Meta Knight

99 moves39 changed by HDR60 vanillainternal metaknight
Notes ↓

Jabs

3 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
vanilla•‡
Jab
no hitboxes3
hdr•‡
Jab
1-22Sakurai30 / 810top
5-62Sakurai30 / 80top
9-102Sakurai30 / 80top
14-153Sakurai60 / 400top
18-193Sakurai60 / 400top
vanilla
Jab
32Sakurai60 / 140-203270, 1, 2top

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Dash Attack
4-9860°40 / 88-264370footl
4-9680°40 / 88-271, 2footl

Tilt Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Forward Tilt
5-61.572°23 / 54-225300top
5-61.5Sakurai23 / 54-221top
hdr
Forward Tilt
2-31.572°23 / 54-182230, 1top
2-31.5Sakurai23 / 54-182, 3top
hdr
Forward Tilt
2-3668°51 / 100-162240, 1top
hdr
Up Tilt
7695°48 / 140-157280top
8695°48 / 140-140, 1top
8895°40 / 130-132top
9-14695°48 / 140-130, 1haver
9-14895°40 / 130-122haver
hdr
Down Tilt
6-7764°50 / 60-96210top
6-7544°30 / 116-101top

Smash Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla
Forward Smash
no hitboxes61
hdr
Forward Smash
24-2616Sakurai30 / 112-1124460top
24-2616Sakurai30 / 102-111top
AttackHi4Charge vanilla
Up Smash
no hitboxes61
hdr
Up Smash
8-94366°30 fixed-378500top
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 hitboxes61
hdr
Down Smash
4-51335°50 / 80-304440top
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
8-129Sakurai20 / 100-30, 1, 2haver, top
13-206Sakurai20 / 100-40, 1, 2haver, top
hdr◆‡
Forward Air
7-8365°50 / 60-8737111-6, 34–0, 1top
13-144Sakurai30 / 130-70, 1top
hdr
Back Air
12-1312Sakurai28 / 114-51236131-11, 41–0, 1, 2, 3top
hdr
Up Air
3-4468°35 / 105-532091-2, 17–0, 1, 2, 3top
hdr
Down Air
4-5672°30 / 108-5429101-3, 26–0, 1, 2, 3top

Special Attacks

24 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagCancelIDHitbox
SpecialNStart vanilla
Neutral Special
no hitboxes12
hdr
Neutral Special
1+195°45 fixed10top
1+1100°45 fixed1top
hdr
Neutral Special
1-3590°50 / 125-491550, 1top
SpecialAirNStart vanilla
Neutral Special
no hitboxes12
hdr
Neutral Special
1-3590°50 / 125-491550, 1top
SpecialSStart vanilla
Side Special
no hitboxes26
hdr
Side Special
1-4400 / 01450, 1, 2haver, top
hdr
Side Special
11070°80 / 60-71160, 1haver
11070°40 / 60-72top
SpecialAirSStart vanilla
Side Special
no hitboxes2630
vanilla
Side Special
no hitboxes4630
hdr‡•
Side Special
11070°80 / 60-23124300, 1haver
11070°40 / 60-232top
hdr
Up Special
81456°43 / 93-478650top
81256°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 / 93-471580top
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 hitboxes730
vanilla
Down Special
no hitboxes20
hdr
Down Special
61553°40 / 98-48665AtkC 130, 1top
hdr
Down Special
614Sakurai20 / 114-49665AtkC 130, 1top
hdr
Down Special
614Sakurai20 / 114-49665AtkC 130, 1top
vanilla
Down Special
no hitboxes30
vanilla
Down Special
no hitboxes2030
hdr
Down Special
61653°40 / 98-20665300, 1top
hdr
Down Special
614Sakurai20 / 114-21665300, 1top
hdr
Down Special
614Sakurai20 / 114-21665300, 1top
vanilla
Down Special
no hitboxes3630

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Grab
7-8– / –370grab
CatchPull vanilla
Grab
no hitboxes2
CatchWait vanilla
Grab
no hitboxes
vanilla
Pummel
11Sakurai30 fixed-161200top
CatchCut vanilla
Grab
no hitboxes30
hdr
Dash Grab
11-12– / –430grab
hdr
Pivot Grab
12-13– / –390grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr
Forward Throw
1364°50 / 1401028180
1-83Sakurai60 / 1000
9664°58 / 87-130, 1toer, top
hdr
Back Throw
1354°60 / 1401835170
1-153Sakurai60 / 1000
16-17754°69 / 78-130, 1top
hdr
Up Throw
1290°98 / 1504678320
1-443Sakurai60 / 1000
45890°112 / 60-260top
hdr
Down Throw
1232°75 / 605979200
1-83Sakurai100 fixed0
9, 14, 33, 380.5270°10 fixed-670top
19, 24, 29, 430.5270°10 fixed-570top
58132°70 / 80-180top

Defensive

39 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
EscapeN vanilla
Spot Dodge
intangible 3–1527
vanilla
Forward Roll
intangible 4–1334
EscapeB vanilla
Back Roll
intangible 4–1334
hdr
Air Dodge
intangible 4–265210
hdr
Air Dodge
intangible 4–265210
vanilla
Ledge Attack
25-27945°90 / 20-2425560top
vanilla
Get-Up Attack
16-17748°80 / 48-2816500top
24-25748°80 / 48-200top
vanilla
Get-Up Attack
16-17748°80 / 48-2816500top
24-25748°80 / 48-200top
DamageFall vanilla
DamageFall
no hitboxes
vanilla
DownBoundU
no hitboxes26
DownWaitU vanilla
DownWaitU
no hitboxes
DownDamageU vanilla
DownDamageU
no hitboxes14
DownDamageU3 vanilla
DownDamageU3
no hitboxes40
vanilla
DownEatU
no hitboxes30
DownStandU vanilla
Get-Up
no hitboxes30
DownForwardU vanilla
Get-Up Roll
no hitboxes36
DownBackU vanilla
Get-Up Roll
no hitboxes36
DownSpot vanilla
DownSpot
no hitboxes30
vanilla
DownBoundD
no hitboxes26
DownWaitD vanilla
DownWaitD
no hitboxes
DownDamageD vanilla
DownDamageD
no hitboxes14
DownDamageD3 vanilla
DownDamageD3
no hitboxes40
vanilla
DownEatD
no hitboxes30
DownStandD vanilla
Get-Up
no hitboxes30
DownForwardD vanilla
Get-Up Roll
no hitboxes36
DownBackD vanilla
Get-Up Roll
no hitboxes36
Passive vanilla
Tech
no hitboxes27
PassiveStandF vanilla
Tech
no hitboxes41
PassiveStandB vanilla
Tech
no hitboxes41
PassiveWall vanilla
Tech
no hitboxes27
PassiveWallJump vanilla
Tech
no hitboxes41
PassiveCeil vanilla
Tech
no hitboxes27
Pass vanilla
Pass
no hitboxes31
vanilla
Ledge Grab
intangible 1–2920
CliffWait vanilla
Ledge Hang
no hitboxes
CliffClimb vanilla
Ledge Climb
no hitboxes35
CliffEscape hdr
Ledge Roll
no hitboxes50
CliffJump1 vanilla
Ledge Jump
no hitboxes13
CliffJump2 vanilla
Ledge Jump
no hitboxes24

Other

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
LandingLight vanilla
Landing
no hitboxes2
LandingHeavy vanilla
Landing
no hitboxes5
GuardOn vanilla
Shield
no hitboxes8
Guard vanilla
Shield
no hitboxes
GuardOff vanilla
Shield
no hitboxes12

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 30 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 30 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 30 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
  • FAF is HDR's runtime calculation rather than a param: the air dodge stalls for 28 frames and ends once the fighter has fallen 35 units, so it follows their gravity and fall speed.Air Dodge, Air Dodge (Directional)
  • 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
  • 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

Loading…

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.