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|rankingJP = 2 | |rankingJP = 2 | ||
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'''Kirby''' ({{ja|カービィ|Kābī}}, ''Kirby'') is a [[starter character]] in ''[[Super Smash Bros.]]'' He is known for being a small, [[weight|light]] character with quick and often surprisingly long [[range]]d attacks, as well as surprisingly strong moves and a great [[recovery]]. He is voiced by Makiko Ōmoto, | '''Kirby''' ({{ja|カービィ|Kābī}}, ''Kirby'') is a [[starter character]] in ''[[Super Smash Bros.]]'' He is known for being a small, [[weight|light]] character with quick and often surprisingly long [[range]]d attacks, as well as surprisingly strong moves and a great [[recovery]]. He is voiced by Makiko Ōmoto, which would go on to keep voicing him in all subsequent video game appearances to date. | ||
Kirby ranks 2nd on the current [[tier list]] and is his best tier placement in the series. Kirby has strong, fast attacks that can KO at [[damage]]s below 100%, such as his forward smash, and he has a great edgeguarding game, due to his long recovery and powerful aerials, particularly his down aerial. Kirby also has several methods to space against opponents, with his back aerial and forward aerial having large [[disjoint]]ed hitboxes that have significant combo potential, and his up tilt is notably considered one of the best attacks in the game due to its large range, high speed, good combo ability, and ability to [[shield break|break shield]]s. | Kirby ranks 2nd on the current [[tier list]] and is his best tier placement in the series. Kirby has strong, fast attacks that can KO at [[damage]]s below 100%, such as his forward smash, and he has a great edgeguarding game, due to his long recovery and powerful aerials, particularly his down aerial. Kirby also has several methods to space against opponents, with his back aerial and forward aerial having large [[disjoint]]ed hitboxes that have significant combo potential, and his up tilt is notably considered one of the best attacks in the game due to its large range, high speed, good combo ability, and ability to [[shield break|break shield]]s. | ||
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==Attributes== | ==Attributes== | ||
[[File:SSB64 Congratulations Kirby.png|thumb|250px|Kirby's | [[File:SSB64 Congratulations Kirby.png|thumb|250px|Kirby's ending picture in ''Super Smash Bros.'']] | ||
[[File:Ssb64kirby.jpg|thumb|Kirby using Final Cutter in the ''Smash 64'' instruction booklet.]] | [[File:Ssb64kirby.jpg|thumb|right|Kirby using Final Cutter in the ''Smash 64'' instruction booklet.]] | ||
Kirby is a small, light, and somewhat floaty character. He is relatively difficult to combo horizontally and offstage, though is vulnerable to juggling and many vertical KO techniques (as well as not being too hard to KO horizontally either). His "signature move" is [[Inhale (Kirby)|Swallow]], which allows him to use an opponent's [[neutral special move]] and copy their appearance. | Kirby is a small, light, and somewhat floaty character. He is relatively difficult to combo horizontally and offstage, though is vulnerable to juggling and many vertical KO techniques (as well as not being too hard to KO horizontally either). His "signature move" is [[Inhale (Kirby)|Swallow]], which allows him to use an opponent's [[neutral special move]] and copy their appearance. | ||
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''For a gallery of Kirby's hitboxes, see [[Kirby (SSB)/Hitboxes|here]].'' | ''For a gallery of Kirby's hitboxes, see [[Kirby (SSB)/Hitboxes|here]].'' | ||
[[File:SSB64 Kirby.gif|right]] | [[File:SSB64 Kirby.gif|right]] | ||
[[File:Kirby Up Tilt Hitbox Smash 64.gif|thumb|Kirby's up tilt, showing its huge disjointed hitbox.]] | [[File:Kirby Up Tilt Hitbox Smash 64.gif|thumb|right|Kirby's up tilt, showing its huge disjointed hitbox.]] | ||
[[File:Kirby Crouch Hurtbox Smash 64.gif|thumb|Kirby's hurtboxes while ducking.]] | [[File:Kirbys_up_tilt_after_aerial_up_B.gif|thumb|right| Comparing Kirby's up tilt change in hitbox caused by an aerial up-B.]] | ||
[[File:Kirby air attacks ssb.PNG|thumb|150px|Kirby's aerial attacks]] | [[File:Kirby Crouch Hurtbox Smash 64.gif|thumb|right|Kirby's hurtboxes while ducking.]] | ||
[[File:Kirby air attacks ssb.PNG|right|thumb|150px|Kirby's aerial attacks]] | |||
{{MovesetTable | {{MovesetTable | ||
|game=SSB | |game=SSB | ||
|neutralcount=3 | |neutralcount=3 | ||
|neutralname= | |neutralname=Vulcan Jab | ||
|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= | |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). | |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). 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 is Kirby's least effective tilt. | ||
|utiltname= | |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= | |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 | |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. 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= | |dashname= | ||
|dashdmg=10% (clean), 8% (late) | |dashdmg=10% (clean), 8% (late) | ||
|dashdesc= | |dashdesc=Crashes 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. | ||
|fsmashname=Smash Kick | |fsmashname=Smash Kick | ||
|fsmashdmg=17% (clean), 12% (late) | |fsmashdmg=17% (clean), 12% (late) | ||
|fsmashdesc=Kirby advances forward with a strong kick. This attack is based on the Spin Kick from the Fighter ability. The move starts off with a very powerful kick and as Kirby travels further, the move becomes weaker. | |fsmashdesc=Kirby advances forward with a strong kick. This attack is based on the Spin Kick from the Fighter ability. The move starts off with a very powerful kick and as Kirby travels further, the move becomes weaker. | ||
This is the fastest forward smash in the game, coming out on frame 10, in addition to having relatively low ending lag. When combined with its long, advancing range, this makes it very easy to land compared to other forward smashes. It is not only the fastest forward smash but it is also the strongest non-angled forward smash in the game ( | This is the fastest forward smash in the game, coming out on frame 10, in addition to having relatively low ending lag. When combined with its long, advancing range, this makes it very easy to land compared to other forward smashes. It is not only the fastest forward smash but it is also the strongest non-angled forward smash in the game (excluding {{mvsub|Link|SSB|forward smash|poss=y}} in the European version), KOing Mario at 86% at the center of Dream Land. Even the late hit has respectable power for a late hit smash attack although it does not KO anywhere near as early. Kirby can combo into forward smash at KO percents with his forward aerial or a single hit of his down aerial, giving him a safe and fairly reliable setup into the move. It is also useful to either break shields or to shield poke in a shield break combo, especially since up tilt can lead into a guaranteed forward smash on shield. The move also grants Kirby frame advantage on shield and with perfect spacing and timing, it even leads into an up tilt frame trap on shield against a majority of the cast (with the up tilt either hitting the shield or hitting the opponent depending on what they do out of shield, which can either lead into an up tilt combo or a shield break combo into a combo/KO depending on the outcome). | ||
However, it deals below average damage for a forward smash, has a considerably weaker late hit, cannot be angled, and it has high enough lag high enough for it to be punished quite easily on whiff. These weaknesses, however, do not significantly hinder the move, with its strengths far outweighing its weaknesses, especially compared to other forward smashes. | However, it deals below average damage for a forward smash, has a considerably weaker late hit, cannot be angled, and it has high enough lag high enough for it to be punished quite easily on whiff. These weaknesses, however, do not significantly hinder the move, with its strengths far outweighing its weaknesses, especially compared to other forward smashes. | ||
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= | |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 | |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 on 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= | |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= | |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= | |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. | ||
The multi hits do grant frame advantage on shield with a soft Z-cancel landing, which can lead into an up tilt frame trap with a perfect landing, although it is Kirby's weakest aerial on shield. The final hit is more effective on shield however, reliably leading into an up tilt or other followups. Forward aerial can be avoided with [[SDI]] although its large hitboxes can make it awkward to SDI out of, and Kirby can mix up how many hits he | The multi hits do grant frame advantage on shield with a soft Z-cancel landing, which can lead into an up tilt frame trap with a perfect landing, although it is Kirby's weakest aerial on shield. The final hit is more effective on shield however, reliably leading into an up tilt or other followups. Forward aerial can be avoided with [[SDI]] although its large hitboxes can make it awkward to SDI out of, and Kirby can mix up how many hits he want to land if he is near the ground. The move also has a landing hit with set knockback although the move has high landing lag, which makes the landing hit very unsafe if it does not hit, making the player want to Z-cancel the move almost every time. | ||
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= | |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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Back aerial is not only considered to be Kirby's best aerial overall but it is also considered to be one of Kirby's top two moves and it is even considered to be one of the best moves in the entire game. This is due to its speed, range, power, safety and strong synergy with Kirby's attributes and moveset which give the move a lot of utility as well as making it a very low risk very high reward move. The move is even considered to be so strong that it flat out invalidates certain characters, similar to his up tilt. | Back aerial is not only considered to be Kirby's best aerial overall but it is also considered to be one of Kirby's top two moves and it is even considered to be one of the best moves in the entire game. This is due to its speed, range, power, safety and strong synergy with Kirby's attributes and moveset which give the move a lot of utility as well as making it a very low risk very high reward move. The move is even considered to be so strong that it flat out invalidates certain characters, similar to his up tilt. | ||
|uairname=Twinkle Star | |uairname=Twinkle Star | ||
|uairdmg=10% (clean), 12% (NTSC-J clean), 8% (mid), 9% (NTSC-J mid), 6% (late), 3% (landing) | |uairdmg=10% (clean), 12% (NTSC-J clean), 8% (mid), 9% (NTSC-J mid), 6% (late), 3% (landing) | ||
|uairdesc=Kirby | |uairdesc=Kirby spins around. This move would be his [[neutral aerial]] in later ''{{b|Super Smash Bros.|series}}'' games. Has [[set knockback]] and extreme lag, easily making it Kirby's worst aerial and most likely his worst move overall. It can lead into some of Kirby's KO moves against certain characters although Kirby is still better off using his forward aerial for KO setups or his neutral/back aerials as raw KO moves. The late hit is uniquely active for the rest of the animation length. | ||
|dairname= | |||
|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 | |dairdesc=Kirby performs a drill attack with his two feet below him. 3% per hit, up to 10 hits for a total of 30%. The move is a fast [[meteor smash]], which can drag opponents down, as well as being easy for Kirby to recover from. Has higher knockback than other drill kicks, making it excellent at edgeguarding but it is not as reliable on stage due to this. Has great shield pressuring potential and is overall a very useful move. | ||
|grabname= | |||
|grabname= | |||
|grabdesc= | |grabdesc= | ||
|fthrowname=Air Drop | |fthrowname=Air Drop | ||
|fthrowdmg=13% (throw), 7% (NTSC-U/PAL collateral) | |fthrowdmg=13% (throw), 7% (NTSC-U/PAL collateral) | ||
|fthrowdesc=Kirby jumps high in the air and brings the target with him, similar to Ninja Kirby's Air Drop in ''Kirby Super Star'', and slams them down from an explosive drop. | |fthrowdesc=Kirby jumps high in the air and brings the target with him, similar to Ninja Kirby's Air Drop in ''Kirby Super Star'', and slams them down from an explosive drop. One of the few f-throws to launch foes upward. Has good knockback for a forward throw. Can be used as a [[sacrificial KO]] when used at the ledge. Sends the opponent to the side in the Japanese version. | ||
|bthrowdmg=16% | |bthrowdmg=16% | ||
|bthrowname= | |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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|nspage=Inhale (Kirby) | |nspage=Inhale (Kirby) | ||
|nsdmg=6% (swallow), 10% (spit), 17% (spit out characters to bystanders) | |nsdmg=6% (swallow), 10% (spit), 17% (spit out characters to bystanders) | ||
|nsdesc=If Kirby inhales an opponent, he can either copy their ability (gains their neutral special move and a hat resembling them by pressing the | |nsdesc=If Kirby inhales an opponent, he can either copy their ability (gains their neutral special move and a hat resembling them by pressing the B button; see [[List of Copy Abilities|here]] for a list of Copy Abilities) or spit the opponent out as a projectile by pressing the A button, dealing damage to bystanders. | ||
|usname=Final Cutter | |usname=Final Cutter | ||
|usdmg=8% (ascent), 2% (descent), 6% (shockwave) | |usdmg=8% (ascent), 2% (descent), 6% (shockwave) | ||
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|dsdesc=Kirby transforms into a stone. If used in the air, it has a damaging hitbox and Kirby falls down until he reaches the ground. It has solid KO power, although it was much more powerful in the Japanese version. | |dsdesc=Kirby transforms into a stone. If used in the air, it has a damaging hitbox and Kirby falls down until he reaches the ground. It has solid KO power, although it was much more powerful in the Japanese version. | ||
}} | }} | ||
===[[On-screen appearance]]=== | ===[[On-screen appearance]]=== | ||
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==In [[competitive play]]== | ==In [[competitive play]]== | ||
===Most historically significant players=== | ===Most historically significant players=== | ||
:''See also: [[:Category:Kirby professionals (SSB)]] | |||
''Numbers in brackets indicate position in [[64 League Rankings]] 2017'' | |||
<!--This character has a fifteen player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines | |||
<!--This character has a fifteen player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines--> | Maybe add Nackle back in? Or Wolf? Maybe remove Preston --> | ||
*{{Sm|DTan|USA}} (#26) - Ranked 1st in Colorado. | |||
*{{Sm|Fukurou|Japan}} - | *{{Sm|Fukurou|Japan}} (#1) - Best player in the world in 2017, won [[Snosa III]] and [[Super Smash Con 2017|SSC 2017]] and some [[List of national tournaments|Japanese]] tournaments solo-maining Kirby. | ||
*{{Sm|HAMMERHEART|USA}} - | *{{Sm|HAMMERHEART|USA}} - Currently the strongest solo Kirby main in the US. | ||
*{{Sm| | *{{Sm|HandsomeTom|Canada}} (#36 (2016)) - Known for popularizing the 3 up-tilts into f-smash combo on Falcon | ||
*{{Sm| | *{{Sm|Keisuke|Japan}} - Japan's fourth best Kirby (2017); 3rd at [[Kansai 2016]], 5th at [[Autumn Kanto Tournament]]. | ||
*{{Sm| | *{{Sm|Kikoushi|Japan}} - 1st at [[Apex 2013]], used to be the best Kirby in the world. | ||
*{{Sm| | *{{Sm|kysk|Japan}} (#7) - Best player in the world in 2019 triple maining Kirby, Pikachu & Captain Falcon, but most wellknown for his Kirby; 1st at [[GENESIS 6]] and [[Super Smash Con 2019]] and 1st at multiple [[List of national tournaments|Japanese nationals]] ([[Kansai 2017]], [[Autumn Kanto Tournament]], [[Kanto 2018]]). | ||
*{{Sm|Mew2King|USA}} - Placed 1st at [[WHOBO 5]], now focuses on other Smash games. | |||
*{{Sm|Moyashi|Japan}} - | *{{Sm|Moyashi|Japan}} - Japan's 3rd best Kirby, 2nd at [[Apex 2014]], won some [[List of national tournaments|Japanese nationals]] ([[Kanto 2010]], [[Kansai 2011]]). | ||
*{{Sm| | *{{Sm|Preston|Canada}} - 7th at [[Get On My Level 2018]]. | ||
*{{Sm|Revan|Canada}} - | *{{Sm|Revan|Canada}} (#24) - The best Canadian solo Kirby main. | ||
*{{Sm| | *{{Sm|Star King|USA}} (#40) | ||
*{{Sm|SuPeRbOoMfAn|Canada}} - | *{{Sm|Stradon|Peru}} - Used to solo main Kirby, switch to Pikachu recently, but still uses Kirby sometimes. | ||
*{{Sm|Tatsuman|Japan}} - | *{{Sm|SuPeRbOoMfAn|Canada}} (#4) - The best North American Kirby player, more well-known for his Captain Falcon and Pikachu. | ||
*{{Sm|Tatsuman|Japan}} - Best Japanese player from 2006-2008, won some [[List of national tournaments|Japanese nationals]]. | |||
===Tier placement and history=== | ===Tier placement and history=== | ||
Kirby has widely been considered a top tier throughout the entire competitive history of the ''Super Smash Bros.'', only rivaled by {{SSB|Pikachu}} for best fighter in the game. This placement is largely due to his above average recovery, quick yet powerful attacks with deceptive range, and being able to easily punish bad recoveries, which happens to be most of the roster. Likewise, he has seen excellent tournament representation and results since the beginning of ''Smash'' tournaments, including getting the most wins at [[Smash Bros. Fighting Battle: Smash Bros. Meijin Deciding Game]] in 1999. There was a brief period where {{SSB|Fox}} was considered better than Kirby, but that decision was quickly recinded and Fox now sits more comfortably in A tier while Kirby remains at S tier. | Kirby has widely been considered a top tier throughout the entire competitive history of the ''Super Smash Bros.'', only rivaled by {{SSB|Pikachu}} for best fighter in the game. This placement is largely due to his above average recovery, quick yet powerful attacks with deceptive range, and being able to easily punish bad recoveries, which happens to be most of the roster. Likewise, he has seen excellent tournament representation and results since the beginning of ''Smash'' tournaments, including getting the most wins at [[Smash Bros. Fighting Battle: Smash Bros. Meijin Deciding Game]] in 1999. There was a brief period where {{SSB|Fox}} was considered better than Kirby, but that decision was quickly recinded and Fox now sits more comfortably in A tier while Kirby remains at S tier. | ||
==Techniques== | |||
[[File:SSB64 Final Cutter Edgeguard.gif|thumb|{{Sm|Kikoushi}} (Kirby) edgeguarding {{Sm|Isai}} (Pikachu) with the Final Cutter]] | |||
===Inhale Sacrificial KO=== | |||
Kirby can use his Inhale move on opponents and fall to the map's bottom blast zone for a sacrificial KO. However, Kirby can "spit out" his opponent under the stage (particularly useful on {{SSB|Dream Land}}) and then recover. {{SSB|Yoshi}} is the only character who is practically guaranteed not to be able to recover from this. | |||
===Final Cutter spike=== | ===Final Cutter spike=== | ||
The Final Cutter can spike opponents on the way down during its initial frames (approximately until the same height from which the Final Cutter was initiated). | |||
===Kirby's Sliding Up B Glitch=== | ===Kirby's Sliding Up B Glitch=== | ||
Mainly affects only the Japanese version, there is also a glitch called Kirby's Sliding Up B done by Dashing, wait for the dash to finish which is about 14 frames, turning instantly, and then do an Up+B 20 frames after you decided to do so. This is similar to [[Teleport]]ing but is harder and is generally limited to flashy play/[[TAS]]ing. This was discovered by DSGnoll, a Japanese smash 64 players. [http://www.youtube.com/watch?v=q-njd578Aws The video, as popularized by Jpheal, a well known TAS player]. In the non-Japanese version, the milder version of the up b slide travels less further and is not as useful. | |||
==In Single Player== | ==In Single Player== | ||
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*''Kirby's Dream Land'' (GB) | *''Kirby's Dream Land'' (GB) | ||
*''Kirby's Pinball Land'' (GB) | *''Kirby's Pinball Land'' (GB) | ||
*''Kirby Super Star'' (SNES) (Kirby's Fan | *''Kirby Super Star'' (SNES) (Kirby's Fan<!--sic--> Pak in the Australian PAL version; correctly spelled as "Fun" in the European version) | ||
==[[Alternate costume (SSB)#Kirby|Alternate costumes]]== | ==[[Alternate costume (SSB)#Kirby|Alternate costumes]]== | ||
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*Kirby's shield stance is similar to his block stance in ''Kirby Super Star''. When it is done with Mirror Kirby, he uses the orb shield just like the shields in ''Smash Bros.'' | *Kirby's shield stance is similar to his block stance in ''Kirby Super Star''. When it is done with Mirror Kirby, he uses the orb shield just like the shields in ''Smash Bros.'' | ||
*When Kirby hits a wall, lands on the ground, or does certain moves, small stars are emitted, similar to how they look in the {{uv|Kirby}} games, thus giving authenticity to his origin. | *When Kirby hits a wall, lands on the ground, or does certain moves, small stars are emitted, similar to how they look in the {{uv|Kirby}} games, thus giving authenticity to his origin. | ||
*Kirby shares many of his attack animations with {{SSB|Jigglypuff}}, such as the ducking animation, neutral aerial | *Kirby shares many of his attack animations with {{SSB|Jigglypuff}}, such as the ducking animation, neutral aerial and [[Tumble|tumbling]] animation. | ||
*While other characters perform a [[victory pose]] when selected on the character selection screen in ''Smash 64'', Kirby uses a unique animation for this, being the only character to do so. This pose would also be used for one of his [[taunt]]s | *While other characters perform a [[victory pose]] when selected on the character selection screen in ''Smash 64'', Kirby uses a unique animation for this, being the only character to do so. This pose would also be used for one of his [[taunt]]s in ''[[Super Smash Bros. Brawl]]''. | ||
**In addition, ''Smash 64'' Kirby is the only character in any ''Super Smash Bros.'' title to have only two victory poses, as opposed to three. | **In addition, ''Smash 64'' Kirby is the only character in any ''Super Smash Bros.'' title to have only two victory poses, as opposed to three. | ||
*Kirby is one of four characters to have a green costume exclusive to team battle, the others being {{SSB|Mario}}, {{SSB|Captain Falcon}}, and {{SSB|Donkey Kong}}. | *Kirby is one of four characters to have a green costume exclusive to team battle, the others being {{SSB|Mario}}, {{SSB|Captain Falcon}}, and {{SSB|Donkey Kong}}. | ||
*When Kirby gets hit by an [[electric]] attack, his frightened eyes can be seen. | *When Kirby gets hit by an [[electric]] attack, his frightened eyes can be seen. | ||
{{SSBCharacters}} | {{SSBCharacters}} | ||
{{Kirby universe}} | {{Kirby universe}} | ||
[[Category:Kirby (SSB)| ]] | [[Category:Kirby (SSB)| ]] | ||
[[es:Kirby (SSB)]] | [[es:Kirby (SSB)]] |