Kirby (SSBB): Difference between revisions

3,609 bytes added ,  5 years ago
m (Undid edit by John3637881: I don't see a point in having it at all, since I'm pretty sure that's been in since 64)
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==Changes from ''Melee'' to ''Brawl''==
==Changes from ''Melee'' to ''Brawl''==
Due to being considered by many the worst character in ''Melee'', Kirby has been significantly [[buff]]ed in the transition to ''Brawl'', and many of the flaws that severely crippled him have been addressed.
Due to being considered by many the worst character in ''Melee'', Kirby has been significantly [[buff]]ed in the transition to ''Brawl'', and many of the flaws that severely crippled him have been addressed. Kirby has seen significant improvements to his aerial game, his recovery, his grab grab and his hitboxes/range. The changes in mechanics also helped out Kirby as he still remains a strong combo game despite the introduction to [[hitstun canceling]] and the introducting of tripping benefits some of his moves such as his down tilt. The changes to [[lock]]s also benefits him as he can use his jab and down tilt to lock his opponents and build up a lot of damage. Lastly, the overall slower pace of the game combined with his improved range makes it a lot harder for his opponents to zone him out.
 
Despite his buffs, he also received a few [[nerf]]s mainly to his damage output as well as the frame data on some of his moves.
 
Nevertheless, Kirby has been significantly buffed overall resulting in him going from arguably the worst character in ''Melee'' to an average character in ''Brawl''.


===Attributes===
===Attributes===
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*{{nerf|Kirby [[dash]]es slightly slower (1.4 → 1.371).}}
*{{nerf|Kirby [[dash]]es slightly slower (1.4 → 1.371).}}
*{{nerf|Kirby's traction is significantly lower (0.08 → 0.0493), especially when compared with the returning veterans, now going from the 7th highest to the 8th worst. This makes it harder for him to punish out of shield.}}
*{{nerf|Kirby's traction is significantly lower (0.08 → 0.0493), especially when compared with the returning veterans, now going from the 7th highest to the 8th worst. This makes it harder for him to punish out of shield.}}
*{{nerf|Kirby's [[jump|jumpsquat]] is longer (3 frames → 4).}}
*{{change|As with the returning veterans, Kirby's [[falling speed]] is slower (1.6 → 1.2). Compared to the returning veterans, however, Kirby falls faster, improving his endurance but making him more vulnerable to chain grabs and combos.}}
*{{change|As with the returning veterans, Kirby's [[falling speed]] is slower (1.6 → 1.2). Compared to the returning veterans, however, Kirby falls faster, improving his endurance but making him more vulnerable to chain grabs and combos.}}


===Ground attacks===
===Ground attacks===
*{{buff|New [[dash attack]] deals more damage, has less lag, and has more combo ability.}}
*{{nerf|Jab 1 and 2 deal less damage (3%/4% → 2%/3%) and have less active frames (2 frames → 1).}}
*{{nerf|Dash attack has significantly smaller hitboxes.}}
*{{buff|Jab 1 and 2 have slightly less end lag (IASA 16 (jab 1), 17 (jab 2) → 15 (both). Kirby can also transition into his rapid jab faster and he can now spam jab 1 by holding the A button.}}
*{{buff|New [[dash attack]] deals more damage (8% → 14%), has less lag (IASA 60 → 48), and has more combo ability.}}
*{{nerf|Dash attack has significantly smaller hitboxes and now consists of multiple hits making it easier to escape from. It also has more startup lag and a shorter duration (frames 9-43 → 12-37)}}
*{{change|Dash attack can no longer slide off ledges.}}
*{{change|Dash attack can no longer slide off ledges.}}
*{{change|[[Up tilt|Up]] and [[down tilt]]s now have [[IASA frames]].}}
*{{buff|[[Up tilt|Up]] and [[down tilt]]s now have [[IASA frames]] giving them less end lag.}}
*{{nerf|Down smash no longer has IASA frames giving it more end lag.}}
*{{nerf|All tilts deal less damage (11% → 8%/7% (forward), 10% → 6%/5% (down), 8%/6% → 7%/5% (up)). Forward and down tilts also now have sourspots.}}
*{{buff|All tilts and smash attacks have larger hitboxes.}}
*{{buff|Down tilt can now trip, which has an inescapable grab followup if the trip occurs close enough to the opponent.}}
*{{buff|Down tilt can now trip, which has an inescapable grab followup if the trip occurs close enough to the opponent.}}
*{{buff|[[Forward smash]], late [[up smash]], and sourspotted [[down smash]] deal more damage and knockback.}}
*{{nerf|Down tilt has a shorter duration (frames 4-7 → 4-6).}}
 
*{{buff|Up tilt has a longer duration (frames 4-7 → 4-9).}}
*{{buff|[[Forward smash]], late [[up smash]], and sourspotted [[down smash]] deal more damage and knockback making them stronger kill moves.}}
*{{buff|Forward smash has less startup lag (frame 13 → 12).}}
*{{nerf|Up smash has more startup lag (frame 13 → 14).}}
*{{buff|Up smash has a longer duration (11 frames → 12)}}
*{{nerf|Down smash has more startup lag and has a shorter duration (frames 7-22 → 10-21).}}
===Aerial attacks===
===Aerial attacks===
*{{buff|All of Kirby's aerials have decreased landing lag (15 frames → 9 (neutral/back/up), 20 frames → 13 (forward), 20 frames → 15 (down)).}}
*{{buff|All of Kirby's aerials have decreased landing lag (15 frames → 9 (neutral/back/up), 20 frames → 13 (forward), 20 frames → 15 (down)).}}
*{{buff|[[Neutral aerial]] has greater damage (10% → 12%) and knockback.}}
*{{buff|[[Neutral aerial]] has greater damage (10% → 12%) and knockback.}}
*{{change|The amount of IASA frames in his neutral aerial has been significantly increased.}}
*{{nerf|The amount of IASA frames in his neutral aerial has been significantly increased (IASA 50 → 73). It also auto cancels later (frame 38 → 56) and has a slightly shorter duration (frames 10-34 → 10-33).}}
*{{buff|[[Forward aerial]]'s hits connect more reliably. It can now also [[auto cancel]] in a short hop.}}  
*{{buff|[[Forward aerial]]'s hits connect more reliably due to the first two hits having larger hitboxes and less knockback. It can now also [[auto cancel]] in a short hop. The final hit also has a much larger hitbox which now covers Kirby's whole body.}}  
*{{nerf|Forward aerial deals less damage (16% → 12%).}}
*{{nerf|Forward aerial deals less damage (16% → 12%), and has more end lag (IASA 40 → 44). The third hit also comes out later (frame 25 → 27).}}
*{{buff|[[Back aerial]] is a better [[wall of pain]] due to Kirby's higher air speed.}}
*{{buff|[[Back aerial]] is a better [[wall of pain]] due to Kirby's higher air speed. It also has a larger hitbox.}}
*{{nerf|Clean back aerial deals less damage (14% → 12%).}}
*{{nerf|Clean back aerial deals less damage (14% → 12%). Back aerial also has a shorter duration (frames 6-20 → 6-13).}}
*{{change|[[Up aerial]] deals less damage (15% → 10%) and knockback, improving its combo ability, but significantly hindering its KO potential. It also now launches opponents vertically instead of horizontally improving its juggling potential.}}
*{{buff|Up aerial has a much bigger hitbox making it significantly easier to land and it has less startup lag and a longer duration (frames 11-13 → 10-15).}}
*{{buff|[[Down aerial]] is more effective at meteor smashing opponents due to Kirby's lower falling speed, and with the introduction of the [[footstool jump]], can be easily comboed into a move that sends the opponent down farther.}}
*{{change|[[Up aerial]] deals less damage (15% → 10%) and knockback, improving its combo ability, but significantly hindering its KO potential. It also now launches opponents vertically instead of horizontally improving its juggling potential but hindering its edgeguarding potential.}}
*{{nerf|Up aerial has more end lag (IASA 36 → 40).}}
*{{buff|[[Down aerial]] is more effective at meteor smashing opponents due to Kirby's lower falling speed, and with the introduction of the [[footstool jump]], can be easily comboed into a move that sends the opponent down farther. Down aerial also has much larger hitboxes.}}
*{{buff|The last hit of down aerial comes out slightly faster (frame 33 → 32). The landing hit also has a longer duration (2 frames → 3).}}
*{{nerf|Down aerial deals less damage (18% → 14%).}}
*{{nerf|Down aerial deals less damage (18% → 14%).}}


===Throws/other attacks===
===Throws/other attacks===
*{{buff|Kirby's grabs have less startup lag (frame 7 (standing), frame 11 (dash) → 6/10).}}
*{{buff|Kirby no longer loses all of his jumps after his [[forward throw|forward]] or [[up throw]].}}
*{{buff|Kirby no longer loses all of his jumps after his [[forward throw|forward]] or [[up throw]].}}
*{{buff|Forward and [[back throw|back]] throws can no longer be escaped from.}}
*{{buff|Forward and [[back throw|back]] throws can no longer be escaped from.}}
*{{buff|Forward and [[down throw]]s have much more combo ability.}}
*{{buff|Forward and [[down throw]]s have much more combo ability.}}
*{{buff|Up throw deals much more knockback, restoring its KO power.}}
*{{buff|Down throw deals more damage (7% → 12%).}}
*{{buff|Up throw deals much more knockback, restoring some of its KO power.}}
*{{nerf|Forward and back throws can no longer be used as a [[sacrificial KO]].}}
*{{nerf|Forward and back throws can no longer be used as a [[sacrificial KO]].}}


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*{{buff|{{b|Inhale|Kirby}} can eat items and has slightly improved range with a vacuum, which also improves his defensive options on the ground and in the air.}}
*{{buff|{{b|Inhale|Kirby}} can eat items and has slightly improved range with a vacuum, which also improves his defensive options on the ground and in the air.}}
*{{nerf|[[Sacrificial KO]]s now KO Kirby and his victim at the same time, no longer allowing Kirby to escape after the opponent is KO'd. Inhale's collateral damage has been decreased across the board; many characters deal 1% or 2% less damage when spit, while Fox and Falco deal 4% and 3% less respectively. Only the damage of a spit Kirby is unchanged (though Young Link and Toon Link also deal the same damage).}}
*{{nerf|[[Sacrificial KO]]s now KO Kirby and his victim at the same time, no longer allowing Kirby to escape after the opponent is KO'd. Inhale's collateral damage has been decreased across the board; many characters deal 1% or 2% less damage when spit, while Fox and Falco deal 4% and 3% less respectively. Only the damage of a spit Kirby is unchanged (though Young Link and Toon Link also deal the same damage).}}
*{{buff|{{b|Hammer|move}}'s sourspot is much harder to connect with and deals significantly stronger knockback. Airborne Hammer also functions differently, being two strong horizontal swings instead of a multi-hitting vertical loop swing, giving Kirby access to an aerial KO option and a semi-spike, as well as an anti-edgeguard tool. Hammer now grants some momentum when used in the air, improving Kirby's recovery.}}
*{{buff|{{b|Hammer|move}}'s sourspot is much harder to connect with and deals slightly higher damage (16% → 18%) and significantly stronger knockback. Airborne Hammer also functions differently, being two strong horizontal swings instead of a multi-hitting vertical loop swing, giving Kirby access to an aerial KO option and a semi-spike, as well as an anti-edgeguard tool. Hammer now grants some momentum when used in the air, improving Kirby's recovery.}}
*{{nerf|Grounded Hammer has less horizontal reach and aerial Hammer has less vertical reach. Additionally, the hits of aerial Hammer do not link as reliably.}}
*{{buff|Aerial hammer has less end lag (frame 69 → 50)}}
*{{nerf|Grounded Hammer has less horizontal reach and aerial Hammer has less vertical reach. Additionally, the hits of aerial Hammer do not link as reliably. Both variants of hammer also have more startup lag and less active frames (frames 22-28 → 24-25 (grounded), frames 7-46 → 17-18/34-35 (aerial). Aerial hammer also has more landing lag (16 frames → 27).}}
*{{buff|[[Final Cutter]] is faster and travels more horizontal distance, improving its recovery potential. The [[meteor smash]] produced on descent now lasts for as long as Kirby falls, instead of just for the first few frames.}}
*{{buff|[[Final Cutter]] is faster and travels more horizontal distance, improving its recovery potential. The [[meteor smash]] produced on descent now lasts for as long as Kirby falls, instead of just for the first few frames.}}
*{{nerf|Final Cutter requires stricter timing to be reversed. Additionally, Kirby now becomes helpless when pushed off a ledge just before the end of Final Cutter's landing animation.}}
*{{nerf|Final Cutter requires stricter timing to be reversed. Additionally, Kirby now becomes helpless when pushed off a ledge just before the end of Final Cutter's landing animation.}}
*{{buff|[[Stone]] deals significantly higher knockback and produces an additional hitbox upon landing. There is also less ending lag upon cancellation.}}
*{{buff|[[Stone]] deals significantly higher knockback and produces an additional hitbox upon landing. There is also less ending lag upon cancellation.}}
*{{nerf|Stone cannot be cancelled as early (frame 48 → 54).}}


==Moveset==
==Moveset==
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