Super Smash Bros. Obliteration/Meta Knight

Meta Knight is an Unlockable Character in Super Smash Bros. Obliteration. This Masked Knight has many motives shrouded in mystery and serves as both a rival and an occasional ally to Kirby.  Mets Knight is the leader of a squadron of Knights known as the Meta Knight's whom all ride in a battleship known as the Halberd. Meta Knight seems to have both a fiercly competitive spirit as well as a snse of duty and chivalry. Although he has sometimes appeared as an antagonist in games such as Revenge of The Meta Knight trying to wage a war and conquer Dream land to escape from his "lazy lifestyle", he has been shown to help Kirby by putting an end to various villains schemes including King Dedede and most recently Commander Max Proffit and his army from conquering Dream Land during the events of Kirby: Planet Robobot. Faster than the speed of lightning, always ready to fight and win with agility and his unsheathed dagger, Meta Knight hopes to slash his way to the top using a moveset mostly based around his dagger and speedy attacks, in a true fight for the ages.
== Attacks ==
Type 	Name	Damage 	Description
Neutral 	 	(1.2 = loop, 3% = last, 4% = total). 	An extremely fast series of slashes followed by a backflipping slash. The only neutral attack in the game that consists solely of a neutral infinite. This makes it one of Meta Knight's more reliable damage racking options, as it is able to consistently deal around 10%-15%, but it is punishable if missed. It appears to be based on the Meta Multithrust from Meta Knightmare Ultra, while its finisher is a possible reference to the Uppercut from the Sword ability in Kirby Super Star and Kirby Super Star Ultra, with the latter game naming it Meta Upper when it is used by Meta Knight, 
Forward Tilt 	 	 (2% = hit 1, 2% = hit 2, 4% = hit 3, 8% = total).	An inward slash, followed by an outward slash, followed by an upward slash. Unlike the majority of tilt attacks, it functions like a neutral attack, as pressing the attack button will cause Meta Knight to perform the first hit, while subsequently pressing the attack button will cause him to perform the second and last hits. Because of this trait, it is safer to use than Meta Knight's actual neutral attack thanks to its quick start-up and fairly long range making it better at spacing. Additionally, the first hit can jab cancel into Shuttle Loop for a KO at high percents, while the last hit deals enough knockback to KO at 150% while near the edge. However, the last hit has some ending lag, and it is not as suitable for damage racking like his actual neutral attack
Up Tilt 	 	(7% = clean, 5% = late). 	A spinning, upward thrust. Deals moderate vertical knockback while also having quick start-up, minimal ending lag, and long vertical range. However, it lacks horizontal range, which makes it possible to miss opponents near Meta Knight. Its sweetspot is at Galaxia's tip, similar to how Marth and Corrin possess tippers. Also has decent combo potential, though it can be tricky to land. Can lead into an up aerial or neutral aerial, or even another up tilt if used on a grounded opponent,
Down Tilt 	 	(6%) 	A crouching thrust. For some reason, it shortens the length of Galaxia until it concludes. Meta Knight's fastest move, hitting on frame 3 with minimal ending lag. Can trip opponents at low percents, setting up a grab or dash attack. A safe, albeit short-ranged, move, and a good combo starter that is also known for its ability to jab reset floored opponents. Can lead into tech-chases at high percents and moves him a small distance along the ground when used,
Forward Smash	 	(16%) 	An outward slash. Meta Knight's strongest move in terms of knockback, KOing at around 100% from center-stage and around 75% near the edge. It has some start-up lag and its hitbox only lasts for 1 frame, but has very noticeable IASA frames and good range, making it very hard to punish, even when shielded,
Up Smash 	 	(3% = hit 1, 2% = hit 2, 5% = hit 3, 10% = total) 	A series of upward fanning slashes. Despite its looks, it is only able to hit opponents directly touching the "slashes", and not beside Meta Knight (unless the target is large). It has a low damage output and moderate ending lag, but deals decent knockback, has very quick start-up lag due to hitting on frame 8, and a large hitbox, making it an effective anti-air option. KOs starting around 120% and can combo into Shuttle Loop at low percents,
Down Smash 	 	(8% = front 10% = back, 18% = total). 	A spinning, low-angle outward slash. Significantly weaker than in Brawl, as the front hit cannot KO until 150% near the edge, while the back hit KOs at around 110% near the edge. However, it is extremely quick, making it useful for clearing space and possibly catching opponents off-guard, as well as putting opponents off-stage due to its semi-spike angle. In regard to start-up lag, this is the fastest smash attack in the game, with its first hit coming out on frame 4; however, this is only true when buffered. Otherwise, the first hit comes out on frame 5,
== Aerial Attacks ==
Type 	Dame 	Damage 	Description
Neutral	Knight Spin	(10% = clean, 8% = late) 	The Knight Spin from Meta Knightmare Ultra. Functions like a sex kick and is effective at both edge-guarding and escaping pressure due to its quick start-up lag (hitting on frame 6), lingering hitbox, and surprisingly good knockback, KOing at around 100% off-stage when clean. Auto-cancels when performed at the beginning of a full hop, but has low ending and landing lag otherwise, allowing it to combo into a dash attack at lower percents, or jab reset with his down tilt if the opponent does not tech.
Forward	 	 (2.2% = hits 1-2 grounded opponents, 1.5% = hits 1-2 aerial opponents, 3% = hit 3). 	A series of three outward slashes. His slowest aerial, hitting on frame 9, but it is a fast move nonetheless. Very short duration, especially for a multiple hitting move. With long reach and relatively low landing lag (16 frames), it is an effective approach and spacing tool when used from a short hop, while it auto-cancels from a jump. It is also decent for finishing combos, edge-guarding, and air-to-air combat due to its range, and can be used in a wall of pain because of its relatively low launch angle. Its 2x hitlag multiplier means it has much less landing lag if it connects with the opponent, making it safer on shield,
Back 	 	2.2% = hits 1-2 grounded opponents, 1.5% = hits 1-2 aerial opponents, 5% = hit 3).</p>	 A series of spinning outward slashes. There is a delay between each slash, though its range and duration make it relatively easy to hit with. Great for edge-guarding due to its quick start-up, hitting on frame 7, and deceptive knockback, being his strongest aerial, KOing at about 90% off-stage. Low ending lag and auto-cancels from a full hop, but has moderate landing lag. Both hits use the auto-link angle on aerial opponents, meaning that it can be used to drag opponents down to the ground and follow up with a down tilt-initiated jab reset,
Up 	 	(4%) 	An upward arcing slash. Hits on frame 6, has low ending lag and deceptive reach, but its hitbox lasts for only 1 frame. When combining its weak knockback with the previous traits and Meta Knight's jumps, it has superb combo potential. At a variety of percents, it combos into any aerial including itself, Mach Tornado, and Shuttle Loop. Most notably, it can potentially combo into itself up to five times (or six on fast-fallers) until medium percents, and can also lead into a high altitude Shuttle Loop for an early KO with the help of platforms. Even if an opponent airdodges this move, a neutral or down aerial can frame-trap their ending lag. Moderate landing lag, but auto-cancels from a short hop, though it cannot hit most grounded opponents. As of update 1.1.5, it deals less knockback and launches opponents at a slightly lower angle, meaning it starts chaining into itself at higher percents. However, it is still easy for it to combo into itself as a zero-to-death combo against floaty characters, even with its increased SDI multiplier,
Down 	 	(6%) 	Slashes downward very quickly in an arcing motion. Hits on frame 4, and has low ending lag, though its hitbox lasts for a single frame. It is a semi-spike, making it quite deadly off-stage, especially against opponents with poor horizontal recoveries. Can also be used to pressure grounded opponents, and start tech-chases at medium percents, potentially leading into a jab reset with his down tilt if the opponent fails to tech. Auto-cancels from a short hop, but has high landing lag otherwise (22 frames),
== Other Attacks ==
Type 	Name	Damage 	Description
Floor Attack (Front)	 	(7%) 	Slashes in Both Forward/Back Directions while Getting Up.
Floor Attack (Back) 	 	(6%) 	Same as Front Attack, Just with Less Power.
Floor Attack (Trip) 	 	(7%) 	Slashes in Both Forward/Back Directions Near the Ground
Ledge Attack 	 	(8%) 	Performs an Outward Slash While Climbing UP
Dash Attack 	 	(8% = clean, 6% = late)	 A side kick. Deals vertical knockback and is a reliable approach option due to the move's slightly disjointed hitbox, favorable trajectory and low ending lag, allowing Meta Knight to get in to start combos or interrupt approaches. At low to medium percents, it combos reliably into up tilt, up smash, any aerial, and Mach Tornado, and can often lead into Shuttle Loop for a KO,
== Grabs/Throws ==
Type 	Name	Damage 	Description
Gran 	 	(N/A) 	Grabs an Opponent
Pummel 	 	(3%) 	Jabs with one of the talons on his cape's wings. Moderately slow, but one of the most damaging pummels in the game.
Forward	 	(6% = hit 1, 3% = throw, 10% = total). 	A backflip kick. A very fast throw, giving the opponent a small window to DI. It also launches opponents at 65°, making it favorable for combos. Depending on DI, it can combo into dash attack, up smash, and any aerial from low to medium percents, and potentially into Shuttle Loop for a deadly KO combo,
Back 	 	(7% = hit 1, 3% = throw, 10% = total) 	Lays the opponent behind himself, warps, and then slashes their back. Moderately high knockback, although it does not KO until around 170% at the edge. Good for launching opponents off-stage to set up an edge-guard. It can also combo into a dash attack or start a tech-chase at very low percents, or lead into a forward aerial or Shuttle Loop at high percents if the opponent DI'd poorly,
Up 	 	(5% = throw, 12% = collateral, 17% = total). 	The Air Drop from Kirby's Ninja ability. Other opponents who are hit by the throw are dealt very high knockback, KOing below 100%. KOs the thrown opponent around 160%, but is much more effective with the aid of platforms, especially with rage due to its high base knockback. Can lead into Shuttle Loop if the opponent DI'd poorly.
Down 	 	(0.5% = hits 1-9, 3% = hit 10, 3% = throw, 10.5 = total).	The Fury Stomp from Kirby's Suplex ability. Combos into dash attack, dashing up smash, all aerials, and Mach Tornado from low to medium percents, and into Shuttle Loop until around 100%. However, the throw's high knockback scaling, the opponent's DI, and Meta Knight's below average air speed make follow-ups difficult past medium percents,
== Taunts ==
Up Taunt = Wraps himself in his cape, as if he is about to teleport, while scoffing. This is similar to his on-screen appearance.
Side Taunt = Says "Fight me!" (勝負だ!, Let's battle!) while slashing twice and then pointing Galaxia in front of himself.
Down Taunt = Turns his cape into wings and spreads them out while shouting "Come!" (来いっ!) If he is facing left, he will perform the taunt facing the background instead, similarly to how characters taunted in Super Smash Bros.
== Special Moves ==
Type 	Name 	Damage 	Description
Neutral Special	Mach Tornado 	(1% = loop, 16% = middle 5% = last), 22% = all hits connect). 	Spins rapidly and traps opponents in a tornado. Button mashing increases the move's duration and makes Meta Knight both ascend slightly; he can also move left and right. Deals roughly 22% if all of its hits connect, aiding Meta Knight's otherwise low overall damage output. The last hit can KO near the upper blast line, but this is dangerous to attempt since it renders Meta Knight helpless. However, if it ends around a full hop's height, Meta Knight will endure almost no lag after landing. Despite its name, it appears to be based on both the Mach Tornado from Meta Knightmare Ultra and Kirby's Tornado ability, 
Side Special 	Drill Rush 	(1% = hits 1-8, 3% = hit 9, 11% = total). 	 A flying corkscrew thrust. Hits multiple times, with the last hit dealing decent knockback. Meta Knight will bounce backward a bit if he lands the last hit on an opponent or onto terrain. He can also change the course of the attack, allowing it to be used as a recovery move. It is based on one of Master Kirby's attacks from Kirby & The Amazing Mirror.
Up Special 	Shuttle Loop 	(9% = hit 1 grounded, 6% = hit 1 aerial, 6% = hit 2). 	The attack of the same name from Meta Knightmare Ultra and Kirby's Return to Dream Land. It is a soaring upward thrust looped into another soaring upward thrust. Offers great vertical recovery, excellent range, fast speed and high overall knockback. It hits on frame 7 and 8 in midair and from the ground, respectively. When these traits are combined with various set-ups, it is considered to be both a powerful out of shield option and Meta Knight's most reliable KOing option, as it KOs as early as 60% when done near the upper blast line. The grounded version, although slightly slower, deals more damage and knockback, KOing around 120%. However, it is highly punishable if whiffed due to it rendering him helpless.
Down Special 	Dimension Cape	(16% = stationary grounded slash, 14% = retreating slash, 16% = advancing slash, 12% = stationary aerial slash).	Teleports in a controllable direction. If the attack button is pressed or the special button is held, he will perform a very powerful slash that can KO around 100% near the edge. Meta Knight will slash differently depending on the direction the control stick is held and the direction he is facing. A great anti-edge-guarding option, it can also be used to punish laggy attacks from a distance and for edge trumping.
== Final Smash  ==
Type 	Name 	Damage 	Description
Final Smash	Galaxia Darkness (KO)	(4% = slashes 1-10, 50% = final slash, 90% = total)	Meta Knight Captures an opponent by wrapping his cape around them, the opponent is then transported into an animation which takes place in total darkness, Meta Knight then flies and glides around the dimension hacking and slashing at the opponent 10 times, and then concludes this sequence with a powerful final vertical slash, launching the opponent skyward with great knockback as they are automatically KO'd 
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