Hitbox visualization showing Kirby's dash attack.

OverviewEdit

Kirby covers himself with fire and lunges forward. It has decently fast startup on frame 9 and can be used as a burst option with significant range thanks to its long active duration, that consists of a clean hit, a mid hit, and a late hit. The clean hit deals 12% damage and has great knockback for a dash attack. It can cross-up shields, but its long animation makes it punishable if it misses the opponent or is not spaced carefully, and because of this, it must be used carefully to avoid punishment. Additionally, the move has transcendent priority, preventing it from trading with or beating out projectiles. It's best used as a whiff punishing option at high percents.

Update HistoryEdit

  2.0.0

  •   It has greater range and all hitboxes deal 2% more damage (10%/7%/4% → 12%/9%/6%), with knockback not fully compensated.

  8.0.0

  •   It has less ending lag (FAF 60 → 52).
  •   The clean hit has more knockback scaling (66 → 71).

HitboxesEdit

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
Clean hit
0 0 0 12.0% 0   Forward 82 71 0   5.0 top 0.0 5.0 3.0 to 0.0 1.3× 1.0× 0%               Fire   All All            
Mid hit
0 0 0 9.0% 0   Forward 80 50 0   3.5 top 0.0 5.0 4.0 to -0.5 1.0× 1.0× 0%               Fire   All All            
Late hit
0 0 0 6.0% 0   Forward 80 50 0   3.5 top 0.0 5.0 4.0 to 0.0 0.8× 1.0× 0%               Fire   All All            

TimingEdit

The move disables jostling during frames 9-34.

Clean hit 9-17
Mid hit 18-26
Late hit 27-34
Interruptible 52
Animation length 74
                                                                                                                                                   
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Hitbox change
 
Interruptible