Editing Kirby (SSBU)

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Kirby's [[special move]]set can provide some unique strengths. {{B|Inhale|Kirby}} is his most notable example; it allows him to either [[List of Copy Abilities|copy]] the [[neutral special move]] of any character he inhales, or spit them out as a weight-dependent [[projectile]]. Depending on what character he inhales, the copy ability can give Kirby a move that assists him in matchups to various degrees, such as useful projectiles to counter-camp his opponent ([[Needle Storm]], [[Charge Shot]], {{SSBU|Wolf}}'s {{b|Blaster|Wolf}}), powerful punishing options ([[Giant Punch]], [[Homing Attack]]), a reflector ([[Nayru's Love]]), or other benefits ([[Monado Arts]]). In addition, Kirby's variant of the opponent's neutral special has a 1.2x damage multiplier. Kirby can also inhale projectiles; smaller projectiles will be swallowed, allowing him to heal himself, while larger ones (such as a fully-charged Charge Shot) can be stored in his mouth and spat out, essentially giving Kirby a reflector. The spat projectiles can be used to punish opponents at mid-range and can launch them away with high knockback. Inhale can also be used to [[Kirbycide]] or spit the opponent out offstage, although the opponent can escape by [[button mashing]]. [[Hammer Flip]] boasts amazing power, especially when fully charged, and Kirby can move and jump while charging. However, its high startup and endlag, along with its short range and Kirby's poor mobility being further slowed when charging, makes it difficult to land outside of a [[shield break]], covering ledge options, or after a jab lock. Final Cutter is his primary means of [[recovery]], granting good vertical distance, as well as a disjoint in front of him during his ascent and descent. It also emits a shockwave projectile upon landing, making it difficult to [[punish]] if the opponent is not behind Kirby. Lastly, [[Stone]] causes Kirby to turn into an object and ignore up to 25% damage. It is also a powerful attack, especially in the air, and can be canceled shortly after Kirby begins his descent, although these benefits are limited by its slow startup and ending lag, and Kirby is still vulnerable to grabs while transformed. It can also be used on the ground, where it has faster startup due to creating a shockwave and it launches at a semi-spike angle.
Kirby's [[special move]]set can provide some unique strengths. {{B|Inhale|Kirby}} is his most notable example; it allows him to either [[List of Copy Abilities|copy]] the [[neutral special move]] of any character he inhales, or spit them out as a weight-dependent [[projectile]]. Depending on what character he inhales, the copy ability can give Kirby a move that assists him in matchups to various degrees, such as useful projectiles to counter-camp his opponent ([[Needle Storm]], [[Charge Shot]], {{SSBU|Wolf}}'s {{b|Blaster|Wolf}}), powerful punishing options ([[Giant Punch]], [[Homing Attack]]), a reflector ([[Nayru's Love]]), or other benefits ([[Monado Arts]]). In addition, Kirby's variant of the opponent's neutral special has a 1.2x damage multiplier. Kirby can also inhale projectiles; smaller projectiles will be swallowed, allowing him to heal himself, while larger ones (such as a fully-charged Charge Shot) can be stored in his mouth and spat out, essentially giving Kirby a reflector. The spat projectiles can be used to punish opponents at mid-range and can launch them away with high knockback. Inhale can also be used to [[Kirbycide]] or spit the opponent out offstage, although the opponent can escape by [[button mashing]]. [[Hammer Flip]] boasts amazing power, especially when fully charged, and Kirby can move and jump while charging. However, its high startup and endlag, along with its short range and Kirby's poor mobility being further slowed when charging, makes it difficult to land outside of a [[shield break]], covering ledge options, or after a jab lock. Final Cutter is his primary means of [[recovery]], granting good vertical distance, as well as a disjoint in front of him during his ascent and descent. It also emits a shockwave projectile upon landing, making it difficult to [[punish]] if the opponent is not behind Kirby. Lastly, [[Stone]] causes Kirby to turn into an object and ignore up to 25% damage. It is also a powerful attack, especially in the air, and can be canceled shortly after Kirby begins his descent, although these benefits are limited by its slow startup and ending lag, and Kirby is still vulnerable to grabs while transformed. It can also be used on the ground, where it has faster startup due to creating a shockwave and it launches at a semi-spike angle.


Kirby has very notable flaws, however. His most glaring flaw is his poor approach. While his dashing speed is average, Kirby's mobility is lackluster overall, especially in the air, and with his lack of reliable projectiles, speed demons or characters who can camp with projectiles can wall out Kirby, such as {{SSBU|Sonic}}, {{SSBU|Mii Gunner}} and {{SSBU|Samus}}. Kirby's lack of reliable burst-movement options especially makes his approach in these matchups problematic and sometimes predictable. Dash attack covers a large distance, but it's punishable when not used carefully, and crossing up shields with it is risky, so he doesn't have many reliable approach options outside of a back aerial in a [[reverse aerial rush]]. Inhale can help him by giving some new options, but those depend on the matchup, and if he gets hit too much, he might lose the Copy Ability and has to suck in his opponent again to regain it if he loses it. In addition, characters with long range and/or [[disjointed hitbox]]es, such as {{SSBU|Ike}} and {{SSBU|Mr. Game & Watch}}, can outrange and wall out Kirby since his range is short relative to the cast despite having a disjoints on a few of attacks himself. Final Cutter's projectile has decent range and quick movement, but it's too slow to use it well due to it requiring Kirby to perform the entire rising and falling portions of the move beforehand, and he lacks other projectiles outside of spitting inhaled projectiles/opponents, or from a Copy Ability. It's also too slow to be used as an out of shield option, only being active at frame 23, and lacks a hitbox to protect Kirby from directly above, which can leave him vulnerable to a meteor smash if it's used at the wrong time. When using Final Cutter, he also cannot snap to the ledge until he reaches the peak of his ascent. This requires conscientious usage to avoid punishment. Despite possessing great [[air acceleration]], Kirby's air speed is also too slow for him to take advantage of it, hindering his aerial approach and recovery despite possessing five midair jumps, with the latter being especially prevalent due to his recovery being fairly linear and predictable despite Final Cutter covering a decent distance overall. Kirby also has several KO options in his kit, but some can be hard to land without a setup due to their short range.
Kirby has very notable flaws, however. His most glaring flaw is his poor approach. While his dashing speed is average, Kirby's mobility is lackluster overall, especially in the air, and with his lack of reliable projectiles, speed demons or characters who can camp with projectiles can wall out Kirby, such as {{SSBU|Sonic}}, {{SSBU|Mii Gunner}} and {{SSBU|Samus}}. Kirby's lack of reliable burst-movement options especially makes his approach in these matchups problematic and sometimes predictable. Dash attack covers a large distance, but it's punishable when not used carefully, and crossing up shields with it is risky, so he doesn't have many reliable approach options outside of a back aerial in a [[reverse aerial rush]]. Inhale can help him by giving some new options, but those depend on the matchup, and if he gets hit too much, he might lose the Copy Ability and has to suck in his opponent again to regain it if he loses it. In addition, characters with long and/or [[disjointed hitbox]]es, such as {{SSBU|Ike}} and {{SSBU|Mr. Game & Watch}}, can outrange and wall out Kirby since his range is short relative to the cast despite having a disjoints on a few of attacks himself. Final Cutter's projectile has decent range and quick movement, but it's too slow to use it well due to it requiring Kirby to perform the entire rising and falling portions of the move beforehand, and he lacks other projectiles outside of spitting inhaled projectiles/opponents, or from a Copy Ability. It's also too slow to be used as an out of shield option, lacks a hitbox to protect Kirby from directly above, which can leave him vulnerable to a meteor smash if it's used at the wrong time. When using Final Cutter, he also cannot snap to the ledge until he reaches the peak of his ascent. This requires conscientious usage to avoid punishment. Despite possessing great [[air acceleration]], Kirby's air speed is also too slow for him to take advantage of it, hindering his aerial approach and recovery despite possessing five midair jumps, with the latter being especially prevalent due to his recovery being fairly linear and predictable despite Final Cutter covering a decent distance overall. Kirby also has several KO options in his kit, but some can be hard to land without a setup due to their short range.


In addition, Kirby also has poor endurance. While being light and floaty can help him escape combos from other characters, this also means he risks getting KOed earlier. He is also vulnerable to [[juggling]], due to his aforementioned slow falling and air speeds. The existence of [[rage]] further pronunces this issue, as Kirby will be sent flying even further by heavily damaged opponents, and his light [[weight]] prevents him from gaining the advantage of his own rage. His floaty movement, slow speed in the air and lack of reliable projectiles without Inhale also leaves him very vulnerable to pressure, and while his aerials are versatile in an advantage state, they are less effective when he's disadvantaged. His down aerial is too slow to fight juggling, and it's also outclassed by his other aerials when it comes to edgeguarding or against shielding opponents, as it's unsafe on shield and it's also his weakest aerial in terms of damage and knockback, not even KOing lightweights until very high percents. This imposes as a risk in approaching opponents in the air, while also preventing Kirby's aerials from being used effectively when in a disadvantage state, often forcing him to rely on his jumps, Stone, or neutral aerial to escape and return to the ground or the ledge. Even then, those options have their risks: using his midair jumps might leave him vulnerable later, neutral aerial has a large hitbox that covers his entire body but it has and poor range in front of him a long duration that can be punished when used poorly, and Stone has high start-up in the air and Kirby takes a long time to transform or turn back to normal. While its immunity to attacks that deal 25% damage is useful, it has to be used carefully to avoid getting punished, as it has slow startup and a noticeable amount of ending lag and Kirby is still vulnerable to grabs when he's transformed.
In addition, Kirby also has poor endurance. While being light and floaty can help him escape combos from other characters, this also means he risks getting KOed earlier. He is also vulnerable to [[juggling]], due to his aforementioned slow falling and air speeds. The existence of [[rage]] further pronunces this issue, as Kirby will be sent flying even further by heavily damaged opponents, and his light [[weight]] prevents him from gaining the advantage of his own rage. His floaty movement, slow speed in the air and lack of reliable projectiles without Inhale also leaves him very vulnerable to pressure, and while his aerials are versatile in an advantage state, they are less effective when he's disadvantaged. His down aerial is too slow to fight juggling, and it's also outclassed by his other aerials when it comes to edgeguarding or against shielding opponents, as it's unsafe on shield and it's also his weakest aerial in terms of damage and knockback, not even KOing lightweights until very high percents. This imposes as a risk in approaching opponents in the air, while also preventing Kirby's aerials from being used effectively when in a disadvantage state, often forcing him to rely on his jumps, Stone, or neutral aerial to escape and return to the ground or the ledge. Even then, those options have their risks: using his midair jumps might leave him vulnerable later, neutral aerial has a large hitbox that covers his entire body but it has and poor range in front of him a long duration that can be punished when used poorly, and Stone has high start-up in the air and Kirby takes a long time to transform or turn back to normal.


Overall, Kirby has a tendency to run hot and cold. In turn, Kirby is characterized as a glass cannon who is capable of inflicting an impressive amount of damage if he gets close to his opponent thanks to his excellent frame data and potent combo game, but doing so is challenging for him due to his poor approach. As such, he functions well with a bait-and-punish playstyle, although being unprepared for an opponent's approach can be hazardous due to his low survivability, an attribute that is commonly shared with other characters of Kirby's archetype.
Overall, Kirby has a tendency to run hot and cold. In turn, Kirby is characterized as a glass cannon who is capable of inflicting an impressive amount of damage if he gets close to his opponent thanks to his excellent frame data and potent combo game, but doing so is challenging for him due to his poor approach. As such, Kirby functions well with a bait-and-punish playstyle, although being unprepared for an opponent's approach can be hazardous due to his low survivability, an attribute that is commonly shared with other characters of Kirby's archetype.


==Changes from ''[[Super Smash Bros. 4]]''==
==Changes from ''[[Super Smash Bros. 4]]''==

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