Editing Kirby (SSBU)
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However, Kirby has poor endurance, as his light [[weight]] makes him susceptible to early KOs. His poor air and ground speed, as well as a lack of projectiles and ranged attacks, presents a host of problems in [[Neutral game|neutral]] and offstage, as Kirby has trouble approaching and fighting those that can outrange him. Finally, Kirby's recovery, though far-reaching, is rather predictable, and his poor air speed and [[floatiness]] make Kirby very vulnerable to edgeguarding. | However, Kirby has poor endurance, as his light [[weight]] makes him susceptible to early KOs. His poor air and ground speed, as well as a lack of projectiles and ranged attacks, presents a host of problems in [[Neutral game|neutral]] and offstage, as Kirby has trouble approaching and fighting those that can outrange him. Finally, Kirby's recovery, though far-reaching, is rather predictable, and his poor air speed and [[floatiness]] make Kirby very vulnerable to edgeguarding. | ||
Overall, Kirby | Overall, Kirby's weaknesses undermine some of his strengths. As a result, he has consistently placed near the bottom in terms of competitive representation. Nevertheless, Kirby has still seen success from dedicated mains such as {{Sm|Guilheww}}, {{Sm|JeJaJeJa}}, and {{Sm|Konokururu}}. | ||
==Attributes== | ==Attributes== | ||
Kirby is known for being a small [[weight|lightweight]], being tied for the eighth-lightest character in the game. True to his franchise, Kirby is a slow, yet floaty character. He has | Kirby is known for being a small [[weight|lightweight]], being tied for the eighth-lightest character in the game. True to his franchise, Kirby is a slow, yet floaty character. He has the 31st slowest [[walk]]ing speed, 42nd fastest [[dash]]ing speed, and 43rd slowest [[Dash#Initial dash|initial dash]]. He also has the 5th slowest [[air speed]], 20th highest [[air acceleration]], 3rd lowest [[gravity]], the 5th lowest [[falling speed|falling]] and [[fast fall]]ing speeds, and above average [[traction]]. Due to these statistics, Kirby has difficulty approaching opponents. Kirby's [[recovery]] is versatile: despite his slow air speed and low jump height rendering him susceptible to edgeguarding, his five midair jumps, slow falling speed, long vertical airdodge, and [[Final Cutter]]'s decent distance give him good stalling capabilities and decent safety. | ||
Kirby's greatest strengths are his quick frame data, high combo potential, and the versatility of his moveset. The majority of Kirby's attacks are characterized by speed, with his tilts being among the fastest in the game, while his slowest moves instead boast high power as a trade-off, while still being quite fast for their power. Neutral attack and forward tilt are fast and have decent range, allowing Kirby to quickly distance opponents, with the latter being used for tech chase setups. Up tilt's low knockback and high speed allow it to combo into multiple moves, such as itself, an aerial attack, or an Inhale. Down tilt's low power is compensated by its very fast speed and it launching opponents at the [[Sakurai angle]], which allows it to [[trip]] most opponents even over 80%. Should he trip his opponents with it, he can follow up with a variety of attacks, such as a dash attack, grab, or forward smash. Dash attack’s early hit is excellent for whiff punishing and scoring a KO, potentially KOing opponents starting at 90%, while the late hit can set up into an Inhale. His [[smash attack]]s have good range, high power, and great speed, making them excellent at scoring a KO. Kirby is also very small, making him hard to hit, and his very low crouch allows him to avoid almost all grabs and several attacks. As a result, Kirby has an excellent ground and defensive game thanks to his quick frame-data and evasive [[crouch]], requiring opponents to be careful when approaching him in neutral. | Kirby's greatest strengths are his quick frame data, high combo potential, and the versatility of his moveset. The majority of Kirby's attacks are characterized by speed, with his tilts being among the fastest in the game, while his slowest moves instead boast high power as a trade-off, while still being quite fast for their power. Neutral attack and forward tilt are fast and have decent range, allowing Kirby to quickly distance opponents, with the latter being used for tech chase setups. Up tilt's low knockback and high speed allow it to combo into multiple moves, such as itself, an aerial attack, or an Inhale. Down tilt's low power is compensated by its very fast speed and it launching opponents at the [[Sakurai angle]], which allows it to [[trip]] most opponents even over 80%. Should he trip his opponents with it, he can follow up with a variety of attacks, such as a dash attack, grab, or forward smash. Dash attack’s early hit is excellent for whiff punishing and scoring a KO, potentially KOing opponents starting at 90%, while the late hit can set up into an Inhale. His [[smash attack]]s have good range, high power, and great speed, making them excellent at scoring a KO. Kirby is also very small, making him hard to hit, and his very low crouch allows him to avoid almost all grabs and several attacks. As a result, Kirby has an excellent ground and defensive game thanks to his quick frame-data and evasive [[crouch]], requiring opponents to be careful when approaching him in neutral. | ||
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|dairdesc=A diagonal corkscrew dropkick. A decent combo starter on grounded opponents due to its low ending lag. The final hit is a weak meteor smash, which makes it useful for edgeguarding and allows it to gimp characters with short recoveries. It can even lead into a [[footstool jump]] on fast-fallers and heavyweights. While it has the highest amount of start-up lag out of Kirby's aerials due to coming out on frame 18 and can't auto-cancel in a short hop, it has landing hitboxes, giving Kirby a decent window to safely land. The landing hit has low fixed knockback, giving it some combo potential. While possessing a rather good auto-canceling window and being good for edgeguarding, its usage offstage is only serviceable against characters with slow or exploitable recoveries, as the final hit cannot reliably KO characters even as high as 180% offstage due to its weak damage output. It has the highest landing lag of of Kirby's aerials and, despite its low endlag, it's unsafe on shield due to the final hit's low damage output, making it punishable when used recklessly. | |dairdesc=A diagonal corkscrew dropkick. A decent combo starter on grounded opponents due to its low ending lag. The final hit is a weak meteor smash, which makes it useful for edgeguarding and allows it to gimp characters with short recoveries. It can even lead into a [[footstool jump]] on fast-fallers and heavyweights. While it has the highest amount of start-up lag out of Kirby's aerials due to coming out on frame 18 and can't auto-cancel in a short hop, it has landing hitboxes, giving Kirby a decent window to safely land. The landing hit has low fixed knockback, giving it some combo potential. While possessing a rather good auto-canceling window and being good for edgeguarding, its usage offstage is only serviceable against characters with slow or exploitable recoveries, as the final hit cannot reliably KO characters even as high as 180% offstage due to its weak damage output. It has the highest landing lag of of Kirby's aerials and, despite its low endlag, it's unsafe on shield due to the final hit's low damage output, making it punishable when used recklessly. | ||
|grabname=Grab ({{ja|つかみ|Tsukami}}) | |grabname=Grab ({{ja|つかみ|Tsukami}}) | ||
|grabdesc=Reaches out with one hand. Based on the startup animation of the | |grabdesc=Reaches out with one hand. Based on the startup animation of the Torent Lariat from the Suplex ability from ''Kirby Super Star''. It's one of the fastest grabs, but has somewhat short range. | ||
|pummelname= Grab Slap ({{ja|つかみビンタ|Tsukami Pinta}}) | |pummelname= Grab Slap ({{ja|つかみビンタ|Tsukami Pinta}}) | ||
|pummeldmg=1% | |pummeldmg=1% | ||
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<!--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 (SSBU)]]'' | :''See also: [[:Category:Kirby players (SSBU)]]'' | ||
*{{Sm|Guilheww|Mexico}} - One of the two best Kirby players in the post-online metagame, being the only solo Kirby player to ever be ranked in the top 100 of a notable global ranking, ranking 93rd on the [[LumiRank 2024.1]]. His 13th-place finish at {{Trn|S Factor 11}} is the highest placement for a Kirby player at a major event | *{{Sm|Guilheww|Mexico}} - One of the two best Kirby players in the post-online metagame, being the only solo Kirby player to ever be ranked in the top 100 of a notable global ranking, ranking 93rd on the [[LumiRank 2024.1]]. His 13th-place finish at the supermajor {{Trn|S Factor 11}} is the highest placement for a Kirby player at a major event. | ||
*{{Sm|JeJaJeJa|USA}} - One of the two best Kirby players in the post-online metagame, having placed well at many events, including 33rd at the supermajors {{Trn|Super Smash Con 2022}}, {{Trn|Let's Make Big Moves 2023}}, {{Trn|Collision 2024}}, and {{Trn|Riptide 2024}} as well as 17th at {{Trn|Port Priority 7}}. He | *{{Sm|JeJaJeJa|USA}} - One of the two best Kirby players in the post-online metagame, having placed well at many events, including 33rd at the supermajors {{Trn|Super Smash Con 2022}}, {{Trn|Let's Make Big Moves 2023}}, {{Trn|Collision 2024}}, and {{Trn|Riptide 2024}} as well as 17th at {{Trn|Port Priority 7}}. He also won the regional {{Trn|Afterburner 2024}}, the largest tournament a Kirby player has won. He is also one of the two solo Kirby players to be ranked on a notable global power ranking, ranking 115th on the [[LumiRank 2024.1]]. | ||
*{{Sm|Jesuischoq|France}} - Considered the best Kirby player in the early metagame. Prior to his inactivity, he regularly placed highly at European events, including 2nd at the regional {{Trn|Smash4Glory - Ultimate Edition}} upsetting {{Sm|Glutonny}}, and 13th at the superregional {{Trn|VCA 2019}}. | *{{Sm|Jesuischoq|France}} - Considered the best Kirby player in the early metagame. Prior to his inactivity, he regularly placed highly at European events, including 2nd at the regional {{Trn|Smash4Glory - Ultimate Edition}} upsetting {{Sm|Glutonny}}, and 13th at the superregional {{Trn|VCA 2019}}. | ||
*{{Sm|Konokururu|Japan}} - One of the best Kirby players in the world in the post-online metagame and the best Kirby player in Japan. Although his placements have been less consistent than JeJaJeJa and Guilheww, he has placed well at several supermajors including 17th at {{Trn|Kagaribi 7}}, 33rd at {{Trn|Kagaribi 9}}, and 25th at {{Trn|Kowloon 12 with Kagaribi}}. | *{{Sm|Konokururu|Japan}} - One of the best Kirby players in the world in the post-online metagame and the best Kirby player in Japan. Although his placements have been less consistent than JeJaJeJa and Guilheww, he has placed well at several supermajors including 17th at {{Trn|Kagaribi 7}}, 33rd at {{Trn|Kagaribi 9}}, and 25th at {{Trn|Kowloon 12 with Kagaribi}}. | ||
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*If the spirits in the collection are in numerical order, Kirby is the last character to be in a spirit battle as the main opponent, which is Wonder Flower & Talking Flower. | *If the spirits in the collection are in numerical order, Kirby is the last character to be in a spirit battle as the main opponent, which is Wonder Flower & Talking Flower. | ||
**It is also the last character to be in a spirit battle as a minion, which is Peach & Stella. | **It is also the last character to be in a spirit battle as a minion, which is Peach & Stella. | ||
==References== | ==References== |