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This article is about Meta Knight's appearance in Super Smash Bros. for Nintendo 3DS/Wii U. For other uses, see Meta Knight.

Meta Knight (メタナイト, Meta Knight) is a starter veteran in Super Smash Bros. for Nintendo 3DS and Wii U from the Kirby universe. He was confirmed on August 13th, 2014 in an official Miiverse post, though he was hinted at two days earlier in another Miiverse post.

Eric Newsome and Atsushi Kisaichi both reprise their roles as Meta Knight's voice actors in the English and Japanese versions, albeit via recycled voice clips from Super Smash Bros. Brawl.

Meta Knight is ranked 16th out of 54 on the tier list, placing him in the B tier. This is a moderate drop from his top-tier placement in Brawl, where he was ranked 1st out of 38. Meta Knight's already impressive mobility has been improved: his already fast dashing and falling speeds have become even faster, while his extremely slow air speed has become drastically faster. Meta Knight's overall frame data remains extremely fast and Galaxia grants him disjointed range, which collectively enable him to retain his formidable combo game and edge-guarding potential. Incidentally, he also boasts a superb recovery: in addition to his multiple double jumps, all of his special moves are reliable at bringing him back on-stage.

However, Meta Knight received heavy nerfs in the transition to SSB4, likely owing to his dominance in Brawl. His outstanding frame data and range, long-distanced recovery and overall damage output have been toned down, while his approach has been weakened because of the total removal of Galaxia's transcendent priority. When combined with his continued lack of a projectile, these changes result in Meta Knight having a more difficult time overcoming camping strategies. Meta Knight's very quick falling speed is also a double-edged sword: while it is an important aspect of his mobility, it is also detrimental because of his light weight, as it leaves him vulnerable to both combos and KOs. His endurance is also exacerbated by the nerfs to his recovery, with the most notable example being the removal of gliding.

Regardless, Meta Knight retains many of his key advantages from Brawl, which have enabled him to secure strong tournament representation and results.

Attributes[]

Meta Knight is an unusual blend of character archetypes. He is very small, to the point of being roughly the same size as Kirby, and is the ninth lightest character, yet he has the tenth highest gravity and an unusually fast falling speed. Like his fellow Kirby fighters, Meta Knight has multiple double jumps, but unlike most other characters who share this trait, his mobility is overall fast: he has above average walking speed, fast dashing speed, and average air speed and air acceleration. Due to it lasting 13 frames, Meta Knight's initial dash animation is relatively long, which gives him a slow extended dash-dance and a long fox-trot. However, his perfect pivot is rather long and therefore useful for re-positioning and evading attacks. Meta Knight also benefits from a jumpsquat that is 4 frames long, as well as a low short hop, which enable him to transition very quickly between his ground and air games. As such, Meta Knight's mobility is the most well-balanced among characters of his archetypes.

Meta Knight's most valued strength is his frame data: much like Sheik and Luigi, the overwhelming majority of his attacks have little delay, either in regard to start-up, ending lag, or both. In fact, all but four of his moves have fewer than 10 frames of start-up, and their generally low ending lag is quite unusual for a swordsman. Meta Knight's sword, Galaxia, also grants him disjointed range. His dash attack is a reliable approach option thanks to its low ending lag, disjointed range, and the speed boost it grants. His dash grab covers a long distance, making it relatively hard to punish. His down aerial is one of the fastest of its kind, while his forward smash has low ending lag, making both useful for spacing. His out of shield options are also a defining part of his neutral game. He has fast, long-distanced rolls, and Shuttle Loop and his down aerial are quick, with the former's power making it deadly against opponents who land punishable moves on his shield. He can also opt for a grab, which gives him the opportunity to start combos and rack up heavy damage. Altogether, these traits grant Meta Knight an decent neutral game, the ability to mix-up his approach, and keep his opponents guessing.

Due to his attack speed, Meta Knight is also renowned for his incredible combo potential, with the ability to get very early KOs with guaranteed followups. He additionally has notable finishers: his forward smash has high power and very low ending lag, making it spammable and hard to challenge even if shielded. His up smash is one of the fastest smash attacks in the game and has good power. His back aerial is very deadly offstage due to its high knockback scaling, and its autolink angle allows it to drag opponents downwards while edgeguarding or to force a lock. Though less effective, Dimensional Cape, neutral aerial and up throw can still KO. However, his Shuttle Loop is his most frequently used KO move, owing to the numerous setups into it; it is additionally a powerful out of shield option due to its speed, range, and power.

Boasting five midair jumps and a special moveset full of recovery options, Meta Knight has an outstanding recovery. Mach Tornado covers a large amount of horizontal recovery, especially if mashed. Drill Rush can be used as a horizontal recovery, and can be angled. Shuttle Loop covers a high amount of vertical distance and grants a fully controllable amount of horizontal distance. Dimensional Cape makes Meta Knight invisible, and allows him to move in any direction, making it the most unpredictable move in his arsenal and a good option for mindgames. His recovery, when combined with his quick and disjointed aerial attacks, contributes to a deadly off-stage game. Furthermore, his aerial prowess makes him among the most difficult characters to juggle consistently.

Meta Knight's grab game is effective. While his pummel is slow and his standing grab range is short, the former is highly damaging and the latter is made up for by his long-ranged dash grab. His forward and down throws can combo into other moves even at higher percentages, his back throw is useful for launching opponents off-stage, and his up throw can KO at very high percentages so long as it lands on a platform. Partly due to his throw set-ups, Meta Knight possesses a good combo game. He can launch opponents into the air with his dash attack and throws, and these moves can combo into his up tilt, up smash, any aerial, Mach Tornado and Shuttle Loop, and his up aerial can reliably lead into his other aerials. His back aerial uses the auto-link angle, allowing Meta Knight to drag opponents to the ground and jab reset with his down tilt, and the latter move can trip opponents and lead into combos, before opening up tech-chases at high percentages. With proper mastery of his combos, he can potentially zero-to-death his opponents, most infamously with the Rufio, a staple combo in his metagame that consists of a series of up aerials, which can then lead into a Shuttle Loop near the upper blast line for a virtually ensured KO.

Lastly, Meta Knight's edge-guarding potential is among the greatest in the game. Neutral and back aerials have long-lasting hitboxes and deal high knockback. Forward aerial has long range, a favorable launch angle, and decent power, and down aerial is the fastest semi-spike in the game. Due to these moves' low start-up and ending lag, Meta Knight can perform variations of the wall of pain without fear of reprisal, thanks to his recovery practically ensuring his safety. Lastly, he also has the aforementioned zero-to-death combo, which is particularly potent on floaty characters.

However, Meta Knight has noticeable weaknesses. His neutral game is notoriously linear, with only dash attack and dash grab being effective approach options. He also lacks a projectile, leaving him susceptible to camping strategies from characters such as Villager. His disjointed range, although good for his size, is still short in comparison to other sword-wielding characters, making it necessary to rely on his mobility and attack speed to capitalize on openings. Lastly, his fast attack speed is held back by most of his moves having very short-lasting hitboxes (with forward smash, down smash and up/down aerial's hitboxes lasting only 1 frame), which necessitates proper attack timings to pull off effective combos.

His combo potential is limited at higher percents, as down throw is easy to DI and dash attack has high knockback scaling, forcing him to rely on reads to land follow-ups. Meta Knight's KO combos are difficult to master, making learning them crucial for success, Shuttle Loop is also highly punishable if it misses, difficult to use without a read or set-up, and is frequently staled, and his KOing combos related to up aerial are difficult to perform consistently. Additionally, even though all of his special moves are useful for recovery to some extent when used correctly, they leave Meta Knight helpless, so accuracy is crucial. Finally, despite his small size and light weight, his rather fast falling speed, the unusual shape of his hurtbox, and his lack of a reliable combo breaker leave him surprisingly susceptible to combos, especially against Sheik and Zero Suit Samus. At the same time, his endurance is poor because of the problematic combination of his light weight, very fast falling speed and high gravity collectively hindering his ability to survive strong hits.

Some of Meta Knight's custom moves possess a few benefits. Entangling Tornado draws opponents in and deals more knockback, but also has much more start-up, deals much less damage, and cannot be controlled as easily. Dreadful Tornado hits much harder, but cannot stall him in the air and is slower. High-Speed Drill is faster and moves further, but cannot be aimed and has less power. Shieldbreaker Drill can break shields very reliably, but cannot be used to attack or recover effectively. Lazy Shuttle Loop hits even harder and covers much more distance than the default, but is very slow, making it difficult to hit the opponent. Shield Piercer is unblockable and moves farther, but is weaker. However, the advantages granted are much more situational overall and sacrifice the versatility of the default specials, which results in none of his custom options being especially worthwhile.

Overall, Meta Knight's strengths outweigh his flaws by a good amount, but unlike in Brawl, he is essentially a "high-risk, high-reward" character. This is evident with his high learning curve, as his most notable combos require precise spacing and timing to pull off consistently, while his disadvantage against camping often forces players to play patiently in the neutral game. Yet once he finds an opening, Meta Knight can pose a significant threat once players find an opening and make the most of it with his extensive combo game and strong edge-guarding ability.

Strengths[]

  • Has a total of six jumps.
  • High mobility, especially on the ground.
  • High range attacks considering his small size.
  • Has one of the most efficient neutral games of all characters.
  • Very fast attacks overall, having one of the best frame datas in the game, next to Sheik.
    • This speed also gives him powerful out of shield options.
  • Has a good variety of multi-hit attacks.
  • Formidable combo game and edge-guarding.
  • Can quickly transit between ground and air games.
  • All his attacks except for Dash Attack have disjointed hitboxes due him using a sword.
  • Fast dodge roll that covers a long distance.
  • Great and versatile recovery, with multiple jumps and being able to use all his Special Moves to return back to the stage.

Weaknesses[]

  • Sixth lightest character in the game, tied with Zero Suit Samus.
  • Lacks a projectile.
  • Lacks a Meteor Smash.
  • Most of his strongest attacks have high lag, leaving him vulnerable.
  • Poor KO potential outside of edge-guarding.
  • No longer has transcending priority in any of his attacks, meaning they can now clash and be out-prioritized by the opponent's.
  • Can no longer glide, which reduces his recovery potential.

Summary[]

Kuroham-metaknight

Meta Knight's stats by Kurogane Hammer.

Meta Knight is a very mobile, combo oriented character that benefits mostly from Bait & Punish tactics. His balanced attributes allows him to quickly adapt to different fighting styles, allowing him to play offensively or defensively as the situation demands.

Meta Knight's greatest assets, much like Sheik, are his great frame data and very high combo potential. Most of his attacks have low ending and landing lag, meaning he can quickly chain combos from ground to air and vice versa. He is also the only small character that wields a sword, giving him a powerful neutral game, specially given the low lag of his attacks, something quite unusual for swordsmen in general.

His ground game is solid and very fast, with Neutral Attack being an efficient damage racking due being one of the fastest in the game, while Forward Tilt allows him to quickly send his opponents into the air. Down Tilt, on the other hand, can trip opponents, is an efficient poking tool and also excellent for spacing, while his Up Tilt can be useful to initiate juggle setups, combining with itself at low percentages. His Dash Attack is also useful to start juggles, and covers a decent range.

Meta Knight's Smash Attacks are notable for their safety and speed, and unusual combination that often gives him the upper hand. Forward Smash is fast and has surprisingly low ending lag, being useful for spacing, and is his strongest KO move. Up Smash, while not so powerful, is great for damage racking and can combo out of an Up Tilt at low percentages. Finally, Down Smash Attack is his fastest Smash Attack, being a quick sweep move that is very useful to punish rolls and to edge-guard.

In the air, Meta Knight is as effective as on the ground, boasting from high speed and combo potential. Neutral Aerial is a decent Sex Kick, although it has the lowest range of all his aerials. His Forward and Back Aerials can trap opponents easily between hits, while the latter can even pull down enemies into the hits, being useful for stage spikes and jab lock resets. Up Aerial is his main juggling tool, being his fastest aerial, capable of various setups that can often score ceiling KOs. Down Air Attack, while not being a Meteor Smash, is one of the fastest Down Aerials in the game, as it is a safe move as it covers a wide are below Meta Knight.

Meta Knight's Throws are very versatile, with Forward and Down Throws being his main tools for juggle setups. Back Throw is useful for getting opponents offstage, while Up Throw can KO at very high percentages, and even earlier if it hits a high platform, like the top one in Battlefield.

Finally, Meta Knight has one of the best recoveries in the game, boasting from five midair jumps and Special Moves that can further aid it. In addition, they are all very useful both for offense and defense. Mach Tornado is very fast, capable of easily trapping opponents between hits, allowing Meta Knight to rack up damage fast; if all hits connect, he will deal roughly 22% damage total. Drill Rush covers good range and his high priority, and Meta Knight can change his trajectory while spinning. Dimensional Cape allows him to teleport a short distance, which and be controlled by the control stick; if the button is pressed again, Meta Knight will unleash a powerful vertical slash that can KO opponents at 100% near the ledge. Finally Shutter Loop is a quick upwards rising slash that is Meta Knight's main finisher for his juggle setups; if not stalled, this move can KO opponents as earlier as 60% near the upper blast zone.

However, Meta Knight has significant flaws that can be exploited. He lacks a projectile and often cannot deal well against opponents that excel at using them, holding him back from using the fullest of his neutral game. He is also very dependent on edge-guarding to KO properly, with his strongest attacks being either slower than normal or being highly punishable. In addition, none of his throws pack KO power, with even his Up Throw only KO'ing reliably when hitting higher platforms. Also his juggle setups are difficult to pull off consistently due DI. Finally despite his small size, he still has an unusual large hurtbox, which combined with his high falling speed and weight makes him very susceptible to combos.

Meta Knight players must often play more defensively to make full use of his quick arsenal that can punish mistakes easily, leading into a flurry of combos that leave opponents with little time to react. His gameplay style requires precision and patient, specially when dealing with other defensive character, specially camping ones.

Differences from Brawl[]

In Super Smash Bros. Brawl, Meta Knight was near universally regarded as the best character in the entire game, to the point of being considered by many as broken. This is due to numerous factors: Meta Knight was incredibly fast due to his blazing ground speed, array of mid-air jumps, having access to a glide and terrific frame data. In addition to his speed, most of his attacks were disjointed and possessed transcendent priority, making Meta Knight a very difficult character to challenge and punish.

As a result of all of these traits, Meta Knight was an incredibly dominant force in Brawl, with numerous characters heavily struggling against him and even the characters who could deal with him still had a disadvantageous matchup against him. Likely as a result of how he warped the metagame, Meta Knight has been significantly reworked in Super Smash Bros 4 and while he did receive some buffs, he was nerfed significantly overall.

Having been completely unmatched in Brawl, Meta Knight's frame data has been considerably toned down. Many of his attacks now have slower start-up lag, reduced active frames, and higher ending and landing lag, with his up aerial being a good example in all these aspects. Additionally, his aerials have much later auto-cancel windows, which in combination with their higher landing lag, substantially hinders their safety as his neutral, forward, and back aerials no longer auto-cancel in a short hop. His range has been shortened, which makes his spacing ability much weaker and thus forces him to adopt a more aggressive playstyle. To further compound this, his overall damage output has been significantly reduced now being below average. With the nerfs to several of his most pivotal neutral game options, such as down tilt, forward aerial, down aerial, Shuttle Loop and Mach Tornado, and the loss of gliding and the transcendent priority on his moves, Meta Knight's neutral game is overall significantly worse, leaving him more vulnerable to camping and zoning, especially with his lack of a projectile. The changes to his down aerial and Shuttle Loop combined with the removal of edge-hogging, his shorter recovery, and the generally improved recoveries of the majority of the cast have collectively hurt Meta Knight's edge-guarding potential, and the loss of gliding removes some of his off-stage mix-ups. With his faster falling speed and the changes to hitstun canceling, Meta Knight can no longer momentum cancel and is more vulnerable to combos, worsening his already poor endurance.

However, Meta Knight has received some noteworthy buffs. His already good mobility has been improved: his air speed is drastically faster, he dashes and falls faster, and he has gained a new movement option in his long perfect pivot. Several of his attacks are stronger, most notably his forward and up smashes, back aerial, and Dimensional Cape. Due to the changes to hitstun canceling and the updated gameplay physics, Meta Knight can perform true combos more reliably, especially with his dash attack, which has become his most reliable combo starter and is now a large part of his game plan. His up aerial also remains a strong combo option due to these changes despite its severe nerfs and his altered Shuttle Loop while having far less utility has become an incredible combo finisher and KO move near the upper blast line. His grab game is both more rewarding and more consistent, due to the mechanic changes somewhat making up for the nerfs to his damage output. He also benefits from the removal of chain grabbing and the changes to aerial grab releases which was previously one of his weaknesses.

Meta Knight has also received buffs over time via game updates, and while they are helpful, they do not nearly compensate for the loss of his overwhelming strengths from Brawl and version 1.1.5 nerfed his up aerial further.

Overall, Meta Knight's direct changes drastically hindered him in many ways making him a much worse character on paper and while the changes to the game's mechanics greatly benefited him overall, they were not enough to offset his nerfs and make him one of the best characters in the game. As a result, he was one of the characters who was the most severely nerfed from the transition to Smash 4, alongside King Dedede, Falco, Marth (during the initial release), Wario, and Olimar. Due to retaining the majority of his key advantages from Brawl, however, Meta Knight is widely considered to be a viable character, and while his tournament success and representation is much lower, he has still seen more results and representation than a majority of the cast which has given him consistent status as a high-tier character throughout Smash 4's lifespan.

Attributes[]

  • Buff Slightly heavier and larger than in Brawl.
  • Nerf Meta Knight's sword is slightly shorter, resulting in less range for all attacks.
  • Notice No longer has transcending priority in any of his attacks.
  • Nerf Increased lag for many moves.
  • Nerf Lower consecutive jumps.
  • Nerf Can no longer glide as the mechanic has been removed.
  • Nerf New dodge roll animation, slightly slower.

Ground Attacks[]

  • Buff Standard Attack can transition between rapid jabs and a finisher.
    • Nerf It also no longer hits enemies behind Meta Knight, as the animation now has him facing forward rather the screen.
  • Nerf Forward Tilt deals less damage and is slightly slower.
  • Nerf Down Tilt and Dash Attack have slight more ending lag.
  • Buff Up Smash Attack , Side Smash Attack, and Dash Attack are stronger in terms of knockback.
  • Nerf Down Smash Attack is slower and causes less knockback.

Air Attacks[]

  • Buff Neutral Air Attack has slightly more range.
    • Nerf But Neutral Air Attack has slightly more ending lag.
  • Nerf Forward and Back Air Attacks deal less damage.
    • Buff But they are slightly faster, have more range and have slightly less ending lag.
  • Nerf Up Air Attack is slower.
  • Buff Back Air Attack is faster and causes more knockback.

Grabs and Throws[]

  • Buff Down Throw causes has less knockback scaling to allow follow-ups
    • Nerf But Down Throw does less damage.

Special Attacks[]

  • Buff Mach Tornado is harder to escape from through DI
    • Nerf However it causes less damage and lasts for shorter amount of time. It also has much lower range, specially vertically, no longer having cone-shaped hitboxes.
  • Buff Drill Rush's hits lock opponents more easily.
    • Nerf However it has higher start-up lag. Also, it no longer causes Meta Knight to gain altitude by the end of the move unless it hits a solid object (either a character or a floor/wall).
  • Nerf Shuttle Loop's has reduced recovery potential due to gliding being removed from the game.
    • Buff However, it now has a new animation where Meta Knight slashes upwards twice, gaining more vertical recovery. It causes more damage, but it deals less knockback.
  • Buff Dimensional Cape causes more damage and knockback.
  • Buff Galaxia Darkness has higher reach, with Meta Knight's cape covering slightly more horizontal range.

Moveset[]

Ground Attacks[]

Normal[]
  • Standard Combo: Unleashes a flurry of sword slashes. Hold the button to keep him slashing. Differently from Brawl, the slashes only hit in front of Meta Knight. Finishes with an upward slash. 1% each slash, 2% last one. Usually 7% max.
  • Side Tilt: Can slash up to 3 times like an average standard combo. 2%, 2%, 3%.
  • Up Tilt: Spins around pointing his sword upwards. 7%.
  • Down Tilt: Stabs quickly, low to the ground. 5%.
  • Dash attack: Kicks forward. 6% at the beginning of the move, 5% at the end.

Smash Attacks[]

  • Side Smash Attack: Slashes forward forcefully. Has more start-up than the Brawl version.

Uncharged: 16% damage. Fully charged; 22%.

  • Up Smash Attack: Three quick slashes above him.

Uncharged: 3% damage each, max 9%. Fully charged: 4%, 2%, 5%. Hit all three for 12%.

  • Down Smash Attack: Slashes in front of him, then at his back..

First Slash (front): Uncharged: 7%. Fully charged: 9%.

Second Slash (front): Uncharged: 10%. Fully charged: 14%.

Other attacks[]

  • Ledge Attack: Quickly climbs the edge and slashes in front of him. 7%.
  • Get-up Attack: Gets up slashing on both sides of him. 7%.

Air Attacks[]

  • Neutral Air Attack: Spins with his sword outwards. 7% at the beginning of the move, 5% at the end.
  • Forward Air Attack: Slashes three times in front of him. The slashes are very fast. 2%, 2%, 3%. Total 7%.
  • Up Air Attack: Slashes above him in an arc. 5%.
  • Down Air Attack: Slashes below him in an arc 6%.
  • Back Air Attack: Slashes thrice at his back. Slower than its forward counterpart. 1%, 1%, 4%. Hit all three for 7%.

Grabs and Throws[]

  • Pummel: Attacks opponent with his wings' spikes. 3%.
  • Up Throw: Flies upwards with the opponent, disappearing from the stage for a moment, then comes back and slams the opponent on the ground. 10%.
  • Forward Throw: Kicks opponent forward. A very weak throw that is not worth using. 3%.
  • Back Throw: Disappears with his cape the reappears at the opponent's back, slashing with his sword. 10%.
  • Down Throw: Lays the opponent on the ground then kicks them multiple times. 7%.

Special Moves[]

Meta Knight's Special Moves
Brawl 3DS/Wii U Ultimate
Standard Special Mach Tornado
Side Special Drill Rush
Up Special Shuttle Loop
Down Special Dimensional Cape
Final Smash Galaxia Darkness Darkness Illusion

Meta Knight's Custom Special Moves
Custom 1 Custom 2
Standard Special Entangling Tornado Dreadful Tornado
Side Special High-Speed Drill Shieldbreaker Drill
Up Special Blade Coaster Lazy Shuttle Loop
Down Special Shield Piercer Stealth Smasher

Taunts[]

  • Up Taunt: His cape engulfs him as he spins. The same effect used in his Standard Special has been added.
  • Side Taunt: Swings his sword around, then points it forward saying "Fight me.".
  • Down Taunt: Facing the camera (or away from it if he is facing left), opens his wings broadly while saying "Come.".

In Competitive Play[]

Upon SSB4's release, Meta Knight's heavy nerfs were quickly noticed. The severity of his shorter recovery, hitbox durations and range, lack of transcendent priority, and slightly slower attack speed all contributed to the perception that he was a mid-tier character at best, as he now required a much more aggressive playstyle. However, after being buffed over several game updates and seeing increasingly noteworthy results from some of his players from Brawl and new players across different regions, most famously MkLeo, top players such as ZeRo reevaluated their opinions on Meta Knight. This saw a subsequent rise in Meta Knight's popularity; Mr.R and Nairo occasionally used him and Abadango decided to main him, with his perceived advantageous matchup against the top-tier Rosalina & Luma boosting his metagame even further due to it rendering him as a valuable counterpick.

Players started to acknowledge Meta Knight's KO potential, superb frame data and proficiency at edge-guarding as being reliable against the entire cast, while his Rufio combo could KO any character at some of the lowest percentages possible if performed correctly, all of which were traits that he retained from Brawl. As a result, Meta Knight was subsequently ranked at 10th on the first 4BR tier list. However, many players believed he should have been ranked even higher, with a major reason being that he was considered to lack notably disadvantageous matchups aside from Sheik.

However, Meta Knight's status went into a sudden decline after his up aerial combos, which were pivotal to his success, had been nerfed in update 1.1.5. As a result, several of his best players either began to co-main him (such as Tyrant adopting Sheik and Diddy Kong), transition him into a secondary (such as MkLeo adopting Cloud and Marth as his new mains), or even drop him entirely (such as Katakiri and Seibrik). Although Meta Knight has maintained his high-tier status throughout SSB4's lifespan thanks to his solid punishment game, popularity as a counterpick to Rosalina & Luma, and his playerbase consistently achieving good results, he has steadily dropped on subsequent tier lists regardless. He has since dropped to 13th on the second tier list, then to 14th on the third tier list and, despite Leo bringing better results after using him once again, he has recently dropped once again to 16th on the fourth and current tier list, although this was before Leo's stellar performance with Meta Knight at 2GG Championship.

Trophy Description[]

Meta Knight[]

MetaKnight3DSTrophy

Kirby's mysterious rival, this masked swordsman appears in several Kirby games. His cape transforms into wings to grant him flight. In Smash Bros., his quick sword skills and aerial agility set him apart. He can jump up to six times in a row, and he has a special move to soar higher.

  • NES - Kirby's Adventure (05/1993)
  • SNES - Kirby Super Star (08/1996)

Meta Knight (Alt.)[]

Meta Knight's Dimensional Cape lets you teleport, changing where you'll reappear with directional inputs and attacking by holding the button! His Mach Tornado special can draw in and attack multiple opponents. Rise by pressing the button repeatedly, and press left or right to move.

Other features[]

To be added

In Event Matches[]

Solo Events[]

  • All-Star Battle: Brawl: Meta Knight is one of the opponents fought in this event. All of the opponents debuted in Brawl.
  • The Ultimate Swordsman: As Ike, the player must defeat Meta Knight, Link, Marth, Toon Link, male Robin, female Robin and Shulk. All of the opponents wield swords.
  • Unwavering Chivalry: Meta Knight must defeat Marth without defeating Peach or Zelda.

Co-op Events[]

  • Final Battle Team-Up: Meta Knight, using his Kirby's Adventure-based alternate costume, is one of the opponents two players must defeat.
  • Sky Pirates: Meta Knight and Dark Pit must defeat a team of Captian Falcon and Falco in a one stock battle on Pilotwings before the plane returns to the airfield.
  • The Ultimate Battle: Two players select a character and must defeat the entire roster.
  • Visiting Onett: Ness and Villager must defeat Meta Knight, Kirby, Fox, Falco, Olimar and Rosalina & Luma. All of the opponents are outer space-based characters.

Costume Gallery[]

Meta Knight Palette (SSB4)

Gallery[]

Gallery[]

Trivia[]

  • Meta Knight has a few distinct aspects that differ from Kirby}} and King Dedede
    • He does not have a conventional meteor smash.
    • He retained his side special from Brawl.
    • He retained his Final Smash.
    • He has recycled voice clips.
    • He uses the more subdued tripping sound effect generally used for realistic characters.
    • He does not have a hammer-based attack.
  • Despite gliding being removed, frame data and animations for gliding and related things remain in non-patched files for Meta Knight. This was likely a result of Meta Knight's data being recycled from Brawl. This is also true for Pit and his clone, Dark Pit.
  • If one looks closely at Meta Knight's leading/left foot during his up smash, it flips around on his model during the move. This is mainly seen via slowing down time or pausing at the right time.
  • Meta Knight will grunt twice whenever he goes into his reeling animation.
  • Meta Knight and Fox are the only two characters whose clapping animation are slightly different in between the two versions. In Meta Knight's case, he wields Galaxia in the 3DS version.

External links[]

KirbySymbol Kirby universe
Characters Kirby (64  · Melee  · Brawl  · 3DS/Wii U  · Ultimate)
Meta Knight (Brawl  · 3DS/Wii U  · Ultimate)
King Dedede (Brawl  · 3DS/Wii U  · Ultimate)
Side Characters Boss Marx
Assist Trophies Knuckle Joe  · Nightmare  · Chef Kawasaki
Mii Fighter Costumes Meta Knight  · Marx
Background characters King Dedede
Stage Hazards Whispy Woods
Enemies Bonkers  · Bronto Burt  · Gordo  · Parasol Waddle Dee  · Plasma Wisp  · Shotzo  · Tac  · Waddle Dee  · Waddle Doo
Stages Dream Land  · Fountain of Dreams  · Green Greens  · Halberd  · Dream Land GB  · The Great Cave Offensive
Items Bomber  · Dragoon  · Maxim Tomato  · Parasol  · Star Rod  · Superspicy Curry  · Warp Star
Music List List of Music (Kirby series)
Song "Gourmet Race"
Collectibles Trophies Melee Trophies  · Brawl Trophies  · 3DS Trophies  · Wii U Trophies
Stickers List of Stickers (Kirby series)
Spirits List of spirits (Kirby series)
Masterpieces Kirby's Dream Land  · Kirby's Adventure  · Kirby Super Star
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