Meta Knight's official art.
|Costumes||Dark, White, Red, Green, ?|
|Special Moves||Mach Tornado, Shuttle Loop, Drill Rush, Dimensional Cape|
|Final Smash||Galaxia Darkness|
Meta Knight, a master swordsman, is a character from the Kirby series, and is known as Kirby's rival. Although he is the same species as Kirby, their abilities differ widely. His sword is called "Galaxia."
 Game Appearances
- Kirby's Adventure (Famicom/NES)
- Kirby's Avalanche (Kirby's Ghost Trap in Europe (SNES)
- Kirby Super Star (Kirby's Fun Pak in Europe, Super Famicom/SNES)
- Kirby no Kira Kira Kids (Satellaview, Super Famicom, Japan only)
- Kirby: Nightmare in Dream Land (Game Boy Advance)
- Kirby & the Amazing Mirror (Game Boy Advance)
- Kirby: Canvas Curse (Nintendo DS)
- Kirby: Squeak Squad (Nintendo DS)
- Kirby Air Ride (GameCube)
 Role in SSE
Metaknight would meet up in a small battle against Marth before they would team up to take on the Primids surrounding them. They would continue to fight on until Ike joined up with them to attack the Ancient Minister. From there they would beat Galleom. Meta knight would later see the Halberd in battle against the Great Fox and take off to get onto the ship. Before that he would encounter a fight with Lucario and whoever won would revive the loser and shake hands. Then Lucario would join the team. They would get onto the Halberd when Great Fox rams it into the mountain they were on. He would also fight some Game & Watches later before regaining control of the Halberd. In which he would lead off to fight Tabuu.
|Meta Knight's Pride|
Meta Knight's ship, the Halberd.
- Fast movement on ground
- Quick, almost lagless attacks
- Has many multi-hit moves
- Mach Tornado is very useful in racking up damage
- Has great aerial capabilities
- Amazing edge-guard game
- Very difficult to edge-guard against
- Dimensional Cape can be used for edge-hogging.
- Fast glide that is useful for recovering
- Can glide twice with Shuttle Loop
- Shuttle Loop is very spammable
- Throws help tack on damage
- High priority
- Amazing approaching capabilities
- Light Weight
- No projectiles
- Dimensional Cape doesn't always hit enemy
- No reliable spiking move
- Slow horizontal aerial movement speed
- Small range
- Very poor grab release
Jab(Neutral A)- 2% ......etc. I don't know much about this move. I personally don't use it. Foes can block in between each jab and punish you for it. Not to mention you have to sit there and finish the whole jabbing process before you can move away from your opponents...
Dash Attack- 8% This is a fast leap kick that Metaknight does. It can be followed up by a Dsmash or Usmash. Good priority but predictable when not used at the right time.
Ledge Attack- 8% Metaknight crawls on the stage and slices his opponent. I actually don't use this attack because it can very easily be countered.
Ftilt- 4%, 3%, 5% This is probably Metaknight best tilt move. It has great priority and can also be used as a defensive move. If the first strike hits air or a shield, don't worry. It has little duration and almost no lag. If it strikes true, then follow up on the rest of the tilt!
Dtilt- 6% Another good tilt move. It can be followed up with another Dtilt or a Ftilt. It also trips so you can do a variety of moves to punish your foes
Utilt- 6% Very narrow attack range. Not very useful. It knocks your opponent strait into the air
Usmash- 3%, 2%, 4% This has very little knockback. So it can be followed by a Utilt or Uair depending on their damage. It's good used when running up to your opponent. Hyphen smashing is what it's called (I think)
Dsmash- 11%Front, 13%back The back part of the Dsmash is stronger and has greater knockback. This move is the best of all smashes IMO. Very little lag and duration, but still punishable. Use it when your opponent is in K.O range. DON'T DECAY THIS MOVE! It will hurt you in the future if you do! In the case you do decay it, use mach tornado to restore the Dsmash.
Fsmash- 14% This move is move is like his slowest move(which is still pretty fast) =/. But it has great K.O ability. You won't kill with this often unless you're playing a n00b
Fair- 3%, 3%, 4% His best aerial attack. Shorthop + Fair is a good move and hardly punishable as you can move backwards after the Fair combo ends. Good edgegaurder
Bair- 3%, 3%, 4% Similar to Fair. Does the same amount of damage. Good for when an opponent aerial dodges you and goes behind you.
Uair- 6% Hard to hit with since more and more people learn to airdodge nowadays. But if it does connect you can hit with more Uairs depending on their damage. Just keep flying up while Uairing them
Dair- 7% Dair has a sweetspot. It is the very end of the arc that it makes. If you don't hit with it then it will do 5% damage. It's best used as a mindgame type thing. If you strike a shield with Dair you're are vulnerable to grabs. It is also best used when an opponent airdodges your Uair...just immediately Dair when they dodge it.
Nair- 19% I love this move! It's a great edgeguarder. Since you'll most likely be airdodged if you go after them when they fly off the stage, all you have to do is let them airdodge, then when their invincibility frames go away strike with the Nair! They will most likely be shot offscreen and killed if it connects properly
Pummel- 3% Metaknight hits his opponent with his wings. That is all
Uthrow- 12% Metaknight goes Yoshimitsu(props if you get it) on his foe. You can use this grab if you want, but there are much better ones like....
Dthrow- 1x11% Similar to Kirby's Dthrow, this is Meta's best throw. It can easily be followed by Fair or Nair. Use this throw the most.
Fthrow- 9% He releases his grip on his foe and backflip kicks him/her. Good but not better than Dthrow.
Bthrow- 7% He releases his grip and slices his opponent with Galaxia
Mach Tornado(Neutral B)- 1x19 +3 w0w is this move cheap or what!? Well no one cares! It's hardly punishable so SPAM IT! But not too much or you'll get mighty predictable! Make sure that if you use this as a recovery move, you aren't bouncing off the ledge. Because if you do you'll die! Also, this move can be used as a stageguarder. If you use the tornado on the edge of the stage when the opponent is crawling back onto it with a ledge attack etc, they will instantly be caught in the tornado
Drill Rush (Side B)- 1x7 +3% I use this every now and then. It works well against people standing at the end of a stage. You can use this or mach tornado against people running after you.
Shuttle Loop(Up B)- 9% Gliding attack 12% This move is great when you're trying to recover. If an opponent comes after you when you fly offstage, you can use this and they may be shot behind you, which will most likely result in their deaths. There is also an advanced technique behind this. You can reverse this at the very beginning of the move. Just jam your control stick in the opposite direction you would normally go.
Dimensional Cape(Down B)- 14%(if used with sword) This should NOT be used as an attack. If can be used as a recovery if you're close enough to the stage. OR it could be used as an evader. Your opponent will most likely not suspect you to use this move, so use it to your advantage.
Meta-Knight is a type of Character that concentrates on speed and quickness. His throws can be helpful in Racking up Damage and spacing. His DownThrow can rack up damage and lead in to a combo, his BackThrow can send your enemy straight out, his ForwardThrow can send your enemy upward, and his UpThrow can send your enemy up.