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{{ArticleIcons|pm | {{ArticleIcons|pm=y}} | ||
{{Infobox Character Mod | {{Infobox Character Mod | ||
|name = Kirby | |name = Kirby | ||
|image | |image = [[Image:Kirby SSBB.jpg|250px]] | ||
|mod = Project M | |mod = Project M | ||
|base = | |base = ssbb | ||
|moveset1 = Kirby (SSBM) | |moveset1 = Kirby (SSBM) | ||
|moveset2 = Kirby (SSBB | |moveset2 = Kirby (SSBB) | ||
}} | }} | ||
'''Kirby''' is a playable character in the ''[[Brawl]]'' mod ''[[Project M]]''. For his appearance in ''Project M'' | '''Kirby''' is a playable character in the ''[[Brawl]]'' mod ''[[Project M]]''. For his appearance in ''Project M'' he has been given a buffed moveset that draws from both his ''Brawl'' and ''Melee'' versions, along with other unique changes that provide ''[[Project M]]'' Kirby with a distinctive playstyle exclusive to the mod. | ||
Kirby ranks 40th out of 41 on the [[Project M#Tier list|official]] [[tier list]], being at the top of the D- tier. This is a significant drop from his ''Brawl'' position as 20th out of 38, and | Kirby ranks 40th out of 41 on the [[Project M#Tier list|official]] [[tier list]], being at the top of the D- tier. This is a significant drop from his ''Brawl'' position as 20th out of 38, and a marginal improvement over his ''Melee'' ranking of 26th out of 26, placing Kirby near the bottom of the tier list. | ||
==Attributes== | ==Attributes== | ||
Kirby is a lightweight character with slow fast fall speed, making him difficult to combo but easy to KO once a hit lands. He can jump up to six times (five in the air, one on the ground), enabling him to [[edgeguard]] opponents for an exceedingly long time and at great distances, all the while being able to recover once the deed is done. His poor [[Dash|dash speed]] and limited [[Approach|approach]] options despite being a close-range fighter, however, make Kirby susceptible to [[Camping|camping]] and other defensive strategies. His small stature makes him a difficult target to hit, with his [[Crouching|crouch]] shrinking to a very small height, making him unreachable against some attacks, including [[Grab|grabs]]. | Kirby is a lightweight character with slow fast fall speed, making him difficult to combo but easy to KO once a hit lands. He can jump up to six times (five in the air, one on the ground), enabling him to [[Edgeguard|edgeguard]] opponents for an exceedingly long time and at great distances, all the while being able to recover once the deed is done. His poor [[Dash|dash speed]] and limited [[Approach|approach]] options despite being a close-range fighter, however, make Kirby susceptible to [[Camping|camping]] and other defensive strategies. His small stature makes him a difficult target to hit, with his [[Crouching|crouch]] shrinking to a very small height, making him unreachable against some attacks, including [[Grab|grabs]]. | ||
Kirby's overall moveset consist of quick attacks at close range. While lacking in strength and pressure from afar, Kirby possesses decent [[combo]] potential and strong utility when the opponent is up close and personal. [[Jab]] comes out very quick and is able to [[jab reset]], making it a great follow up for down throw when an opponent misses their [[tech]]. Because Kirby's legs have no [[Hurtbox|hurtbox]], most of his moves are also surprisingly disjoint, providing him decent [[spacing]] tools relative to his size. Kirby's down tilt and forward tilt are his primary ground spacing tools, with emphasis on the former. Despite possessing little knockback, both moves are capable of effectively pushing away opponents and exerting pressure, and are even safe on [[shield]]. Both are also useful edgeguarding tools, knocking opponents away from the ledge for an easy [[gimp]]. Down tilt also shrinks Kirby's body down (effectively the size of when he's [[ | Kirby's overall moveset consist of quick attacks at close range. While lacking in strength and pressure from afar, Kirby possesses decent [[Combo|combo]] potential and strong utility when the opponent is up close and personal. [[Jab]] comes out very quick and is able to [[Jab reset|jab reset]], making it a great follow up for down throw when an opponent misses their [[Tech|tech]]. Because Kirby's legs have no [[Hurtbox|hurtbox]], most of his moves are also surprisingly disjoint, providing him decent [[Spacing|spacing]] tools relative to his size. Kirby's down tilt and forward tilt are his primary ground spacing tools, with emphasis on the former. Despite possessing little knockback, both moves are capable of effectively pushing away opponents and exerting pressure, and are even safe on [[Shield|shield]]. Both are also useful [[Edgeguard|edgeguarding]] tools, knocking opponents away from the ledge for an easy [[Gimp|gimp]]. Down tilt also shrinks Kirby's body down (effectively the size of when he's [[Crouching|crouching]]), making him difficult to hit or grab when he's performing the move. Kirby's up tilt is one of his strongest [[Combo|combo]] tools, comboing into itself at early percents and sending the opponent upward for reliable [[Juggle|juggling]]. Kirby's ''[[Melee]]'' [[Dash attack|dash attack]] has been brought back for ''[[Project M]]'', now possessing significantly more speed, less [[Lag|lag]], and more [[Knockback|knockback]]. Being one of his primary approach options, Kirby's dash attack is a great combo starter and is also a reliable move when covering [[Tech-chasing|tech options]]. | ||
Kirby's [[smash attacks]] have decent kill power while being relatively quick, and are effective options in [[KO|KOing]] opponents when [[edgeguarding]] proves to be difficult. Kirby's forward smash possesses the most [[Knockback|knockback]] of his three smash attacks, covering decent range and is effective against opponents attempting to recover back onto stage. Kirby's down smash comes out very fast and has decent [[knockback]], and is devastating when [[edgeguarding]] opponents trying to [[recover]] from below the stage. Up smash provides good [[Knockback|vertical knockback]], and is a decent [[Out of shield|out of shield option]] against especially [[Lag|laggy]] moves. All three [[smash attacks]] are good combo finishers, dishing out good [[Percent|percent damage]] at the early stages of an opponent's [[stock]]. | Kirby's [[Smash attacks|smash attacks]] have decent kill power while being relatively quick, and are effective options in [[KO|KOing]] opponents when [[Edgeguarding|edgeguarding]] proves to be difficult. Kirby's forward smash possesses the most [[Knockback|knockback]] of his three smash attacks, covering decent range and is effective against opponents attempting to recover back onto stage. Kirby's down smash comes out very fast and has decent [[Knockback|knockback]], and is devastating when [[Edgeguard|edgeguarding]] opponents trying to [[Recovery|recover]] from below the stage. Up smash provides good [[Knockback|vertical knockback]], and is a decent [[Out of shield|out of shield option]] against especially [[Lag|laggy]] moves. All three [[Smash attack|smash attacks]] are good combo finishers, dishing out good [[Percent|percent damage]] at the early stages of an opponent's [[Stock|stock]]. | ||
Kirby's aerials are among the fastest in the game, coupled with his numerous jumps make his edgeguarding abilities especially dangerous. His neutral air comes out incredibly fast and attacks around Kirby's body, making it a great [[Out of shield|out of shield option]]. Kirby's back air is disjoint and relatively big in compared to Kirby's body, making it great for zoning out opponents and racking up damage. Kirby's back air is also capable of performing the [[Wall of pain|Fence of Pain]], making it great for both comboing and KOing. Kirby's up air, while a significant nerf compared to its ''[[Melee]]'' counterpart, is good for comboing opponents, with a [[sourspot]] that can [[semi spike]]. Up air can also finish off opponents at high percents. Kirby's down air is great for [[Gimping|gimping]] opponents, and while it has more lag than Kirby's other aerials, it can lead to a smash attack when used onstage. | Kirby's aerials are among the fastest in the game, coupled with his numerous jumps make his edgeguarding abilities especially dangerous. His neutral air comes out incredibly fast and attacks around Kirby's body, making it a great [[Out of shield|out of shield option]]. Kirby's back air is disjoint and relatively big in compared to Kirby's body, making it great for zoning out opponents and racking up damage. Kirby's back air is also capable of performing the [[Wall of pain|Fence of Pain]], making it great for both comboing and KOing. Kirby's up air, while a significant nerf compared to its ''[[Melee]]'' counterpart, is good for comboing opponents, with a [[Sourspot|sourspot]] that can [[Semi spike|semi-spike]]. Up air can also finish off opponents at high percents. Kirby's down air is great for [[Gimping|gimping]] opponents, and while it has more lag than Kirby's other aerials, it can lead to a [[Smash attack|smash attack]] when used onstage. | ||
Kirby's grab game is a useful part of his toolkit. Relative to his size, Kirby's grab range is quite large, with his pivot grab being deceptively long. His down-throw can lead to a [[Tech-chasing|tech-chase]] on most characters, allowing him to rack up easy damage and possibly net him a KO. Back throw is an excellent positional throw that, when used near the ledge, sets up easy edgeguarding situations, allowing Kirby to [[Gimp|gimp]] his opponents at notoriously low percents. Up throw has several follow-ups at early and mid percentages (including his [[Hammer (move)|aerial hammer]] on fast-fallers), but is rather situational compared to the two aforementioned throws. Forward throw is also a situational move but has niches uses at very low percents, notably the move can be wavelanded into a grab once again on some characters. | Kirby's grab game is a useful part of his toolkit. Relative to his size, Kirby's grab range is quite large, with his pivot grab being deceptively long. His down-throw can lead to a [[Tech-chasing|tech-chase]] on most characters, allowing him to rack up easy damage and possibly net him a KO. Back throw is an excellent positional throw that, when used near the ledge, sets up easy edgeguarding situations, allowing Kirby to [[Gimp|gimp]] his opponents at notoriously low percents. Up throw has several follow-ups at early and mid percentages (including his [[Hammer (move)|aerial hammer]] on fast-fallers), but is rather situational compared to the two aforementioned throws. Forward throw is also a situational move but has niches uses at very low percents, notably the move can be wavelanded into a grab once again on some characters. | ||
Kirby's special moves are very punishing and shouldn't be taken lightly. Kirby's neutral special, | Kirby's special moves are very punishing and shouldn't be taken lightly. Kirby's neutral special, [[Inhale (Kirby)|Inhale]], is a [[Command grab|command grab]] that allows him to copy the [[Neutral special move|neutral special move]] of his opponent, providing him substantial options depending on the character he swallows (such as being able to [[Short hop laser|short hop double laser]] with [[Blaster (Falco)|Falco's blaster]]). Kirby can also spit out his opponent, turning them into a star-shaped [[Projectile|projectile]] for a brief period of time. Infamously, Kirby can use inhale to perform a [[Kirbycide|kirbycide]] by jumping off the stage while the opponent is still in his mouth. Kirby's [[Hammer (move)|hammer]] is a cumbersome, yet very strong move that can rack up heavy damage, if not outright KO an opponent when landed successfully. While not recommended to be used during the [[Neutral game|neutral game]] due to its poor speed, hammer is a great follow-up on an opponent who missed their [[Tech|tech]], and is especially useful in conjunction with Kirby's down throw [[Tech-chasing|tech-chase]]. The hammer when used in the air swings two times instead of only once, with the second swing being a [[Semi-spike|semi-spike]]. Kirby's down special, [[Stone]], has received significant changes since its ''[[Super Smash Bros. Brawl|Brawl]]'' and ''[[Melee]]'' iterations. Stone no longer provides invincibility when under transformation, and instead provides [[armor]], making it easier to break the transformation with an attack. The move, however, has had significant decrease during start-up, and is now much more useful as a means to punish opponents trying to [[Juggle|juggle]] Kirby, often outright KOing them. [[Final Cutter]] is Kirby's primary recovery move, giving good vertical distance and decent horizontal drift to provide subtle mix-ups. Final Cutter's downward strike can also [[Spike|spike]], providing extra utility during [[Edgeguard|edgeguards]]. Unique to ''[[Project M]]'', Final Cutter can be aimed for a horizontal "Cutter Dash", providing Kirby with an extra recovery option. Using Cutter Dash provides Kirby with one jump remaining, which is useful for follow-ups if Kirby uses Cutter Dash as an approach option. Final Cutter, while a safe option most of the time, can be dangerous since it leaves Kirby with no jumps if he is knocked out of the move, making it nearly impossible for Kirby to recover again. | ||
Despite his quick speed and impressive [[Edgeguarding|edgeguarding]] tools, Kirby has numerous weaknesses that inherently come with his playstyle. His below average speed on the ground and in the air without a proper projectile makes him susceptible to defensive play, particularly characters with good [[ | Despite his quick speed and impressive [[Edgeguarding|edgeguarding]] tools, Kirby has numerous weaknesses that inherently come with his playstyle. His below average speed on the ground and in the air without a proper projectile makes him susceptible to defensive play, particularly characters with good [[Projectiles|projectiles]] or ability to [[Camping|camp]]. Kirby also lacks a reliable way to [[KO]] opponents raw, and can be at times over reliant on his [[Gimp|gimping]] game. Characters with strong [[Recovery|recoveries]] can be difficult to deal with since Kirby will have few reliable ways to take stocks. In spite of his exploitable weaknesses and low placement in the [http://pmunderground.net/index.php/articles/9-articles/45-introducing-the-new-pmbr-and-pm-tier-list-2 most recent ''Project M'' tier list], Kirby has seen some success in the competitive scene, with players such as {{Sm|Tetraflora}}, {{Sm|ChuDat}}, and {{Sm|YadoR}} being national threats at some point in time. | ||
==Changes from ''Melee'' to ''PM''== | ==Changes from ''Melee'' to ''PM''== | ||
[[File:KirbyFireballPM.jpg|thumb|200px|Kirby's dash attack in ''Project M''.]] | [[File:KirbyFireballPM.jpg|thumb|right|200px|Kirby's dash attack in ''Project M''.]] | ||
[[File:KirbyCutterdashPM.jpg|thumb|210px|Kirby's Final Cutter aimed horizontally.]] | [[File:KirbyCutterdashPM.jpg|thumb|right|210px|Kirby's Final Cutter aimed horizontally.]] | ||
As he was at the bottom of ''Melee''{{'}}s tier list, and only mid-tier in ''Brawl'', Kirby was heavily buffed in ''Project M'', keeping most of his attributes from ''Brawl'' while gaining buffed ones from ''Melee'', as well as receiving other new buffs (though with slight nerfs). | As he was at the bottom of ''Melee''{{'}}s tier list, and only mid-tier in ''Brawl'', Kirby was heavily buffed in ''Project M'', keeping most of his attributes from ''Brawl'' while gaining buffed ones from ''Melee'', as well as receiving other new buffs (though with slight nerfs). | ||
===Aesthetics=== | ===Aesthetics=== | ||
*{{buff|Up and side taunt no longer remove Kirby's Copy Abilities, with only down taunt doing so, allowing him to taunt with abilities without losing them.}} | *{{buff|Up and side taunt no longer remove Kirby's Copy Abilities, with only down taunt doing so, allowing him to taunt with abilities without losing them.}} | ||
*{{change|As a down [[Smash Taunt]], Kirby says " | *{{change|As a down [[Smash Taunt]], Kirby says "Byee!" in a higher pitch and accent similar to the ''Smash 64'' and ''Melee'' versions. This is an otherwise unused voice clip from ''Brawl''{{'}}s sound test.}} | ||
===Attributes=== | ===Attributes=== | ||
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*{{buff|Back aerial has more range at Kirby's front, similar to the ''Smash 64'' version.}} | *{{buff|Back aerial has more range at Kirby's front, similar to the ''Smash 64'' version.}} | ||
*{{buff|Up aerial now [[semi-spike]]s when hitting late similar to {{SSBM|Captain Falcon}}'s and {{SSBM|Ganondorf}}'s up aerials, making it deadlier.}} | *{{buff|Up aerial now [[semi-spike]]s when hitting late similar to {{SSBM|Captain Falcon}}'s and {{SSBM|Ganondorf}}'s up aerials, making it deadlier.}} | ||
*{{buff|Down aerial has faster startup and inflicts higher damage, acting as a better edge-guarding move, and it additionally has its landing hitbox removed, allowing Kirby to effectively follow on.}} | |||
*{{change|Up aerial decays on damage (from 15% to 12%) depending on when it hits. This makes the semi-spike late hit even deadlier (as the lower knockback makes it harder to DI) at the expense of the middle hitbox having less KO potential.}} | *{{change|Up aerial decays on damage (from 15% to 12%) depending on when it hits. This makes the semi-spike late hit even deadlier (as the lower knockback makes it harder to DI) at the expense of the middle hitbox having less KO potential.}} | ||
===Grabs and Throws=== | ===Grabs and Throws=== | ||
*{{buff| | *{{buff|Throws (except down throw) follow up better into aerial attacks, increasing Kirby's KO ability.}} | ||
*{{buff|Forward and back throws can no longer be escaped.}} | *{{buff|Forward and back throws can no longer be escaped.}} | ||
*{{buff|Forward and up throws no longer cause Kirby to lose all of his jumps (a feature retained from ''Brawl'').}} | *{{buff|Forward and up throws no longer cause Kirby to lose all of his jumps (a feature retained from ''Brawl'').}} | ||
*{{buff|Down throw is faster, kicking less times while still doing the same damage, and acts better for [[tech-chasing]].}} | *{{buff|Down throw is faster, kicking less times while still doing the same damage, and acts better for [[tech-chasing]].}} | ||
*{{nerf|Forward and back throws can no longer be used for [[Kirbycide]]s, and the former deals less damage.}} | |||
*{{change|Up throw lands on platforms like in ''Brawl'', achieving KOs more efficiently on certain stages, but deals less damage, making it weaker otherwise.}} | *{{change|Up throw lands on platforms like in ''Brawl'', achieving KOs more efficiently on certain stages, but deals less damage, making it weaker otherwise.}} | ||
*{{buff|All hits of down throw deal damage like in ''Brawl'', instead of only the last hit as in ''Melee''.}} | *{{buff|All hits of down throw deal damage like in ''Brawl'', instead of only the last hit as in ''Melee''.}} | ||
===Special | ===Special Attacks=== | ||
*{{buff|{{b|Inhale|Kirby}} has faster startup, and Kirby can now move whilst using it in midair.}} | *{{buff|{{b|Inhale|Kirby}} has faster startup, and Kirby can now move whilst using it in midair.}} | ||
*{{buff|Attacks with low enough knockback to not cause [[tumbling]] no longer cause Kirby to lose copied abilities.}} <!--Needs verification, whether Kirby no longer loses his abilities only at low percentages, or at all of them.--> | *{{buff|Attacks with low enough knockback to not cause [[tumbling]] no longer cause Kirby to lose copied abilities.}} <!--Needs verification, whether Kirby no longer loses his abilities only at low percentages, or at all of them.--> | ||
*{{buff|Most Copy Abilities are improved to match other characters' improved neutral specials.}} | *{{buff|Most Copy Abilities are improved to match other characters' improved neutral specials.}} | ||
*{{buff|Grounded {{b|Hammer|move}} has less startup, and its sourspot is smaller along with dealing more damage. The aerial version is like in ''Brawl'', with more powerful sweetspots, further improving its utility.}} | *{{buff|Grounded {{b|Hammer|move}} has less startup, and its sourspot is smaller along with dealing more damage. The aerial version is like in ''Brawl'', with more powerful sweetspots, further improving its utility.}} | ||
*{{buff|[[Final Cutter]] can now be aimed horizontally for a "Cutter Dash" (named after the same move from the Cutter ability in ''Kirby'' games), which gives a single hit that can be quickly canceled into an aerial as it ends, extending [[combo]] options. Kirby can also use any action except another Final Cutter afterwards, including an air dodge, extending his [[recovery]] (though leaving him vulnerable against the [[grab release glitch]]).}} | *{{buff|[[Final Cutter]] can now be aimed horizontally for a "Cutter Dash" (named after the same move from the Cutter ability in ''Kirby'' games), which gives a single hit that can be quickly canceled into an aerial as it ends, extending [[combo]] options. Kirby can also use any action except another Final Cutter afterwards, including an air dodge, extending his [[recovery]] (though leaving him vulnerable against the [[grab release glitch]]).}} | ||
**{{buff|The vertical Final Cutter is faster, matching its ''Brawl'' speed, and the downward hit now has stronger knockback and [[spike]]s.}} | **{{buff|The vertical Final Cutter is faster, matching its ''Brawl'' speed, and the downward hit now has stronger knockback and [[spike]]s.}} | ||
*{{buff|[[Stone]] starts and falls faster, and gives Kirby gradually more powerful armor during its transformation. It gives light armor during startup, then quickly turns into medium armor, and lastly it becomes heavy armor as Kirby transforms completely. Kirby can also slightly move sideways before falling and during the move's endlag, and landing with the move deals an additional hit like in ''Brawl''.}} | *{{buff|[[Stone]] starts and falls faster, and gives Kirby gradually more powerful armor during its transformation. It gives light armor during startup, then quickly turns into medium armor, and lastly it becomes heavy armor as Kirby transforms completely. Kirby can also slightly move sideways before falling and during the move's endlag, and landing with the move deals an additional hit like in ''Brawl''.}} | ||
*{{nerf|Inhale deals less damage to foes when copying abilities.}} | |||
*{{nerf|Grounded Hammer retains its shorter range from ''Brawl'', making it still a situational move.}} | |||
*{{nerf|Stone deals less damage when falling, and Kirby can now receive damage when transformed. When on the ground, it also has a shorter duration of only one second.}} | *{{nerf|Stone deals less damage when falling, and Kirby can now receive damage when transformed. When on the ground, it also has a shorter duration of only one second.}} | ||
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***{{nerf|The lasers from Fox's Blaster covers less distance.}} | ***{{nerf|The lasers from Fox's Blaster covers less distance.}} | ||
***{{buff|Falco's Blaster fires slightly faster.}} | ***{{buff|Falco's Blaster fires slightly faster.}} | ||
**{{buff|Kirby's version of [[Palutena's Arrow]] does not deal less damage at a distance, but does not | **{{buff|Kirby's version of [[Palutena's Arrow]] does not deal less damage at a distance, but does not posses its new juggling potential.}} | ||
***{{buff|Kirby's arrows also retain their turning speed from ''Brawl'' so can be aimed better in some situations.}} | ***{{buff|Kirby's arrows also retain their turning speed from ''Brawl'' so can be aimed better in some situations.}} | ||
**{{buff|When copying Ivysaur's ability, Kirby will instantly have a charged SolarBeam. After using it, though, he won't be able to charge another and will be practically useless, so he has to drop the hat and copy Ivysaur again in order to use another SolarBeam. This allows Kirby to get a very quick KO, but he must then remove the ability in order to use his neutral special again.}} | **{{buff|When copying Ivysaur's ability, Kirby will instantly have a charged SolarBeam. After using it, though, he won't be able to charge another and will be practically useless, so he has to drop the hat and copy Ivysaur again in order to use another SolarBeam. This allows Kirby to get a very quick KO, but he must then remove the ability in order to use his neutral special again.}} | ||
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**{{change|For Mewtwo's ability, Kirby copies [[Disable]] (down special) rather than [[Shadow Ball]], due to the difficulty in giving him a new projectile.}} | **{{change|For Mewtwo's ability, Kirby copies [[Disable]] (down special) rather than [[Shadow Ball]], due to the difficulty in giving him a new projectile.}} | ||
**{{change|For Ganondorf's ability, Kirby copies [[Warlock Punch]] (old neutral special) rather than Dead Man's Volley/Drift.}} | **{{change|For Ganondorf's ability, Kirby copies [[Warlock Punch]] (old neutral special) rather than Dead Man's Volley/Drift.}} | ||
==Revisions== | ==Revisions== | ||
===v3.01=== | ===v3.01=== | ||
*{{buff|Cutter | *{{buff|Cutter dash can be performed on the ground and is more lenient to perform. It can additionally be [[ledge-cancel]]ed.}} | ||
*{{buff|Ice Climbers' ability's aerial mobility and momentum matched to that of the original move, and hammer hit was also added.}} | *{{buff|Ice Climbers' ability's aerial mobility and momentum matched to that of the original move, and hammer hit was also added.}} | ||
*{{buff|Ike's ability's armor matches that of the original move.}} | *{{buff|Ike's ability's armor matches that of the original move.}} | ||
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==Moveset== | ==Moveset== | ||
{|class="wikitable" | {|class="wikitable" | ||
! colspan=2 | !!Name!!Damage!!Description | ! colspan=2 | !!Name!!Damage!!Description | ||
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|- | |- | ||
! colspan=2 | Down special | ! colspan=2 | Down special | ||
| [[Stone]] || 13% (fall), 10% (quake) || Kirby turns into a heavy object, then quickly falls down (if started from the air). He then stays transformed for one second upon landing. Unlike in the original ''Super Smash Bros.'' games, this move is much faster in startup, but doesn't protect Kirby from attacks, instead just giving him [[armor]]; this begins as light armor as he starts the move, then changes to medium and finally heavy armor as he transforms completely. The move's falling hitbox also deals less damage and knockback with a weak upwards trajectory, functioning more as a quick countering attack rather than a KOing one. Landing with the Stone produces quake hitboxes, which are stronger and inflict horizontal knockback. Kirby can slightly move left and right with the move during startup, but the fall then negates all horizontal momentum. Kirby can transform into 5 different objects, which include: a pink stone or 100-ton weight (from ''Kirby Super Star''), a garbage block from ''Panel de Pon'', a spiked ball, and a Thwomp from ''Super Mario 64''. | | [[Stone]] || 13% (fall), 10% (quake) || Kirby turns into a heavy object, then quickly falls down (if started from the air). He then stays transformed for one second upon landing. Unlike in the original ''Super Smash Bros.'' games, this move is much faster in startup, but doesn't protect Kirby from attacks, instead just giving him [[armor]]; this begins as light armor as he starts the move, then changes to medium and finally heavy armor as he transforms completely. The move's falling hitbox also deals less damage and knockback with a weak upwards trajectory, functioning more as a quick countering attack rather than a KOing one. Landing with the Stone produces [[quake]] hitboxes, which are stronger and inflict horizontal knockback. Kirby can slightly move left and right with the move during startup, but the fall then negates all horizontal momentum. Kirby can transform into 5 different objects, which include: a pink stone or 100-ton weight (from ''Kirby Super Star''), a garbage block from ''Panel de Pon'', a spiked ball, and a Thwomp from ''Super Mario 64''. | ||
|- | |- | ||
! colspan=2 | Final Smash | ! colspan=2 | Final Smash | ||
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==In [[competitive play]]== | ==In [[competitive play]]== | ||
=== | ===Notable players=== | ||
*{{Sm|2665|Canada}}-Ranked 1st on the Manitoba Project M Power Rankings. | |||
*{{Sm|Alex|USA}} | |||
*{{Sm|ChuDat|USA}}-Formerly the best Kirby player in the world. Placed 4th at [[CEO 2014]] and was one of the reasons why the ledge grab limit was implemented. | |||
*{{Sm|G-Rabbit|USA}} | |||
*{{Sm| | *{{Sm|Gnosis|USA}} | ||
*{{Sm|Pyth|Canada}} - Ranked 1st on the Northern Ontario | *{{Sm|JetX|USA}} | ||
*{{Sm| | *[[Image:Flag of England.png|border|20x20px|England]] {{Sm|Omadon}}-Placed 3rd at Icebreaker after defeating {{Sm|Overtriforce}}. | ||
*{{Sm|Ostrich Glue|USA}}-Ranked 4th on the Minnesota Project M Power Rankings. | |||
*{{Sm|Pyth|Canada}}-Ranked 1st on the Northern Ontario Project M Power Rankings. Placed 13th at [[Frozen Phoenix 2017]]. | |||
*{{Sm|Robm|USA}} | |||
*{{Sm|Tetraflora|USA}}-Formerly ranked 4th on the Michigan Project M Power Rankings. | |||
*{{Sm|YadoR|USA}}-The best Kirby player in the world. Has wins over many top SoCal players including {{Sm|Sosa}}. | |||
==Alternate costumes== | ==Alternate costumes== | ||
Kirby received [http://imgur.com/a/NEQZi two new recolors] based on the Carbon and Grape {{s|wikirby|Spray Paint}} from certain ''Kirby'' games. | Kirby received [http://imgur.com/a/NEQZi two new recolors] based on the Carbon and Grape {{s|wikirby|Spray Paint}} from certain ''Kirby'' games. | ||
{|style="margin:1em auto 1em auto;text-align:center" | {|style="margin:1em auto 1em auto;text-align:center" | ||
|- | |- | ||
|colspan=8|[[ | |colspan=8|[[Image:Kirby Palette (PM).png|frame|center|Kirby's alternate costumes in PM]] | ||
|- | |- | ||
|[[File:KirbyHeadSSBB.png]] | |[[File:KirbyHeadSSBB.png]] | ||
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|} | |} | ||
{{Project M}} | |||
[[Category:Kirby]] | [[Category:Kirby]] | ||
[[Category:Characters (PM)]] | [[Category:Characters (PM)]] |