Editing Kirby (SSBM)

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==Changes from ''[[Super Smash Bros.]]''==
==Changes from ''[[Super Smash Bros.]]''==
Kirby was known as one of the most dominant characters in ''Smash 64'', even after receiving nerfs in the North American release. This was in part to his amazing power, attack speed, range and [[priority]] on his attacks, which subsequently gave him excellent KO and shield pressuring potential. In addition to this, he was also a very simple character to pick up and play (especially compared to the other high tiers); making him a very solid character to pick up in ''Smash 64'', regardless of the player's skill level.  
Kirby was known as one of the most dominant characters in ''Smash 64'', even after receiving nerfs in the North American release. This was in part to his amazing power, attack speed, range and priority on his attacks, which subsequently gave him excellent KO and shield pressuring potential. In addition to this, he was also a very simple character to pick up and play (especially compared to the other high tiers); making him a highly solid character to pick up regardless of the player's skill level.  


As a result of this, Kirby was immensely nerfed in his transition to ''Melee'', to the point where he is not only the most nerfed character in the transition from ''Smash 64'' to ''Melee'', but notably, the most nerfed character in the entire ''Smash'' series.
As a result of this, Kirby was immensely nerfed in his transition to ''Melee'', to the point where he is not only the most nerfed character in transition from ''Smash 64'' to ''Melee'', but the most nerfed character in the entire ''Smash'' series.


Kirby's mobility both on the ground and in the air has been noticeably reduced; which has subsequently hindered his [[approach]]. The weakening of [[pivot]]s have also made Kirby's approach worse and he doesn't benefit too much from the introduction of [[air dodging]]; due to his high [[traction]] and low falling speed. As a result of this, he has an unimpressive [[wavedash]]. When combined with many returning veterans having greater approach potential, this has made his approach among the worst in the game; especially in the air.
Kirby's mobility both on the ground and in the air has been noticeably reduced; which has subsequently hindered his [[approach]]. The weakening of [[pivot]]s have also made Kirby's approach worse and he doesn't benefit too much from the introduction of [[air dodging]]; due to his high traction and low falling speed. As a result of this, he has an unimpressive [[wavedash]]. When combined with many returning veterans having greater approach potential, this has made his approach among the worst in the game; especially in the air.


In general, Kirby has suffered from ''Melee{{'}}s'' universal changes. Apart from the changes to pivoting, Kirby has greatly suffered from the changes to [[shield]]s. While Kirby is less vulnerable to shield pressure, his own shield pressure is much worse due to the universal reduction to [[shieldstun]] and shield damage. Because of this, Kirby's attacks are much less safe on shield (with Kirby lacking any moves which even leave him at a frame advantage on shield, with the exception of back aerial and up aerial, which can leave him at a one frame advantage on a perfect landing) with the reduced damage, and increased ending lag on multiple moves, along with the weakening of [[L-cancel]]ling only further exacerbating this. Because of this, Kirby can no longer perform any [[shield break combo]]s and his attacks are generally much more [[punish]]able. In addition, Kirby's [[out of shield]] options are also worse largely due to his new neutral aerial; which is much weaker, slower and has less range than his previous neutral aerial. When combined with his shield drop being longer, this means that Kirby either has to use his grab or back aerial to punish a majority of moves out of shield.
In general, Kirby has suffered from ''Melee{{'}}s'' universal changes. Apart from the changes to pivoting, Kirby has greatly suffered from the changes to [[shield]]s. While Kirby is less vulnerable to shield pressure, his own shield pressure is much worse due to the universal reduction to [[shieldstun]] and shield damage. Because of this, Kirby's attacks are much less safe on shield (with Kirby lacking any moves which even leave him at a frame advantage on shield, with the exception of back aerial and up aerial, which can leave him at a one frame advantage on a perfect landing) with the reduced damage/increased ending lag on multiple moves along with the weakening of [[L-cancel]]ling only further exacerbating this. Because of this, Kirby can no longer perform any [[shield break combo]]s and his attacks are generally much more punishable. In addition, Kirby's out of shield options are also worse largely due to his new neutral aerial; which is much weaker, slower and has less range than his previous neutral aerial. When combined with his shield drop being longer, this means that Kirby either has to use his grab or back aerial to punish a majority of moves out of shield.


Kirby's damage output and KO potential have also been sharply reduced (even relative to the cast). A majority of Kirby's moves have reduced KO power, such as his smash attacks, neutral aerial, back aerial, his up throw (his previous forward throw) and [[Stone]]. When combined with his lower damage output on most of his moves, this significantly hinders his ability to rack up damage and close out stocks. His smash attacks are slower and weaker, making them less reliable and more difficult KO moves to land. While his new up aerial is rather powerful, it is offset by how difficult it is to combo characters.
Kirby's damage output and KO potential have also been sharply reduced (even relative to the cast). A majority of Kirby's moves have reduced KO power, such as his smash attacks, neutral aerial, back aerial, his up throw (his previous forward throw) and [[Stone]]. When combined with his lower damage output on most of his moves, this significantly hinders his ability to rack up damage and close out stocks. His smash attacks are slower and weaker, making them less reliable and more difficult KO moves to land. While his new up aerial is rather powerful, it is offset by how difficult it is to combo characters.


Kirby's oppressive up tilt has also seen rather drastic nerfs both directly and indirectly. The move has a shorter duration, much less range and more ending lag which makes it much less effective at stuffing out approaches and generally makes it easier to punish. The move is also noticeably weaker; dealing much less damage. The introduction of [[DI]] has made the move much less reliable as a combo move, while the changes to [[shieldstun]] combined with the move's decreased damage and increased ending lag has immensely hindered its safety on shield; completely removing its shield pressuring potential. Overall, while it is still one of his most useful moves, it is nowhere near as effective as it was previously, in ''Smash 64''.
Kirby's oppressive up tilt has also seen rather drastic nerfs both directly and indirectly. The move has a shorter duration, much less range and more ending lag which makes it much less effective at stuffing out approaches and generally makes it easier to punish. The move is also noticeably weaker; dealing much less damage. The introduction of [[DI]] has made the move much less reliable as a combo move while the changes to shieldstun combined with the move's decreased damage/increased ending lag has immensely hindered its safety on shield; completely removing its shield pressuring potential. Overall, while it is still one of his most useful moves, it is nowhere near as effective as it was previously.


Kirby generally has worse frame data, especially compared to the rest of the cast. These moves include his aforementioned up tilt and neutral aerial, his forward smash is noticeably laggier; no longer being the fastest in the game (in addition to being much weaker). His down aerial has also seen a drastic increase to its startup lag and it hits less times, which significantly reduces its duration and maximum damage potential. It also greatly suffers from the introduction of [[meteor cancel]]ling; significantly hindering its edgeguarding potential. Kirby also naturally suffers from the changes to [[L-cancel]]ling; especially since most of his aerials have worse [[auto-cancel]] windows, which remove's his neutral, forward and down aerial's ability to auto-cancel in a short hop. When combined with the changes to shieldstun, this significantly hinders the utility and safety of his aerials.
Kirby generally has worse frame data, especially compared to the rest of the cast. These moves include his aforementioned up tilt and neutral aerial, his forward smash is noticeably laggier; no longer being the fastest in the game (in addition to being much weaker). His down aerial has also seen a drastic increase to its startup lag and its hits less times which significantly reduces its duration and maximum damage potential. It also greatly suffers from the introduction of [[meteor]] cancelling; significantly hindering its edgeguarding potential. Kirby also naturally suffers from the changes to L-cancelling; especially since most of his aerials have worse auto-cancel windows which remove's his neutral, forward and down aerial's ability to auto-cancel in a short hop. When combined with the changes to shieldstun, this significantly hinder the utility and safety of his aerials.


Kirby also does not benefit much from having an expanded move list. Kirby's grab game is now one of the absolute worst in the game: while his new forward and back throws can be used for [[sacrificial KO|sacrificial KOs]], however, the throws themselves uniquely can be escaped with [[mash]]ing, which can lead to Kirby either [[self-destruct]]ing at worst, or leaving himself vulnerable to punishes after simply using his throws. As a result, his forward and back throws lack utility, being easy contenders for the worst throws in the game. Kirby's up throw is much weaker than his previous forward throw and it has gained two new issues; the move can no longer land on platforms above Kirby, unless they are very close to the ground, and Kirby now loses all of his jumps after using it (his new forward throw also has this issue); which has hindered the utility of the throw and has made it an unreliable KO option. Kirby's only useful throw is arguably his new down throw; which can set up [[tech-chase]]s, though this is prediction reliant. His new side special [[Hammer]] is a very slow (yet powerful) move when sweetspotted on the ground, while in the air, it is very inconsistent and easy to escape its multi-hits; giving it very low utility compared to other side specials.
Kirby also does not benefit much from having an expanded move list. Kirby's grab game is now one of the absolute worst in the game: while his new forward and back throws can be used for [[sacrificial KO|sacrificial KOs]], however, they can be escaped with mashing, which can lead to Kirby either [[self-destruct]]ing at worst or leaving himself vulnerable to punishes after simply using his throws. As a result, his forward and back throws lack utility, being easy contenders for the worst throws in the game. Kirby's up throw is much weaker than his previous forward throw and it has gained two new issues; the move can no longer land on platforms above Kirby unless they are very close to the ground and Kirby now loses all of his jumps after using it (his new forward throw also has this issue); which has hindered the utility of the throw and has made it an unreliable KO option. Kirby's only useful throw is his new down throw; which can set up [[tech-chase]]s, though this is prediction reliant. His new side special [[Hammer]] is a very slow (yet powerful) move when sweetspotted on the ground, while in the air, it is very inconsistent and easy to escape its multi-hits; giving it very low utility compared to other side specials.


Lastly, Kirby's few flaws from the previous game have not been properly addressed. While his endurance has slightly improved due to his increased [[weight]] and [[falling speed]], it is still among the worst in the game. Kirby also still struggles to deal with opponents above him, especially with the nerfs to his up tilt combined with the universally increased falling speeds. His already limited combo options have been reduced even further due to the changes to his up tilt and his forward aerial; combined with the introduction of [[DI]]. His [[recovery]] has also become worse. His air speed and jump height have been reduced and [[Final Cutter]] covers much less distance, resulting in his recovery becoming rather mediocre, despite still having multiple midair jumps.
Lastly, Kirby's few flaws from the previous game have not been properly addressed. While his endurance has slightly improved due to his increased [[weight]] and [[falling speed]], it is still among the worst in the game. Kirby also still struggles to deal with opponents above him, especially with the nerfs to his up tilt combined with the universally increased falling speeds. His already limited combo options have been reduced even further due to the changes to his up tilt and his forward aerial; combined with the introduction of [[DI]]. His recovery has also become worse. His air speed and jump height have been reduced and [[Final Cutter]] covers much less distance, resulting in his recovery becoming very poor.


On the other hand, Kirby has received some buffs. Kirby has greater access to his [[Kirbycide]] as he can move around when swallowing his opponents (in addition to Inhale having reduced startup lag) and his new forward and back throws are more reliable tools to Kirbycide with (although this is completely nullified by the fact that those throws can now be escaped from). A few of his moves are also either slightly faster or stronger, such as his new up aerial, which is much stronger and has much less ending lag. All of Kirby's aerials also have less landing lag; with his average landing lag now being among the lowest. This makes the weakening of L-cancelling hinder him less than most other veterans, and hinder him less than it otherwise would have.
On the other hand, Kirby has received some buffs. Kirby has greater access to his [[Kirbycide]] as he can move around when swallowing his opponents (in addition to Inhale having reduced startup lag) and his new forward and back throws are more reliable tools to Kirbycide with (although this is completely nullified by the fact that those throws can now be escaped from). A few of his moves are also either slightly faster or stronger, such as his new up aerial, which is much stronger and has much less ending lag. All of Kirby's aerials also have less landing lag; with his average landing lag now being among the lowest. This makes the weakening of L-cancelling hinder him less than most other veterans/it otherwise would have.


Overall, Kirby's few weaknesses from the previous game; including his limited combo options and significant survivability issues have been further exacerbated and he has received numerous new weaknesses as well (including poor KO potential, poor range, an extremely ineffective grab game and poor approach). His only remaining strengths are that he can abuse his small size to avoid attacks, his tilts are solid and he still has decent edgeguarding potential, although the latter two points are still not as accurate as they were previously. Lastly, the universal changes have significantly hindered Kirby with his approach, combo and shield pressuring potential prowess.
Overall, Kirby's few weaknesses from the previous game; including his limited combo options and significant survivability issues have been further exacerbated and he has received numerous new weaknesses as well (including poor KO potential, poor range, an extremely ineffective grab game and poor approach). His only remaining strengths are that he can abuse his small size to avoid attacks, his tilts are solid and he still has decent edgeguarding potential, although the latter two points are still not as accurate as they were previously. Lastly, the universal changes have significantly hindered Kirby with his approach, combo and shield pressuring potential prowess.

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