Editing Kirby (PM)

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{{ArticleIcons|pm=y|p+=y}}
{{ArticleIcons|pm=y}}
{{Infobox Character Mod
{{Infobox Character Mod
|name = Kirby
|name         = Kirby
|image = {{tabber|title1=Kirby (PM)|content1=[[File:Kirby SSBB.jpg|250px]]|title2=Kirby (P+)|content2=[[File:PPlus Kirby.png|250px]]|title3=Fighter Kirby (P+)|content3=[[File:PPlus_Kirby Fighter.png|250px]]|title4=Cowboy Kirby (P+)|content4=[[File:PPlus_Kirby Cowboy.png|250px]]}}
|image       = [[Image:Kirby SSBB.jpg|250px]]
|mod = Project M
|mod         = Project M
|base = SSBB
|base         = ssbb
|moveset1 = Kirby (SSBM)
|moveset1     = Kirby (SSBM)
|moveset2 = Kirby (SSBB)
|moveset2     = Kirby (SSBB)
|altcostume = Fighter Kirby (''[[Project+]]''), Cowboy Kirby (''[[Project+]]'')
|tier        = Mid
|ranking      = 32
}}
}}
'''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.  
{{stub}}
 
'''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. <!--tier position paragraph-->
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 roughly similar to his ''Melee'' ranking of 25th out of 26. He ranks marginally higher in the [[Project+]] tier list, being ranked 35th out of 42 characters, placing him near the top of the C tier.


==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]].
<!--attributes paragraph-->
 
===Changes from ''Melee'' and ''Brawl'' to ''PM''===
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 [[crouch]]ing), making him difficult to hit or grab when he's performing the move. Kirby's up tilt is one of his strongest combo tools, comboing into itself at early percents and sending the opponent upward for reliable [[Juggle|juggling]]. Kirby's ''[[Melee]]'' [[dash attack]] has been brought back for ''[[Project M]]'', now possessing significantly more speed, less [[lag]], and more [[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]].
[[File:KirbyFireballPM.jpg|thumb|right|200px|Kirby's dash attack in ''Project M''.]]
 
[[File:KirbyCutterdashPM.jpg|thumb|right|210px|Kirby's Final Cutter aimed horizontally.]]
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]].
Seeing how he was at the bottom of ''Melee''{{'}}s tier list, 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).
 
*{{buff|Increased [[air speed]], giving Kirby an easier time with combos and recovery.}}
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.
*{{buff|Attacks with low enough knockback to not cause [[tumbling]] no longer cause Kirby to lose copied abilities.}}
 
*{{buff|All tilts have their stronger damage values from ''Melee'', while keeping their ''Brawl'' speeds.}}
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.
*{{buff|Dash attack is his "Fireball" from ''Melee'', now with more versatility; it has less [[ending lag]] and propels Kirby faster, and also hits consecutive times, linking better and dealing more damage. This means it has more [[combo]] ability and can setup an [[edgeguard]].}}
 
Kirby's special moves are very punishing and shouldn't be taken lightly. Kirby's neutral special, {{b|Inhale|Kirby}}, is a [[grab]] that allows him to copy the [[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 {{PM|Falco}}'s {{b|Blaster|Falco}}). Kirby can also spit out his opponent, turning them into a star-shaped [[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 {{b|Hammer|move}} 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]] due to its poor speed, hammer is a great follow-up on an opponent who missed their [[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]]. Kirby's down special, [[Stone]], has received significant changes since its ''[[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]], providing extra utility during [[edgeguard]]s. 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 [[projectile]]s 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]]ing 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''==
[[File:KirbyFireballPM.jpg|thumb|200px|Kirby's dash attack in ''Project M''.]]
[[File:KirbyCutterdashPM.jpg|thumb|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).
 
===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.}}
*{{change|As a down [[Smash Taunt]], Kirby says "Hiii!" 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===
*{{buff|Kirby is [[weight|heavier]] (70 → 74).}}
*{{buff|Kirby [[dash]]es faster (1.4 → 1.5).}}
*{{buff|Kirby's [[air speed]] is significantly faster (0.78 → 1.00), giving him an easier time with combos and recovery.}}
 
===Ground Attacks===
*{{buff|All tilts retain their ''Brawl'' speeds while having their stronger damage values from ''Melee'', making them faster and more effective at racking up damage.}}
*{{buff|Dash attack has less [[ending lag]] and propels Kirby faster, in addition to hitting consecutive times, linking better and dealing more damage. This means it has more [[combo]] ability and can setup an [[edgeguard]].}}
*{{buff|All smashes have less start up lag.}}
 
===Aerial Attacks===
*{{buff|Neutral aerial initiates much faster and doesn't last as long, dealing a strong hit with increased knockback if sweetspotted.}}
*{{buff|Neutral aerial initiates much faster and doesn't last as long, dealing a strong hit with increased knockback if sweetspotted.}}
*{{buff|Hits of forward aerial link better and rack up much more damage, while having their landing hitbox removed, thus giving Kirby a significant and much more efficient [[wall of pain]] with this move.}}
*{{buff|Hits of forward aerial link better and rack up much more damage, while having their landing hitbox removed, thus giving Kirby a significant and much more efficient [[wall of pain]] with this move.}}
*{{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 not only has gained its ''Melee'' KO potential, but it now [[semi-spike]]s when hitting late (similar to {{SSBM|Captain Falcon}}'s or {{SSBM|Ganondorf}}'s up aerials from ''Melee''), making it deadlier.}}
*{{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.}}
*{{buff|Down aerial has faster start-up 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.}}
*{{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.}}
*{{buff|[[Inhale]] and grounded [[Hammer]] both have faster start-up. Kirby can now also move sideways whilst using Inhale in midair.}}
 
*{{buff|Sourspot of grounded Hammer deals higher damage and is smaller. The aerial version is like in ''Brawl'', with more powerful sweetspots, further improving its utility.}}
===Grabs and Throws===
*{{buff|Most copy abilities are improved to match other characters' improved neutral specials.}}
*{{buff|All throws (except down throw) follow up better into aerial attacks, increasing Kirby's KO ability.}}
*{{buff|[[Final Cutter]] can now be aimed horizontally, known as the "cutter dash", which gives a single hit that can be quickly canceled into an aerial as it ends, extending [[combo]] options. Also, Kirby can use any action except another Final Cutter afterwards, including an air dodge, extending his [[recovery]] (though leaving him vulnerable against the [[grab release glitch]]). The vertical Final Cutter acts like in ''Brawl'', being faster and having a stronger [[meteor smash]].}}
*{{buff|Forward and back throws can no longer be escaped.}}
*{{buff|[[Stone]] now starts and falls faster, and gives Kirby gradually more powerful armor during its transformation. It gives light armor during start-up, 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.}}
*{{nerf|Forward and back throws can no longer be used for [[Kirbycide]]s, and the former deals less damage.}}
*{{buff|Throws (except down throw) follow up better into aerial attacks, increasing Kirby's KO ability.}}
*{{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 (kicks less times) 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|Up aerial decays on damage (from 15% to 12%) depending on when it hits.}}
*{{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''.}}
 
===Special Moves===
*{{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|Most Copy Abilities are improved to match other characters' improved neutral specials.}}
*{{nerf|Inhale deals less damage to foes when copying abilities.}}
*{{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|Grounded Hammer has ''Brawl'' range, being smaller.}}
*{{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.}}
*{{nerf|Stone now deals half the original damage when falling, and Kirby can now receive damage when transformed. When on the ground, it also lasts for a maximum of only one second.}}
*{{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]]).}}
*{{nerf|Forward and up throws deal less damage.}}
**{{buff|The vertical Final Cutter is faster, matching its ''Brawl'' speed, and the downward hit now has stronger knockback and [[spike]]s.}}
*{{nerf|Down throw has its nerfed power from ''Melee'', which, despite its improved tech-chasing function, still weakens the strong damage racking capacities it had 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''.}}
*{{change|Shares all copied neutral specials' changes with the original characters, the only exceptions being {{PM|Bowser}}, {{PM|Link}}, {{PM|Samus}}, {{PM|Fox}}, {{PM|Falco}}, {{PM|Pit}}, {{PM|Wario}}, {{PM|Ike}}, {{PM|Ivysaur}}, {{PM|Lucario}}, {{PM|Mewtwo}}, {{PM|Snake}}, {{PM|Lucas}}, {{PM|Olimar}}, {{PM|Roy}} and {{PM|Sonic}}.}}
*{{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.}}
**{{buff|[[Chomp]] remains unchanged from ''Brawl'', with additional increases in damage; it holds enemies for longer and bites more times, inflicting 5% damage and biting a maximum of 6 times, dealing 30% damage total. It can also spit enemies backwards like Wario's version.}}
 
====Copy Ability changes====
*{{change|Shares all copied neutral specials' changes with the original characters, the only exceptions being {{PM|Ganondorf}}, {{PM|Bowser}}, {{PM|Link}}, {{PM|Samus}}, {{PM|Fox}}, {{PM|Falco}}, {{PM|Pit}}, {{PM|Wario}}, {{PM|Ike}}, {{PM|Ivysaur}}, {{PM|Lucario}}, {{PM|Mewtwo}}, {{PM|Snake}}, {{PM|Lucas}}, {{PM|Olimar}}, {{PM|Roy}} and {{PM|Sonic}}.}}
**{{buff|[[Chomp]] remains unchanged from ''Brawl'', with additional increases in damage; it holds enemies for longer and bites more times, inflicting 5% damage and biting a maximum of 6 times, dealing 30% damage total. It cannot spit enemies backwards like Wario's version however.}}
***{{change|For Wario's hat, Kirby now wears the yellow "W" cap as opposed to the biker cap.}}
***{{change|For Wario's hat, Kirby now wears the yellow "W" cap as opposed to the biker cap.}}
**{{buff|[[Flare Blade]] deals less damage when uncharged, but charges faster.}}
**{{buff|[[Flare Blade]] deals less damage when uncharged, but charges faster.}}
***{{change|Kirby uses the Final Cutter sword rather than Roy's Sword of Seals to perform the attack, due to the difficulty in giving him a new prop.}}
***{{change|Kirby uses the Final Cutter sword rather than Roy's Sword of Seals to perform the attack, due to the difficulty in giving him a new prop.}}
**{{buff|Kirby's versions of both Fox and Falco's [[Blaster]] do not deal less damage at a distance.}}
**{{buff|Kirby's versions of both Fox and Falco's [[Blaster]] do not deal less damage at a distance.}}
***{{nerf|The lasers from Fox's Blaster covers less distance.}}
**{{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|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 possess its new juggling potential.}}
***{{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.}}
***{{buff|With the re-introduction of [[Taunt canceling]] to PM, Kirby can quickly remove this copy with little lag in certain scenarios}}
**{{nerf|Olimar's ability remains unchanged from ''Brawl'', so Kirby cannot "stall" in the air with [[Pikmin Pluck]].}}
**{{nerf|Olimar's ability remains unchanged from ''Brawl'', so Kirby cannot "stall" in the air with [[Pikmin Pluck]].}}
**{{nerf|[[Hero's Bow]] retains its charge speed from ''Brawl''; charge speed is 33% slower than Link's.}}
**{{nerf|[[Hero's Bow]] retains its charge speed from ''Brawl''; charge speed is 33% slower than Link's.}}
**{{nerf|Kirby does not possess Snake's new rolling [[Hand Grenade]] toss.}}
**{{nerf|Kirby does not possess Snake's new rolling [[Grenade]] toss.}}
**{{nerf|Cannot perform a Blast Attack with [[Homing Attack]].}}
**{{nerf|Cannot perform a Blast Attack with [[Homing Attack]].}}
***{{buff|The range that Homing Attack locks has not changed from ''Brawl'' and Kirby does not go into the [[Helpless]] state after using (even if it misses), so Homing Attack can be used as a very effective recovery option}}***
**{{nerf|Cannot charge [[Charge Shot]] in the air.}}
**{{nerf|Cannot charge [[Charge Shot]] in the air.}}
**{{nerf|[[Eruption]] does not meteor smash at the tip of the blade.}}
**{{nerf|[[Eruption]] does not meteor smash at the tip of the blade.}}
**{{buff|[[Fire Breath]] startup can be land cancelled to perform a Flame Cancel (an advanced technique of 1.00 ''Melee'' Bowser), has greater range when fully decayed, but it doesn't possess an ending bite}}
**{{change|[[Fire Breath]] doesn't possess an ending bite, but has greater range when fully decayed.}}
**{{change|[[Aura Sphere]] remains unchanged from ''Brawl''; they can be charged longer than Lucario's, possess greater speed and size, and fully charged Aura Spheres travel in a straight path rather than a zig-zag pattern. Additionally, Kirby cannot use the Aura Bomb variation.}}
**{{change|[[Aura Sphere]] remains unchanged from ''Brawl''; they can be charged longer than Lucario's, possess greater speed and size, and fully charged Aura Spheres travel in a straight path rather than a zig-zag pattern. Additionally, Kirby cannot use the Aura Bomb variation.}}
**{{buff|[[Nayru's Love]] retains many of its special momentum out of hitstun properties from ''Brawl'', has the strange property of hitting opponents even if they are shielding, has invincibility on startup for both grounded and aerial versions, and can even be land cancelled at the end of the move.}}
**{{change|For Lucas's ability, Kirby copies PK Freeze (side special) rather than Offense Up. It acts more like a traditional projectile; it still possesses high hitlag with 5% damage, but has faster start-up and is not land-cancelable.}}
**{{change|For Lucas's ability, Kirby copies PK Freeze (side special) rather than Offense Up. It acts more like a traditional projectile; it still possesses high hitlag with 5% damage, but has faster start-up and is not land-cancellable.}}
**{{change|For Mewtwo's ability, 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|Only down taunt removes copy abilities.}}
**{{change|For Ganondorf's ability, Kirby copies [[Warlock Punch]] (old neutral special) rather than Dead Man's Volley/Drift.}}
*{{change|As a down [[Smash Taunt]], Kirby says "Hii!" in a lower pitch and accent similar to the ''Smash 64'' and ''Melee'' versions. This is an otherwise unused voice clip from ''Brawl'''s sound test.}}
 
==Changes from PM to P+==
===Aesthetics===
*{{change|Kirby receives a new set of renders.}}
*{{change|Kirby gains two new costumes based on Fighter Kirby and his appearance in the Quick Draw minigame from ''Kirby's Adventure''}}.


==Revisions==
==Revisions==
===v3.01===
===3.01===
*{{buff|Cutter Dash can be performed on the ground and is more lenient to perform. It can additionally be [[ledge-cancel]]ed.}}
*{{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.}}
Line 125: Line 79:
*{{change|Zero Suit Samus's ability's blaster shot sound effect stays out for the proper duration. Animation was fixed, and the uncharged blaster works like Zero Suit Samus's.}}
*{{change|Zero Suit Samus's ability's blaster shot sound effect stays out for the proper duration. Animation was fixed, and the uncharged blaster works like Zero Suit Samus's.}}


===v3.02===
===3.02===
*{{bugfix|Kirby no longer freezes when storing Aura Sphere.}}
*{{change|Kirby no longer freezes when storing Aura Sphere.}}


===v3.5===
===3.5===
*{{buff|Down smash is active two frames faster.}}
*{{buff|Dash attack is easier to hit.}}
**{{nerf|It now has three frames of ending lag.}}
**{{nerf|The move is no longer grab invulnerable.}}
**{{nerf|SDIing after being hit by the move is more effective.}}
*{{nerf|Up tilt deals lower base knockback, more ending lag, and a late hit deals less damage.}}
**{{buff|However, the move's knockback growth has been increased.}}
*{{nerf|Dash grab range reduced.}}
*{{nerf|Neutral aerial lingering hit range reduced.}}
*{{nerf|Kirby is slower when drifting in the air with a swallowed opponent.}}
**{{nerf|Kirby can also no longer drift when inhaling.}}
**{{buff|However, swallow can be interrupted sooner.}} 
*{{nerf|Inhaled Ness' PK Flash lasts for less time.}}
**{{buff|The move's aerial vertical momentum has been increased.}}
*{{nerf|Cutter Dash has more endlag.}}
*{{nerf|Light armor removed during Stone transformation.}}
**{{nerf|In addition, it takes longer for Kirby to cancel his fall.}}
**{{nerf|Quake damage from the move has been reduced.}}
**{{change|The move is worse as a combo starter, but now better as a KO move.}} 
*{{change|Down throw now sends opponents forward instead of above Kirby.}}
*{{change|Kirby receives two new pallete swaps.}}
*{{change|Kirby receives two new pallete swaps.}}
==Moveset==
Up to date as of version 3.0.


===v3.6===
*{{buff|Dash attack's final hit base knockback decreased and ends sooner, allowing better follow-ups.}}
**{{buff|However, the move's final hit's knockback growth increased.}}
*{{nerf|Up Smash hitboxes terminate 3 frames earlier.}}
**{{buff|However, the move's cooldown lag has been lowered.}}
*{{buff|Final Cutter's down slash is now a [[spike]] instead of a meteor smash.}}<ref>Implemented across Beta and Full versions</ref>
**{{nerf|However, Kirby can only reverse ledge grab briefly after the spike hitbox comes out, making it significantly more difficult to gimp an opponent from onstage without self-destructing.}}
**{{change|Changed the single hitbox on the down slash to two half-sized hitboxes along the sword.}}
**{{buff|The spike hitbox no longer shrinks in the middle of the animation.}}
*{{buff|Transition from Final Cutter to Cutter Dash|Frame 23|10}}<ref name="nobeta">Not featured in Beta version</ref>
*{{change|Cutter Dash's startup animation altered.}}<ref name="nobeta"></ref>
*{{nerf|Drift distance after transforming back from Stone has been significantly shortened.}}
{{reflist}}
==Moveset==
{|class="wikitable"
{|class="wikitable"
! colspan=2 | !!Name!!Damage!!Description
! !!Name!!Damage!!Description
|-
|-
! colspan=2 rowspan=3 | Neutral attack
!Neutral attack
| rowspan=3 | || 3% || rowspan=3 | Two quick punches followed by the Vulcan Jab from the Fighter ability. Based on the Vulcan Jab move he can perform with the Fighter ability in his main games.
| Jab, Punch, Vulcan Jab ||2 hits of 3%, then 2% each hit|| Originally from Fighter, Kirby jabs twice with his respective arms, then punches with one rapidly at varied angles while emmiting light-blue shockwaves, in a motion similar to the Vulcan Jab from his games. A rapid jab with decent range for a small character.
|-
|-
|4%
!Forward tilt
| Spinning Kick ||10%, 11% (angled up), 9% (angled down)|| A roundhouse kick forward. Good disjointed range, along with great damage for a tilt. Can be [[angle]]d, which also alters the damage.
|-
|-
|1-2% (loop)
!Up tilt
| Back Kick ||8% (clean), 7% (late)||Kirby lifts a single foot at his back. A fast attack with some disjointed range; can be used repeatedly for juggling foes at low percentages.
|-
|-
! colspan=2 | Forward tilt
!Down tilt
| || 11% || Does a quick spinning roundhouse kick. Can be angled upwards or downwards.
| Squish Kick ||10%|| Kirby extends a foot forward while flattened. Weak knockback compared to his other tilts, but can be used effectively as a "counter" due to Kirby's very low position when using the move, which allows him to dodge most high attacks and projectiles.
|-
|-
! colspan=2 | Up tilt
!Dash attack
| || 8% (clean), 6% (late) || Thrusts his back leg upwards. A fast attack with some disjointed range; can be used repeatedly for [[juggling]] foes at low percentages.
| Burning Attack ||4 hits, 12% total|| An ability originally from Fire/Burning. Kirby spins in an helix motion, getting engulfed in flames and propelling forward, grunting. Inflicts many weak hits that link into a stronger, vertical-knockback final hit. Can fall off edges unlike most other dash attacks, setting up [[edgeguard]]s against recovering opponents.
|-
|-
! colspan=2 | Down tilt
!Forward smash
| || 10% || Does a crouching low kick. Weak knockback compared to his other tilts, but can be used effectively as a "counter" due to Kirby's very low position when using the move, which allows him to dodge most high attacks and projectiles.
| Spin Kick ||{{ChargedSmashDmgSSBM|15}} (clean; {{ChargedSmashDmgSSBM|16}} angled up, {{ChargedSmashDmgSSBM|14}} down), {{ChargedSmashDmgSSBB|12}} (late hit)|| Kirby turns and slides forward extending a foot. While not very fast, it has good range and can reliably KO at high percentages when sweetspotted, especially if angled upwards.
|-
|-
! colspan=2 | Dash attack
!Up smash
| || 3% (hits 1-2), 5-6% (hit 3) || Dashes forward with a fiery spiraling headbutt. Based on the Burning Attack move from the Burning ability in his games. Can fall off edges unlike most other dash attacks, setting up [[edgeguard]]s against recovering opponents.
| Kirby Flip Kick ||{{ChargedSmashDmgSSBM|15}} (sweetspot), {{ChargedSmashDmgSSBM|11}} (up), {{ChargedSmashDmgSSBM|7}} (back)|| A flip kick. Like most other flip kick up smashes, its [[sweetspot]] is located the closest to him and has a vertical angle. Not much knockback, but can easily lead into aerials at low-mid percentages.
|-
|-
! rowspan="3" | Forward smash || ↗
!Down smash
| rowspan="3" | || {{ChargedSmashDmgSSBM|16}} (clean), {{ChargedSmashDmgSSBB|13}} (late) || rowspan="3" | Lunges forward and delivers a thrust kick that slightly moves Kirby forward. This move can be angled upwards or downwards.
| Propeller Kick ||{{ChargedSmashDmgSSBM|14}}|| Kirby performs a spinning split kick. Great range and knockback. The tip of his feet possess a [[semi-spike]] angle, making the move deadly when used near edges. A great option for [[crouch cancel]] countering, due to Kirby's low position when crouching.
|-
|-
!
!Neutral aerial
|{{ChargedSmashDmgSSBM|15}} (clean), {{ChargedSmashDmgSSBB|13}} (late)
| Twinkle Star ||12% (clean), 9% (late)||Kirby faces the screen and spins vertically. Has a much faster startup and cooldown than its previous iterations, along with stronger initial knockback, now acting more as a [[sex kick]] in terms of hitbox properties.
|-
|-
!
!Forward aerial
|{{ChargedSmashDmgSSBM|14}} (clean), {{ChargedSmashDmgSSBB|13}} (late)
| Spiral Kick ||3 hits; 17% total||Alternating his feet, Kirby delivers three kicks in front of him. One of his most damaging aerials, which also leads easily into a [[wall of pain]], racking up high amounts of damage and functioning as a strong edgeguarding move at high percents.
|-
|-
! colspan=2 | Up smash
!Back aerial
| || {{ChargedSmashDmgSSBM|15}}/{{ChargedSmashDmgSSBM|13}} (clean), {{ChargedSmashDmgSSBM|14}}/{{ChargedSmashDmgSSBM|12}} (mid), {{ChargedSmashDmgSSBM|13}}/{{ChargedSmashDmgSSBM|12}} (late) || Kirby performs a bicycle kick, similar to Fox's up smash. Deals more damage and knockback if the opponent is closer to Kirby's foot. Can easily lead into aerials at low-mid percentages. Kirby's foot has some [[intangibility]] while the hitboxes are active.
| Drop Kick ||14% (clean), 8% (late)||Kirby kicks at his back with both feet. A quick powerful hit, whose hitboxes also cover Kirby's body for some frontal range. Leads into Kirby's Fence of Pain, and is also one of his best moves of edgeguarding.
|-
|-
! colspan=2 | Down smash
!Up aerial
| || {{ChargedSmashDmgSSBM|14}} (clean), {{ChargedSmashDmgSSBM|12}}/{{ChargedSmashDmgSSBM|10}} (late) || Kirby does a spinning split kick. Great range and knockback. The tip of his feet possess a [[semi-spike]] angle, making the move a deadly edgeguard. A great option for [[crouch cancel]] countering, due to Kirby's low position when crouching. Both of Kirby's feet are intangible during the early part of the animation.
| Floating Flip Kick ||15%-12%||Kirby executes a flip kick in midair. Somewhat slow [[startup]], but is surprisingly his strongest aerial in terms of knockback, and also one of his best vertical KO options. The latter half of this move semi-spikes opponents.
|-
|-
! colspan=2 | Neutral aerial
!Down aerial
| || 12% (clean), 9% (late) || Kirby spins in place, dealing damage with his arms and legs. Has a much faster startup and cooldown than its previous iterations, along with stronger initial knockback, now acting more as a [[sex kick]] in terms of hitbox properties. Both of Kirby's feet are intangible while the hitboxes are out.
| Screw Driver ||6 hits of 3% (18% total)||A basic [[drill]] kick downwards. Delivers many hits that [[meteor smash]] opponents, serving as a combo starter on grounded foes at mid-high percents and a move for [[gimp]]ing poor recoveries. Has some startup, but is Kirby's most damaging aerial.
|-
! colspan=2 | Forward aerial
| || 5% (hits 1-2), 7% (hit 3) || Alternating his feet, Kirby delivers three spin kicks forward. Good [[Edgeguard|edgeguarding]] move, but can be [[SDI|SDI'd]] to cause Kirby to whiff the third hit or cause the knockback to send the opponent back on stage.
|-
! colspan=2 | Back aerial
| || 14% (clean), 10% (late) || Quickly crouches in midair and performs a reverse dropkick. A quick powerful hit, whose hitboxes also cover Kirby's body for some frontal range. Can lead to a [[Wall of pain|Fence of Pain]], and is one of his best [[Edgeguard|edgeguarding]] tools.
|-
! colspan=2 | Up aerial
| || 15% (clean), 12% (late) || Kirby executes a flip kick in midair. Decent [[startup]] and is surprisingly his strongest aerial in terms of knockback, and also one of his best vertical KO options. The latter half of this move semi-spikes opponents.
|-
! colspan=2 | Down aerial
| || 3% (hits 1-6) || Kirby spins around, drilling downwards with both his feet. Delivers many hits that weakly [[meteor smash]]es opponents, serving as a combo starter on grounded foes at mid-high percents and a move for [[gimp]]ing poor recoveries. Has some startup, but is Kirby's most damaging aerial.
<!--Grab aerial-->
<!--Grab aerial-->
|-
|-
! colspan=2 | Grab
!Grab
| || &mdash; ||
| Puffball Grasp ||&mdash;|| Grabs the opponent with one hand in an uppercut motion.
|-
|-
! colspan=2 | Pummel
!Pummel
| || 3% || Punches the opponent with one hand.
| Slap ||3%||Slaps the opponent with one hand.
|-
|-
! colspan=2 | Forward throw
!Forward throw
| || 4% || Kirby does a suplex forward, spinning in the air and hitting them into the ground. One of his more situational throws, can lead to some follow-ups at early-to-mid percentage. Unlike in ''Melee'', it cannot be used to perform a [[Kirbycide]].
| Pile Driver ||4%||Kirby does a suplex forward, spinning in the air and hitting them into the ground. One of the weakest throws, but can lead into his superior aerial attacks at almost any percentage. Unlike in ''Melee'', it cannot be used to perform a [[Kirbycide]].
|-
|-
! colspan=2 | Back throw
!Back throw
| || 8% || Kirby suplexes the opponent backwards. Faster and stronger than his forward throw, with a slightly different angle. Cannot be used to Kirbycide.
| Big Suplex ||8%||Kirby suplexes the opponent backwards. Faster and stronger than his forward throw, with a slightly different angle. Cannot be used to Kirbycide.
|-
|-
! colspan=2 | Up throw
!Up throw
| || 7% || Kirby jumps with the foe skyward to the upper blast line, then drops down with them against the floor, generating an explosion. Weaker than its previous iterations, but can be followed-up with aerials or special moves depending on the opponent's percentage and [[Directional influence|DI]]. On the drop down, Kirby and his opponent will collide with any [[Soft platform|soft platforms]] in the way.
| Ninja Drop ||7%||Kirby jumps with the foe skyward to the upper blast line, then drops down with them against the floor, generating an explosion. Weaker than its previous iterations, but can lead into aerials for early KOs, while still possessing its powerful knockback. Kirby lands on [[soft platform]]s when using this move, allowing for quick KOs on stages like [[Hyrule Castle]] and [[Rainbow Cruise]]. The move can also Kirbycide on some stages when used very close to edges.
|-
|-
! colspan=2 | Down throw
!Down throw
| || 1% (hits 1-6), 2% (throw) || Repeatedly and very quickly stomps the opponent on the floor. Kirby's only throw that can damage nearby opponents. Inflicts weak, straightly vertical knockback, acting as a [[tech-chasing]] move at most percentages depending on the character.
| Fury Stomp ||7 hits; 8% total||Repeatedly and very quickly stomps the opponent on the floor. Kirby's only throw that can damage nearby opponents. Inflicts weak, straightly vertical knockback, acting as a [[tech-chasing]] move at most percentages, and leading into aerials at very high ones for guaranteed KOs.
|-
|-
! colspan=2 | Floor attack (front)
!Floor attack (front)
| || 6% || Kirby gets up and does a spin kick.
| Front Kick || 6% ||Kirby kicks in front of himself.
|-
|-
! colspan=2 | Floor attack (back)
!Floor attack (back)
| || 6% || Kirby gets up, then kicks on one side, then the other.
| Back Kick || 5-6% ||Kirby kicks in back of himself.
|-
|-
! colspan=2 | Floor attack (trip)
!Floor attack (trip)
| || 5% || Kirby gets up then spins around, kicking.
| Sweep Kick || 6% ||Kirby kicks in back & in front of himself.
|-
|-
! colspan=2 | Edge attack (fast)
!Edge attack (fast)
| || 6% || Kirby does a flip kick onto the stage.
| Flip Kick || 6% ||Kirby flips over and kicks in front of himself.
|-
|-
! colspan=2 | Edge attack (slow)
!Edge attack (slow)
| || 6% || Kirby does a spinning split kick onto the stage.
| Edge Propeller Kick || 6% ||Kirby slowly climbs back onto the ledge and then spins around and kicks.
|-
|-
! colspan=2 | Neutral special
!Neutral special
| {{b|Inhale|Kirby}} || 3% (copy), 10% (spit), 9-18% (star) || Kirby uses his trademark swallowing move, opening his mouth and dragging any opponents or [[Item swallow|items]] at close ranges into his stomach. Upon swallowing an opponent, Kirby can either spit them out as a star projectile (which cannot be reflected for absorbed) that deals damage based on the spat out foe's [[weight]], or suck them to acquire a nearly-identical version of their [[neutral special]] move (or other special for a few characters), sending them away at his back afterwards. These copied abilities can be removed voluntarily by performing a [[Taunt|taunt]]. If none of these options is chosen, Kirby can move around with the swallowed foe at a rather sluggish speed and jump, though they can then [[Button mashing|mash]] out of the move like with a regular grab. In midair, Kirby can move sideways whilst inhaling and drag swallowed foes with himself into the bottom blast line, known as a [[Kirbycide]].
| [[Inhale]] ||3% (copy), 10% (star spit), 9%-19% (hit by star)||Kirby uses his trademark swallowing move, opening his mouth and dragging any opponents or [[Item swallow|items]] at close ranges into his stomach. Upon swallowing an opponent, Kirby can either spit them out as a star projectile (which cannot be reflected for absorbed) that deals damage based on the spat out foe's [[weight]], or suck them to acquire a nearly-identical version of their [[neutral special]] move (or other special for a few characters), sending them away at his back afterwards. These copied abilities can be removed either by foes dealing a strong enough blow to Kirby, or by himself voluntarily with a down taunt. If none of these options is chosen, Kirby can move around with the swallowed foe at a rather sluggish speed and jump, though they can then [[Button mashing|mash]] out of the move like with a regular grab. In midair, Kirby can move sideways whilst inhaling and drag swallowed foes with himself into the bottom blast line, known as a Swallowcide.
|-
|-
! colspan=2 | Side special
!Side special
| {{b|Hammer|move}} || 23% (ground head), 18% (ground handle), 18% (air hit 1 head), 12% (air hit 1 handle), 15% (air hit 2 head) 10% (air hit 2 handle) ||Kirby takes out a hammer and swings it horizontally. Has slow startup, but its sweetspot is very powerful and can KO at early percentages, though having a small range and punishable sourspot. When used in midair, Kirby swings it two times; the second swing has a semi-spike angle useful for edgeguarding, though both hits still have sourspots.
| [[Hammer (move)|Hammer]] ||19% (sourspot), 23% (sweetspot)||Kirby takes out a hammer and swings it horizontally. Has slow startup, but its sweetspot is very powerful and can KO at early percentages, though having a small range and punishable sourspot. When used in midair, Kirby swings it two times; the second swing has a semi-spike angle useful for edgeguarding, though both hits still have sourspots.
|-
|-
! colspan=2 | Up special
!Up special
| [[Final Cutter]] || 8% (rise/cutter dash), 2% (drop), 5-6% (shockwave) || Kirby takes out a silver blade, swinging it upwards, then downwards, and lastly generating a shockwave as he lands with it. The first hit has a straight upwards angle, while the second hit is a [[Spike|spike]], leading into the projectile afterwards. Kirby can slightly move horizontally during the move, and the down slice cancels upon sweetspotting a ledge, making it an useful [[recovery]] move. The shockwave can be [[reflect]]ed and [[absorb]]ed. If the [[B button]] is held and the [[control stick]] is held forward while preparing the move, Kirby will instead perform a single horizontal slice (dealing the same damage as the first hit of the original version), which can be [[ledge-cancel]]ed and/or quickly followed up with an aerial as it ends, making the move useful for [[combo]]s. Both versions don't cause [[helplessness]], and the horizontal version leaves Kirby with one midair jump.
| [[Final Cutter]] ||8% (up slice/cutter dash), 2% (down slice), 6% (shot)||Kirby takes out a silver blade, swinging it upwards, then downwards, and lastly generating a shockwave as he lands with it. The first hit has a straight upwards angle, while the second hit meteor smashes powerfully with [[set knockback]], leading into the projectile afterwards. Kirby can slightly move horizontally during the move, and the down slice cancels upon sweetspotting a ledge, making it an useful [[recovery]] move. The shockwave can be [[reflect]]ed and [[absorb]]ed. If the Control Stick is held forward while preparing the move, Kirby will instead perform a single horizontal slice (dealing the same damage as the first hit of the original version), which can be [[ledge-cancel]]ed and/or quickly followed up with an aerial as it ends, making the move useful for [[combo]]s. Both versions don't cause [[helplessness]], and the horizontal version even allows Kirby to use an air dodge afterwards, giving him a great extended recovery.
|-
|-
! colspan=2 | Down special
!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]] ||9% (fall), 14% (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 [[launch resistance]]; 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
!Final Smash
| [[Cook Kirby]] || 2% (12 hits), 10% (release) || Kirby pulls in nearby opponents into a pot and cooks them. If [[items]] are on, then certain items will pop out of the pan as soon as the players are released.
| [[Cook Kirby]] ||12 hits of 2% (cooking), then 10% (release); 34% total||Kirby pulls in nearby opponents into a pot and cooks them. If Items are on then certain items will pop out of the pan as soon as the players are released.
|}
|}


==In [[competitive play]]==
==In [[competitive play]]==
===Most historically significant players===
===Notable players===
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->
*{{Sm|Alex|USA}}
*{{Sm|ChuDat|USA}}
''See also: [[:Category:Kirby players (PM)]]''
*{{Sm|G-Rabbit|USA}}
 
*{{Sm|Gnosis|USA}}
*{{Sm|Cory|USA}} - Considered the best Kirby player in the world, being the highest ranked Kirby on the [[2022 PMRank]] at 17th.
*{{Sm|JetX|USA}}
*{{Sm|Pyth|Canada}} - Ranked 1st on the Northern Ontario ''Project M'' Power Rankings. Placed 13th at [[Frozen Phoenix 2017]].
*{{Sm|Tetraflora|USA}}
*{{Sm|YadoR|USA}} - Was considered the best Kirby player in the world before he went inactive after 2018. Placed 25th at {{Trn|The Big Balc}} and 33rd at {{Trn|Paragon Los Angeles 2015}}. Has wins over many top SoCal players including {{Sm|Sosa}}.
*{{Sm|YadoR|USA}}
*{{sm|Av|USA}} - Highest ranking Kirby on [[PMRank 2023]] at #27.


==Alternate costumes==
==Alternate costumes==
===Project M===
Kirby's palette swaps remain unchanged from ''Brawl'', but he received two new recolors [http://imgur.com/a/NEQZi based on the Carbon and Grape Spray Paints 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.
[[Image:Kirby Palette (PM).png|frame|center|Kirby's alternate costumes in PM]]
 
{|style="margin:1em auto 1em auto;text-align:center"
|-
|colspan=8|[[File:Kirby Palette (PM).png|frame|center|Kirby's alternate costumes in PM]]
|-
|[[File:KirbyHeadSSBB.png]]
|[[File:KirbyHeadYellowSSBB.png]]
|[[File:KirbyHeadBlueSSBB.png]]
|[[File:KirbyHeadRedSSBB.png]]
|[[File:KirbyHeadGreenSSBB.png]]
|[[File:KirbyHeadWhiteSSBB.png]]
|[[File:KirbyHeadBlackPM.png]]
|[[File:KirbyHeadPurplePM.png]]
|}
 
===Project+===
In ''[[Project+]]'', Kirby gains extra color palettes based on the {{s|wikirby|Spray Paint}} from certain ''Kirby'' games. His default set includes the chocolate spray paint. In addition, Kirby gains an alternate costume based on [[wikirby:Fighter|Fighter Kirby]] as he appears in later ''Kirby'' games like ''Kirby's Return to Dream Land'' with his carbon color transferring to this outfit, and adding the citrus spray paint for green, a recolor based on {{s|wikirby|Prince Fluff}} and the orange spray paint for a fifth costume. The third outfit is a cowboy costume based on Kirby's appearance in the Quick Draw minigame from ''Kirby's Adventure''. This costume set uses the snow spray paint for the red costume along with the Whip Kirby hat. The green costume is based on emerald spray, the blue costume is based on the lavender spray paint and a fifth sepia costume to complete the set. The poses for all three model swap costumes now differ between them as of 2.4.
 
[[File:Kirby Palette (P+).png|1200px|thumb|center|Kirby's alternate costumes in P+]]
 
'''Z-Secret Costume:''' Yarn Kirby: Based on a 3D interpretation of Kirby's appearance in ''Kirby's Epic Yarn'' with a translucent exterior to help retain the authenticity from the source material.
 
'''R-Secret Costume:''' Headphones Kirby: Based on Kirby's appearance in the respective Sound Tests of ''Kirby's Adventure'' and ''Kirby 64: The Crystal Shards'', as well as when the [[wikirby:Mike|Mike Ability]] is used the second time in a row from ''Kirby Super Star'' onwards.
 
==Trivia==
*His original R-Secret Costume in ''[[Project+]]'' was based on his original appearance in artwork and the Japanese cover of ''{{s|wikirby|Kirby's Dream Land}}'' and artwork of games prior to ''{{s|wikirby|Kirby's Dream Land 2}}''. This eventually transitioned to the Quick Draw costume from 2.3 of ''Project+'' onwards.
**Funnily enough, if one looks closely at Kirby whenever he's hit or launched, even in the base game of ''[[Super Smash Bros. Brawl|Brawl]]'', his cheeks become whisker-like, possibly as a callback to his original appearance prior to ''Kirby 64: The Crystal Shards''.
*The sepia palette for the Quick Draw costume is based on the colors of the HUD icons of ''Kirby's Adventure'', from which the costume originated.
*The Fighter Kirby costume may possibly reference the ''Kirby Fighters'' series, which is a ''Kirby'' spin-off franchise similar to ''Super Smash Bros.'' that originated as a Sub-Game in ''Kirby: Triple Deluxe''.


==External links==
==External links==
*[https://pmunofficial.com/en/characters/kirby/ Kirby's page at the Project M website]
*[http://projectmgame.com/en/characters/kirby Project M character page]
*[https://www.reddit.com/r/SSBPM/comments/l1ce8f/labbing_discord_results_kirby/ Labbing Discord Tech Post]


{{Project M}}
{{Project M}}
[[Category:Kirby]]
[[Category:Kirby]]
[[Category:Characters (PM)]]
[[Category:Characters (PM)]]

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