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Kirby (SSB4)

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This article is about Kirby's appearance in Super Smash Bros. 4. For the character in other contexts, see Kirby.
Kirby
in Super Smash Bros. 4
Kirby
KirbySymbol.svg
Universe Kirby
Other playable appearances in SSB
in Melee
in Brawl
Availability Starter
Final Smash Ultra Sword
KirbyHeadSSB4-U.png

Kirby (カービィ, Kirby) is a playable character in Super Smash Bros. 4. In this game, Kirby has a brighter appearance, and his skin appears to have much more diffuse shading, with reduced difference in brightness between the lit and shadowed sides of his body.

Kirby is again voiced by Makiko Ōmoto, whose new voice recordings give Kirby a much higher-pitched voice.

Changes from Brawl

Kirby has overall been nerfed from Brawl to Smash 4 despite being a mid tier character in Brawl. Kirby's effective grab game, deceptive range and high power have all been slightly toned down from Brawl with little compensation for those nerfs.

Attributes

  • Change Kirby is slightly lighter than in Brawl.
  • Buff Kirby is slightly smaller, which makes his hurtbox slighty smaller.
  • Nerf His feet have become smaller. As a result, most moves involving his feet have had their reach reduced.
  • Nerf Kirby walks slightly slower.
  • Buff Kirby dashes faster.
  • Nerf Kirby's air speed is slightly slower.

Ground attacks

  • Buff Neutral infinite now transitions into a finisher.
  • Nerf Dash attack deals less 3% damage.
  • Nerf Up tilt deals less damage.
  • Buff Kirby's foot is intangible during up tilt.
  • Buff Down tilt has been sped up.
  • Nerf Forward smash hits 1 frame later, has less reach and the up, neutral, and down angles K.O. 8%, 14%, and 19% later respectively.
  • Buff Up smash has less ending lag and Kirby's feet are intangible during the move.
  • Nerf Up smash has slightly lower knockback growth, K.O.ing 11% later.
  • Buff Kirby's feet are intangible for 10 frames during down smash. Its lingering hit also lasts one frame longer.
  • Nerf Down smash K.O.s 7% later compared to the vertical hitbox in Brawl.
  • Change Down smash now hits verically on all hitboxes, instead of having semi-spike hitboxes at the toes.

Aerial attacks

  • Nerf Neutral aerial deals less damage.
  • Buff Forward aerial is more reliable, has increased knockback growth and less landing lag.
  • Buff Back aerial deals 1% more damage.
  • Nerf Back aerial K.O.s 5% later. Its sour spot deals 1% less damage, and the move has much greater landing lag.
  • Nerf Up aerial deals 1% less damage and K.O.s 23% later.
  • Buff Down aerial is a stronger meteor smash and its hits link together better.

Throws/other attacks

  • Change New Grab animation.
  • Nerf Grab range has been reduced slightly.
  • Change New Sidestep animation.
  • Buff Dash grab comes out slightly faster.
  • Buff Pummel has been sped up and deals slightly more damage.
  • Nerf Forward throw deals slightly less damage and has increased base knockback, removing its follow-up potential from Brawl.
  • Buff Back throw is stronger, it can also be cancelled out of much sooner, allowing for mixups and low percent followups on certain characters.
  • Nerf Up throw has had its knockback nerfed significantly, K.O.ing 27% later than in Brawl.
  • Nerf Down throw has more base knockback, removing its guaranteed combo potential. It also deals much less damage.

Special moves

  • Buff Inhale now does more damage when used to copy abilities.
  • Nerf Spitting out inhaled enemies deals less damage to them.
  • Nerf Inhale can no longer be used to Kirbycide if the victim does not break free before reaching the blast zone, making Kirby KO first. However, there are a set number of characters, when Kirbycided from a certain angle, will cause a sudden death to occur.
  • Change Inhale has a whirlwind-like cone which bears a likeness to what is seen from the move in Kirby: Triple Deluxe. It also produces sound effects similar to Kirby's inhale and copy SFX from Kirby's Dream Land and Kirby's Adventure respectively.
  • Buff Hammer can now charge up and release a much more powerful fiery attack known as the Hammer Flip. Kirby can jump and move around while charging it, but keeping it at full charge will deal recoil damage to Kirby, similarly to King Dedede's Jet Hammer.
  • Buff Fully-charged hammer makes Kirby immune to flinching during part of the swing.
  • Nerf Hammer has more start-up even when entirely uncharged when airborne, no longer halts his momentum in the air when used, and has reduced knockback and damage unless charged, with the grounded version K.O.ing 44% later uncharged compared to Brawl, and the aerial version K.O.ing 45% and 52% later uncharged compared to the first and second hit in Brawl respectively.
  • Nerf The blade of Final Cutter deals less damage and the beam produced goes around half the distance.
  • Nerf Stone K.O.s 8% later.
  • Change The Thwomp of Stone now uses the design from New Super Mario Bros. Wii instead of Super Mario 64.
  • Change Kirby's Final Smash is now the Ultra Sword from Kirby's Return to Dream Land. Compared to Cook Kirby, it is a more reliable attack in general, but has a much smaller initial range and produces no items.

Moveset

  Name Damage Description
Neutral attack   2% Two quick jabs followed by a flurry of punches. Turns into a smash punch when ended. Final hit K.O.s at 325%.
3%
1% (loop), 2% (last)
Forward tilt   8% (base), 7% (tip) Kirby does a spinning forward kick. Can be angled upwards or downwards. K.O.s at 239%, sourspot K.O.s at 267%. Hits on frame 5.
Up tilt   5% (clean), 4% (late) Kirby quickly raises one leg vertically from behind. Disjointed range but low damage. K.O.s at 229%, sourspot K.O.s at 283%. Hits on frame 4.
Down tilt   6% Kirby does a crouching low kick. K.O.s at 989%. Hits on frame 4.
Dash attack   1% (hits 1-5), 4% (hit 6) Kirby spins on his hands, while kicking with his feet. Hits multiple times. Final hit K.O.s at 311%.
Forward smash   16% (clean), 13% (late) Kirby lunges forward and delivers a very large jump kick that moves him forward. Can be angled upwards or downwards. No angle K.O.s at 117%, 171% late, up angled K.O.s at 109%, 146% late, down angled K.O.s at 126%, 189% late. Hits on frame 13.
15% (clean), 11% (late)
14% (clean), 10% (late)
Up smash   15%/14% (clean), 14%/12% (mid), 12%/11% (late) Backflips while doing an upward kick, similar to Fox's up smash. Front hit K.O.s at 112%, front sourspot K.O.s at 153%. Back hit K.O.s at 400%, back sourspot K.O.s at 433%. Hits from frames 14-19.
Down smash   14% (clean), 10% (late) Kirby does a split and spins around rapidly. K.O.s at 120%, late hit K.O.s at 167%. Hits from frames 10-22.
Neutral aerial   10% (clean), 8% (mid), 6% (mid-late), 4% (late) Kirby spins around in the air. Initial hitbox K.O.s at 211%. Hits on frame 10.
Forward aerial   4% (hit 1), 3% (hit 2), 5% (hit 3) Kirby does three quick spinning kicks. Final hit K.O.s at 201%. First hit on frame 10.
Back aerial   13% (clean), 8% (late) Quickly crouches in midair then kicks his legs behind him. K.O.s at 141%, late hit K.O.s at 229%. Hits on frame 6.
Up aerial   9% Does a flip kick in midair, similar to his up smash. K.O.s at 202%. Hits on frame 10.
Down aerial   1% (hits 1-5), 2% (hit 6), 2% (landing) Kirby's spins while drill kicking downward. The final hit has a weak meteor effect. An effective combo starter on grounded opponents. Hits on frame 18.
Grab   Kirby's grab range is average.
Pummel   1.55% Punches enemy. Moderate speed.
Forward throw   7% Kirby flips and slams the opponent onto the ground. Can combo into fair at low percentages on certain characters. K.O.s at 238%.
Back throw   8% Quickly flips backwards and slams opponent head-first into the ground. K.O.s at 189%.
Up throw   10% Jumps offscreen and comes down in an explosion. Kirby's most damaging throw. K.O.s at 191%.
Down throw   0.4% (hits 1-9), 1% (hit 10), 2% (throw) Kirby throws his victim into the ground, and then stomps on them several times quickly. The stomps also damage nearby opponents. K.O.s at 222%.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7% Kirby gets up and does a spin kick.
Floor attack (back)
Floor getups (back)
  7% Kirby gets up, then kicks on one side, then the other.
Floor attack (trip)
Floor getups (trip)
  5% Kirby gets up then spins around, kicking.
Edge attack
Edge getups
  7% Kirby flips over the edge and kicks.
Neutral special Default Inhale 6% (spit), 10% (swallow) Kirby sucks up his opponent. He can exhale them as a star to deal damage, or copy their neutral special attack. Some characters will give him an alternative special move due to mechanics that wouldn't work properly when copied over, like Olimar's Pikmin Pluck.
Custom 1 Ice Breath 2.4% (nearest), 1.2% (near), 2.4% (far), 6% (farthest) Kirby exhales cold air, which freezes his opponent. He cannot suck anything in with this move. This move hits multiple times.
Custom 2 Jumping Inhale 5% (spit), 8% (swallow) Kirby jumps forwards before inhaling. If Kirby spits out his opponent, the star won't deal damage.
Side special Default Hammer Flip 19% (ground uncharged), 15% (air uncharged), 35% (ground fully charged), 27% (air fully charged) Kirby swings his hammer forwards in an arc, which increases in power the longer it charges. He can move around and jump while charging this move. Uncharged, it K.O.s at 127% grounded and 162% aerial, fully charged it K.O.s at 37% grounded and 71% aerial.
Custom 1 Hammer Bash 21% (ground head), 18% (ground handle), 4% (air hit 1), 17% (air hit 2 head), 15% (air hit 2 handle) Kirby swings his hammer forwards in an arc, which sends his opponents skyward on contact. He cannot charge this move. Using this move in midair cause Kirby to rise slightly.
Custom 2 Giant Hammer 22% (ground uncharged), 20% (air uncharged), 40% (ground fully charged), 32% (air fully charged) Kirby swings a massive hammer, which is slower but stronger than his normal one. Kirby has super armor while charging the hammer.
Up special Default Final Cutter 5% (rise), 2% (drop), 5% (landing), 6% (wave) Kirby jumps straight up and falls straight down, cutting anyone he comes in contact with on the way up and meteor smashing anyone he comes in contact with on the way down. When landing, Kirby creates a shockwave projectile that moves forwards quickly.
Custom 1 Wave Cutter 15% (blade), 10% (projectile), 5% (Kirby) Kirby jumps straight up and falls straight down, creating a shockwave that sends rocks flying outwards. The move only deals damage when Kirby lands on the ground.
Custom 2 Upper Cutter 10% Kirby jumps straight up, cutting anyone he comes in contact with. Stronger than his regular blade and goes higher, but cannot hit anything on the way down.
Down special Default Stone 14% (shockwave), 18% (impact) Kirby turns into a heavy object and plummets straight down. Enemies are sent flying on contact. Kirby cannot be damaged in this form, but can be grabbed. K.O.s at 108%, while the shockwave K.O.s at 288%.
Custom 1 Grounding Stone 6% (shockwave), 10% (impact on grounded opponents), 12% (impact on airborne opponents) Kirby turns into a heavy object and plummets straight down. Kirby takes longer to transform, but takes less time transforming back, and grounded enemies are buried on contact.
Custom 2 Meteor Stone 12% (clean), 10% (mid), 8% (late) Kirby turns into a heavy object and plummets straight down. Kirby takes longer to transform back, but he will meteor smash any enemies he hits while falling.
Final Smash Ultra Sword 3% (stun), 5% (hit 1), 2% (hits 2-9), 16% (hit 10) Kirby takes out his Ultra Sword and slashes at the opponent. If the move connects, he will teleport around them while slashing at them multiple times. He finishes the move with a powerful hit from a further enlarged sword. This move is similar to Great Aether.

Taunts

  • A "Kirby Dance" similar to his victory dances and in the Kirby games.
  • Spins around, then stops, sticking out his left leg and saying "Eeu!". Almost identical to the "preview" animation shown when he is chosen in the original Super Smash Bros.
  • Faces the screen, waves his arms, and says his signature elongated "Hi!".

On-Screen Appearance

Kirby rides in on a Warp Star and crashes down.

Victory Fanfare

A remix directly from Brawl. It is a remix of the short recurring theme that plays when Kirby completes a stage or defeats a boss, debuting in Kirby's Dream Land. It is shared with King Dedede.

Down Taunt Glitches

There exist two glitches with Kirby's down taunt.

No Glowing Eyes

If the player enters Training mode and selects certain CPUs, copies the opponent, gathers a Smash Ball, and performs a down taunt, Kirby's eyes should no longer be glowing. This works with:

Interestingly, when the player copies the ability again after using the Final Smash or self-destructing (excluding Mr. Game & Watch), Kirby's eyes will be glowing.

Pac-Maze Ω Form

If the player enters Training mode on Pac-Maze's Ω form, sets the camera to "Zoom", and performs Kirby's down taunt, Kirby's face should glitch out and "disappear". This is because, during his down taunt, Kirby leans his body away from the stage, so that his face sticks out; the zoomed in camera makes his face clip through the line of gameplay.[1]

Alternate costumes

Kirby Palette (SSB4).png
KirbyHeadSSB4-3.png KirbyHeadYellowSSB4-3.png KirbyHeadBlueSSB4-3.png KirbyHeadRedSSB4-3.png KirbyHeadGreenSSB4-3.png KirbyHeadWhiteSSB4-3.png KirbyHeadOrangeSSB4-3.png KirbyHeadPurpleSSB4-3.png

Trophies

Super Smash Bros. for Nintendo 3DS trophy descriptions

Kirby's regular trophy can be obtained by completing Classic Mode and his alternative trophy can be obtained by completing All-Star mode.

Kirby
NA: 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.
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.
Kirby (Alt.)
NA: 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.
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.

In Event Matches

Solo Events

Co-op Events

Gallery

Trivia

  • The ability to charge Kirby's Hammer was actually intended for Super Smash Bros. Brawl, as shown through unused animations found via hacking.
  • Kirby cannot copy custom special moves, even if he swallows a character that has them equipped.
    • Despite this, he has voice clips for all of Palutena's available neutral specials, suggesting that either he was able to copy customs at one point in development, or that it was not yet decided which of Palutena's moves would be the defaults.
  • Super Smash Bros. 4 is the first game in the series in which Kirby does not have a different dash attack, as he retains his dash attack from Brawl.
  • Kirby's alternate trophy in Super Smash Bros. for Nintendo 3DS shows his gray alternate color as having blue eyes, but it has gray eyes in-game.

References