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'''Kirby''' ({{ja|カービィ|Kābī}}, ''Kirby'') is a playable character in ''[[Super Smash Bros. 4]]''. He was confirmed during the [[Electronic Entertainment Expo|E3]] [[Nintendo Direct]] on June 11th, 2013.<ref>[https://www.youtube.com/watch?v=13D1I5s236o Nintendo Direct@E3 2013]</ref> Makiko Ōmoto returns as his voice actor with new voice clips, sounding more akin to his appearances from ''{{s|wikirby|Kirby's Return to Dream Land}}'' onward. | '''Kirby''' ({{ja|カービィ|Kābī}}, ''Kirby'') is a playable character in ''[[Super Smash Bros. 4]]''. He was confirmed during the [[Electronic Entertainment Expo|E3]] [[Nintendo Direct]] on June 11th, 2013.<ref>[https://www.youtube.com/watch?v=13D1I5s236o Nintendo Direct@E3 2013]</ref> Makiko Ōmoto returns as his voice actor with new voice-clips, sounding more akin to his appearances from ''{{s|wikirby|Kirby's Return to Dream Land}}'' onward. | ||
Kirby is ranked 49th out of 54 on the [[tier list]], thus going into the F tier. This is a significant drop from his placement in ''[[Brawl]]'', where he was ranked 20th out of 38 characters. Among his strengths are | Kirby is ranked 49th out of 54 on the current [[tier list]], thus going into the F tier. This is a significant drop from his placement in ''[[Brawl]]'', where he was ranked 20th out of 38 characters. Among his strengths are his quick frame-data for naturally-flowing [[combo]]s, including up tilt, forward throw, and down aerial – the latter of which is also a great KO set-up attack – and good [[edgeguard]]ing ability thanks to his versatile forward aerial and powerful back aerial. Kirby's multitude of [[jump]]s allow him to [[recovery|recover]] from long distances and mix up his landings. His small size also makes him difficult to hit, especially while [[crouch]]ing, and he can flexibly and efficiently [[KO]] opponents with his powerful [[smash attacks]] and back aerial. | ||
However, this comes at the cost of poor endurance. Kirby is one of the [[weight|lightest]] and [[falling speed|floatiest]] characters in the game, and his recovery, despite its distance, is linear and predictable. Kirby's mobility and [[approach]] are | However, this comes at the cost of poor endurance, which is further pronounced by the introduction of [[rage]]. Kirby is one of the [[weight|lightest]] and [[falling speed|floatiest]] characters in the game, and his recovery, despite its distance, is linear and predictable. Kirby's mobility and [[approach]] are poor, as he is slow, floaty, and lacks an effective [[projectile]], making him vulnerable to effective [[camping|campers]], like {{SSB4|Samus}}, and speed demons, like {{SSB4|Sonic}} and {{SSB4|Fox}}. He also has poor [[reach]] in most of his attacks due to his small size and short limbs, causing him to get outranged by characters with long and/or disjointed hitboxes, such as {{SSB4|Mr. Game & Watch}} and {{SSB4|Marth}}. | ||
Overall, Kirby's weaknesses result in him being non-viable during the current metagame of ''SSB4''. However, Kirby has achieved average tournament representation and some degree of success: {{Sm|Poyo}}, {{Sm|Triple R}} and {{Sm|Prince Kirby}} have each won numerous local tournaments and continue to place very well at them in singles and [[doubles]] play, while {{Sm|MikeKirby}} and {{Sm|K.I.D.Goggles}} have collectively achieved a handful of notable results at regional and national tournaments. | |||
==Attributes== | ==Attributes== | ||
Kirby is a small, short | Kirby is a small, short [[weight|lightweight]], tied for the fifth-lightest character in the game. Aside from his average [[dash]]ing speed, his mobility is poor: he has below-average [[walk]]ing speed, low [[traction]], while possessing the fourth-slowest [[air speed]] and [[falling speed]], and the third-lowest [[gravity]], albeit high [[air acceleration]], being the 15th highest. His [[jump]]s have low height on their own, but he boasts six of them – tied with {{SSB4|Jigglypuff}} and {{SSB4|Meta Knight}} for the most jumps in the game. | ||
Kirby is a simple character suitable for beginners, and this can be observed in the versatility of his moveset. | Kirby is a simple character suitable for beginners, and this can be observed in the versatility of his moveset. Most of his attacks are characterized by quick speed and combo ability, with some outliers trading those strengths for raw power. His [[jab]] and [[forward tilt]] are both fast and effective close-quarter attacks, while [[up tilt]] is a very versatile attack which [[combo]]s into itself when clean. Down tilt is weak, but its speed and [[sakurai angle]] allow it to [[trip]] opponents consistently. His [[smash attack]]s are notably strong without being particularly slow, making them excellent finishing moves in Kirby's kit. | ||
Kirby's grab game is | Kirby's grab game is comparatively effective, as he boasts a fast [[grab]], an effective [[pummel]], and a set of useful [[throw]]s. His [[forward throw]] can cleanly fit into any part of a combo and enables Kirby to set up long and highly [[damage|damaging]] follow-ups, even a [[down aerial]] into a regrab. [[Back throw]] can KO on the ledge at high [[percentage]]s, and [[up throw]] can KO even earlier off the top (especially if he lands on a [[platform]] with it. Lastly, [[down throw]], while not especially useful overall, can rack up damage when no other throw can yield better results. | ||
Complementing his six jumps, Kirby has effective [[aerial attack]]s as well. [[Neutral aerial]]'s long duration and short [[landing lag]] allow him to protect himself when landing, while [[forward aerial]] is an excellent all-around attack for combos, [[edgeguarding]], and KOing at high percentages. His [[back aerial]] takes that principle even further, being his fastest and strongest aerial. [[Up aerial]] is a standard attack for juggling and low-damage combos, allowing for many potential | Complementing his six jumps, Kirby has an effective set of [[aerial attack]]s as well. [[Neutral aerial]]'s long duration and short [[landing lag]] allow him to protect himself when landing, while [[forward aerial]] is an excellent all-around attack for combos, [[edgeguarding]], and KOing at high percentages. His [[back aerial]] takes that principle even further, being his fastest and strongest aerial. [[Up aerial]] is a standard attack for juggling and low-damage combos, allowing for many potential follow-ups. Finally, his [[down aerial]], while slow, is a multi-hitting [[spike]] with low landing lag and generally little risk, making it a great tool for both edgeguarding and setups on grounded opponents. | ||
Kirby's special moveset has some interesting options. {{B|Inhale|Kirby}} allows him to either copy the [[neutral special]] of any character he Inhales, or spit them out as a weight-dependent [[projectile]]. The latter can be | Kirby's special moveset has some interesting options. {{B|Inhale|Kirby}} allows him to either copy the [[neutral special]] of any character he Inhales, or spit them out as a weight-dependent [[projectile]]. The latter can be useful for [[Kirbycide]] or put the opponent below the stage, almost eliminating their chances of recovering. Depending on what character he copies, the gained neutral special has the potential to greatly improve his kit – whether from an effective projectile like {{SSB4|Falco}}'s [[Blaster]] or {{SSB4|Luigi}}'s [[Fireball]], or a massively beneficial and versatile technique like [[Monado Arts]]. | ||
[[Hammer (move)|Hammer Flip]] is very powerful, especially when fully charged. Its | [[Hammer (move)|Hammer Flip]] is very powerful, especially when fully charged. Its sluggishness, however, makes it very difficult to use outside of [[edge-guarding]] or after a [[shield break]]. [[Final Cutter]] is Kirby's [[recovery]] move and is decent at that, granting good vertical distance and decent horizontal distance, as well as decent protection during his ascent and descent. It also emits a shockwave upon landing, making it difficult to [[punish]] if not at point-blank range. Lastly, [[Stone]] causes Kirby to plummet straight down and ignore damage by any move that deals less than 30%. It is also powerful and can be canceled at any time, making it useful for playing [[mindgames]]. | ||
However, Kirby has noticeable flaws. His most prominent weakness is his endurance. Being light and floaty, Kirby cannot endure strong hits at high percents. He is also very vulnerable to [[juggling]], due to his aforementioned slow falling and air speeds. [[Rage]] further compounds these issues, as Kirby will be launched even earlier, while | However, Kirby has noticeable flaws. His most prominent weakness is his endurance. Being light and floaty, Kirby cannot endure strong hits at high percents. He is also very vulnerable to [[juggling]], due to his aforementioned slow falling and air speeds. [[Rage]] further compounds these issues, as Kirby will be launched even earlier by heavily damaged opponents, while Kirby himself will typically not endure long enough in order to benefit from his own rage. | ||
Kirby's poor mobility not only makes it significantly difficult for him to [[approach]] and pressure opponents, but also makes him susceptible to | Kirby's poor mobility and range not only makes it significantly difficult for him to [[approach]] and pressure opponents, but also makes him susceptible to speed demons, like {{SSB4|Sonic}}, or those with long and/or [[disjointed hitbox]]es like {{SSB4|Marth}} and {{SSB4|Cloud}}. In addition, his very long-distanced recovery is very slow, making aggressive edge-guarding and [[gimp]]-oriented moves, such as [[F.L.U.D.D.]] or meteor smashes, detrimental to him. Kirby's range is also mediocre at best, and his strongest moves happen to be his slowest, making it difficult for him to KO opponents outside of edge-guarding or without a set-up. | ||
Overall, Kirby tends to run hot and cold, | Overall, Kirby tends to run hot and cold, comparatively like {{SSB4|Luigi}} and {{SSB4|Falco}}. Kirby is characterized as a glass cannon who can inflict an impressive amount of damage if he gets close to his opponent thanks to his potent combo game, but doing so is difficult for him due to his poor approach. As such, Kirby functions well with a bait-and-punish playstyle, although being unprepared for an opponent's approach can be hazardous due to his unimpressive survivability. | ||
==Changes from ''[[Super Smash Bros. Brawl]]''== | ==Changes from ''[[Super Smash Bros. Brawl]]''== | ||
Kirby has | Kirby has been considerably nerfed in the transition from ''Brawl'' to ''SSB4''. Most of his issues in ''Brawl'' were not only retained, but worsened and he also suffers from new weaknesses. Kirby's mediocre range has been reduced further, with his feet becoming smaller and several general nerfs to his hitboxes' sizes. This makes it even easier for opponents to wall out Kirby, especially with the cast possessing greater range overall. Kirby's aerial mobility has also taken a hit, as his [[air acceleration]] is slower, and unlike most returning veterans, his [[air speed]] has been decreased, both hindering both his recovery and ability to escape aerial pressure. As with his transition from each new installment, as well as with most of the returning veterans, Kirby's damage output has been decreased. Some of Kirby's attacks have also seen negative changes that greatly hinder their utility, with forward aerial possessing more ending lag and no longer [[auto-cancel]]ing in a short hop due to a combination of its auto-canceling window remaining intact and Kirby's increased [[gravity]] and lower jumps, and dash attack and connecting less reliably due to its much shorter range, but the attacks that were affected the most were down throw and aerial [[Hammer Flip]], losing most of their previous utility: the former has lost all of its follow-up potential due to its more unfavorable angle and increased knockback, while the latter has much more startup lag and has lost its recovering and edgeguarding potential, as to it is no longer being a semi-spike and now stalls Kirby's horizontal momentum instead of his vertical momentum. | ||
''Smash 4''{{'}}s adjusted mechanics have both | ''Smash 4''{{'}}s adjusted mechanics have both assisted and hindered Kirby. The changes to [[hitstun canceling]] overall benefit Kirby, strengthening his ability to combo opponents. It does, however, make Kirby slightly easier to combo himself, especially due to his increased [[weight]], [[falling speed]] and [[gravity]]. Without the ability to [[momentum cancel]], Kirby's poor endurance has further become more of a liability, although he had poor momentum canceling in ''Brawl'' in the first place, and his increased [[weight]] somewhat compensates for it. The inclusion of [[rage]] further exacerbates this issue, and while it improves Kirby's own KO potential, his poor endurance combined with his lack of a ladder combo or early kill confirm prevents him from making great use of the mechanic. The changes to aerial [[grab release]]s, however, now make him much less vulnerable to those kinds of followups. | ||
Kirby has seen some buffs, however. His considerably faster [[dash]]ing speed improves his approach, while some less reliable | Kirby has seen some buffs, however. His considerably faster [[dash]]ing speed improves his approach, while some less reliable attacks, like Inhale and down aerial, have been given new utility, with the former being faster and the latter connecting better due to using the [[autolink angle]] and its landing hit has less knockback and launches higher, making it better for combos, and forward and back throw are also more useful for combos due to the former's new angle and reduced ending lag, and the latter also has received KO potential thanks to its altered knockback, increasing its versatility overall. Other attacks, namely his up smash, down smash, back aerial, back throw and up throw, were given more KO power – and this can be further beneficial of in the new environment of ''Smash 4'', in the absence of momentum cancelling and the presence of [[rage]]. Hammer Flip now can be charged, has more range, no longer has sourspots and Kirby can move and jump while charging the attack. | ||
Overall, while Kirby still retains most of the strengths | Overall, while Kirby still retains most of the strengths from ''Brawl'', including his solid combo ability and KO potential for his character archetype, his weaknesses were amplified and he especially gained new weaknesses, the reductions to his range and aerial mobility. While the changes to the game's mechanics benefit him overall, they do not assist him as much as some of the other returning veterans. As a result, Kirby fares significantly worse relative to the cast in comparison to ''Brawl''. | ||
===Aesthetics=== | ===Aesthetics=== | ||
*{{change|Due to the aesthetic used in ''SSB4'', Kirby's overall color scheme is more vibrant. His feet are also slightly smaller, and his skin appears to have significantly more diffused shading, with decreased difference in brightness between the lit and shaded sides of his body. Altogether, these changes make Kirby appear significantly more in line with his appearance as of ''{{s|wikirby|Kirby's Return to Dream Land}}''.}} | *{{change|Due to the aesthetic used in ''SSB4'', Kirby's overall color scheme is more vibrant. His feet are also slightly smaller, and his skin appears to have significantly more diffused shading, with decreased difference in brightness between the lit and shaded sides of his body. Altogether, these changes make Kirby appear significantly more in-line with his appearance as of ''{{s|wikirby|Kirby's Return to Dream Land}}''.}} | ||
**{{change|Kirby's mouth is now, by default, a texture rather than a modeled part of his body.}} | **{{change|Kirby's mouth is now, by default, a texture rather than a modeled part of his body.}} | ||
*{{change|Kirby has received two new [[alternate costume]]s, one of which is based on an unmasked {{s|wikirby|Meta Knight}}.}} | *{{change|Kirby has received two new [[alternate costume]]s, one of which is based on an unmasked {{s|wikirby|Meta Knight}}.}} | ||
*{{change|Kirby is significantly more expressive. He now sports a stern look when performing a number of moves, | *{{change|Kirby is significantly more expressive. He now sports a stern look when performing a number of moves, comparatively like how he does in ''Return to Dream Land'', ''{{s|wikirby|Kirby 64: The Crystal Shards}}'', and ''{{s|wikirby|Kirby: Triple Deluxe}}''. His facial expressions when being attacked are also more exaggerated, such as his [[screen KO]]s depicting him as {{GameIcon|ssb4-3ds}}possessing teary eyes; his mouth closed; and the right side of his face pressed against the screen, or {{GameIcon|ssb4-u}}having wincing eyes; his mouth open; and his whole face pressed against the screen. Both of Kirby's screen KO expressions are based on his expression when an attack slams him against the screen in ''Triple Deluxe''.}} | ||
*{{change|Kirby's face now faces the screen, regardless of whether he is facing left or right.}} | *{{change|Kirby's face now faces the screen, regardless of whether he is facing left or right.}} | ||
*{{change|Due to removal of the sound effects and [[crowd| cheers]] from the [[Sound Test]], Kirby's Sound Test section has now been re-merged into one section, with the voice clips used for the [[copy ability|copy abilities]] listed after his regular voice clips.}} | *{{change|Due to removal of the sound effects and [[crowd|cheers]] from the [[Sound Test]], Kirby's Sound Test section has now been re-merged into one section, with the voice clips used for the [[copy ability|copy abilities]] listed after his regular voice clips.}} | ||
===Attributes=== | ===Attributes=== | ||
*{{change|Kirby is smaller. This makes his hurtbox slightly smaller, but hinders his range.}} | *{{change|Kirby is smaller. This makes his hurtbox slightly smaller, but hinders his range.}} | ||
*{{buff|Due to the general change in size between small and large characters, Kirby's smaller size significantly improves his [[crouch]]'s defensive potential.}} | **{{buff|Due to the general change in size between small and large characters, Kirby's smaller size significantly improves his [[crouch]]'s defensive potential.}} | ||
*{{nerf|However, Kirby's feet are smaller | **{{nerf|However, Kirby's feet are smaller, and several of his hitboxes have become much smaller or have been removed in order to match the new length of his feet. This significantly hinders his range.}} | ||
*{{nerf|Kirby [[walk]]s slightly slower (0.95 → 0.93).}} | *{{nerf|Kirby [[walk]]s slightly slower (0.95 → 0.93).}} | ||
*{{buff|Kirby [[dash]]es significantly faster (1.371 → 1.57), especially compared to the cast, going from the 29th fastest out of 39 characters to the 31st fastest out of 58.}} | *{{buff|Kirby [[dash]]es significantly faster (1.371 → 1.57), especially compared to the cast, going from the 29th fastest out of 39 characters to the 31st fastest out of 58.}} | ||
*{{buff|Kirby's [[weight]] was slightly increased (78 → 79). This slightly improves his endurance.}} | *{{buff|Kirby's [[weight]] was slightly increased (78 → 79). This slightly improves his endurance, especially since he had poor [[momentum canceling]] in ''Brawl''.}} | ||
*{{nerf|Kirby's [[air speed]] is slower (0.85 → 0.8), going from the 11th worst out of 39 characters to the 4th worst out of 58.}} | *{{nerf|Kirby's [[air speed]] is slower (0.85 → 0.8), going from the 11th worst out of 39 characters to the 4th worst out of 58.}} | ||
*{{nerf|Kirby's [[air acceleration]] was decreased (0.11 → 0.095), going from the fifth highest in ''Brawl'' to being the 15th highest in ''SSB4''.}} | *{{nerf|Kirby's [[air acceleration]] was decreased (0.11 → 0.095), going from the fifth highest in ''Brawl'' to being the 15th highest in ''SSB4''.}} | ||
*{{change|Kirby's [[falling speed]] was slightly increased (1.2 → 1.23). This slightly improves Kirby's vertical endurance, but makes him slightly more susceptible to combos.}} | *{{change|Kirby's [[falling speed]] was slightly increased (1.2 → 1.23). This slightly improves Kirby's vertical endurance, but makes him slightly more susceptible to combos.}} | ||
*{{buff|Kirby's [[fast falling]] speed was increased (1.9 → 1.968), although it is much | *{{buff|Kirby's [[fast falling]] speed was increased (1.9 → 1.968), although it is much slower relative to the rest of the cast, going from the 22nd fastest out of 39 characters to the 4th slowest out of 58.}} | ||
*{{change|Kirby's [[gravity]] is higher (0.061 → 0.06405). This improves his aerial mobility, and somewhat alleviates the drawbacks of his [[Falling speed#Floaty|floatiness]] however, it slightly hinders his endurance and makes him more susceptible to combos as well as reducing the height of his jumps.}} | *{{change|Kirby's [[gravity]] is higher (0.061 → 0.06405). This improves his aerial mobility, and somewhat alleviates the drawbacks of his [[Falling speed#Floaty|floatiness]], however, it slightly hinders his endurance and makes him more susceptible to combos, as well as reducing the height of his jumps.}} | ||
**{{nerf|As a consequence, [[double jump]]s are lower.}} | **{{nerf|As a consequence, [[double jump]]s are lower.}} | ||
**{{change|This also reduces the duration of his short hop (SH air time: 39 frames).}} | **{{change|This also reduces the duration of his short hop (SH air time: 39 frames).}} | ||
*{{buff|[[Roll]]s have | *{{buff|[[Roll]]s have less ending lag (FAF 32 → 31).}} | ||
*{{nerf|Rolls have | *{{nerf|Rolls have less [[intangibility]] frames (frames 4-19 → 4-17).}} | ||
*{{nerf|[[Spot dodge]] has | *{{nerf|[[Spot dodge]] has less intangibility (frames 2-20 → 2-17) and has increased ending lag (FAF 26 → 27).}} | ||
*{{buff|[[Air dodge]] has decreased start-up (frame 4 → 3) and ending lag (FAF 50 → 33).}} | *{{buff|[[Air dodge]] has decreased start-up (frame 4 → 3) and ending lag (FAF 50 → 33).}} | ||
*{{nerf|Air dodge's | *{{nerf|Air dodge's intangibility is shorter (frames 4-29 → 3-27).}} | ||
*{{buff|Soft landing is faster (3 frames → 2).}} | *{{buff|Soft landing is faster (3 frames → 2).}} | ||
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**{{nerf|The late hit deals less damage (13% → 12%/11%/10%), although its knockback was somewhat compensated (25 (base), 96/94 (scaling) → 90/69).}} | **{{nerf|The late hit deals less damage (13% → 12%/11%/10%), although its knockback was somewhat compensated (25 (base), 96/94 (scaling) → 90/69).}} | ||
**{{buff|It is now interruptible, giving it less ending lag (FAF 50 → 48).}} | **{{buff|It is now interruptible, giving it less ending lag (FAF 50 → 48).}} | ||
*Non angled: | *Non-angled: | ||
**{{change|Clean non angled forward smash's knockback (38 (base), 98 (scaling) → 30/102) has been altered.}} | **{{change|Clean non angled forward smash's knockback (38 (base), 98 (scaling) → 30/102) has been altered.}} | ||
**{{nerf|Its angle has been altered (38° → 361°) hindering its KO potential especially against aerial opponents.}} | **{{nerf|Its angle has been altered (38° → 361°) hindering its KO potential especially against aerial opponents.}} | ||
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**{{nerf|The late hit sends opponents lower (82° → 60°).}} | **{{nerf|The late hit sends opponents lower (82° → 60°).}} | ||
*Down angled: | *Down angled: | ||
**{{buff|Clean down angled forward smash deals more knockback (38 (base), 96 (scaling) → 30/102).}} | **{{buff|Clean down angled forward smash deals more knockback (38 (base), 96 (scaling) → 30/102), improving its KO potential.}} | ||
**{{nerf|Clean down angled forward smash no longer [[semi spike]]s (31° → 361°).}} | **{{nerf|Clean down angled forward smash no longer [[semi spike]]s (31° → 361°).}} | ||
*[[Up smash]]: | *[[Up smash]]: | ||
**{{buff|Up smash's clean sweetspot deals more knockback (34 (base), 100 (scaling) → 33/104).}} | **{{buff|Up smash's clean sweetspot deals more knockback (34 (base), 100 (scaling) → 33/104), improving its KO potential.}} | ||
**{{buff|The late hit has increased knockback scaling (50 → 52).}} | **{{buff|The late hit has increased knockback scaling (50 → 52).}} | ||
**{{buff|It has a shorter total duration due to now being interruptible (FAF 50 → 48).}} | **{{buff|It has a shorter total duration due to now being interruptible (FAF 50 → 48).}} | ||
**{{nerf| | **{{nerf|The late hit has a shorter duration (frames 17-24 → 17-19), and as a result, its foot intangibility also has a shorter duration (frames 14-24 → 14-19). Due to its total duration not being fully compensated, this also gives it two more frames of ending lag.}} | ||
**{{nerf|The clean sourspot has | **{{nerf|The clean sourspot has less knockback scaling (100 → 99).}} | ||
**{{nerf|The mid hit has lower knockback scaling (100 → 98).}} | **{{nerf|The mid hit has lower knockback scaling (100 → 98).}} | ||
**{{nerf|The late hit has a shorter duration (frames 17-24 → 17-19).}} | **{{nerf|The late hit has a shorter duration (frames 17-24 → 17-19).}} | ||
*[[Down smash]]: | *[[Down smash]]: | ||
**{{buff|Down smash is interruptible again, reducing its ending lag (FAF 56 → 54).}} | **{{buff|Down smash is interruptible again, reducing its ending lag (FAF 56 → 54).}} | ||
**{{buff| | **{{nerf|It has lost its closest hitbox and the remaining one is smaller (5.1u/5.1u → 4u). This gives it less range at the base of Kirby's feet, giving it a small blindspot close to his body.}} | ||
**{{nerf|Its angles have been altered (76°/28° → 69°), launching at a lower angle and no longer being able to semi-spike due to its closest hitbox being removed. This significantly hinders its edge-guarding potential while also making it susceptible to [[LSI]].}} | |||
**{{buff|However, it has more knockback, especially on its far hitboxes (30/20 (base), 100/85 (scaling) → 25/(110/108), improving its KO potential overall despite the move unfavorable angle.}} | |||
**{{change|The late hit deals consistent damage (11%/9% → 10%).}} | **{{change|The late hit deals consistent damage (11%/9% → 10%).}} | ||
* | * | ||
===Aerial attacks=== | ===Aerial attacks=== | ||
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**{{buff|It deals more knockback (10 (base) 80 (scaling) → 30/90), slightly improving its KO potential despite its lower damage/altered angle.}} | **{{buff|It deals more knockback (10 (base) 80 (scaling) → 30/90), slightly improving its KO potential despite its lower damage/altered angle.}} | ||
*[[Forward aerial]]: | *[[Forward aerial]]: | ||
**{{buff|Forward aerial's first two hits are weight independent and their angles were altered to connect more consistently with the last hit (45° → 45°/80° (hit 1), 80° → [[Autolink angle|366°]] (hit 2)).}} | **{{buff|Forward aerial's first two hits are weight independent and their angles were altered to connect more consistently with the last hit, with the second hit using the [[Autolink angle|auto-link angle]]. (45° → 45°/80° (hit 1), 80° → [[Autolink angle|366°]] (hit 2)).}} | ||
**{{buff|The last hit has increased knockback scaling (138 → 148), | **{{buff|The last hit has increased knockback scaling (138 → 148). When combined with the changes to hitstun canceling, this makes it better for spacing and edgeguarding and improving its KO potential at very high percents while also improving its ability to extend and finish combos.}} | ||
**{{buff|It has less landing lag (15 frames → 13).}} | **{{buff|It has less landing lag (15 frames → 13).}} | ||
**{{change|The last hit's hitlag has increased (1× → 1.2×). This makes it safer on shield, but easier to DI.}} | **{{change|The last hit's hitlag has increased (1× → 1.2×). This makes it safer on shield, but easier to DI.}} | ||
**{{nerf|It has smaller hitboxes (5u/4.5u (hits 1-2)/6.5u/6.5u (hit 3) → 4.3u/4.3u (hit 1)/4.5u (hit 2)/4.9u (hit 3)).}} | **{{nerf|It has smaller hitboxes and all hits except the first one lost their other hitbox (5u/4.5u (hits 1-2)/6.5u/6.5u (hit 3) → 4.3u/4.3u (hit 1)/4.5u (hit 2)/4.9u (hit 3)).}} | ||
**{{nerf|It has more ending lag (FAF 44 → 48).}} | **{{nerf|It has more ending lag (FAF 44 → 48).}} | ||
**{{nerf| | **{{nerf|Due to Kirby's lower short hop and increased gravity, it can no longer auto-cancel in a short hop, causing its auto-cancel window to fall short by one frame.}} | ||
*[[Back aerial]]: | *[[Back aerial]]: | ||
**{{nerf|Back aerial has smaller hitboxes (7u/6u (clean)/6u/6u (late) → 4u (clean)/3.4u (late)), now being more in line with Kirby's feet. This significantly reduces its range as it is less disjointed, | **{{nerf|Back aerial has smaller hitboxes (7u/6u (clean)/6u/6u (late) → 4u (clean)/3.4u (late)), now being more in line with Kirby's feet. This significantly reduces its range, as it is less disjointed, covers less of Kirby's body and the late hit now doesn't fully cover his feet as they extend.}} | ||
**{{nerf|Its initial auto-cancel window is shorter (frames 1-4 → 1-2).}} | **{{nerf|Its initial auto-cancel window is shorter (frames 1-4 → 1-2).}} | ||
**{{nerf|The clean hit has a shorter duration (frames 6-8 → 6-7) with the late hit's duration being compensated (frames 9-14 → 8-14).}} | **{{nerf|The clean hit has a shorter duration (frames 6-8 → 6-7) with the late hit's duration being compensated (frames 9-14 → 8-14).}} | ||
**{{buff|The clean hit deals more damage (12% → 13%) with its knockback scaling | **{{buff|The clean hit deals more damage (12% → 13%) with minimal compensation on its knockback scaling (105 → 104), improving its KO potential.}} | ||
**{{nerf|The late hit deals less damage (9% → 8%) without full compensation on its knockback scaling (110 → 112).}} | **{{nerf|The late hit deals less damage (9% → 8%) without full compensation on its knockback scaling (110 → 112).}} | ||
**{{nerf|It auto-cancels later (frame 28 → 32), although it can still | **{{nerf|It auto-cancels later (frame 28 → 32), although it can still auto-cancel in a short hop.}} | ||
**{{nerf|It has more landing lag (9 frames → 17).}} | **{{nerf|It has more landing lag (9 frames → 17).}} | ||
*[[Up aerial]]: | *[[Up aerial]]: | ||
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*[[Down aerial]]: | *[[Down aerial]]: | ||
**{{nerf|Down aerial's looping hits deals less damage (2% → 1% (loop hits)/12% → 7% (total).}} | **{{nerf|Down aerial's looping hits deals less damage (2% → 1% (loop hits)/12% → 7% (total).}} | ||
**{{nerf|The loop hits have a smaller | **{{nerf|The loop hits have lost a hitbox. While the remaining hitbox is now extended to compensate, it's also smaller (6u/6u → 5u).}} | ||
**{{nerf|It has more landing lag (15 frames → 17).}} | **{{nerf|It has more landing lag (15 frames → 17).}} | ||
**{{buff|The loop hits now utilize the auto-link angle (270° → 366°). When coupled with their lower damage and the weakening of SDI, this significantly improves its reliability.}} | **{{buff|The loop hits now utilize the auto-link angle (270° → 366°). When coupled with their lower damage and the weakening of SDI, this significantly improves its reliability, allowing the looping hits to connect better.}} | ||
**{{buff|The last hit has slightly | **{{buff|The last hit has slightly more knockback scaling (107 → 110) and a slightly larger hitbox (6u/6u → 6.2u).}} | ||
**{{buff|The landing hit has an altered angle (30° → 60°) and lower set knockback (60 → 40), improving its combo potential.}} | **{{buff|The landing hit has an altered angle (30° → 60°) and lower set knockback (60 → 40), improving its combo potential.}} | ||
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*{{nerf|Standing and dash grab have less range.}} | *{{nerf|Standing and dash grab have less range.}} | ||
*[[Pummel]]: | *[[Pummel]]: | ||
**{{buff|Pummel deals more damage (1% → 1.55%) and has less hitlag, | **{{buff|Pummel deals more damage (1% → 1.55%) and has less hitlag, now rendering it the third-fastest pummel in the game. This significantly improves its damage-racking potential.}} | ||
*[[Forward throw]]: | *[[Forward throw]]: | ||
**{{nerf|Forward throw deals 3% less damage (8% → 5%), with its knockback scaling compensated (100 → 125).}} | **{{nerf|Forward throw deals 3% less damage (8% → 5%), with its knockback scaling compensated (100 → 125).}} | ||
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**{{nerf|Final Cutter's shockwave's range has decreased by half. The rising hit also deals less damage (8% → 5%).}} | **{{nerf|Final Cutter's shockwave's range has decreased by half. The rising hit also deals less damage (8% → 5%).}} | ||
*[[Stone]]: | *[[Stone]]: | ||
**{{nerf|Stone | **{{nerf|If Kirby takes 25% or more total damage while using Stone, the deciding move will launch him out of his stone form, taking half the attack’s normal damage in the process.}} | ||
**{{nerf|Grounded Stone has less knockback scaling (45 → 40).}} | **{{nerf|Grounded Stone has less knockback scaling (45 → 40).}} | ||
**{{buff|The 19% damage increase to shields and the increase to shieldstun significantly improve Stone's shield pressuring potential.}} | **{{buff|The 19% damage increase to shields and the increase to shieldstun significantly improve Stone's shield pressuring potential.}} | ||
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**{{bugfix|The [[earthquake glitch]] has been removed.}} | **{{bugfix|The [[earthquake glitch]] has been removed.}} | ||
*[[Ultra Sword]]: | *[[Ultra Sword]]: | ||
**{{buff|Kirby has a new [[Final Smash]], Ultra Sword. Kirby | **{{buff|Kirby has a new [[Final Smash]], Ultra Sword. Kirby equips the {{s|wikirby|Super Ability}} [[wikirby:Ultra Sword|of the same name]] in order to repeatedly slash the opponent before launching them with a final slash. Like [[Cook Kirby]], Ultra Sword is a trapping Final Smash. Compared to [[Cook Kirby]], it is purely offensive, instead of being both offensive and supplemental. Ultra Sword also deals 6% more damage (34% → 40%), deals significantly more knockback, and is more reliable at trapping opponents, making it significantly more effective for KOing.}} | ||
**{{change|Unlike Cook Kirby, Ultra Sword does not provide [[healing]] items. However, this is largely negligible, as Cook Kirby's items were consumable by characters other than Kirby, and would not be generated if item spawning was disabled via [[Item Switch]].}} | **{{change|Unlike Cook Kirby, Ultra Sword does not provide [[healing]] items. However, this is largely negligible, as Cook Kirby's items were consumable by characters other than Kirby, and would not be generated if item spawning was disabled via [[Item Switch]].}} | ||
==Update history== | ==Update history== | ||
Kirby was initially perceived to be a low tier in the initial release of the game, owing to his poor range, mobility, | Kirby was initially perceived to be a low-tier in the initial release of the game, owing to his poor range, mobility, approaching options and endurance. Likely as a result, he has been buffed via game updates. Update [[1.0.6]] improved up and down smashes' KO potentials; re-purposed down throw into a viable damage-racking option; and decreased [[Inhale]] and [[Hammer Flip]]'s ending lag. These changes were fairly minor, however, with Inhale and Hammer only losing a couple of frames of ending lag, while down smash received a lower launch angle, which resulted in the move being worse at KOing with sufficient DI. Update [[1.1.0]] brought a few more buffs: neutral attack became more reliable, Inhale was made faster and forward throw received less ending lag and a more vertical launch angle, making it a much better combo starter. Kirby also slightly benefits from the new shielding mechanics brought about by updates 1.1.0 and [[1.1.1]], as they make down aerial's multiple hits and [[Stone]]'s high damage output much more reliable at pressuring shields. | ||
Update [[1.1.3]] brought about even more buffs for Kirby: his [[dash]]ing speed was slightly improved and various moves saw an increase to their KO potential. Up throw in particular saw a substantial increase in knockback, KOing over 30% earlier, although Kirby's other moves only saw minor improvements to their knockback. Update [[1.1.4]] gave Kirby a miniscule improvement with hard tripping now grants Kirby 5 frames of invincibility. Lastly, update [[1.1.5]], buffed Kirby's smash attacks and all variations of Hammer Flip by slightly increasing their knockback. As a result, Kirby is noticeably better than he was during ''Smash 4''{{'}}s initial release, | Update [[1.1.3]] brought about even more buffs for Kirby: his [[dash]]ing speed was slightly improved and various moves saw an increase to their KO potential. Up throw, in particular, saw a substantial increase in knockback, KOing over 30% earlier, although Kirby's other moves only saw minor improvements to their knockback. Update [[1.1.4]] gave Kirby a miniscule improvement with hard tripping now grants Kirby 5 frames of invincibility. Lastly, update [[1.1.5]], buffed Kirby's smash attacks and all variations of Hammer Flip by slightly increasing their knockback. As a result, Kirby is noticeably better than he was during ''Smash 4''{{'}}s initial release, possessing better KO potential, a stronger combo game and having safer specials. However, he is still considered fairly weak, as most of his changes were not substantial and his weaknesses were not properly addressed, resulting in him continuing to struggle against a majority of the cast, especially considering the more substantial improvements other initial low-tiers received, along with the introduction of {{SSB4|Bayonetta}} and {{SSB4|Cloud}}, who both had strong matchups against Kirby. | ||
'''{{GameIcon|ssb4-3ds}} [[1.0.4]]''' | '''{{GameIcon|ssb4-3ds}} [[1.0.4]]''' | ||
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|ftiltname= | |ftiltname= | ||
|ftiltdmg=8% (base), 7% (tip) | |ftiltdmg=8% (base), 7% (tip) | ||
|ftiltdesc=A spinning roundhouse kick. It is quick, due to coming out on frame 5, and can be angled. | |ftiltdesc=A spinning roundhouse kick. It is quick, due to coming out on frame 5, and can be angled. The tip of Kirby's foot is a [[sourspot]], but it is [[priority|out-prioritized]] by the other hitboxes. It can KO middleweights starting at around 158% at the edge of Final Destination when sweetspotted with [[rage]]; this makes it a useful 2-framing option when angled downwards. | ||
|utiltname= | |utiltname= | ||
|utiltdmg=5% (clean), 4% (late) | |utiltdmg=5% (clean), 4% (late) | ||
|utiltdesc=Throws a scorpion kick. Although its damage output is low, it is | |utiltdesc=Throws a scorpion kick. Although its damage output is low, it is an extremely useful combo starter at low percents, especially on fast-fallers, due to it coming out on frame 4 and having both minimal ending lag and disjointed range which slightly reaches behind him. It also renders Kirby's foot [[Intangibility|intangible]] throughout its duration, which can give him protection above him and allows it to be useful as an anti-air tool despite its rather poor range. | ||
|dtiltname= | |dtiltname= | ||
|dtiltdmg=6% | |dtiltdmg=6% | ||
|dtiltdesc=A crouching shin kick. It is fairly spammable due to coming out on frame 4 and having minimal ending lag. When coupled with its [[trip]]ping potential, it can be a very useful set-up option. | |dtiltdesc=A crouching shin kick. It is fairly spammable due to coming out on frame 4 and having minimal ending lag. When coupled with its [[trip]]ping potential, it can be a very useful set-up option especially after a crouch, combined with the fact that Kirby's crouch allows him to dodge many attacks with high hitboxes. | ||
|dashname= | |dashname= | ||
|dashdmg=1% (hits 1-5), 4% (hit 6) | |dashdmg=1% (hits 1-5), 4% (hit 6) | ||
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|fsmashsidedmg={{ChargedSmashDmgSSB4|15}} (clean), {{ChargedSmashDmgSSB4|11}} (late) | |fsmashsidedmg={{ChargedSmashDmgSSB4|15}} (clean), {{ChargedSmashDmgSSB4|11}} (late) | ||
|fsmashdowndmg={{ChargedSmashDmgSSB4|14}} (clean), {{ChargedSmashDmgSSB4|10}} (late) | |fsmashdowndmg={{ChargedSmashDmgSSB4|14}} (clean), {{ChargedSmashDmgSSB4|10}} (late) | ||
|fsmashdesc= | |fsmashdesc=Based on the Spin Kick from the Fighter ability from ''Kirby Super Star''. Due to becoming active at frame 13, it is disproportionately for a forward smash. It can be angled and moderately moves Kirby forward, giving it deceptively good range. Its clean hitbox also deals respectable damage and has very high knockback growth, which makes it a potent KOing option. While near the edge of {{SSB4|Final Destination}} in {{for3ds}} and {{forwiiu}}, it KOs middleweights at 86% and 77%, respectively, while angled upward; at 93% and 83%, respectively, while not angled; and at 100% and 91%, respectively, while angled downward. However, its late hitbox lacks KO potential due to its high base knockback at the expense of very low knockback scaling. A powerful punishing option that is also capable of 2-framing reliably if angled downwards. | ||
|usmashname= | |usmashname= | ||
|usmashdmg={{ChargedSmashDmgSSB4|15}}/{{ChargedSmashDmgSSB4|14}} (clean), {{ChargedSmashDmgSSB4|14}}/{{ChargedSmashDmgSSB4|12}} (mid), {{ChargedSmashDmgSSB4|12}}/{{ChargedSmashDmgSSB4|11}} (late) | |usmashdmg={{ChargedSmashDmgSSB4|15}}/{{ChargedSmashDmgSSB4|14}} (clean), {{ChargedSmashDmgSSB4|14}}/{{ChargedSmashDmgSSB4|12}} (mid), {{ChargedSmashDmgSSB4|12}}/{{ChargedSmashDmgSSB4|11}} (late) | ||
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|nairname=Twinkle Star ({{ja|ティンクルスター|Tinkuru Sutā}}) | |nairname=Twinkle Star ({{ja|ティンクルスター|Tinkuru Sutā}}) | ||
|nairdmg=10% (clean), 8% (mid), 6% (mid-to-late), 4% (late) | |nairdmg=10% (clean), 8% (mid), 6% (mid-to-late), 4% (late) | ||
|nairdesc= | |nairdesc=A cartwheel that also appears in the {{s|wikirby|Smash Bros.}} ability. Its very low landing lag makes it a decent set-up option at low percents or a tool for shield pressure when short hopped, while its high knockback growth makes it a decent anti-pressure and out of shield option. The clean hitbox can KO middleweights at around 121% while nearing the left/right [[blast line]]s. However, it has the highest amount of ending lag out of Kirby's aerials. It has the properties of a [[sex kick]], and due to coming out on frame 8, it has the second fastest startup of Kirby's aerials, although this also makes it slower in comparison to other sex kicks. | ||
|fairname= | |fairname= | ||
|fairdmg=4% (hit 1), 3% (hit 2), 5% (hit 3) | |fairdmg=4% (hit 1), 3% (hit 2), 5% (hit 3) | ||
|fairdesc=A series of multiple forward kicks. The first two hits have low knockback, which allows them to connect reliably with the third hit. Its low landing lag also allows the first or second hit to be used as set-up options into other moves. | |fairdesc=A series of multiple forward kicks. The first two hits have low knockback, which allows them to connect reliably with the third hit. Its low landing lag also allows the first or second hit to be used as set-up options into other moves, such as an up smash or forward smash at high percents. A versatile aerial that is good for combos and edgeguarding, it is capable of connecting into itself for a [[wall of pain]] in certain instances. The third hit has enough knockback to KO middleweights near the edge of Final Destination at around 140% without rage, making it fairly efficient for edgeguarding despite its average knockback. It can also be used as an out-of-shield option if Kirby is too far away to hit the opponent with neutral aerial or up aerial instead. | ||
|bairname= | |bairname= | ||
|bairdmg=13% (clean), 8% (late) | |bairdmg=13% (clean), 8% (late) | ||
|bairdesc=A double-footed | |bairdesc=A double-footed reversed dropkick. It functions as a sex kick, but also has the lowest amount of start-up lag out of Kirby's aerials, due to it coming out on frame 6. Its clean hitbox also deals the most damage out of his aerials, and possesses very high knockback growth, which make it a viable KOing option. While near the edge of Final Destination, its clean hitbox KOs middleweights at 115% in the ''3DS'' version, and at 105% in the ''Wii U'' version. It also boasts good range due to its slightly disjointed hitbox, which makes it a viable edge-guarding option, and allows it to partake in a wall of pain. | ||
|uairname= | |uairname= | ||
|uairdmg=9% | |uairdmg=9% | ||
|uairdesc=An aerial bicycle kick similar to his up smash. A very useful juggling option, it can also be used for continuing a combo due to its low landing lag. | |uairdesc=An aerial bicycle kick similar to his up smash. A very useful juggling option, it can also be used for continuing a combo due to its low landing lag. Comes out on frame 10, tied with neutral aerial for possessing the second lowest startup of Kirby's aerials.It can also be useful for continuing a combo due to its low landing lag. Can be useful as an out-of-shield option if the opponent has a large enough [[hurtbox]]. Due to its decent damage and knockback, it is strong enough to KO middeweights at around 171% on Final Destination on grounded levels with rage, making it a useful KO option after a full hop, or above platforms. | ||
|dairname= | |dairname= | ||
|dairdmg=1% (hits 1-5), 2% (hit 6), 2% (landing) | |dairdmg=1% (hits 1-5), 2% (hit 6), 2% (landing) | ||
|dairdesc=A diagonal corkscrew dropkick. An effective combo starter on grounded opponents and, due to the last hit being a weak meteor smash, it is a useful edge-guarding option, especially since its low ending lag makes it relatively safe | |dairdesc=A diagonal corkscrew dropkick. An effective combo starter on grounded opponents and, due to the last hit being a weak meteor smash, it is a useful edge-guarding option, especially since its low ending lag makes it relatively safe for usage off-stage. It can even lead into a [[footstool jump]] on fast-fallers and heavyweights. The last hit can also [[gimp]] characters with short recoveries. It can even lead into a [[footstool jump]] on fast-fallers and heavyweights. While it has the highest amount of start-up lag out of Kirby's aerials and of his moveset due to coming out on frame 18, and not auto-canceling in a short hop, it can be auto-canceled on landing, giving Kirby a decent window to safely land while [[tumbling]]. While possessing a rather good auto-canceling window, and being good for edgeguarding, its usage offstage is only serviceable against characters with slow or exploitable recoveries, as the final hit cannot reliably KO characters even as high as 180% offstage. | ||
|grabname= | |grabname= | ||
|grabdesc=Reaches out | |grabdesc=Reaches out. An extremely quick grab, although it has relatively short range. Kirby's throws are based on attacks used by the {{s|wikirby|Backdrop}}, {{s|wikirby|Suplex}} and {{s|wikirby|Ninja}} abilities. | ||
|pummelname= | |pummelname= | ||
|pummeldmg=1.55% | |pummeldmg=1.55% | ||
|pummeldesc=A series of multiple punches. While its damage output is unimpressive, this is offset by its excellent speed, as it is tied with {{SSB4|Lucas}}, {{SSB4|Ness}}, and {{SSB4|Fox}}'s pummels for the third fastest in the game. | |pummeldesc=A series of multiple punches. While its damage output is unimpressive, this is offset by its excellent speed, as it is tied with {{SSB4|Lucas}}, {{SSB4|Ness}}, and {{SSB4|Fox}}'s pummels for the third-fastest in the game. | ||
|fthrowname= | |fthrowname= | ||
|fthrowdmg=5% | |fthrowdmg=5% | ||
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|bthrowname= | |bthrowname= | ||
|bthrowdmg=8% | |bthrowdmg=8% | ||
|bthrowdesc=A backwards dive from the Backdrop ability. Despite | |bthrowdesc=A back throw resembling the backwards dive from the Backdrop ability from ''Kirby's Adventure''. Despite possessing an average damage output and very low base knockback, it has very high knockback growth. As a result, it has KO potential, yet can also combo into back aerial on certain characters at very low percents. While near the edge of Final Destination, it KOs middleweights at 160% in the ''3DS'' version, and at 150% in the ''Wii U'' version. | ||
|uthrowname=Air Drop ({{ja|いずな落とし|Izuna Otoshi}}, ''Izuna Drop'') | |uthrowname=Air Drop ({{ja|いずな落とし|Izuna Otoshi}}, ''Izuna Drop'') | ||
|uthrowdmg=10% | |uthrowdmg=10% | ||
|uthrowdesc=The | |uthrowdesc=The Air Drop from the Ninja ability from ''Kirby Super Star''. As of update 1.1.3, it is Kirby's strongest throw, and thus his most reliable one for KOing. It KOs middleweights at 158% from anywhere on Final Destination in the ''3DS'' version, and at 150% in the ''Wii U'' version. Because Kirby jumps up to perform it, he can land onto platforms above him upon descending, which enables it to KO even earlier. | ||
|dthrowname= | |dthrowname= | ||
|dthrowdmg=0.8% (hits 1-9), 1% (hit 10), 2% (throw) | |dthrowdmg=0.8% (hits 1-9), 1% (hit 10), 2% (throw) | ||
|dthrowdesc=The Fury Stomp from the Suplex ability. | |dthrowdesc=The Fury Stomp from the Suplex ability from ''Kirby Super Star''. It is Kirby's most damaging throw at 12%, which makes it useful for damage-racking when his other throws cannot do so. It can also damage nearby opponents. Due to its high knockback and unfavorable angle in comparison to other down throws, it launches too high for followups, so it is his most situational throw. However, it has enough knockback to KO middleweights at around 200% on Final Destination if Kirby has no rage, so it can be used as a situational KO option, but only on certain high platforms. On the top platform of Battlefield, it will KO middleweights at around 170-175% without rage. | ||
|floorfname= | |floorfname= | ||
|floorfdmg=7% | |floorfdmg=7% | ||
|floorfdesc=Performs a | |floorfdesc=Performs a spinning kick before getting up. | ||
|floorbname= | |floorbname= | ||
|floorbdmg=7% | |floorbdmg=7% | ||
|floorbdesc= | |floorbdesc=Sweep kicks on both sides in a circle before getting up. | ||
|floortname= | |floortname= | ||
|floortdmg=5% | |floortdmg=5% | ||
|floortdesc=The Break Spin from the | |floortdesc=The Break Spin from the {{s|wikirby|yo-yo}} ability from ''Kirby Super Star''. | ||
|edgename= | |edgename= | ||
|edgedmg=7% | |edgedmg=7% | ||
|edgedesc=Performs a cartwheeling kick while climbing up. It has surprisingly good range compared to | |edgedesc=Performs a cartwheeling kick while climbing up. It has surprisingly good range compared to several other characters' edge attacks. | ||
|nsdefname=Inhale | |nsdefname=Inhale | ||
|nspage=Inhale (Kirby) | |nspage=Inhale (Kirby) | ||
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|nsc1name=Ice Breath | |nsc1name=Ice Breath | ||
|nsc1dmg=2.4% (nearest), 1.2% (near), 2.4% (far), 6% (farthest) | |nsc1dmg=2.4% (nearest), 1.2% (near), 2.4% (far), 6% (farthest) | ||
|nsc1desc=The attack of the same name from the {{s|wikirby|Ice}} ability. It hits multiple times and can briefly [[Frozen|freeze]] the opponent, which makes it very useful spacing and edge-guarding. However, Kirby | |nsc1desc=The attack of the same name from the {{s|wikirby|Ice}} ability. It hits multiple times and can briefly [[Frozen|freeze]] the opponent, which makes it very useful spacing and edge-guarding. However, Kirby is incapable of Inhaling. | ||
|nsc2name=Jumping Inhale | |nsc2name=Jumping Inhale | ||
|nsc2dmg=8% (swallow), 13% (spit) | |nsc2dmg=8% (swallow), 13% (spit) | ||
|nsc2desc=Jumps forward before Inhaling the opponent, which can allow it to function as a horizontal | |nsc2desc=Jumps forward before Inhaling the opponent, which can allow it to function as a horizontal recovering option, comparatively like [[Egg Lay#Customization|Lick]]. Its spit also deals more damage. However, its swallow deals less damage, the spit will not deal damage to nearby opponents (but will knock them away), and using it to [[Kirbycide]] will typically cause a [[Sudden Death]]. It also lacks the vacuum hitboxes outside of Kirby's mouth. | ||
|ssdefname=Hammer Flip | |ssdefname=Hammer Flip | ||
|ssdefdmg=19% (grounded uncharged), 15% (aerial uncharged), 35% (grounded fully charged), 27% (aerial fully charged) | |ssdefdmg=19% (grounded uncharged), 15% (aerial uncharged), 35% (grounded fully charged), 27% (aerial fully charged) | ||
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|ssc1name=Hammer Bash | |ssc1name=Hammer Bash | ||
|ssc1dmg=21% (grounded head), 18% (grounded handle), 4% (aerial hit 1), 17% (aerial hit 2 head), 15% (aerial hit 2 handle) | |ssc1dmg=21% (grounded head), 18% (grounded handle), 4% (aerial hit 1), 17% (aerial hit 2 head), 15% (aerial hit 2 handle) | ||
|ssc1desc=The hammer deals slightly more damage, launching | |ssc1desc=The hammer deals slightly more damage, launching opponents at somewhat lower percents and at a more vertical angle, but it cannot be charged, which makes it function almost identically like it did in ''Brawl'' or when grounded in ''Melee''. The first aerial swing is much weaker, but can combo into the second swing easier. While near the edge of Final Destination in the ''3DS'' version, grounded Hammer Bash's head hitbox KOs middleweights at 87%, whereas its aerial version's head hitbox KOs them at 105%. Using it in midair also causes Kirby to slightly stall his descent, which improves his recovery. This quirk can also allow Kirby [https://youtu.be/n08pWllI6ZU?t=5s to reach the top of [[Palutena's Temple]] from its bottom platform after copying [[Monado Arts]] and activating Jump.] However, the hammer has a sweetspot and a sourspot, which makes its KO potential slightly less consistent. | ||
|ssc2name=Giant Hammer | |ssc2name=Giant Hammer | ||
|ssc2dmg=22% (grounded uncharged), 20% (aerial uncharged), 40% (grounded fully charged), 32% (aerial fully charged) | |ssc2dmg=22% (grounded uncharged), 20% (aerial uncharged), 40% (grounded fully charged), 32% (aerial fully charged) | ||
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|usdefname=Final Cutter | |usdefname=Final Cutter | ||
|usdefdmg=5% (ascent), 2% (descent), 5% (landing), 6% (shockwave) | |usdefdmg=5% (ascent), 2% (descent), 5% (landing), 6% (shockwave) | ||
|usdefdesc=The attack of the same name from the {{s|wikirby|Cutter}} ability. It can meteor smash | |usdefdesc=The attack of the same name from the {{s|wikirby|Cutter}} ability. It can meteor smash opponents he comes into contact with upon descending. The sword also emits a shockwave upon hitting a solid surface, which is Kirby's only projectile aside from [[Inhale (Kirby)#Spitting characters|spitting out an Inhaled opponent]]. It does cover a decent amount of vertical distance. However, it is extremely predictable due to its high startup lag. Kirby also has poor horizontal mobility while using the move, there is a decent period of time where Kirby is rising without a hitbox and Kirby cannot [[sweetspot]] the edge until he starts to descend, all of which make it a rather exploitable recovery move. It can be used for edgeguarding, but its slow mobility limits its usage in this area, as well as limiting its utility in other scenarios. If a platform beneath Kirby disappears or if he is pushed off while he is still in the landing animation, he will be rendered [[helpless]]. | ||
|usc1name=Wave Cutter | |usc1name=Wave Cutter | ||
|usc1dmg=15% (blade), 10% (projectile), 5% (Kirby) | |usc1dmg=15% (blade), 10% (projectile), 5% (Kirby) | ||
|usc1desc=When Kirby lands, he produces a shockwave with rocks flying outward. Kirby ascends | |usc1desc=When Kirby lands, he produces a shockwave with rocks flying outward. Kirby ascends quicker and he remains in the air for longer before dropping, making it a better recovery move. The move does not have any hitboxes until Kirby lands, however, although the landing hit and the rock shockwave are fairly strong. The rock-shovewave is very large and its power overall makes it more effective than Final Cutter's wave, although the move does have more landing lag. | ||
|usc2name=Upper Cutter | |usc2name=Upper Cutter | ||
|usc2dmg=10% | |usc2dmg=10% | ||
|usc2desc=Kirby only performs an ascending upwards slash and then enters free-fall. Kirby ascends very quickly, Kirby can grab ledges during the ascent if he is facing the ledge and he keeps his horizontal momentum once he enters free-fall. This makes the move a much better recovery move than Final Cutter. The move also has a very effective hitbox. The move comes out on frame 6 and it has great range. The move is also fairly strong, being capable of KOing Mario under 160% in the middle of Final Destination (without DI). The move does | |usc2desc=Kirby only performs an ascending upwards slash and then enters free-fall. Kirby ascends very quickly, Kirby can grab ledges during the ascent if he is facing the ledge and he keeps his horizontal momentum once he enters free-fall. This makes the move a much better recovery move than Final Cutter. The move also has a very effective hitbox. The move comes out on frame 6 and it has great range. The move is also fairly strong, being capable of KOing Mario under 160% in the middle of Final Destination (without DI). The move does begin with a 60° angle, making it quite susceptible to DI however, the move gains a more vertical angle as Kirby ascends, with the move having a very favorable 80° angle at the top of the ascent, making it stronger and less susceptible to DI. The very fast startup, the great range and the solid power give Upper Cutter a lot of utility which Kirby lacks without it, giving him a better [[out of shield]] game, as well as giving him an additional combo ender that can even lead into KO confirms he lacks without Upper Cutter. | ||
While it does lack the falling hit Final Cutter has, Upper Cutter is overall a far superior move, being a much better | While it does lack the falling hit Final Cutter has, Upper Cutter is overall a far superior move, being a much better recovering move and having a lot more utility in other areas, filling up holes Kirby had in his game plan with his default moveset. It is overall a clear replacement for Final Cutter and it is most likely Kirby's most valuable custom move in his kit. | ||
|dsdefname=Stone | |dsdefname=Stone | ||
|dsdefdmg=18% (impact), 14% (shockwave) | |dsdefdmg=18% (impact), 14% (shockwave) | ||
|dsdefdesc=The Stone Change (while Kirby is on the ground) and the Stone Smash (while Kirby is in the air) from the {{s|wikirby|Stone}} ability. Thanks to its high damage output, Stone Smash KOs middleweights at 108% and deals considerable [[shield damage]]. It can also be canceled in midair by pressing the special button, which can be used for [[mindgame]]s. Although Stone Change only emits the shockwave and is thus slightly weaker, it is a [[semi-spike]]. Kirby cannot be damaged while he is transformed, although should he absorb ~25% total damage (slightly more in mid-air), the deciding hit will launch him out of his Stone form, inflicting half its normal damage. He can also be grabbed while transformed. | |dsdefdesc=The Stone Change (while Kirby is on the ground) and the Stone Smash (while Kirby is in the air) from the {{s|wikirby|Stone}} ability. Thanks to its high damage output and knockback, Stone Smash KOs middleweights at 108% and deals considerable [[shield damage]]. It can also be canceled in midair by pressing the special button, which can be used for [[mindgame]]s. Although Stone Change only emits the shockwave and is thus slightly weaker, it is a [[semi-spike]]. Kirby cannot be damaged while he is transformed, although should he absorb ~25% total damage (slightly more in mid-air), the deciding hit will launch him out of his Stone form, inflicting half its normal damage. He can also be grabbed while transformed. | ||
|dsc1name=Grounding Stone | |dsc1name=Grounding Stone | ||
|dsc1dmg=10% (impact on grounded opponents), 12% (impact on aerial opponents), 6% (shockwave) | |dsc1dmg=10% (impact on grounded opponents), 12% (impact on aerial opponents), 6% (shockwave) | ||
|dsc1desc=Takes less time to revert to | |dsc1desc=Takes less time to revert to Kirby's traditional appearance and [[Bury|buries]] grounded opponents on contact. However, it deals less damage, takes longer to transform, Stone Smash cannot KO grounded opponents, and Stone Change's semi-spike is much weaker. Can absorb ~14% damage. | ||
|dsc2name=Meteor Stone | |dsc2name=Meteor Stone | ||
|dsc2dmg=12% (clean), 10% (mid), 8% (late) | |dsc2dmg=12% (clean), 10% (mid), 8% (late) | ||
|dsc2desc=Takes less time to transform and meteor smashes opponents. However, it deals less damage and takes longer to revert to normal, which makes it much riskier to use off-stage. If | |dsc2desc=Takes less time to transform and meteor smashes opponents. However, it deals less damage and takes longer to revert to normal, which makes it much riskier to use off-stage. If performed on the ground, Kirby will be popped upward a small distance. Can absorb ~18%. | ||
|fsname=Ultra Sword | |fsname=Ultra Sword | ||
|fsdmg=3% (stun), 5% (hit 1), 2% (hits 2-9), 16% (hit 10) | |fsdmg=3% (stun), 5% (hit 1), 2% (hits 2-9), 16% (hit 10) | ||
|fsdesc=The {{s|wikirby|Super Ability}} of the same name. Kirby wields a gigantic sword to repeatedly slash the opponent before enlarging the sword and then concluding with a powerful downward slash. While near the edge of Final Destination, it KOs middleweights at 31% in the ''3DS'' version. | |fsdesc=The {{s|wikirby|Super Ability}} of the same name. Kirby wields a gigantic sword to repeatedly slash the opponent before enlarging the sword and then concluding with a powerful downward-arcing slash. While near the edge of Final Destination, it KOs middleweights at 31% in the ''3DS'' version. | ||
}} | }} | ||
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|djump = 21.04669712, 18.50584782, 15.9203607, 13.3388484, 10.81397463 | |djump = 21.04669712, 18.50584782, 15.9203607, 13.3388484, 10.81397463 | ||
|rdjump = 57 | |rdjump = 57 | ||
}} | }} | ||
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|char=Kirby | |char=Kirby | ||
|desc-up=Shuffles to one side, then shuffles to the opposite side before spinning and then holding his arm up. It is almost identical to one of his victory dances in [[Kirby (universe)|his home series]]. | |desc-up=Shuffles to one side, then shuffles to the opposite side before spinning and then holding his arm up. It is almost identical to one of his victory dances in [[Kirby (universe)|his home series]]. | ||
|desc-side=Spins repeatedly, then stops to balance on | |desc-side=Spins repeatedly, then stops to balance on a single leg and extend his right arm and say "Eeu!" It is almost identical to his "character selection" animation in ''SSB''. | ||
|desc-down=Leans inward to face the screen and | |desc-down=Leans inward to face the screen and waves his arms while saying "Hi!"}} | ||
===[[Idle pose]]s=== | ===[[Idle pose]]s=== | ||
{{Idle | {{Idle | ||
|desc-1=Hops to look | |desc-1=Hops to look offscreen at the other side, then hops back into his default position. | ||
|desc-2=Briefly nods off, then shakes his head and wakes up. | |desc-2=Briefly nods off, then shakes his head and wakes up. | ||
|image-1=KirbyIdlePose1SSB4.jpg | |image-1=KirbyIdlePose1SSB4.jpg | ||
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===[[Crowd cheer]]=== | ===[[Crowd cheer]]=== | ||
{ | {{Crowd | ||
|char=Kirby | |||
|game=SSB4 | |||
|desc-us=Kir - by! | |||
|desc-jp=Ka - a - bii! | |||
|pitch-us=Group chant | |||
| | |pitch-jp=Female}} | ||
| | |||
|- | |||
|- | |||
|- | |||
===[[Victory pose]]s=== | ===[[Victory pose]]s=== | ||
{{Victory/SSB4 | {{Victory/SSB4 | ||
|victory-theme=KirbyUniverseTheme.ogg | |victory-theme=KirbyUniverseTheme.ogg | ||
|victory-desc= | |victory-desc=The victory theme of the ''Kirby'' universe is a cover of the short recurring theme that plays when [[Kirby]] completes a stage or defeats a boss, debuting in ''[[Kirby's Dream Land]]'', though the shortened version that this track is based on debuted in ''[[Kirby's Adventure]]''. | ||
|desc-1=Spins to turn his back to the screen and then briefly wiggles, does a front flip to face the screen, and then | |desc-1=Spins to turn his back to the screen and then briefly wiggles, does a front flip to face the screen, and then fist pumps victoriously. | ||
|desc-2=Skids to the right, spins and then | |desc-2=Skids to the right, spins and then fist pumps victoriously. | ||
|desc-3=Brings his arms down twice, | |desc-3=Brings his arms down twice, performs a cartwheel, and then fist pumps victoriously. | ||
|char=Kirby}} | |char=Kirby}} | ||
==In [[competitive play]]== | ==In [[competitive play]]== | ||
===Tier placement and history=== | |||
Due to the considerable nerfs Kirby received in his transition from ''Brawl'' to ''Smash 4'', he has typically been considered a non-viable character within ''SSB4''{{'}}s metagame, even despite the game's updates receiving noticeable improvements to him. This has been due to his only success occurring at local tournaments, whereas his results at regional and national tournaments have been very sparse. Several smashers also notified Kirby's overall poor matchup spread against characters with large disjoints, and strong/good KO power ({{SSB4|Cloud}} and {{SSB4|Mr. Game & Watch}} being primary examples) as well as zoning characters with effective projectiles ({{SSB4|Pac-Man}}, {{SSB4|Mega Man}}, {{SSB4|Toon Link}} and {{SSB4|Villager}} being good examples) are able to easily outperform him. These aspects culminated with Kirby being placed at 33rd on the first [[tier list]] as the 2nd highest low-tier character. | |||
Kirby did not fare well after the next updates, as characters like {{SSB4|Marth}}, {{SSB4|Lucina}}, {{SSB4|Duck Hunt}}, {{SSB4|Shulk}}, {{SSB4|Link}} and {{SSB4|Mewtwo}} who were initially considered to be worse than Kirby proved to not only become better than him, but proved to be very troublesome matchups as well due to them possessing excellent tools to prevent Kirby from approaching. The inclusion of [[DLC]] characters, especially {{SSB4|Bayonetta}} and {{SSB4|Corrin}}, also impaired him due to proving themselves to be tough matchups for Kirby. This resulted in Kirby's scarce results to become even worse than before. | |||
Kirby would then drop to 41st on the second tier list, and eventually to 47th on the third tier list, with the latter drop being tied with {{SSB4|Pit}} and {{SSB4|Yoshi}}'s for the second-largest between the second and third tier lists. However, {{Sm|Komota}} later scored an upset by defeating {{Sm|Ally}} at [[Frostbite 2017]] and placing 33rd at said tournament. Due to this, his ranking on the tier list has been widely debated, with some players believing he should be placed slightly higher due to niche matchups against much higher-tiered characters, such as {{SSB4|Zero Suit Samus}} and {{SSB4|Fox}}. However, due to his continually sparse results after Frostbite 2017, Kirby has since dropped to 49th on the fourth and final tier list. | |||
Since then, Kirby has failed to make a significant impact at tournaments as he has little tournament representation outside of {{Sm|Komota}} who never places high at supermajors. Meanwhile, characters lower than Kirby have all performed much higher with {{Sm|ZAKI}} getting 17th at [[Smash 'N' Splash 4]] and [[2GG: Hyrule Saga]] while defeating {{Sm|MKLeo}} and {{Sm|Rags}}; {{Sm|Onpu}} and {{Sm|Rizeasu}} performing very well in Japan with the former taking {{Sm|WaDi}} to game 3 as {{SSB4|Zelda}}; {{Sm|Pon}}, {{Sm|Gungnir}} and {{Sm|Rickles}} performing work with {{SSB4|Ganondorf}} in their regions with {{Sm|Pon}} beating {{Sm|Ally}}, {{Sm|Gungnir}} getting 17th at [[Umebura Japan Major 2017]] while defeating {{Sm|Taiheita}} and {{Sm|Earth}}; and {{Sm|Captain L}} using {{SSB4|Jigglypuff}} as an effective secondary taking sets off of {{Sm|Larry Lurr}}, {{Sm|BestNess}}, {{Sm|John Numbers}} {{Sm|Blank}}, {{Sm|Strike}}, {{Sm|Pandarian}} and even took {{Sm|ESAM}} to game 5 with the character. | |||
Due to Kirby's meager tournament results and his glaring weaknesses, some smashers claim that he should be even lower due to his overwhelming weaknesses with {{Sm|ESAM}} ranking him as the 3rd-worst character in the game, ranking him below {{SSB4|King Dedede}}, {{SSB4|Wii Fit Trainer}}, {{SSB4|Zelda}} and even below {{SSB4|Jigglypuff}}, who is widely considered to be the worst character in the game, as well as {{Sm|Raito}} and {{Sm|Dabuz}} claiming that he is the absolute worst character in the game instead. The other players, however, think that he is underrated and that he should be ranked relatively higher due to his excellent combo game, good KO power and great edgeguarding. | |||
===[[Official Custom Moveset Project]]=== | ===[[Official Custom Moveset Project]]=== | ||
{{OfficialCustomMoves | {{OfficialCustomMoves | ||
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|set10=3331 | |set10=3331 | ||
}} | }} | ||
===Most historically significant players=== | ===Most historically significant players=== | ||
<!--This character has a ten 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 ten 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 .That being said, do not put Alpharad on the notable players section. He lacks the results compared with the players on here, and a YouTube channel does not help.--> | ||
''See also: [[:Category:Kirby players (SSB4)]]'' | ''See also: [[:Category:Kirby players (SSB4)]]'' | ||
*{{Sm|Jesuischoq|France}} - The best Kirby player in Europe. Placed 13th at {{Trn|talent.io}}, as well as 25th at {{Trn|Deflagration}} and {{Trn|Respawn 6}}. Formerly ranked 24th in the [[French Power Rankings]] and currently ranked 6th on the [[Strasbourg Power Rankings]]. | |||
*{{Sm|Jesuischoq|France}} - The best Kirby player in Europe. | *{{Sm|K.I.D.Goggles|USA}} - Co-mained Kirby and {{SSB4|Sonic}}. Placed 9th at [[Pound 2016]] and [[Enthusiast Gaming Live Expo]], and 25th at [[Get On My Level 2016]] and [[UGC Smash Open]]. Ranked 6th on the Upstate [[New York Power Rankings]]. | ||
*{{Sm|Komota|USA}} - Placed 25th at [[Midwest Mayhem 8: North American Tour]] and 33rd at [[Frostbite 2017]]. Was formerly ranked 11th on the [[Michigan Power Rankings]]. Has wins over {{Sm|Ally}} and {{Sm|Darkshad}}. | |||
*{{Sm| | *{{Sm|MikeKirby|USA}} - Considered to be the best Kirby player in the world. Placed 5th at [[KTAR XIV]]; 9th at [[KTAR XI]]; 13th at [[Glitch (tournament)|Glitch]]; and 49th at [[Apex 2015]]. Formerly ranked 10th on the [[New York City Power Rankings]]. | ||
*{{Sm|Poyo|USA}} - Placed 33rd at [[CEO Dreamland]] and [[The Big House 7]]; 49th at [[Shine 2017]]; and consistently achieved high placings at [[Smash @ Xanadu]] tournaments. Formerly ranked 7th on the [[Kansas Power Rankings]]. | |||
*{{Sm|SmashG0D|USA}} - Placed 13th at [[Olympus]], 17th at [[Super Smash Con 2015]], 25th at Glitch, and 49th at Pound 2016 before switching to Corrin. | |||
*{{Sm|Uto|Japan}} - The best Kirby player in Japan. Placed 5th at [https://challonge.com/Meikobura2017T Meikobura 2017] and 25th at {{Trn|Super Sumabato}}. Has taken sets off players such as {{Sm|Ri-ma}}, {{Sm|Gungnir}}, {{Sm|DIO}}, {{Sm|Compact}}, {{Sm|Tsumusuto}}, and {{Sm|Take}}. | |||
* | |||
* | |||
==[[Trophies]]== | ==[[Trophies]]== | ||
{{Trophy/Fighter | {{Trophy/Fighter | ||
|name=Kirby | |name=Kirby | ||
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}} | }} | ||
{{clrl}} | {{clrl}} | ||
==In [[Event Match]]es== | |||
===Solo Events=== | |||
* '''[[All-Star Battle: Regulars]]''': Kirby is among the opponents fought in this event. All of the opponents are the eight starter characters of the [[List of Super Smash Bros. series characters#"Perfect-attendance crew"|"perfect-attendance crew"]] from ''SSB''. | |||
* '''[[Kirby's Crazy Appetite]]''': Kirby must heal by eating [[food]] on the stage while three {{SSB4|King Dedede}}s try to hinder his progress. After some time, two more King Dededes will appear. Kirby will be at 100% on Easy, 125% on Normal and 140% on Hard, while the King Dededes will be at 50% on Easy/Normal and 0% on Hard. | |||
===Co-op Events=== | |||
* '''[[A Fairy Nice Trip]]''': {{SSB4|Link}} and {{SSB4|Pac-Man}} must survive against four Kirbys until reaching [[Pac-Land|Fairy Land]]. | |||
* '''[[Food Fight]]''': A damaged Kirby and King Dedede must defeat {{SSB4|Wario}}, {{SSB4|Yoshi}}, and Pac-Man. | |||
* '''[[Getting Healthy]]''': {{SSB4|Wii Fit Trainer}} and {{SSB4|Little Mac}} must defeat Kirby and Pac-Man. | |||
* '''[[The Ultimate Battle]]''': Two players select a character and must defeat the entire roster. | |||
* '''[[Viral Visitors]]''': {{SSB4|Dr. Mario}} and {{SSB4|Peach}} must defeat four Kirbys. | |||
* '''[[Visiting Onett]]''': {{SSB4|Ness}} and {{SSB4|Villager}} must defeat Kirby, {{SSB4|Meta Knight}}, {{SSB4|Fox}}, {{SSB4|Falco}}, {{SSB4|Olimar}} and {{SSB4|Rosalina & Luma}}. All opponents are outer space-based characters. | |||
==[[Alternate costume (SSB4)#Kirby|Alternate costumes]]== | ==[[Alternate costume (SSB4)#Kirby|Alternate costumes]]== | ||
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SSB4 - Dragoon.jpg|Riding [[Dragoon]]. | SSB4 - Dragoon.jpg|Riding [[Dragoon]]. | ||
Kirby new palette swap.jpg|One of Kirby's new alternate costumes alongside Charizard and {{SSB4|Meta Knight}}. | Kirby new palette swap.jpg|One of Kirby's new alternate costumes alongside Charizard and {{SSB4|Meta Knight}}. | ||
</gallery> | </gallery> | ||
==Trivia== | ==Trivia== | ||
*Kirby cannot copy [[Character customization|custom moves]]. However, his side | *Kirby cannot copy [[Character customization|custom moves]]. However, his custom side special affects his {{SSB4|Olimar}} [[List of Copy Abilities|Copy Ability]], as the attack changes to match the variant of [[Pikmin Throw]]. | ||
*Based on unused animations discovered via hacking, the ability to charge Kirby's Hammer appears to have originally been intended for ''Brawl''. | *Based on unused animations discovered via hacking, the ability to charge Kirby's Hammer appears to have originally been intended for ''Brawl''. | ||
*Kirby has unused voice clips for all of {{SSB4|Palutena}}'s neutral specials, suggesting that at one point in development he was planned to be able to copy Palutena's custom moves, or that Palutena's default neutral special move was undecided. | *Kirby has unused voice clips for all of {{SSB4|Palutena}}'s neutral specials, suggesting that at one point in development he was planned to be able to copy Palutena's custom moves, or that Palutena's default neutral special move was undecided. | ||
*''SSB4'' is the only game in the series where Kirby's dash attack hasn't been changed, as his break spin attack from ''Brawl'' was retained. | *''SSB4'' is the only game in the series where Kirby's dash attack hasn't been changed, as his break spin attack from ''Brawl'' was retained. | ||
*At a total of 80, Kirby has the most sound clips of | **In ''[[Super Smash Bros. Ultimate]]'', it would revert back to his prior burning attack from ''[[Super Smash Bros. Melee]]''. | ||
*At a total of 80, Kirby has the most sound-clips out of all characters in ''SSB4'', with his amount of clips being rivaled only by the [[Announcer]]. | |||
*Kirby's alt. trophy in {{for3ds}} has his gray [[alternate costume]] with blue eyes instead of gray eyes. | *Kirby's alt. trophy in {{for3ds}} has his gray [[alternate costume]] with blue eyes instead of gray eyes. | ||
*Kirby's blue alternate costume depicts the interior of mouth as retaining its normal coloration on the character selection screen and during his normal expressions. However, it appears blue while Inhaling. | *Kirby's blue alternate costume depicts the interior of mouth as retaining its normal coloration on the character selection screen and during his normal expressions. However, it appears blue while Inhaling. | ||
*Kirby's [[screen KO]] resembles his screen KO in ''Kirby: Triple Deluxe''. His pose in ''Super Smash Bros. for Nintendo 3DS'' more closely resembles his face's position in that game, whereas his facial expression in ''Super Smash Bros. for Wii U'' more closely resembles his expression in that game. | *Kirby's [[screen KO]] resembles his screen KO in ''Kirby: Triple Deluxe''. His pose in ''Super Smash Bros. for Nintendo 3DS'' more closely resembles his face's position in that game, whereas his facial expression in ''Super Smash Bros. for Wii U'' more closely resembles his expression in that game. | ||
*A glitch existed where if Kirby [[Inhale (Kirby)|copied]] either {{SSB4|Mr. Game & Watch}}, {{SSB4|Donkey Kong}}, {{SSB4|Falco}}, or {{SSB4|Wii Fit Trainer}}, broke the [[Smash Ball]], and performed a [[taunt|down taunt]] while in standby, his eyes would [[:File:NoGlowingEyesKirby.JPG|no longer glow]]. Interestingly, if Kirby copied the ability again after using the Final Smash or [[self-destruct]]ing (excluding Mr. Game & Watch), his eyes [[:File:GlowingEyesKirby.JPG|would be glowing]]. This was fixed in update [[1.1.4]]. | *A glitch existed where if Kirby [[Inhale (Kirby)|copied]] either {{SSB4|Mr. Game & Watch}}, {{SSB4|Donkey Kong}}, {{SSB4|Falco}}, or {{SSB4|Wii Fit Trainer}}, broke the [[Smash Ball]], and performed a [[taunt|down taunt]] while in standby, his eyes would [[:File:NoGlowingEyesKirby.JPG|no longer glow]]. Interestingly, if Kirby copied the ability again after using the Final Smash or [[self-destruct]]ing (excluding Mr. Game & Watch), his eyes [[:File:GlowingEyesKirby.JPG|would be glowing]]. This was fixed in update [[1.1.4]]. | ||
*During the development of ''Super Smash Bros. for Nintendo 3DS'', Kirby | *During the development of ''Super Smash Bros. for Nintendo 3DS'', Kirby lacked different expressions in all aspects. | ||
*[http://vignette4.wikia.nocookie.net/kirby/images/6/65/KPR_Kirby_2.png/revision/latest?cb=20160417172728&path-prefix=en One] of Kirby's official artwork poses in ''{{s|wikirby|Kirby: Planet Robobot}}'' is almost identical to his official artwork pose from ''SSB4'', with the only differences being his {{s|wikirby|Robobot Armor}} helmet and a closed smile. | *[http://vignette4.wikia.nocookie.net/kirby/images/6/65/KPR_Kirby_2.png/revision/latest?cb=20160417172728&path-prefix=en One] of Kirby's official artwork poses in ''{{s|wikirby|Kirby: Planet Robobot}}'' is almost identical to his official artwork pose from ''SSB4'', with the only differences being his {{s|wikirby|Robobot Armor}} helmet and a closed smile. | ||
*When Kirby | *When Kirby performs any of his side special moves off-screen and is shown in the [[Hoop damage|magnifying glass]], Kirby's normal motion will be seen, but his hammer will not. | ||
==References== | ==References== |