From SmashWiki, the Super Smash Bros. wiki
Overview[edit]
Hitboxes of Kirby's fair.
Kirby uses his two feet to drill forward for 8 hits, doing 2% damage per kick and 6% damage on the 8th hit for a total of 20% damage. It's a viable edgeguarding move with decent knockback (though back aerial and down aerial are better), and can combo well, as well as being a quick and easy-to-use damage racker due to the large amount of hits. However, like other drills, the move can be DI'd out of. While it can be DI'd out however, a Kirby can trick his opponent by only using the first 2/3 hits, allowing easy combos to forward smash and up tilt (such as up tilt x2 weak forward air, up tilt, weak forward air, f-smash vs. Falcon at 0, a combo seen in multiple training mode combo videos). This is however difficult to do. Some of the moves that can go with this move include a forward smash, an up tilt, and a down aerial.
Hitboxes[edit]
ID |
Part |
Damage |
SD |
Angle |
BK |
KS |
FKV |
Radius |
Bone |
Offset |
Clang |
Effect |
G |
A |
Sound
|
Hits 1-7 (loop)
|
0 |
0 |
2% |
0 |
 |
0 |
100 |
30 |
190 |
0 |
0 |
150 |
220 |
 |
 |
 |
 |
Kick
|
1 |
0 |
2% |
0 |
 |
0 |
100 |
30 |
180 |
0 |
0 |
150 |
100 |
 |
 |
 |
 |
Kick
|
Hit 8
|
0 |
0 |
6% |
0 |
 |
10 |
120 |
0 |
190 |
0 |
0 |
150 |
220 |
 |
 |
 |
 |
Kick
|
1 |
0 |
6% |
0 |
 |
10 |
120 |
0 |
180 |
0 |
0 |
150 |
100 |
 |
 |
 |
 |
Kick
|
Landing hit
|
0 |
0 |
3% |
0 |
 |
0 |
100 |
80 |
150 |
0 |
0 |
150 |
220 |
 |
 |
 |
 |
Kick
|
1 |
0 |
3% |
0 |
 |
0 |
100 |
80 |
135 |
0 |
0 |
150 |
100 |
 |
 |
 |
 |
Kick
|
Initial autocancel
|
1-7
|
Hits
|
8-9, 11-12, 14-15, 17-18, 20-21, 23-24, 26-27, 28
|
Ending autocancel
|
29-
|
Animation length
|
39
|
Landing lag[edit]
Hitbox
|
1-3
|
Animation length
|
30
|
L-cancelled animation length
|
4
|