Kirby (SSB4): Difference between revisions

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Kirby's special moveset has some interesting options. {{B|Inhale|Kirby}} allows him to either copy the [[neutral special move]] of any character he Inhales, or spit them out as a weight-dependent [[projectile]]. The latter can be used to [[Kirbycide]] or put the opponent below the stage, almost eliminating their chances of recovering. The former, depending on what character he Inhales, can give Kirby a move that provides some assistance ([[Falcon Punch]] and [[Homing Attack]]) or massive benefits ([[Monado Arts]] and [[Needle Storm]]). [[Hammer (move)|Hammer Flip]] is very powerful, especially when fully charged. Its slow speed, however, makes it very difficult to use outside of [[edge-guarding]] or after a [[shield break]]. [[Final Cutter]] is Kirby's primary move for [[recovery]] and is decent at that, granting good vertical distance and decent horizontal distance, as well as decent protection during his ascent and descent. It also emits a shockwave upon landing, making it difficult to [[punish]] if not at point-blank range. Lastly, [[Stone]] causes Kirby to plummet straight down and ignore damage by any move that deals less than 30%. It is also very strong and can be canceled at any time, making it useful for playing [[mindgames]].
Kirby's special moveset has some interesting options. {{B|Inhale|Kirby}} allows him to either copy the [[neutral special move]] of any character he Inhales, or spit them out as a weight-dependent [[projectile]]. The latter can be used to [[Kirbycide]] or put the opponent below the stage, almost eliminating their chances of recovering. The former, depending on what character he Inhales, can give Kirby a move that provides some assistance ([[Falcon Punch]] and [[Homing Attack]]) or massive benefits ([[Monado Arts]] and [[Needle Storm]]). [[Hammer (move)|Hammer Flip]] is very powerful, especially when fully charged. Its slow speed, however, makes it very difficult to use outside of [[edge-guarding]] or after a [[shield break]]. [[Final Cutter]] is Kirby's primary move for [[recovery]] and is decent at that, granting good vertical distance and decent horizontal distance, as well as decent protection during his ascent and descent. It also emits a shockwave upon landing, making it difficult to [[punish]] if not at point-blank range. Lastly, [[Stone]] causes Kirby to plummet straight down and ignore damage by any move that deals less than 30%. It is also very strong and can be canceled at any time, making it useful for playing [[mindgames]].


However, Kirby has noticeable flaws. As mentioned, Kirby has poor mobility, giving him significant trouble [[approach]]ing and pressuring opponents. It also gives him trouble against fast characters like {{SSB4|Sonic}}, or those with [[disjointed hitbox]]es like {{SSB4|Marth}}, {{SSB4|Cloud}}. In addition, his very long-distanced recovery is very slow, making aggressive edge-guarding and [[gimp]]-oriented moves, such as [[F.L.U.D.D.]] or meteor smashes, detrimental to him. Kirby's range is also mediocre at best, and his strongest moves happen to be his slowest, making it difficult for him to KO opponents outside of edge-guarding or without a set-up. His most prominent weakness, however, is his endurance. Being light and floaty, Kirby cannot survive strong hits at high percents. He is also very vulnerable to [[juggling]], due to his aforementioned slow falling and air speeds. The introduction of [[rage]] further compounds these issues, as Kirby will be launched even earlier, while he will typically not endure long enough in order to take advantage of it.
However, Kirby has noticeable flaws. As mentioned, Kirby has poor mobility, giving him significant trouble [[approach]]ing and pressuring opponents. It also gives him trouble against fast characters like {{SSB4|Sonic}}, or those with [[disjointed hitbox]]es like {{SSB4|Marth}} and {{SSB4|Cloud}}. In addition, his very long-distanced recovery is very slow, making aggressive edge-guarding and [[gimp]]-oriented moves, such as [[F.L.U.D.D.]] or meteor smashes, detrimental to him. Kirby's range is also mediocre at best, and his strongest moves happen to be his slowest, making it difficult for him to KO opponents outside of edge-guarding or without a set-up. His most prominent weakness, however, is his endurance. Being light and floaty, Kirby cannot survive strong hits at high percents. He is also very vulnerable to [[juggling]], due to his aforementioned slow falling and air speeds. The introduction of [[rage]] further compounds these issues, as Kirby will be launched even earlier, while he will typically not endure long enough in order to take advantage of it.


Kirby benefits significantly from his [[Character customization|custom moves]]. Jumping Inhale propels Kirby forward, which often puts opponents in bad positions and can even allow it to function as a quick horizontal recovery option, though it is slower and lacks a [[Wind|vacuum]]. Ice Breath is a short-ranged projectile that can [[Frozen|freeze]] opponents for a time and function as a great edge-guarding option, but removes all of Inhale's benefits. Hammer Bash is almost identical to Hammer in ''Brawl'', as it is much faster and KOs earlier than the uncharged version of Hammer Flip. Giant Hammer is the most powerful custom move in the game without equipment and grants [[armor]], but is much slower than Hammer Flip. Wave Cutter is overall faster, its descending hitbox is more powerful, and the shockwave has more range and can pressure shields, although it does not allow Kirby to hit opponents while ascending. Upper Cutter is faster, stronger and grants much more vertical recovery and momentum, but immediately cancels at its ascent's apex, and lacks both a descending hitbox and shockwave. Grounding Stone [[Bury|buries]] grounded opponents and has much less ending lag, allowing for follow-ups, safer mindgames, and acts as a potential anti-juggling tool. However, it is unable to KO grounded opponents and has more start-up lag. Meteor Stone [[meteor smash]]es the opponent and can even be used as a suicide move, but takes longer to end.
Kirby benefits significantly from his [[Character customization|custom moves]]. Jumping Inhale propels Kirby forward, which often puts opponents in bad positions and can even allow it to function as a quick horizontal recovery option, though it is slower and lacks a [[Wind|vacuum]]. Ice Breath is a short-ranged projectile that can [[Frozen|freeze]] opponents for a time and function as a great edge-guarding option, but removes all of Inhale's benefits. Hammer Bash is almost identical to Hammer in ''Brawl'', as it is much faster and KOs earlier than the uncharged version of Hammer Flip. Giant Hammer is the most powerful custom move in the game without equipment and grants [[armor]], but is much slower than Hammer Flip. Wave Cutter is overall faster, its descending hitbox is more powerful, and the shockwave has more range and can pressure shields, although it does not allow Kirby to hit opponents while ascending. Upper Cutter is faster, stronger and grants much more vertical recovery and momentum, but immediately cancels at its ascent's apex, and lacks both a descending hitbox and shockwave. Grounding Stone [[Bury|buries]] grounded opponents and has much less ending lag, allowing for follow-ups, safer mindgames, and acts as a potential anti-juggling tool. However, it is unable to KO grounded opponents and has more start-up lag. Meteor Stone [[meteor smash]]es the opponent and can even be used as a suicide move, but takes longer to end.
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