nyuuzyou/wikis huggingface dataset:
Meta Knight (SSB4)/Neutral aerial

==Overview==
Meta Knight spins with Galaxia extended. With quick start-up, long duration, low ending and landing lag, and good power, this move is effective for relieving pressure, either as an out of shield option or to break juggles. It is also a decent combo move, being able it to lead into a dash attack at lower percents, and it can easily be comboed into from Meta Knight's dash attack, down throw, and up aerial. Neutral aerial is also a potent edge-guarding tool, as it can cover both immediate and delayed recoveries, and the strong hit KO's offstage at roughly 100%, while the late hit sends foes at a favorable trajectory. 
Overall, this is a highly versatile move that is used commonly in competitive play. 
==Update history==
 1.0.4/ 1.0.1
*
 1.0.8
*
==Hitboxes==
|}
==Timing==
Initial autocancel	1-5
Clean hit 	6-7
Late hit 	8-20
Interruptible 	44
Animation length 	49
|-
===Landing lag===
Animation length	16
==Trivia==
*Within the move's script, there is a timer on frame 40 which is most likely present to activate the move's late auto-cancel window. However, the flag to activate the late auto-cancel is simply missing, meaning that the move has no late auto-cancel window. As a result, the move does not auto-cancel until the animation ends on frame 50, rather than on frame 40 as the empty timer suggests. This was fixed in Ultimate.
Category:Meta Knight (SSB4)
Category:Neutral aerials (SSB4)
Meta Knight (SSB4)/Neutral attack

==Overview==
Meta Knight's Flurry Attack executes a lightning-fast series of slashes, ending with him doing a swift uppercut with Galaxia. One of Meta Knight's most reliable damage rackers, always dealing at least 10-11% damage. However, due to its nature, it is easily punishable if missed entirely.
==Update History==
 1.0.8
*
==Hitboxes==
All five of the loop hits have a separate set of hitboxes but they are all identical.
|}
==Timing==
First loop frame 	6
Hitboxes 	7, 11, 15, 20, 24, 29...
Finisher 	3
Interruptible (Finisher) 	35
Animation length (Finisher)	51
==Trivia==
*Like in Brawl, this is the only neutral attack in the game that is purely a rapid jab.
Category:Sword attacks (SSB4)
Category:Slash attacks (SSB4)
Category:Neutral attacks (SSB4)
Category:Meta Knight (SSB4)
Meta Knight (SSB4)/Neutral special/Default

==Overview==
==Hitboxes==
===Loop hits===
|}
===Final hit===
|}
==Timing==
The frame strips only represent the move if the special button is not pressed to extend its duration. The move's duration can be increased up to an extra 29 frames by mashing.
Loop hits 	12-41
Final hit (grounded ending)	1-3
Final hit (aerial ending) 	1-2
Animation length (ending) 	54
|Hitboxes (grounded) 
|-
|Hitboxes (aerial) 
|-
|Lag
Category:Meta Knight (SSB4)
Category:Special moves (SSB4)
Category:Neutral special moves (SSB4)
Meta Knight (SSB4)/Up aerial

==Overview==
Meta Knight slashes above himself in an arc. With quick start-up, low ending lag, weak knockback, and deceptive reach, this move is an essential element of his meta game, as it is a centerpiece of his powerful combo ability. It combos reliably off of his dash attack, up tilt, down throw, and forward throw until mid-percents. From low- to mid-percents, it chains into itself and any other aerial, Mach Tornado, and Shuttle Loop. Meta Knight's most well-known combo involves chaining his up aerial into itself repeatedly, and finishing off with a high-altitude Shuttle Loop, KOing at roughly 60%. At higher percents, it can still lead into Shuttle Loop for a KO. 
The move's speed gives it good utility against opponents shielding on platforms. Two up aerials followed by Mach Tornado will often result in a shield-poke.
==Update history==
 1.0.4/ 1.0.1
*
**
**
**
 1.1.5
*
*
*
*
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-5
Hitboxes 	6
Ending autocancel 	24-
Interruptible 	27
Animation length 	36
|-
===Landing lag===
Animation length	18
Category:Meta Knight (SSB4)
Category:Up aerials (SSB4)
Meta Knight (SSB4)/Up smash

==Overview==
Meta Knight slashes above him in an arc three times. Despite being the 2nd weakest up smash in the game, it is an overall effective KOing option, due to its quick start-up at frame 8, good range, decent base knockback and even higher knockback-scaling. Contrary to in Brawl, it is one of Meta Knight's more commonly seen moves in competitive play, due to it easily comboing off of his dash attack/down throw at low percentages, and setting up for juggles. It KO's at roughly 120%, being a useful finisher against opponents who rely on spacing aerial attacks or are struggling to land. However, its moderate ending lag makes it relatively unsafe, and it has difficulty connecting against grounded opponents, doubly so for both those crouching and even shorter ones like and .
==Hitboxes==
|}
==Timing==
Charges between 	3-4
Hits 1-2 	8, 12
Hit 3 	17
Interruptible 	50
Animation length	71
Category:Meta Knight (SSB4)
Category:Up smashes (SSB4)
Meta Knight (SSB4)/Up special/Default

==Overview==
Meta Knight jumps high into the air and slashes, and swoops down in a loop and slashes a second time. It is Meta Knight's primary KO move, due to a combination of speed, range, and power, along with several set-ups. It combos off of down throw, forward throw, and dash attack, the latter two being possible even at KO percents. It is especially fearsome when used in conjunction with his up aerial; five up aerials into a high-altitude Shuttle Loop is capable of KOing the entire cast off the upper blast line, KOing floaties below 50%. For these reasons, it is frequently used at the end of Meta Knight's combos. Shuttle Loop is also a potent out of shield option, as the grounded version KO's starting at 120%. Shuttle Loop functions as a reliable recovery move as well, offering speed, distance, and protection. 
However, for all its shining strengths, it is highly punishable if whiffed, as it leaves Meta Knight in his helpless animation. 
==Hitboxes==
===Ground===
|}
===Air===
|}
==Timing==
===Ground===
Hit 1 (clean) 	8
Hit 1 (late) 	9-12
Hit 2 	22-27
Animation length	47
===Air===
Hit 1 	7-10
Hit 2 	20-26
Animation length	47
Category:Meta Knight (SSB4)
Category:Special moves (SSB4)
Category:Up special moves (SSB4)
Meta Knight (SSB4)/Up throw

==Overview==
==Throw Data==
===Throw===
|}
===Collateral===
|}
==Timing==
Invincibility 	1-18
Hitboxes 	39-44
Throw Release 	45
Animation length	77
Interruptible 	78
|-
Category:Meta Knight (SSB4)
Category:Up throws (SSB4)
Meta Knight (SSB4)/Up tilt

==Overview==
Meta Knight stabs upwards while spinning. His body has an active hitbox on the first frame, which can hit grounded opponents, and has excellent vertical reach. The move has a sweetspot at the tip that does more damage and knockback, though it has lost its KO potential from Brawl. Depending on positioning, the move can chain into itself and his up aerial. While the sweetspot is stronger, the sourspot has better follow-up potential. 
==Update History==
 1.1.0
*
==Hitboxes==
|}
==Timing==
Clean hit 	8
Mid hit 	9-10
Late hit 	11-14
Interruptible 	35
Animation length	45
Category:Meta Knight (SSB4)
Category:Up tilts (SSB4)
Meta Knight (SSBB)/Back aerial

==Overview==
 slashes behind himself three times, in a similar manner to his . In comparison to his forward aerial, the slashes are slower and more laggy, but the third slash has more knockback to the point where it is a more reliable KO move. Despite having sizable ending lag and landing lag, the move also has almost no startup lag (7 frames; only one frame slower than forward air's startup). The first two slashes are very useful for setting up other moves, such as s and grabs at lower percentages to rack up damage, or the back slash of a at higher percentages for a KO setup. Overall, the move has many uses competitively, even though it is often an inferior option to Meta Knight's other aerials.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-6
Hit 1 	7-8
Hit 2 	13-14
Hit 3 	20-21
Ending autocancel 	33-
Animation length 	47
|-
===Landing lag===
Animation length	12
Category:Meta Knight (SSBB)
Category:Back aerials (SSBB)
Meta Knight (SSBB)/Back throw

==Overview==
Meta Knight teleports and slashes the opponent backward. The throw has good knockback and can KO at very high percentages, although it is usually not a very reliable KO move, even near the edge (unless the opponent DIs badly). By far its most common use is to get opponents offstage to put them into an edgeguarding situation. The move also has occasional followup options depending on the opponent's DI, such as a against characters such as . Overall, the move is one of Meta Knight's more commonly used throws due to its knockback.
==Throw and Hitbox Data==
===Hitbox===
|}
===Throw===
|}
==Timing==
Invincibility 	1-8
Hitbox 	16
Throw Release 	17
Animation length	34
|-
Category:Meta Knight (SSBB)
Category:Back throws (SSBB)
Meta Knight (SSBB)/Dash attack

=
==Overview==
When the attack button is pressed while dashing, will momentarily speed up and perform a sliding tackle kicking in front of him, hitting opponents a single time and knocking them upwards. This move is situational due to 's aerials usually being more useful for approaching, but it can be used as a surprise tactic due to the fast startup and speed boost Meta Knight receives. It can also be used as an anti-air move against short hopping opponents, and can followup with an or at low to mid percentages if the opponent doesn't jump or SDI away. It is one of Meta Knight's few attacks that do not have transcendent priority.
==Hitboxes==
|}
==Timing==
Hitbox 	5-11
DACUS window 	3
Boost grab window	2-3
Animation length 	31
!Hitboxes 
|-
!DACUS 
|-
!Boost grab 
Category:Meta Knight (SSBB)
Category:Dash attacks (SSBB)
Meta Knight (SSBB)/Down aerial

==Overview==
Meta Knight does a quick horizontal slash below him, doing 7%-9% damage and hits on frame 4. Like his up aerial, the move has transcendent priority, extremely little start-up lag but has a bit more ending lag but has very little regardless, making this move hard to punish. With its semi-spike trajectory and decent knockback, it is one of the best edgeguarding and gimping moves in the game. It does great against opponents with poor horizontal recovery like and . It can also be used to perform a variation of the wall of pain on many opponents. In addition, Meta Knight can "vertical space" with this move using a footstool jump→down aerial combo. This is rather situational, but can gimp easily, and if the opponent is hit into the stage, it can stage spike, with a being usable as a possible followup if the opponent techs.
This move is very effective when used for air camping, being difficult for opponents to break through, and useful for spacing in conjunction with his . There are ways to combat this though, such as .
Overall, an excellent move that is reliable and not difficult to use in Meta Knight's metagame.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-3
Hitboxes 	4-5
Ending autocancel 	24-
Animation length 	25
|-
===Landing lag===
Animation length	15
Category:Meta Knight (SSBB)
Category:Down aerials (SSBB)
Meta Knight (SSBB)/Down smash

==Overview==
Meta Knight slashes in front of him and then quickly slashes behind him, with the back slash being stronger than the front. This is considered Meta Knight's best KO move, having a combination of extremely fast startup lag, great transcendent reach, and the back slash being his second strongest move from neutral. It is also considered the best down smash in Brawl, or at least on par with , as not only has solid KO power, but it is also among the fastest. It comes out on frame 5, giving it the 4th shortest startup lag out of any down smash along with , and . It also has an FAF of 35, making it tied with 's and for having the second shortest total duration out of any down smash (although it does have slightly higher ending lag than both). Additionally, when buffered out of another animation, the move is one frame faster, making it tied for having the lowest startup lag and total duration out of any down smash. It also has among the best reach, making it difficult to punish if used and spaced correctly, especially due to its relatively low ending lag.
Both slashes have high base knockback, and therefore KOs especially well near blast lines. Their knockback scaling isn't as high, though the back slash has enough to still KO heavier characters reliably even with DI and momentum cancelling factored. The front slash however can have difficulty KOing under 150% under the aforementioned conditions (though due to its start-up, it can often catch opponents offguard and keep them from DI'ing properly). Due to the back slash still coming out reasonably fast, players will often turn around before using down smash to land the stronger back slash (the back slash is also less punishable, due to greater shield stun and the move being nearer to the end of its duration). While usually conserved by competent Meta Knights to keep the move fresh, its effective capability as a "get off me" move sees it used as a stronger alternative to Shuttle Loop and Mach Tornado when the Meta Knight is being pressured.
Overall, Meta Knight's down smash is an excellent and straightforward move that is heavily used in all levels of play, and is commonly seen as straddling the broken threshold.
==Hitboxes==
|}
==Timing==
Charges between 	0-1
Hitboxes 	4-5, 9-10
Animation length	33
==Trivia==
*Meta Knight is supposed to vocalize down smash during the animation before the move starts charging like his and , however the animation is 0 frames and as a result, the voice clip does not play. This would be fixed in Smash 4, where Meta Knight vocalizes his smash attacks when the hitboxes come out.
Category:Meta Knight (SSBB)
Category:Down smashes (SSBB)
Meta Knight (SSBB)/Down special

==Overview==
This move is known as the Dimensional Cape. It involves Meta Knight disappearing into his cape and reappearing a ways further in any direction, depending on which direction the Control Stick is held. If the attack button is held when he reappears, he will slash the opponent with moderate knockback. Competitively, this move is sparingly used offensively, due to the slash being extremely slow and punishable compared to Meta Knight's other options, as well as the fact that the move always sends Meta Knight into helpless state when used in midair. The move is primarily used as a recovery move at certain angles from the edge, and can cover decent distance relatively quickly.
Category:Meta Knight (SSBB)
Category:Down special moves (SSBB)
Meta Knight (SSBB)/Down throw

==Overview==
A multi-hit throw in which Meta Knight stomps the opponent nine times, then slams on top of them, knocking them horizontally with weak knockback. The stomps deal 1% damage each, and the slam deals 2% damage, for a total of 11% (making this the second most damaging down throw in the game, behind , , and (using a blue ), which each deal 12% damage). This throw has a similar animation to Kirby's down throw, but Meta Knight's deals 1% less damage, produces horizontal knockback instead of vertical, and has slower stomps. This throw is a useful damage racker in general, and is one of Meta Knight's more commonly used moves in competitive play. Meta Knight's down throw can be followed up with moves such as a or short hopped to start combos at lower percentages; or at higher percentages when near the edge, a short hopped . There are various other possible followups depending on the opponent's DI - against fastfallers at low percentages, Meta Knight can chain grab using down throws, and in some situations, the move works as a pseudo-tech-chasing move.
==Throw and Hitbox Data==
===Hitbox===
|}
===Throw===
|}
==Timing==
Invincibility 	1-8
Hits 1-9 	11-13, 17-19, 23-25, 29-31, 35-37, 41-43, 47-49, 53-55, 59-61
Hit 10 	73
Throw Release 	74
Animation length	87
|-
==Similar moves==
*
Category:Meta Knight (SSBB)
Category:Foot attacks (SSBB)
Category:Throwing attacks (SSBB)
Category:Multi-hit throws
Category:Down throws (SSBB)
Meta Knight (SSBB)/Down tilt

==Overview==
Meta Knight thrusts his sword along the ground in front of himself, dealing extremely low knockback that hits opponents towards the ground. It has a 30% chance of tripping the opponent, and when it does so, it can easily follow up into a grab, , SHFFed , or . The move also has very fast startup, and deceptive range, being even longer than . It also has very quick interruptibility and can be used to pseudo-crawl, which allows it to chain into itself repeatedly until it trips the opponent, which is when one of the aforementioned followups can be utilized. It can also be used against opponents recovering near the edge to force them back offstage, especially against fastfallers, who it can also gimp and lead into a followed by a stage spike, or a variation of down aerials and s. Overall, a useful move at lower percentages, though at high percentages it always knocks the opponent too far away to follow up reliably.
==Hitboxes==
|}
==Timing==
Hitbox 	3-4
Interruptible 	16
Animation length	25
==Gallery==
File:MK D-tilt IASA.gif|Interrupting the move by shielding on the earliest possible IASA frame.
Category:Meta Knight (SSBB)
Category:Down tilts (SSBB)
Meta Knight (SSBB)/Edge attack (fast)

==Overview==
Meta Knight leaps onto the stage and slashes forward. As with every edge attack, it is punishable if whiffed, although it can occasionally catch the opponent offguard if mixed up with Meta Knight's other edge options.
==Hitboxes==
|}
==Timing==
Intangible 	1-23
Hitboxes 	25-28
Animation length	55
|
|-
|
Category:Meta Knight (SSBB)
Category:Edge attacks (SSBB)
Meta Knight (SSBB)/Edge attack (slow)

==Overview==
Meta Knight leaps onto the stage and slashes forward, in a very similar way to his , but slower. As with every edge attack, it is punishable if whiffed, although it can occasionally catch the opponent offguard if mixed up with Meta Knight's other edge options.
==Hitboxes==
|}
==Timing==
Intangible 	1-42
Hitboxes 	39-42
Animation length	69
|
|-
|
Category:Meta Knight (SSBB)
Category:Edge attacks (SSBB)
Meta Knight (SSBB)/Final Smash

==Overview==
Meta Knight's Final Smash in Brawl is Galaxia Darkness. This move involves shrouding an opponent in Meta Knight's cape, darkening the stage until it is completely black. Then, Meta Knight slashes the opponent, sending him or her flying. Sometimes, multiple opponents are hurt by the attack at once. The attack deals 40% to trapped opponents and can kill around 50%. It can also hit other opponents who are not trapped where it deals 18% and much weaker vertical knockback. It also effects teammates even with friendly fire off and it ignores super armor. 
Galaxia Darkness slows down time upon activating making it come out very fast for a Final Smash. Because of this, Meta Knight has various ways to combo into Galaxia Darkness. Meta Knight can perform a footstool and then immediately perform Galaxia Darkness which works on the entire cast at all percents. Meta Knight can also perform an aerial grab release into Galaxia Darkness on some characters (including himself) and it even works with a grounded grab release against and with Lucas also being vulnerable to it from an aerial grab release.
==Hitboxes and Throw==
|}
===Throw===
|}
==Timing==
===Beginning===
Time is slowed down as Meta Knight uses the attack.
Hitboxes 	25-30
Intangibility 	1-139
Animation length	139
|-
===Launcher===
Throw 	2
Intangibility 	1-106
Animation length	106
|-
Category:Meta Knight (SSBB)
Category:Final Smashes (SSBB)
Meta Knight (SSBB)/Floor attack (back)

==Overview==
Meta Knight slashes on either side of himself. His floor attack comes out relatively quickly and can be used to escape tight tech-chasing situations, but it is rather punishable if the opponent shields or avoids it.
==Hitboxes==
|}
==Timing==
Intangible 	1-27
Hit 1 	16-17
Hit 2 	26-27
Animation length	49
|
|-
|
Category:Meta Knight (SSBB)
Category:Floor attacks (SSBB)
Meta Knight (SSBB)/Floor attack (front)

==Overview==
Meta Knight slashes on either side of himself. His floor attack comes out relatively quickly and can be used to escape tight tech-chasing situations, but it is rather punishable if the opponent shields or avoids it.
==Hitboxes==
|}
==Timing==
Intangible 	1-27
Hit 1 	16-17
Hit 2 	26-27
Animation length	49
|
|-
|
Category:Meta Knight (SSBB)
Category:Floor attacks (SSBB)
Meta Knight (SSBB)/Floor attack (trip)

==Overview==
Meta Knight slashes on either side of himself. His trip attack comes out relatively quickly and can be used to escape tight tech-chasing situations, but it is rather punishable if the opponent shields or avoids it. It is one of Meta Knight's few attacks that do not have transcendent priority.
==Hitboxes==
|}
==Timing==
Intangible 	1-8
Hit 1 	19-20
Hit 3 	25-26
Animation length	49
|
|-
|
Category:Meta Knight (SSBB)
Category:Floor attacks (SSBB)
Meta Knight (SSBB)/Forward aerial

==Overview==
Meta Knight slashes in front of himself three times. The move has decent knockback and always does up to 10% damage if all three of the slashes hit (regardless of stale-move negation). The move is one of Meta Knight's most useful moves in tight situations, as it has extremely fast startup and ending lag, very little landing lag, great range, and transcendent priority. The move is commonly used as a SHFF when is either approaching or retreating from the ground, and it can be used to great effect for spacing and pressuring when combined with other moves such as s and s. The move is also very useful offstage, as when used in conjunction with some of 's other aerials, it can set up a variation of the wall of pain technique, depending on the opponent's DI and recovery options, though this is slightly limited by Meta Knight's very low air speed.
Overall, like many of Meta Knight's other moves, Meta Knight's forward aerial is a very favourable option to use in many situations, and as a result has gained a reputation of being broken.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-3
Hit 1 	6
Hit 2 	10
Hit 3 	13
Ending autocancel 	22-
Animation length 	39
|-
===Landing lag===
Animation length	15
Category:Meta Knight (SSBB)
Category:Forward aerials (SSBB)
Meta Knight (SSBB)/Forward smash

==Overview==
Meta Knight pulls back his sword for a moment, then slashes in front of himself, dealing 14% uncharged to 19% fully charged. It's among his strongest moves in terms of knockback (KOing earlier than all of his other moves), but is also his slowest move in startup lag, with 24 frames. It can also be considered his only "slow" attack. However, it does have a very fast charge release, and very little ending lag, with even less ending lag than his . The move is a powerful finisher, but its slow speed hinders its effectiveness, and a down smash is usually considered a better option due to having much faster startup. The best use for the move is for punishing the opponent's edge options above 100%, and punishing linear and/or predictable recoveries, or non-transcendent recovery moves where the opponent doesn't grab onto the edge, such as Mach Tornado.
==Hitboxes==
|}
==Timing==
Charges between 	20-21
Hitboxes 	24-25
Animation length	41
Category:Meta Knight (SSBB)
Category:Forward smashes (SSBB)
Category:Slash attacks (SSBB)
Category:Sword attacks (SSBB)
Meta Knight (SSBB)/Forward throw

==Overview==
Meta Knight performs a very fast bicycle kick, which gives the victim little time to react and DI to avoid potential followups, though this is less of a threat at high percentages, where it is easy for the opponent to simply DI upwards immediately after the throw, avoiding combos without having to worry about being KO'd within a realistic percent range. This throw can occasionally combo into aerials at low percentages, though a is usually preferred for this. It can also set up a against an unsuspecting opponent if they do not DI correctly. Overall, it is a situational throw that is usually considered inferior to Meta Knight's others.
==Throw and Hitbox Data==
===Hitbox===
|}
===Throw===
|}
==Timing==
Invincibility 	1-8
Hitbox 	4
Throw Release 	5
Animation length	27
|-
Category:Meta Knight (SSBB)
Category:Forward throws (SSBB)