Editing Kirby (SSBB)

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*{{buff|All tilts and smash attacks have larger hitboxes.}}
*{{buff|All tilts and smash attacks have larger hitboxes.}}
*[[Neutral attack]]:
*[[Neutral attack]]:
**{{buff|The second hit has slightly less ending lag (FAF 17 → 16 (both)). Kirby can also transition into his rapid jab faster and he can now hold down the first hit by holding the attack button.}}
**{{buff|The first two hits have slightly less ending lag (FAF 16 (hit 1), 17 (hit 2) 15 (both)). Kirby can also transition into his rapid jab faster and he can now hold down the first hit by holding the attack button.}}
**{{nerf|The first two hits deal less damage (3%/4% → 2%/3%) the first hit has a shorter duration (frames 3-4 → 3).}}
**{{nerf|The first two hits deal less damage (3%/4% → 2%/3%) the first hit has a shorter duration (frames 3-4 → 3).}}
**{{buff|The first two hits have less knockback scaling (50 → 30), and the rapid jab has much more range, allowing the first two hits to more reliably combo into the rapid jab without pushing opponents out of range.}}
**{{buff|The rapid jab now has a sweetspot closer to Kirby which deals 2% damage per hit instead of 1%, while the sourspot deals the same 1% that the entire move did in ''Melee'', increasing the rapid jab's damage output.}}
*[[Forward tilt]]:
*[[Forward tilt]]:
**{{nerf|Forward tilt deals less damage (11% → 8%/7%) without proper compensation on its base knockback (8 → 12) and has received a sourspot on the tip of Kirby's foot.}}
**{{nerf|Forward tilt deals less damage (11% → 8%/7%) without proper compensation on its base knockback (8 → 12) and has received a sourspot on the tip of Kirby's foot.}}
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**{{buff|Up tilt has a longer duration (frame 4 (clean)/5-7 (late) → 4-5/6-10) and has less ending lag (FAF 24 → 21).}}
**{{buff|Up tilt has a longer duration (frame 4 (clean)/5-7 (late) → 4-5/6-10) and has less ending lag (FAF 24 → 21).}}
**{{buff|It now grants intangibility to Kirby's foot.}}
**{{buff|It now grants intangibility to Kirby's foot.}}
**{{buff|It has an altered animation where Kirby moves his foot in a longer arc than before. Thanks to the increased hitbox duration, this increases the area around Kirby that the move covers, and gives it range in front of Kirby.}}
**{{nerf|It deals less damage (8%/6% → 7%/5%).}}
**{{nerf|It deals less damage (8%/6% → 7%/5%).}}
**{{change|It has reduced knockback scaling (118/114 → 102). This hinders its KO potential but improves its combo potential at lower percents when combined with its lower damage.}}
**{{change|It has reduced knockback scaling (118/114 → 102). This hinders its KO potential but improves its combo potential at lower percents when combined with its lower damage.}}
*[[Down tilt]]:
*[[Down tilt]]:
**{{buff|Down tilt has less ending lag (FAF 30 → 21).}}
**{{buff|Down tilt has less ending lag (FAF 30 → 21).}}
**{{nerf|It deals less damage (10% → 6%/5%) and has a shorter duration (frames 4-7 → 4-6).}}
**{{nerf|It deals less damage (10% → 6%/5%), has a shorter duration (frames 4-7 → 4-6), has reduced base knockback (40 → 30) and no longer [[semi-spike]]s (20° → 361°).}}
**{{buff|The move has reduced base knockback (40 → 30), and now uses the [[Sakurai angle]] (20° → 361°). In addition, the move has been given a 35% bonus [[trip]] chance. These changes give the move true followups if the opponent trips, as well as the ability to read the opponent's trip getup for a heavier punish. Overall, the move is more rewarding on hit than the very weak semi-spike it was in ''Melee''.}}
***{{buff|These changes however allow the move to trip and it has gained a 35% [[trip]]ping chance. If the move trips, it has an inescapable grab followup if the trip occurs close enough to the opponent.}}
*[[Dash attack]]:
*[[Dash attack]]:
**{{change|Kirby has a new dash attack: the Break Spin from the Yo-yo ability.}}
**{{change|Kirby has a new dash attack: the Break Spin from the Yo-yo ability.}}
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**{{buff|All of Kirby's aerials have decreased landing lag (15 frames → 9 (neutral/back/up), 20 frames → 13 (forward), 20 frames → 15 (down)) although due to the removal of [[L-canceling]], their landing lag was not fully compensated.}}
**{{buff|All of Kirby's aerials have decreased landing lag (15 frames → 9 (neutral/back/up), 20 frames → 13 (forward), 20 frames → 15 (down)) although due to the removal of [[L-canceling]], their landing lag was not fully compensated.}}
*[[Neutral aerial]]:
*[[Neutral aerial]]:
**{{buff|Neutral aerial has received an new early hitbox which deals more damage (10% → 12%) (this hit exists in ''Melee'' but does not correctly spawn), improving its edgeguarding and KO potential.}}
**{{buff|Neutral aerial has received an new early hitbox which deals more damage (10% → 12%) (this hit exists in ''Melee'' but does not correctly spawn), improving its edgeguarding potential.}}
**{{buff|All hits except the latest hit now have bigger hitboxes (≈5u (all) → 8u (clean)/7u (mid)/6u (late)/5u (latest)).}}
**{{nerf|Its clean and mid hits have a shorter duration (frames 10-17 (clean)/18-29 (mid)/30-34 (late) → 10-11/12-15/16-20/21-34).}}
**{{nerf|Its clean and mid hits have a shorter duration (frames 10-17 (clean)/18-29 (mid)/30-34 (late) → 10-11/12-15/16-20/21-34).}}
**{{nerf|It has significantly increased ending lag (FAF 50 → 73), making it riskier to use offstage.}}
**{{nerf|It has significantly increased ending lag (FAF 50 → 73), making it riskier to use offstage.}}
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**{{buff|Forward aerial's hits connect more reliably due to the first two hits having larger hitboxes and less knockback (30 (base), 70 (scaling) → 35/50 (hit 1), 28/30 (hit 2)). It can now also auto-cancel in a short hop due to Kirby's slower falling speed and lower gravity despite auto-canceling later (frame 38 → 41). The final hit also has a much larger hitbox which now covers Kirby's whole body.}}
**{{buff|Forward aerial's hits connect more reliably due to the first two hits having larger hitboxes and less knockback (30 (base), 70 (scaling) → 35/50 (hit 1), 28/30 (hit 2)). It can now also auto-cancel in a short hop due to Kirby's slower falling speed and lower gravity despite auto-canceling later (frame 38 → 41). The final hit also has a much larger hitbox which now covers Kirby's whole body.}}
**{{nerf|It deals less damage (5% (hits 1 & 2), 8% (hit 3), 16% (total) → 4% (hit 1), 3% (hit 2), 5% (hit 3), 12% (total)) and the third hit's knockback scaling wasn't fully compensated (130 → 138). It also has more ending lag (FAF 40 → 44).}}
**{{nerf|It deals less damage (5% (hits 1 & 2), 8% (hit 3), 16% (total) → 4% (hit 1), 3% (hit 2), 5% (hit 3), 12% (total)) and the third hit's knockback scaling wasn't fully compensated (130 → 138). It also has more ending lag (FAF 40 → 44).}}
**{{nerf|The landing hitboxes were removed, harming the move's safety on landing and followup potential.}}
*[[Back aerial]]:
*[[Back aerial]]:
**{{buff|Back aerial is a better [[wall of pain]] due to Kirby's superior aerial mobility. It also has larger hitboxes (≈6.3u/≈6u → 7u/6u (clean), ≈5u/≈4.3u → 6u/6u (late)).}}
**{{buff|Back aerial is a better [[wall of pain]] due to Kirby's superior aerial mobility. It also has larger hitboxes (6.472u/6.132u → 7u/6u (clean), 5.2u/4.4u → 6u/6u (late)).}}
**{{buff|It greatly benefits from the introduction of [[reverse aerial rush]] making it a much more viable approach option.}}
**{{buff|It greatly benefits from the introduction of [[reverse aerial rush]] making it a much more viable approach option.}}
**{{nerf|It deals less damage (14% → 12% (clean), 10% → 9% (late)) although its knockback was compensated (10 (base), 100 (scaling) → 20/105 (clean), 100 (scaling) → 110 (late)).}}
**{{nerf|It deals less damage (14% → 12% (clean), 10% → 9% (late)) although its knockback was compensated (10 (base), 100 (scaling) → 20/105 (clean), 100 (scaling) → 110 (late)).}}
**{{nerf|It has a shorter duration (frames 6-20 → 6-14) and more ending lag (FAF 36 → 41).}}
**{{nerf|It has a shorter duration (frames 6-20 → 6-14) and more ending lag (FAF 36 → 41).}}
*[[Up aerial]]:
*[[Up aerial]]:
**{{buff|Up aerial has a much bigger hitbox making it significantly easier to land and it has less startup lag with a longer duration (frames 11-13 → 10-15), which also allows the move to hit in front of Kirby.}}
**{{buff|Up aerial has a much bigger hitbox making it significantly easier to land and it has less startup lag with a longer duration (frames 11-13 → 10-15).}}
**{{nerf|It has more ending lag (FAF 36 → 40) and auto-cancels later (frame 17 → 22).}}
**{{nerf|It has more ending lag (FAF 36 → 40) and auto-cancels later (frame 17 → 22).}}
**{{change|It deals less damage (15% → 10%) and knockback (30 (base), 100 (scaling) → 20/98), improving its combo ability, but significantly hindering its KO potential. It also now launches opponents vertically instead of horizontally (361° → 70°) improving its juggling potential but hindering its edgeguarding potential.}}
**{{change|It deals less damage (15% → 10%) and knockback (30 (base), 100 (scaling) → 20/98), improving its combo ability, but significantly hindering its KO potential. It also now launches opponents vertically instead of horizontally (361° → 70°) improving its juggling potential but hindering its edgeguarding potential.}}
*[[Down aerial]]:
*[[Down aerial]]:
**{{buff|Down aerial is more effective at meteor smashing opponents due to the changes to [[meteor canceling]], Kirby's lower falling speed, and with the introduction of the [[footstool jump]], can be easily comboed into a move that sends the opponent down farther. It also has much larger hitboxes.}}
**{{buff|Down aerial is more effective at meteor smashing opponents due to the changes to [[meteor canceling]], Kirby's lower falling speed, and with the introduction of the [[footstool jump]], can be easily comboed into a move that sends the opponent down farther. It also has much larger hitboxes.}}
**{{buff|The landing hit has a longer duration (2 frames → 3), and larger hitboxes (≈3.9u/≈3.9u → 5.4u/5u).}}
**{{buff|The last hit of comes out slightly faster (frame 33 → 32). The landing hit also has a longer duration (2 frames → 3).}}
**{{nerf|Each hit of deals less damage (3% → 2%) reducing its total damage output (16% → 12%). Its knockback was also not fully compensated (30 (base), 100 (scaling) → 20/107) hindering its edgeguarding potential especially at lower percents.}}
**{{nerf|Each hit of deals less damage (3% → 2%) reducing its total damage output (16% → 12%). Its knockback was also not fully compensated (30 (base), 100 (scaling) → 20/107) hindering its edgeguarding potential especially at lower percents.}}


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**{{buff|Opponents can no longer escape during the middle of the animation.}}
**{{buff|Opponents can no longer escape during the middle of the animation.}}
**{{buff|It has much more combo ability at lower percents due to the changes to [[DI]] and the inability for opponents to escape abruptly.}}
**{{buff|It has much more combo ability at lower percents due to the changes to [[DI]] and the inability for opponents to escape abruptly.}}
**{{change|It deals more damage (6% → 8%), however this causes it to stop comboing earlier.}}
*[[Back throw]]:
*[[Back throw]]:
**{{buff|Opponents can no longer escape during the middle of the animation.}}
**{{buff|Opponents can no longer escape during the middle of the animation.}}
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*[[Down throw]]:
*[[Down throw]]:
**{{buff|Down throw deals more damage (0% (hits 1-9)/1% (hit 10)/7% (throw/total) → 1% (hits 1-10)/2% (throw)/12% (total)) and no longer puts opponents into [[tumble]] at lower percents.}}
**{{buff|Down throw deals more damage (0% (hits 1-9)/1% (hit 10)/7% (throw/total) → 1% (hits 1-10)/2% (throw)/12% (total)) and no longer puts opponents into [[tumble]] at lower percents.}}
**{{buff|It has much more combo ability at lower percents due to the changes to [[DI]]. It also releases the opponent one frame later (57 → 58) with FAF unchanged, making it one frame more advantageous.}}
**{{buff|It has much more combo ability at lower percents due to the changes to [[DI]].}}
**{{nerf|It has much higher knockback scaling to compensate for the reduced base damage of the throw (45 → 140), however, this results in more knockback overall, hindering its combo and chaingrabbing potential.}}
**{{nerf|It has much higher knockback scaling (45 → 140) hindering its combo and chaingrabbing potential.}}


===Special moves===
===Special moves===
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**{{buff|Inhale can eat items and has slightly improved range with a vacuum, which also improves his defensive options on the ground and in the air.}}
**{{buff|Inhale can eat items and has slightly improved range with a vacuum, which also improves his defensive options on the ground and in the air.}}
**{{nerf|[[Sacrificial KO]]s now KO Kirby and his victim at the same time, no longer allowing Kirby to escape after the opponent is KO'd. Inhale's collateral damage has been decreased across the board; many characters deal 1% or 2% less damage when spit, while Fox and Falco deal 4% and 3% less respectively. Only the damage of a spit Kirby is unchanged (though Young Link and Toon Link also deal the same damage).}}
**{{nerf|[[Sacrificial KO]]s now KO Kirby and his victim at the same time, no longer allowing Kirby to escape after the opponent is KO'd. Inhale's collateral damage has been decreased across the board; many characters deal 1% or 2% less damage when spit, while Fox and Falco deal 4% and 3% less respectively. Only the damage of a spit Kirby is unchanged (though Young Link and Toon Link also deal the same damage).}}
**{{nerf|It has one frame more startup (frame 17 → frame 18).}}
**{{bugfix|Kirby's [[shrink glitch]] from {{SSBB|Yoshi}}'s [[Egg Lay]] has been removed.}}
**{{bugfix|Kirby's [[shrink glitch]] from {{SSBB|Yoshi}}'s [[Egg Lay]] has been removed.}}
*Copy Abilities
*Copy Abilities
Line 178: Line 171:
**{{change|The aerial variant functions differently, being two strong horizontal swings instead of a multi-hitting vertical loop swing.}}
**{{change|The aerial variant functions differently, being two strong horizontal swings instead of a multi-hitting vertical loop swing.}}
**{{buff|It deals more damage (4% (early loop), 2% (late loop) → 17%/13% (hit 1), 15%/10% (hit 2)) and knockback (40/30 (set), 100 (scaling) → 65/50 (base), 75/70 (scaling) (hit 1), 60/70 (hit 2)) giving Kirby access to an aerial KO option and a semi-spike, as well as an anti-edgeguard tool.}}
**{{buff|It deals more damage (4% (early loop), 2% (late loop) → 17%/13% (hit 1), 15%/10% (hit 2)) and knockback (40/30 (set), 100 (scaling) → 65/50 (base), 75/70 (scaling) (hit 1), 60/70 (hit 2)) giving Kirby access to an aerial KO option and a semi-spike, as well as an anti-edgeguard tool.}}
**{{buff|It halts Kirby's descent and briefly stalls him in the air, and no longer restricts his left and right movement, allowing it to be used to extend Kirby's recovery.}}
**{{buff|It grants some momentum when used in the air, improving Kirby's recovery.}}
**{{buff|It has less ending lag (FAF 69 → 50).}}
**{{buff|It has less ending lag (FAF 69 → 50).}}
**{{nerf|It has less vertical reach and both hits of do not link into each other as reliably as before.}}
**{{nerf|It has less vertical reach and both hits of do not link into each other as reliably as before.}}
**{{nerf|It has more startup lag with a shorter duration (frames 7-46 → 17-18/34-35) and more landing lag (16 frames → 27).}}
**{{nerf|It has more startup lag with a shorter duration (frames 7-46 → 17-18/34-35) and more landing lag (16 frames → 27).}}
***{{buff|However, notably it has much less startup than the grounded version, albeit with a modest decrease in power compared to the grounded version, making it just barely reactable, and thus a viable offensive option in the air, acting as a slow but powerful sixth aerial that can be used in either direction.}}
*[[Final Cutter]]:
*[[Final Cutter]]:
**{{buff|[[Final Cutter]] is faster, travels more horizontal distance, and no longer makes Kirby lose all jumps if knocked away, improving its recovery potential. The [[meteor smash]] produced on descent now lasts for as long as Kirby falls, instead of just for the first few frames.}}
**{{buff|[[Final Cutter]] is faster, travels more horizontal distance, and no longer makes Kirby lose all jumps if knocked away, improving its recovery potential. The [[meteor smash]] produced on descent now lasts for as long as Kirby falls, instead of just for the first few frames.}}

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