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Kirby (SSBU)

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This article is about Kirby's appearance in Super Smash Bros. Ultimate. For the character in other contexts, see Kirby.
Kirby
in Super Smash Bros. Ultimate
Kirby
KirbySymbol.svg
Universe Kirby
Other playable appearances in SSB
in Melee
in Brawl
in SSB4
Availability Starter
Final Smash Ultra Sword
KirbyHeadSSBU.png
Kirby's ability to copy other fighters is totally unique! While he is light and can be launched easily, he can also jump up to five times in the air, so he has great recovery. Look for his new Stone transformation, too.
Super Smash Blog, Super Smash Bros. Ultimate Official Site

Kirby (カービィ, Kirby) is a playable character in Super Smash Bros. Ultimate. He was confirmed on June 12th, 2018. Kirby is classified as fighter #06.

Makiko Ōmoto once again reprises her role as the voice of Kirby, with most clips re-used from Super Smash Bros. 4.

Changes from Super Smash Bros. 4

Kirby has received a mix of buffs and nerfs, being buffed overall. Kirby's mobility has improved, which helps him in the more offensive oriented battle strategies of Ultimate. The landing lag reductions on his aerials give Kirby better landing potential, and improves his combo game as his forward air can now reliably combo into other moves. His already solid tilts have been improved further, with down tilt being more reliable for combos, and up tilt comboing into more moves, and having more range in front of him. If he inhales a projectile, he can heal from it or shoot it back out at an opponent.

Kirby did receive nerfs however. His biggest downgrade was to his grab game. His grab is slower, forward throw's jump can possibly interupt his combos on stages with platforms, and his up throw takes longer to KO with. Given all these changes, Kirby is clearly a better character then he was in SSB4, but to what extent is currently unknown.

Aesthetics

  • Change As with all veterans returning from Smash 4, Kirby's model features a more subdued color scheme.
  • Change Like many other characters, Kirby is more expressive, both with his face and his movement.
  • Change Some of Kirby's animations, particularly his dash and initial jump, have been tweaked to closer resemble his appearance from Kirby's Return to Dream Land onward.
  • Change Kirby's voice line for taking medium damage has been changed to his alternate KO sound from Smash 4.
    • Change As a result, he gains a new KO sound, which sounds similar to one of his Melee knockback voice clips.
    • Bug fix Kirby's light knockback sound effect that went unheard in Smash 4 is now used.
  • Change Kirby's on-screen appearance has a more intense, fiery explosion than in previous games. The large, cartoony stars that appear have been removed, and while the sparkle effects are still present, they have been drastically toned down. All in all, it more closely resembles how it appeared in the original Super Smash Bros.
  • Change Up taunt has been shortened, with Kirby striking the ending pose without dancing first. The pose itself has been tweaked; Kirby now raises one of his feet, resembling the pose he makes when gaining an ability in his games.
  • Change Kirby's victory poses have been modified. Two new dances are used, one with Kirby waving his arms and breakdancing, and another with Kirby moonwalking and sliding, both based off of Kirby’s Return to Dream Land and ending in a unique pose. Kirby also splits into three separate Kirbys when not in team battles, referencing his home series. This is the first and only game to have Kirby's victory poses finish differently.
    • Change Kirby now faces forward instead of away when "wiggling" in one of his victory poses.
  • Change When Kirby gains a new Copy Ability, he briefly poses like he does in his home series. This animation can be canceled.
  • Change Some Copy Ability hats have been changed.
    • Change His Samus helmet has a fully opaque visor, as it was in Super Smash Bros.
    • Change His Captain Falcon helmet now has triangular eyes, and the visor is opaque as in Super Smash Bros.
    • Change His Zelda cap has been changed from the wimple she wore as a child in The Legend of Zelda: Ocarina of Time to a hairstyle matching her new A Link to the Past and A Link Between Worlds-inspired look.
    • Change His Ganondorf cap is now consistent with Ganondorf's Ocarina of Time appearance, effectively reverting to its design in Melee.
    • Change His Wolf cap now matches Wolf's Star Fox Zero-based appearance.
    • Bug fix His Jigglypuff cap now matches his costume color, just like in previous games.

Attributes

  • Buff Like all characters, Kirby's jumpsquat animation now takes three frames to complete (down from 4).
  • Buff Kirby runs faster (1.57 → 1.727).
    • Buff Kirby's initial dash is noticeably faster (1.5 → 1.9).
  • Buff Kirby walks faster (0.93 → 0.977).
  • Buff Kirby's air speed is slightly faster (0.8 → 0.84).
  • Buff The introduction of taunt canceling benefits Kirby more than any other returning veteran as Kirby can act quicker after discarding a Copy Ability.
  • Nerf Back roll has more startup lag, a shorter duration (frames 4-17 → 5-16) and ending lag when fresh (frame 31 → 36).
  • Buff Neutral air dodge has a longer duration when fresh (frames 3-27 → 3-29).
  • Nerf Neutral air dodge has more ending lag (frame 34 → 61).

Ground attacks

  • Neutral attack:
    • Buff The first and second hit of neutral attack now have the ability to jab lock.
    • Buff The last hit of neutral attack has less startup (frame 5 → 3) and ending lag (frame 51 → 40), deals slightly more damage (2% → 3%), and has more knockback.
    • Buff Neutral infinite connects more reliably, as it keeps opponents on the ground and thus can't be SDI'd out of.
    • Nerf Neutral attack deals less damage overall (2% → 1.8% (hit 1), 3% → 1.6% (hit 2), 1% → 0.2% (loop hits)).
  • Up tilt:
    • Buff Up tilt has slightly more range on its front hitbox.
    • Buff The late hit has a longer duration (frames 6-9 → 6-10) which gives up tilt one extra frame of intangibility.
    • Change Up tilt has slightly more knockback.
      • Buff This makes it easier to combo it into other moves and improves its KO potential.
      • Nerf This makes it harder to chain it into itself at higher percents.
  • Down tilt:
    • Buff Down tilt no longer sends opponents at a backwards momentum once tripped, improving its reliability for comboing.
  • Dash attack:
    • Change Dash attack has reverted to its Melee iteration, where Kirby does a tackle identical to the "Burning" copy ability, though unlike in Melee, dash attack doesn't go off ledges.
    • Buff Dash attack has decreased startup lag (frame 12 → 9).
    • Buff Clean dash attack deals more damage (9% → 10%).
    • Buff Dash attack can cross up shields.
    • Buff Since dash attack only consists of one hit, it can't be SDI'd out of improving its reliability.
    • Buff Dash attack has increased knockback, to the point that it KOs at higher percents.
    • Buff Dash attack maintains Kirby's speed and momentum much better.
    • Nerf Dash attack has slightly more ending lag (frame 54 → 60).
    • Nerf Dash attack no longer has multiple hitboxes, instead having weaker late hitboxes.
  • Forward smash:
    • Change Forward smash has a different start-up animation: Kirby now pulls back before executing a thrust kick instead of performing a spin first, making it resemble Smash Kick, one of Smash Bros. Kirby's attacks in Kirby: Planet Robobot.
    • Buff Forward smash has more range.
    • Change Forward smash now deals consistent damage when angled. This makes it deal slightly more damage when angled downwards but slightly less damage when angled upwards.
  • Up smash:
    • Buff Up smash has reduced startup lag (frame 14 → 12) and thus less ending lag (frame 48 → 46).
    • Buff Up smash's late hitbox deals more damage (12% → 13%).
  • Down smash:
    • Buff Down smash has increased range.
    • Buff Down smash acts similarly to the version in Brawl, but the whole move sends opponents at a horizontal angle, improving its KO potential as well as its edgeguarding potential when near a ledge.

Aerial attacks

  • Buff All aerials have less landing lag (10 frames → 6 (neutral), 13 frames → 8 (forward), 17 frames → 10 (back), 12 frames → 7 (up), 17 frames → 16 (down)).
  • Neutral aerial:
    • Buff Neutral aerial has much less ending lag (frame 73 → 63).
  • Forward aerial:
    • Buff Forward aerial's lower landing lag makes it now possible to combo with the first hit of the attack into other moves, albeit much easier and safer than in previous games.
    • Buff The third hit has a longer duration (frames 25-26 → 25-27).
  • Back aerial:
    • Buff The clean hit of back aerial has a longer duration (frames 6-7 → 6-8) much like in previous Smash games.
      • Nerf It has less knockback.
    • Nerf The late hit has a shorter duration (frames 8-14 → 9-12).
  • Up aerial:
    • Buff Up aerial has less ending lag (frame 40 → 38).
  • Down aerial:
    • Buff The first five hits of down aerial deal slightly more damage (1% → 1.3%).

Throws/other attacks

  • Nerf All grabs have increased ending lag (frame 28 → 34 (standing), 39 → 42 (dash), 33 → 37 (pivot)).
    • Nerf Dash grab has slightly more start up lag (frame 8 → 9) and pivot grab has a shorter duration (frames 10-12 → 10-11).
  • Pummel:
    • Nerf Pummel deals slightly less damage (1.55% → 1%).
  • Forward throw:
    • Change Forward throw now has Kirby jump much higher during the animation, able to reach the height of Battlefield's lower platform.
    • Buff This improves forward throw's combo potential at higher percents.
    • Nerf Because of this, this can possibly interrupt many of his combos when under a soft platform. This also hinders forward throw's combo potential at lower percents.
  • Up throw:
    • Nerf Up throw has slightly less knockback, hindering its KO potential.
    • Buff Up throw's landing hitbox now damages and launches other fighters, similar to Meta Knight's up throw.
  • Edge attack:
    • Buff Edge attack deals more damage (7% → 9%).

Special Moves

  • Inhale:
    • Buff Inhale has more range.
    • Buff Inhale has reduced ending lag (frame 73 → 68).
    • Buff Inhale can catch some projectiles like a fully charged Charge Shot. Kirby can then choose to spit it out as a star that deals damage or swallow it to heal himself.
    • Buff Spitting out inhaled opponents as a star deals more damage.
    • Buff When swallowing an opponent and gaining their Copy Ability, Kirby now receives a 1.2x damage multiplier for his copied neutral special when compared to the copied opponent.
    • Change Inhale has a more opaque visual effect.
  • Hammer:
    • Buff Hammer deals more knockback when fully charged.
    • Buff Aerial Hammer deals more damage (15%-27% → 16%-28%).
    • Nerf Hammer deals slightly less shield damage, making it less safe when hitting shielded opponents.
    • Buff Hammer has intangibility frames when used both in midair and on the ground.
    • Change Kirby may use his uncharged or fully-charged voice lines from Smash 4 when swinging an uncharged Hammer.
    • Change A fully charged Hammer triggers Special Zoom.
  • Final Cutter:
    • Buff Final Cutter has less landing lag (frame 35 → 31).
    • Buff Final Cutter's projectile travels slightly further.
    • Buff Final Cutter's landing hitbox deals more knockback.
    • Buff Final Cutter's spike hitbox is much stronger and deals more knockback, heavily improving its reliability.
  • Stone:
    • Nerf Stone now only hits opponents once instead of twice when grounded, significantly decreasing its shield damage.
    • Change Stone can transform into a Treasure Chest found in The Legend of Zelda: Breath of the Wild's shrines.
    • Change If Kirby is metal when using Stone, the transformation will also be metal.
    • Nerf Kirby doesn't change back to normal if he lands underwater.
  • Ultra Sword:
    • Change It now features a special background effect upon usage, in a similar fashion to the use of Super Abilities in Kirby's Return to Dream Land.

Update History

1.2.0

  • Buff After copying Pac-Man's Bonus Fruit, Key will no longer be discarded when it is recycled.

Classic Mode: Gourmet Clash

Kirby's opponents are characters who, like Kirby, are known for their large appetites. For each battle, Kirby and his opponent each spawn with 35% damage and several food items appear on the stage as the match begins

Round Opponent Stage Music
1 Pac-Man Pac-Land PAC-MAN
2 Giant Yoshi Yoshi's Island Ground Theme - Super Mario World
3 Donkey Kong Jungle Japes Jungle Hijinxs
4 Giant Wario Gamer WarioWare, Inc.
5 King K. Rool Kongo Jungle Mangrove Cove
6 King Dedede Fountain of Dreams Gourmet Race (64)
Bonus Stage
Final Marx ? Vs. Marx

Character unlock tree

Kirby's Classic Mode character unlock tree includes the following characters in order:

Each character can be unlocked by clearing Kirby's Classic Mode, or the Classic Mode of any preceding character, if all preceding characters have been unlocked. Once all the above characters are unlocked, clearing Classic Mode with any of them will default to Mario's character unlock tree, starting with Sonic.

Role in World of Light

Kirby facing the World of Light, from the mode's opening cutscene.

Kirby was among the fighters summoned to the cliffside to assist in defeating an army of Master Hands.

After Galeem absorbed all of the Master Hands during the opening cutscene, he began to unleash beams of light that vaporized all of the fighters and later imprisoned all of them. Kirby was the sole survivor after escaping on his Warp Star, barely warping away from the beams before they could engulf him. Despite being the sole survivor, Kirby is still seen as a puppet in a few areas of the mode, it’s unknown why this is the case.

Kirby crash-lands in a canyon area, and begins his quest to save the other fighters as the initial starting protagonist.

He is later seen alongside several other fighters, as they make their final stand against Galeem and Dharkon.

Spirits

Kirby's Fighter Spirit can be obtained by completing Classic Mode. It is also available periodically for purchase in the shop for 500 coins. Starting World of Light and play as Kirby allows the player to preview the first spirit below in the Spirit List under the name "???". As a Fighter Spirit, it cannot be used in Spirit Battles and is purely aesthetic. Each Fighter Spirit has an alternate version that replaces them with their artwork in Ultimate.

Additionally, Kirby makes an appearance in various Support Spirits.

Alternate costumes

https://www.youtube.com/watch?v=sPK2K78Evow
KirbyHeadSSBU.png KirbyHeadYellowSSBU.png KirbyHeadBlueSSBU.png KirbyHeadRedSSBU.png KirbyHeadGreenSSBU.png KirbyHeadWhiteSSBU.png KirbyHeadOrangeSSBU.png KirbyHeadPurpleSSBU.png

Gallery

Character Showcase Video

Trivia

  • Kirby's stock icon is one of four to show eyes (the others being Meta Knight, R.O.B., and Sonic), likely due to it being a simplistic pink circle otherwise.
  • Kirby's pose resembles his character artwork in Kirby Super Star, but rotated to slightly face the screen. Coincidentally, this was also used for his character select artwork in the original Super Smash Bros.
  • Kirby is the only Kirby series character to keep his Final Smash between Smash 4 and Ultimate.
  • Since Kirby is the starter character of World of Light and part of the starter roster, it means he's the only character that isn't unlockable in the game for any mode.
    • This also makes Kirby the only character in the entire series that is never unlocked in any mode.
  • Kirby has the highest amount of voice clips for any character in the game, with 95 clips.
  • Kirby is the only starter character in Ultimate whose universe has more than one character to not include any characters in their Classic Mode unlock table, as Meta Knight is in Link's, and King Dedede is in Donkey Kong's. Namely:
  • Unlike other characters, Kirby can actually taunt online when playing outside of arenas, but only to discard his copy ability.