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{{disambig2|Kirby's appearance in ''Super Smash Bros. 4''|the character in other contexts|Kirby}} | {{disambig2|Kirby's appearance in ''Super Smash Bros. 4''|the character in other contexts|Kirby}} | ||
{{Infobox Character | {{Infobox Character | ||
|name = Kirby | |name = Kirby | ||
|image = [[ | |image = [[Image:Kirby SSB4.png|250px|Kirby]] | ||
|game = SSB4 | |game = SSB4 | ||
|ssbgame1 = SSB | |ssbgame1 = SSB | ||
|ssbgame2 = SSBM | |ssbgame2 = SSBM | ||
|ssbgame3 = SSBB | |ssbgame3 = SSBB | ||
|availability = [[Starter character|Starter]] | |availability = [[Starter character|Starter]] | ||
|tier = F | |tier = F | ||
|ranking = | |ranking = 50 | ||
}} | }} | ||
'''Kirby''' ({{ja|カービィ|Kābī}}, ''Kirby'') is a playable character in ''[[Super Smash Bros. 4]]''. | '''Kirby''' ({{ja|カービィ|Kābī}}, ''Kirby'') is a playable character in ''[[Super Smash Bros. 4]]''. His return to the series was announced during the [[Electronic Entertainment Expo|E3]] [[Nintendo Direct]] on June 11th, 2013.<ref>[https://www.youtube.com/watch?v=13D1I5s236o Nintendo Direct@E3 2013]</ref> He was also among the first wave of [[Amiibo]] that are compatible with ''SSB4''. Makiko Ōmoto reprises her role as Kirby's voice actor, but instead of doing so via recycled voice clips, she provided new clips that changed Kirby's inflections somewhat compared to the clips from previous installments. | ||
Kirby is ranked | Kirby is currently ranked 50th out of 55 on the [[tier list]], placing him in the F tier. This is a significant drop from his mid-tier placement in ''Brawl'', where he was ranked 20th out of 38. Kirby possesses a great combo game: his up tilt, forward throw and down aerial are very good combo starters, with the latter also boasting guaranteed KO set-ups that are effective even against floaty characters. In addition to complimenting his combo game, Kirby's forward and up aerials are also useful for partaking in a [[wall of pain]] and juggling, respectively. | ||
However, | Despite his size, Kirby also has great KO potential, thanks to his clean smash attacks, clean back aerial, and up and back throws each boasting impressive power. The majority of his frame data is also respectably fast, while his [[crouch]] has become very useful, as it now allows him to avoid many moves from a variety of characters, such as projectiles that are not affected by gravity, or even grabs from taller characters. | ||
However, Kirby retains many of his flaws from ''Brawl'', the most notable of which is his poor endurance due to both his very light weight and his floatiness, alongside the addition of [[rage]] in ''SSB4''. When coupled with his predictable [[recovery]], Kirby is left prone to either getting KO'd early either while near the blast zones or due to being [[edge-guard]]ed. | |||
Kirby's mobility is also poor overall, which leaves him prone to being zoned out by many characters with better ranges or with projectiles that are affected by gravity. Lastly, Kirby's range has been shortened due to his feet becoming smaller. | |||
While Kirby's flaws have resulted in him being viewed as a non-viable character in ''SSB4'', his tournament representation is average and he has nevertheless achieved some level of success. This is most apparent at the local level, as {{Sm|Poyo}} and {{Sm|Triple R}} have each won several tournaments and place very well at them in both singles and [[doubles]] play, while {{Sm|Prince Kirby}} has won a number of doubles tournaments. Outside of this, Kirby has also seen some instances of success at the regional and national levels, owing to the efforts of Poyo, Triple R, {{Sm|MikeKirby}}, {{Sm|K.I.D.Goggles}}, {{Sm|Komota}} and {{sm|MrRyanNess}}. | |||
==Attributes== | ==Attributes== | ||
Kirby is a small | As in previous installments, Kirby is a small [[Weight|lightweight]], being tied for the fifth lightest character in the game. This is also reflected in his mobility, which is poor; he has slow [[walk]]ing speed, average [[dash]]ing speed, the fourth slowest [[falling speed]], the third lowest [[gravity]], the fourth slowest [[air speed]], below average [[traction]] and average [[air acceleration]]. Despite having the second lowest [[jump]]s, he has [[Double jump#Multiple double jump|five double jumps]], which counteract that flaw. | ||
Kirby is | Kirby's greatest strength is the versatility of his moveset. The majority of Kirby's moveset is characterized by speed, while his slower moves instead boast very high power as a trade-off. Neutral attack and forward tilt are fast and have decent range, allowing Kirby to quickly fend off opponents. Up tilt is notorious for its combo potential, as its very quick speed allows it to consistently combo into itself or an aerial attack. Down tilt's very low power is compensated by its very fast speed and it launching opponents at the [[Sakurai angle]], which allow it to [[trip]] opponents even up to 270%. His smash attacks have good range and high power, yet are not particularly slow, making them excellent at scoring a KO. | ||
Kirby's grab game | The usefulness of Kirby's ground game also extends to his grab game. His grabs are fast, while his pummel's meager damage output is counterbalanced by its very fast speed. His forward throw, notorious in ''Brawl'' for its highly damaging combo options at 0%, has been improved even further, as it now possesses follow-ups even up to medium percents, including a down aerial to re-grab. Back throw can be followed up by a back aerial at 0% on certain characters, [[tech-chase]] fast-fallers, and can now KO at high percents. Up throw is his strongest throw and is able to KO almost all characters around 170%, or even earlier if it lands on a platform. Lastly, down throw is reliable for damage racking when no other throw can yield better results. | ||
Kirby's air game is also useful, due to his aerials boasting versatility and less than 18 frames of landing lag. Neutral aerial has a long duration, and its very low landing lag grants Kirby protection and allows him to take full advantage of [[buffer]]ing. Forward aerial is powerful, chains fluidly and can allow additional follow-ups at low percents. Up aerial has vertical knockback, low landing lag and has a good amount of [[auto-cancel]]ing frames, allowing for many potential follow-ups. | |||
Kirby's | Back aerial has slightly disjointed range, a decently long duration, and is Kirby's fastest and strongest aerial, making it a very good all-purpose aerial attack. Lastly, down aerial has considerable start-up, but drags opponents downward before [[meteor smash]]ing them, making it a deceptively powerful [[edge-guarding]] tool. In addition, it is an effective combo starter with guaranteed follow-ups on grounded opponents, even against floaty characters. | ||
[[Hammer (move)|Hammer Flip]] is very powerful, especially when fully charged. Its slow speed, however, makes it very difficult to use outside of [[edge-guarding]] or after a [[shield break]]. [[Final Cutter]] is Kirby's [[recovery]] move and is decent at that, granting good vertical distance and decent horizontal distance, as well as decent protection during his ascent and descent. It also emits a shockwave upon landing, making it difficult to [[punish]] if not at point-blank range. Lastly, [[Stone]] causes Kirby to plummet straight down and ignore damage by any move that deals less than 30%. It is also very strong and can be canceled at any time, making it useful for playing [[mindgames]]. | Kirby's special moveset has some interesting options. {{B|Inhale|Kirby}} allows him to either copy the [[neutral special move]] of any character he Inhales, or spit them out as a weight-dependent [[projectile]]. The latter can be used to [[Kirbycide]] or put the opponent below the stage, almost eliminating their chances of recovering. The former, depending on what character he Inhales, can give Kirby a move that provides some assistance ([[Falcon Punch]] and [[Homing Attack]]) or massive benefits ([[Monado Arts]] and [[Needle Storm]]). [[Hammer (move)|Hammer Flip]] is very powerful, especially when fully charged. Its slow speed, however, makes it very difficult to use outside of [[edge-guarding]] or after a [[shield break]]. | ||
[[Final Cutter]] is Kirby's [[recovery]] move and is decent at that, granting good vertical distance and decent horizontal distance, as well as decent protection during his ascent and descent. It also emits a shockwave upon landing, making it difficult to [[punish]] if not at point-blank range. Lastly, [[Stone]] causes Kirby to plummet straight down and ignore damage by any move that deals less than 30%. It is also very strong and can be canceled at any time, making it useful for playing [[mindgames]]. | |||
However, Kirby has noticeable flaws. His most prominent weakness is his endurance. Being light and floaty, Kirby cannot endure strong hits at high percents. He is also very vulnerable to [[juggling]], due to his aforementioned slow falling and air speeds. [[Rage]] further compounds these issues, as Kirby will be launched even earlier, while he will typically not endure long enough in order to take advantage of it. | However, Kirby has noticeable flaws. His most prominent weakness is his endurance. Being light and floaty, Kirby cannot endure strong hits at high percents. He is also very vulnerable to [[juggling]], due to his aforementioned slow falling and air speeds. [[Rage]] further compounds these issues, as Kirby will be launched even earlier, while he will typically not endure long enough in order to take advantage of it. | ||
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Kirby's poor mobility not only makes it significantly difficult for him to [[approach]] and pressure opponents, but also makes him susceptible to fast characters like {{SSB4|Sonic}}, or those with [[disjointed hitbox]]es like {{SSB4|Marth}} and {{SSB4|Cloud}}. In addition, his very long-distanced recovery is very slow, making aggressive edge-guarding and [[gimp]]-oriented moves, such as [[F.L.U.D.D.]] or meteor smashes, detrimental to him. Kirby's range is also mediocre at best, and his strongest moves happen to be his slowest, making it difficult for him to KO opponents outside of edge-guarding or without a set-up. | Kirby's poor mobility not only makes it significantly difficult for him to [[approach]] and pressure opponents, but also makes him susceptible to fast characters like {{SSB4|Sonic}}, or those with [[disjointed hitbox]]es like {{SSB4|Marth}} and {{SSB4|Cloud}}. In addition, his very long-distanced recovery is very slow, making aggressive edge-guarding and [[gimp]]-oriented moves, such as [[F.L.U.D.D.]] or meteor smashes, detrimental to him. Kirby's range is also mediocre at best, and his strongest moves happen to be his slowest, making it difficult for him to KO opponents outside of edge-guarding or without a set-up. | ||
Kirby benefits significantly from his [[Character customization|custom moves]]. Jumping Inhale propels Kirby forward, which often puts opponents in bad positions and can even allow it to function as a quick horizontal recovery option, though it is slower and lacks a [[Wind|vacuum]]. Ice Breath is a short-ranged projectile that can [[Frozen|freeze]] opponents for a time and function as a great edge-guarding option, but removes all of Inhale's benefits. Hammer Bash is almost identical to Hammer in ''Brawl'', as it is much faster and KOs earlier than the uncharged version of Hammer Flip. Giant Hammer is the most powerful custom move in the game without equipment and grants [[armor]], but is much slower than Hammer Flip. | |||
Wave Cutter is overall faster, its descending hitbox is more powerful, and the shockwave has more range and can pressure shields, although it does not allow Kirby to hit opponents while ascending. Upper Cutter is faster, stronger and grants much more vertical recovery and momentum, but immediately cancels at its ascent's apex, and lacks both a descending hitbox and shockwave. Grounding Stone [[Bury|buries]] grounded opponents and has much less ending lag, allowing for follow-ups, safer mindgames, and acts as a potential anti-juggling tool. However, it is unable to KO grounded opponents and has more start-up lag. Meteor Stone [[meteor smash]]es the opponent and can even be used as a suicide move, but takes longer to end. | |||
Overall, Kirby tends to run hot and cold, similarly to {{SSB4|Luigi}}. He can inflict an impressive amount of damage if he gets close to his opponent thanks to his potent combo game, but doing so is difficult for him due to his poor mobility. As such, Kirby functions well with a bait and punish playstyle, although being unprepared for an opponent's approach can be hazardous due to his unimpressive survivability. Kirby has achieved average tournament representation and some degree of success: {{Sm|Poyo}}, {{Sm|Triple R}} and {{Sm|Prince Kirby}} have each won numerous local tournaments and continue to place very well at them in singles and [[doubles]] play, while {{Sm|MikeKirby}} and {{Sm|K.I.D.Goggles}} have collectively achieved a handful of notable results at regional and national tournaments. | |||
Kirby has | ==Changes from ''Brawl''== | ||
Kirby has been nerfed in the transition from ''Brawl'' to ''SSB4''. In addition to retaining most of his issues in ''Brawl'', he also suffers from new ones. Most notably, Kirby's range was shortened: his feet became slightly smaller, while his standing and dash grabs' ranges were decreased. | |||
However, some of his less reliable moves from ''Brawl'', particularly Inhale and his down aerial, now possess much more utility. The changes to [[hitstun]] canceling also help Kirby, as they enable him to chain combos together much better. His improved combo game is further supplemented by his newly buffed forward throw, which now possesses combo potential past low percents. His approach was also slightly improved, due to his dashing speed becoming significantly faster. | |||
===Aesthetics=== | ===Aesthetics=== | ||
*{{change|Due to the aesthetic used in ''SSB4'', Kirby's overall color scheme is more vibrant. His feet are also slightly smaller, and his skin appears to have significantly more diffused shading, with decreased difference in brightness between the lit and shaded sides of his body. Altogether, these changes make Kirby appear significantly more in line with his appearance as of ''{{s|wikirby|Kirby's Return to Dream Land}}''.}} | *{{change|Due to the aesthetic used in ''SSB4'', Kirby's overall color scheme is more vibrant. His feet are also slightly smaller, and his skin appears to have significantly more diffused shading, with decreased difference in brightness between the lit and shaded sides of his body. Altogether, these changes make Kirby appear significantly more in line with his appearance as of ''{{s|wikirby|Kirby's Return to Dream Land}}''.}} | ||
*{{change|Kirby is significantly more expressive. He now sports a stern look when performing a number of moves, similarly to how he does in ''Return to Dream Land'', ''{{s|wikirby|Kirby 64: The Crystal Shards}}'', and ''{{s|wikirby|Kirby: Triple Deluxe}}''. His facial expressions when being attacked are also more exaggerated, such as his [[screen KO]]s depicting him as {{GameIcon|ssb4-3ds}}having teary eyes, his mouth closed and the right side of his face pressed against the screen, or {{GameIcon|ssb4-u}}having wincing eyes, his mouth open and his whole face pressed against the screen. Both are based on his expression when an attack slams him against the screen in ''Triple Deluxe''. Additionally Kirby now always faces the front.}} | |||
*{{change|Kirby is significantly more expressive. He now sports a stern look when performing a number of moves, similarly to how he does in ''Return to Dream Land'', ''{{s|wikirby|Kirby 64: The Crystal Shards}}'', and ''{{s|wikirby|Kirby: Triple Deluxe}}''. His facial expressions when being attacked are also more exaggerated, such as his [[screen KO]]s depicting him as {{GameIcon|ssb4-3ds}}having teary eyes | |||
===Attributes=== | ===Attributes=== | ||
*{{change|Kirby is smaller. This makes his hurtbox slightly smaller, but hinders his range.}} | *{{change|Kirby is smaller. This makes his hurtbox slightly smaller, but hinders his range.}} | ||
*{{buff|Due to the general change in size between small and large characters, Kirby's smaller size significantly improves his [[crouch]]'s defensive potential.}} | *{{buff|Due to the general change in size between small and large characters, Kirby's smaller size significantly improves his [[Crouching|crouch]]'s defensive potential.}} | ||
*{{ | *{{change|Kirby is heavier (78 → 79).}} | ||
*{{nerf|Kirby [[walk]]s | *{{nerf|Kirby [[walk]]s slower (0.95 → 0.93).}} | ||
*{{buff|Kirby [[dash]]es | *{{buff|Kirby [[dash]]es faster (1.371 → 1.57).}} | ||
*{{nerf|Kirby's [[air speed]] is slower (0.85 → 0.8).}} | |||
*{{nerf|Kirby's [[air speed]] is slower (0.85 → 0.8) | *{{change|Kirby [[falling speed|falls]] faster (1.2 → 1.23). This slightly improves his vertical endurance, but makes him slightly more susceptible to combos.}} | ||
*{{buff|Kirby's [[fast falling]] speed is faster (1.9 → 1.968). This improves his air game, and makes him less susceptible to juggling.}} | |||
*{{change|Kirby | *{{buff|Kirby's [[gravity]] is higher (0.061 → 0.06405). This improves his aerial mobility, and somewhat alleviates the drawbacks of his [[Falling speed#Floaty|floatiness]].}} | ||
*{{buff|Kirby's [[fast falling]] speed | *{{nerf|[[Double jump]]s are lower.}} | ||
*{{ | *{{buff|[[Roll]]s have decreased ending lag (frame 31 → 30).}} | ||
*{{buff|[[Roll]]s have decreased ending lag ( | |||
*{{nerf|Rolls have decreased [[intangibility]] frames (frames 4-19 → 4-17).}} | *{{nerf|Rolls have decreased [[intangibility]] frames (frames 4-19 → 4-17).}} | ||
*{{nerf|[[ | *{{nerf|[[Sidestep]] has decreased intangibility frames (frames 2-20 → 2-17) and has increased ending lag (frame 25 → 26).}} | ||
*{{buff|[[Air dodge]] has decreased start-up (frame 4 → 3) and ending lag ( | *{{buff|[[Air dodge]] has decreased start-up (frame 4 → 3) and ending lag (frame 49 → 32).}} | ||
*{{nerf|Air dodge's duration is shorter (frames 4-29 → 3-27).}} | *{{nerf|Air dodge's duration is shorter (frames 4-29 → 3-27).}} | ||
*{{buff|Soft landing is faster (3 frames → 2).}} | *{{buff|Soft landing is faster (3 frames → 2).}} | ||
===Ground attacks=== | ===Ground attacks=== | ||
*{{ | *{{nerf|[[Neutral attack|Neutral infinite]] now deals consistent damage (2% (near)/1% (far) → 1%). Neutral attack's second hit has increased base knockback (8 → 15) and its first and second hits have smaller hitboxes (3.3u → 3u). These changes make it slightly harder to connect with the neutral infinite at high percents.}} | ||
*{{change|Neutral attack's first hit's angle has been altered ([[Sakurai angle|361°]] → 55°).}} | |||
*{{nerf|The changes to [[lock]]s remove neutral attack's first hit's ability to [[lock]].}} | |||
*{{buff|Neutral infinite has received a finisher,<ref>[https://miiverse.nintendo.net/posts/AYMHAAACAABnUYnly14CnA Pic of the Day: February 26, 2014]</ref> the Smash Punch from the {{s|wikirby|Fighter}} ability.}} | |||
*{{buff|The weakening of [[Smash directional influence|SDI]] makes neutral infinite and dash attack significantly more difficult to escape from.}} | |||
*{{nerf|[[Dash attack]]'s loop hits deal 1% less damage (2% → 1%), which decreases its overall damage output by 5% (14% → 9%). Its last hit also has a smaller hitbox (8u → 3u).}} | |||
*{{buff|Dash attack's last hit has increased knockback (90/70 (base)/40 (set)/70/100 (growth) → 100 (base)/70 (growth)).}} | |||
*{{change|Dash attack's last hit has increased [[hitlag]] (1× → 2×). This makes it safer on shield, but easier to DI.}} | |||
*{{nerf|[[Forward tilt]] has a smaller hitbox (5.4u → 3.3u).}} | |||
*{{nerf|[[Up tilt]] deals less damage (7%/5% → 5%/4%) and has a smaller hitbox (5.5u (clean)/4.5u (late) → 4u).}} | |||
*{{buff|Up tilt has increased knockback growth (102 → 116 (clean)/110 (late)), improving its combo potential. It also now grants [[intangibility]] to Kirby's foot.}} | |||
*{{change|Clean up tilt has an altered angle (92° → 100°).}} | |||
*{{buff|[[Down tilt]] now deals consistent damage (5%/6% → 6%).}} | |||
*{{nerf|Down tilt has a smaller hitbox (4.5u → 3.7u).}} | |||
*{{buff|[[Forward smash]] has decreased ending lag.}} | |||
*{{nerf|Late forward smash deals less damage (13% → 12%/11%/10%), hindering its KO potential. Forward smash also has increased start-up lag (frame 12 → 13) and smaller hitboxes (6u → 4.2u (clean)/3.5u (late)).}} | |||
*{{change|Clean and late forward smash have altered angles (45° (up)/38° (non-angled)/31° (down) → 361° (clean), 82° (up)/73° (non-angled)/60° (down) → 60° (late)) They also have altered knockback on all angles (38 (base)/100/98/96 (growth) → 30 (base)/102 (growth) (clean), 25 (base)/96/94 (growth) → 90 (base)/69 (growth) (late)).}} | |||
*{{buff|[[Up smash]] has increased knockback (34/30 (base)/100 (growth) → 32/30 (base)/104/99 (growth) (early), 50 (growth) → 52 (late)), improving its KO potential. It also has decreased ending lag and now grants intangibility to Kirby's feet.}} | |||
*{{nerf|Up smash's middle hit has decreased knockback growth (100 → 98).}} | |||
*{{nerf|Due to its angle being altered, [[down smash]] is no longer a [[semi-spike]]. This significantly hinders its edge-guarding potential.}} | |||
*{{buff|Down smash has altered knockback (30 (base)/100 (growth) → 25/110), slightly improving its KO potential, which is strengthened further by the move's new launch angle. Additionally, it has decreased ending lag. Lastly, its clean hitbox now grants intangibility to his feet, and its late hitbox has a longer duration (frames 15-21 → 15-22).}} | |||
*{{change|Late down smash deals consistent damage (11%/9% → 10%).}} | |||
*[[Forward | |||
===Aerial attacks=== | ===Aerial attacks=== | ||
*{{nerf|Neutral, up, down, and late back aerials deal less damage (12%/10%/8%/6% → 10%/8%/6%/4% (neutral), 10% → 9% (up), 12% → 7% (down), 9% → 8% (back)), with only neutral and down aerials having their knockback compensated.}} | |||
*{{nerf|Neutral, back, up, and down aerials have increased landing lag (9 frames → 10 (neutral), 9 frames → 17 (back), 9 frames → 12 (up), 15 frames → 17 (down)).}} | |||
*{{buff|[[Neutral aerial]] has increased knockback (10 (base)/80 (growth) → 30/90).}} | |||
*{{nerf|Neutral aerial's beginning [[auto-cancel]] frames end earlier (frames 1-8 → 1-4).}} | |||
*{{change|Neutral aerial's angle has been altered ([[Sakurai angle|361°]] → 46°).}} | |||
*{{buff|[[Forward aerial]]'s first and second hits' angles have been altered (45° → 45°/80° (hit 1), 80° → [[Autolink angle|366°]] (hit 2). This enables them to connect together better with the last hit. Forward aerial's last hit also has increased knockback growth (138 → 148), improving its spacing and edge-guarding potential.}} | |||
*{{buff|Forward aerial has decreased ending (frame 50 → 48) and landing lag (15 frames → 13).}} | |||
*{{nerf|Forward aerial's first and second hits have smaller hitboxes (5u → 4.3u (hit 1), 5u → 4.5u (hit 2), 6.5u → 4.9u (hit 3)). It also autocancels later (40> → 41>) and no longer auto-cancels with a short hop. Altogether, these changes hinder its approach potential.}} | |||
*[[ | *{{change|Forward aerial's last hit has more hitlag (1× → 1.2×). This makes it safer on shield, but easier to DI.}} | ||
*{{buff|Clean [[back aerial]] deals 1% more damage (12% → 13%), improving its KO potential. Late back aerial also has increased knockback growth (110 → 112), slightly improving its spacing potential.}} | |||
*{{nerf|Back aerial has smaller hitboxes (7u → 4u (clean), 6u → 3.4u (late)) and its auto-cancels later (frames 1-4, 28> → 1-2, 32>). Clean back aerial also has decreased knockback growth (105 → 104), slightly hindering its KO potential.}} | |||
*{{buff|[[Up aerial]] has increased knockback growth (98 → 100), improving its juggling potential.}} | |||
*{{nerf|Up aerial has a smaller hitbox (5.5u → 4.5u).}} | |||
*{{buff|[[Down aerial]]'s hits connect together better. When coupled with the weakening of SDI, this makes it significantly more difficult to escape from. Additionally, down aerial's landing hitbox has decreased set knockback (60 → 40) and its angle has been altered (30° → 60°), improving its combo potential. Lastly, down aerial's meteor smash hitbox has increased knockback growth (107 → 110) and a larger hitbox (6u → 6.2u). When coupled with the removal of [[Meteor smash#Meteor canceling|meteor canceling]], these changes significantly improve its reliability.}} | |||
*[[Up aerial]] | |||
===Throws/other attacks=== | ===Throws/other attacks=== | ||
*{{buff| | *{{buff|Standing and pivot grabs have decreased ending lag.}} | ||
*{{buff|Dash grab has | *{{buff|Dash grab has decreased start-up lag (frame 10 → 8).}} | ||
*{{nerf|Standing and dash | *{{nerf|Standing and dash grabs have decreased ranges.}} | ||
*[[Pummel]] | *{{buff|[[Pummel]] deals 0.55% more damage (1% → 1.55%) and is faster, now being the third fastest pummel in the game. These changes significantly improve its damage racking potential.}} | ||
*{{buff|[[Forward throw]] deals 3% less damage (8% → 5%), although its knockback growth was compensated (100 → 125). Its angle has also been altered (65° → 75°). When coupled with the changes to [[hitstun]] canceling, these changes improve its combo potential.}} | |||
*[[Forward throw]] | *{{buff|[[Back throw]] has altered knockback (80 (base)/50 (growth) → 30/120), improving its KO potential. It also has decreased ending lag, improving its mix-up and combo potential at low percents.}} | ||
*{{change|Back throw's angle has been altered (120° → 130°).}} | |||
*{{buff|[[Up throw]] has increased knockback (70 (base)/70 (growth) → 75/74), improving its KO potential.}} | |||
*{{change|Up throw's angle has been altered (85° → 78°).}} | |||
*[[Back throw]] | *{{nerf|[[Down throw]] deals 1.8% less damage (12% → 10.2%), and its knockback was increased (40 (base)/140 (growth) → 60/180). Its angle has also been altered (90° → 63°). When coupled with the removal of [[chain grab]]bing, these changes hinder its damage racking and combo potential.}} | ||
*[[Up throw]] | |||
*[[Down throw]] | |||
===Special moves=== | ===Special moves=== | ||
*{{b|Inhale|Kirby}} | *{{change|{{b|Inhale|Kirby}}'s damage outputs have been reversed (6% (swallow)/10% (spit) → 10%/6%).}} | ||
*{{buff|Inhale has decreased start-up and ending lag. Inhaling non-explosive [[item]]s also now heals 1%.}} | |||
*{{nerf|The removal of grab armor hinders Inhale's utility, as trades will now result in Kirby getting hit instead of Inhaling the opponent.}} | |||
*{{nerf|[[Kirbycide]] now KOs Kirby first and the opponent is released from Inhale when this occurs, significantly hindering its utility. However, there are certain characters that, when Kirbycided from a certain angle, will be KO'd as well and thus lead to a [[Sudden Death]].}} | |||
*{{buff|[[Hammer (move)|Hammer Flip]] is now chargeable and Kirby can move around while charging it. Fully charged Hammer Flip also grants [[armor]] during part of the swing and deals significantly more shield damage, to the point that it can nearly break a full shield.}} | |||
*{{nerf|Uncharged grounded Hammer Flip deals 4% less damage (23% → 19%). Uncharged grounded and aerial Hammer Flip also have decreased knockback, hindering their KO potentials.}} | |||
*{{change|Uncharged aerial Hammer Flip now deals consistent damage (17%/13%/15%/10% → 15%).}} | |||
*{{nerf|Fully charged Hammer Flip now deals [[recoil damage]] when held, similarly to [[Jet Hammer]]. It has also lost its [[Priority#Transcendent priority|transcendent priority]].}} | |||
*{{nerf|Due to its angle being altered, aerial Hammer Flip's second hit is no longer a semi-spike. This significantly hinders its edge-guarding potential.}} | |||
*{{nerf|Aerial Hammer Flip has increased start-up lag regardless of its charge. It also no longer stalls Kirby's momentum, removing its recovery potential.}} | |||
*{{buff|The 19% damage increase to [[shield]]s and the increase to [[shieldstun]] significantly improve Hammer Flip and [[Stone]]'s shield pressuring potentials.}} | |||
*{{nerf|[[Final Cutter]]'s shockwave's range has decreased by half.}} | |||
*{{nerf|Kirby now receives half the amount of damage if he gets hit by strong attacks and attacks that deal more damage while using Stone.}} | |||
*{{change|Stone's visual effects have changed. The {{s|mariowiki|Thwomp}} now uses its design from ''{{s|mariowiki|New Super Mario Bros. Wii}}'' instead of ''{{s|mariowiki|Super Mario 64}}''.}} | |||
*{{buff|Kirby has a new [[Final Smash]], [[Ultra Sword]]. Kirby uses the {{s|wikirby|Super Ability}} [[wikirby:Ultra Sword|of the same name]] in order to repeatedly slash the opponent before launching them with a final slash. Like [[Cook Kirby]], Ultra Sword is a trapping Final Smash. Compared to [[Cook Kirby]], it is purely offensive, instead of being both offensive and supplemental. Ultra Sword also deals 6% more damage (34% → 40%), has significantly more knockback, and is more reliable at trapping opponents, making it significantly more effective for KOing.}} | |||
*{{change|Unlike Cook Kirby, Ultra Sword does not provide [[healing]] items. However, this is largely negligible, as Cook Kirby's items were consumable by characters other than Kirby, and would not be generated if item spawning was disabled via [[Item Switch]].}} | |||
*[[Final Cutter]] | |||
==Update history== | ==Update history== | ||
Kirby | Kirby has been noticeably buffed via game updates. Update [[1.0.6]] improved up and down smashes' KO potentials; re-purposed down throw into a viable damage racking option; and decreased [[Inhale]] and [[Hammer Flip]]'s ending lag. Update [[1.1.0]] brought about further buffs: neutral attack's second hit connects into neutral infinite better; neutral infinite's finisher had its start-up lag decreased; forward throw was re-purposed into a useful combo starter like in ''Brawl''; and Inhale's start-up and ending lag were decreased. Kirby also slightly benefits from the new shield mechanics brought about by updates 1.1.0 and [[1.1.1]], as they make down aerial's multiple hits and [[Stone]]'s high damage output and [[hitlag]] much more reliable at pressuring shields. | ||
Update [[1.1.3]] brought about even more buffs for Kirby: his [[dash]]ing speed | Update [[1.1.3]] brought about even more buffs for Kirby: his [[dash]]ing speed increased; his smash attacks, forward and back aerials, and all variations of Hammer Flip became slightly stronger; and up throw gained KO potential. Update [[1.1.4]] brought out another minor buff, as hard tripping now grants Kirby 5 frames of invincibility. Lastly, update [[1.1.5]], buffed Kirby's smash attacks and all variations of Hammer Flip by slightly increasing their knockback. As a result, Kirby is noticeably better than he was during ''SSB4''{{'}}s initial release. | ||
'''{{GameIcon|ssb4-3ds}} [[1.0.4]]''' | '''{{GameIcon|ssb4-3ds}} [[1.0.4]]''' | ||
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*{{bugfix|Fixed a glitch where Kirby could hover after using [[Silver Bow]].}} | *{{bugfix|Fixed a glitch where Kirby could hover after using [[Silver Bow]].}} | ||
'''{{GameIcon|ssb4}} [[1.0.6]]''' | '''{{GameIcon|ssb4}} [[1.0.6]]''' | ||
*{{nerf|Sourspotted upward angled forward smash deals less damage | *{{nerf|Sourspotted upward angled forward smash also deals 1% less damage|13%|12%.}} | ||
*{{ | *{{nerf|Upward angled forward smash's knockback decreased, hindering its KO potential.}} | ||
*{{buff| | *{{buff|Up smash's knockback increased, improving its KO potential.}} | ||
*{{ | *{{buff|Down smash's knockback increased, improving its KO potential.}} | ||
*{{buff|Down throw deals more damage | *{{buff|Down throw deals 3.6% more damage|6.6%|10.2%.}} | ||
*{{buff| | *{{buff|[[Inhale]] has less ending lag.}} | ||
*{{change|Inhale's visual effects slightly changed. Fiery effects now emit from Kirby after he Inhales explosive items.}} | *{{change|Inhale's visual effects slightly changed. Fiery effects now emit from Kirby after he Inhales explosive items.}} | ||
*{{buff|[[Hammer (move)|Hammer Flip]] | *{{buff|[[Hammer (move)|Hammer Flip]]'s ending lag decreased.}} | ||
*{{buff|Kirby moves faster on the ground while charging Hammer Flip.}} | *{{buff|Kirby moves faster on the ground while charging Hammer Flip.}} | ||
*{{change|Final Cutter has improved visual effects.}} | *{{change|Final Cutter has improved visual effects.}} | ||
'''{{GameIcon|ssb4}} [[1.1.0]]''' | '''{{GameIcon|ssb4}} [[1.1.0]]''' | ||
*{{buff|Neutral attack's second hit | *{{buff|Neutral attack's second hit connects together better with neutral infinite. Neutral infinite's finisher's start-up lag also decreased.}} | ||
*{{ | *{{buff|Forward throw deals 2% less damage|7%|5%, its ending lag decreased, and its angle altered: 65° → 75°. Altogether, these changes significantly improve its combo potential.}} | ||
*{{buff|Inhale's start-up|frame 18|14 and ending lag decreased: frame 78 → 73.}} | |||
*{{buff|Inhale's start-up | |||
'''{{GameIcon|ssb4}} [[1.1.1]]''' | '''{{GameIcon|ssb4}} [[1.1.1]]''' | ||
*{{buff|[[Inhale (Kirby)#Customization|Ice Breath]]'s hitboxes moved forward | *{{buff|[[Inhale (Kirby)#Customization|Ice Breath]]'s hitboxes moved forward, its farthest hitbox's size increased|7u|7.5u, and its angle altered: 40° → [[Semi-spike|30°]]. Altogether, these changes improve its range and spacing potential.}} | ||
*{{buff|Aerial [[Hammer (move) | *{{buff|Aerial [[Hammer (move)|Hammer Bash]]'s weight-based knockback increased|20|50.}} | ||
*{{nerf|Hammer Bash's sourspot now takes priority over the sweetspot.}} | *{{nerf|Hammer Bash's sourspot now takes priority over the sweetspot.}} | ||
'''{{GameIcon|ssb4}} [[1.1.3]]''' | '''{{GameIcon|ssb4}} [[1.1.3]]''' | ||
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==Moveset== | ==Moveset== | ||
{{MovesetTable | {{MovesetTable | ||
|game=ssb4 | |game=ssb4 | ||
|neutralcount=2 | |neutralcount=2 | ||
|neutralinf=y | |neutralinf=y | ||
|neutralname= | |neutralname= | ||
|neutral1dmg=2% | |neutral1dmg=2% | ||
|neutral2dmg=3% | |neutral2dmg=3% | ||
|neutralinfdmg=1% (loop), 2% (last) | |neutralinfdmg=1% (loop), 2% (last) | ||
|neutraldesc= | |neutraldesc=Two alternating punches followed by the Vulcan Jab from the {{s|wikirby|Fighter}} ability. The finisher is the Smash Punch from the Fighter ability. It is very quick due to coming out on frame 3, which makes it an effective landing or [[out of shield]] option. | ||
|ftiltangles=3 | |||
|ftiltname= | |ftiltname= | ||
| | |ftiltupdmg=8% (base), 7% (tip) | ||
|ftiltsidedmg=8% (base), 7% (tip) | |||
|ftiltdowndmg=8% (base), 7% (tip) | |||
|ftiltdesc=A spinning roundhouse kick. It is quick, due to coming out on frame 5, and can be angled. | |ftiltdesc=A spinning roundhouse kick. It is quick, due to coming out on frame 5, and can be angled. | ||
|utiltname= | |utiltname= | ||
|utiltdmg=5% (clean), 4% (late) | |utiltdmg=5% (clean), 4% (late) | ||
|utiltdesc= | |utiltdesc=A scorpion kick. Although its damage output is low, it is a very useful combo starter at low percents, especially on fast-fallers, due to it coming out on frame 4 and having both minimal ending lag and disjointed range which slightly reaches behind him. It also renders Kirby's foot [[Intangibility|intangible]] throughout its duration. | ||
|dtiltname= | |dtiltname= | ||
|dtiltdmg=6% | |dtiltdmg=6% | ||
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|dashdesc=The Break Spin from the {{s|wikirby|Yo-yo}} ability. It is difficult to SDI out of, while its last hit can easily ward off opponents due to it dealing very high base knockback. However, it is punishable due to it coming out on frame 12 and having noticeable ending lag. | |dashdesc=The Break Spin from the {{s|wikirby|Yo-yo}} ability. It is difficult to SDI out of, while its last hit can easily ward off opponents due to it dealing very high base knockback. However, it is punishable due to it coming out on frame 12 and having noticeable ending lag. | ||
|fsmashangles=3 | |fsmashangles=3 | ||
|fsmashname= | |fsmashname= | ||
|fsmashupdmg={{ChargedSmashDmgSSB4|16}} (clean), {{ChargedSmashDmgSSB4|12}} (late) | |fsmashupdmg={{ChargedSmashDmgSSB4|16}} (clean), {{ChargedSmashDmgSSB4|12}} (late) | ||
|fsmashsidedmg={{ChargedSmashDmgSSB4|15}} (clean), {{ChargedSmashDmgSSB4|11}} (late) | |fsmashsidedmg={{ChargedSmashDmgSSB4|15}} (clean), {{ChargedSmashDmgSSB4|11}} (late) | ||
|fsmashdowndmg={{ChargedSmashDmgSSB4|14}} (clean), {{ChargedSmashDmgSSB4|10}} (late) | |fsmashdowndmg={{ChargedSmashDmgSSB4|14}} (clean), {{ChargedSmashDmgSSB4|10}} (late) | ||
|fsmashdesc=The Spin Kick from the Fighter ability | |fsmashdesc=The Spin Kick from the Fighter ability. Its clean hitbox deals respectable damage and very high knockback growth, it slightly moves Kirby forward, and it can be angled. It KOs middleweights from center stage at 99% while angled upward, at 107% while not angled, and at 116% while angled downward. | ||
|usmashname= | |usmashname= | ||
|usmashdmg={{ChargedSmashDmgSSB4|15}}/{{ChargedSmashDmgSSB4|14}} (clean), {{ChargedSmashDmgSSB4|14}}/{{ChargedSmashDmgSSB4|12}} (mid), {{ChargedSmashDmgSSB4|12}}/{{ChargedSmashDmgSSB4|11}} (late) | |usmashdmg={{ChargedSmashDmgSSB4|15}}/{{ChargedSmashDmgSSB4|14}} (clean), {{ChargedSmashDmgSSB4|14}}/{{ChargedSmashDmgSSB4|12}} (mid), {{ChargedSmashDmgSSB4|12}}/{{ChargedSmashDmgSSB4|11}} (late) | ||
|usmashdesc=A bicycle kick. | |usmashdesc=A bicycle kick. Its clean hitbox deals very high knockback growth, as it KOs middleweights at 101%. Kirby's feet are also rendered intangible throughout its duration. | ||
|dsmashname= | |dsmashname= | ||
|dsmashdmg={{ChargedSmashDmgSSB4|14}} (clean), {{ChargedSmashDmgSSB4|10}} (late) | |dsmashdmg={{ChargedSmashDmgSSB4|14}} (clean), {{ChargedSmashDmgSSB4|10}} (late) | ||
|dsmashdesc=A spinning split kick. | |dsmashdesc=A spinning split kick. Although it is Kirby's least damaging smash attack, it deals very high knockback growth like his forward and up smashes, as its clean hitbox KOs middleweights at 112%. Like up smash, it renders Kirby's feet intangible, though this only applies to its clean hitbox. | ||
|nairname= | |nairname= | ||
|nairdmg=10% (clean), 8% (mid), 6% (mid-to-late), 4% (late) | |nairdmg=10% (clean), 8% (mid), 6% (mid-to-late), 4% (late) | ||
|nairdesc=The | |nairdesc=The Twinkle Star from the {{s|wikirby|Smash}} ability. Its very low landing lag makes it a decent set-up option at low percents when short hopped, while its high knockback growth makes it a decent anti-pressure and [[out of shield]] option. However, it has the highest amount of ending lag out of Kirby's aerials. | ||
|fairname= | |fairname= | ||
|fairdmg=4% (hit 1), 3% (hit 2), 5% (hit 3) | |fairdmg=4% (hit 1), 3% (hit 2), 5% (hit 3) | ||
|fairdesc= | |fairdesc=The Aerial Spin Kick from the Fighter ability. The first two hits deal low knockback, which allows them to connect reliably with the third hit. Its low landing lag also allows the first or second hit to be used as set-up options into other moves. Can connect into itself for a [[Wall of Pain]] in certain instances. | ||
|bairname= | |bairname= | ||
|bairdmg=13% (clean), 8% (late) | |bairdmg=13% (clean), 8% (late) | ||
|bairdesc=A double | |bairdesc=A double footed back kick. It functions as a [[sex kick]], but also has the least amount of start-up lag out of Kirby's aerials, due to it coming out on frame 6, while its clean hitbox also deals the most damage out of his aerials. These traits make it viable for KOing, as its clean hitbox KOs middleweights at 128% while near the edge. It also boasts good range due to its slightly disjointed hitbox, which makes it a viable edge-guarding option, and allows it to partake in a wall of pain. | ||
|uairname= | |uairname= | ||
|uairdmg=9% | |uairdmg=9% | ||
|uairdesc= | |uairdesc=The Moon Somersault Kick from the Fighter ability. A very useful juggling option, it can also be used for continuing a combo due to its low landing lag. | ||
|dairname= | |dairname= | ||
|dairdmg=1% (hits 1-5), 2% (hit 6), 2% (landing) | |dairdmg=1% (hits 1-5), 2% (hit 6), 2% (landing) | ||
|dairdesc=A diagonal corkscrew dropkick. An effective combo starter on grounded opponents and, due to the last hit being a weak meteor smash, it is a useful edge-guarding option, especially since its low ending lag makes it relatively safe to use off-stage. It can even lead into a [[footstool jump]] on fast-fallers and heavyweights. While it has the highest amount of start-up lag out of Kirby's aerials due to coming out on frame 18, it can be auto-canceled on landing, giving Kirby a very large window to safely land while tumbling. | |dairdesc=A diagonal corkscrew dropkick. An effective combo starter on grounded opponents and, due to the last hit being a weak meteor smash, it is a useful edge-guarding option, especially since its low ending lag makes it relatively safe to use off-stage. It can even lead into a [[footstool jump]] on fast-fallers and heavyweights. While it has the highest amount of start-up lag out of Kirby's aerials due to coming out on frame 18, it can be auto-canceled on landing, giving Kirby a very large window to safely land while tumbling. | ||
|grabname= | |grabname= | ||
|grabdesc=Kirby's throws are based on attacks used by the | |grabdesc=The Foe Grab from the Fighter ability. Kirby's throws are based on attacks used by the {{s|wikirby|Suplex}} and {{s|wikirby|Ninja}} abilities. | ||
|pummelname= | |pummelname= | ||
|pummeldmg=1.55% | |pummeldmg=1.55% | ||
|pummeldesc= | |pummeldesc=The punch version of the Arm Throw from the Fighter ability. While its damage output is unimpressive, this is offset by its excellent speed, as it is tied with {{SSB4|Lucas}}, {{SSB4|Ness}}, and {{SSB4|Fox}}'s pummels for the third fastest in the game. | ||
|fthrowname= | |fthrowname= | ||
|fthrowdmg=5% | |fthrowdmg=5% | ||
|fthrowdesc=The | |fthrowdesc=The Pile Driver from the Suplex ability. One of the best forward throws in the game due to its combo potential, it can combo into forward and down aerials at low percents and up aerial and [[Final Cutter]] at medium percents. | ||
|bthrowname= | |bthrowname= | ||
|bthrowdmg=8% | |bthrowdmg=8% | ||
|bthrowdesc= | |bthrowdesc=The Big Suplex from the Suplex ability. It deals very high knockback growth, which allows it to KO middleweights at 162% while near the edge. However, it can also combo into a back aerial on certain characters at very low percents. | ||
|uthrowname= | |uthrowname= | ||
|uthrowdmg=10% | |uthrowdmg=10% | ||
|uthrowdesc=The | |uthrowdesc=The Air Drop from the Ninja ability. Because Kirby jumps up to perform it, he can land onto platforms above him upon descending. It is Kirby's strongest throw as of update 1.1.3, as it KOs middleweights at 168% when landing on-stage, at 152% when landing on a mid-level platform, and at 135% when landing on a high-level platform. | ||
|dthrowname= | |dthrowname= | ||
|dthrowdmg=0.8% (hits 1-9), 1% (hit 10), 2% (throw) | |dthrowdmg=0.8% (hits 1-9), 1% (hit 10), 2% (throw) | ||
|dthrowdesc=The Fury Stomp from the Suplex ability. | |dthrowdesc=The Fury Stomp from the Suplex ability. It is Kirby's most damaging throw, which makes it useful for damage racking. It can also damage nearby opponents. | ||
|floorfname= | |floorfname= | ||
|floorfdmg=7% | |floorfdmg=7% | ||
|floorfdesc= | |floorfdesc=Gets up and performs a spin kick. | ||
|floorbname= | |floorbname= | ||
|floorbdmg=7% | |floorbdmg=7% | ||
|floorbdesc= | |floorbdesc=Gets up, then kicks on one side, then the other. | ||
|floortname= | |floortname= | ||
|floortdmg=5% | |floortdmg=5% | ||
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|edgename= | |edgename= | ||
|edgedmg=7% | |edgedmg=7% | ||
|edgedesc=Performs a | |edgedesc=Performs a flipping kick while climbing up. It has surprisingly good range compared to many other characters' edge attacks. | ||
|nsdefname=Inhale | |nsdefname=Inhale | ||
|nspage=Inhale (Kirby) | |nspage=Inhale (Kirby) | ||
|nsdefdmg=10% (swallow), 6% (spit) | |nsdefdmg=10% (swallow), 6% (spit) | ||
|nsdefdesc={{s|wikirby|Inhale}}s the opponent. It has a [[grab]]box and can be held indefinitely. Upon Inhaling an opponent, Kirby can spit them out as a star to deal damage to them and any nearby opponents | |nsdefdesc={{s|wikirby|Inhale}}s the opponent. It has a [[grab]]box and can be held indefinitely. Upon Inhaling an opponent, Kirby can spit them out as a star to deal damage to them and any nearby opponents, copy their neutral special move, or walk around slowly and/or perform a short hop. However, the opponent can escape from Kirby's mouth via button mashing. Some characters will give Kirby a slight variation of their neutral special due to mechanics that would not work properly when copied, such as [[Luma Shot]] and [[Pikmin Pluck]]. | ||
|nsc1name=Ice Breath | |nsc1name=Ice Breath | ||
|nsc1dmg=2.4% (nearest), 1.2% (near), 2.4% (far), 6% (farthest) | |nsc1dmg=2.4% (nearest), 1.2% (near), 2.4% (far), 6% (farthest) | ||
|nsc1desc=The attack of the same name from the {{s|wikirby|Ice}} ability. | |nsc1desc=The attack of the same name from the {{s|wikirby|Ice}} ability. Hits multiple times and can briefly [[Frozen|freeze]] the opponent, which makes it very useful for edge-guarding. However, due to it involving Kirby exhaling, he cannot Inhale anything. | ||
|nsc2name=Jumping Inhale | |nsc2name=Jumping Inhale | ||
|nsc2dmg=8% (swallow), 13% (spit) | |nsc2dmg=8% (swallow), 13% (spit) | ||
|nsc2desc=Jumps forward before Inhaling the opponent, which can allow it to function as a horizontal recovery option, similarly to [[Egg Lay#Customization|Lick]]. Its spit also deals more damage. However, its swallow deals less damage, the spit will not deal damage to nearby opponents | |nsc2desc=Jumps forward before Inhaling the opponent, which can allow it to function as a horizontal recovery option, similarly to [[Egg Lay#Customization|Lick]]. Its spit also deals more damage. However, its swallow deals less damage, the spit will not deal damage to nearby opponents, and using it to [[Kirbycide]] will always cause a [[Sudden Death]]. | ||
|ssdefname=Hammer Flip | |ssdefname=Hammer Flip | ||
|ssdefdmg=19% (grounded uncharged), 15% (aerial uncharged), 35% (grounded fully charged), 27% (aerial fully charged) | |ssdefdmg=19% (grounded uncharged), 15% (aerial uncharged), 35% (grounded fully charged), 27% (aerial fully charged) | ||
|ssdefdesc=The attack of the same name from the {{s|wikirby|Hammer}} ability. It is chargeable and, when fully charged, Kirby's hammer will ignite and | |ssdefdesc=The attack of the same name from the {{s|wikirby|Hammer}} ability. It is chargeable and, when fully charged, Kirby's hammer will ignite and gradually [[Recoil damage|damage]] him. He can also slowly walk and jump while charging it, while a fully charged Hammer Flip grants [[armor]] during part of the swing. When it is used in midair, Kirby will swing his hammer twice. The uncharged grounded version KOs middleweights at 111% while near the edge, while the uncharged aerial version KOs them at 143% while near the edge. In comparison, the fully charged grounded version KOs middleweights at 52% while near the edge, and the fully charged aerial version KOs them at 71% while near the edge. | ||
|ssc1name=Hammer Bash | |ssc1name=Hammer Bash | ||
|ssc1dmg=21% (grounded head), 18% (grounded handle), 4% (aerial hit 1), 17% (aerial hit 2 head), 15% (aerial hit 2 handle) | |ssc1dmg=21% (grounded head), 18% (grounded handle), 4% (aerial hit 1), 17% (aerial hit 2 head), 15% (aerial hit 2 handle) | ||
|ssc1desc= | |ssc1desc=Wields a hammer that deals slightly more damage, which allows its grounded version to KO middleweights at 108% while near the edge, and its aerial version to KO them at 122%. Using it in midair causes Kirby to slightly stall his descent, which improves his recovery. However, this quirk can also allow Kirby [https://youtu.be/n08pWllI6ZU?t=5s to reach the top of [[Palutena's Temple]] from its bottom platform after copying [[Monado Arts]] and activating Jump.] However, it cannot be charged, which makes it function almost exactly like it did in ''Brawl'' or when grounded in ''Melee''. | ||
|ssc2name=Giant Hammer | |ssc2name=Giant Hammer | ||
|ssc2dmg=22% (grounded uncharged), 20% (aerial uncharged), 40% (grounded fully charged), 32% (aerial fully charged) | |ssc2dmg=22% (grounded uncharged), 20% (aerial uncharged), 40% (grounded fully charged), 32% (aerial fully charged) | ||
|ssc2desc=Wields a massive hammer that is | |ssc2desc=Wields a massive hammer that is much stronger and grants [[super armor]] while charging, but has much higher start-up and ending lag. Its uncharged grounded version KOs middleweights at 98% while near the edge, while its uncharged aerial version KOs them at 110%. In comparison, its fully charged grounded version KOs middleweights at 47%, while its fully charged aerial version KOs them at 61%. | ||
|usdefname=Final Cutter | |usdefname=Final Cutter | ||
|usdefdmg=5% (ascent), 2% (descent), 5% (landing), 6% (shockwave) | |usdefdmg=5% (ascent), 2% (descent), 5% (landing), 6% (shockwave) | ||
|usdefdesc=The attack of the same name from the {{s|wikirby|Cutter}} ability. It can meteor smash any opponents he comes into contact with upon descending. The sword also emits a shockwave upon hitting a solid surface, which is Kirby's only projectile aside from [[Inhale (Kirby)#Spitting characters|spitting out an Inhaled opponent]]. | |usdefdesc=The attack of the same name from the {{s|wikirby|Cutter}} ability. It can meteor smash any opponents he comes into contact with upon descending. The sword also emits a shockwave upon hitting a solid surface, which is Kirby's only projectile aside from [[Inhale (Kirby)#Spitting characters|spitting out an Inhaled opponent]]. A good vertical recovery move and has decent horizontal distance when angled. However, it is extremely predictable due to its high start-up. Kirby cannot [[sweetspot]] the edge until he starts to descend, and if the platform beneath him disappears or if he is pushed off while he is still in the landing animation, he will be rendered [[helpless]]. | ||
|usc1name=Wave Cutter | |usc1name=Wave Cutter | ||
|usc1dmg=15% (blade), 10% (projectile), 5% (Kirby) | |usc1dmg=15% (blade), 10% (projectile), 5% (Kirby) | ||
|usc1desc= | |usc1desc=Deals more damage overall and its shockwave sends rocks flying outward, but it only deals damage when Kirby lands on the ground. | ||
|usc2name=Upper Cutter | |usc2name=Upper Cutter | ||
|usc2dmg=10% | |usc2dmg=10% | ||
|usc2desc= | |usc2desc=The ascending slash is stronger and the move in general grants Kirby greater vertical recovery, but it cannot hit anything upon descending, rendering him [[helpless]] with most of his momentum. | ||
|dsdefname=Stone | |dsdefname=Stone | ||
|dsdefdmg=18% (impact), 14% (shockwave) | |dsdefdmg=18% (impact), 14% (shockwave) | ||
|dsdefdesc=The Stone Change (while Kirby is on the ground) and the Stone Smash (while Kirby is in the air) from the {{s|wikirby|Stone}} ability. | |dsdefdesc=The Stone Change (while Kirby is on the ground) and the Stone Smash (while Kirby is in the air) from the {{s|wikirby|Stone}} ability. Stone Smash is a strong attack, as it KOs middleweights at 126% and deals considerable [[shield damage]]. It can also be canceled in midair by pressing the special button, which can be used for [[mindgame]]s. While Stone Change is slightly weaker, it is a strong [[semi-spike]]. Kirby cannot be damaged while he is transformed, although his Stone forms have a set amount of durability, and he can be grabbed while transformed. | ||
|dsc1name=Grounding Stone | |dsc1name=Grounding Stone | ||
|dsc1dmg=10% (impact on grounded opponents), 12% (impact on aerial opponents), 6% (shockwave) | |dsc1dmg=10% (impact on grounded opponents), 12% (impact on aerial opponents), 6% (shockwave) | ||
|dsc1desc=Takes less time to revert to normal and [[Bury|buries]] grounded opponents on contact. However, it deals less damage, takes longer to transform, Stone Smash cannot KO grounded opponents, and Stone Change's semi-spike is much weaker | |dsc1desc=Takes less time to revert to normal and [[Bury|buries]] grounded opponents on contact. However, it deals less damage, takes longer to transform, Stone Smash cannot KO grounded opponents, and Stone Change's semi-spike is much weaker. | ||
|dsc2name=Meteor Stone | |dsc2name=Meteor Stone | ||
|dsc2dmg=12% (clean), 10% (mid), 8% (late) | |dsc2dmg=12% (clean), 10% (mid), 8% (late) | ||
|dsc2desc=Takes less time to transform and meteor smashes opponents. However, it deals less damage and takes longer to revert to normal, which makes it much riskier to use off-stage. | |dsc2desc=Takes less time to transform and meteor smashes opponents. However, it deals less damage and takes longer to revert to normal, which makes it much riskier to use off-stage. Its KOs middleweights at 167%. | ||
|fsname=Ultra Sword | |fsname=Ultra Sword | ||
|fsdmg=3% (stun), 5% (hit 1), 2% (hits 2-9), 16% (hit 10) | |fsdmg=3% (stun), 5% (hit 1), 2% (hits 2-9), 16% (hit 10) | ||
|fsdesc=The {{s|wikirby|Super Ability}} of the same name. Kirby wields a gigantic sword | |fsdesc=The {{s|wikirby|Super Ability}} of the same name. Kirby wields a gigantic sword and repeatedly slashes the opponent before enlarging the sword and then performing a final, powerful slash. It KOs middleweights at 71% while near the edge. | ||
}} | }} | ||
===[[On-screen appearance]]=== | ===[[On-screen appearance]]=== | ||
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|char=Kirby | |char=Kirby | ||
|game=SSB4 | |game=SSB4 | ||
|desc-us=Kir - by! | |desc-us=Kir-by! | ||
|desc-jp= | |desc-jp=Kir-by! | ||
|pitch-us=Group chant | |pitch-us=Group chant | ||
|pitch-jp=Female}} | |pitch-jp=Female}} | ||
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|char=Kirby}} | |char=Kirby}} | ||
==In | ==In competitive play== | ||
===[[Official Custom Moveset Project]]=== | ===[[Official Custom Moveset Project]]=== | ||
{{OfficialCustomMoves | {{OfficialCustomMoves | ||
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|set10=3331 | |set10=3331 | ||
}} | }} | ||
=== | ===Notable players=== | ||
<!-- | ====Active==== | ||
<!--Do not put Alpharad on the notable players section. He isn't nearly on par with the players on here, and a YouTube channel does not help.--> | |||
*{{Sm| | *{{Sm|K.I.D.Goggles|USA}} - Placed 9th at [[Pound 2016]] and [[Enthusiast Gaming Live Expo]], and 25th at [[Get On My Level 2016]] and [[UGC Smash Open]]. Ranked 3rd on the Upstate [[New York Power Rankings]]. | ||
*{{Sm|Komota|USA}} - | *{{Sm|Komota|USA}} - Placed 25th at [[Midwest Mayhem 8: North American Tour]] and 33rd at [[Frostbite 2017]]. Ranked 11th on the [[Michigan Power Rankings]]. He has a win over {{Sm|Ally}}. | ||
*{{Sm|MikeKirby|USA}} - | *{{Sm|MikeKirby|USA}} - Placed 5th at [[KTAR XIV]]; 9th at [[KTAR XI]]; 13th at [[Glitch (tournament)|Glitch]]; and 49th at [[Apex 2015]]. Formerly ranked 10th on the [[New York City Power Rankings]]. | ||
*{{Sm| | *{{Sm|MrRyanNess|USA}} - Placed 9th at [[GUMS 12]] and [[TMPR: Frosbit Invitational]], and 33rd at [[Overclocked]]. Ranked 1st on the [[Maine Power Rankings]]. | ||
*{{Sm|Poyo|USA}} - Placed 33rd at [[CEO Dreamland]] and [[The Big House 7]]; 49th at [[Shine 2017]]; and consistently achieved high placings at [[Smash @ Xanadu]] tournaments. Formerly ranked 7th on the [[Kansas Power Rankings]]. | |||
*{{Sm|Prince Kirby|USA}} - Ranked 9th on the [[Minnesota Power Rankings]]. | |||
*{{Sm|Triple R|USA}} - Placed 17th at [[Combo Breaker 2016]]; 33rd at [[The Big House 5]]; 65th at [[The Big House 6]]. Formerly ranked 9th on the Minnesota Power Rankings. | |||
*{{Sm|Twomix|Germany}} - The best Kirby player in Germany. Formerly ranked 14th on the [[German Power Rankings]]. | |||
*{{Sm|Uto|Japan}} - The best Kirby player in Japan. | |||
==[[ | ====Inactive==== | ||
{{ | *{{Sm|SmashG0D|USA}} - Placed 13th at [[Olympus]]; 17th at [[Super Smash Con 2015]]; 25th at Glitch; and 49th at Pound 2016 before switching to {{SSB4|Corrin}}. | ||
| | *{{Sm|SuperGirlKels|Canada}} - Placed 3rd at [[Montreal ComicCup]] and 17th at [[KTAR XVI]] before dropping Kirby. | ||
| | *{{Sm|Picsou|Canada}} - Placed 49th at [[Get On My Level 2016]] before switching to {{SSB4|Diddy Kong}}. Formerly ranked 11th on the [[Quebec City Power Rankings]]. | ||
| | |||
===Tier placement and history=== | |||
| | Due to the heavy nerfs he received in his transition from ''Brawl'', Kirby has always been considered a poor character within the ''SSB4'' metagame, despite his popularity within [[Kirby (universe)|his home series]]. Despite being considerably improved thanks to numerous buffs from game updates, Kirby's viability has been consistently perceived as low. This has been due to his only success occurring at local tournaments, whereas his results at regional and national tournaments have been very sparse. These aspects culminated with Kirby being placed at 33rd on the first [[tier list]]. | ||
| | |||
| | Kirby would then drop to 41st on the second tier list, and eventually to 47th on the third tier list, with the latter drop being tied with {{SSB4|Pit}} and {{SSB4|Yoshi}}'s for the second largest between the second and third tier lists. However, {{Sm|Komota}} later scored an upset by defeating {{Sm|Ally}} at [[Frostbite 2017]] and placing 33rd at said tournament. Due to this, his tier placement has been widely debated, with some players believing he should be placed slightly higher due to niche matchups against higher tiered characters such as {{SSB4|Zero Suit Samus}} and {{SSB4|Fox}}. However, due to his continually sparse results after Frostbite 2017, Kirby has since then dropped to 50th in the fourth and current tier list. | ||
| | ==Trophies== | ||
{{ | :'''Kirby''' | ||
::{{flag|ntsc}} ''Round little Kirby lives on the peaceful Planet Popstar, in Dream Land. He can inhale things with his big mouth, either copying their abilities or spitting them out again. In Smash Bros., Kirby can inhale opponents and copy their standard specials. He gets launched easily but recovers well.'' | |||
::{{flag|pal}} ''A roly-poly little fella from Dream Land on Planet Popstar. He can inhale pretty much anyone or anything with that big gob of his, then spit them out or copy their abilities. He can copy opponents' standard specials in this game, too! His light weight means he gets launched easily, but with a series of mid-air jumps, recovering's not too tricky.'' | |||
{{Trophy games|console1=GB|game1=Kirby's Dream Land (08/1992)|console2=SNES|game2=Kirby Super Star (08/1996)}} | |||
:'''Kirby (Alt.)''' | |||
::{{flag|ntsc}} ''Holding the special button and left or right will charge up Kirby's Hammer Flip attack. Charging too long hurts Kirby! The hammer strikes twice in the air, but landing the single blow on the ground is more powerful. Kirby's up special Final Cutter slices up and down, firing a shock wave upon landing.'' | |||
::{{flag|pal}} ''Charge up Kirby's Hammer side special to unleash Hammer Flip, a move with serious launch power. Charge it too much, though, and you'll get hurt! The move hits twice in mid-air, but does more damage on the ground. Final Cutter slices up and down before sending out an energy wave. Move Kirby mid-jump to change where he lands.'' | |||
{{Trophy games|console1=GB|game1=Kirby's Dream Land (08/1992)|console2=SNES|game2=Kirby Super Star (08/1996)}} | |||
:'''Ultra Sword''' | |||
::{{flag|ntsc}} ''For Kirby's Final Smash, he swings a sword that's waaay bigger than he is. If the first swing hits, he'll keep going with a combo of lightning-fast slices, dealing tons of damage. For the last swing, the sword grows even larger and launches any victims. Make sure that first swing hits, though, or nothing else will happen!'' | |||
{{ | ::{{flag|pal}} ''For Kirby's Final Smash, he swings around a sword that's waaay bigger than he is. If the first swing hits, he'll keep going with a combo of lightning-fast slices, dealing tons of damage. For the last swing, the sword grows even larger and launches its target. It's great, so make sure that first swing hits, or none of the rest will happen!'' | ||
| | |||
<center> | |||
| | <gallery> | ||
KirbyTrophy3DS.png|Classic (3DS) | |||
| | KirbyAllStarTrophy3DS.png|Alt. (3DS) | ||
| | KirbyTrophyWiiU.png|Classic (Wii U) | ||
| | KirbyAltTrophyWiiU.png|Alt. (Wii U) | ||
UltraSwordTrophyWiiU.png|[[Ultra Sword]] | |||
</gallery> | |||
</center> | |||
==In [[Event Match]]es== | ==In [[Event Match]]es== | ||
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Kirby3DS.jpg|Kirby [[teeter]]ing in {{for3ds}}. | Kirby3DS.jpg|Kirby [[teeter]]ing in {{for3ds}}. | ||
KirbyFinalCutter3DS.jpg|Using [[Final Cutter]]. | KirbyFinalCutter3DS.jpg|Using [[Final Cutter]]. | ||
KirbyHammer3DS.jpg|Using [[Hammer (move)|Hammer Flip]] on {{SSB4|Bowser}}. | KirbyHammer3DS.jpg|Using [[Hammer (move)|Hammer Flip]] on {{SSB4|Bowser}}. | ||
KirbydairSSB4.jpg|Using his [[down aerial]] on {{SSB4|Fox}} in {{forwiiu}}. | KirbydairSSB4.jpg|Using his [[down aerial]] on {{SSB4|Fox}} in {{forwiiu}}. | ||
KirbyFinalCutterWiiU.png|Using Final Cutter on {{SSB4|Mario}}. | KirbyFinalCutterWiiU.png|Using Final Cutter on {{SSB4|Mario}}. | ||
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Luigi and mario copying kirby.jpg|[[Taunt]]ing alongside Mario and {{SSB4|Luigi}}. | Luigi and mario copying kirby.jpg|[[Taunt]]ing alongside Mario and {{SSB4|Luigi}}. | ||
Pikachu3DS.jpg|Alongside Pikachu. | Pikachu3DS.jpg|Alongside Pikachu. | ||
MissileSSB4.jpg|[[ | MissileSSB4.jpg|[[Crouch]]ing under Samus' [[Missile]] alongside Mario. | ||
Villager Turnip.png|Kirby being hit by {{SSB4|Villager}}'s down aerial. | Villager Turnip.png|Kirby being hit by {{SSB4|Villager}}'s [[down aerial]]. | ||
Boxing Ring PO Design.jpg|With {{SSB4|King Dedede}} on [[Boxing Ring]]. | Boxing Ring PO Design.jpg|With {{SSB4|King Dedede}} on [[Boxing Ring]]. | ||
Wii Fit Kirby.jpg|Using his side | Wii Fit Kirby.jpg|Using his side taunting alongside {{SSB4|Wii Fit Trainer}}'s forward tilt. | ||
SSB4 Smash Ball.jpg|Jumping above Luigi's [[Green Missile]] while near a [[Smash Ball]]. | SSB4 Smash Ball.jpg|Jumping above Luigi's [[Green Missile]] while near a [[Smash Ball]]. | ||
SSB4WiiU-Charizard8.jpg|Kirby wearing an [[List of Copy Abilities|Ability Hat]] he copied from {{SSB4|Charizard}}. | SSB4WiiU-Charizard8.jpg|Kirby wearing an [[List of Copy Abilities|Ability Hat]] he copied from {{SSB4|Charizard}}. | ||
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==Trivia== | ==Trivia== | ||
*Kirby cannot copy [[Character customization|custom moves]]. However, his side custom move affects his {{SSB4|Olimar}} [[List of Copy Abilities|Copy Ability]], as the attack changes to match the variant of [[Pikmin Throw]]. | *Kirby cannot copy [[Character customization|custom moves]]. However, his side custom move affects his {{SSB4|Olimar}} [[List of Copy Abilities|Copy Ability]], as the attack changes to match the variant of [[Pikmin Throw]]. | ||
* | *Due to unused animations discovered via hacking, the ability to charge Kirby's Hammer was originally intended for ''Brawl''. | ||
*Kirby has unused voice clips for all of {{SSB4|Palutena}}'s neutral specials, suggesting that at one point in development he was planned to be able to copy Palutena's custom moves, or that Palutena's default neutral special move was undecided. | *Kirby has unused voice clips for all of {{SSB4|Palutena}}'s neutral specials, suggesting that at one point in development he was planned to be able to copy Palutena's custom moves, or that Palutena's default neutral special move was undecided. | ||
*''SSB4'' is the | *''SSB4'' is the first game in the series where Kirby's dash attack has not changed, as he retains his dash attack from ''Brawl''. | ||
*At a total of 80, Kirby has the most sound clips of any character, with his amount of clips being rivaled only by the [[Announcer]]. | *At a total of 80, Kirby has the most sound clips of any character, with his amount of clips being rivaled only by the [[Announcer]]. | ||
*Kirby's alt. trophy in {{for3ds}} has his gray [[alternate costume]] with blue eyes instead of gray eyes. | *Kirby's alt. trophy in {{for3ds}} has his gray [[alternate costume]] with blue eyes instead of gray eyes. | ||
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*During the development of ''Super Smash Bros. for Nintendo 3DS'', Kirby did not emote in any way. | *During the development of ''Super Smash Bros. for Nintendo 3DS'', Kirby did not emote in any way. | ||
*[http://vignette4.wikia.nocookie.net/kirby/images/6/65/KPR_Kirby_2.png/revision/latest?cb=20160417172728&path-prefix=en One] of Kirby's official artwork poses in ''{{s|wikirby|Kirby: Planet Robobot}}'' is almost identical to his official artwork pose from ''SSB4'', with the only differences being his {{s|wikirby|Robobot Armor}} helmet and a closed smile. | *[http://vignette4.wikia.nocookie.net/kirby/images/6/65/KPR_Kirby_2.png/revision/latest?cb=20160417172728&path-prefix=en One] of Kirby's official artwork poses in ''{{s|wikirby|Kirby: Planet Robobot}}'' is almost identical to his official artwork pose from ''SSB4'', with the only differences being his {{s|wikirby|Robobot Armor}} helmet and a closed smile. | ||
*When Kirby uses any of his side special moves off-screen and is shown in the [[Hoop damage|magnifying glass]], | *When Kirby uses any of his side special moves off-screen and is shown in the [[Hoop damage|magnifying glass]], his normal motion will be seen, but his hammer will not. | ||
==References== | ==References== | ||
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{{SSB4Characters}} | {{SSB4Characters}} | ||
{{Kirby universe}} | {{Kirby universe}} | ||
[[Category:Kirby (SSB4) | [[Category:Kirby (SSB4)]] | ||
[[Category:Trophies (SSB4-3DS)]] | [[Category:Trophies (SSB4-3DS)]] | ||