Editing Kirby (SSBM)
From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 18: | Line 18: | ||
'''Kirby''' ({{ja|カービィ|Kābī}}, ''Kirby'') is a [[starter character]] in ''[[Super Smash Bros. Melee]]''. Makiko Ōmoto once again voices Kirby in ''Melee'', with some voice clips recycled from ''SSB'' along with some newer, higher-pitched ones. | '''Kirby''' ({{ja|カービィ|Kābī}}, ''Kirby'') is a [[starter character]] in ''[[Super Smash Bros. Melee]]''. Makiko Ōmoto once again voices Kirby in ''Melee'', with some voice clips recycled from ''SSB'' along with some newer, higher-pitched ones. | ||
Currently, Kirby is ranked 25th in the F tier, an extreme drop from his 2nd | Currently, Kirby is ranked 25th in the F tier as the second-worst character in the game, an extreme drop from his 2nd position in ''Smash 64'', and arguably the most severe decline in viability between games of any character in the whole series. While he has several throw options into [[Kirbycide]], a good ground game, a solid defensive game thanks to his crouch and small size and a decent [[edgeguarding]] game, Kirby's [[approach]] and KO ability are among the worst in the game; slow attacks, a low [[air speed]], an ineffective [[projectile]] in [[Final Cutter]], one of the worst grab games and numerous other flaws both on the ground and in the air prevent Kirby from easily approaching enemies, and he struggles against almost all characters as a result of this. As a result of all of these flaws, Kirby has terrible matchups across the board and struggles to contend even against lower-tiered characters. | ||
==Attributes== | ==Attributes== | ||
Kirby acts as a light, weak character that is intended to outmaneuver opponents | Kirby acts as a light, weak character that is intended to outmaneuver opponents. While having an average dashing speed, he has a terrible air speed (being tied with {{SSBM|Ganondorf}} as the 3rd worst in ''Melee''), so his small size is intended to act as his primary way to approach. Owing to his low falling speed and high short hop, Kirby has a poor [[SHFFL]], while his high traction gives him a short [[wavedash]]. | ||
Despite his poor air speed, Kirby has a decent edgeguarding game. With six jumps and a low falling speed, Kirby can easily recover due to his multiple midair jumps, while Kirby's back air can be used as a rather powerful edgeguarding technique, the [[Fence of Pain]]. Assuming Kirby can knock opponents off the edge, he can make foes have a hard time recovering. | Despite his poor air speed, Kirby has a decent edgeguarding game. With six jumps and a low falling speed, Kirby can easily recover due to his multiple midair jumps, while Kirby's back air can be used as a rather powerful edgeguarding technique, the [[Fence of Pain]]. Assuming Kirby can knock opponents off the edge, he can make foes have a hard time recovering. | ||
Line 29: | Line 29: | ||
Kirby also has good tilt attacks as well, as Kirby's three tilts, while short-ranged, have a variety of practical applications; his forward tilt and aforementioned down tilt can act as spacing tools, while his up tilt can potentially be used as a combo starter. Kirby also has an above average grab range, allowing him to potentially use his unusual throws to his advantage; a notable application of his up, back, and forward throws involves [[Kirbycide]], a specific type of [[Sacrificial KO]] that forces both Kirby and his opponent to lose a stock. This technique is able to KO opponents at any percentage. His down throw is also a great tech-chasing option that can notably lead to another down throw or a down smash. | Kirby also has good tilt attacks as well, as Kirby's three tilts, while short-ranged, have a variety of practical applications; his forward tilt and aforementioned down tilt can act as spacing tools, while his up tilt can potentially be used as a combo starter. Kirby also has an above average grab range, allowing him to potentially use his unusual throws to his advantage; a notable application of his up, back, and forward throws involves [[Kirbycide]], a specific type of [[Sacrificial KO]] that forces both Kirby and his opponent to lose a stock. This technique is able to KO opponents at any percentage. His down throw is also a great tech-chasing option that can notably lead to another down throw or a down smash. | ||
Despite these benefits, Kirby's most fatal flaw lies in his awful approach. With a poor SHFFL, short wavedash, terrible air speed, short range, a laggy, predictable dash attack, and no viable projectiles, Kirby has extreme difficulty in approaching almost all of the cast; this is especially prevalent against characters with disjointed hitboxes (such as {{SSBM|Marth}}) or powerful pressure games (such as {{SSBM|Falco}}). The lack of a projectile can uniquely be rectified if Kirby uses {{b|Inhale|Kirby}} on an opponent; | Despite these benefits, Kirby's most fatal flaw lies in his awful approach. With a poor SHFFL, short wavedash, terrible air speed, short range, a laggy, predictable dash attack, and no viable projectiles, Kirby has extreme difficulty in approaching almost all of the cast; this is especially prevalent against characters with disjointed hitboxes (such as {{SSBM|Marth}}) or powerful pressure games (such as {{SSBM|Falco}}). The lack of a projectile can uniquely be rectified if Kirby uses {{b|Inhale|Kirby}} on an opponent; doing so, however, is risky, due to the attack's start-up and cool-down lag, and some characters will either fail to give him a useful projectile (such as {{SSBM|Fox}}) or a projectile in the first place (such as {{SSBM|Captain Falcon}}). Although most of his copy abilities give Kirby additional options, they would still be inferior to the original character he would copy; [[Fireball]] from {{SSBM|Mario}}, for instance, has the Fireballs disappear more quickly than Mario's, as Kirby's lower height causes them to reach the ground faster and to have less kinetic energy when they finally hit the ground. | ||
Even when approaching opponents, however, Kirby's various attributes also give him an unremarkable combo ability; a low air speed prevents him from easily pursuing enemies in the air, and almost all of his aerials (except for back air) either have long startup and cooldown periods (down and neutral air), high knockback (up air), or poor hitbox placement (forward air). Kirby's only noteworthy combos are his up tilt juggles, his down throw tech-chases and his Fence of Pain as mentioned earlier, and even the latter combo is inferior to Jigglypuff's [[Wall of Pain]] due to Kirby's significantly slower air speed, making it risky to use. Kirby's wild card is his aforementioned Kirbycide technique, and even this is unreliable; his up throw requires | Even when approaching opponents, however, Kirby's various attributes also give him an unremarkable combo ability; a low air speed prevents him from easily pursuing enemies in the air, and almost all of his aerials (except for back air) either have long startup and cooldown periods (down and neutral air), high knockback (up air), or poor hitbox placement (forward air). Kirby's only noteworthy combos are his up tilt juggles, his down throw tech-chases and his Fence of Pain as mentioned earlier, and even the latter combo is inferior to Jigglypuff's [[Wall of Pain]] due to Kirby's significantly slower air speed, making it risky to use. Kirby's wild card is his aforementioned Kirbycide technique, and even this is unreliable; his up throw requires proper placement at the edge of a stage, and Kirby always loses when performed in a last stock situation. While his forward and back throws are much easier to perform and Kirby always wins when performed in a last stock situation, they are the only throws in the entire ''Smash'' series that can be potentially broken out of. As a result, if the opponent can button mash out of the grab and throw quick enough, they will remain unharmed while Kirby loses a stock, giving him one of the worst grab games in ''Melee'', with all of his throws (except for down throw) having little to no utility due to their inability to set up combos and the forward and back throws' ability to be escaped from. To make things worse, after Kirby uses his forward or up throw, he will lose all his midair jumps. | ||
Outside of his abysmal approach, Kirby also has trouble KOing other characters. A majority of Kirby's finishers suffer from poor range, slow start-up (such as his Hammer), weak knockback (such as his forward smash) or have small sweetspots that make them unreliable (such as his [[Hammer_(move)|Hammer]] and up smash). Arguably Kirby's only effective finishers are his down smash and his up and back aerials, which themselves require a proper read and correct timing from the player in order for them to be low-risk attacks. | Outside of his abysmal approach, Kirby also has trouble KOing other characters. A majority of Kirby's finishers suffer from poor range, slow start-up (such as his Hammer), weak knockback (such as his forward smash) or have small sweetspots that make them unreliable (such as his [[Hammer_(move)|Hammer]] and up smash). Arguably Kirby's only effective finishers are his down smash and his up and back aerials, which themselves require a proper read and correct timing from the player in order for them to be low-risk attacks. | ||
Line 38: | Line 38: | ||
==Changes from ''[[Super Smash Bros.]]''== | ==Changes from ''[[Super Smash Bros.]]''== | ||
Kirby was known as one of the most dominant characters in ''Smash 64'', even after receiving nerfs in the North American release. This was in part to his amazing power, attack speed, range and priority on his attacks, which subsequently gave him excellent KO and shield pressuring potential. In addition to this, he was also a very simple character to pick up and play (especially compared to the other high tiers); making him a highly solid character to pick up regardless of the player's skill level. | Kirby was known as one of the most dominant characters in ''Smash 64'', even after receiving nerfs in the North American release. This was in part to his amazing power, attack speed, range and priority on his attacks, which subsequently gave him excellent KO and shield pressuring potential. In addition to this, he was also a very simple character to pick up and play (especially compared to the other high tiers); making him a highly solid character to pick up regardless of the player's skill level. As a result of this, Kirby was drastically nerfed in his transition to ''Melee''. | ||
As a result of this, Kirby was | |||
Kirby's mobility both on the ground and in the air has been noticeably reduced; which has subsequently hindered his [[approach]]. The weakening of [[pivot]]s have also made Kirby's approach worse and he doesn't benefit too much from the introduction of [[air dodging]]; due to his high traction and low falling speed. As a result of this, he has an unimpressive [[wavedash]]. When combined with many returning veterans having greater approach potential, this has made his approach among the worst in the game; especially in the air. | Kirby's mobility both on the ground and in the air has been noticeably reduced; which has subsequently hindered his [[approach]]. The weakening of [[pivot]]s have also made Kirby's approach worse and he doesn't benefit too much from the introduction of [[air dodging]]; due to his high traction and low falling speed. As a result of this, he has an unimpressive [[wavedash]]. When combined with many returning veterans having greater approach potential, this has made his approach among the worst in the game; especially in the air. | ||
Line 52: | Line 50: | ||
Kirby generally has worse frame data, especially compared to the rest of the cast. These moves include his aforementioned up tilt and neutral aerial, his forward smash is noticeably laggier; no longer being the fastest in the game (in addition to being much weaker). His down aerial has also seen a drastic increase to its startup lag and its hits less times which significantly reduces its duration and maximum damage potential. It also greatly suffers from the introduction of [[meteor]] cancelling; significantly hindering its edgeguarding potential. Kirby also naturally suffers from the changes to L-cancelling; especially since most of his aerials have worse auto-cancel windows which remove's his neutral, forward and down aerial's ability to auto-cancel in a short hop. When combined with the changes to shieldstun, this significantly hinder the utility and safety of his aerials. | Kirby generally has worse frame data, especially compared to the rest of the cast. These moves include his aforementioned up tilt and neutral aerial, his forward smash is noticeably laggier; no longer being the fastest in the game (in addition to being much weaker). His down aerial has also seen a drastic increase to its startup lag and its hits less times which significantly reduces its duration and maximum damage potential. It also greatly suffers from the introduction of [[meteor]] cancelling; significantly hindering its edgeguarding potential. Kirby also naturally suffers from the changes to L-cancelling; especially since most of his aerials have worse auto-cancel windows which remove's his neutral, forward and down aerial's ability to auto-cancel in a short hop. When combined with the changes to shieldstun, this significantly hinder the utility and safety of his aerials. | ||
Kirby also does not benefit much from having an expanded move list. Kirby's grab game is now one of the absolute worst in the game: while his new forward and back throws can be used for [[sacrificial KO|sacrificial KOs]], however, they can be escaped with mashing, which can lead to Kirby either [[self-destruct]]ing at worst or leaving himself vulnerable to punishes after simply using his throws. As a result, his forward and back throws lack utility, being easy contenders for the worst throws in the game. Kirby's up throw is much weaker than his previous forward throw and it has gained two new issues; the move can no longer land on platforms above Kirby unless they are very close to the ground and Kirby now loses all of his jumps after using it (his new forward throw also has this issue); which has hindered the utility of the throw and has made it an unreliable KO option. Kirby's only useful throw is his new down throw; which can set up [[tech- | Kirby also does not benefit much from having an expanded move list. Kirby's grab game is now one of the absolute worst in the game: while his new forward and back throws can be used for [[sacrificial KO|sacrificial KOs]], however, they can be escaped with mashing, which can lead to Kirby either [[self-destruct]]ing at worst or leaving himself vulnerable to punishes after simply using his throws. As a result, his forward and back throws lack utility, being easy contenders for the worst throws in the game. Kirby's up throw is much weaker than his previous forward throw and it has gained two new issues; the move can no longer land on platforms above Kirby unless they are very close to the ground and Kirby now loses all of his jumps after using it (his new forward throw also has this issue); which has hindered the utility of the throw and has made it an unreliable KO option. Kirby's only useful throw is his new down throw; which can set up [[tech-chases|tech chases]], though this is prediction reliant. His new side special [[Hammer]] is a very slow (yet powerful) move on the ground while in the air, yet it is very inconsistent and easy to escape its multi-hits; giving it very low utility compared to other side specials. | ||
Lastly, Kirby's few flaws from the previous game have not been properly addressed. While his endurance has slightly improved due to his increased [[weight]] and [[falling speed]], it is still among the worst in the game. Kirby also still struggles to deal with opponents above him, especially with the nerfs to his up tilt combined with the universally increased falling speeds. His already limited combo options have been reduced even further due to the changes to his up tilt and his forward aerial; combined with the introduction of [[DI]]. His recovery has also become worse. His air speed and jump height have been reduced and [[Final Cutter]] covers much less distance, resulting in his recovery becoming very poor. | Lastly, Kirby's few flaws from the previous game have not been properly addressed. While his endurance has slightly improved due to his increased [[weight]] and [[falling speed]], it is still among the worst in the game. Kirby also still struggles to deal with opponents above him, especially with the nerfs to his up tilt combined with the universally increased falling speeds. His already limited combo options have been reduced even further due to the changes to his up tilt and his forward aerial; combined with the introduction of [[DI]]. His recovery has also become worse. His air speed and jump height have been reduced and [[Final Cutter]] covers much less distance, resulting in his recovery becoming very poor. | ||
Line 60: | Line 58: | ||
Overall, Kirby's few weaknesses from the previous game; including his limited combo options and significant survivability issues have been further exacerbated and he has received numerous new weaknesses as well (including poor KO potential, poor range, an extremely ineffective grab game and poor approach). His only remaining strengths are that he can abuse his small size to avoid attacks, his tilts are solid and he still has decent edgeguarding potential although the latter two points are still not as effective as they were previously. Lastly, the universal changes have significantly hindered Kirby with his approach, combo and shield pressuring potential prowess. | Overall, Kirby's few weaknesses from the previous game; including his limited combo options and significant survivability issues have been further exacerbated and he has received numerous new weaknesses as well (including poor KO potential, poor range, an extremely ineffective grab game and poor approach). His only remaining strengths are that he can abuse his small size to avoid attacks, his tilts are solid and he still has decent edgeguarding potential although the latter two points are still not as effective as they were previously. Lastly, the universal changes have significantly hindered Kirby with his approach, combo and shield pressuring potential prowess. | ||
Due to these changes, he is an easy contender for the worst character in the entire game and is widely considered to be non-viable in competitive play. | Due to these changes, Kirby was not only the most severely nerfed character from ''Smash 64'' to ''Melee'' but arguably the most nerfed character in all of the series. As a result, he is an easy contender for the worst character in the entire game and is widely considered to be non-viable in competitive play. | ||
===Aesthetics=== | ===Aesthetics=== | ||
*{{change|The graphical upgrades of the Nintendo GameCube give Kirby a rounder body. His skin tone is a slightly darker shade of pink and his feet are larger.}} | *{{change|The graphical upgrades of the Nintendo GameCube give Kirby a rounder body. His skin tone is a slightly darker shade of pink and his feet are larger.}} | ||
*{{change|Kirby’s green costume is now available outside of team battles.}} | *{{change|Kirby’s green costume is now available outside of team battles.}} | ||
Line 345: | Line 342: | ||
{{MovesetTable | {{MovesetTable | ||
|game=SSBM | |game=SSBM | ||
|neutralname= | |neutralname=Vulcan Jab ({{ja|バルカンジャブ|Barukan Jabu}}) | ||
|neutralcount=2 | |neutralcount=2 | ||
|neutralinf=y | |neutralinf=y | ||
Line 352: | Line 349: | ||
|neutralinfdmg=1% (loop) | |neutralinfdmg=1% (loop) | ||
|neutraldesc=Kirby jabs forwards with both hands, followed by a short series of fast punches. Based on the Vulcan Jab move he can perform with the Fighter ability in his main games. | |neutraldesc=Kirby jabs forwards with both hands, followed by a short series of fast punches. Based on the Vulcan Jab move he can perform with the Fighter ability in his main games. | ||
|ftiltname= | |ftiltname= | ||
|ftiltdmg=11% | |ftiltdmg=11% | ||
|ftiltdesc=Kirby does a quick roundhouse kick forward. Decent range. Can be angled. Very quick and powerful and good for hitting an opponent offstage. | |ftiltdesc=Kirby does a quick roundhouse kick forward. Decent range. Can be angled. Very quick and powerful and good for hitting an opponent offstage. | ||
|utiltname= | |utiltname= | ||
|utiltdmg=8% (clean), 6% (late) | |utiltdmg=8% (clean), 6% (late) | ||
|utiltdesc=Kirby thrusts his back leg upwards. Most useful if the opponent is behind Kirby. Was thought to be useless at one point, but is now considered to be one of his better moves. Can juggle opponents and lead to combos. | |utiltdesc=Kirby thrusts his back leg upwards. Most useful if the opponent is behind Kirby. Was thought to be useless at one point, but is now considered to be one of his better moves. Can juggle opponents and lead to combos. | ||
|dtiltname= | |dtiltname= | ||
|dtiltdmg=10% | |dtiltdmg=10% | ||
|dtiltdesc=Kirby kicks forwards while crouching. Fast with decent range. Very useful since Kirby can crouch under most attacks. | |dtiltdesc=Kirby kicks forwards while crouching. Fast with decent range. Very useful since Kirby can crouch under most attacks. | ||
|dashname= | |dashname=Burn ({{ja|やけど|Yakedo}}) | ||
|dashdmg=8% (NTSC clean), 9% (PAL clean), 5% (late) | |dashdmg=8% (NTSC clean), 9% (PAL clean), 5% (late) | ||
|dashdesc=Kirby dashes forward with a fiery spiraling headbutt. Based on the Burn move from the Fire ability in his games. Uniquely, it can fall off ledges and platforms. This attack has [[transcendent priority]]. This move has high ending lag and is punishable if missed. | |dashdesc=Kirby dashes forward with a fiery spiraling headbutt. Based on the Burn move from the Fire ability in his games. Uniquely, it can fall off ledges and platforms. This attack has [[transcendent priority]]. This move has high ending lag and is punishable if missed. | ||
Line 367: | Line 364: | ||
|fsmashdmg={{ChargedSmashDmgSSBM|15}} (clean), {{ChargedSmashDmgSSBM|13}} (late) | |fsmashdmg={{ChargedSmashDmgSSBM|15}} (clean), {{ChargedSmashDmgSSBM|13}} (late) | ||
|fsmashdesc=Kirby slides forwards, delivering a very large jump kick. Has weak [[knockback]] for a forward smash. Can be angled up or down. Based on the Spin Kick from the Fighter ability. | |fsmashdesc=Kirby slides forwards, delivering a very large jump kick. Has weak [[knockback]] for a forward smash. Can be angled up or down. Based on the Spin Kick from the Fighter ability. | ||
|usmashname= | |usmashname= | ||
|usmashdmg={{ChargedSmashDmgSSBM|15}}/{{ChargedSmashDmgSSBM|13}} (clean), {{ChargedSmashDmgSSBM|14}}/{{ChargedSmashDmgSSBM|12}} (mid), {{ChargedSmashDmgSSBM|13}}/{{ChargedSmashDmgSSBM|12}} (late) | |usmashdmg={{ChargedSmashDmgSSBM|15}}/{{ChargedSmashDmgSSBM|13}} (clean), {{ChargedSmashDmgSSBM|14}}/{{ChargedSmashDmgSSBM|12}} (mid), {{ChargedSmashDmgSSBM|13}}/{{ChargedSmashDmgSSBM|12}} (late) | ||
|usmashdesc=Kirby does a bicycle kick. Deals more damage and knockback if the opponent is closer to Kirby's foot and the sweetspot has great knockback. | |usmashdesc=Kirby does a bicycle kick. Deals more damage and knockback if the opponent is closer to Kirby's foot and the sweetspot has great knockback. | ||
|dsmashname= | |dsmashname= | ||
|dsmashdmg={{ChargedSmashDmgSSBM|14}} (clean), {{ChargedSmashDmgSSBM|10}} (late) | |dsmashdmg={{ChargedSmashDmgSSBM|14}} (clean), {{ChargedSmashDmgSSBM|10}} (late) | ||
|dsmashdesc=Kirby does a split kick, hitting on both of his sides. Has decent knockback. Both of Kirby's feet are intangible during the early part of the animation. Great move to use with crouch canceling. | |dsmashdesc=Kirby does a split kick, hitting on both of his sides. Has decent knockback. Both of Kirby's feet are intangible during the early part of the animation. Great move to use with crouch canceling. | ||
Line 376: | Line 373: | ||
|nairdmg=10% (clean), 8% (mid), 6% (late) | |nairdmg=10% (clean), 8% (mid), 6% (late) | ||
|nairdesc=Stretches out and spins rapidly in a somersaulting spin. Has a long lasting hitbox. The move is supposed to have four hitboxes with the clean hit dealing 12% however, it is overlapped by the 10% hitbox as the 10% hitbox spawns before the 12% hitbox. | |nairdesc=Stretches out and spins rapidly in a somersaulting spin. Has a long lasting hitbox. The move is supposed to have four hitboxes with the clean hit dealing 12% however, it is overlapped by the 10% hitbox as the 10% hitbox spawns before the 12% hitbox. | ||
|fairname= | |fairname= | ||
|fairdmg=5% (hits 1-2), 8% (hit 3) (≈16.83% total), 3% (landing) | |fairdmg=5% (hits 1-2), 8% (hit 3) (≈16.83% total), 3% (landing) | ||
|fairdesc=Kirby kicks forwards three times. Last hit has medium knockback. If not [[L-cancel]]led, it also has a landing hitbox that can stack up with the three kicks if timed perfectly. Good move to use off the edge and a decent approach move. | |fairdesc=Kirby kicks forwards three times. Last hit has medium knockback. If not [[L-cancel]]led, it also has a landing hitbox that can stack up with the three kicks if timed perfectly. Good move to use off the edge and a decent approach move. | ||
|bairname= | |bairname= | ||
|bairdmg=14% (clean), 10% (late) | |bairdmg=14% (clean), 10% (late) | ||
|bairdesc=Quickly crouches in midair then kicks both his legs behind him. Can be used in the [[fence of pain]]. Good knockback. Great kill move and one of his best moves in general. | |bairdesc=Quickly crouches in midair then kicks both his legs behind him. Can be used in the [[fence of pain]]. Good knockback. Great kill move and one of his best moves in general. | ||
|uairname= | |uairname= | ||
|uairdmg=15% | |uairdmg=15% | ||
|uairdesc=Kirby flips in midair, kicking upwards. Great knockback | |uairdesc=Kirby flips in midair, kicking upwards. Great knockback, possibly Kirby's best KO move and the sixth strongest up aerial in '' Melee''. Sends opponents sideways and can set up an edgeguard. | ||
|dairname= | |dairname= | ||
|dairdmg=3% (hits 1-6), 2% (landing) (≈18.47% total) | |dairdmg=3% (hits 1-6), 2% (landing) (≈18.47% total) | ||
|dairdesc=Kirby spins around, drilling downwards with both his feet. Has a somewhat long start-up, but acts as a weak [[meteor smash]]. It also has a landing hitbox that has horizontal knockback, and can stack up with the six hits. Good move to stop recoveries, it even stops | |dairdesc=Kirby spins around, drilling downwards with both his feet. Has a somewhat long start-up, but acts as a weak [[meteor smash]]. It also has a landing hitbox that has horizontal knockback, and can stack up with the six hits. Good move to stop recoveries, it even stops Fox's Firefox. | ||
|grabname= | |grabname= | ||
|grabdesc= | |grabdesc= | ||
|pummelname= | |pummelname= | ||
|pummeldmg=3% | |pummeldmg=3% | ||
|pummeldesc=A quick jab to the opponent, but contains more ending lag than most pummels. | |pummeldesc=A quick jab to the opponent, but contains more ending lag than most pummels. | ||
|fthrowname= | |fthrowname= | ||
|fthrowdmg=8% | |fthrowdmg=8% | ||
|fthrowdesc=Kirby does a suplex, hitting the opponent on the ground. Can be used to Kirbycide. Escapable during the throw. Based on the Jumping Body Slam from the Suplex ability in ''Kirby Super Star'', also known as Rock Drop in ''Kirby Super Star Ultra''. | |fthrowdesc=Kirby does a suplex, hitting the opponent on the ground. Can be used to Kirbycide. Escapable during the throw. Based on the Jumping Body Slam from the Suplex ability in ''Kirby Super Star'', also known as Rock Drop in ''Kirby Super Star Ultra''. | ||
|bthrowname= | |bthrowname= | ||
|bthrowdmg=8% | |bthrowdmg=8% | ||
|bthrowdesc=Kirby flips backward, hitting the opponent on the ground. Can be used to Kirbycide. Escapable during the throw. Based on the Backdrop ability from ''Kirby's Adventure''. | |bthrowdesc=Kirby flips backward, hitting the opponent on the ground. Can be used to Kirbycide. Escapable during the throw. Based on the Backdrop ability from ''Kirby's Adventure''. | ||
|uthrowname= | |uthrowname=Air Drop ({{ja|いずな落とし|Izuna Otoshi}}, ''Izuna Drop'') | ||
|uthrowdmg=10% | |uthrowdmg=10% | ||
|uthrowdesc=Kirby jumps high up into the air, and comes back down, ramming the opponent to the ground by doing a suplex. Can be used to Kirbycide on certain stages. During the fall, it can also pass through [[soft platform]]s. However, this move will remove all of Kirby's jumps. Based on the Air Drop from the Ninja ability in ''Kirby Super Star''. | |uthrowdesc=Kirby jumps high up into the air, and comes back down, ramming the opponent to the ground by doing a suplex. Can be used to Kirbycide on certain stages. During the fall, it can also pass through [[soft platform]]s. However, this move will remove all of Kirby's jumps. Based on the Air Drop from the Ninja ability in ''Kirby Super Star''. | ||
|dthrowname= | |dthrowname= | ||
|dthrowdmg=7% | |dthrowdmg=7% | ||
|dthrowdesc=Kirby throws the opponent on the ground, then stands on the opponent, hitting the enemy with his feet. Despite the animation, only the final hit does damage. Send enemies vertically afterward. Based on the Quick Stamping from the Suplex ability in ''Kirby Super Star''. | |dthrowdesc=Kirby throws the opponent on the ground, then stands on the opponent, hitting the enemy with his feet. Despite the animation, only the final hit does damage. Send enemies vertically afterward. Based on the Quick Stamping from the Suplex ability in ''Kirby Super Star''. | ||
Line 431: | Line 428: | ||
|dsdmg=18% | |dsdmg=18% | ||
|dsdesc=Kirby uses his Stone ability to turn into a heavy object and plunges to the ground, sliding on non-flat surfaces. While in this form, only grabs will affect Kirby. The attack will time out after a short period of time, and it can also be cancelled with another use of the move. | |dsdesc=Kirby uses his Stone ability to turn into a heavy object and plunges to the ground, sliding on non-flat surfaces. While in this form, only grabs will affect Kirby. The attack will time out after a short period of time, and it can also be cancelled with another use of the move. | ||
}} | }} | ||
Line 540: | Line 461: | ||
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines --> | <!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines --> | ||
:''See also: [[:Category:Kirby players (SSBM)]]'' | :''See also: [[:Category:Kirby players (SSBM)]]'' | ||
*{{Sm|Cereal Rabbit|USA}} - Considered to be the best Kirby in NorCal | *{{Sm|Cereal Rabbit|USA}} - Considered to be the best Kirby in NorCal. Placed 17th at [https://start.gg/tournament/norcal-arcadian-3/event/melee-singles/standings NorCal Arcadian #3] and 33rd at {{trn|HTC Throwdown}}. Took a set off {{Sm|Armada}} and {{Sm|TheCrimsonBlur}} (though the former was intoxicated at the time). | ||
*{{Sm|KrazyKirbyKid|USA}} - A top Kirby player in the early metagame. | *{{Sm|KrazyKirbyKid|USA}} - A top Kirby player in the early metagame. Has taken sets off players such as {{Sm|Rob$}}. Placed 5th at {{Trn|EVO South}} and 9th at {{Trn|MOAST 3}}. | ||
*{{Sm|Triple R|USA}} - The best Kirby player in the world and | *{{Sm|Triple R|USA}} - The best Kirby player in the world. Has taken sets off players such as {{Sm|AbsentPage}} and {{Sm|Luigikid}}. Placed 5th at {{Trn|Push More Buttons}}, 7th at {{Trn|Kings of the North V}}, and 25th at {{Trn|Smash 'N' Splash 2}}. Has been ranked 3rd at the [[Minnesota Power Rankings]] several times. | ||
===Tier placement and history=== | ===Tier placement and history=== | ||
Line 615: | Line 536: | ||
<gallery> | <gallery> | ||
Kirby Hat 1 Trophy.png|Kirby Hat 1 | Kirby Hat 1 Trophy.png|Kirby Hat 1 | ||
KirbyHat1-Back.png|back view | |||
Kirby Hat 2 Trophy.png|Kirby Hat 2 | Kirby Hat 2 Trophy.png|Kirby Hat 2 | ||
KirbyHat2-Back.png|back view | |||
Kirby Hat 3 Trophy.png|Kirby Hat 3 | Kirby Hat 3 Trophy.png|Kirby Hat 3 | ||
KirbyHat3-Back.png|back view | |||
Kirby Hat 4 Trophy.png|Kirby Hat 4 | Kirby Hat 4 Trophy.png|Kirby Hat 4 | ||
KirbyHat4-Back.png|back view | |||
Kirby Hat 5 Trophy.png|Kirby Hat 5 | Kirby Hat 5 Trophy.png|Kirby Hat 5 | ||
KirbyHat5-Back.png|back view | |||
KirbyHat5-Back.png| | |||
</gallery> | </gallery> | ||
</center> | </center> | ||
Line 657: | Line 578: | ||
YoungLinkAdventureMode.jpg|Standing with {{SSBM|Young Link}} and Pikachu on Green Greens. | YoungLinkAdventureMode.jpg|Standing with {{SSBM|Young Link}} and Pikachu on Green Greens. | ||
FoxAdventureMode.jpg|Taunting with Ness and Pikachu on [[Temple]]. | FoxAdventureMode.jpg|Taunting with Ness and Pikachu on [[Temple]]. | ||
</gallery> | </gallery> | ||
</center> | </center> |