Meta Knight

99 moves39 changed by HDR60 vanillainternal metaknight
Notes ↓

Jabs

3 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
vanilla•‡
Jab
no hitboxes–3––
hdr•‡
Jab
1-22Sakurai40 / 8–1––0top
5-62Sakurai40 / 8–0top
9-102Sakurai40 / 8–0top
14-153Sakurai60 / 40–0top
18-193Sakurai60 / 40–0top
vanilla‡
Jab
32Sakurai60 / 140-20327–0, 1, 2top

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Dash Attack
4-9860°40 / 88-26437–0footl
4-9680°40 / 88-271, 2footl

Tilt Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Forward Tilt
5-61.572°23 / 54-22530–0top
5-61.5Sakurai23 / 54-221top
hdr
Forward Tilt
2-31.572°23 / 54-18223–0, 1top
2-31.5Sakurai23 / 54-182, 3top
hdr
Forward Tilt
2-3675°51 / 100-16224–0, 1top
hdr
Up Tilt
7695°48 / 140-15728–0top
8695°48 / 140-140, 1top
8895°40 / 130-132top
9-14695°48 / 140-130, 1haver
9-14895°40 / 130-122haver
hdr‡
Down Tilt
4-5540°30 / 116-12421–0, 1top

Smash Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla•
Forward Smash
no hitboxes–61––
hdr
Forward Smash
24-2616Sakurai30 / 112-112446–0top
24-2616Sakurai30 / 102-111top
AttackHi4Charge vanilla•
Up Smash
no hitboxes–61––
hdr
Up Smash
8-94366°30 fixed-37850–0top
8-94130°30 fixed-371, 2top
12-133366°30 fixed-340top
12-133130°30 fixed-341, 2top
17-18583°55 / 177-280, 1top
17-18590°55 / 175-282top
AttackLw4Charge vanilla•
Down Smash
no hitboxes–61––
hdr
Down Smash
4-51335°50 / 80-30444–0top
9-101335°50 / 86-250, 1top

Aerial Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr
Neutral Air
4-712Sakurai30 / 100-144491-3, 40–0, 1, 2haver, top
8-129Sakurai30 / 100-30, 1, 2haver, top
13-204Sakurai20 / 100-50, 1, 2haver, top
hdr◆‡
Forward Air
7-8370°40 fixed-8735111-6, 32–0, 1top
11-124Sakurai30 / 130-70, 1top
hdr◆
Back Air
12-1312Sakurai28 / 114-51236131-11, 41–0, 1, 2, 3top
hdr‡
Up Air
3-4467°30 / 128-532091-2, 17–0, 1, 2, 3top
hdr
Down Air
4-5670°30 / 108-5429101-3, 26–0, 1, 2, 3top

Special Attacks

24 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagCancelIDHitbox
SpecialNStart vanilla•
Neutral Special
no hitboxes–12–––
hdr•
Neutral Special
1+195°45 fixed–1–––0top
1+1100°45 fixed–1top
hdr
Neutral Special
1-3590°50 / 125-49155––0, 1top
SpecialAirNStart vanilla•
Neutral Special
no hitboxes–12–––
hdr
Neutral Special
1-3590°50 / 125-49155––0, 1top
SpecialSStart vanilla•
Side Special
no hitboxes–26–––
hdr
Side Special
1-441.1367°30 fixed-41145––0, 1, 2haver, top
hdr‡
Side Special
11070°80 / 60-7116––0, 1haver
11070°40 / 60-72top
SpecialAirSStart vanilla•
Side Special
no hitboxes–2632––
vanilla•
Side Special
no hitboxes–4632––
hdr‡•
Side Special
11070°80 / 60-2512432–0, 1haver
11070°40 / 60-252top
hdr•
Up Special
81455°43 / 93-47865––0top
81255°43 / 93-481top
9986°125 fixed-490top
9988°125 fixed-491top
10-12684°68 fixed-490, 1top
22-27780°55 / 90-370haver
22-27780°55 / 90-371bust
hdr•
Up Special
11455°43 / 93-47158––0top
11255°43 / 93-481top
2986°125 fixed-490top
2988°125 fixed-491top
3-4684°68 fixed-490, 1top
14-19780°55 / 90-380haver
14-19780°55 / 90-381bust
SpecialAirHiStart vanilla•
Up Special
no hitboxes–732––
vanilla•
Down Special
no hitboxes–20–––
hdr
Down Special
61553°40 / 98-48665–AtkC 130, 1top
hdr
Down Special
614Sakurai20 / 114-49665–AtkC 130, 1top
hdr
Down Special
614Sakurai20 / 114-49665–AtkC 130, 1top
vanilla
Down Special
no hitboxes–30–––
vanilla•
Down Special
no hitboxes–2032––
hdr•
Down Special
61653°40 / 98-2266532–0, 1top
hdr•
Down Special
614Sakurai20 / 114-2366532–0, 1top
hdr•
Down Special
614Sakurai20 / 114-2366532–0, 1top
vanilla•
Down Special
no hitboxes–3632––

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Grab
7-8––– / –––37–0grab
CatchPull vanilla
Grab
no hitboxes–2––
CatchWait vanilla•
Grab
no hitboxes––––
vanilla
Pummel
11Sakurai30 fixed–18–0top
CatchCut vanilla
Grab
no hitboxes–30––
hdr‡
Dash Grab
11-12––– / –––43–0grab
hdr‡
Pivot Grab
12-13––– / –––39–0grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr
Forward Throw
1365°50 / 140–1028180–
1-83Sakurai60 / 100–0–
9640°10 / 100–0toer
9660°10 / 100–0, 1toer, top
hdr
Back Throw
1345°60 / 140–1835170–
1-153Sakurai60 / 100–0–
16-17775°10 / 100–0, 1top
hdr
Up Throw
11083°70 / 85–4678320–
1-453Sakurai60 / 100–0–
hdr‡
Down Throw
1260°62 / 130–617090–
1-83Sakurai100 fixed–0–
9, 14, 33, 380.5270°10 fixed–0top
19, 24, 29, 430.5270°10 fixed–0top
59-60180°60 / 200–0top

Defensive

39 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
EscapeN vanilla•
Spot Dodge
intangible 3–15–27––
vanilla•
Forward Roll
intangible 4–13–34––
EscapeB vanilla•
Back Roll
intangible 4–13–34––
hdr•
Air Dodge
intangible 4–26–5310–
hdr•
Air Dodge
intangible 4–26–5310–
vanilla
Ledge Attack
25-27945°90 / 20-242556–0top
vanilla
Get-Up Attack
16-17748°80 / 48-281650–0top
24-25748°80 / 48-200top
vanilla
Get-Up Attack
16-17748°80 / 48-281650–0top
24-25748°80 / 48-200top
DamageFall vanilla•
DamageFall
no hitboxes––––
vanilla
DownBoundU
no hitboxes–26––
DownWaitU vanilla•
DownWaitU
no hitboxes––––
DownDamageU vanilla•
DownDamageU
no hitboxes–14––
DownDamageU3 vanilla•
DownDamageU3
no hitboxes–40––
vanilla
DownEatU
no hitboxes–30––
DownStandU vanilla
Get-Up
no hitboxes–30––
DownForwardU vanilla
Get-Up Roll
no hitboxes–36––
DownBackU vanilla
Get-Up Roll
no hitboxes–36––
DownSpot vanilla
DownSpot
no hitboxes–30––
vanilla
DownBoundD
no hitboxes–26––
DownWaitD vanilla•
DownWaitD
no hitboxes––––
DownDamageD vanilla•
DownDamageD
no hitboxes–14––
DownDamageD3 vanilla•
DownDamageD3
no hitboxes–40––
vanilla
DownEatD
no hitboxes–30––
DownStandD vanilla
Get-Up
no hitboxes–30––
DownForwardD vanilla
Get-Up Roll
no hitboxes–36––
DownBackD vanilla
Get-Up Roll
no hitboxes–38––
Passive vanilla
Tech
no hitboxes–27––
PassiveStandF vanilla
Tech
no hitboxes–41––
PassiveStandB vanilla
Tech
no hitboxes–41––
PassiveWall vanilla•
Tech
no hitboxes–27––
PassiveWallJump vanilla•
Tech
no hitboxes–41––
PassiveCeil vanilla
Tech
no hitboxes–27––
Pass vanilla•
Pass
no hitboxes–31––
vanilla
Ledge Grab
intangible 1–29–20––
CliffWait vanilla•
Ledge Hang
no hitboxes––––
CliffClimb vanilla
Ledge Climb
no hitboxes–35––
CliffEscape hdr✕
Ledge Roll
no hitboxes–50––
CliffJump1 vanilla•
Ledge Jump
no hitboxes–13––
CliffJump2 vanilla•
Ledge Jump
no hitboxes–24––

Other

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
LandingLight vanilla
Landing
no hitboxes–2––
LandingHeavy vanilla
Landing
no hitboxes–5––
GuardOn vanilla
Shield
no hitboxes–8––
Guard vanilla•
Shield
no hitboxes––––
GuardOff vanilla
Shield
no hitboxes–12––

Attributes

Weight & Size

Weight
79
Jostle Weight
4
Shield Radius
10.7

Ground Movement

Walk Speed
1.239
Walk Accel (mul)
0.168
Walk Accel (add)
0.105
Initial Dash
1.765
Run Speed
2.1
Run Accel (mul)
0.08
Run Accel (add)
0.02
Traction
0.09

Jumps

Jumpsquat
4
Jump Initial Y
11.44
Full Hop Height
32
Short Hop Height
14.32
Air Jump Height
28.93
Jump Count
5
Horizontal Jump Speed
1.5

Air Movement

Air Speed
1
Air Accel (add)
0.01
Air Accel (mul)
0.062
Air Friction
0.015
Gravity
0.13
Fall Speed
2.6

Landing Lag

Nair
9
Fair
11
Bair
13
Uair
9
Dair
10
Empty Landing
4
Heavy Landing
5

Notes

◆HDR replaces the vanilla animation, which changes when the move ends.
  • HDR replaces the animation (55 -> 52 frames).Forward Air
  • HDR replaces the animation (60 -> 41 frames).Back Air
‡Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
  • Attack100Start, Rapid Jab, Rapid Jab Finisher, Dash Attack, Forward Tilt, Down Tilt, Forward Air, Up Air, Side Special (End), Side Special (Air, Finish), Grab, Dash Grab, Pivot Grab, Down Throw
✕HDR removes this move’s hitboxes.
  • CliffEscape
•Other notes.
  • FAF here is the animation's length: the motion list sets no cancel frame for this action, so the true actionable frame may be earlier.Attack100Start, AttackS4Charge, AttackHi4Charge, AttackLw4Charge, Neutral Special (Start), Neutral Special (Air, Start), Side Special (Start), Side Special (Air, Start), Side Special (Air, End), Up Special (Air, Start), Down Special (Start), Down Special (Air, Start), Down Special (Air, End), DownDamageU, DownDamageU3, DownDamageD, DownDamageD3, PassiveWall, PassiveWallJump, Pass, CliffJump1, CliffJump2
  • Held: the animation loops, so this ends on release or on a state change rather than on a fixed frame.Rapid Jab, Neutral Special (Spin), CatchWait, DamageFall, DownWaitU, DownWaitD, CliffWait
  • Landing lag is 32 frames, from `param_special_s.landing_frame`. This special has no landing animation of its own — it hands the figure to the landing directly — so nothing in the script or the motion list shows it.Side Special (Air, Start), Side Special (Air, End), Side Special (Air, Finish)
  • Touching the ground from frame 22 on ends this in the special-fall landing rather than carrying on (up_special_proper_landing, fighters/metaknight/src/opff.rs).Up Special, Up Special (Loop)
  • Landing lag is 32 frames, from `param_special_hi.landing_frame`. This special has no landing animation of its own — it hands the figure to the landing directly — so nothing in the script or the motion list shows it.Up Special (Air, Start)
  • Landing lag is 32 frames, from `param_special_lw.landing_frame`. This special has no landing animation of its own — it hands the figure to the landing directly — so nothing in the script or the motion list shows it.Down Special (Air, Start), Down Special (Air), Down Special (Air, F), Down Special (Air, B), Down Special (Air, End)
  • Timing from fighter_param_motion (escape_n_cancel_frame), not the animation.Spot Dodge
  • Intangible on frames 3-15.Spot Dodge
  • Timing from fighter_param_motion (escape_f_cancel_frame), not the animation.Forward Roll
  • Intangible on frames 4-13.Forward Roll, Back Roll
  • Timing from fighter_param_motion (escape_b_cancel_frame), not the animation.Back Roll
  • Timing from fighter_param_motion (escape_air_cancel_frame), not the animation.Air Dodge
  • Intangible on frames 4-26.Air Dodge, Air Dodge (Directional)
  • Landing lag is 10 frames, from common's `landing_frame_escape_air` — the param HDR's air dodge status hands the landing when the dodge ends on the ground.Air Dodge
  • Timing from fighter_param_motion (escape_air_slide_cancel_frame), not the animation.Air Dodge (Directional)
  • Landing lag is 10 frames, from param_motion's `landing_frame_escape_air_slide_max` — the param HDR's air dodge status hands the landing when the dodge ends on the ground.Air Dodge (Directional)
  • Held: the animation is a hold placeholder, so this ends on release or on a state change rather than on a fixed frame.Shield

ACMD

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The animation command script the frame data on this page was read from. frame and wait move the animation on; ATTACK, CATCH and hitbox! create the hitboxes; clear_all ends them.