Radical Larry
Smash Lord
- Joined
- Mar 19, 2014
- Messages
- 1,994
- Location
- The Pocket Dimension
- NNID
- Crimson-Vulcan
- 3DS FC
- 1822-3761-9326
What really makes it weird is that Famitsu said:
"he makes use of high speed and his long reach. In exchange for his strong point of attacks, his small body is very easy to send flying."
First of all, from what I saw with Meta Knight in the images, it seems that his reach is not that long. In fact, here's examples:
While it seems bigger at first Meta Knight's sword, in the first image, is pointing towards our direction just a tad, so it gives us an illusion of it being large. However it, like Brawl, is about the same size, if not a bit smaller. Now what was weird is that Famitsu said Meta Knight had a long reach, though while it's somewhat true with his disjointed hitboxes, it's still rather false due to Meta Knight having to come in extremely close (compared to Link, Ike and Marth) to really have any type of hit. While fast, yes, his speed is still predictable.
The second thing that strikes me off is the fact that it says he sis strong. However, again, looking at Meta Knight's attack damage, it's rather weak, and with possible nerfs in the new game, he could actually be much weaker in terms of damage output. And yet, he could also be weaker in terms of knockback output as well.
And now you have to go back to the image of Famitsu:
As going with the topic of Meta Knight's attack, Mach Tornado, it seems as if the tornado is still within its animation, possibly meaning that it's a single fire attack with high knockback, not one of multiple attacks. It seems Famitsu got this one wrong, and even his upward special attack, where it says "While the initial attack has a high launching power, opponents hit by the following attack are blown even further away."
This doesn't seem to hold any feasibility due to the fact that most attacks that last within a long period of animation always tend to get weaker. Take for example Mario's N-Air; the longer it stays, the less damage and knockback it will go for. In fact, going to Brawl, only the initial few frames of Meta Knight's Shuttle Loop actually give tremendous knockback, and if hit in most other parts of the attack, it would have less knockback as it went on. Same goes with Meta Knight's neutral aerial, as the initial frames do more knockback than the ending ones.
A last example would definitely be the image of Shuttle Loop itself. The characters don't seem to have much knockback put onto them, though they may be low damage, it looks like the knockback that the damage does is decreased, and by seeing that it's the FD version of Battlefield, it gives it more plausibility that its knockback is worse. If at zero percents, here's my analysis comparison:
Shuttle Loop - Brawl: High damage with high knockback and fast recovery time, and a glide for extra mobility and recovery.
Shuttle Loop - SSB4: Lower damage and moderate knockback with a lower recovery time, though has two hits (possibly two loops) and can no longer glide, hindering his recovery. The attack itself seems to have poor range and probably won't be able to connect the second hit if the opponent flies far on first contact.
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