Editing Kirby (SSBM)
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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. | ||
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|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=Back Kick ({{ja| | |utiltname=Back Kick ({{ja|バックキック|Bakku Kikku}}) | ||
|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. | ||
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|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=Fire Kirby ({{ja| | |dashname=Fire Kirby ({{ja|やけど|Yakedo}}, ''Burn'') | ||
|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. | ||
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|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=Kirby Flip Kick ({{ja| | |usmashname=Kirby Flip Kick ({{ja|カービィフリップキック|Kābi Furippu Kikku}}) | ||
|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. | ||
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|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=Spiral Kick ({{ja| | |fairname=Spiral Kick ({{ja|スパイラルキック|Supairaru Kikku}}) | ||
|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. | ||
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|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=Floating Flip Kick ({{ja| | |uairname=Floating Flip Kick ({{ja|フローティングフリップキック|Furōtingu Furippu Kikku}}) | ||
|uairdmg=15% | |uairdmg=15% | ||
|uairdesc=Kirby flips in midair, kicking upwards. Great knockback (while also not being too slow), possibly Kirby's best KO move and the third strongest up aerial in '' Melee''. Sends opponents horizontally and can set up an edgeguard. | |uairdesc=Kirby flips in midair, kicking upwards. Great knockback (while also not being too slow), possibly Kirby's best KO move and the third strongest up aerial in '' Melee''. Sends opponents horizontally and can set up an edgeguard. | ||
|dairname=Screw Driver ({{ja|スクリュードライバー|Sukuryū Doraibā}}) | |dairname=Screw Driver ({{ja|スクリュードライバー|Sukuryū Doraibā}}) | ||
|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=Grab ({{ja|つかみ|Tsukami}}) | |grabname=Grab ({{ja|つかみ|Tsukami}}) | ||
|grabdesc= | |grabdesc= | ||
|pummelname=Slap ({{ja| | |pummelname=Slap ({{ja|スラップ|Surappu}}) | ||
|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. | ||
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|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=Victory Dance ({{ja| | |dthrowname=Victory Dance ({{ja|ビクトリーダンス|Bikutorī Dansu}}) | ||
|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''. | ||
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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> |