Kirby (SSBB): Difference between revisions

46 bytes removed ,  9 years ago
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(I wanted to add all the specific things Kirby was buffed and nerfed in, but if it's too much, I'll undo the edit.)
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===Ground attacks===
===Ground attacks===
====Normal====
====Normal====
*[[Neutral attack]]: ''Vulcan Jab'' - Two punches, followed by a rapid flurry of punches that release shock waves. Similar to Vulcan Jab from his Fighter Ability. This, like many of Kirby's other attacks are based off of copy abilities. Can rack up a lot of damage if used properly, but has high ending lag and can be [[punish]]ed should the opponent [[SDI]] out of it. Does (2%, 3%, 1%, 1%, 1%...). Hitbox out on frame 3.
*[[Neutral attack]]: Two punches, followed by a rapid flurry of punches that release shock waves. Similar to Vulcan Jab from his Fighter Ability. This, like many of Kirby's other attacks are based off of copy abilities. Can rack up a lot of damage if used properly, but has high ending lag and can be [[punish]]ed should the opponent [[SDI]] out of it. Does (2%, 3%, 1%, 1%, 1%...). Hitbox out on frame 3.
*[[Dash attack]]: ''Break Spin'' - Spins on his hands, while kicking with his feet. Multiple hits. Break Spin from his Yo-yo Ability from ''Kirby Super Star''. Five hits of 2% damage with little, set knockback that traps the opponent in the attack, then another final hit that has more knockback to it and has disjointed reach; little KO potential, does 4%. Decent at punishing [[roll]]s and [[spot dodge]]s, but the hits can be [[SDI]]'ed out of. A total of 14% damage. Start-up of 12 frames.
*[[Dash attack]]: Spins on his hands, while kicking with his feet. Multiple hits. Break Spin from his Yo-yo Ability from ''Kirby Super Star''. Five hits of 2% damage with little, set knockback that traps the opponent in the attack, then another final hit that has more knockback to it and has disjointed reach; little KO potential, does 4%. Decent at punishing [[roll]]s and [[spot dodge]]s, but the hits can be [[SDI]]'ed out of. A total of 14% damage. Start-up of 12 frames.
*[[Forward tilt]] - A quick long ranged roundhouse kick. Good for [[spacing]]. Can lead to followups at low percents. Can be angled upward or downward. Does 8% damage, 7% when tipped. Hits on frame 5-8.
*[[Forward tilt]] - A quick long ranged roundhouse kick. Good for [[spacing]]. Can lead to followups at low percents. Can be angled upward or downward. Does 8% damage, 7% when tipped. Hits on frame 5-8.
*[[Up tilt]] - Quickly raises one leg vertically from behind. Very fast. A good juggling move and can be followed by another up tilt, a back air, or an up air, depending on the opponent's percentage. The back hitbox is useful for punishing rolls behind Kirby. The damage depends on the opponent's position from Kirby. Does 5% if near Kirby, 7% if above or side-by-side from Kirby. Hits on frame 4-9.
*[[Up tilt]] - Quickly raises one leg vertically from behind. Very fast. A good juggling move and can be followed by another up tilt, a back air, or an up air, depending on the opponent's percentage. The back hitbox is useful for punishing rolls behind Kirby. The damage depends on the opponent's position from Kirby. Does 5% if near Kirby, 7% if above or side-by-side from Kirby. Hits on frame 4-9.
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====[[Smash attack]]s====
====[[Smash attack]]s====
*[[Forward smash]]: Spin Kick - Lunges forward and delivers a very long range jump kick that moves Kirby forward. Can be angled. High knockback and executes quickly. This is clearly derived from ''Kirby Super Star'', where a nearly identical move called "Spin Kick" can be used by Kirby with the Fighter copy ability. It also looks exactly like an uncharged dash with Jet Kirby in ''Kirby Super Star''. At slower game speeds Kirby can be seen spinning before lunging. Arguably Kirby's best finisher, but prone to [[stale-move negation]] that can weaken its knockback. A player should use it primarily to KO. When angled up and fully charged, it can KO at 72%. Inexperienced players tend to spam it in conjuction with [[roll]]s to the point that it gets very stale (particularly online). Inflicts 15%-21%. Does weaker damage and knockback if hit at the end of the attack (11%-18%). Hits on frame 12-20.
*[[Forward smash]]: Lunges forward and delivers a very long range jump kick that moves Kirby forward. Can be angled. High knockback and executes quickly. This is clearly derived from ''Kirby Super Star'', where a nearly identical move called "Spin Kick" can be used by Kirby with the Fighter copy ability. It also looks exactly like an uncharged dash with Jet Kirby in ''Kirby Super Star''. At slower game speeds Kirby can be seen spinning before lunging. Arguably Kirby's best finisher, but prone to [[stale-move negation]] that can weaken its knockback. A player should use it primarily to KO. When angled up and fully charged, it can KO at 72%. Inexperienced players tend to spam it in conjuction with [[roll]]s to the point that it gets very stale (particularly online). Inflicts 15%-21%. Does weaker damage and knockback if hit at the end of the attack (11%-18%). Hits on frame 12-20.
*[[Up smash]] - Does a backflip while doing an upward kick very similar to {{SSBB|Fox}}'s. Decent range. A good KO move, but knockback depends on where the move connects; high knockback in front, but barely any when it hits behind. Does 15%-21% damage. Weaker damage and knockback if the opponent is hit as Kirby puts his feet on the ground (12%-17%). Hits from frame 14 to 25.
*[[Up smash]] - Does a backflip while doing an upward kick very similar to {{SSBB|Fox}}'s. Decent range. A good KO move, but knockback depends on where the move connects; high knockback in front, but barely any when it hits behind. Does 15%-21% damage. Weaker damage and knockback if the opponent is hit as Kirby puts his feet on the ground (12%-17%). Hits from frame 14 to 25.
*[[Down smash]] - Splits his legs apart and spins around rapidly. A simultaneous down smash. Usually vertical knockback, if the opponent is close to Kirby and has good range. Useful for hitting fast-moving opponents or punishing after a spot dodge. The hitboxes on the tips of his feet push opponents away as a semi-spike, which is very useful for ledgeguarding. Does 14%-19% damage. Hits on frame 10-21.
*[[Down smash]] - Splits his legs apart and spins around rapidly. A simultaneous down smash. Usually vertical knockback, if the opponent is close to Kirby and has good range. Useful for hitting fast-moving opponents or punishing after a spot dodge. The hitboxes on the tips of his feet push opponents away as a semi-spike, which is very useful for ledgeguarding. Does 14%-19% damage. Hits on frame 10-21.