Kirby (SSB): Difference between revisions

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(→‎Bigger Kirby glitch: Added more info on the bigger Kirby glitch.)
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|uairname=Twinkle Star
|uairname=Twinkle Star
|uairdmg=10% (clean), 12% (NTSC-J clean), 8% (mid), 9% (NTSC-J mid), 6% (late), 3% (landing)
|uairdmg=10% (clean), 12% (NTSC-J clean), 8% (mid), 9% (NTSC-J mid), 6% (late), 3% (landing)
|uairdesc=Kirby performs a star pose and spins around. This move would become his [[neutral aerial]] in later ''{{b|Super Smash Bros.|series}}'' games. The move comes out on frame 10, which is slow for an up aerial and it has an extremely long total duration (79 frames), making it incredibly laggy and unsafe to use it the air. The move's hitbox does last for the entire animation once it comes out however, technically giving the move no ending lag despite its extreme total duration. The move has set knockback which is fairly high at lower percents but it naturally does not scale at all, making the move completely incapable of KOing. The move deals less damage during the later frames of its animation although its knockback remains the same. The move also has a small hitbox (which struggles to cover Kirby's body) which makes it very easy to hit Kirby out of the move which along with its extreme lag, makes it very unsafe and easy to challenge when used in the wrong situations. It can lead into some of Kirby's KO moves against certain characters although Kirby is still better off using his forward aerial for KO setups or his neutral/back aerials as raw KO moves. Its main use is as a low percent edgeguarding option due to its high knockback although it can be risky due to its high total duration. It can also lead to shield pressure where it can actually be optimal near an edge (where neutral and back aerials would push opponents off the edge), although Kirby's other aerials are generally preferred for shield pressure in a majority of scenarios and even in the aforementioned scenario, a late back aerial or late neutral aerial can also work depending on the timing and positioning.  
|uairdesc=Kirby performs a star pose and spins around. This move would become his [[neutral aerial]] in later ''{{b|Super Smash Bros.|series}}'' games. The move comes out on frame 10, which is slow for an up aerial and it has an extremely long total duration (79 frames), making it incredibly laggy and unsafe to use it the air. The move's hitbox does last for the entire animation once it comes out however, technically giving the move no ending lag despite its extreme total duration. The move has set knockback which is fairly high at lower percents but it naturally does not scale at all, making the move completely incapable of KOing. The move deals less damage during the later frames of its animation although its knockback remains the same. The move also has a small hitbox (which struggles to cover Kirby's body) which makes it very easy to hit Kirby out of the move which along with its extreme lag, makes it very unsafe and easy to challenge when used in the wrong situations. It can lead into some of Kirby's KO moves against most characters (depending on spacing) although Kirby is still better off using his forward aerial for KO setups or his neutral/back aerials as raw KO moves as they are much more reliable and easier to land. It can also lead into an up tilt against certain characters although this is matchup and spacing specific, and Kirby's other aerials can lead into an up tilt much more reliably, especially at lower percents. Its main use is as a low percent edgeguarding option due to its high knockback although it can be risky due to its high total duration. It can also lead to shield pressure where it can actually be optimal near an edge (where neutral and back aerials would push opponents off the edge), although Kirby's other aerials are generally preferred for shield pressure in a majority of scenarios and even in the aforementioned scenario, a late back aerial or late neutral aerial can also work depending on the timing and positioning.  


Up aerial is overall not only Kirby's worst aerial by a significant margin but it is also considered to arguably be the worst aerial in the game due to its slow speed, lack of raw KO power and the fact that it is overshadowed by Kirby's other aerials. Kirby is almost always better off using his other aerials over up aerial, with up aerial having niche uses overall.  
Up aerial is overall not only Kirby's worst aerial by a significant margin but it is also considered to arguably be the worst aerial in the game due to its slow speed, lack of raw KO power and the fact that it is overshadowed by Kirby's other aerials. Kirby is almost always better off using his other aerials over up aerial, with up aerial having niche uses overall.  
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