Meta Knight might as well be nothing but speed, and to most competitive players (Speed>Power), that makes him the best character around. He might not run or jump fast, he may be lightweight and weak, but many of his attacks only last a handful of frames.
Advantages:
- His attacks are superiorly, obnoxiously, and ridiculously fast. Although he doesn"t possess the single fastest attack in the game, he undoubtedly is the quickest overall.
- Five multi-jumps boost his aerial game and recovery potential.
- Can glide; only Pit and Charizard can do the same.
- Multi-jumps piled with gliding and his Up Special give him amazing horizontal recovery and impressive vertical.
- Very short, making him harder to hit.
- Damaging throws.
- Mach Tornado"s priority amazes.
- His Down Smash"s speed is godly for a KOing move, has several ways of being unleashed, and strikes on both sides.
- Forward-air and back-air are edgeguard and combo well, down-air spikes weakly, up-air juggles well, and Neutral-air KOs well.
- Many moves have a wide arc for his size, especially aerials.
- Sword gives most of his moves a disjointed hitbox.
- Has a (weak) spike.
- Strong in the combo department.
- Simple moveset makes him easy to learn; popular choice.
Disadvantages:
- On the lighter side, making him a target in Free-For-Alls.
- No projectile attacks.
- Ascends and falls slowly.
- Slow aerial horizontal movement.
- Small shield.
- Slow grab release animation.
- Many multi-hit moves that are easily SDIable.
- Has trouble fighting against competent campers.
- Has a rather long 32-frame delay before he can meteor cancel.
Meta Knight is best in a 1-on-1. If you find yourself in a huge mob of people, it"s best to get out of there. In a 1-on-1, Meta Knight rules the stage, his Dimensional Cape leaves his opponents guessing, and can be used to dis-orientate them. But in a huge mob of people, Mach Tornado is also a good way to get out, as you can control it while you attack.
Another thing to remember is Meta Knight has no projectile attacks, so on Heavy-class/Slow characters such as Bowser, Ike, King Dedede, and a few others who are weak to projectiles due to their lack of speed; combos are the way to go.
Standard Attacks[edit | edit source]
- Ledge Attack - (8%)
Surprisingly slow for Meta Knight.
- Glide Attack - (12%)
It may not seem so, but this is one of Meta Knight"s strongest KOing attacks. When used out of Shuttle Loop, Meta becomes helpless.
Aerials[edit | edit source]
Like most floaty characters, Meta Knight can dish out plenty of damage when used right. However, his horizontal movement speed in the air is pathetic (one of the five worst when he isn"t gliding), which makes it harder for him to approach while aerial. To get your foe in the air, Forward Tilt, Up Smash, and Forward Throw are likely your best options.
Throws[edit | edit source]
- Grab Urgency: Normal
Meta Knight"s throws do decent damage for throws, and compared to his other moves, but don"t expect to get KOs out of them. Each of his grab-hits are slow, but do 3% damage. They are overall good attacks.
Special Attacks[edit | edit source]
Taunts[edit | edit source]
Wii Remote + Nunchuk | Wii Remote (sideways) | Wii Classic Controller | GameCube Controller | Taunt |
---|---|---|---|---|
Meta Knight wraps his cape around himself and spins into a thin cylinder before reappearing momentarily. | ||||
+ | ( or )+ | or | or | Meta Knight says, "Fight me!", slashes his sword twice, then points his sword at the opponent. |
+ | Meta Knight opens his wings twice, shouting, "Come!" This is vaguely similar to a pose he took in Kirby Super Star. |
Final Smash[edit | edit source]
Galaxia Darkness: Meta Knight swings his cape. If you don"t hit, nothing happens, but if you hit the enemy…behold. All the stage turns into shadows and Meta Knight launches the enemies away with one slash. The slash can hit multiple enemies, even ones not caught by his cape. Note that if Meta Knight used his Final Smash on an enemy firing a Super Scope, that enemy will hold out their arms in a T pose, just like with moveset swap hack.
Another note for this Final Smash is that if a member of your team is hit with the weaker slash part of the Final Smash, the team member will be affected and/or KO"ed, even when Friendly Fire is off. This final smash also has considerable knockback, not like Marth"s, but still can blast people off the stage. Best knockback comes from the middle of the cape, in front of Meta Knight. If the cape goes through the middle of your target, that will probably lead to a clean KO.
Match Ups[edit | edit source]
Zero Suit Samus[edit | edit source]
Just when you thought it was safe to go back to Samus....
Zero-suit is much more unpredictable that her armored counter-part, and in the right hands, can easily make you the laughingstock of your community.
Starting off the game with items that she was wearing on her body moments ago leaves you at a crippling disadvantage, as now she can get nice and close while you"re stunned from that stupid shoulder pad that just nailed you in the facemask. Oh look, you just took damage and lost momentum.
Her ranged whip, bring amazing recovery and distance attacks, can do a number to your recovery game. Her down smash, with its paralyzing effect, can almost always be a KO. It is commonly used for Edge-guarding. You have been warned.
However, it is in your wings and recovery that you take priority. Your tornado will keep her defensive, and up-slashes are a great tool to stay airborne while predicting some damage.
Zero-suit is also deadly with her ranged weapon, as she can follow it, and quickly bring in her whip as it phases out. While you need her close, make sure you"re the one who controls when the attacking happens.
Mr. Game and Watch[edit | edit source]
Surprisingly, Mr. Game and Watch is considerably fast. He also has the advantage of moves with extreme knockback. If you go up against this guy, beware of his fishing helmet or his double-hammers. If you are going against a professional Game and Watch character, he is only very slightly" slower than Meta Knight. Be cautious against him no matter how good you are.
Beware of being aggressive against G&W. If he approaches with any aerial you can up special out of shield or right before it hits you (because your up-special has invulnerability if it"s used on the ground). Up-tilt beats his key and your f-air does not beat turtle.
Kirby[edit | edit source]
Should be easy. Meta Knight should be effective as long as he evades Kirbys Stone attacks and Hammer attacks. Kirby is a lightweight character so do smash attacks when possible.
Kirby cannot punish retreating f-airs. D-air camping is effective. Your tilts out-range his everything (except for his f-smash), though his f-smash beats your tornado.
Ike[edit | edit source]
Ike"s attacks are much stronger than Meta Knight"s, but they are slower. Shield when necessary. Watch out for forward aerials as they will outrange all of Meta Knight"s attacks. Down throws are very effective against Ike because he can only airdodge or double jump right after it, or risk getting grabbed again. When Ike is about to do his up special, get out of the way because there"s no easy way to counter it, plus it does around 15% damage.
Down air and shuttle loop are especially powerful against Ike offstage because he doesn"t have a good diagonal recovery. Don"t be afraid to be aggressive when you push him off the stage because he doesn"t have lots of options.
Wolf[edit | edit source]
Wolf"s game is similar but inferior to Meta Knight"s. The move Wolf uses most is his laser projectile. It is not as fast as Fox"s or Falco"s laser, but is more powerful. If Wolf is less skilled, he will likely use multiple forward smashes. He will use down smash to kill you, which can get you if you"re on the ledge. Jump over the lasers and shield otherwise.
Since he"s a fast faller you could chain down throw to down throw or up aerial to up aerial at low damage. When you get him offstage, prevent him from recovering by using neutral aerials, rising down aerials, and up special.