Kirby (SSBU)/Forward aerial
A series of three kicks in front of Kirby. It has the second slowest startup of his aerials due to it coming out on frame 10. It cannot autocancel in a short hop, but can do so in a full hop fast fall. It has good versatility: it can be used as an approach option, is good for extending combos, can combo into itself at low and mid percentages for a Wall of Pain, has minimal landing lag (8 frames), giving it some setups, and it's good for edgeguarding or rackup damage: it deals 14% damage, with the final hit dealing 6% and having average knockback that allows it to KO middleweights on the edge of Final Destination at around 140% without rage. It's also a good out-of shield option due to these traits, especially if Kirby gets pushed too far to hit the opponent with a neutral or up aerial.
- Its second and third hit deal more damage (3% → 4% (hit 2), 5% → 6% (hit 3); total: 12% → 14%), with base knockback on the third hit not fully compensated (30 → 24).