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Meta Knight Forward Smash Priority
in Brawl, Meta Knight has transcendent priority on most of his moves, including Forward Smash.
in Ultimate, his only transcendent move is the Rapid Jab Finisher (which is universal for all rapid jabs)
so what do we make of forward smash now........................ it's quite good, it's very safe on shield (-6 on shield in general), has incredibly low end lag (17) and has high knockback scaling (108 KBG), it is however somewhat slow with 24 frames of start up
what i really find fascinating about the move is that now that it is no longer a transcendent hitbox, it can clank. but more notably, when it out-prioritises a hitbox (winning an interaction), it does something truly unique; it gives you a whole second of advantage
when fsmash loses an interaction, meta knight goes into rebound, but is usually hit before then. if it trades with another grounded hitbox which clanks with it, both attackers go into rebound. however, when meta knight wins, the opponent goes into rebound, and... fsmash does not hit them, because it clanked. fsmash is only active for a single frame, so the next frame which would hit the opponent does not do so (since there is no hitbox).
this means, during the clank, the opponent suffers 30 frames of hitlag, then between 45 and 58 frames of rebound, whereas meta knight only suffers 17 frames of endlag
in total, the opponent suffers between 58 and 71 frames of being frozen while meta knight is completely actionable; meta knight gets to do LITERALLY ANY move he wants to do
this opens up for combo starters (grab, dash attack, dair) or potent, but slow moves like another fsmash, drill rush, or dimensional cape attack
Meta Knight FSmash can provide >58 frames of advantage while positioned in front of an opponent
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meta knight vs. kirby...
in ultimate , of course
im looking at the combo, with kirby crouching at 32%:
dair dair dash-usmash
leaves him at 59%
there is also:
dair dair uair fair
leaving him at 54%, alternatively reverse the uair and get a bair for 58%
there is also:
dair dair into dash-attack [delayed, unreliable]
potential: dimensional cape, drill rush
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Footstool Airdodge-Select
Footstool Airdodge-Select (FAS) is an option-selection technique which chooses between [directional?] airdodge and a chosen option.
The way this technique works, is through Ultimate’s priority buffer system.
The inputs which are prioritised while airborne are different to the ones which are prioritised when footstooling. As a result, by doing an airdodge and attack simultaneously, you make the game choose the attack if you get a footstool, but an airdodge if you don’t get a footstool.
Input
While airborne, aerial attacks
Jump (causes a double jump or a footstool)
Grab-macro [GCN-Z] + direction
While airborne, special attacks
Jump (DJ / FS)
Shield / Grab + Special + direction
Important note! The grab macro cannot be input simultaneously with the jump input, as it will read it as jump + attack + shield, which always outputs an aerial attack (with non-neutral stick), which does not make this any different to just using the attack button, as the shield input is essentially foregone.
Utility
What makes this technique useful is:
Gives you an aerial or special attack out of footstool
Ensures an airdodge if you miss footstool, which is often better than throwing out the attack upon missing footstool. (Notable example, Sephiroth FS Dair)
Minimal inputs for aerial attacks (being able to use the grab macro instead of using both attack and shield)
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I showed this find with someone in the scene and they directed me towards WhyDo and Caelifera, who have noted this option selection with airdodging, though never specifying the potential use of the grab button.
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Wolf's Down-Throw Dash Attack
🇿⬇️; ⏩🇦
everyone knows this bread and butter combination since day 0, but.. what can be done about it as the player and opponent?
At 0%, d_throw has hit advantage of about 12 frames, with dash attack coming out at 11 frames, an instant dash attack must be done. The down throw does not send into tumble, so DI does not matter.
From about 24%-35%, down throw starts to deal over 80 units of knockback, and therefore sends into tumble, and the opponent can DI.
Now, for a bread and butter, you expect this shit to be true - but at tumble percentage, it just isn't! Which is messed up.

now with an opponent that knows to DI down and tech, you can still set up for a tech chase
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Wolf Shield Pressure
🛡️🧷
Move: [minimum_advantage, maximum_advantage]
❗can cross-up shield, aerials not counted
⭐ can be plus on shield
From Below
SHFF Uair: [-10, -6]
IDJ Uair: [approx. -30]
Buffered Uair / FH Uair Platform_Land: [-24, -23]
Buffered Uair FF: [-25, -20]
Buffered Bair: [-18, -17]
Buffered Bair FF: [-12, -8]
SH Bair Autocancel: [-10, -4] # This also goes for IDJ Bair AC Platform_Land, but... hard
Up_Tilt: [-22, -18]
Up_Smash: [-20, -18]
Wolf Flash: (-oo, -25] ❗# Potentially cool with grabbing ledge!
Even Position
Jab_1: [-15, -14]
Jab_2: [-14]
Jab_3: [-26, -25]
D_Tilt: [-18, -15]
F_tilt: [-21, -18]
Dash_Attack: [-20, -15] ❗
F_Smash: [-14, -10]
D_Smash_Front: [-22, -18]
D_Smash_Back: [-16, -12]
Up_Smash_Scoop: [-31, -29]
Fire Wolf: [-32, -24] ❗
Reflector: [-21, -19]
Blaster: [-32, +8] ⭐
From Above
Landing Nair: [-14, -5]
Landing Fair: [-16, -6]
Landing Bair AC: [-6, -2]
Landing Bair (No AC): [-16, -12]
Landing Dair: [-24, -15]
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played at a national this weekend. my wolf was cooking, outperformed my seed . hoping to play some more tomorrow
i also did a pride match against the only other meta knight in the country and i'll confidently say i am not currently the best w the character
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Meta Knight Shield Pressure
🛡️🧷
Move: [minimum_advantage, maximum_advantage]
❗can cross-up shield, aerials not counted
From Below
SHFF Uair / Landing Uair / IDJ Uair [-11, -7] Buffer Uair / FH Uair: [-18] Buffer Uair FF / FH Uair FF: [-23, -19]
Up_Smash: [-28, -27] Up_Tilt: [-21, -19]
Even Position
RapidJab_Finisher: [-24?] Dash_Attack: [-20, -14] ❗ D_Tilt: [-11, -9] F_Tilt_1: [-17, -16] F_Tilt_2: [-22] F_Tilt_3: [-24, -23] F_Smash: [-10, -6] D_Smash: [-18, -28]
Drill Rush: [-95, -24] ❗ Mach Tornado: [-106, -55] ❗ Buffer Nair: [-29, -23] Buffer Nair FF: [-21, -7] Buffer Fair: [-24] Buffer Fair FF: [-21, -15] Buffer Bair: [-33, -20] Buffer Bair FF: [-29, -11] Buffer Dair / FH Dair: [-21, -20] Buffer Dair FF: [-27, -24] (IDJ Dair Platform-Land can be [-19])
From Above
Landing Nair: [-12, -4] Landing Fair: [-16, -8] Landing Bair: [-17, -9] Landing Dair: [-23, -7]
#ssbu#frame data#meta knight#on-shield options#this likely does not account for every possible option
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something more to note , is that mach tornado has 12 frames of start up, and dthrow always provides >= 20 frames of advantage, meaning that you have at least 8 frames to reach them, which sometimes can be a jump! so this could potentially be true for the ones that have to DI up, but the timing is much much tighter, and i cannot imagine it being super reasonable as opposed to other follow-ups
Meta Knight Down Throw Mach Tornado
{🇿⬇️}; 🅱️
down-throw has 50 BKB with 170 KBG at an angle of 60°
the combo at 0% seems to be true on a lot of characters, with few things to note:
some characters (mythra, wolf) seem to be able to tech roll in after DI'ing down or down+away
the lil mac AI does not want to roll in or out . for some reason, but i imagine that he can do it
when opponent holds any version of DI in, it seems possible to hit
mewtwo's DI is reversed, for some reason.
on further labbing it out for more than an hour and half . this actually hits very few characters, and most characters can just DI away and either airdodge tech or use some combo-breaking tool
i rate this combo:
D-
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i listened to the snail in my ear.....
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reminder that he’ll cancel the move and do a little hop. if you even care
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Meta Knight Drill Rush Spike
↔️🅱️💥
assuming the opponent is at 0% in some epsilon-neighbourhood around the ledge (on Yoshi's Story)
drill rush (meta knight side b) is a weird move with many hitboxes , but most notable thing is that the primary (non-ending) hitboxes have some variant of a sakurai angle, with exception of hitboxes ID'ed {2, 3}, which you can see point Forwards
now, since you can angle drill rush, you can turn this "forwards" angle into a 270 degree angle , which is a Spike
most people refer to this as a pseudospike, as it sends down, but does not play a spiking sound as most spiking moves do when dealing tumble knockback.
against characters with mediocre or straight up bad recoveries, this move can cheese out stocks at 0%, given that they are near the edge
since smashville has a very low blastzone floor, it might be the most ideal stage for early spiking [smashville has a meteor smash delta=76, whereas other stages like FD have delta=85].
what i dont know is if it actually matters, since this is NOT a meteor smash. if it does, we want the meteor smash delta to be low, OTHERWISE we want the general ledge-to-blastzone difference to be the lowest, where we have: [yoshi's story at 113.5, and smashville in close contention at 115]
This technique becomes quite difficult if the opponent just. spotdodges at ledge, however - and you will fly off stage without ability to recover . so beware!
considerations: * fair into side b * bair into side b * dthrow into side b
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Meta Knight Down Throw Mach Tornado
{🇿⬇️}; 🅱️
down-throw has 50 BKB with 170 KBG at an angle of 60°
the combo at 0% seems to be true on a lot of characters, with few things to note:
some characters (mythra, wolf) seem to be able to tech roll in after DI'ing down or down+away
the lil mac AI does not want to roll in or out . for some reason, but i imagine that he can do it
when opponent holds any version of DI in, it seems possible to hit
mewtwo's DI is reversed, for some reason.
on further labbing it out for more than an hour and half . this actually hits very few characters, and most characters can just DI away and either airdodge tech or use some combo-breaking tool
i rate this combo:
D-
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