SSBU/Meta Knight

From Dragdown


Overview

Meta Knight
Weight:80
Spotdodge:The duration and intangibility of this character's on-spot dodges.24F (3~16F intangible)
Air Dodge:The intangibility of this character's air dodges, both neutral and directional.2~26F intangible (Neutral)
2~19F intangble (Directional)
Unique Recovery Options:Recovery options that this character may have other than their Up Special.5 Air Jumps
Mach Tornado
Drill Rush
Dimensional Cape
Fastest OOS:DAir (7F)
Overview
Meta Knight (MK) is a small, evasive character who can end stocks incredibly quickly. He specializes in early-percent death combos, called ladder and bridge combos, which enable him to kill an opponent off of just one or two hits. These combos are generally started off of his Dash Attack and dThrow, or a landing aerial (most commonly Nair) into one of the previously mentioned options, and consist of repeated usage of his Uair and/or Dair to drag the opponent close to a blastzone in tandem with his many double jumps before ending with a finisher (common ones are Shuttle Loop, Mach Tornado, Fair, Nair, and Bair) in order to secure the kill.

Aside from early-percent death combos, Meta Knight also specializes in edgeguarding. His Dair is quite spammable and sends at a nasty angle, able to gimp opponents, his Nair is a lingering Nair with a lot of active frames that's a great option if one is unsure exactly where the opponent will recover to, or if one isn't confident in their ability to Dair an opponent's recovery due to its relatively precise hitbox. Bair is an absolutely disgusting kill move if used offstage, but has less utility than Dair or Nair due to its much longer endlag in comparison to its amount of active frames. Mach Tornado is great for when Meta Knight is out of jumps but still wants to extend his offstage pressure, such as after a ladder or bridge that didn't kill. Its massive hitbox, insane amount of active frames, high knockback, and windbox that pulls in opponents makes it a very hard option for most characters to deal with, but one must be careful using it offstage as it doesn't snap to ledge while the hitbox is active (or for a considerable amount of time after the hitbox is no longer active), making it easy to SD with if you're not careful.

Summary
Meta Knight is somewhat of a glass cannon, packing a devastating punch with his early-percent death combos and terrifying edgeguarding, but being very light and easy to kill in exchange.
Pros Cons
  • Good Frame Data: Most of Meta Knight's attacks start up fast and have little endlag on them.
  • Touch of Death: Meta Knight is designed to kill off of just one or two neutral wins. This results in him having an explosive punish game at low percents, able to wipe away stocks off of a single hit at anywhere from 0-30% with his ladder and bridge combos.
  • Mobile: Meta Knight has quite decent ground mobility across the board, having a top 11 initial dash, top 16 run speed, and top 25 walk speed. Additionally, although his air speed is quite middling compared to the average character, his five air jumps and good air speed for a multi-jump character allow him to have extremely flexible air mobility. Combined, these factors enable Meta Knight to get wherever he needs to be in a timely manner, whether it's in his opponent's face or far offstage.
  • Recovery Extraordinaire: Meta Knight can use all of his specials for recovery and has 5 midair jumps, giving him both incredible recovery distance and an insane amount of mixups, whether it be stalling with his 5 jumps to change up his recovery timing or approaching ledge at any angle he pleases with clever use of his specials to get back to stage unharmed.
  • Offstage Warrior: Meta Knight’s flexible and high-distance recovery allows him to go for edgeguards that other characters can only dream of and still comfortably make it back to stage. Most of his aerials have low launch angles and high enough knockback to gimp or straight out kill if used to edgeguard (notably, Dair is an excellent gimping tool and can also kill confirm into Bair offstage to steal stocks incredibly early), and Mach Tornado can be used to exert additional offstage pressure after all of Meta Knight’s jumps have been expended due to its high knockback, high amount of active frames, windbox that pulls in opponents, large hitbox, and long horizontal travel distance.
  • Featherweight: Meta Knight is one of the lightest characters in the game, being tied with Zero Suit Samus for the 7th lightest. This means that he tends to die much earlier on average than most characters.
  • Poor Air-to-Air: Meta Knight can struggle to challenge other fighters in the air due to his low active frames and poor startup-to-range ratio on his sword aerials compared to other swordfighters.
  • Combo Food: Despite his small standing hurtbox, Meta Knight’s tumble hurtbox is rather large compared to his normal hurtbox, making him easier to combo than one would expect. His semi-fast fall speed also doesn't do him any favors in that regard.
  • Short Active Frames: A good portion of Meta Knight’s normals and aerials (including many of the ones he likes to use often) have extremely low active frames, often just one or two frames, forcing him to be much more precise than most characters to get his hits in.
  • High Execution: Meta Knight’s ladder and bridge combos have different routes depending on the fall speed, gravity, and percent of the character he’s comboing, requiring the player to react to their position and adjust accordingly for every hit of the combo. As such, a large part of Meta Knight’s combo game is developing a feel for how his combos work rather than learning set routes. Additionally, Meta Knight must also react and adjust accordingly to his opponent's SDI during his death combos, adding an extra layer of mastery that must be acquired over his combo game to play him proficiently.



Normal Moves

Jab

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Rapid Jab 1.0 4/7/10/... 22 361 N/A N/A
Rapid Jab Finisher 2.0 3 30 361 -24 N/A

Jab is a fast but committal option. It deals excellent damage for how fast it comes out, often 20% or more. It can be combo'd into out of dTilt at mid percents for a bit of quick and easy damage. Past that, it also excels at anti-airing shorthops and screwing over certain recoveries, in particular recoveries that don't snap to ledge (such as Chrom's Soaring Slash and Terry's Rising Tackle), since it hits slightly below ledge, is fairly disjointed, is a rapidly-hitting multihit (making it very pseudo-active), and launches at a low angle. Despite its strengths, one should aim to use it intelligently and sparingly, as it's highly punishable if whiffed.

Additionally, if an opponent manages to get caught in the back hit, they will be trapped in Jab for much longer than usual, enabling the move to deal ~40% or more. This doesn't usually happen, but it can be semi-consistently achieved with precise spacing on a roll/ledge roll read. However, as this interaction is quite precise to achieve intentionally, it isn't recommended to fish for back hit Jab.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Rapid Jab 10 30 N/A N/A 5
Rapid Jab Finisher 60 140 N/A N/A 3


Forward Tilt

/ +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Forward Tilt 1 2.0 6 25 68/88 -16 N/A
Forward Tilt 2 2.0 2 27 60/85 -22 N/A
Forward Tilt 3 4.0 2 30 60/85 -25 N/A

fTilt is a 3-hit rekka type move. Each hit is progressively less safe on shield and whiff compared to the previous one. If using tilt stick, it's recommended to input the first hit of fTilt with the stick, then to use A (or whatever your bound attack button is) to input the last 2 hits.

Sends at a shallow angle and has quite decent launching power, so it can be used to set up for edgeguards and to kill at higher percents by ledge. If spaced closer to the ledge, its initial hits can be used to hit some ledgehangs, which pairs well with its good launching power. Overall a quite decent move and pretty usable, but it lacks a clear niche in Meta Knight's kit. It's really up to the individual player to decide where they prefer to use fTilt, if at all.

fTilt 1 will cancel into fTilt 2 from frames 10-25, and fTilt 2 will cancel into fTilt 3 from frames 7-27.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Forward Tilt 1 25 20 N/A N/A 3
Forward Tilt 2 20 20 N/A N/A 3
Forward Tilt 3 20 20 N/A N/A 3


Up Tilt

+

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Sweetspot 7.0 9-14 34 95 -18 to -13 N/A
Clean Hit, Sourspot 6.0 9-10 34 95 -19 to -18 N/A
Late Hit, Sourspot 5.0 11-14 34 85 -17 to -14 N/A

uTilt is a sword poke above Meta Knight. It's quite active, but fairly small and outclassed by many of MK's other moves and as such is rather limited in use. Its main usage comes from extending ladders should you land on a platform without enough distance between you and your opponent to combo into another Uair, anti-airing opponents trying to land on you with short range nairs (Such as Fox, Mii Brawler, and Mario's Nairs), and kill-confirming into Shuttle Loop.

Note that uTilt's combo ability is fairly poor (and sometimes nonexistent) if one lands an early hit, and that it's much easier to combo off of should one land the move later into its animation.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Sweetspot 60 90 N/A N/A 7
Clean Hit, Sourspot 60 90 N/A N/A 6
Late Hit, Sourspot 35 120 N/A N/A 6


Down Tilt

+

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
5.0 3-4 18 361 -9 to -8 N/A

dTilt is a quick low thrust, great for safely poking opponents at mid-close range. It's not incredibly safe on shield frame-data wise, but given its low shieldstun, fast startup, and low endlag, it isn't reactable on shield. This means Meta Knight can safely use it to poke shields, provided he doesn't mash it.

  • Trips at low percents, although given the semi-low trip chance (roughly 25%) and that fact that you can't react to the move not tripping (meaning, if you try to react to a trip and it doesn't happen, you'll just stand there like an idiot and probably get hit), it's generally not a great idea to specifically use it to fish for trips. However, if you do happen to get a trip, the trip itself is reactable and you should be able to combo off of it. Additionally, one can dash back or fullhop after landing a dTilt then punish a trip on reaction, circumventing the standing there like an idiot issue.
  • This move jablocks, being Meta Knight's most reliable method of doing so.
  • After early percents (~30%), it'll start comboing into Jab, dSmash, and itself, then into Dash Attack > Shuttle Loop for a potent kill confirm at high-mid percents (~70%). Additionally, at higher percents (~100%), it sends into a tech situation. dTilt techchase into reverse dSmash is a commonly used and powerful kill setup for MK, and one that's well worth learning.
  • Additionally, it has a specific air-only hitbox that covers a bit of MK's sword hand and hits slightly higher than the ground hitbox. This hitbox does quite literally nothing else differently than the ground hitbox, and will just be useless 99% of the time, as it just isn't high enough off of the ground to hit aerial opponents. This hitbox is a failure and a disappointment to its family, and should be ashamed.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
15 88 N/A N/A 6


Dash Attack

while dashing or running

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
7.0/6.0Foot/Tip 7-11 32 60/70/80 -18 to -14/-19 to -15 N/A

Dash Attack is one of Meta Knight's main ladder starters, and as such a lot of new Meta Knights fall into the trap of mashing the ever living hell out of it in neutral. This is generally a pretty bad idea, since it's fairly unsafe on block and whiff, and you will likely get clapped for doing it versus an opponent who knows what they're doing (or just has the braincells to not run into it headfirst). It can cross up shield if hit at point blank, but this doesn't add all that much to its safety. Additionally, if the opponent takes the hit, you'll be spaced for them to get hit by a suboptimal part of Dash Attack to combo off of, so doing this isn't super recommended.

Dash Attack has three hitboxes, all of which launch at different angles. The innermost hitbox launches the most horizontally, the outermost (tipper) hitbox launches straight upwards, and the middle hitbox launches at an angle between the innermost and tipper hitbox. Generally, to start ladders, one should aim to hit the tipper hitbox, as its launch angle makes it the easiest to combo off of and the least prone to DI out of the three. The other hitboxes will not reliably combo, as DI out will deny Meta Knight of most true followups off of non-tipper Dash Attack if the opponent is past early percents.

Depending on the opponent's percent and weight, the best followup off of Dash Attack will be shorthop Uair, IDJ Uair, or fullhop Uair. You'll most likely also have to microdash forwards before jumping to cover DI out, especially as your opponent gets closer to the end of Dash Attack's combo window.

In addition to the 3 most common followups, fullhop double jump Uair can be used to extend ladder windows slightly past when they would normally end. Although it isn't incredibly common to need, it's a good tool to have in your arsenal to make your early-percent punish game as deadly as possible.

At very low percents, one can also perform Dash Attack > Up Smash for quick and easy damage. From 0%, this combo puts most characters at a good percent to ladder off of, so it can be good for those who land a very low-percent dash attack that they can't perform a full ladder off of.

At ~70%, tipper Dash Attack combos into Shuttle Loop for a powerful kill confirm. Note that one will need to jump before performing Shuttle Loop once their opponent gets into the early-mid percents of this confirm's percent range, or the combo won't connect.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
65/67 107 N/A N/A 7/6


Smash Attacks

Forward Smash

/ +

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
16.024 charged 24 41 361 -6-2 charged N/A

fSmash is rather unconventional for a smash attack. Similarly to Wolf, Meta Knight's fSmash trades startup for endlag, having quite hefty startup at f24, but having virtually no endlag for an fSmash and as such being ridiculously safe on shield.

This lack of endlag makes it great for baiting whiff punishes or making non-committal, very high reward reads, provided you have the time for fSmash's startup to be a non-issue. Note that fSmash has two hitboxes, a very powerful inner hitbox and a less powerful (but still respectably strong) outer hitbox. Additionally, the inner hitbox also hits below ledge, and as such can be used to punish ledgehangs and 2-frame. However, it's not recommended as a 2-framing tool as it's only active for 1 frame, making it precise enough to land to the point where it's not that worth going for. However, if you do try to use it as a 2-frame option, its low endlag will enable you to still be able to ledgetrap your opponent should you miss your 2-frame.

Additionally, fSmash's exceptionally low endlag enables fSmash > Dash Attack > ladder, making fSmash arguably Meta Knight's funniest (but least practical) ladder starter.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
30 108/98 N/A N/A 115 charged


Up Smash

+

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Hit 1 4.06 charged 8 49 366/130 -37-36 charged N/A
Hit 2 3.04.5 charged 12 49 366/130 -34-33 charged N/A
Hit 3 5.07.5 charged 17 49 85/90 -28-26 charged N/A

Up Smash is a rather unimpressive move, but it serves its purpose. It's a vertical kill move that kills at around 120%, later than Shuttle Loop, but with the added benefit of not being one of the absolute worst moves to whiff in Meta knight's kit. It can be used to call out jumps, anti air, and can hit opponents on battlefield-height platforms if you space it well.

Other than its usage as a kill move, it's used in some low-percent combos, such as Dash Attack > Up Smash and dThrow > Up Smash. By no means is Up Smash an amazing move, but it's functional.

It's unadvisable to use this move out of shield very often as it has no scoop hitbox, and will probably whiff on most opponents. However, it works well as a callout for opponents who attempt to fullhop away after landing a safe move on your shield.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Hit 1 30 FKB 100 N/A N/A 43 charged
Hit 2 30 FKB 100 N/A N/A 33 charged
Hit 3 65 148 N/A N/A 43 charged


Down Smash

+

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Front Hit 10.015 charged 4 37 35 -26-23 charged N/A
Back Hit 13.019.5 charged 9 37 35 -19-15 charged N/A


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Front Hit 50 77 N/A N/A 74 charged
Back Hit 50 78 N/A N/A 95 charged


Aerials

Neutral Aerial

Airborne

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Clean 10.0 6-7 43 361 -3 N/A
Late 7.5 8-20 43 361 -4 N/A


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Clean 40 100 7 ? 4
Late 40 100 7 ? 3

Forward Aerial

Airborne +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Hit 1 2.0 9 39 367/70/60 -8 N/A
Hit 2 2.0 12 39 367/70/60 -8 N/A
Hit 3 3.0 15 39 48 -8 N/A

Meta Knight's slowest aerial, coming in at f9. It's also his longest ranged aerial, having comparable range to Marth and Lucina's Fairs, but only on the 3rd hit. However, the first and second hits also have pretty decent range. This aerial is partially responsible for Meta Knight's poor air to air, as it's rather slow for how much range it has.

On the other side of things, all 3 hits are decent combo starters and walling tools, and a sword aerial with decent range is still a sword aerial with decent range, so Fair should not be underestimated.

Fair 1 and Fair 2 both have fixed knockback, meaning that they will combo exactly the same regardless of the opponent's percent. While both of the multihits technically have the same frame advantage at +14 on hit versus grounded opponents, Fair 1 will often cause the opponent to leave the ground briefly due to its upwards launch angle. This will make Fair 2's air only hitbox connect, which is only +7 (+8 if Fair 2 grounds the opponent due to how landing interacts with non-tumble hitstun) on hit. Additionally, Fair 1 sends at a higher angle and comes out faster than Fair 2, making Fair 1 generally a much better combo tool. Note that all Fair 2 setups will be listed assuming Fair 2 is +7 on hit.

Notable Fair 1 Combos:

  • Fair 1 > Shuttle Loop is a quick and easy kill confirm with very little room for error. However, it's advised to not use this setup (or any Shuttle Loop setup) unless you know it will kill, as Shuttle Loop is very minus on hit from ~0-60%.
  • Fair 1 > Dair > Dair > extension is a decent way to start bridges and mid-percent Dair combos. Additionally, one can also do Fair 1 > reverse Dair > Bair for a combo into Bair that will kill surprisingly early by ledge. Fair 1 > reverse Dair > Bair is a great way to score early kills off of an opponent techrolling to ledge, choosing a poor ledge getup option, etc.
  • Fair 1 > Bair and Fair 1 > Nair can be used to send opponents offstage or kill them by the ledge.
  • Fair 1 > Up Smash is a decent combo for quick damage or to kill if one doesn't want to stale Shuttle Loop, as Shuttle Loop is arguably a much more important kill move to keep fresh than Up Smash.
  • Fair 1 > Down Smash is a decent combo for quick damage. The front hit of Down Smash does not kill at relevant percents, so it's not something you'll be killing off of. Fair 1 > reverse Down Smash is possible, but will require you to slightly delay your reverse Down Smash and is generally too precise to be worth it, considering that if the opponent is at Down Smash kill percent they'll likely either already be at Shuttle Loop kill percent or very close to it.

Notable Fair 2 Combos:

  • Fair 2 > dTilt > dTilt followup varies in usefulness depending on where your opponent is in dTilt's combo/usage range, and it will be only as useful as dTilt is in the moment.
  • Fair 2 > Jab is a decent option for racking up damage.
  • While Fair 2 > Dair > extension and Fair 2 > Shuttle Loop are technically true combos, they rely on extremely precise landing timings with Fair 2 and as such are highly inconsistent and not recommended.
  • Most other moves will not combo that well/at all out of Fair 2, and it's generally advised to use Fair 1 for combos.

Notable Fair Combos:

  • Fair > Dash Attack > extension can be an okay ladder starter versus fastfallers. Don't expect it to work super consistently, though.
  • Fair > Fair can work as a beginner-friendly combo, especially out of dThrow.
  • While it's a true combo, it's highly unadvisable to go for Fair > Shuttle Loop, as Shuttle Loop will be incredibly minus on hit at percents where this combo will work.
  • Keep in mind that Fair's final hitbox is not fixed knockback and loses most of its combo ability past early percents.

As a final note, although Fair can be used to edgeguard, it's not super recommended to use it over something like Nair, Dair, or Bair, as it has a very high launch angle compared to the other aerials in question, and as such puts the opponent in a much less compromising position if one is to land it offstage.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Hit 1 40 FKB/65 FKB 100 10 ? 2
Hit 2 40 FKB/65 FKB 100 10 ? 2
Hit 3 60 140 10 ? 2


Back Aerial

Airborne +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Hit 1 2.0 7-8 51 367/55 -9 N/A
Hit 2 2.0 13-14 51 367/55 -9 N/A
Hit 3 4.0 20-21 51 361 -8 N/A


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Hit 1 90 FKB/55 FKB 100 11 ? 2
Hit 2 90 FKB/55 FKB 100 11 ? 2
Hit 3 30 198 11 ? 3

Up Aerial

Airborne +

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
4.0 6 26 67/50 -6 N/A


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
30 128 9 ? 3

Down Aerial

Airborne +

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
6.0 4 27 35/50 -6 N/A

Dair is one of Meta Knight's most useful aerials, on par with Nair.

  • placeholder until I have the time to write 5 paragraphs on dair


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
30 108 9 ? 3


Special Moves

Mach Tornado

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
12.0/0.0/8.0Clean/Windbox/Late N/A 361 361/180 -81 N/A

A slow, but very active move. Quite versatile due to its mobility and windbox. Its main uses are as a ladder finisher, an offstage pressure tool, and a gimping tool with creative usage of its windbox.

Mach Tornado movement has a bit of a learning curve, due to its slightly awkward maneuverability and long animation. Additionally, it doesn't snap to ledge while its hitbox is active, and it has a large disparity between its vertical and horizontal range and travel speed. However, as long as one keeps in mind that they should not move back towards ledge until they're above it, or can clear it by the time they reach it, they should be alright.

Mash it to travel upwards, and move the stick left or right to move horizontally. Note that its horizontal movement is quite fast, but its acceleration is rather sluggish when changing directions. Max height Mach Tornado will autocancel if one lands at the same height that the move was started.

Given Mach Tornado's slow startup, it's more difficult to use than other ladder finishers. There is no exact way to tell when Uair > Mach Tornado will be true, but as general rule of thumb Mach Tornado will be a true ladder finisher if your last 2 Uairs have sent into tumble.

As a final note, Mach Tornado's windbox pulls opponents inwards. This means that if one is to get behind a recovering opponent, they can use the windbox to pull their opponent away from ledge and potentially gimp them. This is generally achieved by grazing a recovering opponent with the top or the bottom of Mach Tornado's windbox while moving past the opponent, then returning back to stage. Such a gimp is referred to as either a Simp Gimp or a Poop Chicken, but the official name is still up for debate among many Meta Knight players.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
90/30/70 44/100/60 N/A N/A 11/2/8


Drill Rush

/ + (angleable)

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Multihits x11 1.1x11 26-69 97 363/367/30/365 N/A N/A
Final Hit 3.0 70 97 40 -24 N/A


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Multihits x11 45 FKB/30 FKB/25 50 26 N/A 2
Final Hit 40 185 26 N/A 4


Shuttle Loop

+

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Ground, Hit 1 Clean 9.0 8 64 86/88 -47 N/A
Ground, Hit 1 Late 6.0 9 64 86 -49 N/A
Ground, Hit 1 Latest 6.0 10-12 64 84 -48 to -46 N/A
Ground, Hit 2 6.0 22-27 64 80 -36 to -31 N/A
Aerial, Hit 1 Clean 6.0 7-8 63 88/86 -50 to -49 N/A
Aerial, Hit 1 Late 6.0 9-10 63 86 -48 to -47 N/A
Aerial, Hit 2 6.0 20-26 63 80 -37 to -31 N/A


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Ground, Hit 1 Clean 125 FKB/120 FKB 120 N/A N/A 9
Ground, Hit 1 Late 100 FKB 120 N/A N/A 6
Ground, Hit 1 Latest 68 FKB 100 N/A N/A 6
Ground, Hit 2 55 130 N/A N/A 6
Aerial, Hit 1 Clean 116 FKB/110 FKB 120 N/A N/A 6
Aerial, Hit 1 Late 80 FKB 100 N/A N/A 6
Aerial, Hit 2 55 118 N/A N/A 6

Dimensional Cape

+

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Ground Forward 13.0 6 64 53 -46 N/A
Ground Backward 15.0 6 64 53 -44 N/A
Air Forward 14.0 6 64 53 -45 N/A
Air Backward 16.0 6 64 53 -44 N/A


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Ground Forward 40 98 N/A N/A 12
Ground Backward 40 98 N/A N/A 14
Air Forward 40 98 N/A N/A 13
Air Backward 40 98 N/A N/A 14


Grabs & Throws

Grab

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Standing N/A 7-8 36 N/A N/A N/A
Dash N/A 11-12 44 N/A N/A N/A
Pivot N/A 12-13 37 N/A N/A N/A
Pummel 1.0 1 5 361 -2 N/A

Leads into stage control, low and high percent kills, and some DI-dependent kill setups and confirms.


Standing Grab

Standing Grab is Meta Knight's fastest grab at frame 7, but its abysmal range makes it heavily outclassed by Dash Grab in most situations. This move has low enough range to get outranged by small amounts of hurtbox shifting and a lot of characters' jostle, meaning that it just won't connect a lot of the time even when it seems like it should. This also makes Meta Knight's shield grab absolutely awful.


Dash Grab (While Dashing, )

Generally Meta Knight's most used grab, because it has enough range to circumvent the issues that Standing Grab has.


Pivot Grab (While Dashing, / > )

Pivot Grab has the same issue as Standing Grab, but to a marginally lesser extent. It also has quite a bit of negative disjoint, so if someone is literally inside of you then it can still connect. This aids its usage as a pivot grab, but most pivot grabs tend to have a lot of negative disjoint anyways, so it isn't anything special.


Pummel (After grabbing, )

Pretty average for a pummel, but very quick. Serves its purpose as a pummel, in that it's useful for tacking on a little extra damage before a throw.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Standing N/A N/A N/A N/A N/A
Dash N/A N/A N/A N/A N/A
Pivot N/A N/A N/A N/A N/A
Pummel 30 FKB 100 N/A N/A 2


Forward Throw

After grabbing,

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Hit 1 6.0 8-9 27 40 -13 to -12 all invincible 1-10
Throw 3.0 10 27 65 N/A all invincible 1-10

A fairly basic stage control throw with a couple setups. Has a higher launch angle compared to dThrow, so it's honestly more useful for its setups than it is as a stage control throw.

At ~80%, can combo into Shuttle Loop for a kill, but only on DI in. Past percents where that stops working, it turns into a setup where one can opt to try for the combo anyways, hoping that the opponent doesn't immediately choose an escape option or chooses one that loses to Shuttle Loop, or wait out the opponent's escape option and punish accordingly.

If the opponent DIs this throw out, the setup will not work, but it'll grant you with a similar amount of stage control as dThrow would on DI in.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Hit 1 10 100 N/A N/A 6
Throw 50 140 N/A N/A N/A


Back Throw

After grabbing,

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Hit 1 7.0 16-17 34 45 -11 to -10 all invincible 1-18
Throw 3.0 18 34 45 N/A all invincible 1-18

Back Throw is an excellent throw for stage control and advantage. It sends at a fairly low angle and leaves Meta Knight in fairly low lag, enabling it to combo into Dash Attack at low percents versus semi-fastfallers and fastfallers.

This low lag also enables it to be used as a niche advantage setup, as Back Throw > reverse Down Smash is quick enough to catch some escape options and catch opponents off guard, especially if Back Throw sends them offstage while still leaving them close enough to ledge to hit with Down Smash.

Other than that, it works great as a stage control throw and will kill at ledge at very high percents.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Hit 1 10 100 N/A N/A 7
Throw 60 140 N/A N/A N/A


Up Throw

After grabbing,

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Hit 1 7.0 42-45 77 65 -28 to -25 all invincible 1-46
Throw 10.0 46 77 77 N/A all invincible 1-46

Up Throw is Meta Knight's best kill throw, killing at around 160% on average. Since it's a rise-and-fall Up Throw, it will kill earlier if one starts the throw while below a platform.

Other than its usage as a kill throw, it sees niche usage versus Ice Climbers and Snake. Versus ICs, it's possible to grab Popo and Up Throw him, forcing Nana's AI to jump directly into the extremely powerful landing hitbox of Up Throw. This will kill her starting at roughly 60%, and is known as the Fridge Combo.

Versus Snake, if one lets him regrab a grenade then Up Throws him at a timing such that the grenade explodes while Up Throw is still in the air, he will die at any percent above 5%. This is because Up Throw's animation forces him into the top blastzone, and while there, any damage that send him into tumble will kill. This tech is known as the Omni Gay, and has been around since Brawl.

Up Throw's landing hitbox and high amounts of throw invincibility also give it niche usage in doubles.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Hit 1 85 150 N/A N/A 7
Throw 70 76 N/A N/A N/A


Down Throw

After grabbing,

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Multihits x9 0.5x9 11 - 13/17 - 19/23 - 25/29 - 31/35 - 37/41 - 43/47 - 49/53 - 55 86 270 NaN all invincible 1-75
Final Hit 1.0 73-74 86 70 -11 to -10 all invincible 1-75
Throw 2.0 75 86 60 N/A all invincible 1-75

Meta Knight's other main ladder starter, in addition to Dash Attack. However, dThrow also starts bridge combos in addition to ladders and is more susceptible to DI than tipper Dash Attack.

When trying to ladder off of dThrow:

  • DI in and no DI can be covered with dash forwards > shorthop Uair.
  • At very low percents, DI out can be covered with Dash Attack or a longer dash forwards into a Uair, both of which can be extended into a ladder. Dash Attack generally works better versus fastfallers.
  • dThrow > shorthop delayed Nair > Dash Attack > ladder is a potent zero-to-death route that will generally work on all DI at very low percents. The delayed Nair will require a microdash forwards before the shorthop, as otherwise it won't work on anyone except for some big bodies. On floaties, the Dash Attack may not connect. In this case, skip the Dash Attack and transition directly into a ladder with Uair.
  • dThrow > Bair > Dash Attack > ladder is a variation of dThrow > shorthop delayed Nair > Dash Attack > ladder. Generally, it's easier to pull off but doesn't work quite as well due to Bair's lower combo potential, but it's still a potent kill combo. Especially versus lighter characters, and when the opponent is in the upper range of this combo's (quite small) percent window, a microdash forwards may be required before Dash Attack in order for it to connect properly.

When trying to bridge off of dThrow:

  • Do not try to bridge an opponent directly off of dThrow while they're at 0%, as Dair won't be plus enough to combo or frametrap into itself reliably.
  • Keep in mind that bridges become much harder to escape at ~12% before the first Dair. Generally, a bridge combo will not be 100% frame-tight, but instead very hard to escape for most characters due to a lack of fast escape options that won't directly kill them/put them in an awful position if used offstage. As a point of reference, Dair > Dair becomes a true combo at ~25%, and your bridge combo will then become nigh impossible for the opponent to escape if you're doing it right.
  • All DI can be covered with dash forwards > Dair, provided the opponent is within dThrow's combo range, but DI out may require a slightly longer dash.
  • Use reverse Dair for optimal results, as this will allow you to finish your bridge with Bair, a much more effective kill option than other bridge finishers such as Fair. The more horizontal launch angle of Dair compared to Uair also means that it will be harder to connect other finishers out of a bridge rather than a ladder, such as Nair. Bair's high kill power, horizontal hitbox, and faster startup than Fair make it the quintessential bridge finisher.
  • In addition, the back of Dair is much better for combos, as the front hit will tend to push the opponent a bit further away from you due to jostle, reducing its combo ability.
  • dThrow > shorthop delayed Nair > Dair > bridge works in a similar fashion to the delayed Nair ladder route, but for bridges.

Other setups:

  • dThrow > Dair > Nair > any Nair followup is a frame trap setup that leads into a ladder. At 0%, it's beaten out by aerials/escape options that hit above the opponent that are f5 or faster (fast uairs, counters, invincible options etc.), but if your opponent doesn't have one of those it's a viable setup. In order to pull it off, one can simply perform it up until the Nair, then either combo off of the Nair if the opponent doesn't airdodge out, or react to the airdodge and punish it with something like Dash Attack > ladder should the opponent try to airdodge out of the combo. Additionally, the Nair catches neutral airdodge, so the opponent will have to directional airdodge to escape. Unfortunately for them, directional airdodges are far laggier than neutral airdodge, and trivial to react to.
  • dThrow > Dair > Dair > any Dair followup works similarly to dThrow > Dair > Nair, but requires a faster aerial (at 0%, f3 or faster) to escape. However, Dair is more difficult to combo off of at low percents.
  • Keep in mind that you can still try to go for these setups even if your opponent's character has an aerial that reliably beats it, as they'll still need to know how the setup works in order to escape it consistently.
  • You can buffer a single Pummel after landing your dThrow to make these setups marginally more difficult to escape at very low risk of the opponent mashing out. More than that, and your opponent has a decent chance of mashing out of a grab at 0%.

Other than its usage as a ladder and bridge starter, dThrow can also combo into Up Smash, Fair, and Bair. Combos into Fair and Bair tend to work slightly past percents where dThrow > Dair, dThrow > Uair, and other dThrow combos stop working due to the more horizontal hitboxes of Fair and Bair.

In contrast to dThrow's plethora of uses at early percents, DI out will deny dThrow of all true followups after the opponent gets past early-mid percents. Once it can no longer be used for combos, it becomes a decent stage control throw.

As a final note, this throw has an ungodly amount of invincibility frames. This can make it quite useful versus things like Bowser Jr.'s Mechakoopa, Sephiroth's Shadow Flare, and Mega Man's Crash Bomber, if one's throw invincibility is timed to coincide with the activation of said move's hitbox.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Multihits x9 10 FKB 100 N/A N/A 2
Final Hit 60 200 N/A N/A 2
Throw 50 170 N/A N/A N/A


Misc. Attacks

Ledge Attack

while holding the ledge

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
9.0 25-27 55 45 -21 to -19 all intangible 1-27

An extremely basic, run of the mill ledge attack. What more could you need?


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
90 20 N/A N/A 9


Getup Attack

after getting knocked down

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Facing Up 7.0 16-25 45 48 -22 to -13 all intangible 1-25
Facing Down 7.0 16-25 45 48 -22 to -13 all intangible 1-25

This is a getup attack that does getup attack things, like being an available option after a missed tech.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Facing Up 80 48 N/A N/A 7
Facing Down 80 48 N/A N/A 7


Trip Attack

after tripping

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
5.0 19-26 49 361 -24 to -17 all intangible 1-7

This sure is a trip attack.

I have no idea why anyone would read the description for a trip attack other than someone who's dedicated to reading every move entry on a character's page, or someone who just scrolled to the bottom of the page to see what's there.

Congratulations for wasting a few seconds of your life reading quite possibly the least useful and least interesting move description on this character's page, I guess.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
60 50 N/A N/A 6


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To edit frame data, edit values in SSBU/Meta Knight/Data.
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