Editing Kirby (SSB4)
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|availability = [[Starter character|Starter]] | |availability = [[Starter character|Starter]] | ||
|tier = F | |tier = F | ||
|ranking = | |ranking = 50 | ||
}} | }} | ||
'''Kirby''' ({{ja|カービィ|Kābī}}, ''Kirby'') is a playable character in ''[[Super Smash Bros. 4]]''. 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 | '''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. | ||
Kirby is ranked | Kirby is ranked 50th out of 55 on the current [[tier list]], thus going into the F tier. This is a big 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. | ||
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 poor [[reach]] in most of his attacks due to his small size and short limbs. | ||
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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 [[ | 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 | 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 most notably down throw and aerial [[Hammer Flip]] with the former losing all of its followup potential while the latter is slower 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 | ''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. 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 | 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. 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. His Hammer Flip now can be charged, no longer has sourspots and Kirby can move and jump while charging the attack. | ||
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 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''.}} | ||
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*{{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 | *{{nerf|However, Kirby's smaller feet caused the hitboxes in his attacks to be much smaller in order to match the new length of his feet. This greatly hinders his range.}} | ||
*{{nerf|Kirby [[walk]]s slightly slower (0.95 → 0.93).}} | *{{nerf|Kirby [[walk]]s slightly slower (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|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.}} | ||
*{{ | *{{change|Kirby's [[weight]] was increased (78 → 79) This makes him slightly more vulnerable to combos, but also improves his endurance.}} | ||
*{{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|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|Kirby's [[air acceleration]] was decreased (0.11 → 0.095) | *{{nerf|Kirby's [[air acceleration]] was decreased (0.11 → 0.095).}} | ||
*{{change|Kirby's [[falling speed]] was | *{{change|Kirby's [[falling speed]] was increased (1.2 → 1.23). This slightly improves Kirby's vertical endurance, but makes him slightly more susceptible to combos.}} | ||
*{{buff|Kirby's [[fast falling]] speed was increased (1.9 → 1.968) | *{{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|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.}} | *{{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|As a consequence, [[double jump]]s are lower.}} | **{{nerf|As a consequence, [[double jump]]s are lower.}} | ||
*{{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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**{{nerf|It has smaller hitboxes (5.5u/5u (clean)/4.5u/5u (late) → 4u/4u (both)).}} | **{{nerf|It has smaller hitboxes (5.5u/5u (clean)/4.5u/5u (late) → 4u/4u (both)).}} | ||
*[[Down tilt]]: | *[[Down tilt]]: | ||
**{{buff|Down tilt | **{{buff|Down tilt now deals consistent damage (5%/6% → 6%).}} | ||
**{{nerf|It has smaller hitboxes | **{{nerf|It has smaller hitboxes (4.5u/4u/3.5u/3u → 3.7u/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|Dash attack's looping hits deal less damage (2% → 1%), which decreases its overall damage output (14% → 9%).}} | ||
**{{nerf|Its last hit | **{{nerf|Its last hit has much smaller hitboxes (5u/5u/8u → 3u), connecting less reliably from the looping hits.}} | ||
**{{nerf|It has increased ending lag (FAF 50 → 54).}} | **{{nerf|It has increased ending lag (FAF 50 → 54).}} | ||
**{{buff|The last hit has higher base knockback (90 → 100) and no longer has a sourspot with set knockback.}} | **{{buff|The last hit has higher base knockback (90 → 100) and no longer has a sourspot with set knockback.}} | ||
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**{{nerf|It has smaller hitboxes (6u/5.5u/(5u/4.5u) (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)).}} | ||
**{{nerf|The late hit deals less damage (13% → 12%/11%/10%), although its knockback was somewhat compensated (25 (base), 96/94 (scaling) → 90/69).}} | **{{nerf|The late hit deals less damage (13% → 12%/11%/10%), although its knockback was somewhat compensated (25 (base), 96/94 (scaling) → 90/69).}} | ||
**{{buff|It | **{{buff|It has less ending lag (FAF 50 → 48).}} | ||
*Non angled: | *Non angled: | ||
**{{change|Clean non angled forward smash's knockback (38 (base), 98 (scaling) → 30/102) has been altered.}} | **{{change|Clean non angled forward smash's knockback (38 (base), 98 (scaling) → 30/102) has been altered.}} | ||
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*Up angled: | *Up angled: | ||
**{{nerf|Clean up angled forward smash deals less knockback (38 (base), 100 (scaling) → 30/102).}} | **{{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.}} | **{{buff|Its angle has been altered (45° → 361°) improving its KO potential against grounded opponents.}} | ||
**{{nerf|The late hit sends opponents lower (82° → 60°).}} | **{{nerf|The late hit sends opponents lower (82° → 60°).}} | ||
*Down angled: | *Down angled: | ||
**{{buff|Clean down angled forward smash deals more knockback (38 (base), 96 (scaling) → 30/102).}} | **{{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°).}} | **{{nerf|Clean down angled forward smash no longer [[semi spike]]s (31° → 361°).}} | ||
*[[Up smash]]: | *[[Up smash]]: | ||
**{{buff|Up smash | **{{buff|Up smash deals more knockback (34/30 (base), 100 (scaling) → (32/30)/104/99 (early), 50 (scaling) → 52 (late)).}} | ||
**{{buff|It has less ending lag (FAF 50 → 48).}} | |||
**{{buff|It has | |||
**{{nerf|It has less intangibility (frames 14-24 → 14-19).}} | **{{nerf|It has less intangibility (frames 14-24 → 14-19).}} | ||
**{{nerf|The mid hit has lower knockback scaling (100 → 98).}} | **{{nerf|The mid hit has lower knockback scaling (100 → 98).}} | ||
**{{nerf|The late hit has a shorter duration (frames 17-24 → 17-19).}} | **{{nerf|The late hit has a shorter duration (frames 17-24 → 17-19).}} | ||
*[[Down smash]]: | *[[Down smash]]: | ||
**{{buff|Down smash | **{{buff|Down smash has less ending lag (FAF 56 → 54).}} | ||
**{{buff|It | **{{buff|It deals more knockback (30/20 (base), 100/85 (scaling) → 25/(110/108).}} | ||
**{{change|The late hit deals consistent damage (11%/9% → 10%).}} | **{{change|The late hit deals consistent damage (11%/9% → 10%).}} | ||
**{{nerf|Its angles have been altered (76°/28° → 69°) losing its semi-spike hitbox | **{{nerf|Its angles have been altered (76°/28° → 69°) losing its semi-spike hitbox. This significantly hinders its edge-guarding potential while also making it susceptible to [[LSI]] and making it worse for KOs.}} | ||
===Aerial attacks=== | ===Aerial attacks=== | ||
*[[Neutral aerial]]: | *[[Neutral aerial]]: | ||
**{{change|Neutral aerial's angle has been altered (361° → 46°).}} | **{{change|Neutral aerial's angle has been altered (361° → 46°).}} | ||
***{{nerf|This removes its ability to lock.}} | ***{{nerf|This hinders its KO potential and removes its ability to lock.}} | ||
***{{buff|This improves its followup potential.}} | ***{{buff|This improves its followup potential.}} | ||
**{{nerf|It deals less damage (12% (clean)/10% (mid)/8% (mid-late)/6% (late) → 10%/8%/6%/4%).}} | **{{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|Its initial [[auto-cancel]] window has been reduced (frames 1-8 → 1-4).}} | ||
**{{nerf|It has slightly higher [[landing lag]] (9 frames → 10 frames).}} | **{{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.}} | **{{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|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|The last hit has increased knockback scaling (138 → 148) | **{{buff|The last hit has increased knockback scaling (138 → 148).}} | ||
**{{buff|It has less landing lag (15 frames → 13).}} | **{{buff|It has less landing lag (15 frames → 13).}} | ||
**{{change|The last hit's hitlag has 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 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 has more ending lag (FAF 44 → 48), and due to Kirby's lower short hop, it can no longer autocancel in a short hop since its autocancel window is one frame after Kirby reaches the peak of his short hop( SH air time: 39 frames).}} | ||
*[[Back aerial]]: | *[[Back aerial]]: | ||
**{{nerf|Back aerial has smaller hitboxes (7u/6u (clean)/6u/6u (late) → 4u | **{{nerf|Back aerial has smaller hitboxes (7u/6u (clean)/6u/6u (late) → 4u/3.4u).}} | ||
**{{nerf|Its initial auto-cancel window is shorter (frames 1-4 → 1-2).}} | **{{nerf|Its initial auto-cancel window is shorter (frames 1-4 → 1-2).}} | ||
**{{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).}} | **{{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).}} | ||
**{{nerf|The late hit deals less damage (9% → 8%) without full compensation on its knockback scaling (110 → 112).}} | **{{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) | **{{nerf|It auto-cancels later (frame 28 → 32) and has more landing lag (9 frames → 17).}} | ||
**{{ | **{{buff|The clean hit deals more damage (12% → 13%) with its knockback scaling only minimally compensated (105 → 104), making it overall stronger.}} | ||
*[[Up aerial]]: | *[[Up aerial]]: | ||
**{{nerf|Up aerial deals less damage (10% → 9%) without full compensation on its knockback scaling (98 → 100).}} | **{{nerf|Up aerial deals less damage (10% → 9%) without full compensation on its knockback scaling (98 → 100).}} | ||
**{{nerf|It has | **{{nerf|It has smaller hitboxes (5.5u/4.5u/4u → 4.5u/4u).}} | ||
**{{nerf|It has more landing lag (9 frames → 12).}} | **{{nerf|It has more landing lag (9 frames → 12).}} | ||
*[[Down aerial]]: | *[[Down aerial]]: | ||
**{{nerf|Down aerial | **{{nerf|Down aerial deals less damage (2% → 1% (loop hits)/12% → 7% (total).}} | ||
**{{nerf|The loop hits have a smaller hitbox (6u/6u → 5u).}} | **{{nerf|The loop hits have a smaller hitbox (6u/6u → 5u).}} | ||
**{{nerf|It has more landing lag (15 frames → 17).}} | **{{nerf|It has more landing lag (15 frames → 17).}} | ||
**{{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 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 | **{{buff|The last hit has higher knockback scaling (107 → 110) and a larger hitbox (6u/6u → 6.2u).}} | ||
**{{buff|The landing hit has an altered angle (30° → 60°) and lower set knockback (60 → 40) | **{{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=== | ||
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**{{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|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.}} | ||
*[[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|It has less ending lag (FAF 62 → 59).}} | ||
**{{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.}} | **{{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) | **{{buff|Back throw has altered knockback (80 (base), 50 (scaling) → 30/120) and Kirby releases the opponent later (frame 33 → 41) improving its mix-up, combo and KO potential.}} | ||
**{{change|Its angle has been altered (120° → 130°).}} | **{{change|Its 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 favorable angle (85° → 78°).}} | ||
*[[Down throw]]: | *[[Down throw]]: | ||
**{{nerf|Down throw deals less damage | **{{nerf|Down throw deals 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).}} | ||
**{{nerf| | **{{nerf|Its angle has been altered (90° → 63°). When coupled with its higher knockback and the removal of [[chain grab]]bing, these changes hinder its damage racking potential, and remove its combo potential while still lacking KO potential.}} | ||
===Special moves=== | ===Special moves=== | ||
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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 | **{{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}}''.}} | ||
**{{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 | 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 | Update [[1.1.3]] brought about even more buffs for Kirby: his [[dash]]ing speed increased; his smash attacks, forward and back aerials, and all variations of Hammer Flip became slightly stronger; and up throw gained KO potential. Update [[1.1.4]] brought out another minor buff, as hard tripping now grants Kirby 5 frames of invincibility. Lastly, update [[1.1.5]], buffed Kirby's smash attacks and all variations of Hammer Flip by slightly increasing their knockback. As a result, Kirby is noticeably better than he was during ''SSB4''{{'}}s initial release. | ||
'''{{GameIcon|ssb4-3ds}} [[1.0.4]]''' | '''{{GameIcon|ssb4-3ds}} [[1.0.4]]''' | ||
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*{{bugfix|Fixed a glitch where Kirby could hover after using [[Silver Bow]].}} | *{{bugfix|Fixed a glitch where Kirby could hover after using [[Silver Bow]].}} | ||
'''{{GameIcon|ssb4}} [[1.0.6]]''' | '''{{GameIcon|ssb4}} [[1.0.6]]''' | ||
*{{nerf|Sourspotted upward angled forward smash deals less damage | *{{nerf|Sourspotted upward angled forward smash also deals 1% less damage|13%|12%.}} | ||
*{{ | *{{nerf|Upward angled forward smash's knockback decreased, hindering its KO potential.}} | ||
*{{buff| | *{{buff|Up smash's knockback increased, improving its KO potential.}} | ||
*{{ | *{{buff|Down smash's knockback increased, improving its KO potential.}} | ||
*{{buff|Down throw deals more damage | *{{buff|Down throw deals 3.6% more damage|6.6%|10.2%.}} | ||
*{{buff|{{b|Inhale|Kirby}} | *{{buff|{{b|Inhale|Kirby}}'s ending lag decreased.}} | ||
*{{change|Inhale's visual effects slightly changed. Fiery effects now emit from Kirby after he Inhales explosive items.}} | *{{change|Inhale's visual effects slightly changed. Fiery effects now emit from Kirby after he Inhales explosive items.}} | ||
*{{buff|[[Hammer (move)|Hammer Flip]] | *{{buff|[[Hammer (move)|Hammer Flip]]'s ending lag decreased.}} | ||
*{{buff|Kirby moves faster on the ground while charging Hammer Flip.}} | *{{buff|Kirby moves faster on the ground while charging Hammer Flip.}} | ||
*{{change|Final Cutter has improved visual effects.}} | *{{change|Final Cutter has improved visual effects.}} | ||
'''{{GameIcon|ssb4}} [[1.1.0]]''' | '''{{GameIcon|ssb4}} [[1.1.0]]''' | ||
*{{buff|Neutral attack's second hit | *{{buff|Neutral attack's second hit connects together better with neutral infinite. Neutral infinite's finisher's start-up lag also decreased.}} | ||
*{{ | *{{buff|Forward throw deals 2% less damage|7%|5%; its ending lag decreased; and its angle altered: 65° → 75°. Altogether, these changes significantly improve its combo potential.}} | ||
*{{buff|Inhale's start-up|frame 18|14 and ending lag decreased: frame 78 → 73.}} | |||
*{{buff|Inhale's start-up | |||
'''{{GameIcon|ssb4}} [[1.1.1]]''' | '''{{GameIcon|ssb4}} [[1.1.1]]''' | ||
*{{buff|[[Inhale (Kirby)#Customization|Ice Breath]]'s hitboxes moved forward; 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.}} | ||
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==Moveset== | ==Moveset== | ||
{{MovesetTable | {{MovesetTable | ||
|game=ssb4 | |game=ssb4 | ||
|neutralcount=2 | |neutralcount=2 | ||
|neutralinf=y | |neutralinf=y | ||
|neutralname=Vulcan Jab | |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= | |ftiltname= | ||
| | |ftiltupdmg=8% (base), 7% (tip) | ||
|ftiltsidedmg=8% (base), 7% (tip) | |||
|ftiltdowndmg=8% (base), 7% (tip) | |||
|ftiltdesc=A spinning roundhouse kick. It is quick, due to coming out on frame 5, and can be angled. | |ftiltdesc=A spinning roundhouse kick. It is quick, due to coming out on frame 5, and can be angled. | ||
|utiltname= | |utiltname= | ||
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|dashdesc=The Break Spin from the {{s|wikirby|Yo-yo}} ability. It is difficult to SDI out of, while its last hit can easily ward off opponents due to it dealing very high base knockback. However, it is punishable due to it coming out on frame 12 and having noticeable ending lag. | |dashdesc=The Break Spin from the {{s|wikirby|Yo-yo}} ability. It is difficult to SDI out of, while its last hit can easily ward off opponents due to it dealing very high base knockback. However, it is punishable due to it coming out on frame 12 and having noticeable ending lag. | ||
|fsmashangles=3 | |fsmashangles=3 | ||
|fsmashname=Smash Kick | |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) | ||
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|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 | |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= | |fairname= | ||
|fairdmg=4% (hit 1), 3% (hit 2), 5% (hit 3) | |fairdmg=4% (hit 1), 3% (hit 2), 5% (hit 3) | ||
|fairdesc= | |fairdesc=The Aerial Spin Kick from the Fighter ability. The first two hits 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= | |bairname= | ||
|bairdmg=13% (clean), 8% (late) | |bairdmg=13% (clean), 8% (late) | ||
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|uairname= | |uairname= | ||
|uairdmg=9% | |uairdmg=9% | ||
|uairdesc= | |uairdesc=The Moon Somersault Kick from the Fighter ability. A very useful juggling option, it can also be used for continuing a combo due to its low landing lag. | ||
|dairname= | |dairname= | ||
|dairdmg=1% (hits 1-5), 2% (hit 6), 2% (landing) | |dairdmg=1% (hits 1-5), 2% (hit 6), 2% (landing) | ||
|dairdesc=A diagonal corkscrew dropkick. An effective combo starter on grounded opponents and, due to the last hit being a weak meteor smash, it is a useful edge-guarding option, especially since its low ending lag makes it relatively safe to use off-stage. It can even lead into a [[footstool jump]] on fast-fallers and heavyweights. While it has the highest amount of start-up lag out of Kirby's aerials due to coming out on frame 18, it can be auto-canceled on landing, giving Kirby a very large window to safely land while tumbling. | |dairdesc=A diagonal corkscrew dropkick. An effective combo starter on grounded opponents and, due to the last hit being a weak meteor smash, it is a useful edge-guarding option, especially since its low ending lag makes it relatively safe to use off-stage. It can even lead into a [[footstool jump]] on fast-fallers and heavyweights. While it has the highest amount of start-up lag out of Kirby's aerials due to coming out on frame 18, it can be auto-canceled on landing, giving Kirby a very large window to safely land while tumbling. | ||
|grabname= | |grabname= | ||
|grabdesc=Kirby's throws are based on attacks used by the | |grabdesc=The Foe Grab from the Fighter ability. Kirby's throws are based on attacks used by the {{s|wikirby|Suplex}} and {{s|wikirby|Ninja}} abilities. | ||
|pummelname= | |pummelname= | ||
|pummeldmg=1.55% | |pummeldmg=1.55% | ||
|pummeldesc= | |pummeldesc=The punch version of the Arm Throw from the Fighter ability. While its damage output is unimpressive, this is offset by its excellent speed, as it is tied with {{SSB4|Lucas}}, {{SSB4|Ness}}, and {{SSB4|Fox}}'s pummels for the third fastest in the game. | ||
|fthrowname= | |fthrowname= | ||
|fthrowdmg=5% | |fthrowdmg=5% | ||
|fthrowdesc=The | |fthrowdesc=The Pile Driver from the Suplex ability. 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= | |bthrowname= | ||
|bthrowdmg=8% | |bthrowdmg=8% | ||
|bthrowdesc= | |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 | |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. | |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%. | |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]]. | |usdefdesc=The attack of the same name from the {{s|wikirby|Cutter}} ability. It can meteor smash any opponents he comes into contact with upon descending. The sword also emits a shockwave upon hitting a solid surface, which is Kirby's only projectile aside from [[Inhale (Kirby)#Spitting characters|spitting out an Inhaled opponent]]. A good vertical recovery move and has decent horizontal distance when angled. However, it is extremely predictable due to its high start-up. Kirby cannot [[sweetspot]] the edge until he starts to descend, and if the platform beneath him disappears or if he is pushed off while he is still in the landing animation, he will be rendered [[helpless]]. | ||
|usc1name=Wave Cutter | |usc1name=Wave Cutter | ||
|usc1dmg=15% (blade), 10% (projectile), 5% (Kirby) | |usc1dmg=15% (blade), 10% (projectile), 5% (Kirby) | ||
|usc1desc= | |usc1desc=Deals more damage overall and its shockwave sends rocks flying outward. However, it only deals damage when Kirby lands on the ground. | ||
|usc2name=Upper Cutter | |usc2name=Upper Cutter | ||
|usc2dmg=10% | |usc2dmg=10% | ||
|usc2desc= | |usc2desc=The ascending slash is stronger, and the move in general grants Kirby greater vertical recovery. However, it cannot hit anything upon descending, and instead renders him [[helpless]] with most of his momentum. | ||
|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. | ||
}} | }} | ||
===[[On-screen appearance]]=== | ===[[On-screen appearance]]=== | ||
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|char=Kirby | |char=Kirby | ||
|game=SSB4 | |game=SSB4 | ||
|desc-us=Kir - by! | |desc-us=Kir-by! | ||
|desc-jp= | |desc-jp=Kir-by! | ||
|pitch-us=Group chant | |pitch-us=Group chant | ||
|pitch-jp=Female}} | |pitch-jp=Female}} | ||
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|char=Kirby}} | |char=Kirby}} | ||
==In | ==In competitive play== | ||
===[[Official Custom Moveset Project]]=== | ===[[Official Custom Moveset Project]]=== | ||
{{OfficialCustomMoves | {{OfficialCustomMoves | ||
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|set10=3331 | |set10=3331 | ||
}} | }} | ||
=== | ===Notable players=== | ||
<!-- | ====Active==== | ||
<!--Do not put Alpharad on the notable players section. He isn't nearly on par with the players on here, and a YouTube channel does not help.--> | |||
*{{Sm| | *{{Sm|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| | *{{Sm|K.I.D.Goggles|USA}} - Placed 9th at [[Pound 2016]] and [[Enthusiast Gaming Live Expo]], and 25th at [[Get On My Level 2016]] and [[UGC Smash Open]]. Ranked 3rd on the Upstate [[New York Power Rankings]]. | ||
*{{Sm|Komota|USA}} - 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|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== | ||
:'''Kirby''' | |||
| | ::{{flag|ntsc}} ''Round little Kirby lives on the peaceful Planet Popstar, in Dream Land. He can inhale things with his big mouth, either copying their abilities or spitting them out again. In Smash Bros., Kirby can inhale opponents and copy their standard specials. He gets launched easily but recovers well.'' | ||
::{{flag|pal}} ''A roly-poly little fella from Dream Land on Planet Popstar. He can inhale pretty much anyone or anything with that big gob of his, then spit them out or copy their abilities. He can copy opponents' standard specials in this game, too! His light weight means he gets launched easily, but with a series of mid-air jumps, recovering's not too tricky.'' | |||
{{Trophy games|console1=GB|game1=Kirby's Dream Land (08/1992)|console2=SNES|game2=Kirby Super Star (08/1996)}} | |||
| | |||
:'''Kirby (Alt.)''' | |||
| | ::{{flag|ntsc}} ''Holding the special button and left or right will charge up Kirby's Hammer Flip attack. Charging too long hurts Kirby! The hammer strikes twice in the air, but landing the single blow on the ground is more powerful. Kirby's up special Final Cutter slices up and down, firing a shock wave upon landing.'' | ||
{{ | ::{{flag|pal}} ''Charge up Kirby's Hammer side special to unleash Hammer Flip, a move with serious launch power. Charge it too much, though, and you'll get hurt! The move hits twice in mid-air, but does more damage on the ground. Final Cutter slices up and down before sending out an energy wave. Move Kirby mid-jump to change where he lands.'' | ||
{{Trophy games|console1=GB|game1=Kirby's Dream Land (08/1992)|console2=SNES|game2=Kirby Super Star (08/1996)}} | |||
:'''Ultra Sword''' | |||
::{{flag|ntsc}} ''For Kirby's Final Smash, he swings a sword that's waaay bigger than he is. If the first swing hits, he'll keep going with a combo of lightning-fast slices, dealing tons of damage. For the last swing, the sword grows even larger and launches any victims. Make sure that first swing hits, though, or nothing else will happen!'' | |||
{{ | ::{{flag|pal}} ''For Kirby's Final Smash, he swings around a sword that's waaay bigger than he is. If the first swing hits, he'll keep going with a combo of lightning-fast slices, dealing tons of damage. For the last swing, the sword grows even larger and launches its target. It's great, so make sure that first swing hits, or none of the rest will happen!'' | ||
| | |||
<center> | |||
| | <gallery> | ||
KirbyTrophy3DS.png|Classic (3DS) | |||
| | KirbyAltTrophy3DS.png|Alt. (3DS) | ||
| | KirbyTrophyWiiU.png|Classic (Wii U) | ||
| | KirbyAltTrophyWiiU.png|Alt. (Wii U) | ||
UltraSwordTrophyWiiU.png|[[Ultra Sword]] | |||
</gallery> | |||
</center> | |||
==In [[Event Match]]es== | ==In [[Event Match]]es== | ||
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Kirby3DS.jpg|Kirby [[teeter]]ing in {{for3ds}}. | Kirby3DS.jpg|Kirby [[teeter]]ing in {{for3ds}}. | ||
KirbyFinalCutter3DS.jpg|Using [[Final Cutter]]. | KirbyFinalCutter3DS.jpg|Using [[Final Cutter]]. | ||
KirbyHammer3DS.jpg|Using [[Hammer (move)|Hammer Flip]] on {{SSB4|Bowser}}. | KirbyHammer3DS.jpg|Using [[Hammer (move)|Hammer Flip]] on {{SSB4|Bowser}}. | ||
KirbydairSSB4.jpg|Using his [[down aerial]] on {{SSB4|Fox}} in {{forwiiu}}. | KirbydairSSB4.jpg|Using his [[down aerial]] on {{SSB4|Fox}} in {{forwiiu}}. | ||
KirbyFinalCutterWiiU.png|Using Final Cutter on {{SSB4|Mario}}. | KirbyFinalCutterWiiU.png|Using Final Cutter on {{SSB4|Mario}}. | ||
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==Trivia== | ==Trivia== | ||
*Kirby cannot copy [[Character customization|custom moves]]. However, his side custom move affects his {{SSB4|Olimar}} [[List of Copy Abilities|Copy Ability]], as the attack changes to match the variant of [[Pikmin Throw]]. | *Kirby cannot copy [[Character customization|custom moves]]. However, his side custom move affects his {{SSB4|Olimar}} [[List of Copy Abilities|Copy Ability]], as the attack changes to match the variant of [[Pikmin Throw]]. | ||
* | *Due to unused animations discovered via hacking, the ability to charge Kirby's Hammer was originally intended for ''Brawl''. | ||
*Kirby has unused voice clips for all of {{SSB4|Palutena}}'s neutral specials, suggesting that at one point in development he was planned to be able to copy Palutena's custom moves, or that Palutena's default neutral special move was undecided. | *Kirby has unused voice clips for all of {{SSB4|Palutena}}'s neutral specials, suggesting that at one point in development he was planned to be able to copy Palutena's custom moves, or that Palutena's default neutral special move was undecided. | ||
*''SSB4'' is the | *''SSB4'' is the first game in the series where Kirby's dash attack has not changed, as he retains his dash attack from ''Brawl''. (This will later change in ''[[Super Smash Bros. Ultimate]]'', where he would perform the burning attack from ''[[Super Smash Bros. Melee]]''.) | ||
*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. |