Editing Kirby (SSB4)

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|availability = [[Starter character|Starter]]
|availability = [[Starter character|Starter]]
|tier = F
|tier = F
|ranking = 49
|ranking = 50
}}
}}
'''Kirby''' ({{ja|カービィ|Kābī}}, ''Kirby'') is a playable character in ''[[Super Smash Bros. 4]]''. He was confirmed 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> Makiko Ōmoto returns as his voice actor with new voice clips, sounding more akin to his appearances from ''{{s|wikirby|Kirby's Return to Dream Land}}'' onward.
'''Kirby''' ({{ja|カービィ|Kābī}}, ''Kirby'') is a playable character in ''[[Super Smash Bros. 4]]''. He was confirmed 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> Makiko Ōmoto returns to voice Kirby with new voice clips.


Kirby is ranked 49th out of 54 on the current [[tier list]], thus going into the F tier. This is a significant drop from his placement in ''[[Brawl]]'', where he was ranked 20th out of 38 characters. Among his strengths are fast attacks for naturally-flowing [[combo]]s, including up tilt, forward throw, and down aerial – the latter of which is also a great KO set-up attack – and good [[edgeguard]]ing ability thanks to his versatile forward aerial and powerful back aerial. Kirby's multitude of [[jump]]s allow him to [[recovery|recover]] from long distances and mix up his landings. His small size also makes him difficult to hit, especially while [[crouch]]ing, and he can flexibly and efficiently [[KO]] opponents with his powerful [[smash attacks]] and back aerial.
Kirby is ranked 50th out of 55 on the current [[tier list]], placing him in the F tier. Among his strengths are fast attacks for naturally-flowing [[combo]]s, including up tilt, forward throw, and down aerial – the latter of which is also a great KO set-up attack – and good [[edgeguard]]ing ability thanks to his versatile forward aerial and powerful back aerial. Kirby's multitude of [[jump]]s allow him to [[recovery|recover]] from long distances and mix up his landings. His small size also makes him difficult to hit, especially while [[crouch]]ing, and he can flexibly and efficiently [[KO]] opponents with his powerful [[smash attacks]] and back aerial.


However, this comes at the cost of poor endurance. Kirby is one of the [[weight|lightest]] and [[falling speed|floatiest]] characters in the game, and his recovery, despite its distance, is linear and predictable. Kirby's mobility and [[approach]] are very poor, as he is slow, floaty, and lacks an effective [[projectile]]. He also has poor [[reach]] in most of his attacks due to his small size and short limbs.
However, this comes at the cost of poor endurance. Kirby is one of the [[weight|lightest]] and [[falling speed|floatiest]] characters in the game, and his recovery, despite its distance, is linear and predictable. Kirby's mobility and [[approach]] are very poor, as he is slow, floaty, and lacks an effective [[projectile]]. He also has among the worst [[reach]] due to his small size and short limbs.


==Attributes==
==Attributes==
Kirby is a small, short light[[weight]], tied for the fifth-lightest character in the game. Aside from his average [[dash]]ing speed, his mobility is poor: he [[walk]]s slowly and has low [[traction]], while having the fourth-slowest [[air speed]] and [[falling speed]], and the third-lowest [[gravity]], but high [[air acceleration]], being the 15th highest. His [[jump]]s are very low on their own, but he boasts six of them – tied with {{SSB4|Jigglypuff}} and {{SSB4|Meta Knight}} for the most jumps in the game.
Kirby is a small, short light[[weight]], tied for the fifth-lightest character in the game. Aside from his average [[dash]]ing speed, his mobility is poor: he [[walk]]s slowly and has low [[traction]], while having the fourth-slowest [[air speed]] and [[falling speed]], the third-lowest [[gravity]], and only average [[air acceleration]]. His [[jump]]s are very low on their own, but he boasts six of them – tied with {{SSB4|Jigglypuff}} and {{SSB4|Meta Knight}} for the most jumps in the game.


Kirby is a simple character suitable for beginners, and this can be observed in the versatility of his moveset. Many of his attacks are characterized by speed and combo ability, with some outliers trading those strengths for raw power. His [[jab]] and [[forward tilt]] are both fast and effective close-quarter attacks, while [[up tilt]] is a highly versatile attack which [[combo]]s into itself cleanly. Down tilt is weak, but its speed and [[Sakurai angle]] allow it to [[trip]] opponents consistently. His [[smash attack]]s are notably strong without being particularly slow, making them excellent finishing moves.
Kirby is a simple character suitable for beginners, and this can be observed in the versatility of his moveset. Many of his attacks are characterized by speed and combo ability, with some outliers trading those strengths for raw power. His [[jab]] and [[forward tilt]] are both fast and effective close-quarter attacks, while [[up tilt]] is a highly versatile attack which [[combo]]s into itself cleanly. Down tilt is weak, but its speed and [[Sakurai angle]] allow it to [[trip]] opponents consistently. His [[smash attack]]s are notably strong without being particularly slow, making them excellent finishing moves.


Kirby's grab game is similarly effective, as he boasts a fast [[grab]], an effective [[pummel]], and a set of useful [[throw]]s. His [[forward throw]] can cleanly fit into any part of a combo and enables Kirby to set up long and highly [[damage|damaging]] follow-ups, even a [[down aerial]] into a regrab. [[Back throw]] can KO on the ledge at high [[percentage]]s, and [[up throw]] can KO even earlier off the top (especially if he lands on a [[platform]] with it. Lastly, [[down throw]], while not especially useful overall, can rack up damage when no other throw can yield better results.
Kirby's grab game is similarly effective, as he boasts a fast [[grab]], an effective [[pummel]], and a set of useful [[throw]]s. His [[forward throw]] can cleanly fit into any part of a combo and enables Kirby to set up long and highly [[damaging]] follow-ups, even a [[down aerial]] into a regrab. [[Back throw]] can KO on the ledge at high [[percentage]]s, and [[up throw]] can KO even earlier off the top (especially if he lands on a [[platform]] with it. Lastly, [[down throw]], while not especially useful overall, can rack up damage when no other throw can yield better results.


Complementing his six jumps, Kirby has effective [[aerial attack]]s as well. [[Neutral aerial]]'s long duration and short [[landing lag]] allow him to protect himself when landing, while [[forward aerial]] is an excellent all-around attack for combos, [[edgeguarding]], and KOing at high percentages. His [[back aerial]] takes that principle even further, being his fastest and strongest aerial. [[Up aerial]] is a standard attack for juggling and low-damage combos, allowing for many potential followups. Finally, his [[down aerial]], while slow, is a multi-hitting [[spike]] with low landing lag and generally little risk, making it a great tool for both edgeguarding and setups on grounded opponents.
Complementing his six jumps, Kirby has effective [[aerial attack]]s as well. [[Neutral aerial]]'s long duration and short [[landing lag]] allow him to protect himself when landing, while [[forward aerial]] is an excellent all-around attack for combos, [[edgeguarding]], and KOing at high percentages. His [[back aerial]] takes that principle even further, being his fastest and strongest aerial. [[Up aerial]] is a standard attack for juggling and low-damage combos, allowing for many potential followups. Finally, his [[down aerial]], while slow, is a multi-hitting [[spike]] with low landing lag and generally little risk, making it a great tool for both edgeguarding and setups on grounded opponents.
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==Changes from ''[[Super Smash Bros. Brawl]]''==
==Changes from ''[[Super Smash Bros. Brawl]]''==
Kirby has been considerably nerfed in the transition from ''Brawl'' to ''SSB4''. Most of his issues in ''Brawl'' were not only retained but worsened and he also suffers from new weaknesses. Kirby's already mediocre range has been reduced further, with his feet becoming smaller and several general nerfs to hitbox sizes. This makes it even easier for opponents to wall out Kirby especially with the cast having greater range overall. Kirby's air mobility as also taken a hit as his [[air acceleration]] is lower, and unlike most returning veterans, his [[air speed]] has been decreased, which hindering both his recovery and ability to escape aerial pressure. As with his transition from each new Smash game as well as with most of the returning veterans, Kirby's damage output has been decreased. Some of Kirby's moves have also seen changes which greatly hinder their utility, with forward aerial having more ending lag and no longer autocanceling in a short hop due to a combination of its autocancel window being unchanged and Kirby's higher gravity and lower jumps, and dash attack and connecting less reliably due to its much shorter range, but the attacks that were affected the most were down throw and aerial [[Hammer Flip]], losing most of their previous utility:  the former has lost all of its followup potential due to its more unfavorable angle and increased knockback, while the latter has much more startup lag and has lost its recovery and edgeguarding potential, as to it's no longer being a semispike and now stalls Kirby's horizontal momentum instead of his vertical momentum.
Kirby has been nerfed in the transition from ''Brawl'' to ''SSB4'', and has thusly suffered a tier placement drop from 20th of 38 in ''Brawl'' to 50th of 55 in ''Smash 4''. Most of his issues in ''Brawl'' were not only retained but worsened and he also suffers from new weaknesses. Kirby's already mediocre range has been made especially poor, with his feet becoming smaller and several general nerfs to hitbox sizes. This makes it easier for opponents to wall out Kirby especially with the cast having greater range overall. Kirby's air mobility as also taken a hit as his [[air acceleration]] is lower, and unlike most returning veterans, his [[air speed]] has been decreased, which hindering both his recovery and ability to escape aerial pressure. As with his transition from each new Smash game as well as with most of the returning veterans, Kirby's damage output has been decreased. Some of Kirby's moves have also seen changes which greatly hinder their utility most notably down throw and aerial [[Hammer Flip]] with the former losing all of its followup potential while the latter is slower, weaker, and has lost its recovery and edgeguarding potential.


''Smash 4''{{'}}s adjusted mechanics have both helped and hindered Kirby. The changes to [[hitstun canceling]] overall help Kirby, strengthening his ability to combo opponents. It does, however, make Kirby slightly easier to combo himself, especially due to his increased [[weight]], [[fall speed]] and [[gravity]]. Without the ability to [[momentum cancel]], Kirby's already poor endurance has been further reduced, although he had poor momentum canceling in ''Brawl'', and his higher weight somewhat compensates for it. The inclusion of [[rage]] further exacerbates this issue, and while it improves Kirby's own KO potential, his poor endurance combined with his lack of a ladder combo or early kill confirm prevents him from making great use of the mechanic. The changes to aerial [[grab release]]s, however, now make him much less vulnerable to those kinds of followups.
''Smash 4''{{'}}s adjusted mechanics have both helped and hindered Kirby. The changes to [[hitstun canceling]] overall help Kirby, strengthening his weak hits' ability to combo opponents. It does, however, make Kirby slightly easier to combo himself, especially due to his increased [[weight]], [[fall speed]] and [[gravity]]. Without the ability to [[momentum cancel]], Kirby's already poor endurance has been further reduced. The inclusion of [[rage]] further exacerbates this issue, and while it improves Kirby's own KO potential, his poor endurance combined with his lack of a ladder combo or early kill confirm prevents him from making great use of the mechanic. The changes to aerial [[grab release]]s, however, now make him much less vulnerable to those kinds of followups.


Kirby has seen some buffs, however. His considerably faster [[dash]]ing speed improves his approach, while some less reliable moves like Inhale and down aerial have been given new utility, with the former being faster and the latter connecting better due to using the autolink angle and its landing hit has less knockback and launches higher, making it better for combos, and forward and back throw are also more useful for combos due to the former's new angle and reduced ending lag, and the latter also has received KO potential thanks to its altered knockback, increasing its versatility overall. Other attacks, namely his up smash, down smash, back aerial, back throw and up throw, were given more KO power – and this can be better taken advantage of in the new environment of ''Smash 4'', in the absence of momentum cancelling and the presence of rage. His Hammer Flip now can be charged, has more range, no longer has sourspots and Kirby can move and jump while charging the attack.
Kirby has seen some buffs, however. A faster [[dash]]ing speed improves his approach, while some less reliable moves like Inhale and down aerial have been given new utility. Other attacks, namely his back aerial and up throw, were given more KO power – and this can be better taken advantage of in the new environment of ''Smash 4'', in the absence of momentum cancelling and the presence of rage.


Overall, while Kirby still retains most of the strengths he had in ''Brawl'' including his solid combo ability and KO potential for his character archetype, his weaknesses were amplified and he gained new weaknesses most notably, his reduced range and aerial mobility. While the changes to the game's mechanics benefit him overall, they do not aid him as much as some of the other returning veterans. As a result, Kirby is significantly worse than in ''Brawl''.
Overall, while Kirby still retains most of the strengths he had in ''Brawl'' including his solid combo ability and KO potential for his character archetype, his weaknesses were amplified and he gained new weaknesses most notably, his reduced range and aerial mobility. While the changes to the game's mechanics benefit him overall, they do not aid him as much as some of the other returning veterans. As a result, Kirby is significantly worse than in ''Brawl''.  


===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's mouth is now, by default, a texture rather than a modeled part of his body.}}
*{{change|Kirby has received two new [[alternate costume]]s, one of which is based on an unmasked {{s|wikirby|Meta Knight}}.}}
*{{change|Kirby has received two new [[alternate costume]]s, one of which is based on an unmasked {{s|wikirby|Meta Knight}}.}}
*{{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 of Kirby's screen KO expressions are based on his expression when an attack slams him against the screen in ''Triple Deluxe''.}}
*{{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 of Kirby's screen KO expressions are based on his expression when an attack slams him against the screen in ''Triple Deluxe''.}}
*{{change|Kirby's face now faces the screen, regardless of whether he is facing left or right.}}
*{{change|Kirby's face now faces the screen, regardless of whether he is facing left or right.}}
*{{change|Due to removal of the sound effects and [[crowd| cheers]] from the [[Sound Test]], Kirby's Sound Test section has now been re-merged into one section, with the voice clips used for the [[copy ability|copy abilities]] listed after his regular voice clips.}}


===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 [[crouch]]'s defensive potential.}}
*{{nerf|However, Kirby's feet are smaller with many of his hitboxes being much smaller in order to match the new length of his feet. This significantly hinders his range.}}
*{{change|Weight increased (78 → 79).}}
*{{nerf|Kirby [[walk]]s slightly slower (0.95 → 0.93).}}
*{{nerf|[[Walk]] speed decreased (0.95 → 0.93).}}
*{{buff|Kirby [[dash]]es significantly faster (1.371 → 1.57), especially compared to the cast, going from the 29th fastest out of 39 characters to the 31st fastest out of 58.}}
*{{buff|[[Dash]] speed notably increased (1.371 → 1.57), bringing him from the 29th fastest out of 39 characters to the 31st fastest out of 58.}}  
*{{buff|Kirby's [[weight]] was slightly increased (78 → 79). This slightly improves his endurance.}}
*{{nerf|[[Air speed]] decreased (0.85 → 0.8), going from the 11th worst out of 39 characters to the 4th worst out of 58.}}
*{{nerf|Kirby's [[air speed]] is slower (0.85 → 0.8), going from the 11th worst out of 39 characters to the 4th worst out of 58.}}
*{{nerf|[[Air acceleration]] decreased (0.11 → 0.095).}}
*{{nerf|Kirby's [[air acceleration]] was decreased (0.11 → 0.095), going from the fifth highest in ''Brawl'' to being the 15th highest in ''SSB4''.}}
*{{change|[[Falling speed]] increased (1.2 → 1.23). This slightly improves Kirby's vertical endurance, but makes him slightly more susceptible to combos.}}
*{{change|Kirby's [[falling speed]] was slightly increased (1.2 → 1.23). This slightly improves Kirby's vertical endurance, but makes him slightly more susceptible to combos.}}
*{{buff|[[Fast falling]] speed increased (1.9 → 1.968). This improves his air game and makes him less susceptible to juggling. However, the benefit is small relative to the rest of the cast, taking him from the 22nd fastest out of 39 characters to the 4th slowest out of 58.}}
*{{buff|Kirby's [[fast falling]] speed was increased (1.9 → 1.968), although it is much lower relative to the rest of the cast, going from the 22nd fastest out of 39 characters to the 4th slowest out of 58.}}
*{{change|[[Gravity]] increased (0.061 → 0.06405). This improves his aerial mobility, and somewhat alleviates the drawbacks of his [[Falling speed#Floaty|floatiness]] however, it hinders his endurance and makes him more susceptible to combos as well as reducing the height of his jumps.}}
*{{change|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]] however, it slightly hinders his endurance and makes him more susceptible to combos as well as reducing the height of his jumps.}}
*{{nerf|[[Double jump]]s are lower.}}
**{{nerf|As a consequence, [[double jump]]s are lower.}}
**{{change|This also reduces the duration of his short hop (SH air time: 39 frames).}}
*{{buff|[[Roll]]s have decreased ending lag (FAF 32 → 31).}}
*{{buff|[[Roll]]s have decreased ending lag (FAF 32 → 31).}}
*{{nerf|Rolls have decreased [[intangibility]] frames (frames 4-19 → 4-17).}}
*{{nerf|Rolls have decreased [[intangibility]] frames (frames 4-19 → 4-17).}}
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*{{buff|The weakening of [[SDI]] makes rapid jab and dash attack significantly more difficult to escape from.}}
*{{buff|The weakening of [[SDI]] makes rapid jab and dash attack significantly more difficult to escape from.}}
*[[Neutral attack]]:
*[[Neutral attack]]:
**{{change|The first hit's angle has been altered ([[Sakurai angle|361°]] → 55°). This allows it to connect better with the second hit, but removes its ability to [[lock]].}}
**{{change|First hit's angle has been altered ([[Sakurai angle|361°]] → 55°). This allows it to connect better with the second hit, but removes its ability to [[lock]].}}
**{{nerf|The first and second hits have smaller hitboxes (3.3u → 3u).}}
**{{nerf|First and second hits' hitbox sizes decreased (3.3u → 3u).}}
**{{nerf|The second hit has higher base knockback (8 → 15). This hinders its ability to lead into the rapid jab.}}
**{{nerf|Second hit base knockback increased (8 → 15). This hinders its ability to lead into the rapid jab.}}
**{{nerf|Neutral infinite now deals consistent damage (2% (near)/1% (far) → 1%).}}
**{{nerf|Rapid jab damage normalized (2% (near)/1% (far) → 1%).}}
**{{buff|Rapid jab now has a finisher in the form of the Smash Punch from the {{s|wikirby|Fighter}} ability. This greatly improves its safety if it connects.}}
**{{buff|Rapid jab now has a finisher in the form of the Smash Punch from the {{s|wikirby|Fighter}} ability. This greatly improves its safety.}}
*[[Forward tilt]]:
*[[Forward tilt]]:
**{{nerf|Forward tilt has smaller hitboxes (5.1u/5.4u/4u → 3.1u/3.3u/3u).}}
**{{nerf|Hitbox size decreased (5.4u → 3.3u).}}
*[[Up tilt]]:
*[[Up tilt]]:
**{{change|Up tilt deals less damage (7% (clean)/5% (late) → 5%/4%), without full compensation on its knockback scaling (102 (both) → 116 (clean)/110 (late)). This improves its combo potential, but hinders its damage racking and KO potential.}}
**{{change|Damage decreased (7% (clean)/5% (late) → 5%/4%), without full compensation on its knockback scaling (102 (both) → 116 (clean)/110 (late)). This improves its combo potential, but hinders its damage racking and KO potential.}}
**{{nerf|Active frames reduced (frames 4-10 → 4-9) and hitbox sizes decreased (5.5u (clean)/4.5u (late) → 4u (both)).}}
**{{change|Clean up tilt's angle has been altered (92° → 100°).}}
**{{change|Clean up tilt's angle has been altered (92° → 100°).}}
**{{nerf|It has a shorter duration and less intangibility (frames 4-10 → 4-9).}}
**{{nerf|It has smaller hitboxes (5.5u/5u (clean)/4.5u/5u (late) → 4u/4u (both)).}}
*[[Down tilt]]:
*[[Down tilt]]:
**{{buff|Down tilt no longer has a sourspot, causing it to deal consistent damage (5%/6% → 6%).}}
**{{buff|Damage increased (5% (clean)/6% (late) → 6% (both)).}}
**{{nerf|It has smaller hitboxes and two of the previous hitboxes were removed due to Kirby's shorter feet (4.5u/4u/3.5u/3u 3.7u/3.7u).}}
**{{nerf|Hitbox size decreased (4.5u → 3.7u).}}
*[[Dash attack]]:
*[[Dash attack]]:
**{{nerf|Dash attack's looping hits deal less damage (2% → 1%), which decreases its overall damage output (14% → 9%).}}
**{{nerf|Looping hits' damage reduced (2% → 1%), which decreases its overall damage output by 6% (14% → 9%). Its last hit also has smaller hitboxes (8u → 3u) and it has increased ending lag (FAF 50 → 54).}}
**{{nerf|Its last hit uses a single small hitbox instead three larger hitboxes(5u/5u/8u → 3u), connecting less reliably from the looping hits and significantly reducing its range.}}
**{{buff|Last hit knockback increased (90/70 (base), 40 (set), 70/100 (scaling) → 100/0/70).}}
**{{nerf|It has increased ending lag (FAF 50 → 54).}}
**{{change|Last hit [[hitlag]] increased (1× → 2×). This makes it safer on shield, but easier to DI.}}
**{{buff|The last hit has higher base knockback (90 → 100) and no longer has a sourspot with set knockback.}}
**{{change|The last hit's [[hitlag]] has increased (1× → 2×). This makes it safer on shield, but easier to DI.}}
*[[Forward smash]]:
*[[Forward smash]]:
**{{nerf|Forward smash has increased startup lag with a shorter duration (frames 12-16 → 13-15 (clean), frames 17-21 → 16-19 (late)).}}
**{{nerf|Start-up lag increased (frame 12 → 13) and hitbox sizes decreased (6u (clean/late) → 4.2u (clean)/3.5u (late)).}}
**{{nerf|It has smaller hitboxes (6u/5.5u/(5u/4.5u) (clean/late) → 4.2u (clean)/3.5u (late)).}}
**{{change|Both clean and late hit angles altered (45° (up)/38° (non-angled)/31° (down) → 361° (clean), 82° (up)/73° (non-angled)/60° (down) → 60° (late)).}}
**{{nerf|The late hit deals less damage (13% → 12%/11%/10%), although its knockback was somewhat compensated (25 (base), 96/94 (scaling) → 90/69).}}
**{{change|Clean hit knockback altered (38 (base), 100/98/96 (scaling) → 30/102). This makes the downwards-angled version slightly stronger, but the up-angled version slightly weaker.}}
**{{buff|It is now interruptible, giving it less ending lag (FAF 50 → 48).}}
**{{nerf|Late hit damage decreased (13% 12%/11%/10%), although its knockback was somewhat compensated (25 (base), 96/94 (scaling) → 90/69).}}
*Non angled:
**{{buff|Ending lag decreased (FAF 50 48).}}
**{{change|Clean non angled forward smash's knockback (38 (base), 98 (scaling) → 30/102) has been altered.}}
**{{nerf|Its angle has been altered (38° → 361°) hindering its KO potential especially against aerial opponents.}}
**{{nerf|The late hit sends opponents lower (73° → 60°).}}
*Up angled:
**{{nerf|Clean up angled forward smash deals less knockback (38 (base), 100 (scaling) → 30/102).}}
**{{buff|Its angle has been altered (45° → 361°) improving its KO potential against grounded opponents.}}
**{{nerf|The late hit sends opponents lower (82° 60°).}}
*Down angled:
**{{buff|Clean down angled forward smash deals more knockback (38 (base), 96 (scaling) → 30/102).}}
**{{nerf|Clean down angled forward smash no longer [[semi spike]]s (31° 361°).}}
*[[Up smash]]:
*[[Up smash]]:
**{{buff|Up smash's clean sweetspot deals more knockback (34 (base), 100 (scaling) → 33/104).}}
**{{buff|Clean hit knockback increased (34/30 (base), 100 (scaling) → (32/30)/104/99 (early), 50 (scaling) → 52 (late)).}}
**{{buff|The late hit has increased knockback scaling (50 → 52).}}
**{{nerf|Mid hit knockback scaling decreased (100 → 98).}}
**{{buff|It has a shorter total duration due to now being interruptible (FAF 50 → 48).}}
**{{buff|Ending lag decreased (FAF 50 48).}}
**{{nerf|It has less intangibility (frames 14-24 → 14-19).}}
**{{nerf|The clean sourspot has lower knockback scaling (100 → 99).}}
**{{nerf|The mid hit has lower knockback scaling (100 → 98).}}
**{{nerf|The late hit has a shorter duration (frames 17-24 17-19).}}
*[[Down smash]]:
*[[Down smash]]:
**{{buff|Down smash is interruptible again, reducing its ending lag (FAF 56 54).}}
**{{nerf|Angle altered (76°/28° 69°), and is no longer a [[semi-spike]]. This significantly hinders its edge-guarding potential.}}
**{{buff|It has greatly increased knockback, especially on its far hitboxes (30/20 (base), 100/85 (scaling) 25/(110/108).}}
**{{buff|Late hit active frames increased (frames 15-21 15-22).}}
**{{change|The late hit deals consistent damage (11%/9% → 10%).}}
**{{change|Late hit damage normalized (11%/9% → 10%), although its knockback was increased (30/20 (base), 100/85 (scaling) → 25/(110/108).}}
**{{nerf|Its angles have been altered (76°/28° 69°) losing its semi-spike hitbox and having a lower angle. This significantly hinders its edge-guarding potential while also making it susceptible to [[LSI]].}}
**{{buff|Ending lag decreased (FAF 56 54).}}


===Aerial attacks===
===Aerial attacks===
*[[Neutral aerial]]:
*[[Neutral aerial]]:
**{{change|Neutral aerial's angle has been altered (361° → 46°).}}
**{{change|Angle altered ([[Sakurai angle|361°]] → 46°).}}
***{{nerf|This removes its ability to lock.}}
**{{nerf|Damage decreased (12% (clean)/10% (mid)/8% (mid-late)/6% (late) → 10%/8%/6%/4%), starting [[auto-cancel]] window reduced (frames 1-8 → 1-4), and [[landing lag]] increased (9 frames → 10 frames).}}
***{{buff|This improves its followup potential.}}
**{{buff|Knockback increased (10 (base) 80 (scaling) → 30/90), improving its KO potential despite its lower damage.}}
**{{nerf|It deals less damage (12% (clean)/10% (mid)/8% (mid-late)/6% (late) → 10%/8%/6%/4%).}}
**{{nerf|Its initial [[auto-cancel]] window has been reduced (frames 1-8 → 1-4).}}
**{{nerf|It has slightly higher [[landing lag]] (9 frames → 10 frames).}}
**{{buff|It deals more knockback (10 (base) 80 (scaling) → 30/90), slightly improving its KO potential despite its lower damage/altered angle.}}
*[[Forward aerial]]:
*[[Forward aerial]]:
**{{buff|Forward aerial's first two hits are weight independent and their angles were altered to connect more consistently with the last hit (45° → 45°/80° (hit 1), 80° → [[Autolink angle|366°]] (hit 2)).}}
**{{buff|First and second hit angles altered to connect more consistently to the last hit (45° → 45°/80° (hit 1), 80° → [[Autolink angle|366°]] (hit 2), last hit knockback scaling increased (138 → 148), and landing lag decreased (15 frames → 13).}}
**{{buff|The last hit has increased knockback scaling (138 → 148), making it better for spacing edgeguarding and improving its KO potential at very high percents.}}
**{{nerf|First and second hit hitbox sizes decreased (5u (hits 1-2)/6.5u (hit 3) → 4.3u (hit 1)/4.5u (hit 2)/4.9u (hit 3)), ending lag increased (FAF 44 → 48), and the attack no longer auto-cancels in a short hop due to Kirby's lower short hop.}}
**{{buff|It has less landing lag (15 frames → 13).}}
**{{change|Last hit hitlag increased (1× → 1.2×). This makes it safer on shield, but easier to DI.}}  
**{{change|The last hit's hitlag has increased (1× → 1.2×). This makes it safer on shield, but easier to DI.}}
**{{nerf|It has smaller hitboxes (5u/4.5u (hits 1-2)/6.5u/6.5u (hit 3) → 4.3u/4.3u (hit 1)/4.5u (hit 2)/4.9u (hit 3)).}}
**{{nerf|It has more ending lag (FAF 44 → 48).}}
**{{nerf|It can no longer auto-cancel in a short hop due to Kirby's lower short hop and higher gravity, causing its auto-cancel to fall short by one frame.}}
*[[Back aerial]]:
*[[Back aerial]]:
**{{nerf|Back aerial has smaller hitboxes (7u/6u (clean)/6u/6u (late) → 4u (clean)/3.4u (late)), now being more in line with Kirby's feet. This significantly reduces its range as it is less disjointed, it covers less of Kirby's body and doesn't fully cover his feet, especially the late hit.}}
**{{nerf|Hitbox sizes decreased (7u (clean)/6u (late) → 4u/3.4u), auto-cancel window shortened (frames 1-4, 28 → 1-2, 32), clean hit active frames reduced (frames 6-8 → 6-7), late hit damage decreased (9% → 8%) without full compensation on its knockback scaling (110 112), and landing lag increased (9 frames → 17).}}
**{{nerf|Its initial auto-cancel window is shorter (frames 1-4 → 1-2).}}
**{{buff|Clean hit damage increased (12% → 13%) without full compensation on its knockback scaling (105 104), and late hit active frames increased (frames 9-13 8-14).}}
**{{nerf|The clean hit has a shorter duration (frames 6-8 → 6-7) with the late hit's duration being compensated (frames 9-14 → 8-14).}}
**{{buff|The clean hit deals more damage (12% → 13%) with its knockback scaling only minimally decreased (105 104), improving its KO potential.}}
**{{nerf|The late hit deals less damage (9% → 8%) without full compensation on its knockback scaling (110 112).}}
**{{nerf|It auto-cancels later (frame 28 → 32), although it can still autocancel in a short hop.}}
**{{nerf|It has more landing lag (9 frames 17).}}
*[[Up aerial]]:
*[[Up aerial]]:
**{{nerf|Up aerial deals less damage (10% → 9%) without full compensation on its knockback scaling (98 → 100).}}
**{{nerf|Damage decreased (10% → 9%) without full compensation on its knockback scaling (98 → 100), hitbox sizes decreased (5.5u → 4.5u), and landing lag increased (9 frames → 12).}}
**{{nerf|It has lost its largest hitbox (5.5u/4.5u/4u → 4.5u/4u).}}
**{{nerf|It has more landing lag (9 frames → 12).}}
*[[Down aerial]]:
*[[Down aerial]]:
**{{nerf|Down aerial's looping hits deals less damage (2% → 1% (loop hits)/12% → 7% (total).}}
**{{nerf|Loop hits' damage decreased (2% → 1%; total move 12% → 7%) and landing lag increased (15 frames → 17).}}
**{{nerf|The loop hits have a smaller hitbox (6u/6u → 5u).}}
**{{change|Loop hits now utilize the auto-link angle (270° → 366°). When coupled with their lower damage and the weakening of SDI, this significantly improves its reliability but hinders its edgeguarding potential.}}
**{{nerf|It has more landing lag (15 frames → 17).}}
**{{buff|Last hit knockback scaling increased (107 → 110) and hitboxes enlarged (6u → 6.2u), and landing hit set knockback decreased (60 40) and angle altered (30° 60°). This improves its spiking capabilities and combo potential, respectively.}}
**{{buff|The loop hits now utilize the auto-link angle (270° → 366°). When coupled with their lower damage and the weakening of SDI, this significantly improves its reliability.}}
**{{buff|The last hit has slightly higher knockback scaling (107 → 110) and a slightly larger hitbox (6u/6u → 6.2u).}}
**{{buff|The landing hit has an altered angle (30° 60°) and lower set knockback (60 40), improving its combo potential.}}


===Throws/other attacks===
===Throws/other attacks===
*{{buff|All grabs has less ending lag (FAF 30 → 28 (standing), FAF 40 → 39 (dash), FAF 36 → 33 (pivot)).}}
*{{buff|All grabs' ending lag decreased (FAF 30 → 28 (standing), FAF 40 → 39 (dash), FAF 36 → 33 (pivot)).}}
*{{buff|Dash grab has less start-up lag (frame 10 → 8).}}
*{{buff|Dash grab start-up lag decreased (frame 10 → 8).}}
*{{nerf|Standing and dash grab have less range.}}
*{{nerf|Standing and dash grab ranges decreased.}}
*[[Pummel]]:
*[[Pummel]]:
**{{buff|Pummel deals more damage (1% → 1.55%) and has less hitlag, making it now the third fastest pummel in the game. This significantly improves its damage racking potential.}}
**{{buff|Damage increased (1% → 1.55%) and hitlag decreased, making it now the third fastest pummel in the game. This significantly improves its damage racking potential.}}
*[[Forward throw]]:
*[[Forward throw]]:
**{{nerf|Forward throw deals 3% less damage (8% → 5%), with its knockback scaling compensated (100 → 125).}}
**{{nerf|Forward throw deals 3% less damage (8% → 5%), with its knockback scaling compensated (100 → 125).}}  
**{{buff|It has less ending lag (FAF 62 → 59).}}
**{{buff|Forward throw's angle has also been altered (65° → 75°). When coupled with the changes to [[hitstun canceling]], these changes grant it combo potential past low percents.}}
**{{buff|Its angle has been altered (65° → 75°). When coupled with the changes to [[hitstun canceling]], these changes grant it combo potential past low percents.}}
*[[Back throw]]:
*[[Back throw]]:
**{{buff|Back throw has altered knockback (80 (base), 50 (scaling) → 30/120) and Kirby releases the opponent later (frame 33 → 41) with its duration unchanged, reducing its ending lag and improving its mix-up, combo and KO potential.}}
**{{buff|Back throw has altered knockback (80 (base), 50 (scaling) → 30/120), improving its combo and KO potential. It also has decreased ending lag, improving its mix-up and combo potential at low percents.}}
**{{change|Its angle has been altered (120° → 130°).}}
**{{change|Back throw's angle has been altered (120° → 130°).}}
*[[Up throw]]:
*[[Up throw]]:
**{{buff|Up throw has increased knockback (70 (base), 70 (scaling) → 75/74), improving its KO potential despite its less favorable angle (85° → 78°).}}
**{{buff|Up throw has increased knockback (70 (base), 70 (scaling) → 75/74), improving its KO potential despite its less favourable angle (85° → 78°).}}
*[[Down throw]]:
*[[Down throw]]:
**{{nerf|Down throw deals less damage on the first nine hits (1% (hits 1-10) → 0.8% (hits 1-9), 1% (hit 10), 12% → 10.2% (total)) and the throw has significantly increased knockback (40 (base), 140 (scaling) → 60/180). Combined with the change below, this removes its combo potential.}}
**{{nerf|Down throw deals 1.8% less damage (1% (hits 1-10) → 0.8% (hits 1-9), 1% (hit 10), 12% → 10.2% (total)), and the throw has significantly increased knockback (40 (base), 140 (scaling) → 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 potential, and remove its combo potential while still lacking KO potential.}}
**{{nerf|It launches at a lower and more unfavorable angle (90° → 63°), and combined with the removal of [[chain grab]]bing and the loss of its combo potential as mentioned above, this hinders its damage racking potential.}}
**{{buff|However, the increased knockback allow it to KO middleweights around or below 200%.}}


===Special moves===
===Special moves===
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**{{nerf|The removal of grab armor hinders Inhale's safety, as it now results in Kirby getting hit instead of Inhaling the opponent.}}
**{{nerf|The removal of grab armor hinders Inhale's safety, as it now results 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]].}}
**{{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]].}}
**{{change|Kirby's copy abilities now share the same hitbox data as their original counterparts as opposed to Kirby's versions having their own hitbox data. As a result, all of Kirby's copy abilities are now completely identical to their original counterparts in terms of their range, strength and hitbox durations (with a few exceptions) which benefits and/or hinders certain copy abilities.}}
***{{change|This change however does not affect the copy ability's interruptibility or intangibility since they are now stored in Kirby's parameter file as opposed to the respective ability's hitbox data.}}
**{{change|All of sound effects related to the move are now direct port of those from ''{{iw|wikirby|Kirby's Adventure}}''.}}
*[[Hammer (move)|Hammer Flip]]:
*[[Hammer (move)|Hammer Flip]]:
**{{change|Hammer Flip is now chargeable and Kirby can also move around while using it, regardless of its charge. However, fully charged Hammer Flip now deals [[recoil damage]] when held. Altogether, these changes make it function almost identically to [[Jet Hammer]].}}
**{{change|Hammer Flip is now chargeable and Kirby can also move around while using it, regardless of its charge. However, fully charged Hammer Flip now deals [[recoil damage]] when held. Altogether, these changes make it function almost identically to [[Jet Hammer]].}}
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**{{change|Hammer Flip has slightly increased knockback (65 (base), 72 (scaling) (grounded sweetspot), 50/70 (grounded/aerial hit 1 sourspot), 65/75 (aerial hit 1 sweetspot), 60/70 (aerial hit 2) → 60/78 (all)). This makes the previous sourspots and the second aerial hit stronger however, they do not compensate for the grounded and first aerial hit's sweetspots reduced damage hindering their KO potential.}}
**{{change|Hammer Flip has slightly increased knockback (65 (base), 72 (scaling) (grounded sweetspot), 50/70 (grounded/aerial hit 1 sourspot), 65/75 (aerial hit 1 sweetspot), 60/70 (aerial hit 2) → 60/78 (all)). This makes the previous sourspots and the second aerial hit stronger however, they do not compensate for the grounded and first aerial hit's sweetspots reduced damage hindering their KO potential.}}
**{{buff|Fully charged Hammer Flip deals more damage (23% (grounded sweetspot)/18% (grounded sourspot)/ → 35%/27%, 17% (aerial hit 1 sweetspot)/13% (aerial hit 2 sweetspot)/15% (aerial hit 1 sourspot)/10% (aerial hit 2 sourspot) → 27% (both)) significantly improving its KO potential. Hammer Flip also has larger hitboxes and no longer has sourspots.}}
**{{buff|Fully charged Hammer Flip deals more damage (23% (grounded sweetspot)/18% (grounded sourspot)/ → 35%/27%, 17% (aerial hit 1 sweetspot)/13% (aerial hit 2 sweetspot)/15% (aerial hit 1 sourspot)/10% (aerial hit 2 sourspot) → 27% (both)) significantly improving its KO potential. Hammer Flip also has larger hitboxes and no longer has sourspots.}}
**{{nerf|Due to its angle being altered (20° → 55°), aerial Hammer Flip's second hit is no longer a semi-spike, significantly hindering its edge-guarding potential. Aerial Hammer Flip also has greatly increased start-up lag regardless of its charge (frame 17 → 28), and can no longer be used for recovery as it now halts Kirby's horizontal momentum rather than his vertical momentum.}}
**{{nerf|Due to its angle being altered (20° → 55°), aerial Hammer Flip's second hit is no longer a semi-spike, significantly hindering its edge-guarding potential. Aerial Hammer Flip also has increased start-up lag regardless of its charge (frame 17 → 28), and can no longer be used for recovery as it now halts Kirby's horizontal momentum rather than his vertical momentum.}}
**{{nerf|Hammer Flip no longer has transcendent priority.}}
**{{nerf|Hammer Flip no longer has transcendent priority.}}
**{{buff|Fully charged Hammer Flip now grants [[armor]] during part of the swing.}}
**{{buff|Fully charged Hammer Flip now grants [[armor]] during part of the swing.}}
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**{{buff|The 19% damage increase to shields and the increase to shieldstun significantly improve Stone's shield pressuring potential.}}
**{{buff|The 19% damage increase to shields and the increase to shieldstun significantly improve Stone's shield pressuring potential.}}
**{{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}}''.}}
**{{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}}''.}}
**{{change|Like in ''Melee'', Kirby vocalizes when exiting out of his Stone form.}}
**{{bugfix|The [[earthquake glitch]] has been removed.}}
**{{bugfix|The [[earthquake glitch]] has been removed.}}
*[[Ultra Sword]]:
*[[Ultra Sword]]:
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==Update history==
==Update history==
Kirby was initially perceived to be a low tier in the initial release of the game, owing to his poor range, mobility, approach option and endurance. Likely as a result, he has been 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. These changes were fairly minor however, with Inhale and Hammer only losing a couple of frames of ending lag, while down smash received a lower launch angle, which resulted in the move being worse at KOing with sufficient DI. Update [[1.1.0]] brought a few more buffs: neutral attack became more reliable, Inhale was made faster and forward throw received less ending lag and a more vertical launch angle, making it a much better combo starter. 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 much more reliable at pressuring shields.
Kirby has been 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 was slightly improved and various moves saw an increase to their KO potential. Up throw in particular saw a substantial increase in knockback, KOing over 30% earlier, although Kirby's other moves only saw minor improvements to their knockback. Update [[1.1.4]] gave Kirby a miniscule improvement with 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 ''Smash 4''{{'}}s initial release, having better KO potential, a stronger combo game and having safer specials. However, he is still considered fairly weak, as most of his changes were not substantial and his weaknesses were not properly addressed, resulting in him continuing to struggle against a majority of the cast, especially considering the more substantial improvements other initial low tiers received, along with the introduction of {{SSB4|Bayonetta}} and {{SSB4|Cloud}}, who both had strong matchups against Kirby.
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 (13% 12%).}}
*{{nerf|Sourspotted upward angled forward smash also deals 1% less damage|13%|12%.}}
*{{buff|Up smash's clean hit's sweetspots have higher knockback scaling (96 → 102), improving its KO potential.}}
*{{nerf|Upward angled forward smash's knockback decreased, hindering its KO potential.}}
*{{buff|Down smash has higher knockback scaling (102 → 108), improving its KO potential.}}
*{{buff|Up smash's knockback increased, improving its KO potential.}}
*{{nerf|Down smash launches opponents at a lower angle (76° → 69°). This makes the move susceptible to [[LSI]], hindering its KO potential with optimal DI.}}
*{{buff|Down smash's knockback increased, improving its KO potential.}}
*{{buff|Down throw deals more damage (0.4% (hits 1-9)/6.6% (total) → 0.8%/10.2%).}}
*{{buff|Down throw deals 3.6% more damage|6.6%|10.2%.}}
*{{buff|{{b|Inhale|Kirby}} has less ending lag (FAF 80 → 78).}}
*{{buff|{{b|Inhale|Kirby}}'s ending lag decreased.}}
*{{buff|Opponent's are launched higher when swallowed (2.8 → 3), making Kirby less punishable when copying an ability.}}
*{{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]] has less ending lag.}}
*{{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 has increased base knockback (8 → 15), making it connect more reliably into the infinite. Neutral infinite's finisher's start-up lag also decreased.}}
*{{buff|Neutral attack's second hit connects together better with neutral infinite. Neutral infinite's finisher's start-up lag also decreased.}}
*{{nerf|Forward throw deals less damage (7% 5%) with its knockback scaling compensated (100 → 125).}}
*{{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|Forward throw has less ending lag (FAF 62 → 59) and it launches opponents at a higher angle (65° → 75°), improving its combo potential.}}
*{{buff|Inhale's start-up|frame 18|14 and ending lag decreased: frame 78 → 73.}}
*{{buff|Inhale's start-up (frame 18 14) and ending lag decreased (FAF 78 → 73).}}
'''{{GameIcon|ssb4}} [[1.1.1]]'''
'''{{GameIcon|ssb4}} [[1.1.1]]'''
*{{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|[[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.}}
Line 256: Line 208:


==Moveset==
==Moveset==
''For a gallery of Kirby's hitboxes, see [[/Hitboxes|here]].''
{{MovesetTable
{{MovesetTable
|game=ssb4
|game=ssb4
|neutralcount=2
|neutralcount=2
|neutralinf=y
|neutralinf=y
|neutralname=Vulcan Jab ({{ja|バルカンジャブ|Barukan Jabu}}) / Smash Punch ({{ja|スマッシュパンチ|Sumasshupanchi}})
|neutralname=Vulcan Jab/Smash Punch
|neutral1dmg=2%
|neutral1dmg=2%
|neutral2dmg=3%
|neutral2dmg=3%
|neutralinfdmg=1% (loop), 2% (last)
|neutralinfdmg=1% (loop), 2% (last)
|neutraldesc=A {{s|wikipedia|one-two combo}}. When button mashed, Kirby performs the Vulcan Jab from the {{s|wikirby|Fighter}} ability before concluding with the Smash Punch, also from the Fighter ability. It is very quick due to coming out on frame 3, and its first two hits have very minimal ending lag. These traits make it effective for [[jab cancel]]ing or as an [[out of shield]] option.
|neutraldesc=A {{s|wikipedia|one-two combo}}. When button mashed, Kirby performs the Vulcan Jab from the {{s|wikirby|Fighter}} ability before concluding with the Smash Punch, also from the Fighter ability. It is very quick due to coming out on frame 3, and its first two hits have very minimal ending lag. These traits make it effective for [[jab cancel]]ing or as an [[out of shield]] option.
|ftiltangles=3
|ftiltname=&nbsp;
|ftiltname=&nbsp;
|ftiltdmg=8% (base), 7% (tip)
|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=&nbsp;
|utiltname=&nbsp;
|utiltdmg=5% (clean), 4% (late)
|utiltdmg=5% (clean), 4% (late)
|utiltdesc=Throws 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.
|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=&nbsp;
|dtiltname=&nbsp;
|dtiltdmg=6%
|dtiltdmg=6%
Line 279: Line 233:
|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=Smash Kick ({{ja|スマッシュキック|Sumasshu Kikku}})
|fsmashname=Smash Kick
|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)
Line 290: Line 244:
|dsmashdmg={{ChargedSmashDmgSSB4|14}} (clean), {{ChargedSmashDmgSSB4|10}} (late)
|dsmashdmg={{ChargedSmashDmgSSB4|14}} (clean), {{ChargedSmashDmgSSB4|10}} (late)
|dsmashdesc=A spinning split kick. It hits in front of and behind Kirby, and its clean hitbox deals respectable damage and has very high knockback growth like his forward and up smashes. Its clean hitbox KOs middleweights at 113% from anywhere on Final Destination in the ''3DS'' version and at 106% in the ''Wii U'' version. It also renders Kirby's feet intangible albeit only during its clean hitbox. However, its late hitbox has significantly lower KO potential.
|dsmashdesc=A spinning split kick. It hits in front of and behind Kirby, and its clean hitbox deals respectable damage and has very high knockback growth like his forward and up smashes. Its clean hitbox KOs middleweights at 113% from anywhere on Final Destination in the ''3DS'' version and at 106% in the ''Wii U'' version. It also renders Kirby's feet intangible albeit only during its clean hitbox. However, its late hitbox has significantly lower KO potential.
|nairname=Twinkle Star ({{ja|ティンクルスター|Tinkuru Sutā}})
|nairname=Twinkle Star
|nairdmg=10% (clean), 8% (mid), 6% (mid-to-late), 4% (late)
|nairdmg=10% (clean), 8% (mid), 6% (mid-to-late), 4% (late)
|nairdesc=The attack of the same name 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. Despite having [[sex kick]] properties, it also has high startup lag.
|nairdesc=The attack of the same name 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. Despite having [[sex kick]] properties, it also has high startup lag.
|fairname=&nbsp;
|fairname=&nbsp;
|fairdmg=4% (hit 1), 3% (hit 2), 5% (hit 3)
|fairdmg=4% (hit 1), 3% (hit 2), 5% (hit 3)
|fairdesc=A series of multiple forward kicks. The first two hits have 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.
|fairdesc=The Aerial Spin Kick from the Fighter ability. The first two hits have 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=&nbsp;
|bairname=&nbsp;
|bairdmg=13% (clean), 8% (late)
|bairdmg=13% (clean), 8% (late)
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|uairname=&nbsp;
|uairname=&nbsp;
|uairdmg=9%
|uairdmg=9%
|uairdesc=An aerial bicycle kick similar to his up smash. A very useful juggling option, it can also be used for continuing a combo due to its low landing lag.
|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=&nbsp;
|dairname=&nbsp;
|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=&nbsp;
|grabname=&nbsp;
|grabdesc=Kirby's throws are based on attacks used by the {{s|wikirby|Backdrop}}, {{s|wikirby|Suplex}} and {{s|wikirby|Ninja}} abilities.
|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=&nbsp;
|pummelname=&nbsp;
|pummeldmg=1.55%
|pummeldmg=1.55%
|pummeldesc=A series of multiple punches. 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.
|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=&nbsp;
|fthrowname=&nbsp;
|fthrowdmg=5%
|fthrowdmg=5%
|fthrowdesc=The Rock Drop from the Suplex ability. Unlike the majority of forward throws, it possesses combo potential. Its most reliable follow-ups are neutral, forward and down aerials at low percents, and up aerial and [[Final Cutter]] at medium percents.
|fthrowdesc=The Pile Driver from the Suplex ability. Unlike the majority of forward throws, it possesses combo potential. Its most reliable follow-ups are neutral, forward and down aerials at low percents, and up aerial and [[Final Cutter]] at medium percents.  
|bthrowname=&nbsp;
|bthrowname=&nbsp;
|bthrowdmg=8%
|bthrowdmg=8%
|bthrowdesc=A backwards dive from the Backdrop ability. Despite having an average damage output and very low base knockback, it has very high knockback growth. As a result, it has KO potential, yet can also combo into back aerial on certain characters at very low percents. While near the edge of Final Destination, it KOs middleweights at 160% in the ''3DS'' version, and at 150% in the ''Wii U'' version.
|bthrowdesc=The Big Suplex from the Suplex ability. Despite having an average damage output and very low base knockback, it has very high knockback growth. As a result, it has KO potential, yet can also combo into back aerial on certain characters at very low percents. While near the edge of Final Destination, it KOs middleweights at 160% in the ''3DS'' version, and at 150% in the ''Wii U'' version.
|uthrowname=Air Drop ({{ja|いずな落とし|Izuna Otoshi}}, ''Izuna Drop'')
|uthrowname=Air Drop
|uthrowdmg=10%
|uthrowdmg=10%
|uthrowdesc=The attack of the same name from the Ninja ability. As of update 1.1.3, it is Kirby's strongest throw, and thus his most reliable one for KOing. It KOs middleweights at 158% from anywhere on Final Destination in the ''3DS'' version, and at 150% in the ''Wii U'' version. Because Kirby jumps up to perform it, he can land onto platforms above him upon descending, which enables it to KO even earlier.
|uthrowdesc=The attack of the same name from the Ninja ability. As of update 1.1.3, it is Kirby's strongest throw, and thus his most reliable one for KOing. It KOs middleweights at 158% from anywhere on Final Destination in the ''3DS'' version, and at 150% in the ''Wii U'' version. Because Kirby jumps up to perform it, he can land onto platforms above him upon descending, which enables it to KO even earlier.
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|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 deal [[recoil damage]]. He can also slowly walk and jump while charging it, while a fully charged Hammer Flip briefly grants him 6% [[armor]] during part of the swing. When it is used in midair, Kirby will swing his hammer twice. While near the edge of Final Destination, uncharged Hammer Flip KOs middleweights at 92% and 82% in the ''3DS'' and ''Wii U'' versions, respectively. Fully charged Hammer Flip KOs middleweights at 17% and 10% in the ''3DS'' and ''Wii U'' versions, respectively. Although weaker, aerial Hammer Flip nevertheless possesses KO potential. While near the edge of Final Destination, it KOs middleweights at 128% and 115% in the ''3DS'' and ''Wii U'' versions, respectively. Its fully charged version KOs them at 44% and 36% in the ''3DS'' and ''Wii U'' versions, respectively.
|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 deal [[recoil damage]]. He can also slowly walk and jump while charging it, while a fully charged Hammer Flip briefly grants him 6% [[armor]] during part of the swing. When it is used in midair, Kirby will swing his hammer twice. While near the edge of Final Destination, uncharged Hammer Flip KOs middleweights at 92% and 82% in the ''3DS'' and ''Wii U'' versions, respectively. Conversely, fully charged Hammer Flip KOs middleweights at 17% and 10% in the ''3DS'' and ''Wii U'' versions, respectively. Although weaker, aerial Hammer Flip nevertheless possesses KO potential. While near the edge of Final Destination, it KOs middleweights at 128% and 115% in the ''3DS'' and ''Wii U'' versions, respectively. Conversely, its fully charged version KOs them at 44% and 36% in the ''3DS'' and ''Wii U'' versions, respectively.
|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)
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|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 slightly stronger and grants unbreakable armor while charging once the hammer starts to glow, but has much higher start-up and ending lag. While near the edge of Final Destination in the ''3DS'' version, uncharged grounded Giant Hammer KOs middleweights at 76%, whereas its uncharged aerial version KOs them at 90%. Fully charged grounded Giant Hammer KOs middleweights at 7%, whereas its fully charged aerial version KOs them at 29%.
|ssc2desc=Wields a massive hammer that is slightly stronger and grants unbreakable armor while charging once the hammer starts to glow, but has much higher start-up and ending lag. While near the edge of Final Destination in the ''3DS'' version, uncharged grounded Giant Hammer KOs middleweights at 76%, whereas its uncharged aerial version KOs them at 90%. Conversely, fully charged grounded Giant Hammer KOs middleweights at 7%, whereas its fully charged aerial version KOs them at 29%.
|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]]. It does cover a decent amount of vertical distance. However, it is extremely predictable due to its high startup lag. Kirby also has poor horizontal mobility while using the move, there's a decent period of time where Kirby is rising without a hitbox and Kirby cannot [[sweetspot]] the edge until he starts to descend, all of which make it a rather exploitable recovery move. It can be used for edgeguarding but its slow speed limits its use in this area, as well as limiting its utility in other scenarios. If a platform beneath Kirby disappears or if he is pushed off while he is still in the landing animation, he will be rendered [[helpless]].
|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=When Kirby lands, he produces a shockwave with rocks flying outward. Kirby ascends faster and he stays in the air for longer before dropping, making it a better recovery move. The move does not have any hitboxes until Kirby lands however, although the landing hit and the rock shockwave are fairly strong. The rock shovewave is very large and its power overall makes it more effective than Final Cutter's wave, although the move does have more landing lag.
|usc1desc=Deals more damage overall and its shockwave sends rocks flying outward. However, it only deals damage when Kirby lands on the ground.
|usc2name=Upper Cutter
|usc2name=Upper Cutter
|usc2dmg=10%
|usc2dmg=10%
|usc2desc=Kirby only performs an ascending upwards slash and then enters free-fall. Kirby ascends very quickly, Kirby can grab ledges during the ascent if he is facing the ledge and he keeps his horizontal momentum once he enters free-fall. This makes the move a much better recovery move than Final Cutter. The move also has a very effective hitbox. The move comes out on frame 6 and it has great range. The move is also fairly strong, being capable of KOing Mario under 160% in the middle of Final Destination (without DI). The move does start off with a 60° angle, making it quite susceptible to DI however, the move gains a more vertical angle as Kirby ascends, with the move having a very favorable 80° angle at the top of the ascent, making it stronger and less susceptible to DI. The very fast startup, the great range and the solid power give Upper Cutter a lot of utility which Kirby lacks without it, giving him a better Out of Shield game as well as giving him an additional combo ender that can even lead into KO confirms he lacks without Upper Cutter.
|usc2desc=The ascending slash is stronger, and the move in general grants Kirby greater vertical recovery. However, it cannot hit anything upon descending, and instead renders him [[helpless]] with most of his momentum.
 
While it does lack the falling hit Final Cutter has, Upper Cutter is overall a far superior move, being a much better recovery move and having a lot more utility in other areas, filling up holes Kirby had in his game plan with his default moveset. It is overall a clear replacement for Final Cutter and it is most likely Kirby's most valuable custom move.
|dsdefname=Stone
|dsdefname=Stone
|dsdefdmg=18% (impact), 14% (shockwave)
|dsdefdmg=18% (impact), 14% (shockwave)
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|fsdesc=The {{s|wikirby|Super Ability}} of the same name. Kirby wields a gigantic sword to repeatedly slash the opponent before enlarging the sword and then concluding with a powerful downward slash. While near the edge of Final Destination, it KOs middleweights at 31% in the ''3DS'' version.
|fsdesc=The {{s|wikirby|Super Ability}} of the same name. Kirby wields a gigantic sword to repeatedly slash the opponent before enlarging the sword and then concluding with a powerful downward slash. While near the edge of Final Destination, it KOs middleweights at 31% in the ''3DS'' version.
}}
}}
===Stats===
{{Attributes
|cast = 58
|weight = 79
|rweight = 51-54
|dash = 1.5
|rdash = 25-41
|run = 1.57
|rrun = 31
|walk = 0.93
|rwalk = 43
|trac = 0.0493
|rtrac = 41
|airfric = 0.015
|rairfric = 6-19
|air = 0.8
|rair = 55
|baseaccel = 0.03
|rbaseaccel = 6-7
|addaccel = 0.065
|raddaccel = 30-34
|gravity = 0.06405
|rgravity = 56
|fall = 1.23
|rfall = 55
|ff = 1.968
|rff = 55
|jumpsquat = 4
|rjumpsquat = 1-13
|jumpheight = 25.368114
|rjumpheight = 57
|shorthop = 12.241816
|rshorthop = 56
|djump = 21.04669712, 18.50584782, 15.9203607, 13.3388484, 10.81397463
|rdjump = 57
}}
===[[Announcer]] call===
{{audio|Needs announcer calls from other languages.}}
<gallery>
Kirby English Announcer SSB4-SSBU.wav|English/Japanese/Chinese
</gallery>


===[[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=Ka - a - bii!
|desc-jp=Kir-by!
|pitch-us=Group chant
|pitch-us=Group chant
|pitch-jp=Female}}
|pitch-jp=Female}}
Line 459: Line 368:
|char=Kirby}}
|char=Kirby}}


==In [[competitive play]]==
==In competitive play==
===Tier placement and history===
Due to the considerable nerfs Kirby received in his transition from ''Brawl'', he has always been considered a non-viable character within the ''SSB4'' metagame, even in spite of game updates noticeably buffing him. This has been due to his only success occurring at local tournaments, whereas his results at regional and national tournaments have been very sparse. Many smashers also took note of Kirby's overall poor matchup spread as characters like with large disjoints, and strong good kill power ({{SSB4|Cloud}} being a primary example) as well as zoning characters with effective projectiles ({{SSB4|Pac-Man}}, {{SSB4|Mega Man}}, {{SSB4|Toon Link}} and {{SSB4|Villager}} being good examples) do very well against him. These aspects culminated with Kirby being placed at 33rd on the first [[tier list]] as the 2nd highest low tier character.
 
Kirby did not fare well after the next updates as characters like {{SSB4|Marth}}, {{SSB4|Lucina}}, {{SSB4|Duck Hunt}}, {{SSB4|Shulk}}, {{SSB4|Link}} and {{SSB4|Mewtwo}} who were initially considered to be worse than Kirby proved to not only become better than him, but proved to be very troublesome matchups as well due to them having excellent tools to prevent Kirby from approaching. The release of {{SSB4|Bayonetta}} and {{SSB4|Corrin}} also hurt him since they too proved to be tough matchups for Kirby. This resulted in Kirby's already scarce results to become even worse than before.
 
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 much 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 dropped to 49th on the fourth and final tier list.
 
Since then, Kirby has failed to make a significant impact at tournaments as he hardly has any tournament representation outside of {{Sm|Komota}} who never places high at supermajors. Meanwhile, characters lower than Kirby have all performed much higher with {{Sm|ZAKI}} getting 17th at [[Smash 'N' Splash 4]] and [[2GG: Hyrule Saga]] while defeating {{Sm|MKLeo}} and {{Sm|Rags}}; {{Sm|Onpu}} and {{Sm|Rizeasu}} performing very well in Japan with the former taking {{Sm|WaDi}} to game 3 as {{SSB4|Zelda}}; {{Sm|Pon}}, {{Sm|Gungnir}} and {{Sm|Rickles}} doing work with {{SSB4|Ganondorf}} in their regions with {{Sm|Pon}} beating {{Sm|Ally}}, {{Sm|Gungnir}} getting 17th at [[Umebura Japan Major 2017]] while defeating {{Sm|Taiheita}} and {{Sm|Earth}}; and {{Sm|Captain L}} using {{SSB4|Jigglypuff}} as an effective secondary taking sets off of {{Sm|Larry Lurr}}, {{Sm|BestNess}}, {{Sm|John Numbers}} {{Sm|Blank}}, {{Sm|Strike}}, {{Sm|Pandarian}} and even took {{Sm|ESAM}} to game 5 with the character.
 
Due to Kirby's meager tournament results and his glaring weaknesses some smashers claim that he should be even lower due to his overwhelming weaknesses with {{Sm|ESAM}} ranking him as the 3rd worst character in the game, putting him below {{SSB4|King Dedede}}, {{SSB4|Wii Fit Trainer}}, {{SSB4|Zelda}} and even below {{SSB4|Jigglypuff}}, who is widely considered to be the worst character in the game, as well as {{Sm|Raito}} and {{Sm|Dabuz}} claiming that he's the absolute worst character in the game. Others, however, think that he is underrated and that he should be ranked relatively higher due to his excellent combo game, good kill power and great edgeguarding.
 
===[[Official Custom Moveset Project]]===
===[[Official Custom Moveset Project]]===
{{OfficialCustomMoves
{{OfficialCustomMoves
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|set10=3331
|set10=3331
}}
}}
===Most historically significant players===
===Notable players===
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines .That being said, do not put Alpharad on the notable players section. He lacks the results compared with the players on here, and a YouTube channel does not help.-->
====Active====
''See also: [[:Category:Kirby players (SSB4)]]''
<!--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|Jesuischoq|France}} - The best Kirby player in Europe. He made strong placements as a solo-Kirby main at some of the most populated ''Smash 4'' tournaments in Europe, placing 13th at {{Trn|talent.io}}, as well as 25th at {{Trn|Deflagration}} and {{Trn|Respawn 6}}.
*{{Sm|EvilGoku|USA}} - Placed 49th in singles, and 7th in doubles with [[Rival]] at [[CEO 2018]]. Has wins on notable players like [[Dath]], [[Charlie]], and [[Saiki]]. Ranked 5th on the Southwest Florida Fall 2017 Power Rankings.
*{{Sm|Komota|USA}} - The best Kirby player in the world, although seldomly competed in tournaments. Despite his inconsistent activity, he performed one of the best low-tier upsets by defeating {{Sm|Ally}} at {{Trn|Frostbite 2017}} and placing 33rd overall. He also placed 25th at {{Trn|The Big House 8}}, which is the best solo-Kirby placement at a ''Smash 4'' major.
*{{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|MikeKirby|USA}} - Considered to be the best Kirby player in the world during 2015 to 2016. He placed top 16 at many early Tri-state events such as 5th at {{Trn|KTAR XIV}} and 9th at {{Trn|KTAR XII}} defeating {{Sm|Salem}}. He also performed decently at some larger tournaments, such as 13th at {{Trn|Glitch}} and 49th at {{Trn|Apex 2015}}.
*{{Sm|Komota|USA}} - Placed 25th at [[Midwest Mayhem 8: North American Tour]] and 33rd at [[Frostbite 2017]]. Ranked 11th on the [[Michigan Power Rankings]]. Has wins over {{Sm|Ally}} and {{Sm|Darkshad}}.
*{{Sm|RipplePuff|USA}} - One of the best Kirby players in the world. While some of her results were mixed with {{SSB4|Luigi}}, she was one of the few Kirby players to hold multiple top 64s at major/supermajors, placing 33rd at {{Trn|The Big House 7}} and 49th at {{Trn|Shine 2017}}.
*{{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|MrRyanNess|USA}} - Placed 9th at [[GUMS 12]] and [[TMPR: Frostbite 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|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]].
*{{Sm|Triple R|USA}} - Placed 17th at [[Combo Breaker 2016]]; 33rd at [[The Big House 5]]; and 65th at [[The Big House 6]].
*{{Sm|Twomix|Germany}} - Was the best Kirby player in Germany. Formerly ranked 14th on the [[German Power Rankings]].
 
===Tier placement and history===
Due to the considerable nerfs Kirby received in his transition from ''Brawl'', he has always been considered a non-viable character within the ''SSB4'' metagame, even in spite of game updates noticeably buffing him. This has been due to his only success occurring at local tournaments, whereas his results at regional and national tournaments have been very sparse. Many smashers also took note of Kirby's overall poor matchup spread as characters like with large disjoints, and strong good kill power ({{SSB4|Cloud}} being a primary example) as well as zoning characters with effective projectiles ({{SSB4|Pac-Man}}, {{SSB4|Mega Man}}, {{SSB4|Toon Link}} and {{SSB4|Villager}} being good examples) do very well against him. These aspects culminated with Kirby being placed at 33rd on the first [[tier list]] as the 2nd highest low tier character.
 
Kirby did not fare well after the next updates as characters like {{SSB4|Marth}}, {{SSB4|Lucina}}, {{SSB4|Duck Hunt}}, {{SSB4|Shulk}}, {{SSB4|Link}} and {{SSB4|Mewtwo}} who were initially considered to be worse than Kirby proved to not only become better than him, but proved to be very troublesome matchups as well due to them having excellent tools to prevent Kirby from approaching. The release of {{SSB4|Bayonetta}} and {{SSB4|Corrin}} also hurt him since they too proved to be tough matchups for Kirby. This resulted in Kirby's already scarce results to become even worse than before.
 
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 much 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 dropped to 50th on the fourth and current tier list.
 
Since then, Kirby has failed to make a significant impact at tournaments as he hardly has any tournament representation outside of {{Sm|Komota}} who never places high at supermajors. Meanwhile, characters lower than Kirby have all performed much higher with {{Sm|ZAKI}} getting 17th at [[Smash 'N' Splash 4]] and [[2GG: Hyrule Saga]] while defeating {{Sm|MKLeo}} and {{Sm|Rags}}; {{Sm|Onpu}} and {{Sm|Rizeasu}} performing very well in Japan with the former taking {{Sm|WaDi}} to game 3 as {{SSB4|Zelda}}; {{Sm|Pon}}, {{Sm|Gungnir}} and {{Sm|Rickles}} doing work with {{SSB4|Ganondorf}} in their regions with {{Sm|Pon}} beating {{Sm|Ally}}, {{Sm|Gungnir}} getting 17th at [[Umebura Japan Major 2017]] while defeating {{Sm|Taiheita}} and {{Sm|Earth}}; and {{Sm|Captain L}} using {{SSB4|Jigglypuff}} as an effective secondary taking sets off of {{Sm|Larry Lurr}}, {{Sm|BestNess}}, {{Sm|John Numbers}} {{Sm|Blank}}, {{Sm|Strike}}, {{Sm|Pandarian}} and even took {{Sm|ESAM}} to game 5 with the character.
Due to Kirby's meager tournament results and his glaring weaknesses some smashers claim that he should be even lower due to his overwhelming weaknesses with {{Sm|ESAM}} ranking him as the 3rd worst character in the game, putting him below {{SSB4|King Dedede}}, {{SSB4|Wii Fit Trainer}}, {{SSB4|Zelda}} and even below {{SSB4|Jigglypuff}}, who is widely considered to be the worst character in the game, as well as {{Sm|Raito}} and {{Sm|Dabuz}} claiming that he's the absolute worst character in the game. Others, however, think that he is underrated and that he should be ranked relatively higher due to his excellent combo game, good kill power and great edgeguarding.


==[[Trophies]]==
==Trophies==
{{Trophy/Fighter
 
|name=Kirby
:'''Kirby'''
|image-3ds=KirbyTrophy3DS.png
::{{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.''
|image-wiiu=KirbyTrophyWiiU.png
 
|mode=Classic
::{{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.''
|desc-3ds-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.
 
|desc-wiiu-ntsc=Pudgy, little Kirby lives in the peaceful hills of Dream Land on the Planet Popstar. 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.
{{Trophy games|console1=GB|game1=Kirby's Dream Land (08/1992)|console2=SNES|game2=Kirby Super Star (08/1996)}}
|desc-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.
 
|gamelist-ntsc={{Trophy games|console1=GB|game1=Kirby's Dream Land|release1=08/1992|console2=SNES|game2=Kirby Super Star|release2=08/1996}}
:'''Kirby (Alt.)'''
|gamelist-pal={{Trophy games|console1=GB|game1=Kirby's Dream Land|release1=08/1992|console2=SNES|game2=Kirby's Fun Pak|release2=01/1997}}
::{{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.''
}}
 
{{clrl}}
::{{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!''


{{Trophy/Fighter
::{{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!''
|name=Kirby (Alt.)
|image-3ds=KirbyAltTrophy3DS.png
|image-wiiu=KirbyAltTrophyWiiU.png
|mode=Alt
|desc-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.
|desc-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.
|gamelist-ntsc={{Trophy games|console1=GB|game1=Kirby's Dream Land|release1=08/1992|console2=SNES|game2=Kirby Super Star|release2=08/1996}}
|gamelist-pal={{Trophy games|console1=GB|game1=Kirby's Dream Land|release1=08/1992|console2=SNES|game2=Kirby's Fun Pak|release2=01/1997}}
}}
{{clrl}}


{{Trophy/Fighter
<center>
|name=Ultra Sword
<gallery>
|image=UltraSwordTrophyWiiU.png
KirbyTrophy3DS.png|Classic (3DS)
|desc-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!
KirbyAltTrophy3DS.png|Alt. (3DS)
|desc-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!
KirbyTrophyWiiU.png|Classic (Wii U)
|game=ssb4-wiiu
KirbyAltTrophyWiiU.png|Alt. (Wii U)
}}
UltraSwordTrophyWiiU.png|[[Ultra Sword]]
{{clrl}}
</gallery>
</center>


==In [[Event Match]]es==
==In [[Event Match]]es==
Line 563: Line 479:
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}}.
Line 587: Line 503:
==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]].
*Based on unused animations discovered via hacking, the ability to charge Kirby's Hammer appears to have originally been intended for ''Brawl''.
*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 only game in the series where Kirby's dash attack hasn't been changed, as his break spin attack from ''Brawl'' was retained. (In ''[[Super Smash Bros. Ultimate]],'' it would revert back to his prior burning attack from ''[[Super Smash Bros. Melee]]''.)
*''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.
Line 597: Line 513:
*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]], Kirby's normal motion will be seen, but his hammer will not.
*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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