nyuuzyou/wikis huggingface dataset:
Meta Knight (SSBB)/Forward tilt

==Overview==
 slashes twice in front of himself, then once upwards. The last hit deals low vertical knockback. First slash deals 4% damage, second deals 3%, and the third deals 5%, for a total of 12% if all hits connect. It is possible to control how many times it hits; only pressing the attack button once will cause Meta Knight to perform only the first hit, and pressing it twice more will cause him to slash the second and third times. This move has incredible speed and range, and has great combo ability, with the first two hits being able to cancel into another move, the third hit being able to lead into other moves, and the move being pretty useful for racking damage is used repeatedly. It's also safe on shield if used correctly, though performing all three hits on a shield is rather punishable. Additionally, it is possible to SDI out of the move (being a multi-hit move), which can lead to a punish, and at higher percentages, it's difficult (if not impossible) to connect all three hits since the first hit has enough knockback scaling to prevent the other hits from connecting. Overall, the move is a very useful spacing tool on the ground, and a decent combo starter.
The move's already quick speed can be sped up even further using buffering. Buffering Meta Knight's forward tilt works a bit differently than most moves that can be buffered. This can be performed by, right before Meta Knight is about to perform another move (e.g. just before his spot dodge animation finishes), sliding the control stick slightly in the direction used for the forward tilt, tapping the A button once, and letting go of the control stick, letting it snap back to its neutral position before the animation it's being done out of finishes. If performed correctly and quick enough, the first two hits of the forward tilt should be unleashed as fast as possible. The third hit can be performed in basically the same way as the first two hits, but one should add another action to the equation - when the first two hits are coming out, if the C-stick is quickly pressed forward, the third hit should come out as smoothly as the others if performed correctly. This technique is great for followups, mindgames, and can rack up a large amount of damage if used after a move such as a down throw (this particular combo can deal 15-16%). 
For technical data of each individual hit, see:
*Meta Knight (SSBB)/Forward tilt/Hit 1
*Meta Knight (SSBB)/Forward tilt/Hit 2
*Meta Knight (SSBB)/Forward tilt/Hit 3
==Timing==
===Earliest===
Hit 1 	3
Continuation window	5
Hit 2 	7
Continuation window	9
Hit 3 	11
Animation length 	42
|-
===Latest===
Hit 1 	3
Continuation window	5-30
Idle 	24-30
Hit 2 	32
Continuation window	34-60
Idle 	58-60
Hit 3 	62
Animation length 	93
|-
Category:Meta Knight (SSBB)
Category:Forward tilts (SSBB)
Category:Sword attacks (SSBB)
Category:Slash attacks (SSBB)
Meta Knight (SSBB)/Glide attack

==Overview==
Meta Knight slashes in front of himself with a moderately large hitbox, dealing 12% damage. It has vertical knockback and is fairly powerful, being a reliable finisher. The move can also be used after the initial upswing , but doing it that way will cause Meta Knight to become helpless.
==Hitboxes==
|}
==Timing==
===Attack===
Hitboxes 	5-7
Animation length	23
Category:Meta Knight (SSBB)
Category:Glide attacks (SSBB)
Category:Slash attacks (SSBB)
Category:Sword attacks (SSBB)
Meta Knight (SSBB)/Grab

==Overview==
Meta Knight holds one hand forward to grab the opponent. It is one of the faster grabs in the game and is generally fairly safe to use, especially as a dash grab or pivot grab. Standing grab also has surprisingly long horizontal range which along with its fast speed, makes it a very solid grab. Dash grab covers a good amount of space and when used as a boost grab, it can cover a very large amount of distance and pivot grab has low startup lag and long range. When combined with Meta Knight's fast dash speed and solid throws, these factors make his grabs very solid overall.
==Grabboxes==
===Standing grab===
|}
===Dash grab===
|}
===Pivot grab===
|}
==Timing==
===Grab===
Grab 	6-7
Animation length	29
===Dash grab===
Grab 	8-9
Animation length	39
===Pivot grab===
Grab 	7-8
Animation length	35
Category:Meta Knight (SSBB)
Category:Grabs (SSBB)
Meta Knight (SSBB)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 	 	
Forward tilt 1 	 	
Forward tilt 2 	 	
Forward tilt 3 	 	
Up tilt 	 	
Down tilt 	 	
Dash attack 	 	
Forward smash 	 	
Up smash 	 	
Down smash 	 	
Neutral aerial 	 	
Forward aerial 	 	
Back aerial 	 	
Up aerial 	 	
Down aerial 	 	
Glide attack 	 	
Grab 	 	
Dash grab 	 	
Pivot grab 	 	
Pummel 	 	
Forward throw 	 	
Back throw 	 	
Up throw 	 	
Down throw 	 	
Neutral special 	Mach Tornado 	
Side special 	Drill Rush 	
Up special 	Shuttle Loop 	
Down special 	Dimensional Cape	
Floor attack (front)	 	
Floor attack (back) 	 	
Floor attack (trip) 	 	
Edge attack (fast) 	 	
Edge attack (slow) 	 	
Final Smash 	Galaxia Darkness	
Category:Hitbox repositories
Category:Meta Knight (SSBB)
Category:Hitboxes (SSBB)
Meta Knight (SSBB)/Neutral aerial

==Overview==
Meta Knight spins around in a circle while slashing, comparable to in that they have similar animations, are stronger when they first come out, and have very fast startup, being solid combo breakers. Does a maximum of 19% if all the parts of the initial hitbox connect, and a minimum of 5%. The move is surprisingly powerful, and has enough power to reliably KO under 125%, and even lower percentages when offstage. Additionally, the move's very fast startup makes it a good out of shield option. It has good combo ability, with a short hopped neutral aerial usable as a followup to , and the move being useful in conjunction with a variety of his other aerials at lower percentages (mostly his ). The move can also rack up some high damage whether used in a combo or not; an up aerial chain followed with a neutral aerial is known as a very quick way of racking damage, and the neutral aerial can do a good amount of damage even on its own. Overall a commonly used move in Meta Knight's metagame.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-2
Hit 1 	3-4
Hit 2 	5-24
Ending autocancel 	25-
Interruptible 	32
Animation length 	47
|-
===Landing lag===
Animation length	15
Category:Meta Knight (SSBB)
Category:Neutral aerials (SSBB)
Meta Knight (SSBB)/Neutral attack

==Overview==
When the attack button is pressed while standing still, will shout a battle cry, and slash with Galaxia in several directions. If the button is held, will continue to slash all around him, which can be done indefinitely. Opponents that are hit may get temporarily stuck in the barrage if they don't SDI properly. This move is mostly situational as it is little more than a punishing tool against opponents that recklessly approach Meta Knight, and some of Meta Knight's attacks with greater reach and less ending lag tend to be more practical for this purpose, most notably his . Opponents with disjointed hitboxes such as can easily hit Meta Knight during this move. Like most of Meta Knight's moves, this move has transcendent priority.
==Hitboxes==
|}
==Timing==
While the loop animation restarts on frame 28, the loop itself cannot end until frame 30 at the earliest.
First loop frame 	6
Hit 1 	7
Hit 2 	11
Hit 3 	15
Hit 4 	20
Hit 5 	24
Last loop frame 	27
Finisher 	1
Animation length (ending)	11
==Trivia==
* is the only character to possess a neutral infinite without having any single hits beforehand.
*Meta Knight is also the only character in the game who possesses a neutral infinite with a finisher with a proper hitbox. Other characters either possess no finisher or have a weak windbox as a finisher.
Category:Meta Knight (SSBB)
Category:Neutral attacks (SSBB)
Meta Knight (SSBB)/Pummel

==Overview==
Meta Knight's pummel involves him hitting the opponent with the claws on his wings. Each pummel does 3% damage and has rather high ending lag, but the move is still useful for adding a little extra damage to opponents before using more damaging throws such as a .
==Hitboxes==
|}
==Timing==
Hitbox 	4
Animation length	23
Category:Meta Knight (SSBB)
Category:Pummels (SSBB)
Meta Knight (SSBB)/Side special

==Overview==
Meta Knight leaps sideways with his blade outstretched. A multi-hit move covering a fairly large distance (it can also be tilted up and down) lasting a good two seconds, with the final hit producing upward diagonal knockback if used on an aerial opponent (it has some KO power at high percentages when used offstage close to the side blast line, though this is rather risky due to the move making Meta Knight helpless). The move hits 10 times, dealing 1% damage per hit. Also, when the move's animation is finished in the air, Meta Knight pulls back a bit while gaining some vertical distance. The move lacks transcendent priority, unlike most of Meta Knight's moveset.
Tilting the move upward gives Meta Knight great vertical distance when used during recovery, with the additional pull back after the move gaining even more vertical distance. Out of all of Meta Knight's recovery moves, Drill Rush gives the most vertical distance (even more than the initial upswing of ).
It is possible to cancel the ending lag of the attack by making the end hit the edge of any platform, allowing it to be virtually lag-free, and allowing it to be used to rush opponents in on stages such as - this is known as Drill Rush Canceling.
Overall, the move is very useful for recovery, but as an attack it is not too useful, as the move can be escaped before the final hit is landed, and it has little followup ability due to making Meta Knight helpless in the air and the ending lag (even when used on the ground, there is some ending lag).
==Hitboxes==
===Rushing===
|}
===Grounded Final Hit===
|}
===Aerial Final Hit===
|}
==Timing==
Multihits 	26-65
Final hit (grounded)	66-67
Final hit (grounded)	66-70
Animation length 	96
|Grounded 
|-
|Aerial 
Category:Meta Knight (SSBB)
Category:Side special moves (SSBB)
Category:Slash attacks (SSBB)
Category:Sword attacks (SSBB)
Meta Knight (SSBB)/Up aerial

==Overview==
 slashes above himself extremely quickly. If the jump button is held or pressed repeatedly while performing it multiple times, can rise in the air a certain distance while attacking. It has the shortest ending lag of any aerial in the game, and is one of the fastest attacks in the game. The attack's very low ending lag is part of what gives one of the strongest planking capabilities in the game (using two up aerials and regrabbing the ledge in the shortest time possible provides only 2 frames of vulnerability). It is fast enough to be performed three times in one short hop. Like most of 's other moves, it has transcendent priority. Very useful for juggling, and is good for combos; at lower percentages, it can chain into itself easily and lead into other moves such as a . A well-known Meta Knight combo, known as the Rufio, is several rising up aerials followed by a at the top of the screen, which will usually Star KO the opponent should they fail to escape; this is especially effective against floaty characters, and is able to rack up as much as 50% damage. Due to its extremely short startup and ending lag, large hitbox, combo ability, and rather strong knockback that can potentially KO near the top of the screen at very high percents, it is commonly considered to be the best aerial in all of Brawl and arguably the best aerial in the entire series.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1
Hitbox 	2-3
Interruptible 	14
Ending autocancel 	21-
Animation length 	23
|-
===Landing lag===
Animation length	12
==Trivia==
*This is the only aerial in Brawl which can be interrupted before it is auto-cancellable (although PK Fire also shares this trait when used in the air). While this is a negative trait in theory, the player can input an air dodge and replace the attack's landing lag with the much shorter air dodge landing lag (the player can also use the initial auto-cancel window of Meta Knight's to achieve the same effect). As this is effectively inputting shield to shorten landing lag, it has been said that Meta Knight is capable of L-cancelling in Brawl, jokingly reinforcing his supposed broken-ness.
*This is one of the fastest aerials in the entire series both in terms of startup and ending lag. The only other aerials which compete with it in terms of startup are and 's up aerials in Smash 64 and Little Mac's neutral aerial in later entries. The only aerial which surpasses it in terms of total duration is with a gold axe (other variants have the same total duration as Meta Knight's). 
Category:Meta Knight (SSBB)
Category:Up aerials (SSBB)
Meta Knight (SSBB)/Up smash

==Overview==
Meta Knight slashes above himself three times, in a similar manner to , but with much faster startup and ending lag and less range, damage, and knockback. The move has low knockback and is usually not considered a reliable KO move, outside of being used as a surprise attack on light characters at very high percentages. While the move can potentially rack up damage whilst Meta Knight is quickly approaching from the ground, SDI makes the move much less effective and more punishable. Due to these reasons, the move is one of Meta Knight's least-used moves competitively.
==Hitboxes==
|}
==Timing==
Charges between 	3-4
Hit 1 	8
Hit 2 	12
Hit 3 	17
Animation length	49
Category:Meta Knight (SSBB)
Category:Up smashes (SSBB)
Meta Knight (SSBB)/Up special

==Overview==
Meta Knight's up special, Shuttle Loop, allows him to jump into the air a high vertical distance, go into a loop, and then glide forward. If he ends the glide early or does a , it will make him helpless. This special move makes Meta Knight the only character that can glide twice without touching the ground. The sweetspot (at the startup on the ground) does around 9% and has powerful vertical knockback, making it a good finisher. However, after the initial sweetspot, the hitboxes deal weak knockback. Additionally, when sweetspotted in midair, it sends opponents on a semi-spike trajectory, and since it has almost no start-up lag and very strong base knockback (higher than his and , though it has lower knockback scaling), it is very deadly to the opponent, and almost guarantees a KO on some characters with poor horizontal recovery such as . It can also be used to stage spike characters with slow vertical recoveries, such as . It can even be used in a reverse fashion after an edge jump to hit a recovering opponent behind Meta Knight. However, doing it while not facing the stage is risky as the move makes him helpless, and combined with Meta Knight's poor air speed, it can be difficult to return to the stage safely when performed this way. The initial upswing of the Shuttle Loop is mostly used at the end of Meta Knight's combos.
When the move is used as an edgeguarding move just above the edge, it is recommended to cancel the move with a jump button. Using a glide attack will cause Meta Knight to propel forward a further distance, with the momentum preventing him from being able to reach the edge, resulting in a SD. If a jump button if pressed, Meta Knight will simply drop down quickly. The move can also be cancelled by tilting the Control Stick back, though this cannot be performed quickly. A notable use of the move is that it can autocancel if Meta Knight uses it from below a soft platform at the right distance. This allows Meta Knight to execute any action immediately after he lands, including dropping through the platform without becoming helpless. Meta Knight can also perform this by using the move just below the lips of certain stages (such as and Smashville) while facing the opposite direction of the stage (if facing the towards the stage, he will quickly grab the edge instead, sliding up the stage lips in the process).
Overall, it is not uncommon for Shuttle Loop to be considered one of the best moves in all of Brawl as a result of its high power, insane speed, distance, glide, offstage setups, and all-around versatility.
==Hitboxes==
===Grounded===
|}
===Aerial===
|}
==Timing==
===Ground===
Intangible 	5-8
Hit 1 (clean) 	8-9
Hit 1 (late) 	10-12
Hit 2 	22-31
Animation length	31
|
|-
|
===Air===
Clean hit 	8-14
Late hit 	15-37
Animation length	37
Category:Meta Knight (SSBB)
Category:Up special moves (SSBB)
Category:Semi-spikes (SSBB)
Meta Knight (SSBB)/Up throw

==Overview==
 quickly flies upwards with his opponent (they will be briefly offscreen if there is no ceiling above, often above the upper blast line), then crashes back down onto the stage, dealing 12% damage and launching the victim upward. The animation of the move is very similar to . When Meta Knight and his opponent travel upward, they pass through all soft and semi-soft platforms, and will land on the topmost platform upon descent. This throw has relatively high knockback compared to many other up throws in the game, and it is a situational KO move at very high percentages (over 175%), often used when Meta Knight is struggling to land his more reliable KO moves. This is especially useful on stages like , as Meta Knight can use the throw below the top platform and still land on it, producing the knockback from the platform. At lower percentages, the throw can be used to launch opponents into the air to set up an aerial combo or juggle.
When Meta Knight and his opponent are above the upper blast line and receive knockback (from an attack such as a Hand Grenade, C4, or ), they can potentially be star KOed, even at 0%. Due to the rules of port priority and faux super armor, teams with Meta Knight and commonly use a technique called the Omnigay to quickly take stocks off their opponents, by sticking a C4 on Meta Knight, using the up throw, and then detonating the C4 while Meta Knight is above the upper blast line. If Meta Knight has the higher port compared to the opponent, the opponent will be launched by the C4 and star KOed, but Meta Knight will not receive any knockback and can fall back to the ground safely.
==Throw Data==
|}
==Timing==
Invincibility 	1-8
Throw Release 	44
Animation length	77
|-
Category:Meta Knight (SSBB)
Category:Up throws (SSBB)
Meta Knight (SSBB)/Up tilt

==Overview==
Meta Knight stabs upward. The move has a sweetspot at the tip of the sword (similarly to 's tipper sweetspots). When sweetspotted, the move has high vertical knockback, and can reliably KO under 150%, although its KO power is reduced by a sizable amount if the move is not sweetspotted. The move is usually used to punish and cover options from opponents above Meta Knight, especially those on soft platforms above Meta Knight on stages such as and Halberd.
==Hitboxes==
|}
==Timing==
Early hit 	7
Clean hit 	8-12
Late hit 	13-18
Animation length	35
Category:Meta Knight (SSBB)
Category:Up tilts (SSBB)
Meta Knight (SSBU)/Back aerial

==Overview==
Performs three backward slashes. Has low startup lag, but a noticeable amount of ending lag. Useful to edgeguard opponents as well as starting up combos effectively.
Update improves the move by making the first two hits having weight-independent knockback. This allows it to connect more reliably. It also uses set knockback on grounded opponents. This improves its combo potential more effectively.
==Update History==
 
*
 
*
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-6
Hits 1-2 	7-8, 13-14
Hit 3 	20-21
Ending autocancel 	40-
Interruptible 	52
Animation length 	59
|-
===Landing lag===
Interruptible 	12
Animation length	17
Category:Meta Knight (SSBU)
Category:Back aerials (SSBU)
Meta Knight (SSBU)/Back throw

==Overview==
==Throw and Hitbox Data==
|}
|}
==Timing==
Invincibility 	1-18
Turnaround 	16
Hitboxes 	16-17
Throw Release 	18
Interruptible 	35
Animation length	44
|-
Category:Meta Knight (SSBU)
Category:Back throws (SSBU)
Meta Knight (SSBU)/Down aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-3
Hitboxes 	4
Ending autocancel 	26-
Interruptible 	28
Animation length 	29
|-
===Landing lag===
Interruptible 	10
Animation length	14
Category:Meta Knight (SSBU)
Category:Down aerials (SSBU)
Meta Knight (SSBU)/Down special

==Hitbox visualizations==
Type 	Stationary	Moving forward	Moving back
Grounded	 	 	
Aerial 	 	 	
==Overview==
==Hitboxes==
On the ground, the stationary and moving forward versions briefly put Meta Knight in the air, causing him to use the aerial hitboxes of those versions instead. As a result, the grounded hitboxes for those versions are unused under normal circumstances.
===Grounded===
|}
===Aerial===
|}
==Timing==
===No attack===
The move enables ledge grabs from both sides starting on frame 35. Jostling is also disabled during frames 13-28.
Warp duration 	12-28
Intangibility 	12-39
Interruptible (grounded)	58
Animation length 	63
!Grounded 
|-
!Aerial 
|-
!Intangibility 
===Attack===
All variants enable ledge grabs from both sides starting on frame 50. Jostling is disabled during frames 13-29 for the aerial stationary and grounded forward variants, and frames 13-35 for all others.
The moving forward attack variant causes Meta Knight to change direction relative to the one he was facing before its initiation.
Warp duration 	12-28
Intangibility (stationary/back)	12-32
Intangibility (moving forward) 	12-29
Hitboxes 	34
Interruptible (grounded) 	93
Animation length (grounded) 	102
Animation length (aerial) 	92
!Grounded 
|-
!Aerial 
|-
!Stationary/back 
|-
!Moving forward 
===Helplessness landing===
Interruptible 	31
Animation length	32
==Parameters==
Horizontal speed multiplier on startup 	0.5
Vertical speed multiplier on startup 	0.4
Warp acceleration (horizontal and vertical)	0.5
Maximum horizontal warp speed 	3
Maximum vertical warp speed 	2
Warp friction 	0.13 (grounded)0.09 (aerial)
Period before attacking 	28 frames
Period the move can go off edges 	8 frames
Helplessness air speed multiplier 	0.6
Landing lag 	30 frames
Category:Meta Knight (SSBU)
Category:Special moves (SSBU)
Category:Down special moves (SSBU)
Meta Knight (SSBU)/Down throw

==Overview==
==Throw and Hitbox Data==
|}
|}
==Timing==
Invincibility 	1-75
Hits 1-9 	11-13, 17-19, 23-25, 29-31, 35-37, 41-43, 47-49, 53-55, 59-61
Hit 10 	73-74
Throw Release 	75
Interruptible 	88
Animation length	97
|-
Category:Meta Knight (SSBU)
Category:Down throws (SSBU)
Meta Knight (SSBU)/Edge attack

==Overview==
==Hitboxes==
|}
==Timing==
For each ledge grab without touching the ground or being hit, intangibility is reduced on subsequent ledge grabs, until it is lost entirely from the fourth grab onward. The hitbox visualization only shows intangibility for the first ledge grab.
Intangibility (1st grab)	1-27
Intangibility (2nd grab)	1-22
Intangibility (3rd grab)	1-13
Hitbox 	25-27
Interruptible 	56
Animation length 	55
!Hitbox 
|-
!1st grab 
|-
!2nd grab 
|-
!3rd grab 
Category:Meta Knight (SSBU)
Category:Edge attacks (SSBU)
Meta Knight (SSBU)/Forward aerial

==Overview==
==Update History==
 
*
*
 
*
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1
Hits 1-2 	9, 12
Hit 3 	15
Ending autocancel 	39-
Interruptible 	40
Animation length 	54
|-
===Landing lag===
Interruptible 	11
Animation length	16
Category:Meta Knight (SSBU)
Category:Forward aerials (SSBU)
Meta Knight (SSBU)/Forward tilt

==Overview==
Meta Knight slashes twice horizontally, and finishes with an upwards slash. This move's good range, fast start-up and endlag, and high base knockback make it a potent spacing option. With three separate slashes, it functions much like a jab. It deals a total of 8.0%.
For the technical data of each individual hit, see:
*Meta Knight (SSBU)/Forward tilt/Hit 1
*Meta Knight (SSBU)/Forward tilt/Hit 2
*Meta Knight (SSBU)/Forward tilt/Hit 3
==Quickest loop==
Hit 1 	6
Hit 2 	12
Hit 3 	18
Interruptible 	26, 38, 47
Animation lengths	34, 49, 60
|-
|-
Category:Meta Knight (SSBU)
Category:Forward tilts (SSBU)
Meta Knight (SSBU)/Forward tilt/Hit 1

==Overview==
Performs a quick forward slash in front of him. Good amount of range, the hitbox only appears for one frame. Buffering can quickly transition and connect reliably to the second and third hits. While it has good range, the hitboxes doesn't fully cover the slash of the attack.
==Hitboxes==
|}
==Timing==
Hitboxes 	6
Continuability window	11-25
Interruptible 	26
Animation length 	34
|-
Category:Meta Knight (SSBU)
Category:Forward tilts (SSBU)