Kirby (SSBU): Difference between revisions

m (The Classic Mode table shouldn't be sortable since it's the same order everytime and doesn't take up most of the page)
Tag: Mobile edit
Tag: Mobile edit
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The changes to gameplay mechanics both help and hinder Kirby. The revamped [[air dodge]] mechanics have significantly improved his innate ability to [[edgeguard]] opponents more effectively, and directional air dodges have also given him a secondary recovery option, but this also makes him more susceptible to juggling and edgeguarding as well, due to his short-ranged aerials and predictable landing options. The changes to downwards velocity KOing opponents faster from the bottom blast line now render Final Cutter as a significantly more deadly edgeguarding and [[sacrificial KO]] option, further improving its utility. The increased [[shieldstun]] and increased startup on shield grabbing notably benefits Kirby's safety on hit, due to his moves' natural high damage and low ending lag, making him harder to get off and punish accordingly. Conversely, the changes to grabs' ending lag make Kirby's own grab riskier to throw out, as their ending lag can prove much more fatal. The increase in mobility adversely affects Kirby, as while his mobility has improved overall relative to the cast (most notably his aerial mobility), it also means characters with faster mobility and high and/or disjointed range such as {{SSBU|Bowser}} and {{SSBU|Zero Suit Samus}}, are now able to mobility [[camp]] him more easily. The increased prevalence of zoners and swordfighters further compunds this issues. Overall, the two lattermost changes have resulted in his range issues being even more pronounced than in ''SSB4'', but the changed mechanics have also granted him additional edgeguarding tools and an improved defensive game.
The changes to gameplay mechanics both help and hinder Kirby. The revamped [[air dodge]] mechanics have significantly improved his innate ability to [[edgeguard]] opponents more effectively, and directional air dodges have also given him a secondary recovery option, but this also makes him more susceptible to juggling and edgeguarding as well, due to his short-ranged aerials and predictable landing options. The changes to downwards velocity KOing opponents faster from the bottom blast line now render Final Cutter as a significantly more deadly edgeguarding and [[sacrificial KO]] option, further improving its utility. The increased [[shieldstun]] and increased startup on shield grabbing notably benefits Kirby's safety on hit, due to his moves' natural high damage and low ending lag, making him harder to get off and punish accordingly. Conversely, the changes to grabs' ending lag make Kirby's own grab riskier to throw out, as their ending lag can prove much more fatal. The increase in mobility adversely affects Kirby, as while his mobility has improved overall relative to the cast (most notably his aerial mobility), it also means characters with faster mobility and high and/or disjointed range such as {{SSBU|Bowser}} and {{SSBU|Zero Suit Samus}}, are now able to mobility [[camp]] him more easily. The increased prevalence of zoners and swordfighters further compunds this issues. Overall, the two lattermost changes have resulted in his range issues being even more pronounced than in ''SSB4'', but the changed mechanics have also granted him additional edgeguarding tools and an improved defensive game.


Overall, Kirby's changes now render his punish game much more deadly, make him harder to get off once he gains the advantage, and allow him to seal stocks at much more varied percentages, but the universal changes to the game's engine have made opponents keep him away slightly easier to keep away and have rendered said punishment game slightly more inconsistent. Despite once again having earned some representation in all levels of competitive play with players such as {{sm|Komota}}, {{sm|Jesuischoq}}, and {{sm|Ferretkuma}}, due to his somewhat rare tournament results at top levels of play, his perception in ''Ultimate''{{'}}s competitive scene has been somewhat negative much like in the previous game, as a number of players view Kirby around the same vein as in ''SSB4''. On the other hand, several game updates have handed Kirby a myriad of buffs (most notably update {{SSBU|6.0.0}} in recent times), which has caused other players to rank him as a mid-tier. In the end, Kirby's overall viability remains questionable.
Overall, Kirby's changes now render his punish game much more deadly, make him harder to get off once he gains the advantage, and allow him to seal stocks at much more varied percentages, but the universal changes to the game's engine have made it slightly easier for opponents to keep him away and have rendered said punishment game slightly more inconsistent. Despite once again having earned some representation in all levels of competitive play with players such as {{sm|Komota}}, {{sm|Jesuischoq}}, and {{sm|Ferretkuma}}, due to his somewhat rare tournament results at top levels of play, his perception in ''Ultimate''{{'}}s competitive scene has been somewhat negative much like in the previous game, as a number of players view Kirby around the same vein as in ''SSB4''. On the other hand, several game updates have handed Kirby a myriad of buffs (most notably update {{SSBU|6.0.0}} in recent times), which has caused other players to rank him as a mid-tier. In the end, Kirby's overall viability remains questionable.
{{SSB4 to SSBU changelist|char=Kirby}}
{{SSB4 to SSBU changelist|char=Kirby}}