Kirby (SSBU): Difference between revisions

m
→‎Attributes: Then KH isn't very reliable then...
(Undid edit by Smash Master: First of all, no it's not. Second of all KH makes mistakes all the time. Thirdly, I'm looking at the script right now, it's still 130)
Tag: Undo
m (→‎Attributes: Then KH isn't very reliable then...)
Line 23: Line 23:
The usefulness of Kirby's ground game also extends to his grab game. His grabs are fast, while his pummel's meager damage output is counterbalanced by its very fast speed. His forward throw, unlike most other forward throws in the game, has combo potential, and can lead into aerial combos. Back throw can be followed up by a back aerial at 0% on certain characters, [[tech-chase]] fast-fallers, and can KO at high percents. 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 ground game also extends to his grab game. His grabs are fast, while his pummel's meager damage output is counterbalanced by its very fast speed. His forward throw, unlike most other forward throws in the game, has combo potential, and can lead into aerial combos. Back throw can be followed up by a back aerial at 0% on certain characters, [[tech-chase]] fast-fallers, and can KO at high percents. 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.


Kirby's air game is also serviceable, due to his aerials boasting versatility and less than 17 frames of landing lag. Neutral aerial has a long duration, decent knockback on the clean hit and its very low landing lag and good coverage grant Kirby protection and allows him to take full advantage of [[buffer]]ing., and pressuring. Forward aerial is a powerful combo tool, chains fluidly and its first two hits can allow additional follow-ups due to its low landing lag. Up aerial has vertical knockback, low landing lag and has a good amount of [[autocancel]]ing frames, allowing for many potential follow-ups. Back aerial has slightly disjointed range, a decently long duration, and is Kirby's fastest and strongest aerial, making it a very good all-purpose aerial attack. Lastly, down aerial has considerable startup, but drags opponents downward before [[meteor smash]]ing them, making it a deceptively powerful [[edgeguarding]] tool. In addition, it is an effective combo starter with guaranteed follow-ups on grounded opponents, even against floaty characters.
Kirby's air game is also serviceable, due to his aerials boasting versatility and less than 17 frames of landing lag. Neutral aerial has a long duration, decent knockback on the clean hit and its very low landing lag and good coverage grant Kirby protection and allows him to take full advantage of [[buffer]]ing, and pressuring. Forward aerial is a powerful combo tool, chains fluidly and its first two hits can allow additional follow-ups due to its low landing lag. Up aerial has vertical knockback, low landing lag and has a good amount of [[autocancel]]ing frames, allowing for many potential follow-ups. Back aerial has slightly disjointed range, a decently long duration, and is Kirby's fastest and strongest aerial, making it a very good all-purpose aerial attack. Lastly, down aerial has considerable startup, but drags opponents downward before [[meteor smash]]ing them, making it a deceptively powerful [[edgeguarding]] tool. In addition, it is an effective combo starter with guaranteed follow-ups on grounded opponents, even against floaty characters.


Despite his decent ground and air games, Kirby's special moveset is extremely poor. {{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 issue is the poor startup and small inhale hitbox. It can  can be used to [[Kirbycide]] or put the opponent below the stage, but this will only work on players who are either asleep or lack fingers, as mashing will defeat this strategy.  The former, depending on what character he Inhales, can give Kirby a move that provides some assistance ([[Warlock Punch]] and [[Flare Blade]]) or massive benefits ([[Monado Arts]] and [[Blaster (Wolf)|Blaster]]). [[Hammer (move)|Hammer Flip]] is very powerful, especially when fully charged. However, it's extremely slow, has massive startup and endlag, and a small hitbox. It's only useful for punishing a shield break. [[Final Cutter]] is Kirby's [[recovery]] move, and a decent one at that, granting good vertical distance and decent horizontal distance, as well as protection during his ascent and descent. It also emits a shock wave 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 25%. It is also very strong and can be canceled at any time, making it useful for playing [[mindgames]]. It's an amazing move to use on level 1 CPUs, as it actually has a hit rate above 1%. Alternatively, it can be used in free-for-all battles on quickplay against 8-year-olds or those with underdeveloped eyesight.  
Despite his decent ground and air games, Kirby's special moveset is extremely poor. {{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 issue is the poor startup and small inhale hitbox. It can  can be used to [[Kirbycide]] or put the opponent below the stage, but this will only work on players who are either asleep or lack fingers, as mashing will defeat this strategy.  The former, depending on what character he Inhales, can give Kirby a move that provides some assistance ([[Warlock Punch]] and [[Flare Blade]]) or massive benefits ([[Monado Arts]] and [[Blaster (Wolf)|Blaster]]). [[Hammer (move)|Hammer Flip]] is very powerful, especially when fully charged. However, it's extremely slow, has massive startup and endlag, and a small hitbox. It's only useful for punishing a shield break. [[Final Cutter]] is Kirby's [[recovery]] move, and a decent one at that, granting good vertical distance and decent horizontal distance, as well as protection during his ascent and descent. It also emits a shock wave 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 25%. It is also very strong and can be canceled at any time, making it useful for playing [[mindgames]]. It's an amazing move to use on level 1 CPUs, as it actually has a hit rate above 1%. Alternatively, it can be used in free-for-all battles on quickplay against 8-year-olds or those with underdeveloped eyesight.  
2,614

edits