![]() His up special, Shuttle Loop, is difficult to hit out of given its speed, while also having a decent disjoint, but it tends to lack distance and can be risky being hit out of Shuttle Loop necessitates a glide that will leave Meta Knight helpess when cancelled. His side special, Drill Rush, usually has the most distance (especially vertically), but it has a predictable trajectory. Meta Knight's recovery is still one of the best in the game, as gliding helps cover any horizontal distance lost, and the rest can be made up for with his multiple jumps and unpredictable recovery moves. Whereas he fell relatively slowly in Brawl, his falling speed has become quite fast for this reason, it is now almost always necessary to glide when recovering a distance away from the stage. He has four midair jumps and a glide, courtesy of his bat-like wings, which aid him greatly in his recovery, approach and air game. He has quite a fast dash speed, but his lateral air speed is one of the worst in the game, and in many situations gliding is a far better alternative. He is still very difficult to punish due to the lack of lag of all types on many of his attacks. Meta Knight is a small character, with disjoints that are large compared to his body but only have average range compared to other characters. As a result of this, he now relies mostly on gliding for dealing with projectiles. His Mach Tornado has now become a near-useless move with terrible movement and very limited damage-racking capabilities. Meta Knight has notably less range in his attacks, particularly in his down tilt and down smash, two of his core moves from Brawl. Meta Knight is a light character, meaning he is knocked out fairly easily, especially against characters with many high-power attacks such as Snake and Knuckles. This does not mean he has no disadvantages, however. Meta Knight is ranked 10th in the tier list due to the very high speed of his attacks (though they are a bit slower than they were in Brawl), having high priority in a number of his attacks, four recovery moves that grant him arguably one of the best recoveries in the game, effective walls of pain, KO moves that are both agile and reliable, and great matchups. Glide attacks can be used continuously without going helpless, unless the glide was initiated via Shuttle Loop.Gliding into the ground has no lag whatsoever.Glide attacks now have noticeable landing lag.Dimensional Cape has gained horizontal distance.Drill Rush has gained priority and range, as well as distance.Mach Tornado has drastically lost speed and priority, making it nearly useless.Down throw is now a reliable chaingrab and combo move.Forward throw now has almost completely vertical knockback, as opposed to the diagonal knockback from Brawl.Down air is slower and has more landing lag.Forward air has gained range and has more landing lag.Neutral air now does four hits instead of two, and has gained range.Dash attack has lost range and the knockback has changed direction so it no longer reliably comboes into a reverse neutral air.Up tilt no longer has a hitbox behind Meta Knight.First hit of forward tilt has shorter range and slightly more ending lag.Meta Knight is overall a lot smaller in comparison to other characters.Most recently, he has become a playable character in Kirby's Return to Dream Land for the Nintendo Wii. As a result of this, he almost always offers Kirby a sword before combat. Meta Knight is known for following a code of honor. In the Kirby games, Meta Knight commands an army of soldiers appropriately named the "Meta-Knights", and pilots a giant airship called the "Battleship Halberd". ![]() Debuting as a boss in Kirby's Adventure for NES, he often has an unpredictable relationship with Kirby that can range from being valuable allies to competitive rivals. Meta Knight (メタナイト, Meta Naito) is a mysterious swordsman who hides his face in a metallic mask.
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