Meta Knight 3.5
Pre-release "leaked" info:
DMG = Damage
KB = Knockback
KBG = Knockback Growth. This value determines how quickly a hitbox's KB scales with the opponents percent. Damage is also a major factor in determining scaling.
BKB = Base Knockback. This amount of KB is added to the end result of the knockback formula and is most noticeable a low percents.
WDSK = Weight Dependent Set Knockback. As the name impies, this is a type of KB that is set and does not scale with percent, and instead has a set amount that varies only based on the opponents weight. KBG in this instance is used as a multiplier, but is usually set at 100.
IASA = Interruptible As Soon As. This is a long-standing term in competitive Smash that refers to the first frame that a character can interrupt an attack, often before the full animation has completed visually. Generally this will be used to describe endlag increases and decreases.
Hitlag = The amount of freeze frames a character goes into when hit by a hitbox. This term will usually be used to describe a multiplier that increases or decreases the amount of hitlag that a hitbox would normally induce.
SDI = Smash DI, the ability for a player to move around while in Hitlag based on control stick input. This term will usually be used to describe a multiplier that increases or decreases the effectiveness of SDIing an attack.
Angle/Trajectory = This describes the angle at which an opponent is sent flying after being hit by a hitbox. 90 is straight up, while 0 is a purely horizontal trajectory.
361 angle = This angle is used throughout the game as a dynamic replacement to what would otherwise be 45, the go-to "horizontal attack" angle. This angle starts off sending further horizontally than 45 at lower KBs, but quickly scales up to 45 in-game. For all intents and purposes you can imagine the trajectory as simply being 45.
KB = Knockback
KBG = Knockback Growth. This value determines how quickly a hitbox's KB scales with the opponents percent. Damage is also a major factor in determining scaling.
BKB = Base Knockback. This amount of KB is added to the end result of the knockback formula and is most noticeable a low percents.
WDSK = Weight Dependent Set Knockback. As the name impies, this is a type of KB that is set and does not scale with percent, and instead has a set amount that varies only based on the opponents weight. KBG in this instance is used as a multiplier, but is usually set at 100.
IASA = Interruptible As Soon As. This is a long-standing term in competitive Smash that refers to the first frame that a character can interrupt an attack, often before the full animation has completed visually. Generally this will be used to describe endlag increases and decreases.
Hitlag = The amount of freeze frames a character goes into when hit by a hitbox. This term will usually be used to describe a multiplier that increases or decreases the amount of hitlag that a hitbox would normally induce.
SDI = Smash DI, the ability for a player to move around while in Hitlag based on control stick input. This term will usually be used to describe a multiplier that increases or decreases the effectiveness of SDIing an attack.
Angle/Trajectory = This describes the angle at which an opponent is sent flying after being hit by a hitbox. 90 is straight up, while 0 is a purely horizontal trajectory.
361 angle = This angle is used throughout the game as a dynamic replacement to what would otherwise be 45, the go-to "horizontal attack" angle. This angle starts off sending further horizontally than 45 at lower KBs, but quickly scales up to 45 in-game. For all intents and purposes you can imagine the trajectory as simply being 45.
Tilts
Smashes
Aerials
Grabs
Throws
Specials
Others
- Forward Tilt
- FTilt 1 IASA increased from 21 to 24
- FTilt 2 IASA increased from 24 to 28
- FTilt 3 IASA increased from 29 to 35
- 1 -> 2 -> 3 sequence speed is unaffected
- Down Tilt
- IASA increased from 19 to 22
Smashes
- Forward Smash
- Inner hitbox removed
- Body hitbox size reduced
- Body hitbox moved outwards
- Z-offset increased
- IASA increased from 40 to 46
- Up Smash
- BKB lowered from 62 to 40
- KBG increased from 154 to 185
- 1st and 2nd hits SDI multiplier increased from 0.5x to 0.8x
- 1st and 2nd hits hitlag multiplier increased from 0.75x to 1x
Aerials
- Neutral Aerial
- Hitboxes terminate on frame 30 from 32
- Lingering hitboxes diminish in size
- Middle hitbox duration lowered from 21 to 9
- Middle hitbox damage increased from 8 to 9
- Middle hitbox BKB increased from 0 to 15, KBG increased from 80 to 100
- Sourspot hitbox duration increased from 5 to 14
- Sourspot base knockback increased from 0 to 10
- Sourspot outer sword hitbox removed
- Forward Aerial
- 1st hit SDI multiplier increased from 0.6x to 1x
- 2nd hit SDI multiplier increased from 0.8x to 1x
- 1st and 2nd hits changed from 50/79/110/25 BKB to 115 WDSK
- 1st and 2nd hits KBG increased from 0 to 30
- 1st and 2nd hits first hitbox angle changed from 80 to 361
- 1st and 2nd hits last hitbox angle changed from 280 to 285
- 1st and 2nd hits outer hitbox size reduced
- Up Aerial
- Damage increased from 6 to 8, KBG compensated
- Hitlag multiplier lowered from 1.4x to 1x
- Down Aerial
- Divekick replaced with a Brawl-inspired Down Aerial
- Hits frame 6-7 as opposed to 4-5
- IASA at 34 as opposed to 24
- Inside hitboxes send at an angle of 40 as opposed to 35
- Inside hitboxes deal 9 damage as opposed to 7
- Inside hitboxes BKB reduced from 30 to 15
- Outside hitboxes send at an angle of 55 as opposed to 23
- Outside hitboxes deal 6 damage as opposed to 9
- Hitbox size reduced from Brawl
- 8 frames of L-Cancelled landing lag
Grabs
- Standing Grab range reduced
- Dash Grab total TransN movement distance decreased 25%
- Turn grab box changed to match animation
Throws
- Down Throw
- BKB lowered from 60 to 30
- KBG increased from 110 to 200
- Damage increased from 8 to 9
- IASA increased from 66 to 73
Specials
- Neutral B (Tornado)
- Final hit angle changed from 361 to 90
- No longer passes current frame from air to ground on landing, now goes into special fall for 30 frames
- Aerial ending has reduced drift control and more horizontal air resistance
- Aerial BKB and KBG values now match grounded Tornado
- Side B (Drill Rush)
- Outer hitboxes moved back onto hand
- Up Special (Shuttle Loop)
- Sweetspot angle changed from 80 to 75
- BKB changed from 90 to 85
- No longer edge cancels, instead transitions into a non-driftable/interruptable flip animation
- Removed late flub hit from grounded Shuttle Loop
- Aerial Shuttle Loop now only hits for the first 9 frames
- Glide now has a max duration of 80 frames
- Glide after first aerial usage now exits into special fall after 8 frames, refreshed by landing on the ground or ledge
- Glide maximum upwards angle reduced from 80 to 45
- Glide Aerial hitlag lowered from 1.5x to 1x
- Glide Aerial landing lag and special fall landing lag is increased from 18 frames to 30 frames
- Glide cancel special fall landing lag reduced from 30 frames to 15 frames
- -Down Special (Dimensional Cape)
- Now goes into special fall
- Fixed a bug that enabled aerial Dimensional Cape to refresh jumps/Dimensional Cape usage by quickly touching the ground
- Fixed ability to infinite Dimensional Cape by quickly alternating between ground and air states
- Minimum start-up for instant Dimensional Cape slash is now 11 from 7
- Can use any attack button for instant Dimensional Cape slash
- Can no longer control Dimensional Cape during the ending animation
Others
- SDI multiplier on looping jab hitboxes increased from 0.8x to 1x
- Dash Attack
- Endlag increased from 15 to 16
- Active frames reduced from 4-20 to 4-15
- Model size increased from 0.94x to 1.00x.
- Fixed a bug that prevented Meta Knight from holding down to go through platforms with his multi-jumps
- Reduced number of aerial multi-jumps from 4 to 3
- 1st aerial multi-jump height increased from 2.33 units to 2.4 units
- 2nd aerial multi-jump height increased from 2.24 units to 2.3 units
- 3rd aerial multi-jump height increased from 2.15 units to 2.2 units
- No longer has a 4th earial jump.
Pre-release "leaked" info:
Yeah MK's changing quite a bit... hope ya'll are ready!
I'll say one thing. Dthrow.
Projectmgame.com said:"Lastly, Down Aerial has been tweaked to have a higher knockback angle and more end lag...it won't be as useful as Neutral Aerial for edgeguarding opponents, but its still a great tool for controlling the space below him!"
"Shuttle Loop will now only go into a glide once per airstate, however...choose your recovery options carefully!"
Last edited: