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| {{disambig2|Kirby's appearance in ''Super Smash Bros. 4''|the character in other contexts|Kirby}} | | {{disambig2|Kirby's appearance in ''Super Smash Bros. 4''|the character in other contexts|Kirby}} |
| {{Infobox Character | | {{Infobox Character |
| |name = Kirby | | |name = Kirby |
| |image = [[File:Kirby SSB4.png|250px]] | | |image = [[Image:Kirby SSB4.png|250px|Kirby]] |
| |game = SSB4 | | |game = SSB4 |
| |ssbgame1 = SSB | | |ssbgame1 = SSB |
| |ssbgame2 = SSBM | | |ssbgame2 = SSBM |
| |ssbgame3 = SSBB | | |ssbgame3 = SSBB |
| |ssbgame4 = SSBU
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| |availability = [[Starter character|Starter]] | | |availability = [[Starter character|Starter]] |
| |tier = F
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| |ranking = 49
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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]]''. In this game, Kirby has a brighter appearance, and his skin appears to have much more diffuse shading, with reduced difference in brightness between the lit and shadowed sides of his body. |
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| 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 fast attacks 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. | | Kirby is again voiced by Makiko Ōmoto, whose new voice recordings give Kirby a much higher-pitched voice. |
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| 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 very poor, as he is slow, floaty, and lacks an effective [[projectile]]. He also has poor [[reach]] in most of his attacks due to his small size and short limbs.
| | ==Changes from ''Brawl''== |
| | | Kirby has overall been [[nerf]]ed from ''Brawl'' to ''Smash 4''. Kirby's effective grab game, deceptive range and high power have all been slightly toned down from ''Brawl'' with little compensation for those nerfs. |
| ==Attributes==
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| Kirby is a small, short light[[weight]], tied for the fifth-lightest character in the game. Aside from his average [[dash]]ing speed, his mobility is poor: he [[walk]]s slowly and has low [[traction]], while having the fourth-slowest [[air speed]] and [[falling speed]], and the third-lowest [[gravity]], but high [[air acceleration]], being the 15th highest. His [[jump]]s are very low on their own, but he boasts six of them – tied with {{SSB4|Jigglypuff}} and {{SSB4|Meta Knight}} for the most jumps in the game.
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| Kirby is a simple character suitable for beginners, and this can be observed in the versatility of his moveset. Many of his attacks are characterized by 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 highly versatile attack which [[combo]]s into itself cleanly. 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.
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| Kirby's grab game is similarly 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.
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| 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 followups. 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.
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| 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 used to [[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]].
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| [[Hammer (move)|Hammer Flip]] is very powerful, especially when fully charged. Its slow speed, 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 very strong and can be canceled at any time, making it useful for playing [[mindgames]].
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| 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 he will typically not endure long enough in order to take advantage of it.
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| Kirby's poor mobility not only makes it significantly difficult for him to [[approach]] and pressure opponents, but also makes him susceptible to fast characters like {{SSB4|Sonic}}, or those with [[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.
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| Overall, Kirby tends to run hot and cold, similarly to {{SSB4|Luigi}}. He 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 mobility. 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. 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.
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| ==Changes from ''[[Super Smash Bros. Brawl]]''== | |
| Kirby has received some rather significant nerfs 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 already mediocre range has been reduced further, with his feet becoming smaller and several general nerfs to hitbox sizes. This makes it even easier for opponents to wall out Kirby especially with the cast having greater range overall. Kirby's air mobility as also taken a hit as his [[air acceleration]] is lower, and unlike most returning veterans, his [[air speed]] has been decreased, which hindering both his recovery and ability to escape aerial pressure. As with his transition from each new Smash game as well as with most of the returning veterans, Kirby's damage output has been decreased. Some of Kirby's moves have also seen changes which greatly hinder their utility, with forward aerial having more ending lag and no longer autocanceling in a short hop due to a combination of its autocancel window being unchanged and Kirby's higher 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 followup potential due to its more unfavorable angle and increased knockback, while the latter has much more startup lag and has lost its recovery and edgeguarding potential, as to it's no longer being a semispike and now stalls Kirby's horizontal momentum instead of his vertical momentum. | |
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| ''Smash 4''{{'}}s adjusted mechanics have both helped and hindered Kirby. The changes to [[hitstun canceling]] overall help Kirby, strengthening his ability to combo opponents. It does, however, make Kirby slightly easier to combo himself, especially due to his increased [[weight]], [[fall speed]] and [[gravity]]. Without the ability to [[momentum cancel]], Kirby's already poor endurance has been further reduced, although he had poor momentum canceling in ''Brawl'', and his higher 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. | |
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| Kirby has seen some buffs, however. His considerably faster [[dash]]ing speed improves his approach, while some less reliable moves 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 better taken advantage of in the new environment of ''Smash 4'', in the absence of momentum cancelling and the presence of rage. His Hammer Flip now can be charged, has more range, no longer has sourspots and Kirby can move and jump while charging the attack.
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| Overall, while Kirby still retains most of the strengths he had in ''Brawl'' including his solid combo ability and KO potential for his character archetype, his weaknesses were amplified and he gained new weaknesses most notably, his reduced range and aerial mobility. While the changes to the game's mechanics benefit him overall, they do not aid him as much as some of the other returning veterans. As a result, Kirby fares overall worse than in ''Brawl''.
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| ===Aesthetics===
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| *{{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}}''.}}
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| **{{change|Kirby's mouth is now, by default, a texture rather than a modeled part of his body.}}
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| *{{change|Kirby has received two new [[alternate costume]]s, one of which is based on an unmasked {{s|wikirby|Meta Knight}}.}}
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| *{{change|Kirby is significantly more expressive. He now sports a stern look when performing a number of moves, similarly to 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}}having 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''.}}
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| *{{change|Kirby's face now faces the screen, regardless of whether he is facing left or right.}}
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| *{{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.}}
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| ===Attributes=== | | ===Attributes=== |
| *{{change|Kirby is smaller. This makes his hurtbox slightly smaller, but hinders his range.}} | | *{{change|Kirby is slightly lighter than in ''Brawl''.}} |
| *{{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|Kirby is slightly smaller, which makes his hurtbox slighty smaller.}} |
| *{{nerf|However, Kirby's feet are smaller with many of his hitboxes being much smaller in order to match the new length of his feet. This significantly hinders his range.}} | | *{{nerf|His feet have become smaller. As a result, most moves involving his feet have had their reach reduced.}} |
| *{{nerf|Kirby [[walk]]s slightly slower (0.95 → 0.93).}} | | *{{buff|Kirby [[walk]]s and [[dash]]es faster.}} |
| *{{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.}}
| | *{{nerf|Kirby's [[air speed]] is slightly slower.}} |
| *{{buff|Kirby's [[weight]] was slightly increased (78 → 79). This slightly improves his endurance.}}
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| *{{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''.}}
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| *{{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.}}
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| *{{buff|Kirby's [[fast falling]] speed was increased (1.9 → 1.968), although it is much lower relative to the rest of the cast, going from the 22nd fastest out of 39 characters to the 4th slowest out of 58.}}
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| *{{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.}}
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| **{{nerf|As a consequence, [[double jump]]s are lower.}}
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| **{{change|This also reduces the duration of his short hop (SH air time: 39 frames).}}
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| *{{buff|[[Roll]]s have decreased ending lag (FAF 32 → 31).}}
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| *{{nerf|Rolls have decreased [[intangibility]] frames (frames 4-19 → 4-17).}}
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| *{{nerf|[[Spot dodge]] has decreased intangibility frames (frames 2-20 → 2-17) and has increased ending lag (FAF 26 → 27).}}
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| *{{buff|[[Air dodge]] has decreased start-up (frame 4 → 3) and ending lag (FAF 50 → 33).}}
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| *{{nerf|Air dodge's duration is shorter (frames 4-29 → 3-27).}}
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| *{{buff|Soft landing is faster (3 frames → 2).}}
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| ===Ground attacks=== | | ===Ground attacks=== |
| *{{buff|The weakening of [[SDI]] makes rapid jab and dash attack significantly more difficult to escape from.}} | | *{{buff|Neutral infinite now transitions into a Smash Punch finisher. It also gives him a new projectile that is useful for edgeguarding.}} |
| *[[Neutral attack]]:
| | *{{nerf|Dash attack deals less 3% damage.}} |
| **{{change|The first hit's angle has been altered ([[Sakurai angle|361°]] → 55°). This allows it to connect better with the second hit, but removes its ability to [[lock]].}}
| | *{{nerf|Up tilt deals less damage.}} |
| **{{nerf|The first and second hits have smaller hitboxes (3.3u → 3u).}}
| | *{{buff|Kirby's foot is intangible during up tilt.}} |
| **{{nerf|The second hit has higher base knockback (8 → 15). This hinders its ability to lead into the rapid jab.}}
| | *{{buff|Down tilt has been sped up.}} |
| **{{nerf|Neutral infinite now deals consistent damage (2% (near)/1% (far) → 1%).}}
| | *{{nerf|Forward smash hits 1 frame later, has less reach and reduced knockback.}} |
| **{{buff|Rapid jab now has a finisher in the form of the Smash Punch from the {{s|wikirby|Fighter}} ability. This greatly improves its safety if it connects.}}
| | *{{buff|Up smash has less ending lag and Kirby's feet are [[intangible]] during the move.}} |
| *[[Forward tilt]]:
| | *{{nerf|Up smash has slightly lower knockback growth, making it slightly weaker.}} |
| **{{nerf|Forward tilt has smaller hitboxes (5.1u/5.4u/4u → 3.1u/3.3u/3u).}}
| | *{{buff|Kirby's feet are intangible for 10 frames during down smash.}} |
| *[[Up tilt]]:
| | *{{change|Down smash now hits verically on all hitboxes, instead of having [[semi-spike]] hitboxes at the toes.}} |
| **{{change|Up tilt deals less damage (7% (clean)/5% (late) → 5%/4%), without full compensation on its knockback scaling (102 (both) → 116 (clean)/110 (late)). This improves its combo potential, but hinders its damage racking and KO potential.}}
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| **{{change|Clean up tilt's angle has been altered (92° → 100°).}}
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| **{{nerf|It has a shorter duration and less intangibility (frames 4-10 → 4-9).}}
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| **{{nerf|It has smaller hitboxes (5.5u/5u (clean)/4.5u/5u (late) → 4u/4u (both)).}}
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| *[[Down tilt]]:
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| **{{buff|Down tilt no longer has a sourspot, causing it to deal consistent damage (5%/6% → 6%).}}
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| **{{nerf|It has smaller hitboxes and two of the previous hitboxes were removed due to Kirby's shorter feet (4.5u/4u/3.5u/3u → 3.7u/3.7u).}}
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| *[[Dash attack]]:
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| **{{nerf|Dash attack's looping hits deal less damage (2% → 1%), which decreases its overall damage output (14% → 9%).}}
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| **{{nerf|Its last hit uses a single small hitbox instead three larger hitboxes(5u/5u/8u → 3u), connecting less reliably from the looping hits and significantly reducing its range.}}
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| **{{nerf|It has increased ending lag (FAF 50 → 54).}}
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| **{{buff|The last hit has higher base knockback (90 → 100) and no longer has a sourspot with set knockback.}}
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| **{{change|The last hit's [[hitlag]] has increased (1× → 2×). This makes it safer on shield, but easier to DI.}}
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| *[[Forward smash]]:
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| **{{nerf|Forward smash has increased startup lag with a shorter duration (frames 12-16 → 13-15 (clean), frames 17-21 → 16-19 (late)).}}
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| **{{nerf|It has smaller hitboxes (6u/5.5u/(5u/4.5u) (clean/late) → 4.2u (clean)/3.5u (late)).}}
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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).}}
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| **{{buff|It is now interruptible, giving it less ending lag (FAF 50 → 48).}}
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| *Non angled:
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| **{{change|Clean non angled forward smash's knockback (38 (base), 98 (scaling) → 30/102) has been altered.}}
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| **{{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 (73° → 60°).}}
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| *Up angled:
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| **{{nerf|Clean up angled forward smash deals less knockback (38 (base), 100 (scaling) → 30/102).}}
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| **{{buff|Its angle has been altered (45° → 361°) improving its KO potential against grounded opponents.}}
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| **{{nerf|The late hit sends opponents lower (82° → 60°).}}
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| *Down angled:
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| **{{buff|Clean down angled forward smash deals more knockback (38 (base), 96 (scaling) → 30/102).}}
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| **{{nerf|Clean down angled forward smash no longer [[semi spike]]s (31° → 361°).}}
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| *[[Up smash]]:
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| **{{buff|Up smash's clean sweetspot deals more knockback (34 (base), 100 (scaling) → 33/104).}}
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| **{{buff|The late hit has increased knockback scaling (50 → 52).}}
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| **{{buff|It has a shorter total duration due to now being interruptible (FAF 50 → 48).}}
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| **{{nerf|It has less intangibility (frames 14-24 → 14-19).}}
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| **{{nerf|The clean sourspot has lower knockback scaling (100 → 99).}}
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| **{{nerf|The mid hit has lower knockback scaling (100 → 98).}}
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| **{{nerf|The late hit has a shorter duration (frames 17-24 → 17-19).}}
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| *[[Down smash]]:
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| **{{buff|Down smash is interruptible again, reducing its ending lag (FAF 56 → 54).}}
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| **{{buff|It has greatly increased knockback, especially on its far hitboxes (30/20 (base), 100/85 (scaling) → 25/(110/108).}}
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| **{{change|The late hit deals consistent damage (11%/9% → 10%).}}
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| **{{nerf|Its angles have been altered (76°/28° → 69°) losing its semi-spike hitbox and having a lower angle. This significantly hinders its edge-guarding potential while also making it susceptible to [[LSI]].}}
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| ===Aerial attacks=== | | ===Aerial attacks=== |
| *[[Neutral aerial]]:
| | *{{nerf|Neutral aerial deals less damage.}} |
| **{{change|Neutral aerial's angle has been altered (361° → 46°).}}
| | *{{buff|Forward aerial is more reliable, has increased knockback growth and less [[landing lag]].}} |
| ***{{nerf|This removes its ability to lock.}}
| | *{{buff|Back aerial deals 1% more damage and is stronger.}} |
| ***{{buff|This improves its followup potential.}}
| | *{{nerf|Back aerial's [[sour spot]] deals 1% less damage, and the move has much greater landing lag.}} |
| **{{nerf|It deals less damage (12% (clean)/10% (mid)/8% (mid-late)/6% (late) → 10%/8%/6%/4%).}}
| | *{{nerf|Up aerial deals 1% less damage and has greater landing lag.}} |
| **{{nerf|Its initial [[auto-cancel]] window has been reduced (frames 1-8 → 1-4).}}
| | *{{buff|Down aerial is a stronger [[meteor smash]] and its hits link together better.}} |
| **{{nerf|It has slightly higher [[landing lag]] (9 frames → 10 frames).}}
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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.}}
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| *[[Forward aerial]]:
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| **{{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)).}}
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| **{{buff|The last hit has increased knockback scaling (138 → 148), making it better for spacing edgeguarding and improving its KO potential at very high percents.}}
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| **{{buff|It has less landing lag (15 frames → 13).}}
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| **{{change|The last hit's hitlag has increased (1× → 1.2×). This makes it safer on shield, but easier to DI.}}
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| **{{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)).}}
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| **{{nerf|It has more ending lag (FAF 44 → 48).}}
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| **{{nerf|It can no longer auto-cancel in a short hop due to Kirby's lower short hop and higher gravity, causing its auto-cancel to fall short by one frame.}}
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| *[[Back aerial]]:
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| **{{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, it covers less of Kirby's body and doesn't fully cover his feet, especially the late hit.}}
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| **{{nerf|Its initial auto-cancel window is shorter (frames 1-4 → 1-2).}}
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| **{{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).}}
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| **{{buff|The clean hit deals more damage (12% → 13%) with its knockback scaling only minimally decreased (105 → 104), improving its KO potential.}}
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| **{{nerf|The late hit deals less damage (9% → 8%) without full compensation on its knockback scaling (110 → 112).}}
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| **{{nerf|It auto-cancels later (frame 28 → 32), although it can still autocancel in a short hop.}}
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| **{{nerf|It has more landing lag (9 frames → 17).}}
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| *[[Up aerial]]:
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| **{{nerf|Up aerial deals less damage (10% → 9%) without full compensation on its knockback scaling (98 → 100).}}
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| **{{nerf|It has lost its largest hitbox (5.5u/4.5u/4u → 4.5u/4u).}}
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| **{{nerf|It has more landing lag (9 frames → 12).}}
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| *[[Down aerial]]:
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| **{{nerf|Down aerial's looping hits deals less damage (2% → 1% (loop hits)/12% → 7% (total).}}
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| **{{nerf|The loop hits have a smaller hitbox (6u/6u → 5u).}}
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| **{{nerf|It has more landing lag (15 frames → 17).}}
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| **{{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.}}
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| **{{buff|The last hit has slightly higher knockback scaling (107 → 110) and a slightly larger hitbox (6u/6u → 6.2u).}}
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| **{{buff|The landing hit has an altered angle (30° → 60°) and lower set knockback (60 → 40), improving its combo potential.}}
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| ===Throws/other attacks=== | | ===Throws/other attacks=== |
| *{{buff|All grabs has less ending lag (FAF 30 → 28 (standing), FAF 40 → 39 (dash), FAF 36 → 33 (pivot)).}} | | *{{nerf|Grab range has been reduced slightly.}} |
| *{{buff|Dash grab has less start-up lag (frame 10 → 8).}} | | *{{change|New [[Sidestep]] animation.}} |
| *{{nerf|Standing and dash grab have less range.}} | | *{{buff|Dash grab comes out slightly faster.}} |
| *[[Pummel]]:
| | *{{buff|Pummel has been sped up and deals slightly more damage.}} |
| **{{buff|Pummel deals more damage (1% → 1.55%) and has less hitlag, making it now the third fastest pummel in the game. This significantly improves its damage racking potential.}}
| | *{{nerf|Forward throw deals slightly less damage and has increased base knockback, removing its follow-up potential from ''Brawl''.}} |
| *[[Forward throw]]:
| | *{{buff|Back throw is stronger, it can also be cancelled out of much sooner, allowing for mixups and low percent followups on certain characters.}} |
| **{{nerf|Forward throw deals 3% less damage (8% → 5%), with its knockback scaling compensated (100 → 125).}}
| | *{{nerf|Down throw has more base knockback, removing its guaranteed combo potential. It also deals much less damage.}} |
| **{{buff|It has less ending lag (FAF 62 → 59).}}
| |
| **{{buff|Its angle has been altered (65° → 75°). When coupled with the changes to [[hitstun canceling]], these changes grant it combo potential past low percents.}}
| |
| *[[Back throw]]:
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| **{{buff|Back throw has altered knockback (80 (base), 50 (scaling) → 30/120) and Kirby releases the opponent later (frame 33 → 41) with its duration unchanged, reducing its ending lag and improving its mix-up, combo and KO potential.}}
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| **{{change|Its angle has been altered (120° → 130°).}}
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| *[[Up throw]]:
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| **{{buff|Up throw has increased knockback (70 (base), 70 (scaling) → 75/74), improving its KO potential despite its less favorable angle (85° → 78°).}}
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| *[[Down throw]]:
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| **{{nerf|Down throw deals less damage on the first nine hits (1% (hits 1-10) → 0.8% (hits 1-9), 1% (hit 10), 12% → 10.2% (total)) and the throw has significantly increased knockback (40 (base), 140 (scaling) → 60/180). Combined with the change below, this removes its combo potential.}}
| |
| **{{nerf|It launches at a lower and more unfavorable angle (90° → 63°), and combined with the removal of [[chain grab]]bing and the loss of its combo potential as mentioned above, this hinders its damage racking potential.}}
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| **{{buff|However, the increased knockback allow it to KO middleweights around or below 200%.}}
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|
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|
| ===Special moves=== | | ===Special moves=== |
| *{{b|Inhale|Kirby}}:
| | *{{buff|[[Inhale]] now does more damage when used to copy abilities.}} |
| **{{change|Inhale's damage outputs have been reversed (6% (swallow)/10% (spit) → 10%/6%).}}
| | *{{nerf|Spitting out inhaled enemies deals less damage to them.}} |
| **{{buff|Inhale has decreased start-up and ending lag. Inhaling non-explosive [[item]]s also now heals 1%.}}
| | *{{nerf|Inhale can no longer be used to [[Kirbycide]] if the victim does not break free before reaching the blast zone, making Kirby KO first. However, there are a set number of characters, when Kirbycided from a certain angle, will cause a [[sudden death]] to occur.}} |
| **{{nerf|The removal of grab armor hinders Inhale's safety, as it now results in Kirby getting hit instead of Inhaling the opponent.}}
| | *{{change|Inhale has a whirlwind-like cone which bears a likeness to what is seen from the move in ''{{s|wikirby|Kirby: Triple Deluxe}}''. It also produces sound effects similar to Kirby's inhale and copy SFX from ''[[Kirby's Dream Land]]'' and ''[[Kirby's Adventure]]'' respectively.}} |
| **{{nerf|[[Kirbycide]] now KOs Kirby first and the opponent is released from Inhale when this occurs, significantly hindering its utility. However, there are certain characters that, when Kirbycided from a certain angle, will be KO'd as well and thus lead to a [[Sudden Death]].}}
| | *{{buff|[[Hammer (move)|Hammer]] can now charge up and release a much more powerful fiery attack known as the ''Hammer Flip''. Kirby can jump and move around while charging it, but keeping it at full charge will deal [[recoil damage]] to Kirby, similarly to {{SSB4|King Dedede}}'s [[Jet Hammer]].}} |
| **{{change|Kirby's copy abilities now share the same hitbox data as their original counterparts as opposed to Kirby's versions having their own hitbox data. As a result, all of Kirby's copy abilities are now completely identical to their original counterparts in terms of their range, strength and hitbox durations (with a few exceptions) which benefits and/or hinders certain copy abilities.}}
| | *{{buff|Fully charged hammer makes Kirby invincible during the swing.}} |
| ***{{change|This change however does not affect the copy ability's interruptibility or intangibility since they are now stored in Kirby's parameter file as opposed to the respective ability's hitbox data.}}
| | *{{nerf|Hammer has more start-up even when entirely uncharged when airborne, and has reduced knockback and damage unless charged.}} |
| **{{change|All of sound effects related to the move are now direct port of those from ''{{iw|wikirby|Kirby's Adventure}}''.}}
| | *{{nerf|The blade of [[Final Cutter]] deals less damage and no longer meteor smashes after a while during descent and the beam produced goes around half the distance.}} |
| *[[Hammer (move)|Hammer Flip]]: | | *{{change|The {{s|mariowiki|Thwomp}} of [[Stone]] now uses the design from ''{{s|mariowiki|New Super Mario Bros. Wii}}'' instead of ''{{s|mariowiki|Super Mario 64}}''.}} |
| **{{change|Hammer Flip is now chargeable and Kirby can also move around while using it, regardless of its charge. However, fully charged Hammer Flip now deals [[recoil damage]] when held. Altogether, these changes make it function almost identically to [[Jet Hammer]].}}
| | *{{change|Kirby's Final Smash is now the [[Ultra Sword]] from ''{{s|wikirby|Kirby's Return to Dream Land}}''. Compared to [[Cook Kirby]], it is a more reliable attack in general, but has a much smaller initial range and produces no items.}} |
| **{{change|Due to consisting of a consistent hitbox instead of a sweetspot and a sourspot, uncharged Hammer Flip now deals consistent damage (23% (grounded sweetspot)/18% (grounded sourspot) → 19%, 17% (aerial hit 1 sweetspot)/13% (aerial hit 2 sweetspot)/15% (aerial hit 1 sourspot)/10% (aerial hit 2 sourspot) → 15% (both)).}}
| |
| **{{change|Hammer Flip has slightly increased knockback (65 (base), 72 (scaling) (grounded sweetspot), 50/70 (grounded/aerial hit 1 sourspot), 65/75 (aerial hit 1 sweetspot), 60/70 (aerial hit 2) → 60/78 (all)). This makes the previous sourspots and the second aerial hit stronger however, they do not compensate for the grounded and first aerial hit's sweetspots reduced damage hindering their KO potential.}}
| |
| **{{buff|Fully charged Hammer Flip deals more damage (23% (grounded sweetspot)/18% (grounded sourspot)/ → 35%/27%, 17% (aerial hit 1 sweetspot)/13% (aerial hit 2 sweetspot)/15% (aerial hit 1 sourspot)/10% (aerial hit 2 sourspot) → 27% (both)) significantly improving its KO potential. Hammer Flip also has larger hitboxes and no longer has sourspots.}}
| |
| **{{nerf|Due to its angle being altered (20° → 55°), aerial Hammer Flip's second hit is no longer a semi-spike, significantly hindering its edge-guarding potential. Aerial Hammer Flip also has greatly increased start-up lag regardless of its charge (frame 17 → 28), and can no longer be used for recovery as it now halts Kirby's horizontal momentum rather than his vertical momentum.}}
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| **{{nerf|Hammer Flip no longer has transcendent priority.}}
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| **{{buff|Fully charged Hammer Flip now grants [[armor]] during part of the swing.}}
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| **{{buff|Fully charged Hammer Flip deals significantly more shield damage due to its higher damage combined with the 19% damage increase to [[shield]]s and the increase to [[shieldstun]], significantly improving its shield pressuring potential.}}
| |
| *[[Final Cutter]]:
| |
| **{{nerf|Final Cutter's shockwave's range has decreased by half. The rising hit also deals less damage (8% → 5%).}}
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| *[[Stone]]:
| |
| **{{nerf|Stone has less HP (30 → 25).}}
| |
| ***{{nerf|Additionally, if Kirby's stone is broken, he now takes half the amount of damage from the attack which broke the stone as opposed to no damage.}}
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| **{{nerf|Grounded Stone has less knockback scaling (45 → 40).}}
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| **{{buff|The 19% damage increase to shields and the increase to shieldstun significantly improve Stone's shield pressuring potential.}}
| |
| **{{change|Stone's visual effects have changed. The {{s|mariowiki|Thwomp}} now uses its design from ''{{s|mariowiki|New Super Mario Bros. Wii}}'', instead of ''{{s|mariowiki|Super Mario 64}}''.}}
| |
| **{{change|Like in ''Melee'', Kirby vocalizes when exiting out of his Stone form.}}
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| **{{bugfix|The [[earthquake glitch]] has been removed.}}
| |
| *[[Ultra Sword]]:
| |
| **{{buff|Kirby has a new [[Final Smash]], Ultra Sword. Kirby uses 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%), has 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]].}}
| |
| | |
| ==Update history==
| |
| Kirby was initially perceived to be a low tier in the initial release of the game, owing to his poor range, mobility, approach option 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 shield 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.
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| | |
| 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, having 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|Cloud}} and {{SSB4|Corrin}}, who both had strong matchups against Kirby.
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| '''{{GameIcon|ssb4-3ds}} [[1.0.4]]'''
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| {{UpdateList/1.0.4|char=Kirby}}
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| '''{{GameIcon|ssb4-3ds}} 1.0.5'''
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| *{{bugfix|Fixed a glitch where Kirby could hover after using [[Silver Bow]].}}
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| '''{{GameIcon|ssb4}} [[1.0.6]]'''
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| *{{nerf|Sourspotted upward angled forward smash deals less damage (13% → 12%).}}
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| *{{buff|Up smash's clean hit's sweetspots have higher knockback scaling (96 → 102), improving its KO potential.}}
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| *{{buff|Down smash has higher knockback scaling (102 → 108), improving its KO potential.}}
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| *{{nerf|Down smash launches opponents at a lower angle (76° → 69°). This makes the move susceptible to [[LSI]], hindering its KO potential with optimal DI.}}
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| *{{buff|Down throw deals more damage (0.4% (hits 1-9)/6.6% (total) → 0.8%/10.2%).}}
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| *{{buff|{{b|Inhale|Kirby}} has less ending lag (FAF 80 → 78).}}
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| *{{buff|Opponent's are launched higher when swallowed (2.8 → 3), making Kirby less punishable when copying an ability.}}
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| *{{change|Inhale's visual effects slightly changed. Fiery effects now emit from Kirby after he Inhales explosive items.}}
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| *{{buff|[[Hammer (move)|Hammer Flip]] has less ending lag.}}
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| *{{buff|Kirby moves faster on the ground while charging Hammer Flip.}}
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| *{{change|Final Cutter has improved visual effects.}}
| |
| '''{{GameIcon|ssb4}} [[1.1.0]]'''
| |
| *{{buff|Neutral attack's second hit has increased base knockback (8 → 15), making it connect more reliably into the infinite. Neutral infinite's finisher's start-up lag also decreased.}}
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| *{{nerf|Forward throw deals less damage (7% → 5%) with its knockback scaling compensated (100 → 125).}}
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| *{{buff|Forward throw has less ending lag (FAF 62 → 59) and it launches opponents at a higher angle (65° → 75°), improving its combo potential.}}
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| *{{buff|Inhale's start-up (frame 18 → 14) and ending lag decreased (FAF 78 → 73).}}
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| '''{{GameIcon|ssb4}} [[1.1.1]]'''
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| *{{buff|[[Inhale (Kirby)#Customization|Ice Breath]]'s hitboxes moved forward; its farthest hitbox's size increased|7u|7.5u; and its angle altered: 40° → [[Semi-spike|30°]]. Altogether, these changes improve its range and spacing potential.}}
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| *{{buff|Aerial [[Hammer (move)#Customization|Hammer Bash]]'s weight-based knockback increased|20|50.}}
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| *{{nerf|Hammer Bash's sourspot now takes priority over the sweetspot.}}
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| '''{{GameIcon|ssb4}} [[1.1.3]]'''
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| {{UpdateList/1.1.3|char=Kirby}}
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| '''{{GameIcon|ssb4}} [[1.1.4]]'''
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| {{UpdateList/1.1.4|char=Kirby}}
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| '''{{GameIcon|ssb4}} [[1.1.5]]'''
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| {{UpdateList/1.1.5|char=Kirby}}
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|
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|
| ==Moveset== | | ==Moveset== |
| ''For a gallery of Kirby's hitboxes, see [[/Hitboxes|here]].''
| |
| {{MovesetTable | | {{MovesetTable |
| |game=ssb4 | | |game=ssb4 |
| |neutralcount=2 | | |neutralcount=2 |
| |neutralinf=y | | |neutralinf=y |
| |neutralname=Vulcan Jab ({{ja|バルカンジャブ|Barukan Jabu}}) / Smash Punch ({{ja|スマッシュパンチ|Sumasshupanchi}}) | | |neutralname= |
| |neutral1dmg=2% | | |neutral1dmg=2% |
| |neutral2dmg=3% | | |neutral2dmg=3% |
| |neutralinfdmg=1% (loop), 2% (last) | | |neutralinfdmg=1% (loop), 2% (last) |
| |neutraldesc=A {{s|wikipedia|one-two combo}}. When button mashed, Kirby performs the Vulcan Jab from the {{s|wikirby|Fighter}} ability before concluding with the Smash Punch, also from the Fighter ability. It is very quick due to coming out on frame 3, and its first two hits have very minimal ending lag. These traits make it effective for [[jab cancel]]ing or as an [[out of shield]] option. | | |neutraldesc=Two quick jabs followed by a flurry of punches. Turns into a smash punch when ended. |
| |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=Kirby does a spinning forward kick. Can be angled upwards or 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 a very 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. | | |utiltdesc=Kirby quickly raises one leg vertically from behind. Disjointed range but low damage. |
| |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=Kirby does a crouching low kick. |
| |dashname= | | |dashname= |
| |dashdmg=1% (hits 1-5), 4% (hit 6) | | |dashdmg=1% (hits 1-5), 4% (hit 6) |
| |dashdesc=The Break Spin from the {{s|wikirby|Yo-yo}} ability. It is difficult to SDI out of, while its last hit can easily ward off opponents due to it dealing very high base knockback. However, it is punishable due to it coming out on frame 12 and having noticeable ending lag. | | |dashdesc=Kirby spins on his hands, while kicking with his feet. Hits multiple times. |
| |fsmashangles=3 | | |fsmashangles=3 |
| |fsmashname=Smash Kick ({{ja|スマッシュキック|Sumasshu Kikku}}) | | |fsmashname= |
| |fsmashupdmg={{ChargedSmashDmgSSB4|16}} (clean), {{ChargedSmashDmgSSB4|12}} (late) | | |fsmashupdmg={{ChargedSmashDmgSSB4|16}} (clean), {{ChargedSmashDmgSSB4|13}} (late) |
| |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=The Spin Kick from the Fighter ability. It slightly moves Kirby forward and can be angled. 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. | | |fsmashdesc=Kirby lunges forward and delivers a very large jump kick that moves him forward. Can be angled upwards or 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) |
| |usmashdesc=A bicycle kick. It can hit behind Kirby, while its clean hitbox deals respectable damage and has very high knockback growth like forward smash. It clean hitbox KOs middleweights at 102% from anywhere on Final Destination in the ''3DS'' version, and at 96% in the ''Wii U'' version. Kirby's feet are also rendered intangible throughout its duration, albeit only during its clean hitbox. However, its mid and late hitboxes lack KO potential. | | |usmashdesc=Backflips while doing an upward kick, similar to Fox's up smash. |
| |dsmashname= | | |dsmashname= |
| |dsmashdmg={{ChargedSmashDmgSSB4|14}} (clean), {{ChargedSmashDmgSSB4|10}} (late) | | |dsmashdmg={{ChargedSmashDmgSSB4|14}} (clean), {{ChargedSmashDmgSSB4|10}} (late) |
| |dsmashdesc=A spinning split kick. It hits in front of and behind Kirby, and its clean hitbox deals respectable damage and has very high knockback growth like his forward and up smashes. Its clean hitbox KOs middleweights at 113% from anywhere on Final Destination in the ''3DS'' version and at 106% in the ''Wii U'' version. It also renders Kirby's feet intangible albeit only during its clean hitbox. However, its late hitbox has significantly lower KO potential. | | |dsmashdesc=Kirby does a split and spins around rapidly. |
| |nairname=Twinkle Star ({{ja|ティンクルスター|Tinkuru Sutā}}) | | |nairname= |
| |nairdmg=10% (clean), 8% (mid), 6% (mid-to-late), 4% (late) | | |nairdmg=10% (clean), 8% (mid), 6% (mid-late), 4% (late) |
| |nairdesc=The attack of the same name from the {{s|wikirby|Smash}} ability. Its very low landing lag makes it a decent set-up option at low percents when short hopped, while its high knockback growth makes it a decent anti-pressure and out of shield option. However, it has the highest amount of ending lag out of Kirby's aerials. Despite having [[sex kick]] properties, it also has high startup lag. | | |nairdesc=Kirby spins around in the air. |
| |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. Can connect into itself for a [[Wall of Pain]] in certain instances. | | |fairdesc=Kirby does three quick spinning kicks. |
| |bairname= | | |bairname= |
| |bairdmg=13% (clean), 8% (late) | | |bairdmg=13% (clean), 8% (late) |
| |bairdesc=A double-footed back kick. 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. However, the late hit has a blindspot, as its hitbox doesn't fully cover Kirby's feet. | | |bairdesc=Quickly crouches in midair then kicks his legs behind him. |
| |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=Does a flip kick in midair, similar to his up smash. |
| |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 to use off-stage. 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 due to coming out on frame 18, it can be auto-canceled on landing, giving Kirby a very large window to safely land while tumbling. | | |dairdesc=Kirby's spins while [[drill|drill kicking]] downward. Each hit has a weak meteor smash effect. |
| |grabname= | | |grabname= |
| |grabdesc=Reaches out with one hand. One of the fastest grabs among the cast, though its range is merely average. Kirby's throws are based on attacks used by the {{s|wikirby|Backdrop}}, {{s|wikirby|Suplex}} and {{s|wikirby|Ninja}} abilities. | | |grabdesc=Kirby's grab range is average. |
| |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=Punches enemy. Moderate speed. |
| |fthrowname= | | |fthrowname= |
| |fthrowdmg=5% | | |fthrowdmg=7% |
| |fthrowdesc=The Rock Drop from the Suplex ability. Unlike the majority of forward throws, it possesses combo potential. Its most reliable follow-ups are neutral, forward and down aerials at low percents, and up aerial and [[Final Cutter]] at medium percents. | | |fthrowdesc=Kirby flips and slams the opponent onto the ground. |
| |bthrowname= | | |bthrowname= |
| |bthrowdmg=8% | | |bthrowdmg=8% |
| |bthrowdesc=A backwards dive from the Backdrop ability. Despite having 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. | | |bthrowdesc=Quickly flips backwards and slams opponent head-first into the ground. |
| |uthrowname=Air Drop ({{ja|いずな落とし|Izuna Otoshi}}, ''Izuna Drop'') | | |uthrowname= |
| |uthrowdmg=10% | | |uthrowdmg=10% |
| |uthrowdesc=The attack of the same name from the Ninja ability. 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. | | |uthrowdesc=Jumps offscreen and comes down in an explosion. High vertical knockback, being Kirby's strongest throw. |
| |dthrowname= | | |dthrowname= |
| |dthrowdmg=0.8% (hits 1-9), 1% (hit 10), 2% (throw) | | |dthrowdmg=0.4% (hits 1-9), 1% (hit 10), 2% (throw) |
| |dthrowdesc=The Fury Stomp from the Suplex ability. Its high damage and low knockback makes it useful for damage racking. It can also damage nearby opponents. | | |dthrowdesc=Kirby throws his victim into the ground, and then stomps on them several times quickly. The stomps also damage nearby opponents. |
| |floorfname= | | |floorfname= |
| |floorfdmg=7% | | |floorfdmg=7% |
| |floorfdesc=Performs a spin kick before getting up. | | |floorfdesc=Kirby gets up and does a spin kick. |
| |floorbname= | | |floorbname= |
| |floorbdmg=7% | | |floorbdmg=7% |
| |floorbdesc=Kicks on one side and then the other before getting up. | | |floorbdesc=Kirby gets up, then kicks on one side, then the other. |
| |floortname= | | |floortname= |
| |floortdmg=5% | | |floortdmg=5% |
| |floortdesc=The Break Spin from the Yo-yo ability. | | |floortdesc=Kirby gets up then spins around, kicking. |
| |edgename= | | |edgename= |
| |edgedmg=7% | | |edgedmg=7% |
| |edgedesc=Performs a cartwheeling kick while climbing up. It has surprisingly good range compared to many other characters' edge attacks. | | |edgedesc=Kirby flips over the edge and kicks. |
| |nsdefname=Inhale | | |nsdefname=Inhale |
| |nspage=Inhale (Kirby)
| | |nsdefdmg=6% (spit), 10% (swallow) |
| |nsdefdmg=10% (swallow), 6% (spit) | | |nsdefdesc=Kirby sucks up his opponent. He can exhale them as a star to deal damage, or copy their neutral special attack. Some characters will give him an alternative special move due to mechanics that wouldn't work properly when copied over, like Olimar's Pikmin Pluck. |
| |nsdefdesc={{s|wikirby|Inhale}}s the opponent. It has a [[grab]]box and can be held indefinitely. Upon Inhaling an opponent, Kirby can spit them out as a star to deal damage to them and any nearby opponents (star damage varies based on the inhaled character’s weight), copy their neutral special move, or walk around slowly and/or perform a short hop. However, the opponent can escape from Kirby's mouth via button mashing. Kirby must wait roughly a second before he can inhale the same person again. Some characters will give Kirby a slight variation of their neutral special due to mechanics that would not work properly when copied, such as [[Luma Shot]] and [[Pikmin Pluck]]. | |
| |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 cannot Inhale anything. | | |nsc1desc=Kirby exhales cold air, which freezes his opponent. He cannot suck anything in with this move. This move hits multiple times. |
| |nsc2name=Jumping Inhale | | |nsc2name=Jumping Inhale |
| |nsc2dmg=8% (swallow), 13% (spit) | | |nsc2dmg=5% (spit), 8% (swallow) |
| |nsc2desc=Jumps forward before Inhaling the opponent, which can allow it to function as a horizontal recovery option, similarly to [[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 always cause a [[Sudden Death]]. It also lacks the vacuum hitboxes outside of Kirby's mouth. | | |nsc2desc=Kirby jumps forwards before inhaling. If Kirby spits out his opponent, the star won't deal damage. |
| |ssdefname=Hammer Flip | | |ssdefname=Hammer Flip |
| |ssdefdmg=19% (grounded uncharged), 15% (aerial uncharged), 35% (grounded fully charged), 27% (aerial fully charged) | | |ssdefdmg=19% (ground uncharged), 15% (air uncharged), 35% (ground fully charged), 27% (air fully charged) |
| |ssdefdesc=The attack of the same name from the {{s|wikirby|Hammer}} ability. It is chargeable and, when fully charged, Kirby's hammer will ignite and deal [[recoil damage]]. He can also slowly walk and jump while charging it, while a fully charged Hammer Flip briefly grants him 6% [[armor]] during part of the swing. When it is used in midair, Kirby will swing his hammer twice. While near the edge of Final Destination, uncharged Hammer Flip KOs middleweights at 92% and 82% in the ''3DS'' and ''Wii U'' versions, respectively. Fully charged Hammer Flip KOs middleweights at 17% and 10% in the ''3DS'' and ''Wii U'' versions, respectively. Although weaker, aerial Hammer Flip nevertheless possesses KO potential. While near the edge of Final Destination, it KOs middleweights at 128% and 115% in the ''3DS'' and ''Wii U'' versions, respectively. Its fully charged version KOs them at 44% and 36% in the ''3DS'' and ''Wii U'' versions, respectively. | | |ssdefdesc=Kirby swings his hammer forwards in an arc, which increases in power the longer it charges. He can move around and jump while charging this move. |
| |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% (ground head), 18% (ground handle), 4% (air hit 1), 17% (air hit 2 head), 15% (air hit 2 handle) |
| |ssc1desc=The hammer deals slightly more damage, launching foes at somewhat lower percents and at a more vertical angle, but it cannot be charged, which makes it function almost exactly 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. | | |ssc1desc=Kirby swings his hammer forwards in an arc, which sends his opponents skyward on contact. He cannot charge this move. Using this move in midair cause Kirby to rise slightly. |
| |ssc2name=Giant Hammer | | |ssc2name=Giant Hammer |
| |ssc2dmg=22% (grounded uncharged), 20% (aerial uncharged), 40% (grounded fully charged), 32% (aerial fully charged) | | |ssc2dmg=22% (ground uncharged), 20% (air uncharged), 40% (ground fully charged), 32% (air fully charged) |
| |ssc2desc=Wields a massive hammer that is slightly stronger and grants unbreakable armor while charging once the hammer starts to glow, but has much higher start-up and ending lag. While near the edge of Final Destination in the ''3DS'' version, uncharged grounded Giant Hammer KOs middleweights at 76%, whereas its uncharged aerial version KOs them at 90%. Fully charged grounded Giant Hammer KOs middleweights at 7%, whereas its fully charged aerial version KOs them at 29%. | | |ssc2desc=Kirby swings a massive hammer, which is slower but stronger than his normal one. Kirby has [[super armor]] while charging the hammer. |
| |usdefname=Final Cutter | | |usdefname=Final Cutter |
| |usdefdmg=5% (ascent), 2% (descent), 5% (landing), 6% (shockwave) | | |usdefdmg=5% (rise), 2% (drop), 5% (landing), 6% (wave) |
| |usdefdesc=The attack of the same name from the {{s|wikirby|Cutter}} ability. It can meteor smash any 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's 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 speed limits its use 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]]. | | |usdefdesc=Kirby jumps straight up and falls straight down, cutting anyone he comes in contact with on the way up and meteor smashing anyone he comes in contact with on the way down. When landing, Kirby creates a shockwave projectile that moves forwards quickly. |
| |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 faster and he stays 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. | | |usc1desc=Kirby jumps straight up and falls straight down, creating a shockwave that sends rocks flying outwards. The move only deals damage when Kirby lands on the ground. |
| |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 start off 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. | | |usc2desc=Kirby jumps straight up, cutting anyone he comes in contact with. Stronger than his regular blade and goes higher, but cannot hit anything on the way down. |
| | |
| While it does lack the falling hit Final Cutter has, Upper Cutter is overall a far superior move, being a much better recovery 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.
| |
| |dsdefname=Stone | | |dsdefname=Stone |
| |dsdefdmg=18% (impact), 14% (shockwave) | | |dsdefdmg=14% (shockwave), 18% (impact) |
| |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=Kirby turns into a heavy object and plummets straight down. Enemies are sent flying on contact. Kirby cannot be damaged in this form, but can be grabbed. |
| |dsc1name=Grounding Stone | | |dsc1name=Grounding Stone |
| |dsc1dmg=10% (impact on grounded opponents), 12% (impact on aerial opponents), 6% (shockwave) | | |dsc1dmg=6% (shockwave), 10% (impact on grounded opponents), 12% (impact on airborne opponents) |
| |dsc1desc=Takes less time to revert to normal 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. | | |dsc1desc=Kirby turns into a heavy object and plummets straight down. Kirby takes longer to transform, but takes less time transforming back, and grounded enemies are buried on contact. |
| |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 used on the ground, Kirby will be popped upward a small distance. Can absorb ~18%. | | |dsc2desc=Kirby turns into a heavy object and plummets straight down. Kirby takes longer to transform back, but he will meteor smash any enemies he hits while falling. |
| |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=Kirby takes out his Ultra Sword and slashes at the opponent. If the move connects, he will teleport around them while slashing at them multiple times. He finishes the move with a powerful hit from a further enlarged sword. This move is similar to Great Aether. |
| }} | | }} |
|
| |
|
| ===Stats=== | | ===Taunts=== |
| {{Attributes
| | *A "Kirby Dance" similar to his victory dances and in the Kirby games. |
| |cast = 58
| | *Spins around, then stops, sticking out his left leg and saying "Eeu!". Almost identical to the "preview" animation shown when he is chosen in the original Super Smash Bros. |
| |weight = 79
| | *Faces the screen and says his signature elongated "Hi". |
| |rweight = 51-54
| |
| |dash = 1.5
| |
| |rdash = 25-41
| |
| |run = 1.57
| |
| |rrun = 31
| |
| |walk = 0.93
| |
| |rwalk = 43
| |
| |trac = 0.0493
| |
| |rtrac = 41
| |
| |airfric = 0.015
| |
| |rairfric = 6-19
| |
| |air = 0.8
| |
| |rair = 55
| |
| |baseaccel = 0.03
| |
| |rbaseaccel = 6-7
| |
| |addaccel = 0.065
| |
| |raddaccel = 30-34
| |
| |gravity = 0.06405
| |
| |rgravity = 56
| |
| |fall = 1.23
| |
| |rfall = 55
| |
| |ff = 1.968
| |
| |rff = 55
| |
| |jumpsquat = 4
| |
| |rjumpsquat = 1-13
| |
| |jumpheight = 25.368114
| |
| |rjumpheight = 57
| |
| |shorthop = 12.241816
| |
| |rshorthop = 56
| |
| |djump = 21.04669712, 18.50584782, 15.9203607, 13.3388484, 10.81397463
| |
| |rdjump = 57
| |
| |ellag = 4
| |
| |rellag = 1-46
| |
| }}
| |
|
| |
|
| ===[[Announcer]] call=== | | ====On-Screen Appearance==== |
| {{audio|Needs announcer calls from other languages.}}
| | Kirby rides in on a [[Warp Star]] and crashes down. |
| <gallery>
| |
| Kirby English Announcer SSB4-SSBU.wav|English/Japanese/Chinese | |
| </gallery>
| |
|
| |
|
| ===[[On-screen appearance]]=== | | ====Victory Fanfare==== |
| {{appearance
| | A flourished remix directly from ''Brawl''. It is a remix of the short recurring theme that plays when Kirby completes a stage or defeats a boss, debuting in Kirby's Dream Land. It is shared with {{SSB4|King Dedede}}. |
| |desc=Rides on a {{s|wikirby|Warp Star}} and crashes it onto the stage.
| |
| |char=Kirby
| |
| |game=SSB4}}
| |
|
| |
|
| ===[[Taunt]]s===
| | ==[[Alternate costume (SSB4)#Kirby|Alternate costumes]]== |
| {{Taunt/SSB4
| | {|style="margin:1em auto 1em auto;text-align:center" |
| |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-side=Spins repeatedly, then stops to balance on one leg and extend one arm and say "Eeu!" It is almost identical to his "character selection" animation in ''SSB''.
| |
| |desc-down=Leans inward to face the screen and wave his arms while saying "Hi!"}}
| |
| | |
| ===[[Idle pose]]s===
| |
| {{Idle
| |
| |desc-1=Hops to look off-screen, then hops back into his default position. | |
| |desc-2=Briefly nods off, then shakes his head and wakes up.
| |
| |image-1=KirbyIdlePose1SSB4.jpg
| |
| |image-2=KirbyIdlePose2SSB4.jpg}}
| |
| | |
| ===[[Crowd cheer]]===
| |
| {| class="wikitable" border="1" cellpadding="4" cellspacing="1"
| |
| |- | | |- |
| !{{{name|}}}
| | |colspan=8|[[File:Kirby Palette (SSB4).png]] |
| !Cheer (English)
| |
| !Cheer (Japanese)
| |
| !Cheer (Spanish)
| |
| |- | | |- |
| ! scope="row"|Cheer
| | |{{Head|Kirby|g=SSB4-3|s=50px}} |
| |[[File:Kirby Cheer English SSB4 SSBU.ogg|center]]||[[File:Kirby Cheer Japanese SSB4 SSBU.ogg|center]]||{{NTSC}} [[File:Kirby Cheer Spanish NTSC SSB4 SSBU.ogg|center]] <br> {{PAL}} [[File:Kirby Cheer Spanish PAL SSB4.ogg|center]] | | |{{Head|Kirby|g=SSB4-3|s=50px|cl=Yellow}} |
| |- | | |{{Head|Kirby|g=SSB4-3|s=50px|cl=Blue}} |
| ! scope="row"|Description
| | |{{Head|Kirby|g=SSB4-3|s=50px|cl=Red}} |
| |Kir - by! || Ka - a - bii! || Kir - by! | | |{{Head|Kirby|g=SSB4-3|s=50px|cl=Green}} |
| |- | | |{{Head|Kirby|g=SSB4-3|s=50px|cl=White}} |
| !{{{name|}}}
| | |{{Head|Kirby|g=SSB4-3|s=50px|cl=Orange}} |
| !Cheer (French)
| | |{{Head|Kirby|g=SSB4-3|s=50px|cl=Purple}} |
| !Cheer (German)
| |
| !Cheer (Italian)
| |
| |- | |
| ! scope="row"|Cheer
| |
| |{{NTSC}} [[File:Kirby Cheer French NTSC SSB4.ogg|center]] <br> {{PAL}} [[File:Kirby Cheer French PAL SSB4.ogg|center]]||[[File:Kirby Cheer German SSB4.ogg|center]]||[[File:Kirby Cheer Italian SSB4 SSBU.ogg|center]] | |
| |- | |
| ! scope="row"|Description
| |
| |Kir - by ! || Kir - by! || Kir - by! | |
| |} | | |} |
|
| |
|
| ===[[Victory pose]]s=== | | ==Trophies== |
| {{Victory/SSB4
| | ==={{for3ds}} trophy descriptions=== |
| |victory-theme=KirbyUniverseTheme.ogg
| | Kirby's regular trophy can be obtained by completing [[Classic Mode]] and his alternative trophy can be obtained by completing [[All-Star mode]]. |
| |victory-desc=A flourished remix of the short, recurring theme that debuted in ''{{s|wikirby|Kirby's Dream Land}}'' and which plays when [[Kirby]] completes a stage or defeats a boss.
| |
| |desc-1=Spins to turn his back to the screen and then briefly wiggles, does a front flip to face the screen, and then holds his arm up.
| |
| |desc-2=Skids to the right, spins and then holds his arm up.
| |
| |desc-3=Brings his arms down twice, does a cartwheel, and then holds his arm up.
| |
| |char=Kirby}}
| |
| | |
| ==In [[competitive play]]==
| |
| ===[[Official Custom Moveset Project]]=== | |
| {{OfficialCustomMoves
| |
| |char=Kirby
| |
| |set1=3231
| |
| |set2=3232
| |
| |set3=3233
| |
| |set4=1231
| |
| |set5=1131
| |
| |set6=3133
| |
| |set7=3131
| |
| |set8=2231
| |
| |set9=3221
| |
| |set10=3331
| |
| }}
| |
| | |
| ===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.-->
| |
| | |
| ''See also: [[:Category:Kirby players (SSB4)]]''
| |
| | |
| *{{Sm|Jesuischoq|France}} - The best Kirby player in Europe. He made strong placements as a solo-Kirby main at some of the most populated ''Smash 4'' tournaments in Europe, placing 13th at {{Trn|talent.io}}, as well as 25th at {{Trn|Deflagration}} and {{Trn|Respawn 6}}.
| |
| *{{Sm|Komota|USA}} - The best Kirby player in the world, although seldomly competed in tournaments. Despite his inconsistent activity, he performed one of the best low-tier upsets by defeating {{Sm|Ally}} at {{Trn|Frostbite 2017}} and placing 33rd overall. He also placed 25th at {{Trn|The Big House 8}}, which is the best solo-Kirby placement at a ''Smash 4'' major.
| |
| *{{Sm|MikeKirby|USA}} - Considered to be the best Kirby player in the world during 2015 to 2016. He placed top 16 at many early Tri-state events such as 5th at {{Trn|KTAR XIV}} and 9th at {{Trn|KTAR XII}} defeating {{Sm|Salem}}. He also performed decently at some larger tournaments, such as 13th at {{Trn|Glitch}} and 49th at {{Trn|Apex 2015}}.
| |
| *{{Sm|Poyo|USA}} - One of the best Kirby players in the world. While some of her results were mixed with {{SSB4|Luigi}}, she was one of the few Kirby players to hold multiple top 64s at major/supermajors, placing 33rd at {{Trn|The Big House 7}} and 49th at {{Trn|Shine 2017}}.
| |
| | |
| ===Tier placement and history===
| |
| Due to the considerable nerfs Kirby received in his transition from ''Brawl'', he has always been considered a non-viable character within the ''SSB4'' metagame, even in spite of game updates noticeably buffing 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. Many smashers also took note of Kirby's overall poor matchup spread as characters like with large disjoints, and strong good kill power ({{SSB4|Cloud}} being a primary example) as well as zoning characters with effective projectiles ({{SSB4|Pac-Man}}, {{SSB4|Mega Man}}, {{SSB4|Toon Link}} and {{SSB4|Villager}} being good examples) do very well against 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 having excellent tools to prevent Kirby from approaching. The release of {{SSB4|Cloud}} and {{SSB4|Corrin}} also hurt him since they too proved to be tough matchups for Kirby. This resulted in Kirby's already 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 tier placement 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 hardly has any 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}} doing 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, putting 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's the absolute worst character in the game. Others, however, think that he is underrated and that he should be ranked relatively higher due to his excellent combo game, good kill power and great edgeguarding.
| | :'''Kirby''' |
| | ::'''NA:''' ''Round little Kirby lives on the peaceful Planet Popstar, in Dream Land. He can inhale things with his big mouth, either copying their abilities or spitting them out again. In Smash Bros., Kirby can inhale opponents and copy their standard specials. He gets launched easily but recovers well.'' |
| | ::'''PAL:''' ''A roly-poly little fella from Dream Land on Planet Popstar. He can inhale pretty much anyone or anything with that big gob of his, then spit them out or copy their abilities. He can copy opponents' standard specials in this game, too! His light weight means he gets launched easily, but with a series of mid-air jumps, recovering's not too tricky.'' |
|
| |
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| ==In Solo Modes==
| | :'''Kirby (Alt.)''' |
| ===[[All-Star Mode]]===
| | ::'''NA:''' ''Holding the special button and left or right will charge up Kirby's Hammer Flip attack. Charging too long hurts Kirby! The hammer strikes twice in the air, but landing the single blow on the ground is more powerful. Kirby's up special Final Cutter slices up and down, firing a shock wave upon landing.'' |
| In All-Star Mode, Kirby is fought in Stage 4 in both versions alongside {{SSB4|Fox}}, {{SSB4|Falco}}, {{SSB4|Meta Knight}}, {{SSB4|Wario}}, {{SSB4|Sonic}}, and {{SSB4|King Dedede}}.
| | ::'''PAL:''' ''Charge up Kirby's Hammer side special to unleash Hammer Flip, a move with serious launch power. Charge it too much, though, and you'll get hurt! The move hits twice in mid-air, but does more damage on the ground. Final Cutter slices up and down before sending out an energy wave. Move Kirby mid-jump to change where he lands.'' |
|
| |
|
| ==={{GameIcon|SSB4-U}}[[Event Match]]es===
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| ====Solo Events====
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| * '''[[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''.
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| * '''[[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.
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| ====Co-op Events====
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| * '''[[A Fairy Nice Trip]]''': {{SSB4|Link}} and {{SSB4|Pac-Man}} must survive against four Kirbys until reaching [[Pac-Land|Fairy Land]].
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| * '''[[Food Fight]]''': A damaged Kirby and King Dedede must defeat {{SSB4|Wario}}, {{SSB4|Yoshi}}, and Pac-Man.
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| * '''[[Getting Healthy]]''': {{SSB4|Wii Fit Trainer}} and {{SSB4|Little Mac}} must defeat Kirby and Pac-Man.
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| * '''[[The Ultimate Battle]]''': Two players select a character and must defeat the entire roster.
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| * '''[[Viral Visitors]]''': {{SSB4|Dr. Mario}} and {{SSB4|Peach}} must defeat four Kirbys.
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| * '''[[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.
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|
| |
| ===[[Congratulations screen]]s===
| |
| <center> | | <center> |
| ====3DS====
| |
| <gallery> | | <gallery> |
| SSB4-3DS Congratulations Classic Kirby.png|Classic Mode
| | KirbyTrophy3DS.png|Classic |
| SSB4-3DS Congratulations All-Star Kirby.png|All-Star Mode
| | KirbyAllStarTrophy3DS.png|Alt. |
| </gallery>
| |
| -===Wii U====
| |
| <gallery>
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| SSB4-Wii U Congratulations Classic Kirby.png|Classic Mode
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| SSB4-Wii U Congratulations All-Star Kirby.png|All-Star Mode
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| </gallery> | | </gallery> |
| </center> | | </center> |
|
| |
| ==[[Trophies]]==
| |
| Kirby's default trophy is obtained by clearing Classic Mode as Kirby. His alternate trophy is obtained by clearing All-Star Mode as Kirby in the 3DS version or purchasing it in the Trophy Shop for 1000G in the Wii U version (the latter can only appear after clearing Classic or All-Star as Kirby). The Ultra Sword trophy is obtained only in the Wii U version by clearing All-Star Mode as Kirby.
| |
| {{Trophy/Fighter
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| |name=Kirby
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| |image-3ds=KirbyTrophy3DS.png
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| |image-wiiu=KirbyTrophyWiiU.png
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| |mode=Classic
| |
| |desc-3ds-ntsc=Round little Kirby lives on the peaceful Planet Popstar, in Dream Land. He can inhale things with his big mouth, either copying their abilities or spitting them out again. In Smash Bros., Kirby can inhale opponents and copy their standard specials. He gets launched easily but recovers well.
| |
| |desc-wiiu-ntsc=Pudgy, little Kirby lives in the peaceful hills of Dream Land on the Planet Popstar. He can inhale things with his big mouth, either copying their abilities or spitting them out again. In Smash Bros., Kirby can inhale opponents and copy their standard specials. He gets launched easily but recovers well.
| |
| |desc-pal=A roly-poly little fella from Dream Land on Planet Popstar. He can inhale pretty much anyone or anything with that big gob of his, then spit them out or copy their abilities. He can copy opponents' standard specials in this game, too! His light weight means he gets launched easily, but with a series of mid-air jumps, recovering's not too tricky.
| |
| |gamelist-ntsc={{Trophy games|console1=GB|game1=Kirby's Dream Land|release1=08/1992|console2=SNES|game2=Kirby Super Star|release2=08/1996}}
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| |gamelist-pal={{Trophy games|console1=GB|game1=Kirby's Dream Land|release1=08/1992|console2=SNES|game2=Kirby's Fun Pak|release2=01/1997}}
| |
| }}
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| {{clrl}}
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|
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| {{Trophy/Fighter
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| |name=Kirby (Alt.)
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| |image-3ds=KirbyAltTrophy3DS.png
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| |image-wiiu=KirbyAltTrophyWiiU.png
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| |mode=Alt
| |
| |desc-ntsc=Holding the special button and left or right will charge up Kirby's Hammer Flip attack. Charging too long hurts Kirby! The hammer strikes twice in the air, but landing the single blow on the ground is more powerful. Kirby's up special Final Cutter slices up and down, firing a shock wave upon landing.
| |
| |desc-pal=Charge up Kirby's Hammer side special to unleash Hammer Flip, a move with serious launch power. Charge it too much, though, and you'll get hurt! The move hits twice in mid-air, but does more damage on the ground. Final Cutter slices up and down before sending out an energy wave. Move Kirby mid-jump to change where he lands.
| |
| |gamelist-ntsc={{Trophy games|console1=GB|game1=Kirby's Dream Land|release1=08/1992|console2=SNES|game2=Kirby Super Star|release2=08/1996}}
| |
| |gamelist-pal={{Trophy games|console1=GB|game1=Kirby's Dream Land|release1=08/1992|console2=SNES|game2=Kirby's Fun Pak|release2=01/1997}}
| |
| }}
| |
| {{clrl}}
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|
| |
| {{Trophy/Fighter
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| |name=Ultra Sword
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| |image=UltraSwordTrophyWiiU.png
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| |desc-ntsc=For Kirby's Final Smash, he swings a sword that's waaay bigger than he is. If the first swing hits, he'll keep going with a combo of lightning-fast slices, dealing tons of damage. For the last swing, the sword grows even larger and launches any victims. Make sure that first swing hits, though, or nothing else will happen!
| |
| |desc-pal=For Kirby's Final Smash, he swings around a sword that's waaay bigger than he is. If the first swing hits, he'll keep going with a combo of lightning-fast slices, dealing tons of damage. For the last swing, the sword grows even larger and launches its target. It's great, so make sure that first swing hits, or none of the rest will happen!
| |
| |game=ssb4-wiiu
| |
| }}
| |
| {{clrl}}
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|
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| ==[[Alternate costume (SSB4)#Kirby|Alternate costumes]]==
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| {|style="margin:1em auto 1em auto;text-align:center"
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| |-
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| |colspan=8|[[File:Kirby Palette (SSB4).png]]
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| |-
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| |{{Head|Kirby|g=SSB4|s=50px}}
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| |{{Head|Kirby|g=SSB4|s=50px|cl=Yellow}}
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| |{{Head|Kirby|g=SSB4|s=50px|cl=Blue}}
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| |{{Head|Kirby|g=SSB4|s=50px|cl=Red}}
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| |{{Head|Kirby|g=SSB4|s=50px|cl=Green}}
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| |{{Head|Kirby|g=SSB4|s=50px|cl=White}}
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| |{{Head|Kirby|g=SSB4|s=50px|cl=Orange}}
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| |{{Head|Kirby|g=SSB4|s=50px|cl=Purple}}
| |
| |}
| |
|
| |
| ==Gallery== | | ==Gallery== |
| <gallery> | | <gallery> |
| Kirby Direct.png|Kirby in the Nintendo Direct from April 8th, 2014. | | Kirby Direct.png|Kirby in the Nintendo Direct from April 8th, 2014. |
| Kirby amiibo.png|Kirby's [[Amiibo]]. | | Kirby amiibo.png|Kirby's amiibo. |
| Kirby Wii U SSB4 E3 2013.png|Kirby's appearance during [[E3]] 2013. | | Kirby Wii U SSB4 E3 2013.png|Kirby's appearance during [[E3]] 2013. |
| Kirby3DS.jpg|Kirby [[teeter]]ing in {{for3ds}}. | | Kirby3DS.jpg|Kirby's appearance in the 3DS version of the game. |
| KirbyFinalCutter3DS.jpg|Using [[Final Cutter]]. | | KirbyFinalCutter3DS.jpg|Kirby using [[Final Cutter]] in the 3DS version of the game. |
| KirbyHammer3DS.jpg|Using [[Hammer (move)|Hammer Flip]] on {{SSB4|Bowser}}. | | KirbyHammer3DS.jpg|Kirby using {{b|Hammer|move}} in the 3DS version of the game with {{SSB4|Bowser}} on [[Battlefield (SSB4)|Battlefield ]]. |
| KirbydairSSB4.jpg|Using his [[down aerial]] on {{SSB4|Fox}} in {{forwiiu}}. | | KirbydairSSB4.jpg|Kirby using his [[down aerial]] on {{SSB4|Fox}} in the Wii U version of the game. |
| KirbyFinalCutterWiiU.png|Using Final Cutter on {{SSB4|Mario}}. | | KirbyFinalCutterWiiU.png|Kirby using [[Final Cutter]] on {{SSB4|Mario}} in the Wii U version of the game in [[Town and City]]. |
| Kirby Jab Wii U SSB4.png|Using his neutral infinite on Mario. | | Kirby Jab Wii U SSB4.png|Kirby using his neutral attack in the Wii U version of the game. |
| Kirby Air Hammer SSB4 Wii U.jpg|Using Hammer Flip while in midair. | | Kirby Air Hammer SSB4 Wii U.jpg|Kirby using Hammer while airborne in the Wii U version of the game. |
| Mario Fair Meteor Smashes Kirby SSB4.jpg|Kirby getting [[meteor smash]]ed by Mario's [[forward aerial]]. | | Mario Fair Meteor Smashes Kirby SSB4.jpg|Kirby getting [[meteor smash]]ed by {{SSB4|Mario}}'s [[forward aerial]]. |
| SSB4 Toon Link Screen-5.jpg|Kirby taunting alongside {{SSB4|Toon Link}} and {{SSB4|Pikachu}}. | | SSB4 Toon Link Screen-5.jpg|Kirby with {{SSB4|Toon Link}} and {{SSB4|Pikachu}}. |
| Sonic Forward Tilt SSB4.jpg|[[Crouch]]ing while {{SSB4|Sonic}} uses his neutral attack on Fox. | | Sonic Forward Tilt SSB4.jpg|{{SSB4|Sonic}} kicking {{SSB4|Fox}} and Kirby on the [[Spirit Train]]. |
| Mario Kirby Samus Toon Link Battlefield SSB4.jpg|Kirby fighting Mario, {{SSB4|Samus}} and Toon Link. | | Mario Kirby Samus Toon Link Battlefield SSB4.jpg|Kirby fighting {{SSB4|Mario}}, {{SSB4|Samus}} and {{SSB4|Toon Link}}. |
| Luigi and mario copying kirby.jpg|[[Taunt]]ing alongside Mario and {{SSB4|Luigi}}. | | Luigi and mario copying kirby.jpg|[[Taunt]]ing with Mario and {{SSB4|Luigi}}. |
| Pikachu3DS.jpg|Alongside Pikachu. | | Pikachu3DS.jpg|On the [[Spirit Train]] stage with Pikachu. |
| MissileSSB4.jpg|[[Crouching]] under Samus' [[Missile]] alongside Mario. | | MissileSSB4.jpg|[[Duck]]ing under Samus' [[Missile]] with Mario. |
| Villager Turnip.png|Kirby being hit by {{SSB4|Villager}}'s down aerial. | | Villager Turnip.png|Being hit by {{SSB4|Villager}}'s [[down aerial]]. |
| Boxing Ring PO Design.jpg|With {{SSB4|King Dedede}} on [[Boxing Ring]]. | | Boxing Ring PO Design.jpg|In the [[Boxing Ring]] with {{SSB4|King Dedede}}. |
| Wii Fit Kirby.jpg|Using his side taunt alongside {{SSB4|Wii Fit Trainer}}'s forward tilt. | | Wii Fit Kirby.jpg|With the {{SSB4|Wii Fit Trainer}} on [[Wii Fit Studio]]. |
| SSB4 Smash Ball.jpg|Jumping above Luigi's [[Green Missile]] while near a [[Smash Ball]]. | | SSB4 Smash Ball.jpg|Forward aerial with Luigi and a [[Smash Ball]] on [[Pyrosphere]]. |
| SSB4WiiU-Charizard8.jpg|Kirby wearing an [[List of Copy Abilities|Ability Hat]] he copied from {{SSB4|Charizard}}. | | SSB4WiiU-Charizard8.jpg|Kirby wearing an [[Copy Ability (disambiguation)|Ability Hat]] with {{SSB4|Charizard}}. |
| SSB4-U Hammer Flip.png|Charging Hammer Flip. | | SSB4-U Hammer Flip.png|Kirby charging Hammer Flip. |
| SSB4 - Dragoon.jpg|Riding [[Dragoon]]. | | SSB4 - Dragoon.jpg|Kirby 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|Kirby with a new palette swap with {{SSB4|Charizard}} and {{SSB4|Meta Knight}} on [[Halberd]]. |
| File:SSB4 Kirby Ending.png
| |
| </gallery> | | </gallery> |
|
| |
|
| ==Trivia== | | ==Trivia== |
| *Kirby cannot copy [[Character customization|custom moves]]. However, his side custom move affects his {{SSB4|Olimar}} [[List of Copy Abilities|Copy Ability]], as the attack changes to match the variant of [[Pikmin Throw]]. | | *The ability to charge Kirby's Hammer was actually intended for ''[[Super Smash Bros. Brawl]]'', as shown through unused animations found via hacking. |
| *Based on unused animations discovered via hacking, the ability to charge Kirby's Hammer appears to have originally been intended for ''Brawl''.
| | *Kirby cannot copy [[custom special moves]], even if he swallows a character that has them equipped. |
| *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. | | ** Despite this, he has voice clips for all of Palutena's available neutral specials, suggesting that either he was able to copy customs at one point in development, or that it was not yet decided which of Palutena's moves would be the defaults. |
| *''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. (In ''[[Super Smash Bros. Ultimate]],'' it would revert back to his prior burning attack from ''[[Super Smash Bros. Melee]]''.) | | *''Super Smash Bros. 4'' is the first game in the series in which Kirby does not have a different [[dash attack]], as he retains his dash attack from Brawl. |
| *At a total of 80, Kirby has the most sound clips of any character, with his amount of clips being rivaled only by the [[Announcer]].
| | *Kirby's alternate trophy in {{for3ds}} shows his gray alternate color as having blue eyes, but it has gray eyes in-game. |
| *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 [[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]].
| |
| *During the development of ''Super Smash Bros. for Nintendo 3DS'', Kirby didn't emote in any way at all.
| |
| *[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 uses 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.
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| | |
| ==References==
| |
| {{reflist}}
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|
| |
|
| {{SSB4Characters}} | | {{SSB4Characters}} |
| {{Kirby universe}} | | {{Kirby universe}} |
| [[Category:Kirby (SSB4)| ]] | | [[Category:Kirby (SSB4)]] |
| [[Category:Trophies (SSB4-3DS)]] | | [[Category:Trophies (SSB4-3DS)]] |
| [[Category:Trophies (SSB4-Wii U)]]
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| [[es:Kirby (SSB4)]]
| |