In response to the description: yeah, I've noticed just how many games after RTDL use this EXACT battle as a base for their own knight fights, even going as far as just reusing Galacta Knight himself (I swear Robobot straight up rips his RTDL model and doesn't even modify it based on Meta Knight's new appearance). Still a really cool fight.
@poyoSC5 ай бұрын
One may be wondering, "Why is GK grounded? Why are his wings so tiny?" It's likely because KRtDL's GK heavily uses animations from Meta Knight. (This explains the seemingly random inclusion of Energy Swords - it comes from MK's Sword Beam) As lazy as KPR's recycled GK may be, at least they added the float. Another thing to note is that he will always guard once after using the tornado wall attack. KRtDL's GK is a fun fight, testing good positioning and countering ceiling-camping very well (don't ask what happened with Morpho). HAL must have struck gold, since this fight will serve as the template for future Knight fights. GK starts the fight by breaking his crystal prison, and flees the fight after being defeated here, which is notable as his later reappearance in KPR's Meta Knightmare Returns shows him being summoned without the crystal and ends with him being re-sealed, and the True Arena changes this to him starting the fight by breaking out of his crystal prison and ending the fight after staggering around like what he did in KSSU's Meta Knightmare Ultra after being defeated, before flying away, his fate unknown. This raises some implications that frankly I don't want to look too deep into, considering this is a character who can time-travel at will. This is skipping ahead, but KRtDL DX only changes GK in a few ways: higher-quality visuals (and the updated design with magenta eyes), a follow-up after the Revolution Sword like the one in SKC, and MORE ENERGY SWORDS in the Energy Sword Shower (seems to be a recurring thing where each of his reappearances gain more Energy Swords in that specific attack). It doesn't take anything from KPR's GK, surprisingly. KPR's GK barely changes anything, but there are still a few small differences between KRtDL GK and KPR GK: the run is changed to him floating, some attacks were made guardable, there are some minor Drop Star placement changes, the Tornado wall goes to the background and tracks the player instead of covering the whole screen during Phase 2, more Energy Swords in the Shower, two extra variations to Rising Spine, slight change in camera angle during Revolution Sword, the second Shuttle Loop being replaced by two extra swoops from the background towards the player, and a scary-looking rift attack (that does chip damage lol). Next is Dark Meta Knight's Revenge from KTDX, one of my personal favorite fights in modern Kirby. He's a mix between KatAM's DMK and KRtDL's GK, being able to reactively guard, having a much better backhop, having the charged singular Crescent Shot and having a double jump like KatAM DMK, but also carrying a lot of attacks from KRtDL GK such as the Drill Stab, Hyper Rush, and Spin Slash, though there are quite some improvements: Triple Slash can be combo-ed into Hyper Rush (Mecha Knight and his variants can also do this) in Phase 2, Knight Spin is typically used after a double jump, Spin Slash can be changed to be aerial like Twister Slash (though it still can't reach the ceiling), Triple Crescent Shot can be performed twice in Phase 2, and the giant sword walls being a much more deadly replacement for Rising Spine (DMK can also use two lingering ones to protect himself when he performs Triple Crescent Slash, the second sword can be delayed during Phase 2). He also incorporated the background into many attacks, such as using Tornado Attack from there. However, his biggest weakness is his first special attack in Phase 2, where his defense is massively reduced during that attack, and can be easily finished off due to this (which is a shame, since Phase 2 adds tons of cool new attacks and variations).
@BrightBuld5 ай бұрын
Nice to see another Kirby Boss enthusiast :), though I'd like to also provide my own nerdy input, more specifically about Dark Mera Knight. The Bat Flap-to-Knight Spin transition, derived from the original two battles in Amazing Mirror (obviously), can actually be used in Phase 1 (though this is kind of insignificant in retrospect), but neat yet rare thing he can do is perform Triple Crescent Shot on a whim in Phase 2 without needing to position to the opposite side- even after initially using it twice (this is also shared with Mecha Knight). Was surprised myself when I first saw it and made the battle feel a bit more complex and demanding in comparison to its predecessor.
@poyoSC5 ай бұрын
@@BrightBuld IIRC, KSA's Meta Knight can also do Triple Crescent whenever he feels like it, but Morpho Knight is forced to teleport a few times before performing the attack on the far left/right
@SacredFaerie5 ай бұрын
Now this is peak content
@santinombd95 ай бұрын
PEAK INTRO BRO WELL DONEEEE
@Magic_Ice5 ай бұрын
I can’t wait for DMK’s Revenge. My favorite Knight battle in the series.