Kirby (SSBB): Difference between revisions

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Kirby also has a strong [[grab]] and [[throw]] game as well. He has a fast grab with above average range. His [[pummel]] is very quick and can deal some extra damage before a throw. His [[forward throw]] can lead to combos that can deal over 40%, depending on the weight and falling speed of the character. His [[back throw]] is useful for getting opponents off of the stage, and his [[up throw]] can even KO at high percents. Kirby's [[down throw]] is a good damage-racker, and is able to [[chain throw]] [[fastfaller]]s at low percents. However, its ending lag hinders its combo and setup potential, though it is still decent.
Kirby also has a strong [[grab]] and [[throw]] game as well. He has a fast grab with above average range. His [[pummel]] is very quick and can deal some extra damage before a throw. His [[forward throw]] can lead to combos that can deal over 40%, depending on the weight and falling speed of the character. His [[back throw]] is useful for getting opponents off of the stage, and his [[up throw]] can even KO at high percents. Kirby's [[down throw]] is a good damage-racker, and is able to [[chain throw]] [[fastfaller]]s at low percents. However, its ending lag hinders its combo and setup potential, though it is still decent.


Kirby's [[special move]]s have varying degrees of usefulness. His [[neutral special move]], [[Inhale]], gives him the unique ability to [[copy ability (SSBB)|copy]] the neutral special moves of his opponents. He can use this to cover some of his weak areas, such as a lack of a solid projectile. Kirby can also perform [[Kirbycide]] by walking off the stage with the opponent in his mouth. He can also spit out characters with poor recoveries below the stage, where the opponent is unlikely to recover, and Kirby, with his good recovery, can easily get back onto the stage. His [[side special move]], [[Hammer]], is a powerful attack and good finisher, but it has high startup lag. When used in the air, the first hit has less startup lag, and the second hit is a powerful [[semi-spike]], making it a good edgeguarding tool. His [[up special move]], [[Final Cutter]], is his primary [[recovery]] move, and produces a shockwave upon landing, creating his only normal projectile. However, it can be [[edgehog]]ged rather easily, it is too slow to be used effectively for [[camping]], and experienced players will be able to shield the wave without much difficulty. When Kirby descends from Final Cutter, a [[meteor smash]] hitbox is produced, making it useful for edgeguarding from above. Kirby can also perform "[[Sacrificial KO|Cuttercide]]" by using Final Cutter in midair and bringing down an opponent, where both players will usually die. His [[down special move]], [[Stone]], is powerful and can KO at high percents and leaves him invulnerable to attacks, but it has high ending lag, is predictable, and an opponent can [[punish]] him with a grab. It is useful as a surprise KO move, and on stages with [[swim|water]], where he can easily land a hit on swimming opponents.
Kirby's [[special move]]s have varying degrees of usefulness. His [[neutral special move]], [[Inhale]], gives him the unique ability to [[copy ability (SSBB)|copy]] the neutral special moves of his opponents. He can use this to cover some of his weak areas, such as a lack of a solid projectile. However, the ability can be lost rather easily if he is hit hard enough. Kirby can also perform [[Kirbycide]] by walking off the stage with the opponent in his mouth. He can also spit out characters with poor recoveries below the stage, where the opponent is unlikely to recover, and Kirby, with his good recovery, can easily get back onto the stage. His [[side special move]], [[Hammer]], is a powerful attack and good finisher, but it has high startup lag. When used in the air, the first hit has less startup lag, and the second hit is a powerful [[semi-spike]], making it a good edgeguarding tool. His [[up special move]], [[Final Cutter]], is his primary [[recovery]] move, and produces a shockwave upon landing, creating his only normal projectile. However, it can be [[edgehog]]ged rather easily, it is too slow to be used effectively for [[camping]], and experienced players will be able to shield the wave without much difficulty. When Kirby descends from Final Cutter, a [[meteor smash]] hitbox is produced, making it useful for edgeguarding from above. Kirby can also perform "[[Sacrificial KO|Cuttercide]]" by using Final Cutter in midair and bringing down an opponent, where both players will usually die. His [[down special move]], [[Stone]], is powerful and can KO at high percents and leaves him invulnerable to attacks, but it has high ending lag, is predictable, and an opponent can [[punish]] him with a grab. It is useful as a surprise KO move, and on stages with [[swim|water]], where he can easily land a hit on swimming opponents.


One of Kirby's main flaws is his poor aerial game. His best aerial attack by far is his [[back aerial]], one of his most versatile and useful attacks and is a staple part of his [[metagame]]. It has low startup and ending lag, almost no [[landing lag]], is a good edgeguarding tool, can be used for [[Wall of Pain]] techniques, and can KO at high percents. Kirby players commonly approach by jumping while facing away from the opponent, getting closer, and using a back aerial when the opponent comes in range. Unfortunately, a wary opponent will be able to shield and punish rather easily. But outside of his back aerial, his aerial attacks suffer from a combination of high startup and ending lag, poor knockback, and poor range. His [[forward aerial]] is not particularly useful; all three hits will sometimes not lead into each other, depending on the opponent's position, and can be [[SDI]]'ed out of. It also has poor knockback, and the back aerial is considered superior for most uses. His [[up aerial]] is a decent juggler and has good combo potential, but its power was [[nerf]]ed from ''Melee''; it can no longer KO reliably under 150% unless near the upper [[blast line]]. It also has noticeable, albeit small, startup lag. His [[down aerial]] is a meteor smash, and is useful for "dragging down" opponents recovering vertically, and Kirby can easily recover. However, it has high startup lag, and is weak for a meteor smash, so it's not very effective if Kirby does not land many hits. His [[neutral aerial]] is his worst aerial and is often considered one of the worst aerial attacks in ''Brawl''. It has incredibly high ending lag, mediocre knockback, and poor range. The ending lag makes it impractical for offstage use. However, it is not completely useless; it has no [[landing lag]], and can be used as a air-to-ground transition, and can potentially be used as a setup for tilt attacks. Kirby can also use his Side Special Move, Hammer, as an aerial attack, and it has powerful knocback, and the second hit is a semi-spike, making it useful for edgeguarding. However, it leaves Kirby vulnerable if he misses. Kirby's poor air game, combined with his slow falling speed, makes him prone to aerial juggling, and complicates matchups against characters with powerful aerial games, such as {{SSBB|Meta Knight}}, and characters with good juggling abilities, such as {{SSBB|Zero Suit Samus}}.
One of Kirby's main flaws is his poor aerial game. His best aerial attack by far is his [[back aerial]], one of his most versatile and useful attacks and is a staple part of his [[metagame]]. It has low startup and ending lag, almost no [[landing lag]], is a good edgeguarding tool, can be used for [[Wall of Pain]] techniques, and can KO at high percents. Kirby players commonly approach by jumping while facing away from the opponent, getting closer, and using a back aerial when the opponent comes in range. Unfortunately, a wary opponent will be able to shield and punish rather easily. But outside of his back aerial, his aerial attacks suffer from a combination of high startup and ending lag, poor knockback, and poor range. His [[forward aerial]] is not particularly useful; all three hits will sometimes not lead into each other, depending on the opponent's position, and can be [[SDI]]'ed out of. It also has poor knockback, and the back aerial is considered superior for most uses. His [[up aerial]] is a decent juggler and has good combo potential, but its power was [[nerf]]ed from ''Melee''; it can no longer KO reliably under 150% unless near the upper [[blast line]]. It also has noticeable, albeit small, startup lag. His [[down aerial]] is a meteor smash, and is useful for "dragging down" opponents recovering vertically, and Kirby can easily recover. However, it has high startup lag, and is weak for a meteor smash, so it's not very effective if Kirby does not land many hits. His [[neutral aerial]] is his worst aerial and is often considered one of the worst aerial attacks in ''Brawl''. It has incredibly high ending lag, mediocre knockback, and poor range. The ending lag makes it impractical for offstage use. However, it is not completely useless; it has no [[landing lag]], and can be used as a air-to-ground transition, and can potentially be used as a setup for tilt attacks. Kirby can also use his Side Special Move, Hammer, as an aerial attack, and it has powerful knocback, and the second hit is a semi-spike, making it useful for edgeguarding. However, it leaves Kirby vulnerable if he misses. Kirby's poor air game, combined with his slow falling speed, makes him prone to aerial juggling, and complicates matchups against characters with powerful aerial games, such as {{SSBB|Meta Knight}}, and characters with good juggling abilities, such as {{SSBB|Zero Suit Samus}}.
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Overall, a competent Kirby player can utilize his strengths such as is great combo abilities, combined with his solid tilts and back aerial, to make him a powerful opponent. Despite this, Kirby has weaknesses, in particular his poor mobility and approach options, that bring him down as a character.
Overall, a competent Kirby player can utilize his strengths such as is great combo abilities, combined with his solid tilts and back aerial, to make him a powerful opponent. Despite this, Kirby has weaknesses, in particular his poor mobility and approach options, that bring him down as a character.


===Changes from ''[[Super Smash Bros. Melee|Melee]]'' to ''[[Super Smash Bros. Brawl|Brawl]]''===
===Changes from ''Melee'' to ''Brawl''===
Kirby has been significantly [[buff]]ed. Overall, he is faster, stronger, and has greater range. For example, his smash attacks and neutral aerial are stronger, while the rest of his aerials and tilts have slightly less power, giving him more juggling abilities. Kirby's recovery has been improved; his air speed has been slightly increased, allowing longer midair jumps. In addition, Kirby's grounded hammer has no sourspot, being very strong wherever it connects. In the air, Kirby now swings it twice horizontally, at the second swing, it is a powerful semi-spike. Although the hammer halts his fall for a brief period, it does not move Kirby extra distance by itself and only while moving horizontally, so it provides very little distance as a recovery move. His Final Cutter is also faster, giving less of a window for edgeguarding. It also travels farther horizontally. His up and down tilts now have [[IASA frames]]. His dash attack has changed (again), this time to the Break Spin move from Kirby Super Star. His throws are extremely improved and are now impossible to escape. His down throw now has less ending lag and can combo into his up tilt. His forward throw can combo into multiple attacks at low percentages, and he no longer loses all of his jumps after his forward or up throws. On the other hand, his [[Kirbycide]] ability has decreased.  His forward and back throws can no longer Kirbycide, and every character is now a "Zero Framer". In addition, he no longer regains all of his jumps after a Kirbycide. His Inhale can now suck up items.
Kirby has been significantly [[buff]]ed. Overall, he is faster, stronger, and has greater range. For example, his smash attacks and neutral aerial are stronger, while the rest of his aerials and tilts have slightly less power, giving him more juggling abilities. Kirby's recovery has been improved; his air speed has been slightly increased, allowing longer midair jumps. In addition, Kirby's grounded hammer has no sourspot, being very strong wherever it connects. In the air, Kirby now swings it twice horizontally, at the second swing, it is a powerful semi-spike. Although the hammer halts his fall for a brief period, it does not move Kirby extra distance by itself and only while moving horizontally, so it provides very little distance as a recovery move. His Final Cutter is also faster, giving less of a window for edgeguarding. It also travels farther horizontally. His up and down tilts now have [[IASA frames]]. His dash attack has changed (again), this time to the Break Spin move from Kirby Super Star. His throws are extremely improved and are now impossible to escape. His down throw now has less ending lag and can combo into his up tilt. His forward throw can combo into multiple attacks at low percentages, and he no longer loses all of his jumps after his forward or up throws. On the other hand, his [[Kirbycide]] ability has decreased.  His forward and back throws can no longer Kirbycide, and every character is now a "Zero Framer". In addition, he no longer regains all of his jumps after a Kirbycide. His Inhale can now suck up items.


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==Moveset==
==Moveset==
''For more information on each of Kirby's attacks, click on the link found within the controller input of each attack.''
''For more information on each of Kirby's attacks, click on the link found within the controller input of each attack.''
===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]]: ''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.
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*[[Down tilt]] - Crouches low and delivers a low kick. Good chance that it will trip opponents. The attack can be followed by a grab or a dash attack for extra damage, or a KO move, usually a forward smash, and has greater setup potential if the opponent trips. Usually does 5-6%. Hits on frame 4-6.
*[[Down tilt]] - Crouches low and delivers a low kick. Good chance that it will trip opponents. The attack can be followed by a grab or a dash attack for extra damage, or a KO move, usually a forward smash, and has greater setup potential if the opponent trips. Usually does 5-6%. Hits on frame 4-6.


====[[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]]: 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.
*[[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.


====Other Attacks====
====Other attacks====
{{incomplete|There are two floor attacks}}
{{incomplete|There are two floor attacks}}
*[[Ledge attack]] - Flips over the edge and kicks. 6%.
*[[Ledge attack]] - Flips over the edge and kicks. 6%.
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*Trip attack - Gets up then spins around, kicking. 6%
*Trip attack - Gets up then spins around, kicking. 6%


===[[Aerial|Aerial Attacks]]===
===[[Aerial attack]]s===
*[[Neutral aerial]]: Spins in place, dealing damage with his arms and legs. Has incredibly high ending lag, making it near unusable offstage, and delivers mediocre knockback and range. Usually to put some space between the opponent. Start-up 10 frames. Does 12% at startup, 6% later frames.
*[[Neutral aerial]]: Spins in place, dealing damage with his arms and legs. Has incredibly high ending lag, making it near unusable offstage, and delivers mediocre knockback and range. Usually to put some space between the opponent. Start-up 10 frames. Does 12% at startup, 6% later frames.
*[[Forward aerial]]: Does three spin kicks. Kirby could do this move with the Fighter ability in [[Kirby (series)|his series]]. The first two hits deal weak knockback to lead into the last hit, which delivers below-average knockback. A poor attack that is easily SDI'ed out of, and the hits do not lead into each other properly, because the first hit does not have [[set knockback]]. Though it can be used to punish [[air dodge]]s, it is inferior to the back aerial for almost all uses. First hit on frame 10-11, second hit on 17-18 frames and final hit on frame 27-28. 4%, 3%, and 5% for each hit, respectively, dealing up to 12%.
*[[Forward aerial]]: Does three spin kicks. Kirby could do this move with the Fighter ability in [[Kirby (series)|his series]]. The first two hits deal weak knockback to lead into the last hit, which delivers below-average knockback. A poor attack that is easily SDI'ed out of, and the hits do not lead into each other properly, because the first hit does not have [[set knockback]]. Though it can be used to punish [[air dodge]]s, it is inferior to the back aerial for almost all uses. First hit on frame 10-11, second hit on 17-18 frames and final hit on frame 27-28. 4%, 3%, and 5% for each hit, respectively, dealing up to 12%.
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*[[Up throw]] - "Air Drop" from Kirby's Ninja ability in ''Kirby Super Star'' and his Backdrop from "Adventure". Kirby flies off the top of the screen, and comes back down violently in an explosion, like a Warp Star item. KOs at around 160-175% on most stages, but Kirby travels through platforms while using the move, meaning that on stages with platforms like {{SSBB|Battlefield}}, it can KO at or under 150%. A potential KO move should Kirby have difficulty killing with his other attacks. [[Meta Knight (SSBB)|Meta Knight]] shares this move as well except without the explosion and inflicts more damage but less knockback. Does 10%.
*[[Up throw]] - "Air Drop" from Kirby's Ninja ability in ''Kirby Super Star'' and his Backdrop from "Adventure". Kirby flies off the top of the screen, and comes back down violently in an explosion, like a Warp Star item. KOs at around 160-175% on most stages, but Kirby travels through platforms while using the move, meaning that on stages with platforms like {{SSBB|Battlefield}}, it can KO at or under 150%. A potential KO move should Kirby have difficulty killing with his other attacks. [[Meta Knight (SSBB)|Meta Knight]] shares this move as well except without the explosion and inflicts more damage but less knockback. Does 10%.


===[[Special Attack|Special Moves]]===
===[[Special move]]s===
{{Special Moves|game=SSBB|char=Kirby}}
{{Special Moves|game=SSBB|char=Kirby}}


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Kir-by!
Kir-by!


===[[On-Screen Appearance]]===
===[[On-screen appearance]]===
Rides in on a [[Warp Star]] and crashes down.
Rides in on a [[Warp Star]] and crashes down.


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Says his signature "Hi!" but higher-pitched than in ''Brawl'', similar to his ''Melee'' taunt.
Says his signature "Hi!" but higher-pitched than in ''Brawl'', similar to his ''Melee'' taunt.


=== ''Brawl'' instruction booklet description ===
=== ''Brawl'' manual description ===
''A flying resident of Dream Land who can copy the moves and appearances of foes.''
''A flying resident of Dream Land who can copy the moves and appearances of foes.''


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When they confront [[Tabuu]], Tabuu unleashes his [[Off Waves]] that turn everyone, including Kirby, into trophies. However, Kirby is miraculously revived thanks to the [[Dedede Brooch|badge]] he found at Dedede's hideout earlier, which he had swallowed prior to Tabuu's attack (when Bowser escapes with the Peach/Zelda trophy in his Clown Car). After going through Subspace alone and reviving some of the fighters along the way, Kirby finds Ganondorf's trophy. Before he can do anything Bowser appears and attacks Ganondorf's trophy in revenge for turning him into a trophy earlier, before throwing it aside. King Dedede then runs over to Kirby and hugs him before pointing the staircase to Kirby, and dragging Kirby up it. Kirby then helps the others fight Tabuu.
When they confront [[Tabuu]], Tabuu unleashes his [[Off Waves]] that turn everyone, including Kirby, into trophies. However, Kirby is miraculously revived thanks to the [[Dedede Brooch|badge]] he found at Dedede's hideout earlier, which he had swallowed prior to Tabuu's attack (when Bowser escapes with the Peach/Zelda trophy in his Clown Car). After going through Subspace alone and reviving some of the fighters along the way, Kirby finds Ganondorf's trophy. Before he can do anything Bowser appears and attacks Ganondorf's trophy in revenge for turning him into a trophy earlier, before throwing it aside. King Dedede then runs over to Kirby and hugs him before pointing the staircase to Kirby, and dragging Kirby up it. Kirby then helps the others fight Tabuu.


===Playable Appearances===
===Playable appearances===


*[[Midair Stadium]]
*[[Midair Stadium]]
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*[[The Great Maze]]  
*[[The Great Maze]]  


===List of stickers===
===Exclusive stickers===
These stickers can only be used by Kirby, or a select few including him:
These stickers can only be used by Kirby, or a select few including him:
*Bonkers: [Weapon] Attack +16
*Bonkers: [Weapon] Attack +16