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{{cleanup|Strategy texts need integrating better}}{{drivel|Seems pretty biased towards Meta Knight}}
{{cleanup|Strategy texts need integrating better}}
{{drivel|Seems pretty biased towards Meta Knight}}
{{Header Nav|game=Super Smash Bros. Brawl}}
{{Header Nav|game=Super Smash Bros. Brawl}}
[[Image:SSBB Meta Knight.jpg|thumb|Meta Knight]]
__TOC__


[[File:SSBB Meta Knight.jpg|thumb|Meta Knight]]
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.
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:'''
'''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.  
* 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.
* Five multi-jumps boost his aerial game and recovery potential.
* Can glide; only [[Super Smash Bros. Brawl/Pit|Pit]] and [[Super Smash Bros. Brawl/Pokémon Trainer#Charizard|Charizard]] can do the same.
* Can glide; only [[../Pit|Pit]] and [[../Pokémon Trainer#Charizard|Charizard]] can do the same.
* Multi-jumps piled with gliding and his Up Special give him amazing horizontal recovery and impressive vertical.
* Multi-jumps piled with gliding and his Up Special give him amazing horizontal recovery and impressive vertical.
* Very short, making him harder to hit
* Very short, making him harder to hit.
* Damaging throws
{{floatingtoc|right}}
* Damaging throws.
* Mach Tornado's priority amazes.
* 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.
* 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.
* 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
* Many moves have a wide arc for his size, especially aerials.
* Sword gives most of his moves a disjointed hitbox
* Sword gives most of his moves a disjointed hitbox.
* Has a (weak) spike
* Has a (weak) spike.
* Strong in the combo department
* Strong in the combo department.
* Simple moveset makes him easy to learn; popular choice
* Simple moveset makes him easy to learn; popular choice.


'''Disadvantages:'''
'''Disadvantages:'''
* On the lighter side, making him a target in Free-For-Alls
* On the lighter side, making him a target in Free-For-Alls.
* No projectile attacks
* No projectile attacks.
* Ascends and falls slowly
* Ascends and falls slowly.
* Slow aerial horizontal movement
* 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.
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 they're lack of speed; combos are the way to go.
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==
==Standard Attacks==
{{SSBB Move Header}}
{{SSBB Move Header}}
|-
|-
|{{SSBB Move||a}}
|{{SSBB Move||a}}
|(2,2,2,2...%) or (1,1,1,1...%)
|(2,2,2,2...%) or (1,1,1,1...%)
* Urgency: '''Do not use'''
* Urgency: '''use as a back up'''
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.
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 real time to use this is pinning a foe against a wall. Down Smash is definitely better for spacing at low damages.
 
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.
 
|-
|-
|{{SSBB Move|r|a}}
|{{SSBB Move|r|a}}
|(4,3,5% / 12% if you tap the button three times and all hits connect)
|(4,3,5% / 12% if you tap the button three times and all hits connect)
* Urgency: '''Normal'''
* 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.
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.
 
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.
|-
|-
|{{SSBB Move|u|a}}
|{{SSBB Move|u|a}}
|(6-8%)
|(6-8%)
* Urgency: '''Normal'''
* Urgency: '''Normal'''
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.
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.
|-
|-
|{{SSBB Move|d|a}}
|{{SSBB Move|d|a}}
|(4%)
|(4%)
* Urgency: '''Normal-High'''
* Urgency: '''Normal-High'''
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).
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).
|-
|-
|{{SSBB Move|fs}}
|{{SSBB Move|fs}}
|(14% C-Stick / 19% Fully Charged)
|(14% C-Stick / 19% Fully Charged)
* Urgency: '''Low'''
* Urgency: '''Low'''
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.
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.
 
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.
|-
|-
|{{SSBB Move|us}}
|{{SSBB Move|us}}
|(3-2-4% C-Stick / 9% if all hits connect) - (4-3-5% Fully Charged / 12% if all hits connect)
|(3-2-4% C-Stick / 9% if all hits connect) - (4-3-5% Fully Charged / 12% if all hits connect)
* Urgency: '''Low'''
* Urgency: '''Low'''
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.
It's quick. Its range is good. However, if the opponent is in a position to be hit by this move, Meta Knight generally has better options to use.
|-
|-
|{{SSBB Move|ds}}
|{{SSBB Move|ds}}
|(11% in front / 15% behind C-Stick) - (13% in front / 18% behind Fully Charged)
|(11% in front / 15% behind C-Stick) - (13% in front / 18% behind Fully Charged)
* Urgency: '''Very High'''
* 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.
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.
 
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.
|-
|-
|{{SSBB Move||a|dash}}
|{{SSBB Move||a|dash}}
|(6-8%)
|(6-8%)
* Urgency: '''Normal'''
* Urgency: '''Normal'''
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.
A flying kick. Like most dash attacks, it's predictable, though it does carry Meta Knight a long distance, making it harder to punish than most. It launches foes up, which can lead into aerials or juggling. Good for getting in the first attack, but there are better attacks in a sudden death situation.
|}
|}
* '''Ledge Attack''' - (8%)
* '''Ledge Attack''' - (8%)
Surprisingly slow for Meta Knight.
Surprisingly slow for Meta Knight.
* '''Glide Attack''' - (12%)
* '''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.
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===
===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.
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.
 
To get your foe in the air, Forward Tilt, Up Smash, and Forward Throw are likely your best options.


{{SSBB Move Header}}
{{SSBB Move Header}}
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|(12,7,5% / 24% if all hits connect)
|(12,7,5% / 24% if all hits connect)
* Urgency: '''High'''
* 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.
He spins, much like Kirby's nuetral air, except better. You'll rarely connect with more than two hits, but 19% 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.  
 
Against bosses, you can usually get all three hits, making this a favorite.  
|-
|-
|{{SSBB Move|r|a|air}}
|{{SSBB Move|r|a|air}}
|(3,3,4% / 10% if all hits connect)
|(3,3,4% / 10% if all hits connect)
* Urgency: '''Very High'''
* 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.
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.
What really makes this great is you can approach with it either in the sky or on the ground (via short-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.
|-
|-
|{{SSBB Move|l|a|air}}
|{{SSBB Move|l|a|air}}
|(3,3,4% / 10% if all hits connect)
|(3,3,4% / 10% if all hits connect)
* Urgency: '''High'''
* 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.
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.
|-
|-
|{{SSBB Move|u|a|air}}
|{{SSBB Move|u|a|air}}
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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.   
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.
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.
|-
|-
|{{SSBB Move|d|a|air}}
|{{SSBB Move|d|a|air}}
|(7%)
|(7%)
* Urgency: '''Very High'''
* Urgency: '''Very High'''
Arcing slash below him. This is the safest move in the game, and also the best at gimping.
Arcing slash below him. This is the safest move in the game, and also the best at gimping. 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.
 
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===
===Throws===
* Grab Urgency: '''Normal'''
* 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.
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.


{{SSBB Move Header}}
{{SSBB Move Header}}
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|(9%)
|(9%)
* Urgency: '''Normal'''
* 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.
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.
|-
|-
|{{SSBB Move|l||grab}}
|{{SSBB Move|l||grab}}
|(10%)
|(10%)
* Urgency: '''Very Low'''
* 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.
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.
|-
|-
|{{SSBB Move|u||grab}}
|{{SSBB Move|u||grab}}
|(12%)
|(12%)
* Urgency: '''Normal'''
* 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.
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.
|-
|-
|{{SSBB Move|d||grab}}
|{{SSBB Move|d||grab}}
|(1-1-1-1-1-1-1-1-1-1-1 / 11%)
|(1-1-1-1-1-1-1-1-1-1-1 / 11%)
* Urgency: '''Normal'''
* 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.
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.
 
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==
==Special Attacks==
{{SSBB Move Header|Special Attack}}
{{SSBB Move Header|Special Attack}}
|-
|-
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* (1-22%)
* (1-22%)
*Urgency: '''High'''
*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.  
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.  


Meta Knight's Neutral {{wii|B}} 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.
Meta Knight's Neutral {{wii|B}} 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. If you find yourself in a big crowd, this or a down smash is your best option.
|-
|-
|{{SSBB Move|r|b}}
|{{SSBB Move|r|b}}
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* (1-10%)
* (1-10%)
* Urgency: '''Low'''
* Urgency: '''Low'''
He spins around and rushes forward. This move can also be used for recovery.
He spins around and rushes forward. This move can also be used for recovery.
|-
|-
|{{SSBB Move|u|b}}
|{{SSBB Move|u|b}}
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* (6-9%)
* (6-9%)
* Urgency: '''Very High'''
* Urgency: '''Very 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).
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).
|-
|-
|{{SSBB Move|d|b}}
|{{SSBB Move|d|b}}
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* Urgency: '''Very Low'''
* Urgency: '''Very 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.
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.
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.
 
This can be used to refresh ledge guard invincibility, but his double jump can be just as effective.
|}
|}


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|-
|-
|{{SSBB taunt|d}}
|{{SSBB taunt|d}}
|Meta Knight opens his wings twice, shouting, "Come!" This is vaguely similar to a pose he took in [[Kirby Super Star]].
|Meta Knight opens his wings twice, shouting, "Come!" This is vaguely similar to a pose he took in [[Kirby Super Star]].
|}
|}


== Final Smash ==
== Final Smash ==
[[Image:SSBB_galaxia_darkness.jpg|thumb|150px|Galaxia Darkness]]
[[File:SSBB_galaxia_darkness.jpg|thumb|150px|Galaxia Darkness]]
'''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. The slash can also multiple-hit Meta Knight's teammates without Team Attack on.
'''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 [[../Items|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|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==  
==Match Ups==  
===Zero Suit Samus===
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===
===Mr. Game and Watch===
Surprisingly, Mr.Game and Watch is considerably fast. He also has the advantage of moves with ''extreme'' knock-back. 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.
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.
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.
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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.  
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. Kirby is also heavier than you.
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===
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===
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.


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Latest revision as of 16:40, 25 December 2018

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Drivel specifics: Seems pretty biased towards Meta Knight

Meta Knight

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]

Wii Remote + Nunchuk Wii Remote (sideways) Wii Classic Controller GameCube Controller Info
A button 2 button A button A button (2,2,2,2...%) or (1,1,1,1...%)
  • Urgency: use as a back up

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 real time to use this is pinning a foe against a wall. Down Smash is definitely better for spacing at low damages.

Right nunchuk+A button Right dpad+2 button Right lstick+A button Right control+A button (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.

Up nunchuk+A button Up dpad+2 button Up lstick+A button Up control+A button (6-8%)
  • Urgency: Normal

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.

Down nunchuk+A button Down dpad+2 button Down lstick+A button Down control+A button (4%)
  • Urgency: Normal-High

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 Right nunchuk+A button Right dpad+1 button+2 button (Smash Right lstick+A button) or Right rstick (Smash Right control+A button) or Right cstick (14% C-Stick / 19% Fully Charged)
  • Urgency: Low

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 Up nunchuk+A button Up dpad+1 button+2 button (Smash Up lstick+A button) or Up rstick (Smash Up control+A button) or Up cstick (3-2-4% C-Stick / 9% if all hits connect) - (4-3-5% Fully Charged / 12% if all hits connect)
  • Urgency: Low

It's quick. Its range is good. However, if the opponent is in a position to be hit by this move, Meta Knight generally has better options to use.

Smash Down nunchuk+A button Down dpad+1 button+2 button (Smash Down lstick+A button) or Down rstick (Smash Down control+A button) or Down cstick (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.

A buttonwhile dashing 2 buttonwhile dashing A buttonwhile dashing A buttonwhile dashing (6-8%)
  • Urgency: Normal

A flying kick. Like most dash attacks, it's predictable, though it does carry Meta Knight a long distance, making it harder to punish than most. It launches foes up, which can lead into aerials or juggling. Good for getting in the first attack, but there are better attacks in a sudden death situation.

  • 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]

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
A buttonArcade-Modifier-(Air).png 2 buttonArcade-Modifier-(Air).png A buttonArcade-Modifier-(Air).png A buttonArcade-Modifier-(Air).png (12,7,5% / 24% if all hits connect)
  • Urgency: High

He spins, much like Kirby's nuetral air, except better. You'll rarely connect with more than two hits, but 19% 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.

Right nunchuk+A buttonArcade-Modifier-(Air).png Right dpad+2 buttonArcade-Modifier-(Air).png Right lstick+A buttonArcade-Modifier-(Air).png Right control+A buttonArcade-Modifier-(Air).png (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 short-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.

Left nunchuk+A buttonArcade-Modifier-(Air).png Left dpad+2 buttonArcade-Modifier-(Air).png Left lstick+A buttonArcade-Modifier-(Air).png Left control+A buttonArcade-Modifier-(Air).png (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.

Up nunchuk+A buttonArcade-Modifier-(Air).png Up dpad+2 buttonArcade-Modifier-(Air).png Up lstick+A buttonArcade-Modifier-(Air).png Up control+A buttonArcade-Modifier-(Air).png (6%)
  • Urgency: High

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.

Down nunchuk+A buttonArcade-Modifier-(Air).png Down dpad+2 buttonArcade-Modifier-(Air).png Down lstick+A buttonArcade-Modifier-(Air).png Down control+A buttonArcade-Modifier-(Air).png (7%)
  • Urgency: Very High

Arcing slash below him. This is the safest move in the game, and also the best at gimping. 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[edit]

  • 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.

Wii Remote + Nunchuk Wii Remote (sideways) Wii Classic Controller GameCube Controller Info
Right nunchukafter grab Right dpadafter grab Right lstickafter grab Right controlafter 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.

Left nunchukafter grab Left dpadafter grab Left lstickafter grab Left controlafter 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.

Up nunchukafter grab Up dpadafter grab Up lstickafter grab Up controlafter 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.

Down nunchukafter grab Down dpadafter grab Down lstickafter grab Down controlafter 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[edit]

Wii Remote + Nunchuk Wii Remote (sideways) Wii Classic Controller GameCube Controller Special Attack Info
B button 1 button B button B button 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.

Meta Knight's Neutral B button 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. If you find yourself in a big crowd, this or a down smash is your best option.

Right nunchuk+B button Right dpad+1 button Right lstick+B button Right control+B button Drill Rush
  • (1-10%)
  • Urgency: Low

He spins around and rushes forward. This move can also be used for recovery.

Up nunchuk+B button Up dpad+1 button Up lstick+B button Up control+B button Shuttle Loop
  • (6-9%)
  • Urgency: Very 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).

Down nunchuk+B button Down dpad+1 button Down lstick+B button Down control+B button Dimensional Cape
  • (0% or 14%)
  • Urgency: Very 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[edit]

Wii Remote + Nunchuk Wii Remote (sideways) Wii Classic Controller GameCube Controller Taunt
1 button A button Up dpad Up dpad Meta Knight wraps his cape around himself and spins into a thin cylinder before reappearing momentarily.
1 button+2 button (Left dpad or Right dpad)+A button Left dpad or Right dpad Left dpad or Right dpad Meta Knight says, "Fight me!", slashes his sword twice, then points his sword at the opponent.
2 button Down dpad+A button Down dpad Down dpad Meta Knight opens his wings twice, shouting, "Come!" This is vaguely similar to a pose he took in Kirby Super Star.

Final Smash[edit]

Galaxia Darkness

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]

Zero Suit Samus[edit]

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]

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]

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]

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]

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.