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Kirby (SSBU)/Neutral special

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This article is about the hitbox visualization in Super Smash Bros. Ultimate. For the move itself, see Inhale (Kirby).
Kirby's neutral special, Inhale, when it starts.
Kirby's neutral special, Inhale.

Overview

Kirby opens his mouth and begins to inhale. It possesses a grabbox and can be held indefinitely until the player decides to release the B button. Upon inhaling an opponent, Kirby can spit them out as a star to deal damage to them and any nearby opponents, copy their neutral special move, walk around slowly, or perform a short hop. Alternatively, Kirby can descend from the air and inhale opponents near the ledge, attempting to perform a Kirbycide. Opponents caught off guard will try to mash out, resulting in Kirby being given the chance to footstool the opponent and likely net a KO. If the opponent is caught, it would be best to either accept the stock trade or buffer their recovery move right after Kirby releases the opponent.

Most characters will give Kirby a slight variation of their neutral special (such as Monado Arts and Pikmin Pluck), allowing Kirby to use the abilities to varying degrees of usefulness. In most cases, however, these copy abilities will always possess unique niches that can benefit him. This is more noticeable in doubles play, where a teammate like Samus or Shulk can allow themselves to get inhaled, setting Kirby up to get the ability and allow him to pressure foes with the aforementioned abilities.

Update History

Super Smash Bros. Ultimate 2.0.0

  • Buff Kirby dies later when performing a Kirbycide with Inhale, though he still dies first. This gives the opponent less time to recover after Kirby is KO'd.
  • Buff Kirby cannot lose Copy Abilities received by Inhale for a longer period of time (5 seconds → 10).
  • Buff Kirby is less likely to lose Copy Abilities when getting hit (Chance to lose: Damage Received/70 * 130% → Damage Received/70 * 100%).
  • Bug fix Fixed multiple Inhale Glitches:
    • Bug fix Fixed a visual glitch where Kirby would retain parts of Metal status with Wii Fit Trainer.
    • Bug fix Fixed a visual glitch where Kirby’s Bandana from Snake would move during the camera view of each frame.
    • Bug fix Opponents now properly gain intangibility when caught by Inhale; previously opponents would become stuck in a hitstun during Inhale.
    • Bug fix Removed Infinite floating glitch that occurs when Kirby uses multiple copied Mii Swordfighter's Gale Strikes in the air after perfoming a throw that left him in the air.
    • Bug fix Removed Gliding glitch when Kirby uses a copied and B-reversed Mii Swordfighter's Gale Strike while running.

Super Smash Bros. Ultimate 6.0.0

  • Buff Inhale has less startup (frame 14 → 10) with its total duration reduced as well (FAF 68 → 64).

Throw and Hitbox data

Inhale

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx FFx T% Clang Rebound Type Effect G A Sound Direct Rehit rate
Windboxes
0 0 0.0% 0 AngleIcon160.png 0 100 30 8.5 top 0.0 7.0 15.5 0.0x 0.0x 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png TypeIcon(Typeless).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialFalse).png S None SpecialsIndirect.png 10
1 0 0.0% 0 AngleIcon160.png 0 100 25 7.8 top 0.0 7.0 9.7 0.0x 0.0x 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png TypeIcon(Typeless).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S None SpecialsIndirect.png 10
ID Radius Bone Offset G A
Start
0 6.0 top 0.0 6.0 5.0 HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png
Loop
0 5.3 top 0.0 6.4 10.2 HitboxTableIcon(GroundedFalse).png HitboxTableIcon(AerialTrue).png
1 5.8 top 0.0 6.4 6.2 HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png

Swallow/spit

ID Damage Angle BK KS FKV FFx Type Effect Sound
Swallow
0 5.0% AngleIcon361.png Forwards 0 100 0 None TypeIcon(Typeless).png EffectIcon(Normal).png S None
Spit
0 6.0% AngleIcon361.png Forwards 0 0 0 None TypeIcon(Typeless).png EffectIcon(Normal).png S None

Star

The damage depends on the spat out character.

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx FFx T% Clang Rebound Type Effect G A Sound Direct
0 0 0.0% 0 AngleIcon45.png 70 78 0 2.5 top 0.0 0.0 0.0 1.0x 2.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Typeless).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick SpecialsIndirect.png

Timing

Grab startup 10
Grab loop + windboxes 11-
Interruptible (from release) 20
Animation length (from release) 19
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png Icon for grab frames just before a loop point. Icon for grab frames just after a loop point. FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png Icon for grab frames just before a loop point. FrameIcon(LagLoopE).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png
FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(BlankLoopS).png Icon for non-damaging hitbox frames just after a loop point. Icon for non-damaging hitbox frames in frame strips. Icon for non-damaging hitbox frames in frame strips. Icon for non-damaging hitbox frames in frame strips. Icon for non-damaging hitbox frames in frame strips. Icon for non-damaging hitbox frames in frame strips. Icon for non-damaging hitbox frames in frame strips. Icon for non-damaging hitbox frames in frame strips. Icon for non-damaging hitbox frames in frame strips. Icon for non-damaging hitbox frames in frame strips. Icon for non-damaging hitbox frames in frame strips. Icon for non-damaging hitbox frames in frame strips. Icon for non-damaging hitbox frames in frame strips. Icon for non-damaging hitbox frames in frame strips. Icon for non-damaging hitbox frames in frame strips. Icon for non-damaging hitbox frames in frame strips. Icon for non-damaging hitbox frames in frame strips. Icon for non-damaging hitbox frames just before a loop point. FrameIcon(BlankLoopE).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png
Legend (1 square = 1 frame)
FrameIcon(Lag).png
Lag time
FrameIcon(BlankLoopS).pngFrameIcon(BlankLoopE).png
Loop point
Icon for non-damaging hitbox frames in frame strips.
Flinchless hitbox
FrameIcon(Grab).png
Grab
FrameIcon(Interruptible).png
Interruptible