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Announced at [[E3 2001]], '''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'', but more higher pitched, along with some new additional voice clips. | |||
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 his worst placement in the 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. | |||
Currently, Kirby is ranked 25th in the F tier, an extreme drop from his 2nd | |||
==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 | Despite his poor air speed, Kirby has a good edgeguarding game. With no one to edgeguard him, 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 should theoretically have little trouble keeping them from recovering. | ||
Owing to his small size, Kirby also has a solid defensive game. His small [[hurtbox]]es can potentially allow him to avoid attacks, while his small size also lends itself to a large [[shield]], making Kirby relatively safe from [[shield stabbing]]. A low crouch also makes his hurtboxes even smaller, | Owing to his small size, Kirby also has a solid defensive game. His small [[hurtbox]]es can potentially allow him to avoid attacks, while his small size also lends itself to a large [[shield]], making Kirby relatively safe from [[shield stabbing]]. A low crouch also makes his hurtboxes even smaller, and it can be compounded with his down tilt as a potential camping and spacing tactic, as crouching makes him able to avoid most [[jab]]s. | ||
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 | Despite these benefits, Kirby's most fatal flaw, which is often cited as the reason for his bottom tier placement, is his almost non-existent approach options. 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|Ness}}) or a projectile in the first place (such as {{SSBM|Captain Falcon}}). Kirby's small size can also make some attacks inferior to the original character; [[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. | ||
Assuming he can approach 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. | ||
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==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. | ||
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In general, Kirby has suffered from ''Melee{{'}}s'' universal changes. Apart from the changes to pivoting, Kirby has greatly suffered from the changes to [[shield]]s. While Kirby is less vulnerable to shield pressure, his own shield pressure is much worse due to the universal reduction to [[shieldstun]] and shield damage. Because of this, Kirby's attacks are much less safe on shield (with Kirby lacking any moves which even leave him at a frame advantage on shield, with the exception of back aerial and up aerial, which can leave him at a one frame advantage on a perfect landing) with the reduced damage/increased ending lag on multiple moves along with the weakening of [[L-cancel]]ling only further exacerbating this. Because of this, Kirby can no longer perform any [[shield break combo]]s and his attacks are generally much more punishable. In addition, Kirby's out of shield options are also worse largely due to his new neutral aerial; which is much weaker, slower and has less range than his previous neutral aerial. When combined with his shield drop being longer, this means that Kirby either has to use his grab or back aerial to punish a majority of moves out of shield. | In general, Kirby has suffered from ''Melee{{'}}s'' universal changes. Apart from the changes to pivoting, Kirby has greatly suffered from the changes to [[shield]]s. While Kirby is less vulnerable to shield pressure, his own shield pressure is much worse due to the universal reduction to [[shieldstun]] and shield damage. Because of this, Kirby's attacks are much less safe on shield (with Kirby lacking any moves which even leave him at a frame advantage on shield, with the exception of back aerial and up aerial, which can leave him at a one frame advantage on a perfect landing) with the reduced damage/increased ending lag on multiple moves along with the weakening of [[L-cancel]]ling only further exacerbating this. Because of this, Kirby can no longer perform any [[shield break combo]]s and his attacks are generally much more punishable. In addition, Kirby's out of shield options are also worse largely due to his new neutral aerial; which is much weaker, slower and has less range than his previous neutral aerial. When combined with his shield drop being longer, this means that Kirby either has to use his grab or back aerial to punish a majority of moves out of shield. | ||
Kirby's damage output and KO potential | Kirby's damage output and KO potential has also been noticeably reduced (even relative to the cast). A majority of Kirby's moves have reduced KO power including his smash attacks, neutral aerial, back aerial, his up throw (his previous forward throw) and [[Stone]]. When combined with his lower damage output on most of his moves, this significantly hinders his ability to rack up damage and close out stocks. His smash attacks are slower and weaker, making them less reliable and more difficult KO moves to land and while his new up aerial is rather powerful, it is slow and difficult to land. | ||
Kirby's oppressive up tilt has also seen rather drastic nerfs both directly and indirectly. The move has a shorter duration, much less range and more ending lag which makes it much less effective at stuffing out approaches and generally makes it easier to punish. The move is also noticeably weaker; dealing much less damage. The introduction of [[DI]] has made the move much less reliable as a combo move while the changes to shieldstun combined with the move's decreased damage/increased ending lag has immensely hindered its safety on shield; completely removing its shield pressuring potential. Overall | Kirby's oppressive up tilt has also seen rather drastic nerfs both directly and indirectly. The move has a shorter duration, much less range and more ending lag which makes it much less effective at stuffing out approaches and generally makes it easier to punish. The move is also noticeably weaker; dealing much less damage. The introduction of [[DI]] has made the move much less reliable as a combo move while the changes to shieldstun combined with the move's decreased damage/increased ending lag has immensely hindered its safety on shield; completely removing its shield pressuring potential. Overall while it is still one of his most useful moves, it is not nearly as effective as it was previously. | ||
Kirby | Kirby in general has worse frame data (especially relative to the cast), as well as 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 | Kirby is also the character who benefits the least from having an expanded move list. Kirby's grab game is now one of the absolute worst in the game. His new forward and back throws can be used as a [[sacrificial KO]] however, they can be escaped from at any time, which can lead to Kirby either [[self-destruct]]ing or at least leaving himself in a vulnerable position after simply using the throws. As a result, his forward and back throws are completely useless; 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-chase]]s although it is still not as useful as numerous other down throws. His new side special [[Hammer]] is a very slow (yet powerful) move on the ground while in the air, it is a very inconsistent and easy to escape multi-hit; 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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On the other hand, Kirby has received some buffs. Kirby has greater access to his [[Kirbycide]] as he can move around when swallowing his opponents (in addition to Inhale having reduced startup lag) and his new forward and back throws are more reliable tools to Kirbycide with (although this is completely nullified by the fact that those throws can now be escaped from). A few of his moves are also either slightly faster or stronger, such as his new up aerial, which is much stronger and has much less ending lag. All of Kirby's aerials also have less landing lag; with his average landing lag now being among the lowest. This makes the weakening of L-cancelling hinder him less than most other veterans/it otherwise would have. | On the other hand, Kirby has received some buffs. Kirby has greater access to his [[Kirbycide]] as he can move around when swallowing his opponents (in addition to Inhale having reduced startup lag) and his new forward and back throws are more reliable tools to Kirbycide with (although this is completely nullified by the fact that those throws can now be escaped from). A few of his moves are also either slightly faster or stronger, such as his new up aerial, which is much stronger and has much less ending lag. All of Kirby's aerials also have less landing lag; with his average landing lag now being among the lowest. This makes the weakening of L-cancelling hinder him less than most other veterans/it otherwise would have. | ||
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 now offering weak prowess. | ||
Due to these changes, he is | 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 a contender for the worst character in the entire game and he 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.}} | ||
**{{change|Kirby additionally gains a white costume, referencing his original monochrome appearance on the Western box art and in-game for '' | **{{change|Kirby additionally gains a white costume, referencing his original monochrome appearance on the Western box art and in-game for ''Kirby's Dream Land''.}} | ||
*{{change|Kirby gains a third victory pose, matching the rest of the cast.}} | *{{change|Kirby gains a third victory pose, matching the rest of the cast.}} | ||
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*[[Up throw]]: | *[[Up throw]]: | ||
**{{change|Kirby's previous forward throw is now his up throw.}} | **{{change|Kirby's previous forward throw is now his up throw.}} | ||
***{{nerf|In the process, it deals | ***{{nerf|In the process, it deals damage (13% → 10%) and base knockback (100 → 70) considerably hindering its KO potential despite it sending opponents at a higher angle (70° → 90°).}} | ||
**{{change|Kirby releases his opponent from up throw earlier (frame 58 → 51).}} | **{{change|Kirby releases his opponent from up throw earlier (frame 58 → 51).}} | ||
**{{nerf|Up throw no longer has a collateral hit.}} | **{{nerf|Up throw no longer has a collateral hit.}} | ||
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**{{change|Aerial Final Cutter no longer increases Kirby's size.}} | **{{change|Aerial Final Cutter no longer increases Kirby's size.}} | ||
**{{change|The rising hit has slightly lower set knockback (121/105 → 117/102).}} | **{{change|The rising hit has slightly lower set knockback (121/105 → 117/102).}} | ||
**{{nerf|Final Cutter travels less horizontal distance | **{{nerf|Final Cutter travels less horizontal and vertical distance, hindering its recovery potential.}} | ||
**{{nerf|The falling hit's first hitbox has more startup lag with a shorter duration (frames 46-49 → 47-49).}} | **{{nerf|The falling hit's first hitbox has more startup lag with a shorter duration (frames 46-49 → 47-49).}} | ||
**{{nerf|The falling hit's second hitbox is much smaller (7.5u → 3.84u).}} | **{{nerf|The falling hit's second hitbox is much smaller (7.5u → 3.84u).}} | ||
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{{MovesetTable | {{MovesetTable | ||
|game=SSBM | |game=SSBM | ||
|neutralname= | |neutralname=Vulcan Jab | ||
|neutralcount=2 | |neutralcount=2 | ||
|neutralinf=y | |neutralinf=y | ||
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|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 | ||
|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. | ||
|fsmashname=Smash Kick | |fsmashname=Smash Kick | ||
|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. | ||
|nairname=Twinkle Star | |nairname=Twinkle Star | ||
|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 | ||
|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''. | ||
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|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. | ||
}} | }} | ||
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===[[Crowd cheer]]=== | ===[[Crowd cheer]]=== | ||
{{Crowd | |||
|char=Kirby | |||
|game=Melee | |||
|desc-us=Kir - by! Kir - by! | |||
|desc-jp=Kaaaa - bii! | |||
| | |pitch-us=Group chant | ||
|pitch-jp=Group chant}} | |||
| | |||
|- | |||
|} | |||
===[[Victory pose]]s=== | ===[[Victory pose]]s=== | ||
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==In [[competitive play]]== | ==In [[competitive play]]== | ||
===Tier placement and history=== | |||
Kirby has historically always ranked very low on ''Melee'' tier lists; compared to {{SSBM|Pikachu}}, Kirby's [[nerf]]s from ''[[Super Smash Bros.]]'' were much more significant, removing almost all of the aspects that made him dominant in the original ''Smash Bros.'' and leaving him with considerably fewer options in both offense and defense. Players immediately noticed that Kirby was left with poor KOing power, a poor approach, and a severe vulnerability to edgeguarding and premature falls due to his light weight, low air speed, and telegraphed recovery. Owing to Kirby's significant drawbacks, there have been only a few professional smashers that have developed his metagame for serious play, with a large number of them failing to place notably in large tournaments. While more prolific Kirby mains were active in the past, such as {{Sm|KrazyKirbyKid}} and {{Sm|Triple R}}, there exist few such professionals in present-day competitive ''Melee'', causing Kirby's metagame to remain highly stagnant. Additionally, even prior to the stagnation of his metagame, Kirby was considered to rely on the opponent's lack of matchup experience to win matches. | |||
As a result of this stagnancy and Kirby's numerous flaws, Kirby has consistently ranked as one of ''Melee'''s worst fighters. He is currently ranked second-to-last at 25th place on the current tier list. However, some professional smashers, such as {{sm|Kira}} and {{Sm|Ginger}}, believe that Kirby is underrated, as his tournament results and player base have been notably better than other characters such as Bowser, Zelda, and Ness. {{Sm|Armada}} himself places Kirby [https://youtu.be/17n7Tcjrifg?t=124 at 24th on his own tier list], citing Kirby's crouch, tilts, and aerials as having mild utility. | |||
===Most historically significant players=== | ===Most historically significant players=== | ||
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines --> | <!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines --> | ||
:''See also: [[:Category:Kirby | :''See also: [[:Category:Kirby professionals (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 [[HTC Throwdown]]. Took a set off {{Sm|Armada}} and {{Sm|TheCrimsonBlur}} (though both were 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. | ||
==In 1-P Mode== | ==In 1-P Mode== | ||
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*'''[[Event 36: Space Travelers]]''': The player uses Ness must defeat {{SSBM|Samus}}, Kirby, {{SSBM|Fox}}, {{SSBM|Captain Falcon}} and {{SSBM|Falco}}. The player battles the first three characters on Fourside and battles the last two on {{SSBM|Battlefield}}. | *'''[[Event 36: Space Travelers]]''': The player uses Ness must defeat {{SSBM|Samus}}, Kirby, {{SSBM|Fox}}, {{SSBM|Captain Falcon}} and {{SSBM|Falco}}. The player battles the first three characters on Fourside and battles the last two on {{SSBM|Battlefield}}. | ||
===[[Congratulations_screen#Super_Smash_Bros._Melee| | ===[[Congratulations_screen#Super_Smash_Bros._Melee|Ending Images]]=== | ||
<center> | <center> | ||
<gallery> | <gallery> | ||
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==[[Trophies]]== | ==[[Trophies]]== | ||
In addition to the normal trophy about Kirby as a character | In addition to the normal trophy about Kirby as a character, there are two trophies about him as a fighter, unlocked by completing both [[Adventure Mode|Adventure]] and [[All-Star]] modes respectively with Kirby on any difficulty: | ||
{{Trophy/Fighter | {{Trophy/Fighter | ||
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<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> | ||
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<center> | <center> | ||
<gallery> | <gallery> | ||
SSBM Kirby HQ.jpg|Official artwork of Kirby | SSBM Kirby HQ.jpg|Official artwork of Kirby | ||
LuigiAdventureMode.jpg|Standing with {{SSBM|Donkey Kong}}, {{SSBM|Ness}}, and {{SSBM|Luigi}} on [[Great Bay]] | |||
LinkAdventureMode.jpg|Posing with {{SSBM|Link}} on [[Green Greens]] | |||
YoungLinkAdventureMode.jpg|Standing with {{SSBM|Young Link}} and {{SSBM|Pikachu}} on Green Greens | |||
FoxAdventureMode.jpg|[[Taunt]]ing with Ness and Pikachu on Temple | |||
LuigiAdventureMode.jpg|Standing with {{SSBM|Donkey Kong}}, {{SSBM|Ness}}, and {{SSBM|Luigi}} on Great Bay | |||
LinkAdventureMode.jpg|Posing with {{SSBM|Link}} on [[Green Greens]] | |||
YoungLinkAdventureMode.jpg|Standing with {{SSBM|Young Link}} and Pikachu on Green Greens | |||
FoxAdventureMode.jpg| | |||
</gallery> | </gallery> | ||
</center> | </center> | ||
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==External links== | ==External links== | ||
*[http://smashboards.com/showthread.php?t=87939 Kirby Video Archive] | *[http://smashboards.com/showthread.php?t=87939 Kirby Video Archive] | ||
*[http://www.smashboards.com/showthread.php?t=62115 The Competitive Kirby] - [[Smasher:t1mmy|t!mmy]]'s Kirby Guide | *[http://www.smashboards.com/showthread.php?t=62115 The Competitive Kirby] - [[Smasher:t1mmy|t!mmy]]'s Kirby Guide |