not an "evil" character.

Dark Meta Knight - one of the color pallet choices in Brawl - is specifically from Amazing Mirror; a mirror-world version of Meta Knight. He looks similar to the normal Meta Knight, but gray wearing red shoes, a tattered cape, and a scar on his mask (perhaps somehow related to the first duel between Kirby and Meta Knight). Dark Meta Knight is portrayed as less honorable, and perhaps as an "evil" version of Meta Knight.

Meta Knight has only had a few "playable" appearances in games. These include Kirby's Air Ride (GCN), Nightmare in Dreamland (GBA) and Canvas Curse (DS).

2. Character Overview



With the new moderation to Super Smash Bros. Brawl, all characters have more of a floaty feel to them in comparison to Melee. Meta Knight is certainly no exception and is, in fact, moreso than other characters in Brawl.

Meta Knight's attacks are quick! Perhaps some of the quickest in the game. I'm not talking just about lag animation, but also start-up animation. When Meta Knight attacks, he does it right away. Not to say his ending lag is bad, he's got some pretty quick cool-down animation. Combine these qualities with his various multi-hit strikes and he's got the makings of a combo king.

While his floatiness and multiple jumps allow him to stay airborne and pull off consecutive combos, he lacks aerial speed. When in the air, Meta Knight is very slow and moves as fast as Melee Kirby. You'll find it much harder to juggle or combo characters once you take to the air because of this. On the ground, his dash is slightly faster-than-average for the game, which will allow you to maneuver and stay mobile.

Meta Knight's Standard Attacks aren't the only multi-hit attacks at his disposal. His Special Attacks can be combos in and of themselves. The Mach Tornado (Standard Special) stands out simply because of the sheer number of hits you can pull off on one or more opponents who are nearby. Drill Rush (Forward Special) is a multi-hitting attack, drilling into your opponents and pushing them back.

With all these multi-hits and combo potential, Meta Knight sounds like an unstoppable force. But what keeps him from being too powerful is his lack of *strong* attacks (aside from his Final Smash). In order to get a KO you will either have to get your opponent to really high damage (around 130% or more), land a good F-smash, or do some aggressive edge guarding.

One thing about Meta Knight is certain though: his recovery is top-tier. Not only does he have five "Mid-Air Jumps" like his counterpart, Kirby, he has the coveted Gliding option at his disposal. And if that weren't enough, Meta Knight's Shuttle Loop sends him up and allows an auto-Glide immediately afterward. Even after Gliding, the choices don't stop since he can still attack out of the Glide with his sword and can continue using attacks of his choosing as he makes his way back to the stage.

In summary, Meta Knight is an easy-to-pick-up character due to the speed of his strikes, the flashiness of his sword, and his above par recovery. In a competitive scene, he might take a blow to capabilities without items (and Smash Balls) available to aid in finishing off damaged opponents, but he makes up for it with speed and priority.

3. Color Choices

Neutral
This is the dark blue Meta Knight seen in Kirby games.

Light
Mostly white with gold trimmings. He would look angelic if not for the bat wings.

Red
A Crimson colored suit with white eyes.

Green
He has a green cape and his eyes and face mask both have a slight green tint.

Dark
A darker hue than the Neutral scheme including a bluish-grey tint to his mask. His eyes have a red glow and the emblem on his left shoulder is yellow.

Pink
His body is effectively a Kirby-color. His eyes are white and his gloves are yellow.


4. Pros & Cons

Pros
  • Quick attacks with multiple hits
  • Little lag
  • Amazing recovery
  • Good priority
Cons
  • Light Weight
  • Slow aerial movement
  • Weak attacks in general
  • No projectiles
___________
II. Gameplay
----------------



Jumping
Meta Knight has five mid-air Jumps plus any recovery options, such as Shuttle Loop. You can Air Dodge repeatedly in the air for as many Jumps as you have.

Gliding
You can Glide by using a mid-air jump and holding the jump button.

After starting the Glide, Meta Knight will continue to soar ahead at an angle. Use the control stick to dive or rise by tilting up/down or forward/backward. If you dive down you speed up and upon rising again you can gain additional height. If you rise up too high the Glide cancels and you're free to do something else afterward including using additional jumps (there is no FallSpecial animation), but you cannot use your normal Glide again until you land. When you land normally you hit the ground with lag and "fall over".

You can prematurely cancel your Glide with the attack button or the jump button. Using the attack button will execute a 14% sword slash (Glide Attack). Using the Jump button will simply cancel out the Glide as normal. If you use either attack or jump cancel right before landing, Meta Knight will make a perfect landing and cancel out his normal landing animation and not fall over.

You also automatically Glide after using Meta Knight's Up Special, Shuttle Loop. There are a few things to note about the Shuttle Loop's Glide as opposed to the "Normal Glide". The first is that you can use the Shuttle Loop to Glide even after using a Normal Glide. The second thing to note is that the Shuttle Loop goes into FallSpecial when canceled in the air - you will not be able to take any action while falling except limited horizontal maneuvering.

You can "reverse" Shuttle Loop by pushing the opposite direction immediately after executing the Up Special. This is very helpful and can be used to turn around in mid-air or from the ground.


Taunts
Cape Twist (Up)
Meta Knight spins his cape around him as if he is going to vanish into thin air. After rolling himself into his cape to a third his size, he unfurls it and reappears.

Swordplay (Side)
Meta Knight says "Sou-ga", slashes the air a couple times with his sword, and then points it forward.

Batwings (Down)
Meta Knight spreads his wings wide, pulls them in a bit, and then spreads them a second time before folding them into his cape again.

1. Normal Moveset



Jab
2%...
Meta Knight's jab is a multi-jab, there is no single-hit swipe. The multi-jab is very fast and covers a surprisingly large amount of area. It covers so much that it can even hit someone who is behind you.

Dash Attack
8%
When dashing, Meta Knight can execute a leaping kick. This can launch the opponent into the air for an easy combo.

Ledge Attack
8%
Meta Knight crawls back onto the stage then stands with a swipe of his sword for 8% damage.

Tilts

F-tilt
4% +3% +5%
The F-tilt is one of Meta Knight's best attacks. It's a quick swipe to the side, but you can push the attack button multiple times to get up to three hits. The first two won't send the opponent very far, so it is easy to combo into the third which is a stronger strike that launches the opponent into the air.

U-tilt
8%
Meta Knights U-tilt reaches high and narrow - you have to be right next to someone in order to hit in front or behind with this attack, even Meta Knight's jab has more reach behind him. This launches opponents straight up.

D-tilt
8%
A crouching sword stab. It's quick and weak, but you can move into another attack from it, especially another d-tilt. If you use more than one d-tilt Meta Knight will shift forward slightly. The sweet spot is not the tip, but a little closer. This can trip your opponent.

Aerials
N-air
12%, 7%
A short-ranged, spinning attack with short blades on the outside, yet it still has some good priority. It has multi-hit properties, little lag, and is great as an approach. The first hit is the stronger hit and the following hit is weaker.

F-air
3%, 3%, 4%
Meta Knight strikes three times in front of him with the third strike being fairly strong. These three hits are very quick with horizontal knockback. They are all relatively weak which makes it easier to move into more follow-ups.

D-air
9%
A quick sword slash downward. It has a low, horizontal knockback. The sweet spot is sort of hard to get because it's at the very beginning (in front) or the very end (behind) of the arc. If you don't hit with the sweet spot, you will do 7% damage but it looks about the same as a sweetspot.

U-air
6%
A quick sword slash upward. Vertical knockback sends the opponent straight up. The knockback is very weak allowing you to combo more easily out of this.

B-air
3%, 3%, 4%
A multi-hit behind Meta Knight with medium knockback away from him. Very similar to the F-air.

Smashes
F-smash
14%
Meta Knight pulls his sword back which flashes with a bright light and then slashes out in front of him. There is a bit of start-up for this, but it can be well worth it since this is one of Meta Knight's strongest finishers.

U-smash
3%, 2%, 4%
A triple sword slash above him in rapid succession. This attack is best used as a launcher and not a finisher since it can knock an opponent into the air but has very little KO power.

D-smash
11%, 13%
Meta Knight swipes his sword low twice, once in front and once behind him. Surprisingly the first strike in front of him is weaker than the second one behind him. This is not powerful, but is very useful near the edge as it has a low horizontal knockback and is lighting fast.

Grabs

Pummel
3%
Meta Knight holds his opponent out in front of him and strikes him with the claw on his bat wing.

F-throw
9%
Meta Knight releases is grip as he does a back flip and kicks his victim away from him. How cool is that?

B-throw
7%
Meta Knight dashes behind his opponent so quickly that he vanishes for a split second before reappearing from behind and slashing with his sword. Also very cool.

U-throw
12%
Meta Knight spreads his wings and launches himself into the air with his opponent and then slams his victim into the ground. Meta Knight has the coolest throws.

D-throw
1% x 11 hits
Knocks the opponent to the ground, jumps on top of him and then executes a series of stomps. Not as cool as his other throws but nothing beats a good foot stomping.

2. Special Moveset

Shuttle Loop (Up Special)


9% Initial, 12% Gliding Attack
This is a pretty awesome Special. First of all, the initial strike is a down-to-up sword slash that reaches really high above him quickly (see picture above). The knockback on the initial hitbox of this attack is strong enough to KO a highly damaged opponent. Using this out of shield yields good results since it it quick and gets your opponent away from you. The sweet spot is easy to hit with, and is pretty much everywhere in the attack except right behind Meta Knight (6%).

After the first hit, Meta Knight launches himself into the air straight up at which point he opens his wings and begins an auto Glide. You can grab the ledge at this point as he begins to dive down, or you can get some amazing horizontal distance by continuing the Glide.

Additional Techs:
  • Use Standard Attack, Throw button, or C-stick to attack out of your glide (you will go into FallSpecial).
  • Jump or Special Attack to cancel the Glide mid-air (you will go into FallSpecial).
  • Cancel your Glide (Jump or Special Attack) right before landing on the ground to negate landing lag.
  • Hitting with the "non-sweetspot" of this attack only does 6% damage, but you can get twice the hits in since Meta Knight will hit once initially and then loop around for a second hit.
  • You can reverse the Shuttle Loop by pushing the control stick in the opposite direction immediately after executing the Up Special.
Drill Rush (Side Special)


1% x7 hits, +3%

This attack is now very easy to DI out of so you have to make sure to follow your opponent carefully. You can angle Drill Rush up or down with the control stick to try to get as many hits in as you can. The final hitbox is a little stronger to push your opponent away and give you some breathing room. At the end of the attack, Meta Knight pulls back and up, which will prevent you from SDing should you go over the ledge a little. You can negate this pull-back by Drill rushing into the ground at the end or by landing on a platform gracefully.

Drill Rush works great as a recovery option. The horizontal trajectory can bring you back to the stage, and it can catch unsuspecting edge guarders, damaging them with you and knocking them away. It is also possible to drill into the ledge and grab onto it after finishing the drill.

Additional Techs:
  • Angle the Drill Rush up or down with the Control Stick.
Mach Tornado (Neutral Special)


1% x 19, +3%

The Mach Tornado is easily Meta Knight's most spammable move. It has amazing priority, multi-hits that rack up damage, and is hard to punish. While using Mach Tornado, you can move about fairly easily with the control stick and you can increase the duration of the tornado if you tap the Special Button.

As I said, it has some great priority. It can negate an opponent's close-ranged attack and catch them up into the tornado. It can even be used against lesser projectiles to hit them with the tornado's hitbox, effectively disabling them. Watch out for disjointed attacks/projectiles with large hitboxes since they can go right through this attack. For instance, weaker versions of Samus Charge Beam and Missiles get destroyed by this attack, but full-charged Beams and Super Missiles go right through and hit Meta Knight.

You can use this attack as a recovery option when trying to get back to the stage. Much like the Triple Dash, you can use the tornado's offensive abilities to thwart edge guarders, and with it's multi-directional mobility you'll be able to maneuver as you see fit. Its so versatile you could even use it as Edge Guarding as well if you want to rack up some damage.

Additional Techs
  • Use the Control Stick to move about freely as a tornado.
  • Tap the Special Attack to rise off the ground and/or extend the duration of this attack.
Dimensional Cape (Down Special)



0%, 14% for the sword slash

This is a teleportation special attack. Meta Knight swirls his cape around himself and then vanishes - you can use the control stick to send him in any given direction. When he reappears, he can slash with his sword. Teleporting in the air will cause Meta Knight to go into FallSpecial and you won't be able to do anything until you touch the ground.

The sword slash is a bit tricky to do because Meta Knight really doesn't feel like he gets many invincibility frames while teleporting. I would say a little less than the number of frames he's actually invisible, say about 4 frames. Additionally, when he reappears he will automatically turn to face the opposite direction he was facing before he teleported and then do the sword slash. This means you have to be very accurate with your distancing and prediction of your opponent before performing this attack. If you don't use the sword slash attack, Meta Knight will not change facing.

Additional Techs:
  • Use the control stick to move Meta Knight in the direction you want to teleport.
  • Hold the Attack, Special Attack, or Throw button during teleportation to do the sword slash.
3. Final Smash - "Galaxia Darkness"



40% - Precise Final Smash (18% to bystanders)

There are two generalized categories of Final Smashes: "Precise" and "Imprecise".

"Precise" Final Smashes require you to accurately target your opponent before you hit them with it, and you only have one chance at doing it. "Imprecise" Final Smashes can be activated whenever and wherever and will either home in on your opponent or affect your own character directly. Precise Final Smashes may be harder to hit your opponent with - an "All or Nothing" attack - but they are generally stronger than Imprecise Final Smashes.

Meta Knight's Final Smash is "Precise".

You must be within a specific distance from your opponent to "catch" your opponent with Meta Knight's cape. This distance is mostly in front of Meta Knight, but it is possible to catch opponents outside the physical cape's reach as well as anyone standing right behind Meta Knight. It is possible to catch multiple players in the cape at once.

When Meta Knight executes his Final Smash, he moves so fast everything around him will slow down. Those caught in the cape will be swallowed into darkness and the entire battlefield will be blotted out. Suddenly there's a giant sword slash as everything reappears and Meta Knight deals 40% damage to each victim caught in his cape and 18% to bystanders. This will usually KO anyone around 50% damage prior to the attack and can KO a non-DI'ing Mario from the middle of FD at around 45%.

4. Strats & Tactics



General
Use ground movement to keep Meta Knight mobile. Mix up your attacks with grabs to keep your opponent guessing. When you see an opening, hit your opponent using a move with good HitStun or one that launches them into the air.

Be wary of shields. If you hit with an aerial against a shielding opponent you are vulnerable to a counter attack. If your distancing is good you can reduce the chances of an opponent attacking out of shield, but there are still plenty of things opponents can do out of shield to punish you.

Edge guard. It's very important, even more so with Meta Knight. If you get an opponent off the stage, jump out and hit him some more. If he makes it back to the stage, don't let him stay on. Why take the time to KO an opponent on stage when KOing one off stage can be much easier?

Offense
The mainstay of your attacks should be quick attacks that have little lag and good priority in the direction of your opponent. For the most part, this will be your F-air since it has the reach and speed you're looking for and can put your opponent off-guard. Don't neglect D-air, N-air, Grabs, U-smash, and Dash Attack since they can all lead to follow-up attacks.

Attacks that are good to throw at your opponent for damage include Mach Tornado and D-tilt. Mach Tornado can catch the unwary by suprise and rack up damage; with its high priority, you can - and should - abuse this attack. D-tilt is good as a cautious attack with its reach, low hit and speed.

Follow your opponent into the air should you launch him with one of your attacks. Keep the hits going with U-air and F-air. U-air is unlikely to KO off the top, but F-air has a chance of sending them off the side boundaries at higher percents, especially when they're recovering. D-air and N-air work well on someone recovering, as does a Footstool Stomp.

Defense
Utilize the first swipe of your F-tilt for a quick, defensive attack. This is much more useful than your Jab since you must strike with all the Jab-combo before stopping. If your F-tilt hits a shield or your opponent evades, you're pretty much lag free. If the F-tilt strikes true, follow up with the rest of the F-tilt strikes!

Attacking out of shield is an excellent option in Brawl. Use Mach Tornado, and Shuttle Loop after someone hits your shield for a quick, high-priority counter attack. Shuttle Loop is especially good when you've got your opponent on the ropes and you're looking for a quick way of sending them flying.

Meta Knight's rolls are fast and seem to be much more useful in Brawl than in Melee. If you've dodged your opponent's attack, counter attack with an F-tilt for multiple hits and to launch them into the air. Optionally, use U-smash, U-tilt, or D-throw to lead into more attacks, or F-smash if you think you can go for a KO.

Recovery
Unless Meta Knight is KO'd entirely, chances are he's making it back to the stage. He can make it back from practically anywhere with only his Mid-Air Jumps, and most of the time without using them all up. Shuttle Loop will give him additional vertical recovery, as well as the option to Glide immediately afterward.

Gliding will speed up your horizontal recovery and allow you to swipe your sword at anyone coming after you, and then you'll still have the option to keep attacking including Meta Knight's Special Attacks which increase your recovery options further. Make sure to use your "Jumping" Glide first before your "Shuttle Loop" Glide. This is because you can cancel your Jumping Glide or attack out of your Jumping Glide and still use any Jumps or attacks afterward, including Shuttle Loop for a 2nd Glide! You won't be able to Jump Glide again until you touch the ground, and Shuttle Loop, Drill Rush, and Dimensional Cape should be your last options since they send you into FallSpecial afterward.

Use Triple Dash to shoot horizontally, catching opponents in a multi-hit attack at the same time; use Mach Tornado to recover in any given direction of your choice with multiple hits as you move; and, additionally, use Dimensional Cape to force your opponent to guess where you're recovering and end it with a sword slash should he come near you.

Advanced Techs:

Dimensional Edgehog, Standard
This is something I discovered when trying to come up with new uses for the Dimensional Cape. Simply dash to the edge you want to hog and, with precise distancing, teleport over to it. If you do it just right you will reappear and edgehog. If you do it poorly you will either end up on the stage or falling to your demise. Needless to say, you don't want to use the Sword Slash here.

Dimensional Edgehog, Sliding
A variant of the above. Instead of starting the Dimensional Edgehog from the ground, short hop and immediately teleport. Aim your teleportation downward and toward the edge but so that you land in front of it. The momentum from the Dimensional Cape will slide you over the edge and into edgehog position.

Dimensional Edgehog, Stalling
From edgehog position, simply drop down and use the Dimensional Cape. Aim it up, but return the control stick to a neutral position before reappearing. If you do it correctly, the Dimensional Cape will be shortened and you will reappear back to edgehog position. Good for faking out your recovery, or while edgehogging and wanting to look cool.

Using Your Attacks

Jabs & F-Tilt
Although Meta Knight's jab is cool, it also has a long Duration. If you're stuck swinging your sword for a set period of time, that's time your opponent can formulate a counterattack. If you need a quick attack, learn to utilize Meta Knight's initial F-tilt slash. If the first one goes astray, there's little lag (and little duration) allowing you to move into a different attack, go evasive, or continue with the multi f-tilt option. F-tilt is good!

F-air, B-air, N-air
These are all quick attacks with good priority, so why not spam them? Well, in general you should - assuming you're doing it in a smart fashion. But keep in mind that these attacks have a horizontal knockback. This kills any further attempts to combo, unless your opponent is DIing badly. Stop and ask yourself if another attack might work better. F-air, B-air actually work best as "spacing" attacks - putting pressure on your opponent at a safe distance and giving the possibility of moving in to a Follow-Up attack. F-air/B-air/N-air are also great "off-stage finishers" allowing you to foil your opponent's recovery so much that there's no hope of him returning.

Finishers
So you think getting KOs with Meta Knight is hard? Think again! Look for F-smash opportunities when your opponent is on the ropes. Landing one of these on a damaged opponent can get you the KO you need when you need it. Better yet, use D-smash. It's so fast your opponent won't even know what hit him. Yes, it's much weaker than a F-smash, but if used as close to the boundaries as you can reach, it can still KO at reasonable damage levels. And so what if it doesn't? It will most likely send your opponent off-stage where you can hunt him down with aerials.

Mach Tornado
Abuse this sucker as much as you can get away with. If your opponent finally figures out how to deal with it, ease up on using it a little. But just a little. It's so spammable and abusable that just throwing it out every now and then will build up damage, interrupt attacks, frustrate your opponent, and help negate Stale Moves from other spamtastic attacks (F-air and F-tilt).

Shuttle Loop
You've launched your opponent and hit with multiple u-airs, but now he's too high to keep the juggle going safely? Not to worry! Shuttle Loop is here! Seriously, this move is great for that insta-speed attack that you need to cover a lot of ground quickly. It also knocks opponents away really well, so it's great for that extra hit at the end of a nice string of attacks. Addtionally, you can start a Glide and chase down your opponent to keep the pressure going! This attack is amazing!

Off-stage, it's even better. You can net KOs with this because of it's useful knockback. In fact, you should always rush after an opponent who is off-stage and hit them with a reverse Shuttle Loop. It's too good. Just make sure to aim this back to the stage!

Drill Rush
What good is this when you can just spam Mach Tornado? Well, it still has its uses. The last hit from this can knock an opponent away with a surprising amount of force. Drill an opponent toward the edge of the stage and send them overboard as you spring back and catch the ledge! You can also use this on stages with no "drop offs" like Great Sea, or Eldin Bridge to push them right off the map! There is also a lot of priority with the front of Meta Knight's sword when he's using Drill Rush. This can destroy many minor projectiles while moving forward and impaling the sniper on your sword. If you drill downward into the ground, the lag afterward won't be as punishable, or if you can spring back and land on a platform above you the lag will also be mitigated.

Combos & Follow-Ups
A true combo is hitting an opponent with multiple attacks while they're still in HitStun. This is much harder to do in Brawl than in previous Smash games, and as cool as Meta Knight is he's no exception. Many of Meta Knights attacks will be multi-hitters, combos in and of themselves. But these attacks often end with a strong finale, sending the opponent away and making it harder to get "true" combos going, especially against opponents who DI properly.

This is where Follow-Ups come into play. By reading your opponent's movements, you can keep the attacks going by striking appropriately with good timing and spacing. If you D-throw your opponent and he DIs away, follow up with a dashing U-smash or a Dash Attack instead of that F-air that keeps missing. Or let him land and go for a tech chase - you must play smart to play Meta Knight!

Here are some simple combos and follow-ups to try on your opponent.

F-air to F-tilt
Use the F-air at low percents so that the third hit won't send your opponent very far, then move into a F-tilt to launch him back into the air! At higher percents you can try to Fast Fall the first couple F-air hits and land on the ground to cancel out the third hit so that the opponent doesn't move out of range of the F-tilt.

U-air to F-air
The U-air is very quick and weak but is a great launcher and juggler. Yes you can try to go for multiple U-air hits, but if your opponent DIs away your subsequent U-airs will miss - or, at higher damage, they will be sent too far up to keep the u-airs going. Instead, try comboing U-air to F-air. The third hit from the F-air will hit opponents away, and if they're DIing away it will send them even further. This can get them off stage even sooner where you can move to Edge Guard position.

D-tilt to Dash Attack
Yes, the D-tilt can trip. And when it does, go for an attack right away while the opponent is vulnerable. Dash Attack works well since it covers a good distance and can set up for another follow-up. Speaking of which...

Dash Attack to U-tilt/U-smash

The Dash Attack is quick and can launch an opponent up. If the opponent doesn't DI away, you can catch them with an overhead attack, either U-tilt or U-smash, your choice. And, yet again this can lead to additional follow-up opportunities.

Glide Attack to... Anything!
The Glide Attack, when done properly, is pretty close to being a completely lagless attack. You can move from it to pretty much anything. Good choices include F-tilt, D-smash, and the all-mighty Mach Tornado!

________
III. Outro
------------
1. Videography
Meta Knight: Edge Techniques & Tricks

2. Credits
Many thanks to all the Smashers who went to E for All!
Specifially I'd like to give a shoutout to:
t0mmy, nealdt, Gimpyfish, Eternal phoenix Fire, and Pink Reaper

Masahiro Sakurai, Nintendo, and all the hard workers for making SSBB.
 

SonicZeroX

Smash Lord
Joined
Apr 12, 2005
Messages
1,601
3DS FC
4425-1491-5645
The game's not even out yet and we have a character guide? =D W00t very nice
 

axemangx

Smash Champion
Joined
Jul 20, 2007
Messages
2,075
Location
Tazmily Village, Currently Maining: Lucas and Didd
THANK YOU.


I've been dying for this.

I might answer some Cons.

Cons
Slow aerial movement: Well, what do you expect? 5 jumps is supposed to be slow. Better than Kirby at least.
Weak Smash attacks: True..
"Precise" Final Smash: Final Smashes wont be used in tournaments last time I checked..
Lacking strong KO moves: Are you sure?
No projectiles: He may have no projectiles, but his Down-B pretty much avoids that.
 
Joined
Jun 4, 2006
Messages
8,377
Location
Long Beach,California
THANK YOU.


I've been dying for this.

I might answer some Cons.

Cons
Slow aerial movement: Well, what do you expect? 5 jumps is supposed to be slow. Better than Kirby at least. Not according to Jiggs;)
Weak Smash attacks: True..Yep:p
"Precise" Final Smash: Final Smashes wont be used in tournaments last time I checked.. That's TBD
Lacking strong KO moves: Are you sure? T!mmy went all MetaKnight at E For All, and I went MetaKnight alot as well. He can't kill.
No projectiles: He may have no projectiles, but his Down-B pretty much avoids that. His Down B is worthless on the ground, but it can leave you slightly exposed in the air, don't use it too much for dodging projectiles. You might as well just spot dodge
Reply = Bold
 

BigRick

Smash Master
Joined
Apr 9, 2006
Messages
3,156
Location
Montreal, Canada AKA Real City brrrrrrrrapp!
How does gliding exactly work? If you do an aerial while gliding, will this cancel your glide animation?

Can you glide immediately after jumping, making it some sort of instaglide which will allow you to approach from the air faster than a SHFFL???

That would great to increase aerial mobility.
 

Desruprot

Smash Lord
Joined
Jul 18, 2007
Messages
1,390
Location
In your mind!
Good Job on it, but could you add what he says as a victory, when he wins a match? we can get all of them when the game is out of course...
 

Shark X

Smash Lord
Joined
May 22, 2006
Messages
1,293
Location
In the ? Box that Mario must hit.
Holy crap this is scaring me away from Meta-Knight. All of his cons are usually all of my pro's... (except the projectiles and final smashes).

I'll still try him out, but for the next three months, I'm going to be terrified that he'll turn out to be my worse character when I was hoping to main him more than anyone else, everysince Smash 64, I dreamed to main him more than anyone else.
 

Elec Man EXE

Smash Apprentice
Joined
Apr 19, 2007
Messages
105
Woah, a guide already. Thats crazy.

A character with 3 (possibly 4, depending on how good the cape actually is... can't tell just yet) usable specials? Woah, that never happens. Meta Knight's just that cool.
 

t!MmY

Smash Hero
Joined
Dec 22, 2005
Messages
5,146
Location
Oregon
NNID
t1mmy_smash
Update!
I did some minor text changes and added pretty pictures. :)
 

psykoplympton

Smash Ace
Joined
Dec 20, 2006
Messages
607
Location
MA
whats metas name?

also metaknight will be top teir becuase he has the best recovery so far. all of his bmoves help his recovery plus 5 jumps and gliding= nothing but pure win!
anyone agree?
 

Gimpyfish62

Banned (62 points)
BRoomer
Joined
Jul 11, 2005
Messages
12,297
Location
Edmonds, Washington
i just couldn't bring myself to sticky a "strategy guide" for an unreleased game after 4 days of demo play

*Bowser's shiny new biting taunt*
sticky get!
 

t!MmY

Smash Hero
Joined
Dec 22, 2005
Messages
5,146
Location
Oregon
NNID
t1mmy_smash
Doubtful. He generally only loses his mask when he's defeated and that's not gonna happen. lolz!
 

Knight-errant

Smash Apprentice
Joined
Apr 11, 2007
Messages
168
Location
Virginia
I commend your work. :) You should add something to his neutral B section though. When he uses it in the air, he can't do anything until he touches the ground again.
 

Kinesis

Smash Rookie
Joined
Nov 7, 2007
Messages
11
This is a good guide, and I'm glad you T!mmy made it.
I'm probably gonna have Metaknight as my main, since he looks and seems cool.

I didn't get to play it at E for All, but the videos making him seem good..
.. Minus the fact that he'll probably be a noob character.


Either way: I'll use him.
 

CodeBlack

Smash Ace
Joined
Oct 22, 2007
Messages
733
I think that Meta-Knight actually behind the mask is just a color inverted Kirby. But anyway, nice analysis.
True. He's a blue member of Kirby's race. The only other one ever shown. He's a color changed Kirby (though the model for him is not the same as Kirby) behind that mask, right down to the rosy tint on his cheeks, that completely contrast the vibe he tries so valiantly to portray (no wonder he wears the mask).
 

SeriousWB

Smash Apprentice
Joined
Oct 19, 2007
Messages
189
Revenge of MetaKnight on the SNES shows his blue face under mask, after he is defeated.
 
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