Editing Kirby (SSB)
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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|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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|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). 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= | |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 (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= | |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. | ||
|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 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= | |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. | ||
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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= | |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 performs a star pose and spins around. This move would become his [[neutral aerial]] in later ''{{b|Super Smash Bros.|series}}'' games. The move comes out on frame 10, which is slow for an up aerial and it has an extremely long total duration (79 frames), making it incredibly laggy and unsafe to use it the air. The move's hitbox does last for the entire animation once it comes out however, technically giving the move no ending lag despite its extreme total duration. The move has set knockback which is fairly high at lower percents but it naturally does not scale at all, making the move completely incapable of KOing. The move deals less damage during the later frames of its animation although its knockback remains the same. The move also has a small hitbox (which struggles to cover Kirby's body) which makes it very easy to hit Kirby out of the move which along with its extreme lag, makes it very unsafe and easy to challenge when used in the wrong situations. It can lead into some of Kirby's KO moves against most characters (depending on spacing) although Kirby is still better off using his forward aerial for KO setups or his neutral/back aerials as raw KO moves as they are much more reliable and easier to land. It can also lead into an up tilt against certain characters although this is matchup and spacing specific, and Kirby's other aerials can lead into an up tilt much more reliably, especially at lower percents. Its main use is as a low percent edgeguarding option due to its high knockback although it can be risky due to its high total duration. It can also lead to shield pressure where it can actually be optimal near an edge (where neutral and back aerials would push opponents off the edge), although Kirby's other aerials are generally preferred for shield pressure in a majority of scenarios and even in the aforementioned scenario, a late back aerial or late neutral aerial can also work depending on the timing and positioning. | |uairdesc=Kirby performs a star pose and spins around. This move would become his [[neutral aerial]] in later ''{{b|Super Smash Bros.|series}}'' games. The move comes out on frame 10, which is slow for an up aerial and it has an extremely long total duration (79 frames), making it incredibly laggy and unsafe to use it the air. The move's hitbox does last for the entire animation once it comes out however, technically giving the move no ending lag despite its extreme total duration. The move has set knockback which is fairly high at lower percents but it naturally does not scale at all, making the move completely incapable of KOing. The move deals less damage during the later frames of its animation although its knockback remains the same. The move also has a small hitbox (which struggles to cover Kirby's body) which makes it very easy to hit Kirby out of the move which along with its extreme lag, makes it very unsafe and easy to challenge when used in the wrong situations. It can lead into some of Kirby's KO moves against most characters (depending on spacing) although Kirby is still better off using his forward aerial for KO setups or his neutral/back aerials as raw KO moves as they are much more reliable and easier to land. It can also lead into an up tilt against certain characters although this is matchup and spacing specific, and Kirby's other aerials can lead into an up tilt much more reliably, especially at lower percents. Its main use is as a low percent edgeguarding option due to its high knockback although it can be risky due to its high total duration. It can also lead to shield pressure where it can actually be optimal near an edge (where neutral and back aerials would push opponents off the edge), although Kirby's other aerials are generally preferred for shield pressure in a majority of scenarios and even in the aforementioned scenario, a late back aerial or late neutral aerial can also work depending on the timing and positioning. | ||
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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= | |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= | |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. It is one of the few forward throws which launches opponents upwards, although it lacks followup potential. It has good knockback for a forward throw and if Kirby initiates the throw below a platform, he will land on the upper platform, further aiding its vertical KO potential. It can be used as a [[sacrificial KO]] when used at the ledge, as if there is nowhere for Kirby to land, he will continue plummeting until he reaches the lower blastzone. However effective forward throw is as a sacrificial KO depends on Kirby's [[port priority]] and whether he has activated the bigger Kirby glitch or not (with the glitch making sacrificial KOes less effective). | |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. It is one of the few forward throws which launches opponents upwards, although it lacks followup potential. It has good knockback for a forward throw and if Kirby initiates the throw below a platform, he will land on the upper platform, further aiding its vertical KO potential. It can be used as a [[sacrificial KO]] when used at the ledge, as if there is nowhere for Kirby to land, he will continue plummeting until he reaches the lower blastzone. However effective forward throw is as a sacrificial KO depends on Kirby's [[port priority]] and whether he has activated the bigger Kirby glitch or not (with the glitch making sacrificial KOes less effective). | ||
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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= | |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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==In [[competitive play]]== | ==In [[competitive play]]== | ||
===Most historically significant players=== | ===Most historically significant players=== | ||
{{cleanup|These blurbs are overly basic and need to be rewritten to better explain how these players are significant to Kirby's metagame.}} | |||
:''See also: [[:Category:Kirby players (SSB)]] | :''See also: [[:Category:Kirby players (SSB)]] | ||
<!--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--> | ||
*{{Sm|Fukurou|Japan}} - | *{{Sm|Fukurou|Japan}} - 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}} - Currently the strongest solo Kirby main in the US. | |||
*{{Sm| | *{{Sm|Keisuke|Japan}} - Japan's fourth best Kirby (2017); 3rd at [[Kansai 2016]], 5th at [[Autumn Kanto Tournament]]. | ||
*{{Sm|Keisuke|Japan}} - | *{{Sm|Kikoushi|Japan}} - 1st at [[Apex 2013]], used to be the best Kirby in the world. | ||
*{{Sm|kysk|Japan}} - Best player in the world in 2019 triple maining Kirby, Pikachu & Captain Falcon, but most well known 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|Kikoushi|Japan}} - | *{{Sm|Moyashi|Japan}} - Japan's 3rd best Kirby, 2nd at [[Apex 2014]], won some Japanese [[major]]s ([[Kanto 2010]], [[Kansai 2011]]). | ||
*{{Sm|kysk|Japan}} - | *{{Sm|Revan|Canada}} - The best Canadian solo Kirby main. | ||
*{{Sm|Stradon|Peru}} - Used to solo main Kirby, switch to Pikachu recently, but still uses Kirby sometimes. | |||
*{{Sm| | *{{Sm|SuPeRbOoMfAn|Canada}} - The best North American Kirby player, more well-known for his Captain Falcon and Pikachu. | ||
*{{Sm|Revan|Canada}} - | *{{Sm|Tatsuman|Japan}} - Best Japanese player from 2006-2008, who won Japanese majors. | ||
*{{Sm| | |||
*{{Sm|SuPeRbOoMfAn|Canada}} - | |||
*{{Sm|Tatsuman|Japan}} - | |||
===Tier placement and history=== | ===Tier placement and history=== | ||
Kirby has widely been considered a top tier throughout the entire competitive history of ''Super Smash Bros.'', only rivaled by {{SSB|Pikachu}} for best fighter in the game. This placement is largely due to his above | 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. | |||
===Bigger Kirby glitch=== | ===Bigger Kirby glitch=== | ||
[[File: | [[File:Kirbys_up_tilt_after_aerial_up_B.gif|thumb| Comparing Kirby's up tilt change in hitbox caused by an aerial up-B.]] | ||
If Kirby uses [[Final Cutter]] in midair, he will become slightly bigger. Normally, Kirby has a size modifier of 0.91× (0.94× in the Japanese version), meaning that Kirby's model in game is 91% its original size (94% in the Japanese version). When Kirby uses an aerial Final Cutter however, his model size resets to 1×, making him bigger. This effect remains until Kirby loses a stock and, due to how it functions, it only changes Kirby's size once. This effect is not purely aesthetic; having numerous gameplay effects. These effects include: | If Kirby uses [[Final Cutter]] in midair, he will become slightly bigger. Normally, Kirby has a size modifier of 0.91× (0.94× in the Japanese version), meaning that Kirby's model in game is 91% its original size (94% in the Japanese version). When Kirby uses an aerial Final Cutter however, his model size resets to 1×, making him bigger. This effect remains until Kirby loses a stock and, due to how it functions, it only changes Kirby's size once. This effect is not purely aesthetic; having numerous gameplay effects. These effects include: | ||
*Making his hurtbox larger | *Making his hurtbox larger | ||
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*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. | ||
*Kirby has two unused voice clips: one voice clip has Kirby grunting a little and another voice clip has Kirby shouting. | *Kirby has two unused voice clips: one voice clip has Kirby grunting a little and another voice clip has Kirby shouting. | ||
{{SSBCharacters}} | {{SSBCharacters}} | ||
{{Kirby universe}} | {{Kirby universe}} | ||
[[Category:Kirby (SSB)| ]] | [[Category:Kirby (SSB)| ]] | ||
[[es:Kirby (SSB)]] | [[es:Kirby (SSB)]] |