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== Overview ==
 
== Overview ==
Darkness Illusion somewhat differs from its predecessor. Instead of throwing his cape over his opponents, he shoots bolts of lightning in a small radius around, creating a circular hitbox that hits targets above, in front of, below, or behind him. Meta Knight takes the target into the center of the stage, then repeatedly strikes the target from all sides with his sword before slashing them away, dealing immense horizontal knockback.{{FinalSmash}}
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Darkness Illusion somewhat differs from its predecessor. Instead of throwing his cape over his opponents, he shoots bolts of lightning in a fairly large radius around him in all directions, creating a circular hitbox that hits targets above, in front of, below, or behind him. Meta Knight takes the target into the center of the stage, then repeatedly strikes the target from all sides with his sword before slashing them away, dealing considerable horizontal knockback.
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This Final Smash requires the opponent to be at quite a high % to KO them, and because of its nature to take the opponents to the stage's middle, it cannot be used nearby the blast line to launch the opponent off-stage without requiring so much knockback.{{FinalSmash}}
 
[[Category:Final Smashes]]
 
[[Category:Final Smashes]]
 
[[Category:Trapping Final Smashes]]
 
[[Category:Trapping Final Smashes]]

Revision as of 21:36, 17 April 2020

Darkness Illusion (ダークネスイリュージョン, Darkness Illusion) is Meta Knight’s Final Smash in Super Smash Bros. Ultimate, replacing his previous Final Smash, Galaxia Darkness.

Overview

Darkness Illusion somewhat differs from its predecessor. Instead of throwing his cape over his opponents, he shoots bolts of lightning in a fairly large radius around him in all directions, creating a circular hitbox that hits targets above, in front of, below, or behind him. Meta Knight takes the target into the center of the stage, then repeatedly strikes the target from all sides with his sword before slashing them away, dealing considerable horizontal knockback.

This Final Smash requires the opponent to be at quite a high % to KO them, and because of its nature to take the opponents to the stage's middle, it cannot be used nearby the blast line to launch the opponent off-stage without requiring so much knockback.