Llumys
Smash Champion
Taken from http://www.nintendoplayers.com/praxis/mkfacts.txt
Interesting facts about MK:
* All of his sword attacks have transcendant priority (the highest in the game- the same as Falco's lasers), and can never clash.
* Metaknight's uair comes out in two frames and ends on frame 13, making it the fastest normal aerial in both start and end time. For comparison, most airdodges end their invulnerability in around 25 frames, and then have additional vulnerable lag frames. Metaknight's uair allows him to force an airdodge and have plenty of frames to punish, making it the ideal juggle move, as well as the ideal momentum cancel (reducing any weaknesses inherent by his weight).
* Metaknight's nair comes out in three frames, autocancels easily, can kill, and can groundlock opponents to start off a dtilt lock chain. The weak hit combos, and it can do 20% if both hitboxes land.
* Metaknight's dair allows for exceptional edgeguarding, and when combined with his multiple jumps, is one of the safest moves in the game, allowing Metaknight to safely aircamp.
* Metaknight's fsmash has virtually no ending lag, making it the ideal unpunishable defensive move.
* Metaknight's dsmash is notoriously fast for a kill move (5 frames).
* Metaknight's SHUTTLE LOOP is arguably the best move in the game. It can be performed lagless out of shield, with a total of five frames of startup and invincibility frames when used on the ground. This allows it to be used to punish almost anything, including Snake's forward tilt, and removes any ability to approach MK. Further, it can be autocancelled in multiple ways (landing on a platform at the peak, pressing jump or B before touching the ground, attacking before touching the ground, or pressing jump or B at the peak and fastfalling), making it an incredibly safe move. As the shuttle loop ends in a glide, it can also go under the stage if edgehogged.
* Metaknight's tornado is the ultimate spacing tool, allowing MK to turn into a ball of priority that beats most aerial attacks, thus removing several spacing options from the opponent and providing MK with a safe getaway option in many situations. It can be autocancelled or used to safely take MK up to a platform, and also functions as a recovery method.
* Metaknight's Dimensional Cape makes MK temporarily invisible and invulnerable, can be used to teleport MK through edgeguards to the ledge or out of dangerous situations. It can be moved while MK is invisible, and extends upon touching the ground, allowing for techniques like Infinite Dimensional Cape (which allows MK to stall indefinitely using the C-stick) or Extended Dimensional Cape (which allows MK to teleport across the stage without usage of the C-stick).
* Metaknight's Drill Rush also turns him into a moving ball of priority, allowing for a recovery that cannot be edgehogged, and can be autocancelled to become incredibly difficult to punish.
* Metaknight's airdodge is the best in the game in terms of both startup speed, amount of invulnerability, and lag frames. His airdodge is one frame faster on startup than anyone else in the cast.
Interesting facts about MK:
* All of his sword attacks have transcendant priority (the highest in the game- the same as Falco's lasers), and can never clash.
* Metaknight's uair comes out in two frames and ends on frame 13, making it the fastest normal aerial in both start and end time. For comparison, most airdodges end their invulnerability in around 25 frames, and then have additional vulnerable lag frames. Metaknight's uair allows him to force an airdodge and have plenty of frames to punish, making it the ideal juggle move, as well as the ideal momentum cancel (reducing any weaknesses inherent by his weight).
* Metaknight's nair comes out in three frames, autocancels easily, can kill, and can groundlock opponents to start off a dtilt lock chain. The weak hit combos, and it can do 20% if both hitboxes land.
* Metaknight's dair allows for exceptional edgeguarding, and when combined with his multiple jumps, is one of the safest moves in the game, allowing Metaknight to safely aircamp.
* Metaknight's fsmash has virtually no ending lag, making it the ideal unpunishable defensive move.
* Metaknight's dsmash is notoriously fast for a kill move (5 frames).
* Metaknight's SHUTTLE LOOP is arguably the best move in the game. It can be performed lagless out of shield, with a total of five frames of startup and invincibility frames when used on the ground. This allows it to be used to punish almost anything, including Snake's forward tilt, and removes any ability to approach MK. Further, it can be autocancelled in multiple ways (landing on a platform at the peak, pressing jump or B before touching the ground, attacking before touching the ground, or pressing jump or B at the peak and fastfalling), making it an incredibly safe move. As the shuttle loop ends in a glide, it can also go under the stage if edgehogged.
* Metaknight's tornado is the ultimate spacing tool, allowing MK to turn into a ball of priority that beats most aerial attacks, thus removing several spacing options from the opponent and providing MK with a safe getaway option in many situations. It can be autocancelled or used to safely take MK up to a platform, and also functions as a recovery method.
* Metaknight's Dimensional Cape makes MK temporarily invisible and invulnerable, can be used to teleport MK through edgeguards to the ledge or out of dangerous situations. It can be moved while MK is invisible, and extends upon touching the ground, allowing for techniques like Infinite Dimensional Cape (which allows MK to stall indefinitely using the C-stick) or Extended Dimensional Cape (which allows MK to teleport across the stage without usage of the C-stick).
* Metaknight's Drill Rush also turns him into a moving ball of priority, allowing for a recovery that cannot be edgehogged, and can be autocancelled to become incredibly difficult to punish.
* Metaknight's airdodge is the best in the game in terms of both startup speed, amount of invulnerability, and lag frames. His airdodge is one frame faster on startup than anyone else in the cast.