Editing Kirby (SSB)/Up tilt

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The move's extreme speed and high damage also give up tilt incredible shield pressuring potential. A [[Stale-move negation|fresh]], clean up tilt leaves Kirby at +13/+14 frames (depending on if it hits on frame 4 or 5) against a shielding opponent while the late hit leaves him at anywhere from +9 to +14 depending on when it lands. Because of this, Kirby can very easily chain up tilts against a shielding opponent (who cannot do anything to avoid it) which can then lead into a {{mvsub|Kirby|SSB|forward smash}} for a [[shield break combo]]. However if the move is fully stale, it is only +8/+9 on shield (+4 - +9 for the late hit); which removes the move's ability to lead into a forward smash (although if the opponent is close enough, they cannot roll or jump quickly enough to avoid the forward smash if the clean hit lands, forcing them to take the hit either on hit or shield unless they have an [[intangible]] up special out of shield).
The move's extreme speed and high damage also give up tilt incredible shield pressuring potential. A [[Stale-move negation|fresh]], clean up tilt leaves Kirby at +13/+14 frames (depending on if it hits on frame 4 or 5) against a shielding opponent while the late hit leaves him at anywhere from +9 to +14 depending on when it lands. Because of this, Kirby can very easily chain up tilts against a shielding opponent (who cannot do anything to avoid it) which can then lead into a {{mvsub|Kirby|SSB|forward smash}} for a [[shield break combo]]. However if the move is fully stale, it is only +8/+9 on shield (+4 - +9 for the late hit); which removes the move's ability to lead into a forward smash (although if the opponent is close enough, they cannot roll or jump quickly enough to avoid the forward smash if the clean hit lands, forcing them to take the hit either on hit or shield unless they have an [[intangible]] up special out of shield).


This move was considered to be the main reason Kirby hard countered fast fallers and heavyweights such as {{SSB|Captain Falcon}} and {{SSB|Fox}} as it leads to early easy edgeguards when combined with aerials. This also lends to Kirby having the strongest matchup in the game against {{SSB|Yoshi}} along with Captain Falcon although in the current metagame, Kirby's matchups against these characters aren't as strong as once thought due to advancements in their metagames. Along with [[Kirby (SSB)/Back aerial|back air]] and [[Kirby (SSB)/Down aerial|down air]], these moves are the primary moves in Kirby's arsenal especially when combined with pivots.
This move was considered to be the main reason Kirby hard counters fast fallers and heavyweights such as {{SSB|Captain Falcon}} and {{SSB|Fox}} as it leads to early easy edgeguards when combined with aerials. This also lends to Kirby having the strongest matchup in the game against {{SSB|Yoshi}} along with Captain Falcon although in the current metagame, Kirby's matchups against these characters aren't as strong as once thought due to advancements in their metagames. Along with [[Kirby (SSB)/Back aerial|back air]] and [[Kirby (SSB)/Down aerial|down air]], these moves are the primary moves in Kirby's arsenal especially when combined with pivots.


==Hitboxes==
==Hitboxes==

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