Editing Kirby (SSB)

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|game=SSB
|game=SSB
|neutralcount=3
|neutralcount=3
|neutralname=Left Punch ({{ja|左パンチ|Hidari Panchi}}) / Right Punch ({{ja|右パンチ|Migi Panchi}}) / Vulcan Jab ({{ja|バルカンジャブ|Barukan Jabu}})
|neutralname=Vulcan Jab ({{ja|バルカンジャブ|Barukan Jabu}})
|neutral1dmg=3%
|neutral1dmg=3%
|neutral2dmg=4%
|neutral2dmg=4%
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The rapid jab has noticeably more range in the Japanese version although it is relatively useless in all versions, with Kirby players generally only doing the first one or two hits.
The rapid jab has noticeably more range in the Japanese version although it is relatively useless in all versions, with Kirby players generally only doing the first one or two hits.
|ftiltangles=3
|ftiltangles=3
|ftiltname=Spinning Kick ({{ja|スピニングキック|Supiningu Kikku}})
|ftiltname= 
|ftiltupdmg=11%
|ftiltupdmg=11%
|ftiltsidedmg=10%
|ftiltsidedmg=10%
|ftiltdowndmg=9%
|ftiltdowndmg=9%
|ftiltdesc=Kirby kicks forwards. It comes out quickly, is fairly safe and has deceptively long range (although its range is not too impressive compared to Kirby's other moves). It can be angled for a 1% change in damage either way although the move is not very strong overall and it generally lacks followups. The move is mainly used as a quick poke to keep opponents in front of Kirby out. It is a solid move overall but it is Kirby's least effective tilt.  
|ftiltdesc=Kirby kicks forwards. It comes out quickly, is fairly safe and has deceptively long range (although its range is not too impressive compared to Kirby's other moves). It can be angled for a 1% change in damage either way although the move is not very strong overall and it generally lacks followups. The move is mainly used as a quick poke to keep opponents in front of Kirby out. It is a solid move overall but it is Kirby's least effective tilt.  
|utiltname=Kirby Tail ({{ja|カービィテイル|Kābi Teiru}})
|utiltname= 
|utiltdmg=14% (clean), 10% (late)
|utiltdmg=14% (clean), 10% (late)
|utiltdesc=Kirby kicks vertically upwards, slightly behind himself. The move starts off hitting behind him with strong damage and vertical knockback and it later hits above him with weaker damage and knockback. The move comes out very quickly on frame 4, has minimal ending lag (only having 17 total frames), has deceptively long range both horizontally and vertically (far surpassing his foot) and it deals high damage and strong vertical knockback. The clean hit KOes {{SSB|Mario}} on [[Dream Land]] at 131% from ground level. All these factors combined make the move highly potent for a multitude of reasons in numerous scenarios.  
|utiltdesc=Kirby kicks vertically upwards, slightly behind himself. The move starts off hitting behind him with strong damage and vertical knockback and it later hits above him with weaker damage and knockback. The move comes out very quickly on frame 4, has minimal ending lag (only having 17 total frames), has deceptively long range both horizontally and vertically (far surpassing his foot) and it deals high damage and strong vertical knockback. The clean hit KOes {{SSB|Mario}} on [[Dream Land]] at 131% from ground level. All these factors combined make the move highly potent for a multitude of reasons in numerous scenarios.  
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Kirby's up tilt is overall considered to arguably be the best attack in the entire game due to its extremely fast speed, deceptively long range and its great damage racking and shield pressuring potential. The move is incredibly versatile, difficult to punish and rewarding to the point where Kirby simply having access to the move without using it can be threatening, since he can throw it out at any time with little risk.  
Kirby's up tilt is overall considered to arguably be the best attack in the entire game due to its extremely fast speed, deceptively long range and its great damage racking and shield pressuring potential. The move is incredibly versatile, difficult to punish and rewarding to the point where Kirby simply having access to the move without using it can be threatening, since he can throw it out at any time with little risk.  
|dtiltname=Squish Kick ({{ja|ローキック|Rō Kikku}}, ''Low Kick'')
|dtiltname= 
|dtiltdmg=9%
|dtiltdmg=9%
|dtiltdesc=Kirby performs a crouching kick. It comes out on frame 4, has incredible horizontal range and it sends opponents at a very low [[semi-spike]] angle, making it great for edgeguarding (especially since the low knockback angle makes the move very difficult to [[ledge DI]]). It does have the highest ending lag and the least damage out of all of Kirby's tilts though, making it unsafe on shield when used at close range (although Kirby can easily space it to make it safe). The move is still highly solid however, due to its great range and edgeguarding potential.
|dtiltdesc=Kirby performs a crouching kick. It comes out on frame 4, has incredible horizontal range and it sends opponents at a very low [[semi-spike]] angle, making it great for edgeguarding (especially since the low knockback angle makes the move very difficult to [[ledge DI]]). It does have the highest ending lag and the least damage out of all of Kirby's tilts though, making it unsafe on shield when used at close range (although Kirby can easily space it to make it safe). The move is still highly solid however, due to its great range and edgeguarding potential.
|dashname=Head Sliding ({{ja|ヘッドスライディング|Heddo Suraidingu}})
|dashname= 
|dashdmg=10% (clean), 8% (late)
|dashdmg=10% (clean), 8% (late)
|dashdesc=Reminiscent of King Dedede's Head Slide attack in the ''Kirby'' series. Kirby falls on his face while advancing forwards, crashing into his opponents. This move is fast and can potentially be used as a followup, though it is often unsafe on shield and it often lacks followup potential. It can be used as a followup in some situations although Kirby generally has better options such as his grab.
|dashdesc=Reminiscent of King Dedede's Head Slide attack in the ''Kirby'' series. Kirby falls on his face while advancing forwards, crashing into his opponents. This move is fast and can potentially be used as a followup, though it is often unsafe on shield and it often lacks followup potential. It can be used as a followup in some situations although Kirby generally has better options such as his grab.
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Kirby's forward smash is overall considered to be the best in the game, due to being both the fastest and strongest forward smash in addition to being safe and having a generous hitbox.
Kirby's forward smash is overall considered to be the best in the game, due to being both the fastest and strongest forward smash in addition to being safe and having a generous hitbox.
|usmashname=Somersault Kick ({{ja|サマーソルトキック|Samāsoruto Kikku}})
|usmashname= 
|usmashdmg=16% (clean), 18% (NTSC-J clean), 12% (late)
|usmashdmg=16% (clean), 18% (NTSC-J clean), 12% (late)
|usmashdesc=Kirby performs a bicycle kick, which is similar to {{SSB|Fox}}'s but it comes out much slower and has weaker knockback. The move comes out on frame 14 which is very slow for an up smash and its knockback is slightly below average, KOing Mario at 95% on Dream Land at ground level. The move also has a weaker late hit which hits behind Kirby and has weak horizontal knockback. Its ending lag is also fairly high, with the move being unsafe on shield at close range. It can start combos at certain percents but Kirby is always better off using his up tilt as it is faster and weaker, making it much better for starting combos. Up smash serves its purpose as a hard hitting anti-air and it can KO earlier than forward smash in some situations (with Kirby being able to lead into it with a forward aerial or a single hit down aerial in some situations) but it is overall a situational smash attack, especially when considering the potency of Kirby's forward smash. The move can hit opponents on higher platforms (on Dream Land) if the bigger Kirby glitch is used, making it a move which notably benefits from the glitch.  
|usmashdesc=Kirby performs a bicycle kick, which is similar to {{SSB|Fox}}'s but it comes out much slower and has weaker knockback. The move comes out on frame 14 which is very slow for an up smash and its knockback is slightly below average, KOing Mario at 95% on Dream Land at ground level. The move also has a weaker late hit which hits behind Kirby and has weak horizontal knockback. Its ending lag is also fairly high, with the move being unsafe on shield at close range. It can start combos at certain percents but Kirby is always better off using his up tilt as it is faster and weaker, making it much better for starting combos. Up smash serves its purpose as a hard hitting anti-air and it can KO earlier than forward smash in some situations (with Kirby being able to lead into it with a forward aerial or a single hit down aerial in some situations) but it is overall a situational smash attack, especially when considering the potency of Kirby's forward smash. The move can hit opponents on higher platforms (on Dream Land) if the bigger Kirby glitch is used, making it a move which notably benefits from the glitch.  


Up smash is noticeably stronger in the Japanese version, dealing 2% more damage and KOing Mario 15% earlier. Kirby can also hit opponents on platforms above him without the bigger Kirby glitch, due to his larger default size. This overall makes up smash less situational in the Japanese version as there are more scenarios where it can KO earlier than forward smash, although forward smash is still the far superior move overall.
Up smash is noticeably stronger in the Japanese version, dealing 2% more damage and KOing Mario 15% earlier. Kirby can also hit opponents on platforms above him without the bigger Kirby glitch, due to his larger default size. This overall makes up smash less situational in the Japanese version as there are more scenarios where it can KO earlier than forward smash, although forward smash is still the far superior move overall.
|dsmashname=Propeller Kick ({{ja|プロペラキック|Puropera Kikku}})
|dsmashname= 
|dsmashdmg=18% (clean), 20% (NTSC-J clean), 10% (late)
|dsmashdmg=18% (clean), 20% (NTSC-J clean), 10% (late)
|dsmashdesc=Kirby spins with his feet flat on the ground with a long hitbox duration (although the move does become a lot weaker after its first few active frames). It comes out on frame 7, making it Kirby's fastest smash attack and it is also his most damaging smash attack. The move sends opponents at a fairly low angle and it has deceptively long range (especially since Kirby's feet are intangible while he performs it). Its speed and range make it useful for beating cross ups and rolls and it can catch opponents in situations where forward smash might be too slow.
|dsmashdesc=Kirby spins with his feet flat on the ground with a long hitbox duration (although the move does become a lot weaker after its first few active frames). It comes out on frame 7, making it Kirby's fastest smash attack and it is also his most damaging smash attack. The move sends opponents at a fairly low angle and it has deceptively long range (especially since Kirby's feet are intangible while he performs it). Its speed and range make it useful for beating cross ups and rolls and it can catch opponents in situations where forward smash might be too slow.
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Down smash is much more powerful in the Japanese version, which makes it more rewarding and desirable but it is still Kirby's weakest smash attack in said version, with forward smash still being preferred in a majority of scenarios.
Down smash is much more powerful in the Japanese version, which makes it more rewarding and desirable but it is still Kirby's weakest smash attack in said version, with forward smash still being preferred in a majority of scenarios.
|nairname=Kirby Kick ({{ja|カービィキック|Kābi Kikku}})
|nairname= 
|nairdmg=15% (clean), 10% (late), 3% (landing)
|nairdmg=15% (clean), 10% (late), 3% (landing)
|nairdesc=Kirby sticks his right foot out. The move starts off with a very powerful hitbox but then becomes much weaker after its first four active frames. It comes out on frame 3, has a long hitbox duration and it has great power, being the second strongest neutral aerial in the game. It also has great range, with the move being noticeably disjointed, making it highly effective at edgeguarding opponents along with its strength and duration. At lower percents, it can combo into a variety of moves, including a forward smash and even an up tilt, while at higher percents, it is effective at getting opponents off stage. The late hit can lead into a variety of followups at quite a wide percent range. The move is useful in a variety of situations, including edgeguarding, KOing, escaping followups, punishing [[Out of Shield]] and starting combos/shield pressure. The move does have fairly high ending lag however, so it is not Kirby's safest aerial to use off stage.
|nairdesc=Kirby sticks his right foot out. The move starts off with a very powerful hitbox but then becomes much weaker after its first four active frames. It comes out on frame 3, has a long hitbox duration and it has great power, being the second strongest neutral aerial in the game. It also has great range, with the move being noticeably disjointed, making it highly effective at edgeguarding opponents along with its strength and duration. At lower percents, it can combo into a variety of moves, including a forward smash and even an up tilt, while at higher percents, it is effective at getting opponents off stage. The late hit can lead into a variety of followups at quite a wide percent range. The move is useful in a variety of situations, including edgeguarding, KOing, escaping followups, punishing [[Out of Shield]] and starting combos/shield pressure. The move does have fairly high ending lag however, so it is not Kirby's safest aerial to use off stage.
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Neutral aerial is overall a very strong aerial for Kirby, due to its speed, power and range.
Neutral aerial is overall a very strong aerial for Kirby, due to its speed, power and range.
|fairname=Corkscrew Kick ({{ja|コークスクリューキック|Kōkusukuryū Kikku}})
|fairname= 
|fairdmg=2% (hits-1-7), 6% (hit 8), 20% (total), 3% (landing)
|fairdmg=2% (hits-1-7), 6% (hit 8), 20% (total), 3% (landing)
|fairdesc= Kirby performs a drill kick with his feet in front of him. It acts like other drill kicks for its first seven hits, being a meteor smash with set knockback, although Kirby performs it horizontally rather than vertically. The move also has an 8th hit which deals stronger horizontal knockback. The move comes out on frame 8, has relatively low ending lag and it has large hitboxes which cover Kirby's entire body, in addition to reaching further than his feet. Kirby can use forward aerial as both a combo starter and a combo extender. The multi hits on their own can easily lead into a variety of followups at any percents, including an up tilt or a forward smash and they can potentially be used to edgeguard on their own due to being meteor smashes. Kirby can also combo into forward aerial with an up tilt, where Kirby can then drag the opponent downwards to lead into a forward smash. The final hit is more powerful and can potentially lead into a forward smash at KO percents (especially when stale), in addition to being useful to edgeguard.  
|fairdesc= Kirby performs a drill kick with his feet in front of him. It acts like other drill kicks for its first seven hits, being a meteor smash with set knockback, although Kirby performs it horizontally rather than vertically. The move also has an 8th hit which deals stronger horizontal knockback. The move comes out on frame 8, has relatively low ending lag and it has large hitboxes which cover Kirby's entire body, in addition to reaching further than his feet. Kirby can use forward aerial as both a combo starter and a combo extender. The multi hits on their own can easily lead into a variety of followups at any percents, including an up tilt or a forward smash and they can potentially be used to edgeguard on their own due to being meteor smashes. Kirby can also combo into forward aerial with an up tilt, where Kirby can then drag the opponent downwards to lead into a forward smash. The final hit is more powerful and can potentially lead into a forward smash at KO percents (especially when stale), in addition to being useful to edgeguard.  
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Forward aerial is overall another highly effective aerial for Kirby, due to its strong combo potential (even with the presence of SDI).  
Forward aerial is overall another highly effective aerial for Kirby, due to its strong combo potential (even with the presence of SDI).  
|bairname=Drop Kick ({{ja|ドロップキック|Doroppu Kikku}})
|bairname= 
|bairdmg=16% (clean), 12% (late)
|bairdmg=16% (clean), 12% (late)
|bairdesc=Kirby kicks behind him with both of his feet. It starts off dealing 16% and solid horizontal knockback during its first four frames and then it receives a weaker late hit which deals 12%.  
|bairdesc=Kirby kicks behind him with both of his feet. It starts off dealing 16% and solid horizontal knockback during its first four frames and then it receives a weaker late hit which deals 12%.  
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Interestingly, the move is coded to have a stronger initial hit which deals 12% (16% in the Japanese version) but due to a timing error, this hitbox is skipped, with the move dealing less damage during its initial frames as a result.
Interestingly, the move is coded to have a stronger initial hit which deals 12% (16% in the Japanese version) but due to a timing error, this hitbox is skipped, with the move dealing less damage during its initial frames as a result.
|dairname=Screwdriver ({{ja|スクリュードライバー|Sukuryūdoraibā}})
|dairname= 
|dairdmg=3% (hits 1-10), 30% (total), 3% (landing)
|dairdmg=3% (hits 1-10), 30% (total), 3% (landing)
|dairdesc=Kirby performs a drill attack with his feet below him. 3% per hit with 10 hits for a total of 30%. The move comes out very quickly on frame 4 and it has a long duration due to it consisting of 10 hits (in addition to also have large, disjointed hitboxes). Each hit meteor smashes opponents but unlike other drill kicks, Kirby's down aerial does not have set knockback. This makes it incredibly powerful offstage as the opponent is getting hit by multiple fairly strong meteor smashes which keep getting stronger, which can guarantee a stock loss at fairly low percents (in addition to dealing a ton of damage potentially). The move can even combo into itself or into Kirby's other aerials in the right circumstances.  
|dairdesc=Kirby performs a drill attack with his feet below him. 3% per hit with 10 hits for a total of 30%. The move comes out very quickly on frame 4 and it has a long duration due to it consisting of 10 hits (in addition to also have large, disjointed hitboxes). Each hit meteor smashes opponents but unlike other drill kicks, Kirby's down aerial does not have set knockback. This makes it incredibly powerful offstage as the opponent is getting hit by multiple fairly strong meteor smashes which keep getting stronger, which can guarantee a stock loss at fairly low percents (in addition to dealing a ton of damage potentially). The move can even combo into itself or into Kirby's other aerials in the right circumstances.  
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Down aerial is overall one of Kirby's best moves, due to its speed, range/duration, damage/power and utility. It is a highly effective and devastating move overall.
Down aerial is overall one of Kirby's best moves, due to its speed, range/duration, damage/power and utility. It is a highly effective and devastating move overall.
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabname=
|grabdesc=
|grabdesc=
|fthrowname=Air Drop ({{ja|いずな落とし|Izuna Otoshi}}, ''Izuna Drop'')
|fthrowname=Air Drop ({{ja|いずな落とし|Izuna Otoshi}}, ''Izuna Drop'')
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In the Japanese version, forward throw launches opponents horizontally. This makes it much better at setting up edgeguards, which the throw cannot easily do in the international versions due to its higher launch angle. The throw does technically have less knockback, along with no collateral hit and more ending lag but its horizontal knockback makes the throw more worthwhile at lower percents, especially against fast fallers.  
In the Japanese version, forward throw launches opponents horizontally. This makes it much better at setting up edgeguards, which the throw cannot easily do in the international versions due to its higher launch angle. The throw does technically have less knockback, along with no collateral hit and more ending lag but its horizontal knockback makes the throw more worthwhile at lower percents, especially against fast fallers.  
|bthrowdmg=16%
|bthrowdmg=16%
|bthrowname=Brain Buster ({{ja|ブレーンバスター|Burēn Basutā}})
|bthrowname= 
|bthrowdesc=Kirby performs a backward suplex, slamming the opponent behind him. Sends the foe upwards and behind Kirby at an angle. The attack is based on the Backdrop ability from ''Kirby's Adventure''. One of the least effective back throws in the game in terms of KO potential due to its vertical launch angle however, this also makes it a rather effective option for setting up tech chases and generally granting Kirby stage control.
|bthrowdesc=Kirby performs a backward suplex, slamming the opponent behind him. Sends the foe upwards and behind Kirby at an angle. The attack is based on the Backdrop ability from ''Kirby's Adventure''. One of the least effective back throws in the game in terms of KO potential due to its vertical launch angle however, this also makes it a rather effective option for setting up tech chases and generally granting Kirby stage control.
|floorbname=
|floorbname=

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