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Overview

 
Hitboxes of Kirby's down smash.

Kirby does a spinning split kick on the ground, covering both sides of him, doing 18% damage and pretty high horizontal knockback. It can be used to punish and edgeguard or gimp an opponent's recovery, though Kirby almost always has better options, with a forward smash being a much better horizontal KO option, and his aerials and down tilt being a better way to edgeguard from the edge. Additionally, it has some ending lag, meaning that if shielded, Kirby will be left rather vulnerable, especially to shield grabs.

Hitboxes

NTSC-J

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Effect G A Sound
Clean hit
0 0 20% 0   40 75 0 150 29 180 0 0           Kick
1 0 20% 0   40 75 0 150 24 180 0 0           Kick
2 0 20% 0   40 75 0 90 5 0 0 0           Kick
Late hit
0 0 10% 0   40 75 0 150 29 180 0 0           Kick
1 0 10% 0   40 75 0 150 24 180 0 0           Kick
2 0 10% 0   40 75 0 90 5 0 0 0           Kick

NTSC-U/PAL

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Effect G A Sound
Clean hit
0 0 18% 0   30 75 0 150 29 180 0 0           Kick
1 0 18% 0   30 75 0 150 24 180 0 0           Kick
2 0 18% 0   30 75 0 90 5 0 0 0           Kick
Late hit
0 0 10% 0   30 75 0 150 29 180 0 0           Kick
1 0 10% 0   30 75 0 150 24 180 0 0           Kick
2 0 10% 0   30 75 0 90 5 0 0 0           Kick

Summary

  •   Clean hit damage (20% → 18%).
  •   Base knockback (40 → 30).

Timing

Feet intangible 7-26
Clean hit 7-10
Late hit 11-26
Animation length 55
Hitboxes                                                                                                               
Feet                                                                                                               
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Hitbox change
 
Vulnerable
 
Intangible