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in order to be more legible and/or presentable. Please help improve this article in any way possible. Remember to follow our editing guidelines when improving existing articles. If you can improve this page, please edit it, or help by discussing possible changes on the talk page.
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Cleanup required: Strategy texts need integrating better
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
Few of his attacks do much damage, and even his smashes have comparatively low knockback.
No projectile attacks
Ascends and falls slowly
Slow aerial horizontal movement
Simple moveset with several throw-away moves makes him predictable and less versatile
Since he's arguably the most popular character, opponents are more likely to be trained against his style
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, Marth, and a few others who are weak to projectiles due to they're lack of speed; combos are the way to go.
Standard Attacks
Wii Remote + Nunchuk
Wii Remote (sideways)
Wii Classic Controller
GameCube Controller
Info
(2,2,2,2...%) or (1,1,1,1...%)
Urgency: Low
Hold in the attack button to unleash a horde of strikes. Oddly enough, this isn't his fastest ground attack in either start-up or after-lag. Its range and damage aren't great either. Although its duration can come in handy for side-steppers, Mach Tornado or his triple-hit Forward Tilt can do the job just as well, if not better.
The only really time to use this is pinning a foe against a wall, or possibly for spacing. Down Smash is definitely better for spacing at low damages, and Meta Knight isn't really the type of character you want space with anyway.
+
+
+
+
(4,3,5% / 12% if you tap the button three times and all hits connect)
Urgency: Normal
Triple-slash: one of Meta Knight's most prominent standard attacks. It builds up decent damage compared to his typical strength, and you can adjust its duration to suit your needs, depending on how fast you tap the button (you could even just tap it once for a fakeout-into-grab). The third strike even launches the foe upwards, which you could use to unleash aerials.
This move only has two real weaknesses: The fact you can't use it on the move, and the after-lag compared to his other moves.
+
+
+
+
(6-8%)
Urgency: Very Low
Meta Knight thrusts his sword upwards. It's slow, has a limited range in front and behind, and doesn't do much damage. His C-stick smash covers the same area but has more range, launches in the same direction but further, is faster, does more damage, and you can do it out of a dash, so there's no reason to ever really use this move. You'd think combo, but its after-lag says no.
+
+
+
+
(4%)
Urgency: Low
Meta Knight crouches and stabs. It's... ehhh... weak, but is even faster than most of his attacks, can trip, and can combo with several other moves (especially if it trips).
Smash +
++
(Smash +) or
(Smash +) or
(14% C-Stick / 19% Fully Charged)
Urgency: Normal
Meta Knight slashes horizontally with a heavy swing. Sure, it's his most powerful attack, but the start-up lag is pathetic for him. It's something you would only use in a moment of opportunity.
His Up Special and Down Smash have impressive knockback as well, and you don't need to wait for your foe to slip up for them to be used either.
Smash +
++
(Smash +) or
(Smash +) or
(3-2-4% C-Stick / 9% if all hits connect) - (4-3-5% Fully Charged / 12% if all hits connect)
Urgency: Normal
It's quick. Its range is good. Its damage is pathetic for a smash, but seems more like a replacement for his Up Tilt anyway. You can supposedly KO with it, but it's far from his best option unless the top edge is unusually close for the stage.
Smash +
++
(Smash +) or
(Smash +) or
(11% in front / 15% behind C-Stick) - (13% in front / 18% behind Fully Charged)
Urgency: Very High
Meta Knight-users will (and should) spam this early and often. It hits on both sides (good against rollers) and is obnoxiously fast. The behind strike is arguably his best KOing attack, but the forward strike isn't horrible either. If you ever, ever sidestep a close-range attack (especially a dash), it's never a bad idea to combo into this.
It's a little tricky, but if you glide attack right before hitting the ground, then C-stick down, you can literally land into this attack.
This is Meta's best option against bosses, if you can land both hits. Otherwise try neutral air.
while dashing
while dashing
while dashing
while dashing
(6-8%)
Urgency: Low
A flying kick. Like most dash attacks, it's predictable. It's slow for Meta Knight too, and only deals moderate damage. The only redeeming factor is it launches foes up, which can lead into aerials or juggling.
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
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.
Wii Remote + Nunchuk
Wii Remote (sideways)
Wii Classic Controller
GameCube Controller
Info
(12,7,5% / 24% if all hits connect)
Urgency: High
He spins. You'll never hit with more than one hit, but 12% still makes it his strongest aerial. The first hit has surprising knockback, and opens amazingly fast. The drawbacks: the duration is long, its range is minuscule, and it has quite a bit of landing lag. It's a good KO alternative to Shuttle Loop or Down Special, but dangerous enough to where you wouldn't want to use it for damage often.
Against bosses, you can usually get all three hits, making this a favorite.
+
+
+
+
(3,3,4% / 10% if all hits connect)
Urgency: Very High
Triple slashes in front, and you'll always land all three. It's amazingly fast, decently damaging, and an overall a good attack. The landing lag is pretty small as well.
What really makes this great is you can approach with it either in the sky or on the ground (via mini-hop). You can also float off the edge when you've knocked someone off, hit 'em with this for the KO, then Shuttle Loop back towards the stage.
+
+
+
+
(3,3,4% / 10% if all hits connect)
Urgency: High
Triple slashes in front, and you'll always land all three. It's amazingly fast, decently damaging, and an overall a good attack. The landing lag is pretty small as well. It's identical to his forward air, but you can't easily approach with it.
+
+
+
+
(6%)
Urgency: Normal
An overhead slash. Six percent may seem low, but this move is obnoxiously fast: start-up, duration, and after-lag might as well be nonexistent, even more so than with his other moves.
It's a good juggler, but that seems to be all its good for. It's easy to jump-Uair repeatedly, but half-decent foes can usually DI or dodge out after one or two hits.
+
+
+
+
(7%)
Urgency: Low
Arcing slash below him. This seems decent, but its after-lag is worse than any of his standards, especially if he lands out of it.
If you hit in the forward-bottom quadrant, this works as a weak spike. If you hit in the behind-bottom quadrant, the foe will usually be pushed back on the stage. Always use it to spike and edgeguard, but avoid it otherwise.
Throws
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.
Wii Remote + Nunchuk
Wii Remote (sideways)
Wii Classic Controller
GameCube Controller
Info
after grab
after grab
after grab
after grab
(9%)
Urgency: Normal
He holds the foe in place, then kicks. It knocks your opponent into the air, much like forward tilt, which can open for some aerials or Shuttle Loop. If you're just looking for pure one-hit damage or knockback, this is your worst choice.
after grab
after grab
after grab
after grab
(10%)
Urgency: Very Low
He holds the foe in place, then slashes. Of his throws, it has the most knockback, but looking to kill with this would be foolish.
after grab
after grab
after grab
after grab
(12%)
Urgency: Normal
He rockets into the air with the foe in-grip, then crashes back down. This dishes out the most damage. Since he leaps off the stage, this is the safest throw in a FFA, and can be used to KO off a moving platform.
after grab
after grab
after grab
after grab
(1-1-1-1-1-1-1-1-1-1-1 / 11%)
Urgency: Normal
Meta Knight lays his foe on the ground, then hits them repeatedly. It does one point less than UpThrow, but can leave your foe in a more favorable position at lower damages, closer to you.
Since Meta Knight and his target remain in the same place longest with this, he can be punished in FFAs, but your ally can punish him in Team Brawls.
Special Attacks
Wii Remote + Nunchuk
Wii Remote (sideways)
Wii Classic Controller
GameCube Controller
Special Attack
Info
Mach Tornado
(1-22%)
Urgency: High
He spins around wildly, creating a vortex that damages anyone and anything that gets caught. Repeatedly mash B to make the vortex last longer; the more often B is mashed, the higher Meta Knight will float. Exiting this move in mid-air makes him helpless.
In many circles, this single move is the main reason Meta has a giant "CHEAP" sticker on his forehead.
Meta Knight's Neutral special move is great for pumping up an opponents Damage, especially if your opponent is a large character such as Bowser or Dedede as they find it harder to escape the Tornado.
+
+
+
+
Drill Rush
(1-10%)
Urgency: High
He spins around and rushes forward. This move can also be used for recovery.
+
+
+
+
Shuttle Loop
(6-9%)
Urgency: High
He loops around in mid-air, and then glides down. The up-swing of this move strikes foes; amazing start-up speed, and takes him out of the danger zone immediately (sometimes even able to escape Ike's/Marth'/Lucario's counters).
+
+
+
+
Dimensional Cape
(0% or 14%)
Urgency: Low
He disappears, then reappears a short distance off in any desired direction. Holding the attack button can release an attack upon re-entry, but the attack has significantly greater after-lag than just re-appearing.
The re-entry slash is one of his most powerful moves, but it opens and exits so slowly that cleanly trying to hit with this can be even more difficult than with Forward Smash.
This can be used to refresh ledge guard invincibility, but his double jump can be just as effective.
Taunts
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
BEHOLD!
—Meta Knight using his final smash
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.