Good sh*t Gimpy, but I would like to contribute to more of the character specifics. In this case, MetaKnight.
MetaKnight
Speed estimate: Very quick and lethal, noob and combo friendly
Power estimate: Attacks are usually multi-hitting, but lack the initiative to deliver a solid kill at a low percentage
Animation speed estimate: All aerials have very little lag, allowing little room for error.
Tier Prediction: Possibly high-Top
MetaKnight's Gameplay Objective
-Inflict heavy damage quickly
-Get the opponent of the edge
-Keep the opponent infront or above you to have the most priority
Character Design Positives
Ok, i'm gonna get to the meat. MetaKnight, is fast, too fast. All of his attacks have no initial start up lag and can inflict massive damage upon repeated attacks of the opponent. His mobility is probably shown at its strongest when MetaKnight is in mid air, as his physical ground mobility is only as fast as the average character.
Character Design Negatives
MetaKnights most obvious flaw was predicted before anyone even played Brawl; He doesn't have enough kill potential. This puts MetaKnight to a fair level of balance considering that he can inflict massive damage. Perhaps the best way to kill the opponent is to do very far out edge gaurds or just F-Smash at a high percentage. These limitations reduce MetaKnight's options to the old fassion Get-High-Damage-Then-Kill option. This weakness can become a problem, but MetaKnigh's positive traits have the potential to make up for it. Another thing: He can live for a good amount of time as well. I was amazed that he wouldn't die as quickly as we assumed.
Key Attacks
---------------------------------------------------------------------------------------
Damage Inflicting Moves
---------------------------------------------------------------------------------------
Fair
Move Description: 3 quick aerial slashes that inflict monor damage
Percentage: 3-4% per slash
DI: Forward/Up
Knockback: Low
Start up Lag: Minimal
Ending Lag: Minimal
This move is just awsome, high speed, high priority, and you can pull a good 12% quickly. This is also a great edge gaurding tool considering how man jumps MetaKnight has. When you SH fair with this you can actually start a combo due to the minimal damage and knockback (Low Percentages).One thing that I can say about the Slash is the directions of th slash feel as if you may miss the attack because of the crazy speed, but it's your mind playing games with you. I can't say many negatives about this move, it's just great!!
Bair
Move Description: 3 QuickSlashes that come out slightly faster than the Fair. Inflict monor damage.
Percentage: 2-3% per slash
DI: Forward/Up
Knockback: Low
Start up Lag: Minimal
Ending Lag: Minimal
(See Fair). Only thing that changes this move is its speed.
Neutral A (Hold)
Move Description: Very rapid sword slashes that cover both the front and back)
Percentage: 1-2% per slash
DI: None
KnockBack: None
Start up Lag: None
Ending Lag: Medium
Beyond his aerials, this is possibly the best damage inflincting weapon for MetaKnight when he is grounded. it's basicly a mad flurry of fast slashes that cover you from the front and back that can trap your opponent (It's fairly easy to DI out of though). It's relatively easy to initiate: just hold the attack button and let MetaKnight do what he does best. I'm very happy that the damage inflicted only serves as a temporary method of attacking because of the minimal damage it can inflict.
F-tilt
Move Description: Three Quick slashes that launch the opponent up
Percentage: 3-5% per slash
DI:3rd hit goes up
Knock Back: Medium-Low
Start up Lag: Minimal
Ending Lag: Medium
This move is pretty fun to use, and gives you options at mid percentage. This move keeps the opponent in the air, thus giving you more priority over the opponent. MetaKnigh can keep his opponent in the air for a while, so using this or Fair at mid percentages can keep your opponent on lock down.
Neutral Air
Move Description: MetaKnight spins forward with his sword in the air
Percentage: 12-14%
DI: Forward/Up
knockback: Low-Medium
Start up Lag: Minimal
Ending Lag: medium
This move isn't anything special, but it has a decent amount of knockback. That's all I can really say about it. Lol
Forward B
Move Description: MetaKnight launches forward in a spiral inflicing heavy damage
Percentage: Up tp 30-26% (WTF?)
DI: None?
Knockback: Little-None
Start up Lag: Medium
Ending lag: High (End in Free fall/ 3rd jump)
Of all the moves that MetaKnight has, this is the most impressive one to me. You can control the curviture of the attack by tilting the control stick up and down. When this move connects, it WILL hurt your opponent, as you have complete control of the drill attack on the opponent. The only thing that is bad about this move is the fact that it leaves you in free fall, but the ending animation can allow you to DI back on the stage with ease even if you go away fromii the stage. Not to mention it leaves you in a safe position if you knock them high up insted of in a horizontal fasion. This move also just looks d*mn cool, try it in a free for all and see how much damage you will inflict!!
Neutral B
Move Description: MetaKnight spins quickly in a tornado like manuever
Percentage: Up to 25-30%
DI; None?
Knockback: little-None
Start up Lag: Medium
Ending Lag: High (End in free fall/ 3rd jump)
This is a highly understimated move. It can inflict damage, has invincibility frames when starting up, cancel some projectiles and fully controlable. You can hover by tapping B as well. This move can inflict a good amount of damage, and it works as a safety move just in case you don't feel safe at a gigh percentage. I advise that people use this move more often, it's pretty good.
-----------------------------------------------------------------------------------------------
Killing Moves
-----------------------------------------------------------------------------------------------
F-smash
Move Description: MetaKnight charges up and launches a fast Horizontal Slash
Percentage: 17-25%
DI: Forward/Slight up
Knockback: Medium
Start up Lag: Medium
Ending Lag Medium
This is pretty much MetaKnight's best killing move unfortunatly. it's fairly fast, but it can only kill a character at round 100% at the lowest. This move also has medium start up lag. Well, that's balance for ya. =/
U-smash
Move Description: MetaKnight does three consecutive quick upward slashes
Percentage: 6% per slash
DI: Up
Knockback: Low-Medium
Start up Lag: Minimal
Ending Lag: Minimal
This move is also fairly weak, and can only kill at around 140%!!! the only postive trait is the moves ability to inflict quick damage, that's it.
Up B
Move Desciption: MetaKnight launches up quickly with a slash, then goes into a glide animation
Percentage: 12-20% (At start up)
DI: Up/slighty right
Knockback: Medium
Start Up lag: Minimal
Ending Lag: Minimal/ varies
This move remings me of Marth's Up B, when you start the move up it inflicts nice damage and has some good knock back. This move is kinda hard to control and is slightly awkward. The move goes into a glide, but you can also attack during the glide, which can cancel the free fall? I really don't know that much about this move, more details will come soon.
---------------------------------------------------------------------------------------
Poke at moves
---------------------------------------------------------------------------------------
U-tilt
Move Description: MetaKnight thrust his sword strait up
percentage: 5-6%
DI: Up
Knockback: Low
Start up Lag: Minimal
Ending Lag: Minimal
This move is only good at knocking the opponent up and inlicting minor damage. Nothing special at all
D-tilt
Move Description: *Poke*
Percentage: 2-3%
DI: Forward/Down
Knockback: Low
Start up lag: Very Minimal
Ending Lag: Very Minimal
This is just like Marth's D-tilt, but it's faster and more annoying. you can use it consecutively, and it's funny. *Poke*
------------------------------------------------------------------------------------------
Aerial Priority Moves
------------------------------------------------------------------------------------------
Uair
Move Description: MetaKnight swings up at the enemy and can do an additional slash(?)
Percentage: 5-7% per slash
DI: Up
Knockback: Low
Start up Lag: Minimal
Ending Lag: Minimal
This move doesn't have many uses beyond having aerial control over your opponent. Even though it can't do much, it's an important part of your air game.
Dair
Move Description: MetaKnight does a half crescent aerial down swipe
Percentage: 5-8%
DI: Up
Knockback: Low
Start up Lag: Minimal
Ending Lag: Minimal
This move is the least useful aerial MetaKnight has. It doesn't help keep your opponent in check when you are above him. It would only be useful with strict timing.
------------------------------------------------------------------------------------------------
Other Attacks
------------------------------------------------------------------------------------------------
Dash A
Move description: MetaKnight dashes with a fast kick at the opponent
Percentage: 7-8%
DI; Forward
Knockback: Low
Start up lag : Minimal
Ending Lag: Medium
This attack really drags you after it ends. It's an ok attack, but don't use it that often, or at all.
----------------------------------------------------------------------------------------
Retreat Moves
----------------------------------------------------------------------------------------
Down B
Move Description: MetaKnight retreats within his cape and warps
Percentage: None
Knockback:None
Start up Lag: Minimal
Ending Lag: Medium
This attack doesn't reflect, it just allows you to warp a short distance in one direction. It's useful considering that MetaKnight's aerial game is weak when he is below the opponent. Use sparingly.
-------------------------------------------------------------------------------------------------
Grabs
-------------------------------------------------------------------------------------------------
*Coming Soon, all I know is his Up and Down grabs are like Kirby's*
MetaKnight's Control
MetaKnight may be button mash-o-refic, but having strict control over all of his movements is actually very tedious (Especialy his up B >_>). His Air game is complicated. A mjority of MetaKnight players typically stick to his air game, as it isn't as complicated as his average ground game. most of his moves feel very fluid and not tacked on, and he can maintain consistency attacks in the middle of any fight. If you like to stay steadfast in battle, go with MetaKnight.
My personal take of MetaKnight
MetaKnight is made of awsome. A majority of the wins I recieved came from the use of MetaKnight's fluid combo attacks and edge game. Even though he takes some getting use to, it's worth it in the long run. I would reccomend this character to anyone who plays this game, period. All and all, have fun!!
-EPF