Kirby (SSBU): Difference between revisions

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Kirby is voiced in all regions once again by Makiko Ōmoto, using a combination of new voice clips and ones recycled from ''[[Super Smash Bros. 4]]''.
Kirby is voiced in all regions once again by Makiko Ōmoto, using a combination of new voice clips and ones recycled from ''[[Super Smash Bros. 4]]''.


Kirby is currently ranked 75th out of 82 on the ''Ultimate'' [[tier list]], placing him in the D- tier. This is marginally better than his placement in the previous game, where he was ranked 49th out of 54. Kirby is characterized by excellent frame-data, granting him access to quick and powerful [[combos]]. He also possesses high damage output on the majority of his moveset, with his back aerial and dash attack granting him access to strong KO options in his kit. Kirby's relatively small size and low crouch also makes him hard to hit; his crouch especially allows him to avoid most grabs and some attacks. Finally, Kirby's [[Inhale]] grants him his opponent's [[neutral special move]], which not only deals more damage than the opponent's, but can also be useful for alleviating some of Kirby's weaknesses and turning the tides of various matchups.
Kirby is currently ranked 75th out of 82 on the ''Ultimate'' [[tier list]], placing him in the D- tier. This is roughly similar to his placement in the previous game, where he was ranked 49th out of 54. Kirby possesses fast frame data overall in his moveset, with few moves that come out after frame 9, granting him access to quick and powerful [[combos]]. His relatively small size and low crouch also makes him hard to hit; his crouch especially allows him to avoid most grabs and some attacks, giving it good synergy with his down tilt, which is very fast and can cause opponents to [[trip]], leading to KO confirms at high percents if it successfully trips his opponent. He also possesses high damage output on the majority of his moveset, and despite his short size and low weight, he also possesses strong KO options in moves like his back aerial and dash attack, and his finishers are generally fast for their power, giving him a solid punish ability. While his air speed is slow, his aerial moveset is generally solid: Kirby's aerials have among the lowest overall landing lag in the roster, neutral aerial covers his entire body and is one of the strongest of its type, forward aerial is one of his most versatile moves, back aerial is fast, powerful and has good range and all except for down aerial are safe on shield when used close to the ground and have KO potential, granting him decent shield pressure in the air and giving him a good edgeguarding ability alongside his six total jumps. Finally, Kirby's [[Inhale]] grants him his opponent's [[neutral special move]], which not only deals more damage than the opponent's, but can also be useful for alleviating some of Kirby's weaknesses and turning the tides of various matchups.


However, Kirby's strenghts come at a cost of his poor endurance, as his light [[weight]] makes him susceptible to early KOs. His poor mobility, as well as a lack of projectiles and ranged attacks, presents a host of problems in [[Neutral game|neutral]] and offstage, as Kirby has trouble approaching and fighting those that can outrange him. Finally, Kirby's recovery, though far-reaching, is rather predictable, and his poor air speed and [[floatiness]] make Kirby very vulnerable to edgeguarding.  
However, Kirby's strengths come at a cost of his poor endurance, as his light [[weight]] makes him susceptible to early KOs. His air mobility is one of the slowest of the roster, and this, as well as a lack of projectiles and the limited range in most of his attacks, presents a host of problems in [[Neutral game|neutral]] and offstage, as Kirby has trouble approaching and fighting those that can outrange him. His slow air speed, [[floatiness]] and lack of projectiles outside of [[Final Cutter]]'s shockwave make him vulnerable to pressure and juggles, and he has a poor disadvantage state: his options have their own issues defensively, as [[Stone]] and down aerial are too slow to protect him effectively from below, neutral aerial has poor range on both sides of Kirby and is not as fast as other aerials of its type, and his midair jumps and Final Cutter may leave him in a worse position when they are used at the wrong time. In the end, while his aerial attacks are versatile and powerful when he has the advantage, they are less effective when he's disadvantaged, as they're not as fast or long-reaching as those of other characters, with his low air mobility and lack of conventional projectiles worsening this issue. Also, when Kirby has a Copy Ability, he may lose it if he gets hit after the first 20 seconds since he obtained it, and the chance of it happening depends on the damage of the hit he took, so he has to swallow his opponent again to get back his Copy Ability if he loses it. While he has several KO options, most of them suffer from poor range and can be difficult to land without a combo or setup into them, and while his smash attacks are powerful without sacrificing too much in speed, they are punishable on shield and have a late hit that is much weaker and often lacks KO potential altogether, such as his up smash, which has several sourspots. Finally, Kirby's recovery, though far-reaching, is rather predictable, making him very vulnerable to edgeguarding despite possessing five midair jumps.  


Overall, Kirby's weaknesses undermine some of his strengths. As a result, he has consistently placed near the bottom in terms of competitive representation. Nevertheless, Kirby has still seen some success from dedicated mains such as {{Sm|Guilheww}}, {{Sm|JeJaJeJa}}, and {{Sm|Konokururu}}.
Overall, Kirby's weaknesses undermine some of his strengths. As a result, he has consistently placed near the bottom in terms of competitive representation. Nevertheless, Kirby has still seen success from dedicated mains such as {{Sm|Guilheww}}, {{Sm|JeJaJeJa}}, and {{Sm|Konokururu}}.


==Attributes==
==Attributes==
Kirby is known for being a small [[weight|lightweight]], being tied for the eighth-lightest character in the game. True to his franchise, Kirby is characterized as a sluggish, yet floaty fighter. He has the 31st slowest [[walk]]ing speed, and 42nd fastest [[dash]]ing and [[Dash#Initial dash|initial dashing]] speeds. He also has the 5th slowest [[air speed]], 20th highest [[air acceleration]], 3rd lowest [[gravity]], the 5th lowest [[falling speed|falling]] and [[fast fall]]ing speeds, and above average [[traction]]. Due to these statistics, Kirby has difficulty approaching opponents. Kirby's [[recovery]] is versatile: despite his slow air speed and low jump height rendering him susceptible to edgeguarding, his five midair jumps, slow falling speed, long vertical airdodge, and [[Final Cutter]]'s decent distance give him good stalling capabilities and decent safety.
Kirby is known for being a small [[weight|lightweight]], being tied for the eighth-lightest character in the game. True to his franchise, Kirby is characterized as a sluggish, yet floaty fighter. He has the 31st slowest [[walk]]ing speed, and 42nd fastest [[dash]]ing and [[Dash#Initial dash|initial dashing]] speeds. He also has the 5th slowest [[air speed]], 20th highest [[air acceleration]], 3rd lowest [[gravity]], the 5th lowest [[falling speed|falling]] and [[fast fall]]ing speeds, and above average [[traction]]. Due to these statistics, Kirby has difficulty approaching opponents. Kirby's [[recovery]] is versatile: despite his slow air speed and low jump height rendering him susceptible to edgeguarding, his five midair jumps, slow falling speed, long vertical airdodge, and [[Final Cutter]]'s decent distance give him good stalling capabilities and decent safety.


Kirby's greatest strengths are his quick frame-data, high combo potential, and the versatility of his moveset. The majority of Kirby's attacks are characterized by speed, with his tilts being among the fastest in the game, while his slowest moves instead boast high power as a trade-off, while still being quite fast for their power. Neutral attack and forward tilt are fast and have decent range, allowing Kirby to quickly distance opponents, with the latter being used for tech chase setups. Up tilt's low knockback and high speed allow it to combo into multiple moves, such as itself, an aerial attack, or an Inhale. Down tilt's low power is compensated by its extreme speed and it launching opponents at the [[sakurai angle]], which allows it to [[trip]] most opponents even over 80%. Should he trip his opponents with it, he can follow up with a variety of attacks, such as a dash attack, grab, or forward smash. Dash attack’s early hit is excellent for whiff punishing and scoring a KO, potentially KOing opponents starting at 90%, while the late hit can set up into an Inhale. His [[smash attack]]s have good range, high power, and great frame-data, making them excellent at scoring a KO. Kirby himself is also very small, making him hard to hit, and his minimal crouch allows him to avoid almost all grabs and several attacks. As a result, Kirby has an excellent grounded and defensive game thanks to his quick frame-data and evasive [[crouch]], requiring opponents to be careful when approaching him in neutral.
Kirby's greatest strengths are his quick frame data, high combo potential, and the versatility of his moveset. The majority of Kirby's attacks are characterized by speed, with his tilts being among the fastest in the game, while his slowest moves instead boast high power as a trade-off, while still being quite fast for their power: only four of his standard moves (forward and up smashes, forward aerial and down aerial) come out at or after frame 10. Neutral attack and forward tilt are fast and have decent range, allowing Kirby to quickly distance opponents, with the latter being used for tech chase setups. Up tilt's low knockback and high speed allow it to combo into multiple moves, such as itself, an aerial attack, or an Inhale. Down tilt's low power is compensated by its extreme speed and it launching opponents at the [[Sakurai angle]], which allows it to [[trip]] most opponents even over 80%. Should he trip his opponents with it, he can follow up with a variety of attacks, such as a dash attack, grab, or forward smash. Dash attack’s early hit is excellent for whiff punishing and scoring a KO, potentially KOing opponents starting at 90%, while the late hit can set up into an Inhale. His [[smash attack]]s have good range, high power, and great frame-data, making them excellent at scoring a KO. Kirby himself is also very small, making him hard to hit, and his minimal crouch allows him to avoid almost all grabs and several attacks. As a result, Kirby has an excellent grounded and defensive game thanks to his quick frame-data and evasive [[crouch]], requiring opponents to be careful when approaching him in neutral.


The usefulness of Kirby's grounded game also extends to his [[grab]] game. His set of grabs' short range are counterbalanced by being among the fastest in ''Ultimate'', while his pummel's meager damage output is counterbalanced by its extreme speed. His [[forward throw]], unlike most other forward throws in the game, has combo potential, leading into aerial attacks from low to mid percentages. [[Back throw]] can be followed up by a back aerial at 0% on certain characters, can KO at high percents, and can send opponents offstage. [[Up throw]] is his strongest throw and is able to KO almost all characters around 170%, or even earlier if it lands on a platform. Lastly, [[down throw]] is reliable for damage-racking when no other throw can yield better results.
The usefulness of Kirby's grounded game also extends to his [[grab]] game. His set of grabs' short range are counterbalanced by being among the fastest in ''Ultimate'', while his pummel's meager damage output is counterbalanced by its extreme speed. His [[forward throw]], unlike most other forward throws in the game, has combo potential, leading into aerial attacks from low to mid percentages. [[Back throw]] can be followed up by a back aerial at 0% on certain characters, can KO at high percents, and can send opponents offstage. [[Up throw]] is his strongest throw and is able to KO almost all characters around 170%, or even earlier if it lands on a platform. Lastly, while [[down throw]] has no combo potential, it is reliable for damage-racking when no other throw can yield better results, and it can KO below 200%.


Kirby's aerial game is also notable, despite his poor [[air speed]], due to the versatility of his aerial attacks. [[Neutral aerial]] has a long-lasting hitbox, high knockback on the clean hit, minimal landing lag, and good coverage, making it a safe landing option. The weak hit of neutral air can combo into his tilts, grab, or even a smash attack. It can also be useful as a combo finisher and as a KO move at high percents. Due to the move lasting longer compared to his other aerials, it can safely pressure shields. [[Forward aerial]] is a powerful combo tool, can pressure shields, lead into a [[wall of pain]] at low precents, be useful as a respectable KOing option when landing the final hit, and its first two hits can allow additional follow-ups due to its low landing lag. [[Up aerial]] has good vertical knockback, low landing lag and a fairly quick [[auto-cancel]] window, allowing for several potential follow-ups and even opportunities to KO when near the upper blast line. [[Back aerial]] has decent range, high knockback on the clean hit, and is Kirby's fastest aerial, making it one of his strongest options overall. Lastly, [[down aerial]] has considerable startup, but has multiple hits that drag opponents downward before the final hit [[meteor smash]]es them and has low ending lag, making it a deceptively powerful [[edgeguarding]] tool as well as a reliable combo starter with follow-ups on grounded opponents.
Kirby's aerial game is also notable, despite his poor [[air speed]], due to the versatility of his aerial attacks. With the exception of down aerial, they have very low landing lag. [[Neutral aerial]] has a long-lasting hitbox, high knockback on the clean hit, minimal landing lag, and good coverage, making it a safe landing option. The weak hit of neutral air can combo into his tilts, grab, or even a smash attack. It can also be useful as a combo finisher and as a KO move at high percents. Due to the move lasting longer compared to his other aerials, it can safely pressure shields. [[Forward aerial]] is a powerful combo tool, can pressure shields, lead into a [[wall of pain]] at low precents, be useful as a respectable KOing option when landing the final hit, and its first two hits can allow additional follow-ups due to its low landing lag. [[Up aerial]] has good vertical knockback, low landing lag and a fairly quick [[auto-cancel]] window, allowing for several potential follow-ups and even opportunities to KO when near the upper blast line. [[Back aerial]] has decent range, high knockback on the clean hit, and is Kirby's fastest aerial, making it one of his strongest options overall. Lastly, [[down aerial]] has considerable startup, but has multiple hits that drag opponents downward before the final hit [[meteor smash]]es them and has low ending lag, making it a deceptively powerful [[edgeguarding]] tool as well as a reliable combo starter with follow-ups on grounded opponents.


Kirby's [[special move]]set can provide some unique strengths. {{B|Inhale|Kirby}} is his most notable example; it allows him to either [[List of Copy Abilities|copy]] the [[neutral special move]] of any character he inhales, or spit them out as a weight-dependent [[projectile]]. Depending on what character he inhales, the copy ability can give Kirby a move that assists him in matchups to various degrees, such as useful projectiles to counter-camp his opponent ([[Needle Storm]], [[Charge Shot]], {{SSBU|Wolf}}'s {{b|Blaster|Wolf}}), powerful punishing options ([[Giant Punch]], [[Homing Attack]]), a reflector ([[Nayru's Love]]), or other benefits ([[Monado Arts]]). In addition, Kirby's variant of the opponent's neutral special has a 1.2x damage multiplier. Kirby can also inhale projectiles; smaller projectiles will be swallowed, allowing him to heal himself, while larger ones (such as a fully-charged Charge Shot) can be stored in his mouth and spat out, essentially giving Kirby a reflector. The spat projectiles can be used to punish opponents at mid-range and can launch them away with high knockback. Inhale can also be used to [[Kirbycide]] or spit the opponent out offstage, although the opponent can escape by [[button mashing]]. [[Hammer Flip]] boasts amazing power, especially when fully charged, and Kirby can move and jump while charging. However, its high startup and endlag, along with its short range and Kirby's poor mobility being further slowed when charging, makes it difficult to land outside of a [[shield break]], covering ledge options, or after a jab lock. Final Cutter is his primary means of [[recovery]], granting good vertical distance, as well as a disjoint in front of him during his ascent and descent. It also emits a shockwave projectile upon landing, making it difficult to [[punish]] if the opponent is not behind Kirby. Lastly, [[Stone]] causes Kirby to turn into an object and ignore up to 25% damage. It is also a powerful attack, especially in the air, and can be canceled shortly after Kirby begins his descent, although these benefits are limited by its slow startup and ending lag, and Kirby is still vulnerable to grabs while transformed.
Kirby's [[special move]]set can provide some unique strengths. {{B|Inhale|Kirby}} is his most notable example; it allows him to either [[List of Copy Abilities|copy]] the [[neutral special move]] of any character he inhales, or spit them out as a weight-dependent [[projectile]]. Depending on what character he inhales, the copy ability can give Kirby a move that assists him in matchups to various degrees, such as useful projectiles to counter-camp his opponent ([[Needle Storm]], [[Charge Shot]], {{SSBU|Wolf}}'s {{b|Blaster|Wolf}}), powerful punishing options ([[Giant Punch]], [[Homing Attack]]), a reflector ([[Nayru's Love]]), or other benefits ([[Monado Arts]]). In addition, Kirby's variant of the opponent's neutral special has a 1.2x damage multiplier. Kirby can also inhale projectiles; smaller projectiles will be swallowed, allowing him to heal himself, while larger ones (such as a fully-charged Charge Shot) can be stored in his mouth and spat out, essentially giving Kirby a reflector. The spat projectiles can be used to punish opponents at mid-range and can launch them away with high knockback. Inhale can also be used to [[Kirbycide]] or spit the opponent out offstage, although the opponent can escape by [[button mashing]]. [[Hammer Flip]] boasts amazing power, especially when fully charged, and Kirby can move and jump while charging. However, its high startup and endlag, along with its short range and Kirby's poor mobility being further slowed when charging, makes it difficult to land outside of a [[shield break]], covering ledge options, or after a jab lock. Final Cutter is his primary means of [[recovery]], granting good vertical distance, as well as a disjoint in front of him during his ascent and descent. It also emits a shockwave projectile upon landing, making it difficult to [[punish]] if the opponent is not behind Kirby. Lastly, [[Stone]] causes Kirby to turn into an object and ignore up to 25% damage. It is also a powerful attack, especially in the air, and can be canceled shortly after Kirby begins his descent, although these benefits are limited by its slow startup and ending lag, and Kirby is still vulnerable to grabs while transformed. It can also be used on the ground, where it has faster startup due to creating a shockwave and it launches at a semi-spike angle.


Kirby’s most notable flaw, however, is his poor approach. Owing to Kirby's poor mobility and lack of reliable projectiles, speed demons or characters who can camp with projectiles can wall out Kirby, such as {{SSBU|Sonic}}, {{SSBU|Mii Gunner}} and {{SSBU|Samus}}. Kirby's lack of reliable burst-movement options especially makes his approach in these matchups problematic and sometimes predictable. In addition, characters with long and/or [[disjointed hitbox]]es, such as {{SSBU|Ike}} and {{SSBU|Mr. Game & Watch}}, can outrange and wall out Kirby since his range is short relative to the cast. Final Cutter's projectile has decent range and quick movement, but has somewhat slow startup due to it requiring Kirby to perform the entire rising and falling portions of the move beforehand, and he lacks other projectiles outside of spitting inhaled projectiles/opponents, or from a copy ability. This requires conscientious usage to avoid punishment. Despite possessing great [[air acceleration]], Kirby's air speed is also too slow for him to take advantage of it, hindering his aerial approach and recovery despite possessing five midair jumps, wwith the latter being especially prevelant due to his recovery being fairly linear. Kirby also has several KO options in his kit, but some can be hard to land without a setup due to their short range.
Kirby has very notable flaws, however. His most glaring flaw is his poor approach. While his dashing speed is average, Kirby's mobility is lackluster overall, especially in the air, and with his lack of reliable projectiles, speed demons or characters who can camp with projectiles can wall out Kirby, such as {{SSBU|Sonic}}, {{SSBU|Mii Gunner}} and {{SSBU|Samus}}. Kirby's lack of reliable burst-movement options especially makes his approach in these matchups problematic and sometimes predictable. Dash attack covers a large distance, but it's punishable when not used carefully, and crossing up shields with it is risky, so he doesn't have many reliable approach options outside of a back aerial in a [[reverse aerial rush]]. Inhale can help him by giving some new options, but those depend on the matchup, and if he gets hit too much, he might lose the Copy Ability and has to suck in his opponent again to regain it if he loses it. In addition, characters with long range and/or [[disjointed hitbox]]es, such as {{SSBU|Ike}} and {{SSBU|Mr. Game & Watch}}, can outrange and wall out Kirby since his range is short relative to the cast despite having a disjoints on a few of attacks himself. Final Cutter's projectile has decent range and quick movement, but it's too slow to use it well due to it requiring Kirby to perform the entire rising and falling portions of the move beforehand, and he lacks other projectiles outside of spitting inhaled projectiles/opponents, or from a Copy Ability. It's also too slow to be used as an out of shield option, only being active at frame 23, and lacks a hitbox to protect Kirby from directly above, which can leave him vulnerable to a meteor smash if it's used at the wrong time. When using Final Cutter, he also cannot snap to the ledge until he reaches the peak of his ascent. This requires conscientious usage to avoid punishment. Despite possessing great [[air acceleration]], Kirby's air speed is also too slow for him to take advantage of it, hindering his aerial approach and recovery despite possessing five midair jumps, with the latter being especially prevalent due to his recovery being fairly linear and predictable despite Final Cutter covering a decent distance overall. Kirby also has several KO options in his kit, but some can be hard to land without a setup due to their short range.


In addition, Kirby also has poor endurance. While being light and floaty can help him escape combos from other characters, this also means he risks getting KOed earlier. He is also vulnerable to [[juggling]], due to his aforementioned slow falling and air speeds. The existence of [[rage]] further pronunces this issue, as Kirby will be sent flying even further by heavily damaged opponents, and his light [[weight]] prevents him from gaining the advantage of his own rage. This imposes as a risk in approaching opponents in the air, while also preventing Kirby's aerials from being used effectively when in a disadvantage state, often forcing him to rely on his jumps, Stone, or neutral aerial to escape and return to the ground or ledge.
In addition, Kirby also has poor endurance. While being light and floaty can help him escape combos from other characters, this also means he risks getting KOed earlier. He is also vulnerable to [[juggling]], due to his aforementioned slow falling and air speeds. The existence of [[rage]] further pronunces this issue, as Kirby will be sent flying even further by heavily damaged opponents, and his light [[weight]] prevents him from gaining the advantage of his own rage. His floaty movement, slow speed in the air and lack of reliable projectiles without Inhale also leaves him very vulnerable to pressure, and while his aerials are versatile in an advantage state, they are less effective when he's disadvantaged. His down aerial is too slow to fight juggling, and it's also outclassed by his other aerials when it comes to edgeguarding or against shielding opponents, as it's unsafe on shield and it's also his weakest aerial in terms of damage and knockback, not even KOing lightweights until very high percents. This imposes as a risk in approaching opponents in the air, while also preventing Kirby's aerials from being used effectively when in a disadvantage state, often forcing him to rely on his jumps, Stone, or neutral aerial to escape and return to the ground or the ledge. Even then, those options have their risks: using his midair jumps might leave him vulnerable later, neutral aerial has a large hitbox that covers his entire body but it has and poor range in front of him a long duration that can be punished when used poorly, and Stone has high start-up in the air and Kirby takes a long time to transform or turn back to normal. While its immunity to attacks that deal 25% damage is useful, it has to be used carefully to avoid getting punished, as it has slow startup and a noticeable amount of ending lag and Kirby is still vulnerable to grabs when he's transformed.


Overall, Kirby has a tendency to run hot and cold. In turn, Kirby is characterized as a glass cannon who is capable of inflicting an impressive amount of damage if he gets close to his opponent thanks to his excellent frame-data and potent combo game, however, doing so is challenging for him due to his poor approach. As such, Kirby functions well with a bait-and-punish playstyle, although being unprepared for an opponent's approach can be hazardous due to his low survivability, an attribute that is commonly shared with other characters of Kirby's archetype.
Overall, Kirby has a tendency to run hot and cold. In turn, Kirby is characterized as a glass cannon who is capable of inflicting an impressive amount of damage if he gets close to his opponent thanks to his excellent frame data and potent combo game, but doing so is challenging for him due to his poor approach. As such, he functions well with a bait-and-punish playstyle, although being unprepared for an opponent's approach can be hazardous due to his low survivability, an attribute that is commonly shared with other characters of Kirby's archetype.


==Changes from ''[[Super Smash Bros. 4]]''==
==Changes from ''[[Super Smash Bros. 4]]''==
Near the end of ''SSB4''{{'}}s metagame, Kirby had been considered a low-tier character due to a combination of lackluster attributes and underwhelming moveset despite its power. Likely owing to this, Kirby has been granted a mixture of buffs and nerfs in the transition to ''Ultimate'', being overall buffed, though not enough to raise his standing on the tier list.
Near the end of ''SSB4''{{'}}s metagame, Kirby had been considered a low-tier character due to a combination of lackluster attributes (light, slow in the air and floaty) and underwhelming moveset despite its power. Likely owing to this, Kirby has been noticeably buffed overall in the transition to ''Ultimate'', though not enough to raise his standing on the tier list.


Kirby's buffs lie in the increased utility of his moveset as a whole, with overall improved frame-data and KO power on his finishers. The first two hits of his [[neutral attack]] can now [[jab lock]] and connect better into the looping hits (albeit at the cost of reduced damage output), while [[forward tilt]] is a stronger poke and KO option due to its reduced ending lag and its increased knockback. His [[dash attack]] has been mostly reverted back to its ''Melee'' iteration — however, it is significantly faster and stronger, has less startup and a far longer duration compared to his previous dash attack in ''SSB4'', can cross-up on shields, covers more distance, and is more reliable for catching opponents thanks to only consisting of a single, long-lasting hitbox; these changes make it a stronger punishing tool and a much more versatile move overall. His [[smash attack]]s are now stronger punishing options, with [[forward smash]] having much more range, [[up smash]] having faster start-up, and [[down smash]]'s regained its semi-spike angle, restoring its utility at edgeguarding; all three also have improved KO power, with forward and up smash dealing more knockback, and down smash's altered angle KOing earlier at the edge despite its reduced knockback). Several of Kirby's attacks, such as up tilt and all his aerials excluding for up aerial also have more range, partially alleviating one of his weaknesses from ''SSB4''.
Kirby's buffs lie in the increased utility of his moveset as a whole, with overall improved frame-data and KO power on his finishers. The first two hits of his [[neutral attack]] can now [[jab lock]] and connect better into the looping hits (albeit at the cost of reduced damage output), while [[forward tilt]] is a stronger poke and KO option due to its reduced ending lag and its increased knockback. His [[dash attack]] has been mostly reverted back to its ''Melee'' iteration — however, it is significantly faster and stronger, has less startup and a far longer duration compared to his previous dash attack in ''SSB4'', can cross-up on shields, covers more distance, and is more reliable for catching opponents thanks to only consisting of a single, long-lasting hitbox; these changes make it a stronger punishing tool and a much more versatile move overall. His [[smash attack]]s are now stronger punishing options, with [[forward smash]] having much more range, [[up smash]] having faster start-up, and [[down smash]]'s regained its semi-spike angle, restoring its utility at edgeguarding; all three also have improved KO power, with forward and up smash dealing more knockback, and down smash's altered angle KOing earlier at the edge despite its reduced knockback. Several of Kirby's attacks, such as up tilt and all his aerials excluding for up aerial also have more range, partially alleviating one of his weaknesses from ''SSB4''.


The universal reduction to [[landing lag]] has also exponentially benefitted his aerials, despite possessing among the lowest landing lag in ''SSB4''; his aerials are not only safer, but now capable of leading into followups, with [[forward aerial]]'s first two hits now being able to follow up into a grab or forward smash. His neutral and up aerials —the former being one of his most situational attacks— are now faster, deal more knockback (with the former's clean hit being one of the strongest neutral aerials in ''Ultimate'', and the latter had some of its lost KO power restored from ''Melee'') and have less ending lag; neutral aerial also has more range, and up aerial deals higher damage.
The universal reduction to [[landing lag]] has also exponentially benefitted his aerials, despite already possessing among the lowest landing lag in ''SSB4''; his aerials are not only safer, but now capable of leading into followups, with [[forward aerial]]'s first two hits now being able to follow up into a grab or forward smash. His neutral and up aerials —the former being one of his most situational attacks— are now faster, deal more knockback (with the former's clean hit being one of the strongest neutral aerials in ''Ultimate'' and have less ending lag; neutral aerial also has more range, and both forward and up aerial deal higher damage, regaining some of the KO power they had lost in the transition between ''Melee'' and ''Brawl''.


For Kirby's special moves, [[Inhale]] has been significantly buffed with faster startup, less ending lag, a much longer grace period in which Kirby cannot lose his Copy Ability, a lower probability of losing said ability after this period has ended, and a new 1.2× multiplier to his copied [[neutral special]] compared to his opponent (albeit without a corresponding increase to knockback), giving him a greater incentive and a higher reward from inhaling opponents. Furthermore, he can now eat the projectiles he swallows to heal himself (and store certain ones in his mouth as well, enabling him to spit them out as stars). [[Hammer Flip]] now renders Kirby nigh-impossible to stop for a longer time as long as he's grounded; [[Final Cutter]] is faster and its landing hit is much more powerful, which improves its utility; and [[Stone]]'s aerial variant now has super armor during its startup, making it more difficult to interrupt Kirby out of the attack, as in previous ''Smash'' games he could be interrupted even when he fully transformed.
For Kirby's special moves, [[Inhale]] has been significantly buffed with faster startup, less ending lag, a much longer grace period in which Kirby cannot lose his Copy Ability, a lower probability of losing said ability after this period has ended, and a new 1.2× multiplier to his copied [[neutral special]] compared to his opponent (albeit without a corresponding increase to knockback), giving him a greater incentive and a higher reward from inhaling opponents. Furthermore, he can now eat the projectiles he swallows to heal himself (and store certain ones in his mouth as well, enabling him to spit them out as stars). [[Hammer Flip]] now renders Kirby nigh-impossible to stop for a longer time as long as he's grounded; [[Final Cutter]] snaps to the ledge slightly faster and its landing hit is much more powerful, which improves its utility; and [[Stone]]'s aerial variant now has super armor during its startup, making it more difficult to interrupt Kirby out of the attack, as in previous ''Smash'' games he could be interrupted even when he fully transformed.


However, Kirby has also received several noteworthy nerfs. The most notable were to his sub-par [[grab]] game, which has been made even worse: his grab has had its mediocre range further worsened (especially on his pivot grab), and [[forward throw]] depicts him jumping up higher after the throw, which runs the risk of potentially landing on top of a soft platform, negating all follow-ups when it happens too early (although following up neutral air or up aerial can allow more follow-ups), while [[back throw]] has lost most of its combo setups due to changes to the animation. Altogether, this grants Kirby a less effective combo game off of his grabs overall. His other received nerfs include Stone no longer hitting shielding opponents twice, reducing its shield pressure considerably; [[back aerial]] deals less knockback (although the clean hit now lasts for slightly longer to compensate); and [[down aerial]], one of his most reliable combo starters in ''SSB4'', has more range on the looping hits, but slightly less on the final hit and is less advantageous on landing due to the removal of [[frame cancel]]ing, reducing the effectiveness of its follow-ups since its landing lag was not reduced enough to compensate properly. Furthermore, Kirby still retains many of the same issues that plagued him in ''SSB4'', with mediocre range, sluggish aerial mobility and a high susceptibility to being camped.
However, the nerfs Kirby has received are also noteworthy. The most notable were to his [[grab]] game: his grab has had its mediocre range further worsened (especially on his pivot grab), and [[forward throw]] depicts him jumping up higher after the throw, which runs the risk of potentially landing on top of a soft platform, negating all follow-ups when it happens too early (although following up neutral air or up aerial can allow more follow-ups), while [[back throw]] has lost most of its combo setups due to changes to the animation. Altogether, this grants Kirby a less effective combo game off of his grabs overall. His other received nerfs include Stone no longer hitting shielding opponents twice, reducing its shield pressure considerably; [[back aerial]] deals less knockback (although it has more range and the clean hit now lasts for slightly longer to compensate); and [[down aerial]], one of his most reliable combo starters in ''SSB4'', has more range on the looping hits, but slightly less on the final hit and is less advantageous on landing due to the removal of [[frame cancel]]ing, reducing the effectiveness of its follow-ups since its landing lag was not reduced enough to compensate properly. Furthermore, Kirby still retains many of the same issues that plagued him in ''SSB4'', with mediocre range, sluggish aerial mobility and a high susceptibility to being camped.


Universal changes to the game's mechanics both benefit and hinder Kirby. The revamped [[air dodging]] mechanics have significantly improved his innate ability to [[edgeguard]] opponents more effectively, and directional air dodges have also given him a secondary recovering option, but this also makes him more susceptible to juggling and edgeguarding as well, due to his short-ranged aerials and predictable landing options. The changes to downwards velocity KOing opponents faster from the bottom blast line now render Final Cutter as a significantly more deadly edgeguarding and [[sacrificial KO]] option, further improving its utility. The increased [[shieldstun]] and increased startup on shield grabbing notably benefits Kirby's safety on hit, due to his moveset's naturally high damage and low ending lag, making him harder to shrug off and punish accordingly. Conversely, the changes to grabs' ending lag make Kirby's own grab riskier to throw out, as their ending lag can prove more punishable. The increase in mobility is a mixed bag for Kirby, as while his mobility has improved overall relative to the cast (most notably his aerial mobility), his problems with camping from the previous incarnation remain, exhibited with the increased prevalence of zoners. Overall, his edgeguarding and defensive options have been improved at the cost of his range issues becoming even more prevalent than in ''SSB4''.
Universal changes to the game's mechanics both benefit and hinder Kirby. The revamped [[air dodging]] mechanics have significantly improved his innate ability to [[edgeguard]] opponents more effectively, and directional air dodges have also given him a secondary recovering option, but this also makes him more susceptible to juggling and edgeguarding as well, due to his short-ranged aerials and predictable landing options, as his air dodges are now among the slowest in the game due to now depending on the character's fall speed and gravity. The changes to downwards velocity KOing opponents faster from the bottom blast line now render Final Cutter as a significantly more deadly edgeguarding and [[sacrificial KO]] option, further improving its utility. The increased [[shieldstun]] and increased startup on shield grabbing notably benefits Kirby's safety on hit, due to his moveset's naturally high damage and low ending lag, making him harder to shrug off and punish accordingly. Conversely, the changes to grabs' ending lag make Kirby's own grab riskier to throw out, as their ending lag can prove more punishable. The increase in mobility is a mixed bag for Kirby, as while his mobility has improved overall relative to the cast (most notably his aerial mobility), his problems with camping from the previous incarnation remain, exhibited with the increased prevalence of zoners. Overall, his edgeguarding and defensive options have been improved at the cost of his range issues becoming even more prevalent than in ''SSB4''.


In the end, Kirby's changes now render his punishing game much more deadly, make him much harder to shake off once he gains the advantage, and allow him to seal stocks at much more varied percentages, but the universal changes to the game's engine have made it slightly easier for opponents to restrain him and have rendered said punishment game slightly more inconsistent. Because of this, Kirby is agreed to have not significantly improved from his appearance in ''SSB4'', which combined with several veterans being buffed to varying degrees, has resulted in Kirby being in a similar position overall, despite several of the game's updates handing Kirby a myriad of noticeable buffs.
In the end, Kirby's changes now render his punishing game much more deadly, make him much harder to shake off once he gains the advantage, and allow him to seal stocks at much more varied percentages, but the universal changes to the game's engine have made it slightly easier for opponents to restrain him and have rendered said punishment game slightly more inconsistent. Because of this, Kirby is agreed to have not significantly improved from his appearance in ''SSB4'', which combined with several veterans being buffed to varying degrees, has resulted in Kirby being in a similar position overall, despite several of the game's updates handing Kirby a myriad of noticeable buffs.
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|fairname=Triple Attack ({{ja|トリプルアタック|Toripuru Attaku}})
|fairname=Triple Attack ({{ja|トリプルアタック|Toripuru Attaku}})
|fairdmg={{ShortHopDmgSSBU|4}} (hit 1), {{ShortHopDmgSSBU|4}} (hit 2), {{ShortHopDmgSSBU|6}} (hit 3)
|fairdmg={{ShortHopDmgSSBU|4}} (hit 1), {{ShortHopDmgSSBU|4}} (hit 2), {{ShortHopDmgSSBU|6}} (hit 3)
|fairdesc=A series of three consecutive aerial kicks. Due to coming out on frame 10, it has the second slowest startup of Kirby's aerials. The first two hits have low knockback, which allows them to connect reliably into the third hit; however, they are notably inconsistent and the first hit doesn't use the [[autolink angle]], meaning that it might experience fallouts as a result. Its low landing lag also allows the first or second hit to be used as set-up options into other moves, such as an up smash or forward smash at high percents. A versatile aerial that is good for combos and edgeguarding, it is capable of connecting into itself for a [[wall of pain]] in certain instances. It deals the highest damage of Kirby's aerials and the third hit has very high knockback growth, KOing at high percents when edgeguarding or at the ledge. It can also be used as an out-of-shield option if Kirby is too far away to hit the opponent with neutral aerial or up aerial instead. Auto-cancels in a full hop.
|fairdesc=A series of three consecutive aerial kicks. Due to coming out on frame 10, it has the second slowest startup of Kirby's aerials. The first two hits have low knockback, which allows them to connect reliably into the third hit; however, they are notably inconsistent and the first hit doesn't use the [[autolink angle]], meaning that it might experience fallouts as a result. Its low landing lag also allows the first or second hit to be used as set-up options into other moves, such as an up smash or forward smash at high percents. A versatile aerial that is good for combos and edgeguarding, it is capable of connecting into itself for a [[wall of pain]] in certain instances due to its low ending lag, and it can also combo into other moves at low to mid percents other than on landing. As of update 8.0.0, it deals the highest damage of Kirby's aerials, and while this makes it more difficult to connect two forward aerials at low to mid percents if the opponent is small or too light, the third hit's increased knockback has granted it better KO potential at high percents when edgeguarding or at the ledge due to its very high knockback growth. It can also be used as an out-of-shield option if Kirby is too far away to hit the opponent with neutral aerial or up aerial instead, and its multiple hits can pressure shields when combined with the low landing lag. It auto-cancels in a full hop.
|bairname=Drop Kick ({{ja|ドロップキック|Doroppu Kikku}})
|bairname=Drop Kick ({{ja|ドロップキック|Doroppu Kikku}})
|bairdmg={{ShortHopDmgSSBU|13}} (clean), {{ShortHopDmgSSBU|8}} (late)
|bairdmg={{ShortHopDmgSSBU|13}} (clean), {{ShortHopDmgSSBU|8}} (late)
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|dairname=Screwdriver ({{ja|スクリュードライバー|Sukuryūdoraibā}})
|dairname=Screwdriver ({{ja|スクリュードライバー|Sukuryūdoraibā}})
|dairdmg={{ShortHopDmgSSBU|1.3}} (hits 1-5), {{ShortHopDmgSSBU|2}} (hit 6), 2% (landing)
|dairdmg={{ShortHopDmgSSBU|1.3}} (hits 1-5), {{ShortHopDmgSSBU|2}} (hit 6), 2% (landing)
|dairdesc=A diagonal corkscrew dropkick. A decent combo starter on grounded opponents and due its low ending lag, and the final hit is a weak meteor smash, which makes it useful for edgeguarding and allows it to gimp characters with short recoveries. It can even lead into a [[footstool jump]] on fast-fallers and heavyweights. While it has the highest amount of start-up lag out of Kirby's aerials and of his standard moveset due to coming out on frame 18 and it doesn't auto-cancel in a short hop, it has landing hitboxes, giving Kirby a decent window to safely land while tumbling. The landing hit launches vertically, giving them some combo potential. While possessing a rather good auto-canceling window and being good for edgeguarding, its usage offstage is only serviceable against characters with slow or exploitable recoveries, as the final hit cannot reliably KO characters even as high as 180% offstage, and it deals the least damage and knockback out of all of Kirby's aerials. It also has the highest landing lag of of Kirby's aerials, and due to this and the final hit's low damage output, it's unsafe on shield despite of the move's low ending lag, making it punishable when used recklessly.
|dairdesc=A diagonal corkscrew dropkick. A decent combo starter on grounded opponents and due its low ending lag, and the final hit is a weak meteor smash, which makes it useful for edgeguarding and allows it to gimp characters with short recoveries or to combo with it. It can even lead into a [[footstool jump]] on fast-fallers and heavyweights. While it has the highest amount of start-up lag out of Kirby's aerials and of his standard moveset due to coming out on frame 18, which also makes it one of the slowest down aerials in the game in terms of start-up, and it doesn't auto-cancel in a short hop, it has landing hitboxes, giving Kirby a decent window to safely land while tumbling. The landing hit launches vertically, giving them some combo potential. While possessing a rather good auto-canceling window and being good for edgeguarding, its usage offstage is only serviceable against characters with slow or exploitable recoveries, as the final hit cannot reliably KO characters even as high as 180% offstage, and it deals the least damage and knockback out of all of Kirby's aerials. It also has the highest landing lag of of Kirby's aerials, and due to this and the final hit's low damage output, it's unsafe on shield despite of the move's low ending lag, making it punishable when used recklessly.
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabdesc=Reaches out. Reaches out with one hand. Based on the startup animation of the Torent Lariat from the Suplex ability from ''Kirby Super Star''. It's one of the fastest grabs, but has short range.
|grabdesc=Reaches out with one hand. Based on the startup animation of the Torent Lariat from the Suplex ability from ''Kirby Super Star''. It's one of the fastest grabs, but has somewhat short range.
|pummelname= Grab Slap ({{ja|つかみビンタ|Tsukami Pinta}})
|pummelname= Grab Slap ({{ja|つかみビンタ|Tsukami Pinta}})
|pummeldmg=1%
|pummeldmg=1%
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|floorfname= 
|floorfname= 
|floorfdmg=7%
|floorfdmg=7%
|floorfdesc=Performs a spinning kick before getting up.
|floorfdesc=Performs a spinning kick before getting up. Front kick’s pose reassembles the Slide Kick from the [[Kirby]] series.
|floorbname= 
|floorbname= 
|floorbdmg=7%
|floorbdmg=7%
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*{{Sm|Ferretkuma|Japan}} - Although his overall activity has been limited, he notably placed 17th at the major {{Trn|Umebura SP 7}}, which is tied for the highest placement for a Kirby player at a major.  
*{{Sm|Ferretkuma|Japan}} - Although his overall activity has been limited, he notably placed 17th at the major {{Trn|Umebura SP 7}}, which is tied for the highest placement for a Kirby player at a major.  
*{{Sm|Guilheww|Mexico}} - One of the two best Kirby players in the post-online metagame, consistently placing highly at Mexican events including 2nd at the regional {{Trn|Hooters Ultimate Tournament}} while upsetting {{Sm|Maister}}. His 17th-place finish at the major {{Trn|Delfino Maza 2023}} is tied for the highest placement for a Kirby player at a major.  
*{{Sm|Guilheww|Mexico}} - One of the two best Kirby players in the post-online metagame, consistently placing highly at Mexican events including 2nd at the regional {{Trn|Hooters Ultimate Tournament}} while upsetting {{Sm|Maister}}. His 17th-place finish at the major {{Trn|Delfino Maza 2023}} is tied for the highest placement for a Kirby player at a major.  
*{{Sm|JeJaJeJa|USA}} - One of the two best Kirby players in the post-online metagame, having placed well at many events including 33rd at the supermajors {{Trn|Super Smash Con 2022}} and {{Trn|Let's Make Big Moves 2023}}. In addition, his 17th-place finish at {{Trn|Port Priority 7}} is tied for the highest placement for a Kirby player at a major.  
*{{Sm|JeJaJeJa|USA}} - One of the two best Kirby players in the post-online metagame, having placed well at many events, including 33rd at the supermajors {{Trn|Super Smash Con 2022}}, {{Trn|Let's Make Big Moves 2023}} and {{Trn|Collision 2024}}. In addition, his 17th-place finish at {{Trn|Port Priority 7}} is tied for the highest placement for a Kirby player at a major, and he won the regional {{Trn|Afterburner 2024}}.  
*{{Sm|Jesuischoq|France}} - One of the best Kirby players in the world in the early metagame who regularly placed highly at European events, including 2nd at the regional {{Trn|Smash4Glory - Ultimate Edition}} upsetting {{Sm|Glutonny}} and 13th at the superregional {{Trn|VCA 2019}}.
*{{Sm|Jesuischoq|France}} - One of the best Kirby players in the world in the early metagame who regularly placed highly at European events, including 2nd at the regional {{Trn|Smash4Glory - Ultimate Edition}} upsetting {{Sm|Glutonny}}, and 13th at the superregional {{Trn|VCA 2019}}.
*{{Sm|Konokururu|Japan}} - One of the best Kirby players in the world in the post-online metagame. Although his placements have been less consistent than JeJaJeJa, his 17th place finish at the supermajor {{Trn|Kagaribi 7}} is the highest placement for a Kirby player at a supermajor.
*{{Sm|Konokururu|Japan}} - One of the best Kirby players in the world in the post-online metagame. Although his placements have been less consistent than JeJaJeJa, his 17th place finish at the supermajor {{Trn|Kagaribi 7}} is the highest placement for a Kirby player at a supermajor.


===Tier placement and history===
===Tier placement and history===
Since the release of ''Ultimate'', several professionals immediately noticed Kirby's significant flaws from the previous installment had been retained, in spite of the mechanics suiting him better in comparison to ''SSB4''. In addition, players notified his vulnerability to being camped, poor range, slow air speed, as well as platforms potentially negating all follow-ups should he start a combo with a forward throw. Despite some representation from players such as {{Sm|Jesuischoq}} and {{Sm|Ferretkuma}}, most of the community considered Kirby to be a low or bottom-tier in the early metagame, with some going as far as to consider Kirby could be one of the worst characters in the game.
Since the release of ''Ultimate'', several professionals immediately noticed Kirby's significant flaws from the previous installment had been retained, in spite of the mechanics suiting him better in comparison to ''SSB4''. In addition, players notified his vulnerability to being camped, poor range, slow air speed, as well as platforms potentially negating all follow-ups should he start a combo with a forward throw. Despite some representation and decent results from players such as {{Sm|Jesuischoq}} and {{Sm|Ferretkuma}}, most of the community considered Kirby to be a low or bottom-tier in the early metagame, with some going as far as to consider Kirby could be one of the worst characters in the game.


Patches 6.0.0 and 8.0.0 gave Kirby some major improvements, including more KO power and versatility to his aerial attacks, partially restoring his ability to follow-up on platforms, and gaining additional options for KO confirms. In addition, although Kirby's representation remained rather small and was often in the bottom 10, he began seeing more success from players such as {{Sm|Guilheww}} and {{Sm|JeJaJeJa}} both online and offline. These small positives were enough to raise opinions on the character slightly. As such, although Kirby continues to have little impact on the metagame, he is no longer considered a candidate for the worst character in the game. This is reflected in Kirby's placement on the current tier list, where he is ranked 76th as a low-tier character, although gradually improving results from dedicated players have led a few players to believe Kirby should be ranked higher.
However, Kirby would receive significant buffs in balance patches, more than almost every other character, especially in patches 6.0.0 and 8.0.0. These patches would give him major improvements, improving his overall frame data and KO power and the versatility to his aerial attacks, partially restoring his ability to follow-up on platforms, and gaining additional options for KO confirms, as seen with his neutral, forward and up aerials, dash attack, down smash and Inhale, which received faster start-up or ending lag and became stronger. In addition, although Kirby's representation remained rather small and was often in the bottom 10, he began seeing more success both online and offline from players such as {{Sm|Guilheww}} and {{Sm|JeJaJeJa}}, who were able to achieve strong results with him in national tournaments and in majors. These small positives were enough to raise opinions on the character slightly. As such, although Kirby continues to have little impact on the metagame, he is no longer considered a candidate for the worst character in the game. This is reflected in Kirby's placement on the first tier list, where he is ranked 76th as a low-tier character, and he rose just one position in the second and current tier list, although gradually improving results from dedicated players have led a few players to believe Kirby should be ranked higher.


=={{SSBU|Classic Mode}}: Gourmet Clash==
=={{SSBU|Classic Mode}}: Gourmet Clash==
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|{{SSBUMusicLink|Pikmin|Garden of Hope (Original)}}
|{{SSBUMusicLink|Pikmin|Garden of Hope (Original)}}
|
|
|-
|1,528
|{{SpiritTableName|Wonder Flower & Talking Flower|size=64}}
|''Super Mario'' Series
|•Tiny {{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=Blue}}<br>•Tiny {{SSBU|Kirby}} Team {{Head|Kirby|g=SSBU|s=20px|cl=Yellow}}×20
|{{SpiritType|Neutral}}
|1,900
|[[Mushroom Kingdom U]]
|•Assist Trophy Enemies ([[Skull Kid]])<br>•Item: Fire Flower
|•Defeat the main fighter to win<br>•The enemy has super armor and is hard to launch or make flinch<br>•Hostile assist trophies will appear
|{{SSBUMusicLink|Super Mario Bros.|Pandemonium}}
| {{s|supermariowiki|Wonder Flower}} (Blue Kirby)<br>{{s|supermariowiki|Talking Flower}}s (Yellow Kirby)
|}
|}


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|{{SSBUMusicLink|Pokémon|Battle! (Trainer) - Pokémon Sun / Pokémon Moon}}
|{{SSBUMusicLink|Pokémon|Battle! (Trainer) - Pokémon Sun / Pokémon Moon}}
|{{iw|bulbapedia|Fuecoco}}
|{{iw|bulbapedia|Fuecoco}}
|-
|1,525
|{{SpiritTableName|Peach & Stella|size=64}}
|''Super Mario'' Series
|•{{SSBU|Peach}} {{Head|Peach|g=SSBU|s=20px}}<br>•Tiny {{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=Yellow}}
|{{SpiritType|Grab}}
|12,800
|[[Luigi's Mansion]]
|•Assist Trophy Enemies ([[Lyn]], [[Chef Kawasaki]], [[Akira Yuki]])
|•Hostile assist trophies will appear<br>•The enemy favors up smash attacks
|{{SSBUMusicLink|Super Mario Bros.|Fossil Falls}}
| {{s|supermariowiki|Stella}}
|}
|}
<references group="SB">
<references group="SB">
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*As a result of not being captured, Kirby is one of the few characters that doesn't have copies of him produced by Dharkon or Galeem during their boss fights.
*As a result of not being captured, Kirby is one of the few characters that doesn't have copies of him produced by Dharkon or Galeem during their boss fights.
*Since Kirby was never possessed by Galeem like everyone else, his presence in many spirit battles went unclear for some time, until Masahiro Sakurai addressed this in an interview; stating that Galeem managed to analyze Kirby halfway through the story, making it possible to create puppets of him.<ref>https://twitter.com/PushDustIn/status/1098252915532165120?s=20</ref>
*Since Kirby was never possessed by Galeem like everyone else, his presence in many spirit battles went unclear for some time, until Masahiro Sakurai addressed this in an interview; stating that Galeem managed to analyze Kirby halfway through the story, making it possible to create puppets of him.<ref>https://twitter.com/PushDustIn/status/1098252915532165120?s=20</ref>
**Ironically, Kirby has the most spirit battle appearances of all characters, with 62 total.
**Ironically, Kirby has the most spirit battle appearances of all characters, with 64 total.
*Kirby is one of the five veterans from ''Smash 4'' to have their [[Boxing Ring]] alias changed in ''Ultimate'', the others being Link, King Dedede, {{SSBU|Mega Man}}, and {{SSBU|Ryu}}.
*Kirby is one of the five veterans from ''Smash 4'' to have their [[Boxing Ring]] alias changed in ''Ultimate'', the others being Link, King Dedede, {{SSBU|Mega Man}}, and {{SSBU|Ryu}}.


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