Kirby Fighters 2/Meta Knight: Difference between revisions
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Meta Knight is a close range fighter, with an almost exact replica of the Sword moveset with a few huge differences. For starters, he has non-float jumps, he has Condor Dive, and his Shuttle Loop is basically what makes Meta Knight "Meta Knight." Meta Knight is one of the few characters in Kirby Fighters 2 who wants to actually get in your face with his moves. Most other fighters lack mobility or movement options, which is where Meta Knight excels. Despite his lackluster reach, Meta Knight's Shuttle Loop (28B) let's him approach any fighter from the air. Land canceling this attack gives Meta Knight plus frames and can lead into tick throws. | Meta Knight is a close range fighter, with an almost exact replica of the Sword moveset with a few huge differences. For starters, he has non-float jumps, he has Condor Dive, and his Shuttle Loop is basically what makes Meta Knight "Meta Knight." Meta Knight is one of the few characters in Kirby Fighters 2 who wants to actually get in your face with his moves. Most other fighters lack mobility or movement options, which is where Meta Knight excels. Despite his lackluster reach, Meta Knight's Shuttle Loop (28B) let's him approach any fighter from the air. Land canceling this attack gives Meta Knight plus frames and can lead into tick throws. | ||
Also notable, Meta Knight has an infinite, which is preformed by doing repeated Shuttle Loops in the corner. | Also notable, Meta Knight has an infinite, which is preformed by doing repeated Shuttle Loops in the corner. While usage of it is not limited in-game, it is limited to 3 Shuttle Loops in a true combo in most tournaments. Despite this, Meta Knight is able to go for a variety of options including raw damage, wing flap resets, and "pretzel" loops as followups. | ||
==Strategy== | ==Strategy== | ||
Shuttle Loop | Shuttle Loop lets Meta Knight fly at his opponent at fast speeds while putting them into a dangerous situation where Meta Knight can get plus frames by land canceling after an attack. Shuttle Loop has a lot of freedom combined with Meta Knight's jumps meaning, in general, you want to be using this move over and over again. | ||
If you find yourself in a situation where Meta Knight cannot Shuttle Loop (such as Magolor Black Hole being placed, or an opponent with a really good anti-air,) and if you're already up close, Meta Knight's ground game has plenty tools to work with. 5B does decent damage and throws the opponent far away. His 66B also covers a lot of space quickly and combos. While somewhat useless, always try to keep your beam charged because it never hurts to have a projectile. In general on the ground, running up and holding block is also a viable strategy because Meta Knight can easily retreat to recharge his guard meter. | If you find yourself in a situation where Meta Knight cannot Shuttle Loop (such as Magolor Black Hole being placed, or an opponent with a really good anti-air,) and if you're already up close, Meta Knight's ground game has plenty tools to work with. 5B does decent damage and throws the opponent far away. His 66B also covers a lot of space quickly and combos. While somewhat useless, always try to keep your beam charged because it never hurts to have a projectile. In general on the ground, running up and holding block is also a viable strategy because Meta Knight can easily retreat to recharge his guard meter. | ||
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|recovery= | |recovery= | ||
|attribute= | |attribute= | ||
|description= * | |description= *Can be followed up into 5BB | ||
5B is Meta Knight's jab. It's a fast tool that's useful in combos and blockstrings, as you can do mixups into 5BB, 5[B], or even another 5B. | |||
}} | }} | ||
}} | }} | ||
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|image=KF2_Meta_Knight_Meta_Triple_Slash.png | |image=KF2_Meta_Knight_Meta_Triple_Slash.png | ||
|image2=KF2_Meta_Knight_Meta_Triple_Slash2.png | |image2=KF2_Meta_Knight_Meta_Triple_Slash2.png | ||
| | |caption2=Don't use this on shielding opponents, unless they don't know the matchup. | ||
|name=Meta Triple Slash<br> | |name=Meta Triple Slash<br> | ||
5BB / 5BBB | 5BB / 5BBB | ||
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|recovery= | |recovery= | ||
|attribute= | |attribute= | ||
|description= * | |description= *Can follow up into 5BBBB | ||
*5BBB is very unsafe on block | |||
}} | }} | ||
}} | }} | ||
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|recovery= | |recovery= | ||
|attribute= | |attribute= | ||
|description= * | |description=*Charges Galaxia, shooting a crescent-shaped projectile the next time 5B or j.B is used. | ||
Be careful going for this, as if your opponent sees it coming, they'll be able to punish you. This projectile isn't that useful, but can be in certain matchups, being able to get past attacks like Magolor's spikes. | |||
}} | }} | ||
}} | }} | ||
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|recovery= | |recovery= | ||
|attribute= | |attribute= | ||
|description= * | |description= *Bounces Meta Knight up slightly on block/hit. | ||
Useful on shielding opponents, as the speed and slight bounce upwards makes it very safe. | |||
}} | }} | ||
}} | }} | ||
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|recovery= | |recovery= | ||
|attribute= | |attribute= | ||
|description= * | |description= *Meta Knight jumps backwards slightly upon activation before the counter. | ||
}} | }} | ||
}} | }} | ||
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|caption=Brawl flashbacks... | |caption=Brawl flashbacks... | ||
|name=Shuttle Loop<br> | |name=Shuttle Loop<br> | ||
28B | 28B (Air OK) | ||
|data= | |data= | ||
{{AttackData-KF2 | {{AttackData-KF2 | ||
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|recovery= | |recovery= | ||
|attribute= Crouch avoidable | |attribute= Crouch avoidable | ||
|description= | |description= | ||
One of Meta Knight's best moves due to its utility, Shuttle Loop allows him to control the air and fly around to position himself. Shuttle Loop can be used to pick up opponents midair and drag them to a corner, where Meta Knight can begin his loops. This move can also pressure a blocking opponent by diving down and then back up in a V-shape, making it difficult to punish. | |||
}} | }} | ||
}} | }} | ||
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|recovery= | |recovery= | ||
|attribute= Crouch avoidable | |attribute= Crouch avoidable | ||
|description= | |description= | ||
Meta Knight's unique midair jump gives him faster airspeed than the Kirbies, who must puff up to deal damage, with the added bonus of dealing damage. While it doesn't have much hitstun and you typically use this as a movement option, it can be used to reset people in the corner to begin the infinite again. Dealing extra damage is also never a bad thing. | |||
}} | }} | ||
}} | }} | ||
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|recovery= 37 | |recovery= 37 | ||
|attribute= | |attribute= | ||
|description= *Meta Knight throws the opponent in the direction he's facing | |description= *Meta Knight throws the opponent in the direction he's facing, sending them flying ahead. | ||
*If the opponent hits the wall or another player, they will take an additional 8 damage. | *If the opponent hits the wall or another player, they will take an additional 8 damage. | ||
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==Combos== | ==Combos== | ||
Midscreen (On grounded opponent) | Midscreen (On grounded opponent) | ||
*5BB > 5[B] | *5BB > 5[B] (can be repeated) | ||
*5BBBB > 5BBBBB (Yes this is real) | *5BBBB > 5BBBBB (Yes this is real) | ||
*66B > 28B (Carry to upper corner) > j.8B > j.2B | *66B > 28B (Carry to upper corner) > j.8B > j.2B | ||
*j.66B > land and rejump > j.8B/j.28B/j.662B | *j.66B > land and rejump > j.8B/j.28B/j.662B | ||
*28B > land and rejump > j.8B | *28B > land and rejump > j.8B | ||
*28B (carry to upper corner) > 28B (infinite combo) | |||
*28B (carry to upper corner) > 28B > repeat | |||
==Hats== | ==Hats== |
Latest revision as of 20:55, 22 June 2021
Introduction
Meta Knight (Unlocked after completing Chapter 4 of Story Mode)
Meta Knight is a close range fighter, with an almost exact replica of the Sword moveset with a few huge differences. For starters, he has non-float jumps, he has Condor Dive, and his Shuttle Loop is basically what makes Meta Knight "Meta Knight." Meta Knight is one of the few characters in Kirby Fighters 2 who wants to actually get in your face with his moves. Most other fighters lack mobility or movement options, which is where Meta Knight excels. Despite his lackluster reach, Meta Knight's Shuttle Loop (28B) let's him approach any fighter from the air. Land canceling this attack gives Meta Knight plus frames and can lead into tick throws.
Also notable, Meta Knight has an infinite, which is preformed by doing repeated Shuttle Loops in the corner. While usage of it is not limited in-game, it is limited to 3 Shuttle Loops in a true combo in most tournaments. Despite this, Meta Knight is able to go for a variety of options including raw damage, wing flap resets, and "pretzel" loops as followups.
Strategy
Shuttle Loop lets Meta Knight fly at his opponent at fast speeds while putting them into a dangerous situation where Meta Knight can get plus frames by land canceling after an attack. Shuttle Loop has a lot of freedom combined with Meta Knight's jumps meaning, in general, you want to be using this move over and over again.
If you find yourself in a situation where Meta Knight cannot Shuttle Loop (such as Magolor Black Hole being placed, or an opponent with a really good anti-air,) and if you're already up close, Meta Knight's ground game has plenty tools to work with. 5B does decent damage and throws the opponent far away. His 66B also covers a lot of space quickly and combos. While somewhat useless, always try to keep your beam charged because it never hurts to have a projectile. In general on the ground, running up and holding block is also a viable strategy because Meta Knight can easily retreat to recharge his guard meter.
Strengths and weaknesses
Strengths | Weaknesses |
---|---|
|
|
Moveset
Overhead Slash
5B |
---|
Meta Triple Slash
5BB / 5BBB |
---|
Meta Multithrust
5BBBB / 5BBBBB |
---|
Crescent Shot
8 > 5B/j.B |
---|
Piercing Slash
66B |
---|
Knight Spin
66 > j.B |
---|
Meta Chop
j.B |
---|
Down Thrust
j.2B |
---|
Up Thrust
8B |
---|
Galactic Counter
2B |
---|
Meta Spin Slash
5[B] |
---|
Mach Tornado
5[B] > 8 |
---|
Meta Condor Dive
66 > j.2B |
---|
Shuttle Loop
28B (Air OK) |
---|
Hover
j.A |
---|
General Moves
Grab
Y (or L/R + B) |
---|
Throw
Y (or B) after Grab |
---|
Slide
2A |
---|
Combos
Midscreen (On grounded opponent)
- 5BB > 5[B] (can be repeated)
- 5BBBB > 5BBBBB (Yes this is real)
- 66B > 28B (Carry to upper corner) > j.8B > j.2B
- j.66B > land and rejump > j.8B/j.28B/j.662B
- 28B > land and rejump > j.8B
- 28B (carry to upper corner) > 28B (infinite combo)
- 28B (carry to upper corner) > 28B > repeat
Hats
No hats are available for this fighter.