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{{Infobox Character
{{Infobox Character
|name = Kirby
|name = Kirby
|image = [[File:Kirby SSBU.png|250px]]
|image = [[File:Kirby SSBU.png|250px|Kirby]]
|game = SSBU
|game = SSBU
|ssbgame1 = SSB
|ssbgame1 = SSB
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|ssbgame4 = SSB4
|ssbgame4 = SSB4
|availability = [[Starter character|Starter]]
|availability = [[Starter character|Starter]]
|tier = D-
|ranking = 75
}}
}}
'''Kirby''' ({{ja|カービィ|Kābī}}, ''Kirby'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. Like all veterans, he was confirmed on June 12th, 2018. Kirby is classified as [[Fighter  number|Fighter #06]].
{{cquote|''Kirby's ability to copy other fighters is totally unique! While he is light and can be launched easily, he can also jump up to five times in the air, so he has great recovery. Look for his new Stone transformation, too.''|cite=[https://www.smashbros.com/en_US/blog/ Super Smash Blog]|source=[[Super Smash Bros. Ultimate Official Site]]}}
'''Kirby''' ({{ja|カービィ|Kābī}}, ''Kirby'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was confirmed on June 12th, 2018. Kirby is classified as fighter #06.


Kirby is voiced in all regions once again by Makiko Ōmoto, using a combination of new voice clips and ones recycled from ''[[Super Smash Bros. 4]]''.
Makiko Ōmoto once again reprises her role as his voice actor, using a combination of new voice clips and ones recycled from ''[[Super Smash Bros. 4]]''.
 
Kirby is currently ranked 75th out of 82 on the ''Ultimate'' [[tier list]], placing him in the D- tier and making him the lowest ranking of the [[Perfect attendance crew|perfect-attendance crew]]. This is roughly similar to his placement in the previous game, where he was ranked 49th out of 54. Kirby possesses fast tilts and low ending lag on his aerials, granting him access to quick and powerful [[combos]], while his back air and dash attack grant him strong KO options. Kirby's relatively small size and low crouch also makes him hard to hit; his crouch especially allows him to avoid most grabs and some attacks. Finally, Kirby's [[Inhale]] grants him his opponent's [[neutral special move]], which not only deals more damage than the opponent's, but can also be used to alleviate some of Kirby's weaknesses.
 
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 is a close-range character who can deal a ton of damage at close range, due to his well-above-average frame data and combos, but struggles to make use of his strengths due to his unimpressive range, slow air speed, and built-in lightweight properties, among other things. As a result, Kirby is a rarity within the metagame. Nevertheless, he 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 a slightly below-average [[walk]] speed (31st slowest), average [[dash]]ing and [[Dash#Initial dash|initial dash]] (42nd fastest and 43rd slowest). He also has the 5th slowest [[air speed]], above-average [[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 is known for being a small [[Weight|lightweight]], being tied for the eighth lightest character in the game. Despite this, Kirby's mobility is very poor in the air and only average on the ground, giving him a mediocre mobility overall, similarly to {{SSBULuigi}}, although not as bad as him: he has the twenty-first slowest [[walk]]ing speed, fortieth fastest [[dashing]] speed, and a decently quick [[Dash#Initial dash|initial dash]]. He also has the fourth slowest [[air speed]], fifteenth highest [[air acceleration]], third lowest [[gravity]], the fourth lowest [[falling speed|falling]] and [[fast fall|fast falling]] speeds, and above average [[traction]]. Due to these statistics, Kirby is a floaty character overall and has a hard time chasing opponents in the air. Although Kirby has five midair jumps, his [[recovery]] is average at best: despite his midair jumps and [[Final Cutter]] granting decent distance, his slow air speed combined with his low jump height means that he is extremely vulnerable to offstage edgeguarding.  


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 strength is his fast frame data and combo potential due to the versatility of his moveset. The majority of Kirby's moveset is characterized by speed, possessing among the fastest tilts in the game, while his slowest moves instead boast very high power as a trade-off, while also being quite fast for their power. Neutral attack and forward tilt are fast and have decent range, allowing Kirby to quickly fend off opponents. Up tilt's low knockback and fast speed allows it to combo into itself or an aerial attack. Down tilt's very low power is compensated by its very fast speed and it launching opponents at the [[Sakurai angle]], which allow it to [[trip]] most opponents even over 80%. His smash attacks 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, which combined with his very low crouch, allows him to avoid almost all grabs and several attacks. As a result, Kirby has a strong ground game, and a very useful defensive game thanks to his crouch, requiring opponents to be careful when approaching him in a neutral state.


The usefulness of Kirby's ground game also extends to his [[grab]] game. His grabs have short range but are among the fastest in ''Ultimate'', while his pummel's meager damage output is counterbalanced by its very fast speed. His [[forward throw]], unlike most other forward throws in the game, has combo potential, leading into aerial attacks from low to mid percentages. [[Back throw]] can be followed up by a back aerial at 0% on certain characters, can KO at high percents, and can send opponents offstage. [[Up throw]] is his strongest throw and is able to KO almost all characters around 170%, or even earlier if it lands on a platform. Lastly, while [[down throw]] has no combo potential, it is reliable for damage-racking when no other throw can yield better results.
The usefulness of Kirby's ground game also extends to his grab game. His grabs have short range but are among the fastest, while his pummel's meager damage output is counterbalanced by its very fast speed. His forward throw, unlike most other forward throws in the game, has combo potential, leading into aerial attacks from low to mid percentages. Back throw can be followed up by a back aerial at 0% on certain characters, and can KO at high percents. Up throw is his strongest throw and is able to KO almost all characters around 170%, or even earlier if it lands on a platform. Lastly, down throw is reliable for damage racking when no other throw can yield better results.


Kirby's aerial game is also notable. Despite his poor [[air speed]], his [[air acceleration]] is high and his aerial attacks also have great versatility. [[Neutral aerial]] has a long-lasting hitbox, the clean hit is disjointed and relatively strong, very low landing lag, and good coverage, making it a safe landing option. The weak hit of neutral air can combo into his tilts, grab, or even a smash attack. It can also be used as a combo finisher and as a KO move at high percents. Due to the move lasting longer compared to his other aerials, it can safely pressure shields. [[Forward aerial]] is Kirby’s most reliable approaching tool. Despite its moderately slow startup, it has disjointed hitboxes on Kirby’s feet, has a long lasting hitbox that can lead to a wall of pain at low percents, the final hit can lead to a KO at high percents, and has very little landing lag, which makes it very safe on shield and hard to punish. [[Up aerial]] has good vertical knockback, low landing lag and a fairly quick [[auto-cancel]] window, allowing for several potential follow-ups and even opportunities to KO when near the upper blast line. [[Back aerial]] has decent range, high knockback on the clean hit, and is Kirby's fastest aerial, making it one of his strongest options overall. Lastly, [[down aerial]] has considerable startup, but has multiple hits that drag opponents downward before the final hit [[meteor smash]]es them and has low ending lag, making it a deceptively powerful [[edgeguarding]] tool as well as a reliable combo starter with follow-ups on grounded opponents.
Kirby's air game is also decent, thanks to the versatility of his aerial attacks. Neutral aerial has a long duration, decent knockback on the clean hit and its very low landing lag and good coverage make it a safe landing option. Forward aerial is a powerful combo tool, chains fluidly and its first two hits can allow additional follow-ups due to its low landing lag. Up aerial has vertical knockback, low landing lag and a fairly quick [[auto-cancel]] window, allowing for many potential follow-ups. Back aerial has decent range, and is Kirby's fastest and strongest aerial, making it one of his most useful options overall. Lastly, down aerial has considerable startup, but drags opponents downward before [[meteor smash]]ing them and has low ending lag, making it a deceptively powerful [[edgeguarding]] tool. In addition, it is an effective combo starter with guaranteed follow-ups on grounded opponents.


Kirby's [[special move]]s can provide some unique strengths. {{B|Inhale|Kirby}} is his most notable example; it allows him to either [[List of Copy Abilities|copy]] the [[neutral special move]] of any character he inhales, or spit them out as a weight-dependent [[projectile]]. Depending on what character he inhales, the copy ability can give Kirby a move that helps him in matchups to various degrees, such as useful projectiles to counter-camp his opponent ([[Needle Storm]], [[Charge Shot]], {{SSBU|Wolf}}'s {{b|Blaster|Wolf}}), powerful punish options ([[Giant Punch]], [[Homing Attack]]), a reflector ([[Nayru's Love]]), or other benefits ([[Monado Arts]]). In addition, Kirby's version of the opponent's neutral special has a 1.damage multiplier. Kirby can also inhale projectiles; smaller projectiles will be swallowed, allowing him to heal himself, while larger ones (such as a fully-charged Charge Shot) can be stored in his mouth and spat out, essentially giving Kirby a reflector. The spat projectiles can be used to punish opponents at mid-range and can launch them away with high knockback. Inhale can also be used to [[Kirbycide]] or spit the opponent out offstage, although the opponent can escape by [[mashing]]. [[Hammer Flip]] is very powerful, especially when fully charged, and Kirby can move and jump while charging. However, its high startup and endlag, along with its short range and Kirby's already-sluggish movement being further slowed when charging, makes it difficult to land outside of a [[shield break]], covering ledge options, or after a jab lock. Final Cutter is his primary means of [[recovery]], granting good vertical distance, as well as a disjoint in front of him during his ascent and descent. It also emits a shockwave projectile upon landing, making it difficult to [[punish]] if the opponent is not behind Kirby. Lastly, [[Stone]] causes Kirby to turn into an object and ignore up to 25% damage. It is also a strong attack, especially in the air, and can be canceled shortly after Kirby begins his descent, although these benefits are limited by its slow startup and ending lag, and Kirby is still vulnerable to grabs while transformed. It can also be used on the ground, where it has faster startup due to creating a shockwave and it launches at a semi-spike angle.
Kirby's special moveset is generally situational, but still provides some unique strengths. {{B|Inhale|Kirby}} is the most notable example; it allows him to either copy the [[neutral special move]] of any character he inhales, or spit them out as a weight-dependent [[projectile]]. Kirby can also inhale projectiles, allowing him to heal himself, while certain ones (such as a fully-charged [[Charge Shot]]) can be stored in his mouth, enabling him to spit them out. The former, depending on what character he inhales, can give Kirby a move that helps him in matchups to various degrees, such as useful projectiles to counter-camp his opponent ([[Needle Storm]], [[Charge Shot]], {{SSBU|Wolf}}'s {{b|Blaster|Wolf}}), powerful punish options ([[Giant Punch]], [[Homing Attack]]), a reflector ([[Nayru's Love]]), or other massive benefits ([[Monado Arts]]). Kirby's version of the opponent's neutral special also has a 1.2x damage multiplier, encouraging him to rely on his Copy Ability. Additionally, since he can spit certain inhaled projectiles, Inhale gives Kirby a reflector; however, this has limited practical utility due to only working against a limited amount of projectiles, as well as the combined lag of inhaling and spitting the projectile, which is considerably slower than traditional reflectors. It can also be used to [[Kirbycide]] or put the opponent offstage, although mashing out fast enough will free the opponent. [[Hammer Flip]] is very powerful, especially when fully charged, and Kirby can move and jump while charging. However it has high startup and endlag even when uncharged, as well as short range, making it situational and hard to land outside of punishing a [[shield break]]. [[Final Cutter]] is Kirby's [[recovery]] move, granting good vertical distance and decent horizontal distance, as well as protection in front of him during his ascent and descent. It also emits a shock wave upon landing, making it difficult to [[punish]] if not at point-blank range. Lastly, [[Stone]] causes Kirby to plummet straight down and ignore damage by any move that deals less than 25%. It is also very strong and can be canceled shortly after Kirby begins his descent, although similar to Hammer Flip, these benefits are limited by its slow startup and ending lag, and Kirby is still vulnerable to grabs while transformed.


Kirby's most notable flaw, however, is his poor approach. Characters who have high mobility or who can camp with projectiles can wall out Kirby, such as {{SSBU|Mii Gunner}} and {{SSBU|Samus}}. Kirby's lack of reliable burst options makes his approach in these matchups problematic and sometimes predictable. In addition, characters with long [[disjointed hitbox]]es such as {{SSBU|Ike}} can outrange and wall out Kirby since his range is short relative to the cast. Final Cutter's projectile has decent range and moves quickly, but has somewhat slow startup due to it requiring Kirby to perform the entire rising and falling portions of the move beforehand, and he lacks other projectiles outside of spitting inhaled projectiles/opponents, or from a copy ability. This requires conscientious use to avoid punishment. Despite having great air acceleration, Kirby's air speed is also too slow for him to take advantage of it, hindering his aerial approach and recovery despite possessing five midair jumps. Kirby also has several KO moves, but some can be hard to land without a setup due to their short range. [[Rage]] further compounds these issues, as Kirby will be launched even further by a high-damage opponent, and his low weight means he will sometimes not survive long enough to take advantage of his own rage.
However, Kirby has noticeable flaws, his most notable weakness being his poor endurance. Being light and floaty, Kirby cannot endure strong hits for long at high percents. He is also very vulnerable to [[juggling]], due to his aforementioned slow falling and air speeds. Further compounding this issue, his only aerial with less than 10 frames of startup is his back aerial, which becomes active on frame 6. Not only does this impose a risk in approaching opponents in the air, but also prevents Kirby's aerials from being used effectively out of a disadvantage state, often forcing him to rely on his jumps to escape or return to the ledge, while also making him vulnerable to pressure.


In addition, Kirby also has poor endurance. While being light and floaty can help him escape combos from other characters, this also means he risks getting KOed earlier. He is also vulnerable to [[juggling]], due to his aforementioned slow falling and air speeds. This imposes as a risk in approaching opponents in the air, while also preventing Kirby's aerials from being used effectively when in a disadvantage state, often forcing him to rely on his jumps, Stone, or neutral aerial to escape and return to the ground or ledge.
Another big flaw is Kirby's poor approach. Characters who have fast mobility or can camp with projectiles like {{SSBU|Greninja}}, {{SSBU|R.O.B.}}, and {{SSBU|Samus}} can zone out Kirby with little to no effort. Kirby's lack of reliable burst options makes his approach in these matchups problematic and sometimes predictable. In addition, characters with long [[disjointed hitbox]]es like {{SSBU|Lucina}}, {{SSBU|Chrom}}, and {{SSBU|Mr. Game and Watch}} can outrange and wall out Kirby since his range is short relative to the cast. Final Cutter's projectile has decent range, but is very slow due to requiring Kirby to perform the entire rising and falling portions of the move beforehand, and he lacks other projectiles outside of spitting inhaled projectiles or opponents or using a copy ability. Despite having a great air acceleration, Kirby's air speed is also too slow for him to take advantage of it, hindering his aerial approach and recovery despite possessing five midair jumps. Kirby also has several KO moves, but most of them are hard to land without a setup due to their short range and, although down tilt can be used as a setup since it can cause the opponents to trip and forward aerial's very little ending lag causes the first two hits to connect into a forward or up smash. [[Rage]] further compounds these issues, as Kirby will be launched even earlier, while he will typically not endure long enough in order to take advantage of it.


Overall, Kirby tends to run hot and cold. He can inflict an impressive amount of damage if he gets close to his opponent thanks to his excellent frame data and potent combo game, but doing so is challenging for him due to his poor approach. As such, Kirby functions well with a bait-and-punish playstyle, although being unprepared for an opponent's approach can be hazardous due to his low survivability.
Overall, Kirby tends to run hot and cold. He can inflict an impressive amount of damage if he gets close to his opponent thanks to his potent combo game, but doing so is difficult for him due to his poor approach. As such, Kirby does well with a bait-and-punish playstyle, although being unprepared for an opponent's approach can be hazardous due to his unimpressive survivability.


==Changes from ''[[Super Smash Bros. 4]]''==
==Changes from ''[[Super Smash Bros. 4]]''==
Near the end of ''SSB4''{{'}}s metagame, Kirby had been considered a low-tier character due to a combination of lackluster attributes and underwhelming moveset despite its power. Likely owing to this, Kirby has been granted a mix of buffs and nerfs in the transition to ''Ultimate'', being overall buffed, though not enough to raise his standing on the tier list.
Near the end of ''SSB4''{{'}}s metagame, Kirby had been considered a low-tier character, and was thus ranked as the 6th worst character in ''SSB4''{{'}}s most recent tier list (50th out of 55). In the transition to ''Ultimate'', Kirby has been granted a mixture of buffs and nerfs, but has been buffed overall, although not enough to improve his standing considerably relative to the rest of the cast.


Kirby's buffs lie in the increased utility of his moveset as a whole, with overall improved frame-data and KO power on his finishers. The first two hits of his [[neutral attack]] can now [[jab lock]] and connect better into the looping hits (albeit at the cost of reduced damage output), while [[forward tilt]] is a stronger poke and KO option due to its reduced endlag and its increased knockback. His [[dash attack]] has been mostly reverted back to its ''Melee'' iteration, however, it is significantly faster, stronger, has less startup, far longer duration compared to his previous dash attack in ''SSB4'', can cross-up on shields, covers more ground, and is more reliable for catching opponents thanks to only consisting of a single, long-lasting hitbox—these changes make it a stronger punish tool and a much more versatile move overall. His [[smash attack]]s are now stronger punish options, with [[forward smash]] having much more range, [[up smash]] having faster start-up, and [[down smash]] regaining its semi-spike angle, restoring its utility at edgeguarding. His smash attacks also have improved KO power, with forward and up smash dealing more knockback, and down smash's altered angle KOing earlier at the edge despite its reduced knockback. Several of Kirby's attacks, such as up tilt and all his aerials (except for up aerial) also have more range, partially alleviating one of his weaknesses from ''SSB4''.
Kirby's buffs lie in the increased utility of his ground and aerial moveset. The first the first two hits of his [[jab]] can now [[jab lock]], making them more useful for set-ups for downed characters, and the looping hits connect into the opponent much more reliably, albeit at the cost of reduced damage output. [[Forward tilt]] is a stronger neutral option, as its reduced ending lag makes it a harder move to punish overall. [[Dash attack]] has been completely reworked, reverting back to its ''Melee'' iteration—however, it is significantly stronger, dealing much more damage and knockback, has less startup compared to his previous dash attack in ''SSB4'', can cross-up on shields, covers more distance, and is more reliable for catching opponents thanks to only consisting of one, long-lasting hit. These changes make it a stronger punish tool and a much more useful and versatile move overall than his previous dash attack. Kirby's KO power was also improved, since forward tilt and dash attack have gained KO potential, while his [[smash attack]]s are stronger punish options, with [[forward smash]] having an increase in range, [[up smash]] having reduced start-up, and [[down smash]] regaining its semi-spike angle that makes it better for edgeguarding, similarly to one of its hitboxes in ''Brawl'', and all three of have higher power, except for down smash, which has reduced knockback to compensate its lower angle, although it still KOs earlier close to the ledge. The landing lag in his aerials, already among the lowest in SSB4, was reduced even further and noticeably benefits him, making his aerials not only safer, but now capable of leading into followups, with forward air's first two hits now being able to follow up into forward smash, while his neutral aerial, one of his most situational attacks, has more range, more knockback and much less ending lag, making it safer and more reliable for pressuring, edgeguarding and KOing. Many of Kirby's attacks, such as up tilt and all his aerials except for up aerial also have more range, partially reducing one of his weaknesses from ''SSB4''. [[Inhale]] has received a large number of of significant improvements: it has reduced ending lag, more range, Kirby has a doubled time period during which he cannot lose his Copy Ability, it is now harder to make him lose it, he can now eat the projectiles he swallows to heal himself (and store certain ones in his mouth as well, enabling him to spit them out as stars) and his [[neutral special]] receives a 1.2× multiplier compared to his opponent, giving him a greater incentive to Inhale opponents. Lastly, Stone has super armor during its start-up, making it harder to interrupt Kirby out of the attack, as in previous ''Smash'' games, he could be interrupted even when he fully transformed.


The universal reduction to [[landing lag]] has also greatly benefited his aerials, which already had among the lowest landing lag in ''SSB4''; his aerials are not only safer, but now capable of leading into followups, with [[forward aerial]]'s first two hits now being able to follow up into a grab or forward smash. His neutral aerial (being one of his most situational attacks) is now faster, has more range, has less endlag, and deals more knockback (the clean hit being one of the strongest neutral aerials in ''Ultimate''). Up aerial received many of the same buffs as neutral aerial and both it and forward aerial deal more damage, regaining some of their lost KO power from ''Melee''.
However, Kirby has also received a few noteworthy nerfs. The most notable were to his [[grab]] game: The universal changes to the ending lag of grabs makes Kirby's riskier to throw out, his already mediocre grab range has been worsened (most notably on his pivot grab), and his [[forward throw]] has him jump up higher after the throw, which runs the risk of possibly landing on top of a soft platform, negating all follow-ups when it happens too early. This worsens Kirby's combo game on stages with platforms, and when combined with the loss of back throw's combo potential, grants Kirby a less effective combo game off of his grabs overall. Additionally, [[Stone]] no longer hits twice against shielded opponents, reducing its shield pressure considerably, and back aerial, one of his primary KOing options in ''SSB4'', deals less knockback, although the clean hit now lasts for 3 frames instead of 2. Lastly, his [[down aerial]], one of his most reliable combo starters in ''SSB4'', has more range on the looping hits, but slightly less on the final hit and is less advantageous on landing due to the removal of [[frame cancel]]ing, reducing the effectiveness of its follow-ups since its landing lag was not reduced enough to compensate properly.


For Kirby's special moves, [[Inhale]] has been significantly buffed with faster startup, less ending lag, a much longer grace period in which Kirby cannot lose his Copy Ability, a lower probability of losing said ability after this period has ended, and a new 1.2× multiplier to his copied [[neutral special]] compared to his opponent (albeit without a corresponding increase to knockback), giving him a greater incentive and a higher reward from inhaling opponents. Furthermore, he can now eat the projectiles he swallows to heal himself (and store certain ones in his mouth as well, enabling him to spit them out as stars). [[Hammer Flip]] now renders Kirby nigh-impossible to stop for a longer time as long as he's grounded. [[Final Cutter]] is faster, snaps to the ledge slightly sooner, and its landing hit is much more powerful, which improves its utility. And [[Stone]]'s aerial variant now has super armor during its startup, making it more difficult to interrupt Kirby out of the attack, as in previous ''Smash'' games he could be interrupted even when he fully transformed.
Overall, while Kirby has been improved from ''SSB4'', he still retains many of the same issues (mediocre range, sluggish aerial mobility, noticeable start-up on aerials barring back air, susceptibility to being camped) that made him a poorly viewed character in ''SSB4''. Additionally, a majority of the characters that were ranked on the same tier as Kirby or lower in ''SSB4'' have received notably bigger improvements than Kirby, which includes characters such as {{SSBU|King Dedede}}, {{SSBU|Pac-Man}}, {{SSBU|Falco}}, and {{SSBU|Zelda}}. This, coupled with his very sparse tournament results, has garnered him an overwhelmingly negative reception across the Smash community; multiple competitive players including {{sm|ESAM}}, {{sm|Leffen}}, {{sm|Tweek}}, {{sm|VoiD}}, {{sm|Dabuz}}, and {{sm|Samsora}} view Kirby just as poorly as in ''SSB4'' or even as one of the worst characters in the game altogether, with Mew2King going as far as to give Kirby his own tier below bottom tier, dubbed as the "Kirby Tier". However, he has earned some minimal representation in all levels of play, with players such as {{sm|Komota}}, {{sm|Jesuischoq}}, {{sm|SuperGirlKels}}, and {{sm|Captain L}}. Jesuischoq usually does decent in French majors, and  Komota has achieved a few noticeable results in majors. As of now, due to Kirby's lack of representation outside of them, his overall viability remains questionable.


However, Kirby has also received several noteworthy nerfs. The most notable were to his [[grab]] game: his already mediocre grab range has been worsened (most notably on his pivot grab), and [[forward throw]] has him jump up higher after the throw, which runs the risk of possibly landing on top of a soft platform, negating all follow-ups when it happens too early (although following up neutral air or up aerial can allow more follow-ups), while [[back throw]] has lost most of its combo setups due to changes to the animation. Altogether, this grants Kirby a less effective combo game off of his grabs overall. Other nerfs include: Stone no longer hitting shielding opponents twice, reducing its shield pressure considerably; [[back aerial]] deals less knockback (although it has more range and the clean hit now lasts for slightly longer to compensate); and [[down aerial]], one of his most reliable combo starters in ''SSB4'', has more range on the looping hits, but slightly less on the final hit and is less advantageous on landing due to the removal of [[frame cancel]]ing, reducing the effectiveness of its follow-ups since its landing lag was not reduced enough to compensate properly. Furthermore, Kirby still retains many of the same issues that plagued him in ''SSB4'', with mediocre range, sluggish aerial mobility and a high susceptibility to being camped.
===Aesthetics===
*{{change|As with all [[veteran]]s returning from ''Smash 4'', Kirby's model features a more subdued color scheme.}}
*{{change|Like many other characters, Kirby is more expressive, both with his face and his movement.}}
*{{change|Some of Kirby's animations, particularly his dash and initial jump, have been tweaked to closer resemble his appearance from ''{{s|wikirby|Kirby's Return to Dream Land}}'' onward.}}
*{{change|One of Kirby's voice clips when taking high knockback has been changed to his alternate KO sound from ''Smash 4''.}}
**{{change|As a result, he gains a new KO clip, which sounds similar to one of his ''Melee'' knockback voice clips.}}
**{{change|Kirby's unused damage yell from ''Smash 4'' is now used when he takes medium knockback.}}
*{{change|Kirby's [[on-screen appearance]] has a more intense, fiery explosion than in previous games. The large, cartoony stars that appear have been removed, and while the sparkle effects are still present, they have been drastically toned down. All in all, it more closely resembles how it appeared in the original ''[[Super Smash Bros.]]''}}
*{{change|Up [[taunt]] has been shortened, with Kirby striking the ending pose without dancing first. The pose itself has been tweaked; Kirby now raises one of his feet, resembling the pose he makes when gaining an ability in his games.}}
*{{change|Kirby smiles during his side taunt.}}
*{{change|Kirby's [[victory pose]]s have been modified. Two new dances are used, one with Kirby waving his arms and breakdancing, and another with Kirby moonwalking and sliding, both based off of ''Kirby’s Return to Dream Land'' and ending in a unique pose. Kirby also splits into three separate Kirbys when not in team battles, referencing his home series. This is the first and only game to have Kirby's victory poses finish differently.}}
**{{change|Kirby's idle pose at the end of his victory animation is more animate, with a gentle squash-and-stretch effect leading to a more rubbery feeling.}}
**{{change|Kirby faces forward instead of away when "wiggling" in one of his victory poses.}}
*{{change|When Kirby gains a new [[List of Copy Abilities|Copy Ability]], he briefly poses like he does in his home series. This animation can be canceled.}}
*{{change|Some Copy Ability hats have been changed.}}
**{{change|His {{SSBU|Samus}} helmet has a fully opaque visor, as it was in ''Super Smash Bros.''}}
**{{change|His {{SSBU|Captain Falcon}} helmet has triangular eyes, and the visor is opaque as in ''Super Smash Bros.''}}
**{{change|Unlike ''Smash 4'', his {{SSBU|Jigglypuff}} cap matches his costume color, as in previous games up to ''Brawl''.}}
**{{change|His {{SSBU|Zelda}} cap has been changed from the wimple she wore as a child in ''[[The Legend of Zelda: Ocarina of Time]]'' to a hairstyle matching her new ''{{s|zeldawiki|A Link to the Past}}'' and ''{{s|zeldawiki|A Link Between Worlds}}''-inspired look.}}
**{{change|His {{SSBU|Ganondorf}} cap is consistent with Ganondorf's ''Ocarina of Time'' appearance, effectively reverting to its design in ''[[Melee]]''.}}
**{{change|His {{SSBU|Ike}} cap uses the hairstyle from his ''Path of Radiance'' design, as in ''Brawl''.}}
**{{change|His {{SSBU|Wolf}} cap matches Wolf's ''Star Fox Zero''-based appearance.}}
**{{change|His {{SSBU|Robin}} cap, upon exhausting the {{b|Thunder|Robin}} tome, will disappear like it does in all other cases, instead of just disappearing with no animation.}}
*{{change|Kirby's [[Boxing Ring]] alias has been changed to "The Pink Demon".}}


Universal changes to the game's mechanics both benefit and hinder Kirby. The revamped [[air dodging]] mechanics have significantly improved his innate ability to [[edgeguard]] opponents more effectively, and directional air dodges have also given him a secondary recovery option, but this also makes him more susceptible to juggling and edgeguarding as well, due to his short-ranged aerials, predictable landing options, and his air dodges being among the slowest in the game. The changes to downwards velocity KOing opponents faster from the bottom [[blast line]] now render Final Cutter as a significantly more deadly edgeguarding and [[sacrificial KO]] option, further improving its utility. The increased [[shieldstun]] and increased startup on shield grabbing notably benefits Kirby's safety on hit, due to his moveset's naturally high damage and low ending lag, making him harder to shrug off and punish accordingly. Conversely, the changes to grabs' ending lag make Kirby's own grab riskier to throw out, as their ending lag can prove more punishable. The increase in mobility is a mixed bag for Kirby, as while his mobility has improved overall relative to the cast (most notably his aerial mobility), his problems with camping from the previous incarnation remain, exhibited with the increased prevalence of zoners. Overall, his edgeguarding and defensive options have been improved at the cost of his range issues becoming even more prevalent than in ''SSB4''.
===Attributes===
*{{buff|Like all characters, Kirby's [[jumpsquat]] takes 3 frames to complete (down from 4).}}
*{{buff|Kirby [[run]]s faster (1.57 → 1.727).}}
**{{buff|His initial [[dash]] is noticeably faster (1.5 → 1.9).}}
*{{buff|Kirby [[walk]]s faster (0.93 → 0.977).}}
*{{buff|Kirby's [[air speed]] is slightly faster (0.8 → 0.84).}}
*{{buff|Kirby's [[traction]] is much higher (0.0493 → 0.116), going from below average to being tied for the 17th highest, making easier for him to punish out of shield. }}
*{{buff|The changes to taunt interruptibility benefit Kirby more than any other returning veteran, as he can act quicker after discarding a Copy Ability.}}
*{{nerf|Forward [[roll]] grants less [[intangibility]] (frames 4-17 → 4-15).}}
*{{nerf|Back roll has more startup with less intangibility (frames 4-17 → 5-16), and more ending lag (FAF 31 → 36).}}
*{{buff|[[Air dodge]] grants more intangibility (frames 3-27 → 3-29).}}
*{{nerf|Air dodge has significantly more ending lag (FAF 33 → 63), now being tied with {{SSBU|Rosalina}} for the second slowest air dodge in the game duration-wise, only behind {{SSBU|Jigglypuff}}.}}


In the end, Kirby's changes now render his punish game much more deadly, make him much harder to shake off once he gains the advantage, and allow him to seal stocks at much more varied percentages, but the universal changes to the game's engine have made it slightly easier for opponents to keep him away and have rendered said punish game slightly more inconsistent. Because of this, Kirby is agreed to have not significantly improved from his appearance in ''SSB4'', which, combined with several veterans being buffed to varying degrees, has resulted in Kirby being in a similar position overall, despite several game updates handing Kirby a myriad of buffs.
===Ground attacks===
{{SSB4 to SSBU changelist|char=Kirby}}
*[[Neutral attack]]:
**{{buff|Neutral attack's first and second hits have altered angles (55° → [[361]]°/180° (hit 1), 70° → 361° (hit 2)) and knockback (8 base/30 scaling → 20 base/25/20 scaling (hit 1), 15/30 → 25/15 (hit 2)) to keep opponents close to Kirby, akin to other neutral attacks. This allows them to [[jab lock]], and noticeably improves their previously poor linking ability.}}
**{{buff|The second hit transitions faster into the infinite (frame 8 → 5) and has a lower [[SDI]] multiplier (1× → 0.3×), although with a slightly higher [[hitlag]] multiplier (1× → 1.2×).}}
**{{buff|The infinite has shorter gaps between hits (4 frames → 2), a consistent angle (55°/68°/80° → 361°), a lower hitlag multiplier (1× → 0.5×) and SDI multiplier (1× → 0.4×), and deals less knockback (6/4/2 base/100 scaling → 7 base/35 scaling). This allows it to connect more reliably and makes it much harder to escape.}}
**{{buff|The infinite's finisher has less startup (frame 5 → 3) and ending lag (FAF 51 → 40).}}
**{{buff|The finisher deals more damage (2% → 3%) and launches at a lower angle (45° → 361°), with knockback not fully compensated (80 base/120 scaling → 70/115), improving its KO potential.}}
**{{nerf|All hits except the finisher deal less damage (2% → 1.8% (hit 1), 3% → 1.6% (hit 2), 1% → 0.2% (infinite)).}}
**{{nerf|The first hit has a higher hitlag multiplier (1× → 1.7×), giving opponents more time to SDI it.}}
**{{nerf|The second hit and each hit of the infinite have a shorter hitbox duration (2 frames → 1), and the latter also has one frame more startup (frame 6 → 7), although this is compensated by its faster transition from the second hit.}}
**{{nerf|The finisher has smaller hitboxes overall (4.5u/6.5u/5.5u → 5u/5u/5u).}}
**{{change|The finisher has a much higher hitlag multiplier (1× → 3×).}}
*[[Forward tilt]]:
**{{buff|Forward tilt has less ending lag (FAF 28 → 24). Combined with the increased [[shieldstun]] for ground attacks, this makes it much safer on shield.}}
**{{buff|It has much more base knockback (12 → 40), improving its KO potential.}}
*[[Up tilt]]:
**{{buff|Up tilt's closest hitbox is larger (4u → 4.8u), now slightly larger than the late hit in ''Brawl''.}}
**{{buff|Its late hit and foot intangibility last one more frame (frames 6-9 → 6-10), now matching its duration from ''Brawl''.}}
**{{buff|It has less base knockback (40 → 30/26 (clean), 26 (late)) and more knockback scaling (116 → 132/125 (clean), 110 → 130/119 (late)), allowing it to combo better into his aerials from low to mid percents, while also improving its KO potential at very high percents.}}
**{{change|The hitbox at the tip of Kirby's foot launches at a slightly different angle (100° → 98° (clean), 88° → 86° (late)).}}
*[[Down tilt]]:
**{{buff|Due to the increased traction across the cast, opponents do not slide back as much upon [[trip]]ping from down tilt, improving its reliability for starting combos.}}
**{{change|It has more knockback scaling (30 → 43), causing it to stop tripping opponents sooner, but improving its combo potential at higher percents if it doesn't trip.}}
*[[Dash attack]]:
**{{change|Dash attack has reverted to its ''Melee'' iteration, where Kirby does a flaming tackle identical to the Burning copy ability from his home series, although it does not go off edges.}}
**{{buff|It hits only once instead of six times, possessing a clean hit, mid hit and late hit. This makes it more reliable overall than the previous dash attack, which could sometimes miss its last hit due to the looping hits' poor linking ability.}}
**{{buff|It propels Kirby a much farther distance forward, increasing its range, and due to him leaping during the animation, it can [[cross-up]] shields despite the changes to [[jostle]] mechanics. This makes it safer on shield at close range.}}
**{{buff|It has less startup, with its hitboxes active fully throughout (frames 12, 15, 19, 24, 30, 35-37 → 9-17 (clean)/18-26 (mid)/27-34 (late)).}}
**{{buff|The clean hit deals more damage (1% (hits 1-5), 4% (hit 6); 9% total → 12%), with knockback not fully compensated (100 base/70 scaling → 82/66), and launches at a more horizontal angle (65° → 46°). This turns it into a much stronger finisher, KOing opponents at around 160% from center stage and 105% near edges, compared to being unable to KO under 280% regardless of horizontal positioning.}}
**{{buff|It has larger hitboxes (3.5u/3.5u/3.3u (hits 1-5), 3u (hit 6) → 5u (clean), 3.5u (mid & late)).}}
**{{buff|Due to the mid hit dealing more damage than the previous dash attack's last hit (4% → 9%), and launching at a higher angle (65° → 76°), it KOs slightly earlier despite its lower knockback values (100 base/70 scaling → 80/50).}}
**{{nerf|It has more ending lag (FAF 54 → 60). Combined with no longer dealing multiple hits, this makes it much more punishable on shield if spaced poorly.}}
**{{buff|The late hit deals more  damage than the previous dash attack's final hit (4% → 6%).}}
**{{nerf| However, it has much less knockback (100 base/70 scaling → 80/50), hindering its KO potential despite launching at a higher angle (65° → 76°).}}
**{{change|It has a lower hitlag multiplier (2× → 1.3× (clean)/1× (mid)/0.8× (late)). This makes harder to DI, but makes it less safe in shield, especially in the later hitboxes.}}
*[[Forward smash]]:
**{{buff|Forward smash's clean hit deals more knockback (30 base/102 scaling → 32/109), improving its KO potential.}}
**{{buff|Kirby lunges farther forward, giving it more range.}}
**{{buff|It deals more damage when angled down (14% → 15% (clean), 10% → 11% (late)).}}
**{{nerf|It deals less damage when angled up (16% → 15% (clean), 12% → 11% (late)), although the clean is still slightly stronger than in ''Smash 4'' due to its higher knockback values.}}
**{{Nerf|The clean hit has a higher hitlag multiplier (1× → 1.2×), making it easier to DI.}}
**{{change|It has a different startup animation: Kirby pulls back before executing a thrust kick instead of performing a spin first, making it resemble Smash Kick, one of Smash Bros. Kirby's attacks in ''Kirby: Planet Robobot''.}}
*[[Up smash]]:
**{{buff|Up smash has less startup (frame 14 → 12), with its total duration compensated (FAF 48 → 46).}}
**{{buff|The clean hit and late hit had their duration reversed: the clean hit now lasts for 3 frames and the late hit only comes out on the last frame(frame 14 (clean)/15-16 (mid)/17-19 (late) → 12-14/15-16/17). This makes it more useful as an anti-air and makes it more consistent for KO'ing.}}
**{{buff|The clean hit has more base knockback (32 → 36), improving its KO potential.}}
**{{buff|The late hit (12% (base)/11% (tip) → 13%/12%) and the tip of the middle hitbox (12% → 13%) deal more damage.}}
**{{change|Its leg intangibility frames have been moved to match its faster startup (frames 14-19 → 12-17).}}
*[[Down smash]]:
**{{buff|Down smash launches at a [[semi-spike]] angle like one of its hitboxes in Brawl (69° → 29°), significantly improving its edgeguarding ability and allowing it to KO earlier near edges. It's also no longer vulnerable to LSI.}}
**{{nerf|It has much less knockback scaling to compensate for its lower angle(110 → 89), hindering its KO potential at center stage and across the stage.}}


==Update history==
===Aerial attacks===
Aside from glitch fixes, Kirby has been buffed significantly via game updates. Update 2.0.0 improved his ground game by reducing the ending lag of his forward tilt, along with granting it increased base knockback, giving it newfound KO potential at very high percentages, while also boosting its safety at low percents. Dash attack's clean hit was also given a larger hitbox, and its damage output was increased overall. Update 3.0.0 improved the duration of his up smash's clean hit, making it easier to land on aerial opponents, and reduced the ending lag on his neutral aerial. {{b|Inhale|Kirby}}'s Copy Ability grace period was also extended, allowing Kirby to safely keep his abilities for longer, and the probability of him losing them when receiving damage was also reduced. Furthermore, his down throw's damage output was increased, and [[Final Cutter]] can grab ledges earlier, making it safer for recovery.
*{{buff|All aerials have less landing lag (10 frames → 6 (neutral), 13 → 8 (forward), 17 → 10 (back), 12 → 7 (up), 17 → 16 (down).}}
*{{buff| The universal reduction to landing lag benefits Kirby's combo potential in his neutral, forward and up aerials and makes his aerial attacks safe on shield despite the changes to shieldstun for aerial attacks.}}
*[[Neutral aerial]]:
**{{buff|Neutral aerial's clean hit deals more knockback (30 base/90 scaling → 35/100), improving its pressure ability and KO power.}}
**{{buff|All hitboxes are bigger (8u → 9u (clean), 7u → 8u (mid), 6u → 7u (mid-to-late), 5u → 6u (late)).}}
**{{buff|It has significantly less ending lag (FAF 73 → 55), making it much safer to use.}}
**{{buff|It [[auto-cancel]]s earlier (frame 56 → 51).}}
*[[Forward aerial]]:
**{{buff|Forward aerial's first hit launches at a higher angle (45°/80° → 53°/84°) and deals less knockback (35 base/50 scaling → 43/39 (close), 35/38 (far)), allowing it to connect into the second hit more reliably.}}
**{{buff|The first and second hits have lower hitlag (1× → 0.8×) and SDI multipliers (1× → 0.5×), making them harder to escape.}}
**{{buff|The first and third hits have larger hitboxes (4.3u/4.3u → 5u/4.4u (hit 1), 4.9u → 5.1u (hit 3)).}}
**{{buff|The third hit also extends further horizontally and vertically (Z offset: 8-12 → 7-13, Y offset: 3.9-4.2 → 3-4.2), further improving its range.}}
**{{buff|The second hit extends further outwards (Z offset: 8-12 → 7-13), improving its horizontal range.}}
**{{change|The hitbox is also lower down (Y offset: 3.7-4.2 → 2.8-4.1). This reduces its vertical range but makes it easier to hit short or crouching characters, even in a rising short hop.}}
**{{buff|The third hit has a longer duration (frames 25-26 → 25-27).}}
*[[Back aerial]]:
**{{buff|Back aerial has larger hitboxes (4u (early)/3.4u (late) → 4.5u/3.5u), and the hitboxes extend further horizontally (Z offset: 7-10.5 (clean)/7-10 (late) → 6-13/6-11), noticeably improving its range.}}
**{{buff|The clean hit has a longer duration (frames 6-7 → 6-8).}}
**{{nerf|The clean hit deals less knockback (20 base/104 scaling → 15/100), hindering its KO potential.}}
**{{nerf|The late hit has a shorter duration (frames 8-14 → 9-12).}}
**{{change|The clean hit has a higher hitlag multiplier (1× → 1.2×).}}
*[[Up aerial]]:
**{{buff|Up aerial has slightly less ending lag (FAF 40 → 38).}}
**{{buff|It has more knockback scaling (100 → 108), improving its KO ability, without worsening its combo ability due to its reduced landing lag.}}
*[[Down aerial]]:
**{{buff|Down aerial's looping hits deal more damage (1% → 1.3%, total: 7% → 8.5%), with knockback scaling compensated (107 → 100).}}
**{{buff|The looping hits have a noticeably lower hitlag multiplier (1.5× → 0.8×), alongside a larger hitbox (5u → 6u), increasing their range and making them harder to escape from.}}
**{{nerf|It can no longer be [[frame cancel]]ed, with its landing lag not reduced enough to compensate. As a result, it has more landing lag relative to ''Smash 4'' if the landing hit connects, hindering its combo potential.}}
**{{nerf|The last hit has a smaller hitbox (6.2u → 5.6u).}}


Update 6.0.0 granted Kirby some of his most significant improvements. Both neutral and up aerials had their startup reduced and their knockback increased, improving their combo and KO potential. Inhale had its startup reduced as well, and the grace period for Copy Ability was further increased, along with a further reduction to the probability of losing his abilities. Up smash's sourspot had its knockback increased, improving its consistency, and neutral attack's startup was reduced by 1 frame. Following this, update 7.0.0 enlarged Kirby's shield, making him much less susceptible to shield pokes.
===Throws and other attacks===
*[[Grab]]s:
**{{nerf|All grabs have more ending lag (FAF 28 → 34 (standing), 39 → 42 (dash), 33 → 37 (pivot)), albeit they are still among the fastest in the game.}}
**{{nerf|All grabs have less range (Z2 offset: 10.2u → 9.4u (standing), 12.1u → 11u (dash), -17.9u → -15.7u (pivot)).}}
**{{nerf|Dash grab has slightly more startup lag (frame 8 → 9).}}
*[[Pummel]]:
**{{nerf|Pummel deals less damage (1.55% → 1%).}}
**{{nerf|It has less startup (frame 9 → 1) and ending lag (FAF 10 → 6), but deals considerably more hitlag (4 frames → 11), increasing its effective duration.}}
*[[Forward throw]]:
**{{nerf|Forward throw has Kirby jump slightly higher and further backwards at the end of the animation, able to reach the height of {{SSBU|Battlefield}}'s lower platform. The additional height weakens its combo potential at low percents, while the additional backwards distance prevents him from benefiting from the extra height at higher percents.}}
*[[Back throw]]:
**{{nerf|Back throw has Kirby jump immediately after releasing the opponent, as opposed to a few frames later, causing him to be much higher in the air after the move ends. Additionally, Kirby lands a short distance forward relative to where the throw is initiated from, rather than in the same spot. This removes the throw's followups at low percents, and weakens its edgeguarding potential, as it now pushes Kirby away from edges.}}
**{{change|It has an altered animation where Kirby doesn't squish as much upon slamming the opponent to the ground.}}
*[[Up throw]]:
**{{buff|Up throw has gained a collateral hitbox upon landing that deals 7%, similar to {{SSBU|Meta Knight}}'s up throw, increasing its effectiveness in battles with multiple opponents.}}
*[[Down throw]]:
**{{buff|Down throw's first nine hits deal more damage (0.8% → 1%, total: 10.2% → 12%).}}
*[[Edge attack]]:
**{{buff|Edge attack deals more damage (7% → 9%).}}


Kirby has been buffed once more in update 8.0.0, strengthening a handful of his finishers such as down smash, back aerial, and [[Stone]], with the former having decreased start-up, alleviating the nerfs they initially received in the transition to ''Ultimate''. Dash attack had its clean hit's knockback increased and its previously high endlag reduced, with cross-ups now being much safer and as well as giving the late hit follow-up potential. Although forward aerial's increased damage output and knockback on the final hit makes it harder for him to follow up with his combos at low percents, it is an overall benefit since it renders his finishers to be more potent, while indirectly giving his other combo tools more flexibility. Update 13.0.1 added a minor buff/bug fix of Kirby's version of [[Lightning Buster]] less ending lag to match {{SSBU|Mythra}}.
===Special moves===
*{{b|Inhale|Kirby}}:
**{{buff|Inhale has a larger vortex hitbox (7u → 8.5u) with altered hitbox placements (7.5u → 7u (Y offset), 13u → 15.5u (Z offset)), and an additional vortex hitbox, increasing its range.}}
**{{buff|It has less ending lag when failing to inhale anything (FAF 73 → 68).}}
**{{buff|It has less ending lag after copying an opponent (FAF 30 → 21), preventing the copied opponent from being able to hit Kirby before he can move.}}
**{{buff|Its swallowing hitboxes are larger (4.2u/4.6u → 5.3u/5.8u), increasing the safety of copying an opponent when others are nearby.}}
**{{buff|It can catch projectiles to heal Kirby, albeit with noticeable ending lag.}}
***{{buff|Kirby can keep certain projectiles, like a fully-charged [[Charge Shot]], inside his mouth and then choose to spit them out as a star that deals damage or swallow them to heal himself.}}
**{{buff|Kirby dies later when performing a [[Kirbycide#Swallowcide|Kirbycide]], though he still dies first. This gives the opponent less time to recover after Kirby is KO'd.}}
**{{buff|Kirby receives a 1.2× damage multiplier for his [[Copy Abilities]] when compared to the copied opponent's neutral special. This improves the utility of his Copy Ability. }}
**{{buff|Kirby cannot lose his Copy Ability by getting hit for 10 seconds after receiving it.}}
**{{buff|The distance an opponent travels in a star scales with damage, allowing Kirby to KO spat opponents near edges more effectively at higher percents.}}
**{{change|Inhale has a more opaque visual effect.}}
*{{b|Hammer|move}}:
**{{buff|Hammer launches at a lower angle when not fully charged (53° → 48° (grounded), 55° → 50° (aerial)), improving its KO and potential.}}
**{{buff|The grounded version has intangibility when fully charged (frames 2-10).}}
**{{buff|The grounded version has more super armor when fully charged (frames 11-13 → 11-17).}}
**{{buff|The aerial version deals slightly more damage (15%-27% → 16%-28%) with no compensation on knockback.}}
**{{nerf|The aerial version sends at a higher angle when fully charged (45° → 50°), slightly reducing its KO potential despite its increased damage.}}
**{{change|Kirby may use his uncharged or fully charged voice lines from ''Smash 4'' when swinging an uncharged Hammer.}}
**{{change|A fully charged Hammer triggers [[Special Zoom]].}}
*[[Final Cutter]]:
**{{buff|Final Cutter has less landing lag (34 frames → 30).}}
**{{buff|It can snap to the ledge earlier (frame 36 → 33).}}
**{{buff|The rising hit has a longer duration (frames 23-24 → 23-26). The set knockback during the additional active frames is lower (117/102 → 60/50) to link into the falling hit as well.}}
**{{buff|The landing hit no longer has set knockback (120 set/100 scaling → 85 base/95 scaling).}}
**{{nerf|The falling hit has smaller hitboxes (6.5u → 6u (meteor), 6u → 5.5u (late)).}}
**{{nerf|The falling hit's [[meteor smash]] portion has slightly less set knockback (100 → 96).}}
**{{change|The projectile has a lower hitlag multiplier (1× → 0.7×), although this is compensated by the universal increase to [[hitlag]].}}
*[[Stone]]:
**{{buff|Aerial Stone has [[super armor]] during startup (frames 19-28).}}
**{{buff|The landing hit launches at a higher angle (0° → 25°) and has much more base knockback (40 → 86), although with its knockback scaling compensated (40 → 24), allowing it to set up edgeguards more effectively, while also increasing its KO power.}}
**{{nerf|The aerial hit can no longer combo into the landing hit, significantly decreasing its shield damage.}}
**{{change|If Stone is hit with a reversing move such as  [[Cape]], the transformation will visually spin around.}}
**{{change|Opponents can no longer run through Stone, but can now push the transformations along the ground.}}
**{{change|Stone can transform into a {{s|zeldawiki|Treasure Chest}} found in ''{{s|zeldawiki|''The Legend of Zelda: Breath of the Wild}}''{{'}}s shrines.}}
**{{change|If Kirby is [[metal]] when using Stone, the transformation will also be metal.}}
**{{change|Kirby doesn't change back to normal if he lands underwater.}}
*[[Ultra Sword]]:
**{{change|It features a special background effect upon usage, in a similar fashion to the use of Super Abilities in ''Kirby's Return to Dream Land''.}}
**{{nerf|The final hit deals less knockback (scaling: 100 → 95).}}


Overall, Kirby fares significantly better than he did at the launch of ''Ultimate'', with his combo potential and mobility being greatly improved, as well as the combos doing more damage, which makes his neutral game more viable and leaves him less reliant on gimmicks to consistently close stocks.
==Update history==
Kirby has been buffed via game updates, having his damage output, KO potential, and attack safety slightly improved. His forward tilt has less ending lag and deals more knockback, giving it newfound KO potential at very high percentages, while boosting its safety. Neutral and up aerials have less ending lag, with the former being able to auto-cancel earlier as well, aiding Kirby's aerial game. Dash attack deals more damage on all hitboxes, while its clean hitbox has wider range, enabling it to rack up damage more easily. In the 3.0.0 patch, Kirby has been buffed further, with improvements given to a few of his more generally lackluster attacks. Kirby can retain inhaled Copy Abilities noticeably longer and is less likely to lose his Copy Abilities after the initial threshold. His down throw's damage-racking capabilities are improved, and his Final Cutter can grab ledges earlier, making it safer for recovery. Up smash's clean hit now has a longer duration, improving its reliability as an anti-air option. Lastly, the universal nerf to projectile shield damage allows Kirby to overcome camping strategies better.


'''{{GameIcon|ssbu}} {{SSBU|1.1.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|1.1.0}}'''
{{UpdateList (SSBU)/1.1.0|char=Kirby}}
*{{buff|Up aerial has less ending lag (FAF 40 → 38).}}
*{{change|Final Cutter has some animations updated.}}


'''{{GameIcon|ssbu}} {{SSBU|1.2.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|1.2.0}}'''
{{UpdateList (SSBU)/1.2.0|char=Kirby}}
*{{bugfix|After copying Pac-Man's [[Bonus Fruit]], Key will no longer be discarded when it is recycled.}}


'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}'''
{{UpdateList (SSBU)/2.0.0|char=Kirby}}
*{{buff|Dash attack has more range.}}
*{{buff|Dash attack deals more damage (10% (clean)/7% (mid)/4% (late) → 12%/9%/6%) with knockback partly compensated.}}
*{{buff|Forward tilt deals more knockback, causing it to KO at high percents.}}
*{{buff|Forward tilt has less ending lag (FAF 28 → 24).}}
*{{buff|The aerial version of Stone has super armor (frames 19-28).}}
*{{bugfix|Fixed a visual glitch in Team Battles where the smoke effects of Kirby's doubles were still present if Kirby is on a winning team with more than two characters.}}


'''{{GameIcon|ssbu}} {{SSBU|3.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|3.0.0}}'''
{{UpdateList (SSBU)/3.0.0|char=Kirby}}
*{{buff|Up smash's clean hit has a longer duration, with the late hit having a shorter duration instead (frame 12 (strong)/13-14 (mid)/15-17 (late) → 12-14/15-16/17).}}
*{{buff|Neutral aerial has less ending lag (FAF 63 → 55) and [[auto-cancel]]s earlier (frame 56 → 51).}}
*{{buff|The first 9 hits of down throw deal more damage (0.8% → 1%, total: 10.2% → 12%).}}
*[[Inhale (Kirby)|Inhale]]
**{{buff|Kirby dies later when performing a [[Kirbycide#Swallowcide|Kirbycide]] with Inhale, though he still dies first. This gives the opponent less time to recover after Kirby is KO'd.}}
**{{buff|Kirby cannot lose Copy Abilities received by Inhale for a longer period of time (5 seconds → 10).}}
**{{buff|Kirby is less likely to lose Copy Abilities when getting hit (Chance to lose: Damage Received/70 * 130% → Damage Received/70 * 100%).}}
**{{bugfix|Fixed a majority amount of Inhale Glitches:}}
***{{bugfix|Visual glitch where Kirby would retain parts of [[Metal Box|Metal]] status with {{SSBU|Wii Fit Trainer}}.}}
***{{bugfix|Visual glitch where Kirby’s Bandana from {{SSBU|Snake}} would move during the camera view of each frame.}}
***{{bugfix|Opponents now properly gain intangibility when caught by Inhale; previously opponents would become stuck in a hitstun during Inhale.}}
***{{bugfix|Infinite floating glitch that occurs when Kirby uses multiple copied {{SSBU|Mii Swordfighter}}'s [[Gale Strike]]s in the air after performing a throw that left him in the air.}}
***{{bugfix|Gliding glitch when Kirby uses a copied and [[B-reverse]]d Mii Swordfighter's Gale Strike while running.}}
*{{buff|Final Cutter can snap to the ledge earlier (frame 36 → 33).}}


'''{{GameIcon|ssbu}} {{SSBU|3.1.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|3.1.0}}'''
{{UpdateList (SSBU)/3.1.0|char=Kirby}}
*{{nerf|Kirby can no longer perform the initial dash cancel to [[Pikmin Throw]].}}
 
*{{bugfix|Fixed an issue that resulted in Kirby being unable to perform dodges, shield and crouch after attempting to change then losing the chosen [[Monado Art]].}}
'''{{GameIcon|ssbu}} {{SSBU|6.0.0}}'''
*{{bugfix|Scenarios where the opponent would not escape from Inhale after Kirby gets hitstunned at a specific frame has been fixed.}}
{{UpdateList (SSBU)/6.0.0|char=Kirby}}
 
'''{{GameIcon|ssbu}} {{SSBU|7.0.0}}'''
{{UpdateList (SSBU)/7.0.0|char=Kirby}}
 
'''{{GameIcon|ssbu}} {{SSBU|8.0.0}}'''
{{UpdateList (SSBU)/8.0.0|char=Kirby}}
 
'''{{GameIcon|ssbu}} {{SSBU|13.0.1}}'''
{{UpdateList (SSBU)/13.0.1|char=Kirby}}


==Moveset==
==Moveset==
*Kirby can perform [[Double jump#Multiple double jumps|5 double jumps]], tied with {{SSBU|Jigglypuff}} and {{SSBU|Meta Knight}} for most double jumps in the game.
*Kirby can perform five [[midair jump]]s.
''For a gallery of Kirby's hitboxes, see [[Kirby (SSBU)/Hitboxes|here]].''
 
{{MovesetTable
{{MovesetTable
|game=SSBU
|game=SSBU
|neutralcount=2
|neutralcount=2
|neutralinf=y
|neutralinf=y
|neutralname=Punch ({{ja|パンチ|Panchi}}) / Follow-Up Punch ({{ja|追いパンチ|Oi Panchi}}) / Vulcan Jab ({{ja|バルカンジャブ|Barukan Jabu}}) / Vulcan Finish ({{ja|バルカンフィニッシュ|Barukan Finisshu}})
|neutralname=Vulcan Jab/Smash Punch
|neutral1dmg=1.8%
|neutral1dmg=1.8%
|neutral2dmg=1.6%
|neutral2dmg=1.6%
|neutralinfdmg=0.2% (loop), 3% (last)
|neutralinfdmg=0.2% (loop), 3% (last)
|neutraldesc= A {{s|wikipedia|one-two combo}}. When button mashed, Kirby performs the Vulcan Jab from the {{s|wikirby|Fighter}} ability before concluding with the Smash Punch. It is very quick due to coming out on frame 2, and its first two hits have very minimal ending lag. These traits make it effective for [[jab cancel]]ing or as an [[out of shield]] option. Both hits can also [[jab lock]].
|neutraldesc= A {{s|wikipedia|one-two combo}}. When button mashed, Kirby performs the Vulcan Jab from the {{s|wikirby|Fighter}} ability before concluding with the Smash Punch, also from the Fighter ability. It is very quick due to coming out on frame 3, and its first two hits have very minimal ending lag. These traits make it effective for [[jab cancel]]ing or as an [[out of shield]] option.
|ftiltname=Spinning Kick ({{ja|スピニングキック|Supiningu Kikku}})
|ftiltname= 
|ftiltdmg=8% (base), 7% (tip)
|ftiltdmg=8% (base), 7% (tip)
|ftiltdesc=Throws a spinning roundhouse kick. It is quick, due to coming out on frame 5, having very little ending lag and can be angled. The tip of Kirby's foot is a sourspot, but it is [[priority|out-prioritized]] by the other hitboxes. Due to its above average knockback, it can KO middleweights starting at around 140% at the edge of {{SSBU|Final Destination}} when sweetspotted; this makes it a useful 2-framing option when angled downwards.
|ftiltdesc=Throws a spinning roundhouse kick. It is quick, due to coming out on frame 5, having very little ending lag and can be angled. Due to its above average knockback, it can KO middleweights starting at around 132% at the edge of {{SSBU|Final Destination}}.
|utiltname=Kirby Tail ({{ja|カービィテイル|Kābi Teiru}})
|utiltname= 
|utiltdmg=5% (clean), 4% (late)
|utiltdmg=5% (clean), 4% (late)
|utiltdesc=A scorpion kick. Although its damage output is low, it is a very useful combo starter at low percents, due to it coming out on frame 4 and having both very minimal ending lag and disjointed range which also reaches in front of him. It also renders Kirby's foot [[Intangibility|intangible]] throughout its duration, which can give him protection above him and allows it to be used as an anti-air tool despite its rather poor range.
|utiltdesc=A scorpion kick. Although its damage output is low, it is a very useful combo starter at low percents, especially on fast-fallers, due to it coming out on frame 4 and having both minimal ending lag and disjointed range which slightly reaches behind him. It also renders Kirby's foot [[Intangibility|intangible]] throughout its duration.
|dtiltname=Squish Kick ({{ja|ローキック|Rō Kikku}}, ''Low Kick'')
|dtiltname=Squish Kick
|dtiltdmg=6%
|dtiltdmg=6%
|dtiltdesc=A crouching shin kick. It is fairly spammable due to coming out on frame 4 and having minimal ending lag. It also moves Kirby marginally forward when using it. When coupled with its [[trip]]ping potential, and the fact that Kirby's crouch allows him to dodge many attacks with high hitboxes, it can be a very useful set-up option, especially after a crouch.
|dtiltdesc=A crouching shin kick. It is fairly spammable due to coming out on frame 4 and having minimal ending lag. When coupled with its [[trip]]ping potential, it can be a very useful set-up option.
|dashname=Burning ({{ja|バーニング|Bāningu}})
|dashname=Burn
|dashdmg=12% (clean), 9% (mid), 6% (late)
|dashdmg=12% (clean), 9% (mid), 6% (late)
|dashdesc=The Burn attack from the {{s|wikirby|Burning}} ability from ''Kirby's Adventure''. It has decent startup at frame 9 with a long-lasting hitbox that grows weaker over time. Its clean hitbox is one of the strongest dash attacks in the game, KOing middleweights at around 100% from the edge of Final Destination, though it is extremely punishable on shield due to its endlag. Unlike ''Melee'', it does not slide off of edges.
|dashdesc=The Burn attack from the {{s|wikirby|Fire}} ability. It has decent start up at frame 9 with a lengthy hitbox that grows weaker over time. When struck cleanly, it has great power, KOing middleweights at around 98% from the edge of Final Destination.
|fsmashname=Smash Kick ({{ja|スマッシュキック|Sumasshu Kikku}})
|fsmashname=Smash Kick
|fsmashdmg={{ChargedSmashDmgSSBU|15}} (clean), {{ChargedSmashDmgSSBU|11}} (late)
|fsmashdmg={{ChargedSmashDmgSSBU|15}} (clean), {{ChargedSmashDmgSSBU|11}} (late)
|fsmashdesc=Based on the Spin Kick from the Fighter ability from ''Kirby Super Star''. Due to becoming active at frame 13, it is quite fast for a forward smash. It can be angled, moderately moves Kirby forward, and the clean hit is slightly disjointed, giving it deceptively good range. Its clean hitbox also deals respectable damage and has very high knockback growth, which makes it a powerful and reliable KOing option. While near the edge of Final Destination, it KOs middleweights starting at around 70%. However, its late hitbox lacks reliable KO potential due to its high base knockback at the expense of very low knockback scaling. The hitbox also has a deceptively short duration, and it has noticeable ending lag (29 frames), making it unsafe on shield and punishable if not used correctly. A powerful punish option that is also capable of 2-framing reliably if angled downwards.
|fsmashdesc=The Spin Kick from the Fighter ability. Due to becoming active at frame 13, it's fast for a forward smash. It can be angled and moderately moves Kirby forward, giving it deceptive range. Its clean hitbox also deals respectable damage and has very high knockback growth, which makes it a powerful and reliable KOing option. While near the edge of Final Destination, it KOs middleweights at around 80%. However, its late hitbox lacks reliable KO potential.
|usmashname=Somersault Kick ({{ja|サマーソルトキック|Samāsoruto Kikku}})
|usmashname= 
|usmashdmg={{ChargedSmashDmgSSBU|15}}/{{ChargedSmashDmgSSBU|14}} (clean), {{ChargedSmashDmgSSBU|14}}/{{ChargedSmashDmgSSBU|13}} (mid), {{ChargedSmashDmgSSBU|13}}/{{ChargedSmashDmgSSBU|12}} (late)
|usmashdmg={{ChargedSmashDmgSSBU|15}}/{{ChargedSmashDmgSSBU|14}} (clean), {{ChargedSmashDmgSSBU|14}}/{{ChargedSmashDmgSSBU|13}} (mid), {{ChargedSmashDmgSSBU|13}}/{{ChargedSmashDmgSSBU|12}} (late)
|usmashdesc=A bicycle kick. It can hit behind Kirby, while its clean hitbox deals respectable damage and has very high knockback growth akin to forward smash, KOing middleweights at around 100% from anywhere on Final Destination. Kirby's foot is also rendered intangible throughout its duration. Has moderate startup and ending lag, coming out on frame 12 and having 27 frames of ending lag, which gives it the fastest interruptibility of Kirby's smash attacks. Its middle hit is noticeably weaker, but still has surprisingly respectable KO power for an up smash and launches at a more favourable angle, KOing middleweights at around 120% from anywhere on Final Destination. The late hit has extremely low knockback, not KOing opponents even at Sudden Death percentages, and the move has a sourspot at the tip of Kirby's foot that deals less damage.
|usmashdesc=A bicycle kick. It can hit behind Kirby, while its clean hitbox deals respectable damage and has very high knockback growth like forward smash. It clean hitbox KOs middleweights at around 110% from anywhere on Final Destination. Kirby's foot is also rendered intangible throughout its duration. However, its mid and late hitboxes lack KO potential. Comes out on frame 12 and has 29 frames of ending lag, so it's speed is only average for an up smash.  
|dsmashname=Propeller Kick ({{ja|プロペラキック|Puropera Kikku}})
|dsmashname= 
|dsmashdmg={{ChargedSmashDmgSSBU|14}} (clean), {{ChargedSmashDmgSSBU|10}} (late)
|dsmashdmg={{ChargedSmashDmgSSBU|14}} (clean), {{ChargedSmashDmgSSBU|10}} (late)
|dsmashdesc=A spinning split kick. It hits in front of and behind Kirby, and its clean hitbox deals respectable damage and has very high knockback growth like his forward and up smashes. Comes out on frame 7, with the fastest startup of his smash attacks. It semi-spikes with above average power, with its clean hitbox KOing middleweights starting at around 100% from the edge of Final Destination, and is additionally a reliable 2-framing option that is very useful for edgeguarding as a result. It also renders Kirby's feet intangible starting from frame 3 until the clean hit ceases at frame 11. However, its late hitbox has significantly lower KO potential due to its lower damage, not KOing middleweights on the ledge of Final Destination until around 140%. Due to it having 31 frames of ending lag, it has the highest ending lag of Kirby's smash attacks, and combined with its long duration, it's very punishable if shielded or whiffed.
|dsmashdesc=A spinning split kick. It hits in front of and behind Kirby, and its clean hitbox deals respectable damage and has very high knockback growth like his forward and up smashes. Comes out on frame 10. Semispike with above average power, with its clean hitbox KOing middleweights at around 103% from the edge of Final Destination. It also renders Kirby's feet intangible, albeit only during its clean hitbox. However, its late hitbox has significantly lower KO potential.
|nairname=Twinkle Star ({{ja|ティンクルスター|Tinkuru Sutā}})
|nairname=Twinkle Star
|nairdmg={{ShortHopDmgSSBU|10}} (clean), {{ShortHopDmgSSBU|8}} (mid), {{ShortHopDmgSSBU|6}} (mid-to-late), {{ShortHopDmgSSBU|4}} (late)
|nairdmg={{ShortHopDmgSSBU|10}} (clean), {{ShortHopDmgSSBU|8}} (mid), {{ShortHopDmgSSBU|6}} (mid-to-late), {{ShortHopDmgSSBU|4}} (late)
|nairdesc=A cartwheel that also appears in the {{s|wikirby|Smash Bros.}} ability. Its very low landing lag makes it a decent set-up option at low percents or a tool for shield pressure when short hopped, while its very high knockback growth makes it a decent anti-pressure option. In addition, on Final Destination, it can KO middleweights under 160% at center stage and at around 110% at the ledge if landing the clean hitbox, making it one of the strongest neutral aerials in the game, which also makes it a powerful [[out of shield]] option. It has large hitboxes that cover Kirby's body, especially at the beginning, giving good protection and coverage around him, and it can also edgeguard. It has properties of a [[sex kick]] and autocancels in a full hop. Due to coming out on frame 8, it has the second fastest startup of Kirby's aerials, although this also makes it slower in comparison to other sex kicks.
|nairdesc= A cartwheel, similar to the aerial attack from the {{s|wikirby|Smash}} ability. Its very low landing lag makes it a decent set-up option at low percents or a tool for shield pressure when short hopped, while it's surprisingly high knockback growth makes it a decent anti-pressure and out of shield option. It has big hitboxes, especially at the beginning, giving good protection and coverage around Kirby. It can also edgeguard, but it has the highest amount of ending lag out of Kirby's aerials, although much safer than in SSB4 since its ending lag was reduced drastically. Despite having [[sex kick]] properties, it also has noticeable startup lag at frame 10, tied with forward and up aerials. Autocancels in a full hop.  
|fairname=Triple Attack ({{ja|トリプルアタック|Toripuru Attaku}})
|fairname= 
|fairdmg={{ShortHopDmgSSBU|4}} (hit 1), {{ShortHopDmgSSBU|4}} (hit 2), {{ShortHopDmgSSBU|6}} (hit 3)
|fairdmg={{ShortHopDmgSSBU|4}} (hit 1), {{ShortHopDmgSSBU|3}} (hit 2), {{ShortHopDmgSSBU|5}} (hit 3)
|fairdesc=A series of three consecutive aerial kicks. Due to coming out on frame 10, it has the second slowest startup of Kirby's aerials. The first two hits have low knockback, which allows them to connect reliably into the third hit; however, they are notably inconsistent and the first hit doesn't use the [[autolink angle]], meaning that it might experience fallouts as a result. Its low landing lag also allows the first or second hit to be used as set-up options into other moves, such as an up smash or forward smash at high percents. A versatile aerial that is good for combos and edgeguarding, it is capable of connecting into itself for a [[wall of pain]] in certain instances. As of update 8.0.0, it deals the highest damage of Kirby's aerials and, while this makes it more difficult to connect two forward aerials at low to mid percents, is able to KO middleweights near the edge of Final Destination around 130% or 170% near the center. It can also be used as an out-of-shield option if Kirby is too far away to hit the opponent with neutral aerial or up aerial, and its multiple hits can pressure shields when retreating. It auto-cancels in a full hop.
|fairdesc=The Aerial Spin Kick from the Fighter ability. The first two hits have low knockback, which allows them to connect reliably with the third hit. Its low landing lag also allows the first or second hit to be used as set-up options into other moves, such as an up smash or forward smash at high percents. Good for combos. Can connect into itself for a [[Wall of Pain]] in certain instances. Autocancels in a full hop.  
|bairname=Drop Kick ({{ja|ドロップキック|Doroppu Kikku}})
|bairname= 
|bairdmg={{ShortHopDmgSSBU|13}} (clean), {{ShortHopDmgSSBU|8}} (late)
|bairdmg={{ShortHopDmgSSBU|13}} (clean), {{ShortHopDmgSSBU|8}} (late)
|bairdesc=A dropkick. It functions as a sex kick, but it also has the lowest amount of start-up lag out of Kirby's aerials, due to it coming out on frame 6. It can autocancel in a short hop and its clean hitbox possesses very high knockback growth, which make it a viable KOing option. While near the edge of Final Destination, its clean hitbox KOs middleweights at around 105-110%, which is around the same KO percentages of Kirby's clean neutral aerial. It also boasts good range due to its slightly disjointed hitbox, which makes it a viable edge-guarding option, and allows it use in a [[wall of pain]], as well as a good approaching option if used in a reverse aerial rush. These attributes make it one of Kirby's best finishers.
|bairdesc=A dropkick. It functions as a sex kick, but also has the lowest amount of start-up lag out of Kirby's aerials, due to it coming out on frame 6. It autocancels from  a short hop and its clean hitbox also deals the most damage out of his aerials, and possesses very high knockback growth, which make it a viable KOing option. While near the edge of Final Destination, its clean hitbox KOs middleweights at around 105%. It also boasts good range due to its slightly disjointed hitbox, which makes it a viable edge-guarding option, and allows it to use it in a wall of pain.
|uairname=Air Cutter ({{ja|エアカッター|Ea Kattā}})
|uairname= 
|uairdmg={{ShortHopDmgSSBU|10}}
|uairdmg={{ShortHopDmgSSBU|9}}
|uairdesc=A bycicle kick similar to his up smash. Comes out on frame 8, tied with neutral aerial for having the second lowest startup of Kirby's aerials. A decent juggling option, it can also be used for continuing a combo due to its low landing lag. Can be used as an out-of-shield option if the opponent has a large enough [[hurtbox]]. Due to its decent damage and knockback, it is strong enough to KO middlweights at around 150% on Final Destination on ground level, making it a useful KO option after a full hop, or above platforms. It can auto-cancel in a short hop fast fall.
|uairdesc=The Moon Somersault Kick from the Fighter ability. A decent juggling option, it can also be used for continuing a combo due to its low landing lag. Autocancels in a short hop.  
|dairname=Screwdriver ({{ja|スクリュードライバー|Sukuryūdoraibā}})
|dairname= 
|dairdmg={{ShortHopDmgSSBU|1.3}} (hits 1-5), {{ShortHopDmgSSBU|2}} (hit 6), 2% (landing)
|dairdmg={{ShortHopDmgSSBU|1.3}} (hits 1-5), {{ShortHopDmgSSBU|2}} (hit 6), 2% (landing)
|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. An effective combo starter on grounded opponents and, due to the last hit being a weak meteor smash, it is a useful edge-guarding option, especially since its low ending lag makes it relatively safe to use off-stage. 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 not autocanceling in a short hop, it can be auto-canceled on landing, giving Kirby a very large window to safely land while tumbling. Despite possessing a landing hit, it's landing lag is only moderate, with 16 frames,making it safe even if not autocanceled.  
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabname= 
|grabdesc=Reaches out with one hand. Based on the startup animation of the Torrent Lariat from the Suplex ability from ''Kirby Super Star''. It's one of the fastest grabs, but has somewhat short range.
|grabdesc=The Foe Grab from the Fighter ability. One of the fastest grabs, but has short range. Kirby's throws are based on attacks used by the {{s|wikirby|Suplex}} and {{s|wikirby|Ninja}} abilities.
|pummelname= Grab Slap ({{ja|つかみビンタ|Tsukami Pinta}})
|pummelname= 
|pummeldmg=1%
|pummeldmg=1%
|pummeldesc=A punch. Fast but weak.
|pummeldesc=The punch version of the Arm Throw from the Fighter ability. Weak, but one of the fastest pummels.  
|fthrowname=Power Bomb ({{ja|パワーボム|Pawā Bomu}})
|fthrowname= 
|fthrowdmg=5%
|fthrowdmg=5%
|fthrowdesc=A throw resembling the Rock Drop from the Suplex ability from ''Kirby Super Star''. Unlike the majority of forward throws, it possesses combo potential. Its most reliable follow-ups are neutral, forward and down aerials at low percents, and up aerial and [[Final Cutter]] at medium percents. Using it below a {{SSBU|Battlefield}} platform will have Kirby land on said platform, hindering followups at lower percents. However, as of patch 6.0.0, the faster start-up on neutral and up aerials allow him to combo with them if he lands on a platform, but those follow-ups depend on the character.
|fthrowdesc=The Pile Driver from the Suplex ability. Unlike the majority of forward throws, it possesses combo potential. Its most reliable follow-ups are neutral, forward and down aerials at low percents, and up aerial and [[Final Cutter]] at medium percents. Using it below a {{SSBU|Battlefield}} platform will have Kirby land on said platform, hindering followups at lower percents, but extending them at higher percents.
|bthrowname=Brain Buster ({{ja|ブレーンバスター|Burēn Basutā}})
|bthrowname= 
|bthrowdmg=8%
|bthrowdmg=8%
|bthrowdesc=A back throw resembling the backwards dive from the Backdrop ability from ''Kirby's Adventure''. Despite habing an average damage output and very low base knockback, it has very high knockback growth. As a result, it has decent KO potential. While near the edge of Final Destination, it KOs middleweights at around 140%.
|bthrowdesc=The Big Suplex from the Suplex ability. Despite having an average damage output and very low base knockback, it has very high knockback growth. As a result, it has decent KO potential. While near the edge of Final Destination, it KOs middleweights at around 137%.
|uthrowname=Air Drop ({{ja|いずな落とし|Izuna Otoshi}}, ''Izuna Drop'')
|uthrowname=Air Drop
|uthrowdmg=10% (throw), 7% (landing)
|uthrowdmg=10% (throw), 7% (landing)
|uthrowdesc=The Air Drop from the Ninja ability from ''Kirby Super Star''. Like {{SSBU|Meta Knight}}'s up throw, it can damage and launch bystanders upon landing. It is weaker than his back throw when used at the edge, but it is consistently strong regardless of where it is used on the stage. Great knockback, KOing middleweights at around 160% from anywhere on Final Destination without rage, though it is extremely susceptible to [[DI]] due to the long duration. Because Kirby jumps up to perform it, he can land onto platforms above him upon descending, which enables it to KO even earlier.
|uthrowdesc=The attack of the same name from the Ninja ability. Like {{SSBU|Meta Knight}}'s up throw, it can damage and launch bystanders upon landing. It is weaker than his back throw when used at the edge, but it is consistently strong regardless of where it's used on the stage. Great knockback, KOing middleweights at around 158% from anywhere on Final Destination, and the landing hit can KO at around 157%. Because Kirby jumps up to perform it, he can land onto platforms above him upon descending, which enables it to KO even earlier.
|dthrowname=Fury Stomp ({{ja|もうれつストンピング|Mōretsu Sutonpingu}}, ''Fury Stomping'')
|dthrowname= 
|dthrowdmg=1% (hits 1-10), 2% (throw)
|dthrowdmg=1% (hits 1-10), 2% (throw)
|dthrowdesc=The Fury Stomp from the Suplex ability from ''Kirby Super Star''. It is Kirby's most damaging throw at 12%, which makes it useful for damage-racking when his other throws cannot do so. It can also damage nearby opponents. Due to its high knockback and unfavorable angle in comparison to other down throws, it launches too high for followups, so it is his most situational throw. However, it has enough knockback to KO middleweights at around 200% on Final Destination if Kirby has no rage, so it can be used as a situational KO option, but only on certain high platforms. On the top platform of Battlefield, it will KO middleweights at around 170-175% without rage.
|dthrowdesc=The Fury Stomp from the Suplex ability. It is Kirby's most damaging throw at 12%, which makes it useful for damage racking. It can also damage nearby opponents.
|floorfname= 
|floorfname= 
|floorfdmg=7%
|floorfdmg=7%
|floorfdesc=Performs a spinning kick before getting up.
|floorfdesc=Performs a spin kick before getting up.
|floorbname= 
|floorbname= 
|floorbdmg=7%
|floorbdmg=7%
|floorbdesc=Performs a Kicks on one side and then the other before getting up.
|floorbdesc=Kicks on one side and then the other before getting up.
|floortname=Break Spin
|floortname= 
|floortdmg=5%
|floortdmg=5%
|floortdesc=The Break Spin from the {{s|wikirby|yo-yo}} ability from ''Kirby Super Star''.
|floortdesc=The Break Spin from the Yo-yo ability.
|edgename= 
|edgename= 
|edgedmg=9%
|edgedmg=9%
|edgedesc=Performs a cartwheeling kick while climbing up. It has surprisingly good range compared to several other characters' edge attacks.
|edgedesc=Performs a cartwheeling kick while climbing up. It has surprisingly good range compared to many other characters' edge attacks.
|nsname=Inhale
|nsname=Inhale
|nspage=Inhale (Kirby)
|nspage=Inhale (Kirby)
|nsdmg=10% (swallow), 6% (spit)
|nsdmg=10% (swallow), 6% (spit)
|nsdesc={{s|wikirby|Inhale}}s the opponent. It has a [[grab]]box and can be held indefinitely. Upon Inhaling an opponent, Kirby can spit them out as a star to deal damage to them and any nearby opponents, copy their neutral special move, or walk around slowly and/or perform a short hop. However, the opponent can escape from Kirby's mouth via button mashing. Some characters will give Kirby a slight variation of their neutral special due to mechanics that would not work properly when copied, such as [[Luma Shot]] and [[Pikmin Pluck]]. When inhaling projectiles, Kirby will heal off a small amount of percentage, and when inhaling large projectiles, such as {{SSBU|Samus}}'s fully charged [[Charge Shot]], it can be spat out as a star. Kirby's copied neutral special's damage output has a x1.2 multiplier compared to the opponent's version.
|nsdesc={{s|wikirby|Inhale}}s the opponent. It has a [[grab]]box and can be held indefinitely. Upon Inhaling an opponent, Kirby can spit them out as a star to deal damage to them and any nearby opponents, copy their neutral special move, or walk around slowly and/or perform a short hop. However, the opponent can escape from Kirby's mouth via button mashing. Some characters will give Kirby a slight variation of their neutral special due to mechanics that would not work properly when copied, such as [[Luma Shot]] and [[Pikmin Pluck]]. When inhaling projectiles, Kirby will heal off a small amount of percentage, and when inhaling large projectiles, such as {{SSBU|Samus}}'s fully charged [[Charge Shot]], it can be spat out as a star. Kirby' s copied neutral special's damage output has a x1.2 multiplier compared the opponent's version.  
|ssname=Hammer Flip
|ssname=Hammer Flip
|ssdmg=19% (grounded uncharged), 16% (aerial uncharged), 35% (grounded fully charged), 28% (aerial fully charged)
|ssdmg=19% (grounded uncharged), 16% (aerial uncharged), 35% (grounded fully charged), 28% (aerial fully charged)
|ssdesc=The attack of the same name from the {{s|wikirby|Hammer}} ability. It is chargeable and, when fully charged, Kirby's hammer will ignite and deal [[recoil damage]]. He can also slowly walk and jump while charging. When it is used in midair, Kirby will swing his hammer twice, with each hit being equally powerful. While near the edge of Final Destination, uncharged Hammer Flip KOs middleweights at around 65%. Fully charged Hammer Flip KOs middleweights at around 6%. Although weaker, aerial Hammer Flip nevertheless possesses impressive KO potential. While near the edge of Final Destination, it KOs middleweights at around 86%. Its fully charged version KOs them at around 33%. When fully charged and on the ground, it makes Kirby invincible from frame 2-10 and gives him super armor from frame 11-17. To counteract its power, it has long startup and endlag, making its usage in competitive play very limited outside of shield break punishes or covering get-up options from ledge.
|ssdesc=The attack of the same name from the {{s|wikirby|Hammer}} ability. It is chargeable and, when fully charged, Kirby's hammer will ignite and deal [[recoil damage]]. He can also slowly walk and jump while charging it, while a fully charged Hammer Flip grants [[armor]] during part of the swing. When it is used in midair, Kirby will swing his hammer twice. While near the edge of Final Destination, uncharged Hammer Flip KOs middleweights at around 65%. Conversely, fully charged Hammer Flip KOs middleweights at around 6%. Although weaker, aerial Hammer Flip nevertheless possesses impressive KO potential. While near the edge of Final Destination, it KOs middleweights at around 86%. Conversely, its fully charged version KOs them at around 33%. When fully charged and on the ground, it makes Kirby invincible from frame 2-10 and gives him super armor from frame 11-17. Despite this power, the move is considered essentially useless in competitive play outside of shield break punishes due to its small hitbox, terrible startup, and huge endlag.  
|usname=Final Cutter
|usname=Final Cutter
|usdmg=5% (ascent), 2% (descent), 5% (landing), 6% (shockwave)
|usdmg=5% (ascent), 2% (descent), 5% (landing), 6% (shockwave)
|usdesc=The attack of the same name from the {{s|wikirby|Cutter}} ability. It weakly meteor smashes any opponents he comes into contact with upon descending, which is somewhat useful as a sacrificial KO or to edgeguard opponents who run out of ledge invincibility, though not to the extent of similar moves like [[Aether]]. The sword also emits a shockwave upon hitting a solid surface, which is Kirby's only projectile aside from [[Inhale (Kirby)#Spitting characters|spitting out an Inhaled opponent]]. Solid vertical recovery distance and has serviceable horizontal distance when angled. Can also punish improper aerial approaches, but overuse will render Kirby vulnerable to punishment due to the high start-up. Because the attack doesn't have hitboxes covering Kirby when ascending and he cannot [[sweetspot]] the edge until the peak, he is vulnerable to edgeguarding. If the platform beneath Kirby disappears or if he is pushed off while he is still in the landing animation, he will be rendered [[helpless]].
|usdesc=The attack of the same name from the {{s|wikirby|Cutter}} ability. It can meteor smash any opponents he comes into contact with upon descending. The sword also emits a shockwave upon hitting a solid surface, which is Kirby's only projectile aside from [[Inhale (Kirby)#Spitting characters|spitting out an Inhaled opponent]]. A good vertical recovery move and has decent horizontal distance when angled. However, it is extremely predictable due to its high start-up. Kirby cannot [[sweetspot]] the edge until he starts to descend, and if the platform beneath him disappears or if he is pushed off while he is still in the landing animation, he will be rendered [[helpless]].
|dsname=Stone
|dsname=Stone
|dsdmg=18% (impact), 14% (shockwave)
|dsdmg=18% (impact), 14% (shockwave)
|dsdesc=The Stone Change (while Kirby is on the ground) and the Stone Smash (while Kirby is in the air) from the {{s|wikirby|Stone}} ability. While transformed, Kirby gains armor that can withstand at least 25%, though he can be grabbed while transformed. Stone Smash also grants super armor during startup (frames 19-28), and can also be canceled in midair by pressing the special button, which can be used for [[mindgame]]s. Thanks to its high damage output, Stone Smash KOs middleweights at around 100% and deals considerable [[shield damage]]. Although Stone Change is considerably weaker, it is still a relatively potent [[semi-spike]] and comes out much faster thanks to its shockwave (frame 11 instead of 29). Stone's usage include combating juggles, or being used as a landing/edgeguarding tool; however, due to its high overall lag and predictability, it is not often used in competitive play.
|dsdesc=The Stone Change (while Kirby is on the ground) and the Stone Smash (while Kirby is in the air) from the {{s|wikirby|Stone}} ability. Thanks to its high damage output, Stone Smash KOs middleweights at around 108% and deals considerable [[shield damage]]. It can also be canceled in midair by pressing the special button, which can be used for [[mindgame]]s. Although Stone Change is slightly weaker, it is a [[semi-spike]]. Kirby cannot be damaged while he is transformed, although his Stone forms have a set amount of durability, and he can be grabbed while transformed.
|fsname=Ultra Sword
|fsname=Ultra Sword
|fsdmg=3% (stun), 5% (hit 1), 2.5% (hits 2-9), 16% (hit 10)
|fsdmg=3% (stun), 5% (hit 1), 2.5% (hits 2-9), 16% (hit 10)
|fsdesc=The {{s|wikirby|Super Ability}} of the same name. Kirby wields a gigantic sword to repeatedly slash the opponent before enlarging the sword and then concluding with a powerful downward slash. While near the edge of Final Destination, it KOs middleweights at around 15%.
|fsdesc=The {{s|wikirby|Super Ability}} of the same name. Kirby wields a gigantic sword to repeatedly slash the opponent before enlarging the sword and then concluding with a powerful downward slash. While near the edge of Final Destination, it KOs middleweights at around 15%.
}}
}}
===Stats===
Kirby's gravity and falling speed are set to 0.068544 and 1.8, respectively, during [[hitstun]] when launched at [[angle]]s between 70°-110°.
{{Attributes
|weight    = 79
|rweight    = 79-83
|cast      = 89
|dash      = 1.9
|rdash      = 42
|run        = 1.727
|rrun      = 42
|walk      = 0.977
|rwalk      = 59
|trac      = 0.116
|rtrac      = 20-28
|airfric    = 0.015
|rairfric  = 9-29
|air        = 0.84
|rair      = 86
|baseaccel  = 0.03
|rbaseaccel = 20
|addaccel  = 0.065
|raddaccel  = 20
|gravity    = 0.064
|rgravity  = 86-87
|fall      = 1.23
|rfall      = 85
|ff        = 1.968
|rff        = 85
|jumpsquat  = 3
|rjumpsquat = 1-88
|jumpheight = 25.37
|rjumpheight= 85
|shorthop  = 12.24
|rshorthop  = 83-84
|djump      = 21.06378125, 18.528125, 15.931125, 13.34569531, 10.82288281
|rdjump    = 88
}}
===[[Announcer]] call===
{{audio|Needs announcer calls from other languages.}}
<gallery>
Kirby English Announcer SSB4-SSBU.wav|English/Japanese/Chinese
</gallery>
===[[On-screen appearance]]===
===[[On-screen appearance]]===
*Kirby rides in on his classic [[Warp Star]], followed by a small explosion while flipping off of it.
Kirby rides in on his classic warp star, followed by a small explosion while flipping off of it.
<gallery>
KirbyOnScreenAppearanceSSBU.gif|Kirby's on-screen appearance
</gallery>
 
===[[Taunt]]s===
===[[Taunt]]s===
All taunts remove Kirby's Copy Ability if he has one.
All taunts remove Kirby's copy ability, if he has one.


*'''Up taunt''': Smiles and poses, producing a star.
*'''Up taunt''': Smiles and poses, producing a star.
*'''Side taunt''': Spins around playfully, then says "Nyum!" while standing on one foot. Based on his "character chosen" animation in the original ''[[Super Smash Bros.]]''
*'''Side taunt''': Spins around playfully, followed by a "Nyum!" while standing on one foot. (Based on his "character chosen" animation in [[Super Smash Bros.]])
*'''Down taunt''': Leans toward the screen and says "Hi!" while waving his arms.
*'''Down taunt''': Leans toward the screen and says "Hi!" while waving his arms.
<gallery>
<gallery>
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*Turns to face away from the screen, then turns back.
*Turns to face away from the screen, then turns back.
<gallery>
<gallery>
SSBUKirbyIdle1.gif|Kirby's first idle pose.
SSBUKirbyIdle1.gif|Kirby's first idle pose
SSBUKirbyIdle2.gif|Kirby's second idle pose.
SSBUKirbyIdle2.gif|Kirby's second idle pose
</gallery>
</gallery>
===[[Crowd cheer]]===
<div class="tabber">
<div class="tabbertab" title="English, Japanese/Chinese, Italian, Dutch, French">
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|-
!{{{name|}}}
!Cheer (English)
!Cheer (Japanese/Chinese)
!Cheer (Italian)
!Cheer (Dutch)
!Cheer (French)
|-
! scope="row"|Cheer
|[[File:Kirby Cheer English SSBU.ogg|center]]||[[File:Kirby Cheer Japanese SSBU.ogg|center]]||[[File:Kirby Cheer Italian SSBU.ogg|center]]||[[File:Kirby Cheer Dutch SSBU.ogg|center]]||{{NTSC}} [[File:Kirby Cheer French NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Kirby Cheer French PAL SSBU.ogg|center]]
|-
! scope="row"|Description
|Kir - by! || Ka - a - bii! || Kir - by! || Kirby! Kirby! Kirby! || Kir - by!
|}
</div>
<div class="tabbertab" title="German, Spanish, Russian, Korean">
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|-
!{{{name|}}}
!Cheer (German)
!Cheer (Spanish)
!Cheer (Russian)
!Cheer (Korean)
|-
! scope="row"|Cheer
|[[File:Kirby Cheer German SSBU.ogg|center]]||{{NTSC}} [[File:Kirby Cheer Spanish NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Kirby Cheer Spanish PAL SSBU.ogg|center]]||[[File:Kirby Cheer Russian SSBU.ogg|center]]||[[File:Kirby Cheer Korean SSBU.ogg|center]]
|-
! scope="row"|Description
|Kir - by! || Kir - by! || Kir - by! Kir - by! || Keo - bi!
|}
</div>
</div>


===[[Victory pose]]s===
===[[Victory pose]]s===
Note: Outside of team battles, Kirby's victory poses have three separate Kirbys, referencing the {{s|wikirby|Kirby Dance}} from his home series.
Note: Outside of team battles, Kirby's victory poses have three separate Kirbys, referencing the Kirby dances from his home series.


*'''Left:''' Moonwalks to the left, twists, slides to the right, and jumps into a pose where he stands on one foot. Based on Kirby's dances in ''Kirby's Return to Dream Land'' and ends with a pose similar to his ''Brawl'' render and his character select animation in ''[[Super Smash Bros.]]'', albeit much more subtle.
*'''Left:''' Moonwalks to the left, twists, slides to the right, and jumps into a pose where he stands on one foot. Based on Kirby's dances in ''Kirby's Return to Dream Land'' and ends with a pose similar to his Brawl render.
*'''Up:''' Cartwheels to the left twice, wiggles, and does a front flip before posing. The ending pose originated from the Kirby Dance in ''Kirby's Adventure''.
*'''Up:''' Cartwheels to the left twice, wiggles, and does a front flip before posing.
*'''Right:''' Jumps twice, shuffles backwards, performs a breakdance, and poses. Based on Kirby's dances in ''Kirby's Return to Dream Land'', with the ending pose also appearing in said game.
*'''Right:''' Jumps twice, shuffles backwards, does a breakdance, and poses while facing away from the camera. Based on Kirby's dances in ''Kirby's Return to Dream Land'', with the ending pose also appearing in said game.
[[File:KirbyUniverseTheme.ogg|thumb|The victory theme of the ''Kirby'' universe is a cover of the short recurring theme that plays when [[Kirby]] completes a stage or defeats a boss, debuting in ''[[Kirby's Dream Land]]'', though the shortened version that this track is based on debuted in ''[[Kirby's Adventure]]''.]]
[[File:KirbyUniverseTheme.ogg|thumb|The victory theme of the ''Kirby'' universe is a cover of the short recurring theme that plays when [[Kirby]] completes a stage or defeats a boss, debuting in ''[[Kirby's Dream Land]]'', though the shortened version that this track is based on debuted in ''[[Kirby's Adventure]]''.]]
<gallery>
<gallery>
Line 309: Line 392:
</gallery>
</gallery>


==In [[competitive play]]==
==In competitive play==
===Most historically significant players===
Since the release of ''Ultimate'', many professionals immediately noticed Kirby's significant flaws from the previous installment have been retained, and that his improvements to his other attributes are considered to be too negligible to fix them. As a result, his representation in the national levels has been minimal, with his reception being notoriously negative across the community. Kirby does, however, achieve at least ''some'' results in the local and regional scene. {{Sm|Jesuischoq}} has won a few local Europe tournaments and got good results in French majors, while {{Sm|Komota}} has made several respectable regional placings in the United States, as well as a noticeable 65th place finish at Frostbite 2019 . Most notably, {{Sm|SuperGirlKels}} has effectively used him as a secondary, notably using him to place in the Top 8 in {{Trn|ICARUS V}} and managing to take out {{Sm|Exodia}} along the way by using a combination of her main, Sonic, and Kirby. However, despite respectable local and regional results from said players, and game updates helping him, most of the community doesn’t consider them significant enough to address his key weaknesses from ''SSB4''.
<!--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)]]''
===Notable players===
*{{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. In addition, he won the superregional {{Trn|Trick or Fortune}}, the first Kirby player to win a superregional.
<!--If you are planning to add a player you consider to be notable, please provide tournament results in some shape or form in the edit summary (be it a link to a results thread or bracket of placing high in a tournament of other notable players or a video of them beating a notable player). Winning tournaments without notable players present is generally not enough to warrant a spot.-->
*{{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 is the first Kirby player to win a ranked event, doing so at {{Trn|Afterburner 2024}}, and has also won the superregional {{Trn|Ring Out}}. In addition, he was ranked 115th on the [[LumiRank 2024.1]], the second-highest Kirby player ranked on a global ranking.
*{{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}}.


===Tier placement and history===
''Any number following the Smasher name indicates placement on the [[Spring 2019 PGRU]], which recognizes the official top 50 players in the world in [[Super Smash Bros. Ultimate]] from February 1st, 2019 to July 7th, 2019.''
Since the release of ''Ultimate'', several professionals immediately noticed Kirby's significant flaws from the previous installment had been retained, in spite of the mechanics suiting him better in comparison to ''SSB4''. In addition, players notified his vulnerability to being camped, poor range, slow air speed, as well as platforms potentially negating all follow-ups should he start a combo with a forward throw. Despite some representation and decent results from players such as {{Sm|Jesuischoq}} and {{Sm|Ferretkuma}}, most of the community considered Kirby to be a low or bottom-tier in the early metagame, with some going as far as to consider Kirby could be one of the worst characters in the game.


Kirby later received many significant buffs in balance patches, more than almost every other character, especially in patches 6.0.0 and 8.0.0. These patches greatly improved his overall frame data, KO power and versatility to many of his attacks, allowing him to be more consistent in closing stocks and starting combos. In addition, although Kirby's representation remained rather small and was often in the bottom 10, he began seeing more success both online and offline from players such as {{Sm|Guilheww}} and {{Sm|JeJaJeJa}}, who were able to achieve strong results with him in national tournaments and in majors. These small positives were enough to raise opinions on Kirby's viability slightly. As such, although Kirby continues to have little impact on the metagame, he is usually not thought of as a candidate for the worst character in the game. This is reflected in Kirby's placement on the first tier list, where he is ranked 76th as a low-tier character. Although he only rose one spot to 75th on the second tier list, gradually improving results from dedicated players had led some players to believe Kirby should be ranked higher thanks to his improved advantage state.
*{{Sm|Captain L|Canada}} (#50) - Utilizes Kirby as a secondary. Placed 1st in {{Trn|The Pinnacle 2018}} using Kirby as one of his characters.
*{{Sm|Jesuischoq|France}} - The best Kirby in Europe and one of the best Kirby players in the world. Placed 4th at {{Trn|Salty Arena Cup 1}}, 9th at {{Trn|Ultimate WANTED 1}}, 33rd at {{Trn|Albion 4}} and 65th at {{Trn|Ultimate Fighting Arena 2019}}. Has wins over players such as {{Sm|Homika}}, {{Sm|Otakuni}}, {{Sm|Destany}}, and {{Sm|PEW}}. Currently ranked 17th in the [[French Power Rankings#Ultimate|French Ultimate Power Rankings]].
*{{Sm|Komota|USA}} - The best Kirby in the United States and one of the best Kirby players in the world. Placed 9th at {{Trn|Holiday Heist 4: Ultimate Edition}}, 17th at {{Trn|COST 2019}}, as well as 65th at {{Trn|Frostbite 2019}} and {{Trn|The Big House 9}}. Ranked 14th on the [[Ohio Power Rankings]]. Has taken sets off players such as {{Sm|Katakiri}}, {{Sm|Jumpsteady}}, and {{Sm|AndrewT}}.
*{{Sm|SuperGirlKels|Canada}} - Uses Kirby as secondary alongside her {{SSBU|Sonic}}. Notably used him for a large portion of her Top 8 run at {{Trn|ICARUS V}} and managed to beat {{Sm|Exodia}} with him. She has also placed 7th in {{Trn|DreamHack Montreal 2019}} using Kirby as one of her characters. Ranked 4th on the [[Montreal Power Rankings#Super Smash Bros Ultimate rankings|Montreal Ultimate Power Rankings]].


=={{SSBU|Classic Mode}}: Gourmet Clash==
=={{SSBU|Classic Mode}}: Gourmet Clash==
[[File:SSBU Congratulations Kirby.png|thumb|Kirby's congratulations screen.]]
[[File:SSBU Congratulations Kirby.png|thumb|Kirby's congratulations screen.]]
Kirby's opponents are characters who, like him, are known for their gluttonous appetites in their respective series. For each battle, Kirby and his opponent each spawn with 35% damage and several food items appear on the stage as the match begins.
Kirby's opponents are characters who, like Kirby, are known for their large appetites. For each battle, Kirby and his opponent each spawn with 35% damage and several food items appear on the stage as the match begins.


{|class="wikitable" style="text-align:center"
{|class="wikitable sortable" style="text-align:center"
!Round!!Opponent!!Stage!!Music
!Round!!Opponent!!Stage!!Music
|-
|-
|1||{{CharHead|Pac-Man|SSBU|hsize=20px}}||[[Pac-Land]]||''{{SSBUMusicLink|Pac-Man|PAC-MAN}}''
|1||{{SSBU|Pac-Man}} {{Head|Pac-Man|g=SSBU|s=20px}}||[[Pac-Land]]||''{{SSBUMusicLink|Pac-Man|PAC-MAN}}''
|-
|-
|2||Giant {{CharHead|Yoshi|SSBU|hsize=20px}}||{{SSBM|Yoshi's Island}}||''{{SSBUMusicLink|Super Mario Bros.|Ground Theme - Super Mario World}}''
|2||Giant {{SSBU|Yoshi}} {{Head|Yoshi|g=SSBU|s=20px}}||{{SSBM|Yoshi's Island}}||''{{SSBUMusicLink|Super Mario Bros.|Ground Theme - Super Mario World}}''
|-
|-
|3||{{CharHead|Donkey Kong|SSBU|hsize=20px}}||[[Jungle Japes]]||''{{SSBUMusicLink|Donkey Kong|Jungle Hijinxs}}''
|3||{{SSBU|Donkey Kong}} {{Head|Donkey Kong|g=SSBU|s=20px}}||[[Jungle Japes]]||''{{SSBUMusicLink|Donkey Kong|Jungle Hijinxs}}''
|-
|-
|4||Giant {{CharHead|Wario|SSBU|hsize=20px}}||[[Gamer]]||''{{SSBUMusicLink|WarioWare|WarioWare, Inc.}}''
|4||Giant {{SSBU|Wario}} {{Head|Wario|g=SSBU|s=20px}}||[[Gamer]]||''{{SSBUMusicLink|WarioWare|WarioWare, Inc.}}''
|-
|-
|5||{{CharHead|King K. Rool|SSBU|hsize=20px}}||[[Kongo Jungle]]||''{{SSBUMusicLink|Donkey Kong|Mangrove Cove}}''
|5||{{SSBU|King K. Rool}} {{Head|King K. Rool|g=SSBU|s=20px}}||{{SSB|Kongo Jungle}}||''{{SSBUMusicLink|Donkey Kong|Mangrove Cove}}''
|-
|-
|6||Giant {{CharHead|King Dedede|SSBU|hsize=20px}}||[[Fountain of Dreams]]||''{{SSBUMusicLink|Kirby|Gourmet Race (64)}}''
|6||{{SSBU|King Dedede}} {{Head|King Dedede|g=SSBU|s=20px}}||[[Fountain of Dreams]]||''{{SSBUMusicLink|Kirby|Gourmet Race (64)}}''
|-
|-
|colspan="4"|[[Bonus Stage]]
|colspan="4"|[[Bonus Stage]]
|-
|-
|Final||[[Marx]]||[[Mysterious Dimension]]||''{{SSBUMusicLink|Kirby|Vs. Marx}}''
|Final||[[Marx]]||Mysterious Dimension||''{{SSBUMusicLink|Kirby|Vs. Marx}}''
|}
|}


[[Credits]] roll after completing Classic Mode. Completing it as Kirby has ''{{SSBUMusicLink|Kirby|Staff Credits - Kirby's Dream Land}}'' accompany the credits.
[[Credits]] roll after completing Classic Mode. Completing it as Kirby has ''{{SSBUMusicLink|Kirby|Staff Credits - Kirby's Dream Land}}'' accompany the credits.
{{clr}}
{{clr}}
===Character unlock tree===
===Character unlock tree===
Kirby's Classic Mode character unlock tree includes the following characters in order:
Kirby's Classic Mode character unlock tree includes the following characters in order:  
#{{SSBU|Ness}}
#{{SSBU|Ness}}
#{{SSBU|Jigglypuff}}
#{{SSBU|Jigglypuff}}
Line 366: Line 447:
[[File:Kirby World of Light.png|thumb|200px|left|Kirby facing the World of Light, from the mode's opening cutscene.]]
[[File:Kirby World of Light.png|thumb|200px|left|Kirby facing the World of Light, from the mode's opening cutscene.]]
[[File:WoL-06Kirby.jpg|thumb|Kirby in the start of World of Light's gameplay]]
[[File:WoL-06Kirby.jpg|thumb|Kirby in the start of World of Light's gameplay]]
Kirby was among the fighters summoned to the cliffside to assist in defeating an army of [[Master Hand]]s.
Kirby was among the fighters summoned to the cliffside to assist in defeating an army of [[Master Hand]]s.  


After [[Galeem]] absorbed all of the Master Hands during the opening cutscene, he began to unleash beams of light that vaporized all of the fighters and later imprisoned all of them. Kirby was the sole survivor after escaping on his [[Warp Star]], barely warping away from the beams before they could engulf him. Despite being the sole survivor, Kirby is still seen as a puppet in a few areas of the mode. It was later explained that Galeem had analyzed Kirby at some point during the story and was able to make puppet fighters in his image without needing Kirby himself.
After [[Galeem]] absorbed all of the Master Hands during the opening cutscene, he began to unleash beams of light that vaporized all of the fighters and later imprisoned all of them. Kirby was the sole survivor after escaping on his [[Warp Star]], barely warping away from the beams before they could engulf him. Despite being the sole survivor, Kirby is still seen as a puppet in a few areas of the mode. It was later explained that Galeem had analyzed Kirby at some point during the story and was able to make puppet fighters in his image without needing Kirby himself.
Line 372: Line 453:
Kirby crash-lands in a canyon area, and begins his quest to save the other fighters as the initial starting protagonist.
Kirby crash-lands in a canyon area, and begins his quest to save the other fighters as the initial starting protagonist.


He is later seen alongside several other fighters, preparing their final stand against Galeem and [[Dharkon]].
He is later seen alongside several other fighters, as they make their final stand against Galeem and [[Dharkon]].
{{clrl}}
{{clrl}}
===Fighter Battle===
{|class="wikitable sortable" style="width:100%;"
|-
! style="width:5%;"|No.
! style="width:5%;"|Image
! Name
! Type
! Power
! Stage
! Music
|-
| 06
| [[File:Kirby SSBU.png|center|108x108px]]
| {{SSBU|Kirby}}
| colspan=5| ''There is no fighter battle for {{SSBU|Kirby}}, this fighter is available from the beginning''
|}


==[[Spirit]]s==
==[[Spirit]]s==
Kirby's fighter spirit can be obtained by completing {{SSBU|Classic Mode}}. It is also available periodically for purchase in the shop for 300 Gold. Starting World of Light and playing as Kirby allows the player to preview the first spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. His fighter spirit has an alternate version that replaces it with his artwork in ''Ultimate''.
Kirby's Fighter Spirit can be obtained by completing [[Classic Mode]]. It is also available periodically for purchase in the shop for 500 coins. Starting World of Light and play as Kirby allows the player to preview the first spirit below in the Spirit List under the name "???". As a Fighter Spirit, it cannot be used in Spirit Battles and is purely aesthetic. Each Fighter Spirit has an alternate version that replaces them with their artwork in ''Ultimate''.


Additionally, Kirby makes an appearance in various support spirits.
Additionally, Kirby makes an appearance in various Support Spirits.


<center>
<center>
<gallery>
<gallery>
SSBU spirit Kirby.png|323. '''''Kirby'''''
KirbyFighterSpirit.png|323. '''''Kirby'''''
SSBU spirit Warp Star.png|326. Warp Star
Warp Star Spirit.png|326. Warp Star
SSBU spirit Star Rod.png|327. Star Rod
Star Rod.png|327. Star Rod  
SSBU spirit Ultra Sword.png|328. Ultra Sword
Ultra Sword Spirit.png|328. Ultra Sword  
SSBU spirit Robobot Armor.png|329. Robobot Armor
Kirbybot.png|329. Robobot Armor
</gallery>
</gallery>
</center>
</center>


==In Spirit Battles==
==In Spirit battles==
===As the main opponent===
===As the main opponent===
{|class="wikitable sortable" style="width:100%;"
{|class="wikitable sortable" style="width:100%;"
|-
! colspan=4|Spirit
! colspan=4|Spirit
! colspan=7|Battle parameters
! colspan=7|Battle parameters
! colspan=1|Inspiration
|-
|-
! style="width:5%;"|No.
! style="width:5%;"|No.
Line 408: Line 506:
! Conditions
! Conditions
! Music
! Music
! Character
|-
|-
|48
|48
|{{SpiritTableName|Boo|link=y|size=64}}
|[[File:Boo Spirit.png|center|64x64px]]
|''Super Mario'' Series
|{{anchor|Boo}}[[Boo]]
|''Super Mario series''
|•{{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=White}}
|•{{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=White}}
|{{SpiritType|Neutral}}
|[[File:SpiritTypeNeutral.png|20px|center|Neutral]]
|1,800
|1,800
|[[Mushroom Kingdom U]] (Slide Lift Tower)
|[[Mushroom Kingdom U]] (Slide Lift Tower)
Line 420: Line 518:
|•The enemy is invisible<br>•The enemy's shield has extra durability
|•The enemy is invisible<br>•The enemy's shield has extra durability
|{{SSBUMusicLink|Super Mario Bros.|Main Theme - Luigi's Mansion (Brawl)}}
|{{SSBUMusicLink|Super Mario Bros.|Main Theme - Luigi's Mansion (Brawl)}}
|
|-
|-
|50
|50
|{{SpiritTableName|Bob-omb|link=y|size=64}}
|[[File:Bob-omb.png|center|64x64px]]
|''Super Mario'' Series
|{{anchor|Bob-omb}}[[Bob-omb]]
|•{{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=Purple}}×3
|''Super Mario series''
|{{SpiritType|Grab}}
|•{{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=Purple}} (×3)
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|3,500
|3,500
|[[Mushroom Kingdom]]
|[[Mushroom Kingdom]]
Line 432: Line 530:
|•The enemy's throwing-type items have increased power<br>•The enemy has increased move speed
|•The enemy's throwing-type items have increased power<br>•The enemy has increased move speed
|{{SSBUMusicLink|Super Mario Bros.|Airship Theme - Super Mario Bros. 3}}
|{{SSBUMusicLink|Super Mario Bros.|Airship Theme - Super Mario Bros. 3}}
|
|-
|-
|66
|66
|{{SpiritTableName|King Bob-omb|size=64}}
|[[File:Kingbomomb.png|center|64x64px]]
|''Super Mario'' Series
|{{anchor|King Bob-omb}}King Bob-omb
|''Super Mario series''
|•Giant {{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=Purple}}
|•Giant {{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=Purple}}
|{{SpiritType|Attack}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|4,100
|4,100
|[[Peach's Castle]]
|[[Peach's Castle]]
Line 444: Line 542:
|•The enemy is giant<br>•The enemy is easily distracted by items
|•The enemy is giant<br>•The enemy is easily distracted by items
|{{SSBUMusicLink|Super Mario Bros.|Main Theme - Super Mario 64}}
|{{SSBUMusicLink|Super Mario Bros.|Main Theme - Super Mario 64}}
|
|-
|-
|69
|69
|{{SpiritTableName|Piantas|link=y|size=64}}
|[[File:Piantas.png|center|64x64px]]
|''Super Mario'' Series
|{{anchor|Piantas}}[[Piantas]]
|•{{SSBU|Kirby}} Team {{Head|Kirby|g=SSBU|s=20px|cl=Yellow}}×2 {{Head|Kirby|g=SSBU|s=20px|cl=Blue}}×2 {{Head|Kirby|g=SSBU|s=20px|cl=Red}}×2 {{Head|Kirby|g=SSBU|s=20px|cl=Orange}}×2
|''Super Mario series''
|{{SpiritType|Shield}}
|•{{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=Yellow}} (×2)<br>•{{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=Blue}} (×2)<br>•{{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=Red}} (×2)<br>•{{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=Orange}} (×2)
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|1,600
|1,600
|[[Delfino Plaza]]
|[[Delfino Plaza]]
|•Item Tidal Wave<br>•Item: Mushrooms
|•Item: [[Tidal Wave]]<br>•Item: Mushrooms
|•Certain items will appear in large numbers after a little while
|•Certain items will appear in large numbers after a little while
|{{SSBUMusicLink|Super Mario Bros.|Delfino Plaza (Original)}}
|{{SSBUMusicLink|Super Mario Bros.|Delfino Plaza}}
|
|-
|-
|71
|71
|{{SpiritTableName|Luma|link=y|size=64}}
|[[File:Luma Spirit.png|center|64x64px]]
|''Super Mario'' Series
|{{anchor|Luma}}[[Luma]]
|•{{SSBU|Kirby}} Team {{Head|Kirby|g=SSBU|s=20px|cl=Yellow}}{{Head|Kirby|g=SSBU|s=20px|cl=Blue}}{{Head|Kirby|g=SSBU|s=20px|cl=Red}}{{Head|Kirby|g=SSBU|s=20px|cl=Green}}
|''Super Mario series''
|{{SpiritType|Shield}}
|•{{SSBU|Kirby}} (×4) ({{Head|Kirby|g=SSBU|s=20px|cl=Yellow}}{{Head|Kirby|g=SSBU|s=20px|cl=Blue}}{{Head|Kirby|g=SSBU|s=20px|cl=Red}}{{Head|Kirby|g=SSBU|s=20px|cl=Green}})
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|3,500
|3,500
|[[Mario Galaxy]]
|[[Mario Galaxy]]
Line 468: Line 566:
|•Take your strongest team into this no-frills battle
|•Take your strongest team into this no-frills battle
|{{SSBUMusicLink|Super Mario Bros.|Rosalina in the Observatory / Luma's Theme}}
|{{SSBUMusicLink|Super Mario Bros.|Rosalina in the Observatory / Luma's Theme}}
|
|-
|-
|74
|74
|{{SpiritTableName|Lubba|size=64}}
|[[File:Lubba.png|center|64x64px]]
|''Super Mario'' Series
|{{anchor|Lubba}}Lubba
|''Super Mario series''
|•Giant {{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=Purple}}
|•Giant {{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=Purple}}
|{{SpiritType|Shield}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|4,100
|4,100
|[[Mario Galaxy]]
|[[Mario Galaxy]]
Line 480: Line 578:
|•Gravity is reduced<br>•The enemy starts the battle with a Super Launch Star<br>•The enemy is giant
|•Gravity is reduced<br>•The enemy starts the battle with a Super Launch Star<br>•The enemy is giant
|{{SSBUMusicLink|Super Mario Bros.|The Starship Sails}}
|{{SSBUMusicLink|Super Mario Bros.|The Starship Sails}}
|
|-
|-
|116
|116
|{{SpiritTableName|Viruses|link=y|size=64}}
|[[File:Viruses Spirit.png|center|64x64px]]
|''Dr. Mario'' Series
|{{anchor|Viruses}}[[Viruses]]
|•{{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=Blue}}{{Head|Kirby|g=SSBU|s=20px|cl=Yellow}}{{Head|Kirby|g=SSBU|s=20px|cl=Red}}
|''Dr. Mario series''
|{{SpiritType|Attack}}
|•{{SSBU|Kirby}} (×3) ({{Head|Kirby|g=SSBU|s=20px|cl=Blue}}{{Head|Kirby|g=SSBU|s=20px|cl=Yellow}}{{Head|Kirby|g=SSBU|s=20px|cl=Red}})
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|4,000
|4,000
|[[Mario Bros.]] ([[Battlefield form]])
|[[Mario Bros.]] ([[Battlefield form]])
|N/A
|N/A
|•Timed battle (1:30)
|•Timed battle
|{{SSBUMusicLink|Super Mario Bros.|Fever}}
|{{SSBUMusicLink|Super Mario Bros.|Fever}}
|Chill Virus (blue costume)<br>Weird Virus (yellow costume)<br>Fever Virus (red costume)
|-
|-
|285
|285
|{{SpiritTableName|X Parasite|size=64}}
|[[File:XParasiteSpirit.png|center|64x64px]]
|''Metroid'' Series
|{{anchor|X Parasite}}X Parasite
|•{{SSBU|Kirby}} Team {{Head|Kirby|g=SSBU|s=20px|cl=Yellow}}×10
|''Metroid series''
|{{SpiritType|Attack}}
|•{{SSBU|Kirby}} Team {{Head|Kirby|g=SSBU|s=20px|cl=Yellow}} (x10)
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|2,100
|2,100
|[[Lylat Cruise]]
|[[Lylat Cruise]]
Line 504: Line 602:
|•The enemy favors neutral specials<br>•Defeat an army of fighters
|•The enemy favors neutral specials<br>•Defeat an army of fighters
|{{SSBUMusicLink|Metroid|Sector 1}}
|{{SSBUMusicLink|Metroid|Sector 1}}
|
|-
|-
|327
|327
|{{SpiritTableName|Star Rod|link=y|size=64}}
|[[File:Star Rod.png|center|64x64px]]
|''Kirby'' Series
|{{anchor|Star Rod}}[[Star Rod]]
|•{{SSBU|Kirby}} Team {{Head|Kirby|g=SSBU|s=20px|cl=Yellow}}×4
|''Kirby series''
|{{SpiritType|Attack}}
|•{{SSBU|Kirby}} Team {{Head|Kirby|g=SSBU|s=20px|cl=Yellow}} (×4)
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|9,200
|9,200
|[[Fountain of Dreams]]
|[[Fountain of Dreams]]
|N/A
|N/A
|•The enemy starts the battle with a Star Rod
|•The enemy starts the battle with a [[Star Rod]]
|{{SSBUMusicLink|Kirby|Gourmet Race (Melee)}}
|{{SSBUMusicLink|Kirby|Gourmet Race (Melee)}}
|{{s|wikirby|Kirby}}/Star Rod's shards
|-
|-
|329
|329
|{{SpiritTableName|Robobot Armor|size=64}}
|[[File:Kirbybot.png|center|64x64px]]
|''Kirby'' Series
|{{anchor|Robobot Armor}}Robobot Armor
|•Metal {{SSBU|Kirby}} Team {{Head|Kirby|g=SSBU|s=20px|cl=Red}}×4 (40 HP)
|''Kirby series''
|{{SpiritType|Attack}}
|•Metal {{SSBU|Kirby}} Team {{Head|Kirby|g=SSBU|s=20px|cl=Red}} (×4)
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|4,000
|4,000
|[[Halberd]]
|[[Halberd]]
|•Item: [[Drill]]
|•Item: {{b|Drill|item}}
|•[[Stamina battle]]<br>•The enemy is metal
|•[[Stamina battle]]<br>•The enemy is metal
|{{SSBUMusicLink|Kirby|Pink Ball Activate!}}
|{{SSBUMusicLink|Kirby|Pink Ball Activate!}}
|
|-
|-
|331
|331
|{{SpiritTableName|Dragoon|link=y|size=64}}
|[[File:Dragoon1.png|center|64x64px]]
|''Kirby'' Series
|{{anchor|Dragoon}}[[Dragoon]]
|''Kirby series''
|•{{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=Orange}}
|•{{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=Orange}}
|{{SpiritType|Attack}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|13,500
|13,500
|[[Pilotwings]]
|[[Pilotwings]]
|•Item: Dragoon Parts
|•Item: [[Dragoon]] Parts
|•Items will be pulled toward the enemy<br>•The enemy has increased move speed
|•Items will be pulled toward the enemy<br>•The enemy has increased move speed
|{{SSBUMusicLink|Kirby|The Legendary Air Ride Machine}}
|{{SSBUMusicLink|Kirby|The Legendary Air Ride Machine}}
|{{s|wikirby|Kirby}}
|-
|-
|335
|335
|{{SpiritTableName|Gooey|size=64}}
|[[File:Gooey.png|center|64x64px]]
|''Kirby'' Series
|{{anchor|Gooey}}Gooey
|''Kirby series''
|•{{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=Purple}}
|•{{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=Purple}}
|{{SpiritType|Neutral}}
|[[File:SpiritTypeNeutral.png|20px|center|Neutral]]
|4,200
|4,200
|{{SSB|Dream Land}}
|{{SSB|Dream Land}}
|N/A
|N/A
|•Timed battle (2:00)<br>•The enemy favors neutral specials
|•Timed battle<br>•The enemy favors neutral specials
|{{SSBUMusicLink|Kirby|Gourmet Race (64)}}
|{{SSBUMusicLink|Kirby|Gourmet Race (64)}}
|
|-
|-
|339
|339
|{{SpiritTableName|Whispy Woods|link=y|size=64}}
|[[File:Whispywoods.png|center|64x64px]]
|''Kirby'' Series
|{{anchor|Whispy Woods}}[[Whispy Woods]]
|•{{SSBU|Kirby}} Team {{Head|Kirby|g=SSBU|s=20px|cl=Red}}×5
|''Kirby series''
|{{SpiritType|Shield}}
|•{{SSBU|Kirby}} Team {{Head|Kirby|g=SSBU|s=20px|cl=Red}} (×5)
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|9,300
|9,300
|[[Green Greens]]
|[[Green Greens]]
Line 564: Line 662:
|•Dangerously high winds are in effect<br>•Reinforcements will appear after an enemy is KO'd
|•Dangerously high winds are in effect<br>•Reinforcements will appear after an enemy is KO'd
|{{SSBUMusicLink|Kirby|Boss Theme Medley - Kirby Series}}
|{{SSBUMusicLink|Kirby|Boss Theme Medley - Kirby Series}}
|Whispy Woods's apples
|-
|-
|341
|341
|{{SpiritTableName|Nightmare's Power Orb|customname=[[Nightmare]]'s Power Orb|size=64}}
|[[File:Power Orb Spirit.png|center|64x64px]]
|''Kirby'' Series
|{{anchor|Nightmare's Power Orb}}[[Nightmare]]'s Power Orb
|''Kirby series''
|•Giant {{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=Purple}}
|•Giant {{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=Purple}}
|{{SpiritType|Grab}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|4,000
|4,000
|[[Fountain of Dreams]]
|[[Fountain of Dreams]]
|•Assist Trophy Enemies (Nightmare)
|•Assist Trophy Enemies ([[Nightmare]])
|•Hostile assist trophies will appear after a little while<br>•The enemy is giant<br>•The enemy starts the battle with a [[Star Rod]]
|•Hostile assist trophies will appear after a little while<br>•The enemy is giant<br>•The enemy starts the battle with a [[Star Rod]]
|{{SSBUMusicLink|Kirby|Vs. Marx}}
|{{SSBUMusicLink|Kirby|Vs. Marx}}
|
|-
|-
|360
|360
|{{SpiritTableName|Waddle Dee|link=y|size=64}}
|[[File:Waddledee.png|center|64x64px]]
|''Kirby'' Series
|{{anchor|Waddle Dee}}[[Waddle Dee]]
|•{{SSBU|Kirby}} Team {{Head|Kirby|g=SSBU|s=20px|cl=Orange}}×4
|''Kirby series''
|{{SpiritType|Neutral}}
|•{{SSBU|Kirby}} Team {{Head|Kirby|g=SSBU|s=20px|cl=Orange}} (×4)
|[[File:SpiritTypeNeutral.png|20px|center|Neutral]]
|3,700
|3,700
|[[Dream Land GB]]
|[[Dream Land GB]]
|N/A
|N/A
|•Take your strongest team into this no-frills battle
|•Take your strongest team into this no-frills battle
|{{SSBUMusicLink|Kirby|Kirby Retro Medley}} (Green Greens)
|{{SSBUMusicLink|Kirby|Kirby Retro Medley}}
|
|-
|-
|362
|362
|{{SpiritTableName|Waddle Doo|link=y|size=64}}
|[[File:Waddle Doo.png|center|64x64px]]
|''Kirby'' Series
|{{anchor|Waddle Doo}}[[Waddle Doo]]
|•{{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=Red}}×3
|''Kirby series''
|{{SpiritType|Attack}}
|•{{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=Red}} (×3)
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|2,500
|2,500
|{{SSB|Dream Land}}
|{{SSB|Dream Land}}
Line 600: Line 698:
|•The floor is electrified<br>•The enemy starts the battle with a [[Super Scope]]
|•The floor is electrified<br>•The enemy starts the battle with a [[Super Scope]]
|{{SSBUMusicLink|Kirby|Butter Building (for 3DS / Wii U)}}
|{{SSBUMusicLink|Kirby|Butter Building (for 3DS / Wii U)}}
|
|-
|-
|366
|366
|{{SpiritTableName|Scarfy|size=64}}
|[[File:Scarfy Spirit.png|center|64x64px]]
|''Kirby'' Series
|{{anchor|Scarfy}}Scarfy
|•{{SSBU|Kirby}} Team {{Head|Kirby|g=SSBU|s=20px|cl=Yellow}}{{Head|Kirby|g=SSBU|s=20px|cl=Red}}×3
|''Kirby series''
|{{SpiritType|Shield}}
|•{{SSBU|Kirby}} Team (×4) ({{Head|Kirby|g=SSBU|s=20px|cl=Yellow}},{{Head|Kirby|g=SSBU|s=20px|cl=Red}}x3)
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|1,400
|1,400
|{{SSB|Dream Land}}
|{{SSB|Dream Land}}
Line 612: Line 710:
|•Reinforcements will appear after an enemy is KO'd
|•Reinforcements will appear after an enemy is KO'd
|{{SSBUMusicLink|Kirby|Green Greens (Melee)}}
|{{SSBUMusicLink|Kirby|Green Greens (Melee)}}
|Angry Scarfy (red Kirby)
|-
|-
|368
|368
|{{SpiritTableName|Rocky|size=64}}
|[[File:Rocky.png|center|64x64px]]
|''Kirby'' Series
|{{anchor|Rocky}}Rocky
|•Metal {{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=Orange}} (120 HP)
|''Kirby series''
|{{SpiritType|Shield}}
|•Metal {{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=Orange}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|2,600
|2,600
|[[The Great Cave Offensive]] ([[Battlefield form]])
|[[The Great Cave Offensive]] ([[Battlefield form]])
|N/A
|N/A
|•Timed [[stamina battle]] (1:00)<br>•The enemy favors down specials<br>•The enemy is metal
|•Timed [[Stamina battle]]<br>•The enemy favors down specials<br>•The enemy is metal
|{{SSBUMusicLink|Kirby|The Great Cave Offensive}}
|{{SSBUMusicLink|Kirby|The Great Cave Offensive}}
|
|-
|-
|370
|370
|{{SpiritTableName|Bomber|link=y|size=64}}
|[[File:Bomber Spirit.png|center|64x64px]]
|''Kirby'' Series
|{{anchor|Bomber}}[[Bomber]]
|''Kirby series''
|•{{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=Purple}}
|•{{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=Purple}}
|{{SpiritType|Attack}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|3,500
|3,500
|[[Dream Land GB]]
|[[Dream Land GB]]
|•Item: Bomber
|•Item: [[Bomber]]
|•The enemy starts the battle with a Bomber
|•The enemy starts the battle with a Bomber
|{{SSBUMusicLink|Kirby|Butter Building (Brawl)}}
|{{SSBUMusicLink|Kirby|Butter Building (Brawl)}}
|
|-
|-
|380
|380
|{{SpiritTableName|Prince Fluff|size=64}}
|[[File:Prince Fluff Spirit.png|center|64x64px]]
|''Kirby's Epic Yarn''
|{{anchor|Prince Fluff}}Prince Fluff
|''Kirby series''
|•{{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=Blue}}
|•{{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=Blue}}
|{{SpiritType|Grab}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|1,900
|1,900
|[[Super Happy Tree]]
|[[Super Happy Tree]]
Line 648: Line 746:
|•The enemy's throws have increased power<br>•The enemy favors grabs and throws
|•The enemy's throws have increased power<br>•The enemy favors grabs and throws
|{{SSBUMusicLink|Kirby|Green Greens (for 3DS / Wii U)}}
|{{SSBUMusicLink|Kirby|Green Greens (for 3DS / Wii U)}}
|
|-
|-
|432
|432
|{{SpiritTableName|Dugtrio|size=64}}
|[[File:DugtrioSpirit.png|center|64x64px]]
|''Pokémon'' Series
|{{anchor|Dugtrio}}Dugtrio
|•{{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=Orange}}×3
|''Pokémon series''
|{{SpiritType|Shield}}
|•{{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=Orange}} (×3)
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|1,500
|1,500
|[[Pokémon Stadium 2]] (Ground type)
|[[Pokémon Stadium 2]] (Ground type)
Line 660: Line 758:
|•Periodic earthquakes will shake the stage after a little while
|•Periodic earthquakes will shake the stage after a little while
|{{SSBUMusicLink|Pokémon|Pokémon Gym/Evolution - Pokémon Red / Pokémon Blue}}
|{{SSBUMusicLink|Pokémon|Pokémon Gym/Evolution - Pokémon Red / Pokémon Blue}}
|
|-
|-
|438
|438
|{{SpiritTableName|Geodude|size=64}}
|[[File:Geodude Spirit.png|center|64x64px]]
|''Pokémon'' Series
|{{anchor|Geodude}}Geodude
|•{{SSBU|Kirby}} Team {{Head|Kirby|g=SSBU|s=20px|cl=White}}×4
|''Pokémon series''
|{{SpiritType|Shield}}
|•{{SSBU|Kirby}} Team {{Head|Kirby|g=SSBU|s=20px|cl=White}} (×4)
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|1,400
|1,400
|[[Pokémon Stadium 2]] (Ground type)
|[[Pokémon Stadium 2]] (Ground type)
Line 672: Line 770:
|•The enemy favors down specials
|•The enemy favors down specials
|{{SSBUMusicLink|Pokémon|Pokémon Gym/Evolution - Pokémon Red / Pokémon Blue}}
|{{SSBUMusicLink|Pokémon|Pokémon Gym/Evolution - Pokémon Red / Pokémon Blue}}
|
|-
|-
|458
|458
|{{SpiritTableName|Ditto|link=y|size=64}}
|[[File:Ditto Spirit.png|center|64x64px]]
|''Pokémon'' Series
|{{anchor|Ditto}}[[Ditto]]
|''Pokémon series''
|•{{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=Purple}}
|•{{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=Purple}}
|{{SpiritType|Grab}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|3,400
|3,400
|[[Pokémon Stadium]]
|[[Pokémon Stadium]]
|N/A
|N/A
|•The enemy favors neutral specials<br>•Only certain Pokémon will emerge from Poké Balls (Ditto)
|•The enemy favors neutral specials<br>•Only certain Pokémon will emerge from Poké Balls ([[Ditto]])
|{{SSBUMusicLink|Pokémon|Road to Viridian City - Pokémon Red / Pokémon Blue}}
|{{SSBUMusicLink|Pokémon|Road to Viridian City - Pokémon Red / Pokémon Blue}}
|
|-
|-
|470
|470
|{{SpiritTableName|Marill|link=y|size=64}}
|[[File:Marill.png|center|64x64px]]
|''Pokémon'' Series
|{{anchor|Marill}}[[Marill]]
|''Pokémon series''
|•{{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=Blue}}
|•{{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=Blue}}
|{{SpiritType|Shield}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|1,700
|1,700
|[[Pokémon Stadium 2]]
|[[Pokémon Stadium 2]]
Line 696: Line 794:
|•Water and ice attacks aren't as effective against the enemy
|•Water and ice attacks aren't as effective against the enemy
|{{SSBUMusicLink|Pokémon|Pokémon Gold / Pokémon Silver Medley}}
|{{SSBUMusicLink|Pokémon|Pokémon Gold / Pokémon Silver Medley}}
|
|-
|-
|546
|546
|{{SpiritTableName|Diancie|size=64}}
|[[File:Diamantus.png|center|64x64px]]
|''Pokémon'' Series
|{{anchor|Diancie}}Diancie
|•Reflect {{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=Orange}}×2
|''Pokémon series''
|{{SpiritType|Grab}}
|•Reflect {{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=Orange}} (×2)
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|3,900
|3,900
|[[Kalos Pokémon League]] (hazards off)
|[[Kalos Pokémon League]]
|N/A
|N/A
|•The enemy reflects projectiles<br>•The enemy favors down specials<br>•The enemy takes less damage while in the air
|•The enemy reflects projectiles<br>•The enemy favors down specials<br>•The enemy takes less damage while in the air
|{{SSBUMusicLink|Pokémon|Battle! (Champion) - Pokémon X / Pokémon Y}}
|{{SSBUMusicLink|Pokémon|Battle! (Champion) - Pokémon X / Pokémon Y}}
|
|-
|-
|553
|553
|{{SpiritTableName|Pyukumuku|link=y|size=64}}
|[[File:Pyukumuku.png|center|64x64px]]
|''Pokémon'' Series
|[[Pyukumuku]]
|•Tiny {{SSBU|Kirby}} Team {{Head|Kirby|g=SSBU|s=20px|cl=Purple}}×4
|''Pokémon series''
|{{SpiritType|Shield}}
|•Tiny {{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=Purple}} (×4)
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|1,600
|1,600
|[[Wuhu Island]] (Frisbee Dog Park)
|[[Wuhu Island]]
|N/A
|N/A
|•Only certain Pokémon will emerge from Poké Balls (Pyukumuku)
|•Only certain Pokémon will emerge from Poké Balls ([[Pyukumuku]])
|{{SSBUMusicLink|Pokémon|Battle! (Wild Pokémon) - Pokémon Sun / Pokémon Moon}}
|{{SSBUMusicLink|Pokémon|Battle! (Wild Pokémon) - Pokémon Sun / Pokémon Moon}}
|
|-
|-
|559
|559
|{{SpiritTableName|Nihilego|size=64}}
|[[File:Nihilego.png|center|64x64px]]
|''Pokémon'' Series
|{{anchor|Nihilego}}Nihilego
|•{{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=Blue}}×3
|''Pokémon series''
|{{SpiritType|Grab}}
|•{{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=Blue}} (×3)
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|4,100
|4,100
|[[The Great Cave Offensive]] ([[Ω form]])
|[[The Great Cave Offensive]] ([[Ω form]])
Line 732: Line 830:
|•The floor is poisonous<br>•The enemy loves to jump<br>•The enemy falls slowly
|•The floor is poisonous<br>•The enemy loves to jump<br>•The enemy falls slowly
|{{SSBUMusicLink|Pokémon|The Battle at the Summit!}}
|{{SSBUMusicLink|Pokémon|The Battle at the Summit!}}
|
|-
|-
|623
|623
|{{SpiritTableName|Wrys|iw=fireemblem|size=64}}
|[[File:Wyrs.png|center|64x64px]]
|''Fire Emblem'' Series
|{{s|fireemblem|Wrys}}
|•{{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=Blue}} (30 HP)
|''Fire Emblem series''
|{{SpiritType|Shield}}
|•{{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=Blue}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|2,500
|2,500
|[[Temple]]
|[[Temple]]
|N/A
|N/A
|•Timed [[stamina battle]] (1:30)<br>•The enemy tends to avoid conflict<br>•The enemy heals over time
|•Timed [[Stamina battle]]<br>•The enemy tends to avoid conflict<br>•The enemy heals over time
|{{SSBUMusicLink|Fire Emblem|Shadow Dragon Medley}}
|{{SSBUMusicLink|Fire Emblem|Shadow Dragon Medley}}
|
|-
|-
|806
|806
|{{SpiritTableName|White Pikmin|customname=[[Pikmin (species)|White Pikmin]]|size=64}}
|[[File:White Pikmin Spirit.png|center|64x64px]]
|''Pikmin'' Series
|{{anchor|White Pikmin}}[[Pikmin (species)|White Pikmin]]
|•Tiny {{SSBU|Kirby}} Team {{Head|Kirby|g=SSBU|s=20px|cl=White}}×13 (10 HP)
|''Pikmin series''
|{{SpiritType|Grab}}
|•Tiny {{SSBU|Kirby}} Team {{Head|Kirby|g=SSBU|s=20px|cl=White}} (×13)
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|4,400
|4,400
|[[Distant Planet]] ([[Battlefield form]])
|[[Distant Planet]] ([[Battlefield form]])
|•Item: [[POW Block]]<br>•Hazard: Poison Floor
|•Item: [[POW Block]]<br>•Hazard: Poison Floor
|•The floor is poisonous<br>•Timed [[stamina battle]] (1:00)<br>•The enemy favors dash attacks
|•The floor is poisonous<br>•Timed [[Stamina battle]]<br>•The enemy favors dash attacks
|{{SSBUMusicLink|Pikmin|Forest of Hope}}
|{{SSBUMusicLink|Pikmin|Forest of Hope}}
|
|-
|-
|809
|809
|{{SpiritTableName|Rock Pikmin|customname=[[Pikmin (species)|Rock Pikmin]]|size=64}}
|[[File:Rockpikmin.png|center|64x64px]]
|''Pikmin'' Series
|{{anchor|Rock Pikmin}}[[Pikmin (species)|Rock Pikmin]]
|•Tiny {{SSBU|Kirby}} Team {{Head|Kirby|g=SSBU|s=20px|cl=White}}×8 (10 HP)
|''Pikmin series''
|{{SpiritType|Grab}}
|•Tiny {{SSBU|Kirby}} Team {{Head|Kirby|g=SSBU|s=20px|cl=White}} (×8)
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|1,800
|1,800
|[[Garden of Hope]] (hazards off)
|[[Garden of Hope]]
|•Hazard: High Gravity
|•Hazard: High Gravity
|•[[Stamina battle]]<br>•Your jumping power decreases<br>•The enemy favors down specials
|•[[Stamina battle]]<br>•Your jumping power decreases<br>•The enemy favors down specials
|{{SSBUMusicLink|Pikmin|Garden of Hope (Original)}}
|{{SSBUMusicLink|Pikmin|Garden of Hope (Original)}}
|
|-
|-
|948
|948
|{{SpiritTableName|Ghosts|link=y|size=64}}
|[[File:Ghosts spirit.png|center|64x64px]]
|''PAC-MAN'' Series
|[[Ghosts]]
|''Pac-Man series''
|•{{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Jigglypuff}} {{Head|Jigglypuff|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Squirtle}} {{Head|Squirtle|g=SSBU|s=20px|cl=White}}<br>•{{SSBU|Pac-Man}} {{Head|Pac-Man|g=SSBU|s=20px|cl=Yellow}}
|•{{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Jigglypuff}} {{Head|Jigglypuff|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Squirtle}} {{Head|Squirtle|g=SSBU|s=20px|cl=White}}<br>•{{SSBU|Pac-Man}} {{Head|Pac-Man|g=SSBU|s=20px|cl=Yellow}}
|{{SpiritType|Shield}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|3,500
|3,500
|[[Pac-Land]] ([[Battlefield form]])
|[[Pac-Land]] ([[Battlefield form]])
|•Assist Trophy Enemies (Ghosts)
|•[[Assist Trophy]] Enemies ([[Ghosts]])
|•Hostile assist trophies will appear
|•Hostile assist trophies will appear
|{{SSBUMusicLink|Pac-Man|PAC-MAN}}
|{{SSBUMusicLink|Pac-Man|PAC-MAN}}
|Blinky
|-
|-
|1,122
|1,122
|{{SpiritTableName|Unira|link=y|size=64}}
|{{anchor|Unira}}[[File:Unira Spirit.png|center|64x64px]]
|''Clu Clu Land'' Series
|[[Unira]]
|•{{SSBU|Kirby}} Team {{Head|Kirby|g=SSBU|s=20px|cl=Green}}×4
|''Clu Clu Land series''
|{{SpiritType|Attack}}
|•{{SSBU|Kirby}} Team {{Head|Kirby|g=SSBU|s=20px|cl=Green}} (×4)
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|1,800
|1,800
|[[75m]]
|[[75m]]
|•Item Tidal Wave<br>•Item: [[Unira]]
|•Item Tidal Wave<br>•Item: Unira
|•Certain items will appear in large numbers<br>•The enemy is easily distracted by items
|•Certain items will appear in large numbers<br>•The enemy is easily distracted by items
|{{SSBUMusicLink|Other|Clu Clu Land}}
|{{SSBUMusicLink|Nintendo|Clu Clu Land}}
|
|-
|-
|1,155
|1,155
|{{SpiritTableName|Hakkun|size=64}}
|{{anchor|Hakkun}}[[File:Hakkun Spirit.png|center|64x64px]]
|Hakkun
|''Sutte Hakkun''
|''Sutte Hakkun''
|•{{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=Blue}}
|•{{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=Blue}}
|{{SpiritType|Attack}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|2,100
|2,100
|{{SSBB|Yoshi's Island}}
|{{SSBB|Yoshi's Island}}
|•Invisibility
|•Invisibility
|•Timed battle (2:00)<br>•You are invisible after a little while
|•Timed battle<br>•You are invisible after a little while
|{{SSBUMusicLink|Yoshi|Flower Field}}
|{{SSBUMusicLink|Yoshi|Flower Field}}
|
|-
|-
|1,180
|1,180
|{{SpiritTableName|Tomatrio|size=64}}
|{{anchor|Tomatrio}}[[File:Tomatrio Spirit.png|center|64x64px]]
|Tomatrio
|''Tomato Adventure''
|''Tomato Adventure''
|•{{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=Red}}{{Head|Kirby|g=SSBU|s=20px|cl=Yellow}}{{Head|Kirby|g=SSBU|s=20px|cl=Green}}
|•{{SSBU|Kirby}} (×3) ({{Head|Kirby|g=SSBU|s=20px|cl=Red}}{{Head|Kirby|g=SSBU|s=20px|cl=Yellow}}{{Head|Kirby|g=SSBU|s=20px|cl=Green}})
|{{SpiritType|Attack}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|1,600
|1,600
|{{SSBM|Yoshi's Island}} (Melee) ([[Battlefield form]])
|{{SSBM|Yoshi's Island}} (Melee) ([[Battlefield form]])
Line 816: Line 914:
|•The enemy is easily distracted by items
|•The enemy is easily distracted by items
|{{SSBUMusicLink|Super Mario Bros.|Mixed-Up Scramble}}
|{{SSBUMusicLink|Super Mario Bros.|Mixed-Up Scramble}}
|
|-
|-
|1,186
|1,186
|{{SpiritTableName|Mattel|size=64}}
|{{anchor|Mattel}}[[File:Mattel Spirit.png|center|64x64px]]
|''The Legendary Starfy'' Series
|Mattel
|''The Legendary Starfy series''
|•{{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=Red}}
|•{{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=Red}}
|{{SpiritType|Grab}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|1,800
|1,800
|[[Delfino Plaza]] (Large Island)
|[[Delfino Plaza]] (Large Island)
|•Assist Trophy Enemies ([[Starfy]])
|•[[Assist Trophy]] Enemies (Starfy)
|•Hostile assist trophies will appear
|•Hostile assist trophies will appear
|{{SSBUMusicLink|Animal Crossing|Tortimer Island Medley}}
|{{SSBUMusicLink|Animal Crossing|Tortimer Island Medley}}
|
|-
|-
|1,226
|1,226
|{{SpiritTableName|Magkid|size=64}}
|{{anchor|Magkid}}[[File:Magkid Spirit.png|center|64x64px]]
|Magkid
|''Slide Adventure MAGKID''
|''Slide Adventure MAGKID''
|•{{SSBU|Kirby}} Team {{Head|Kirby|g=SSBU|s=20px|cl=White}}×4
|•{{SSBU|Kirby}} Team {{Head|Kirby|g=SSBU|s=20px|cl=White}} (×4)
|{{SpiritType|Neutral}}
|[[File:SpiritTypeNeutral.png|20px|center|Neutral]]
|1,800
|1,800
|[[PictoChat 2]]
|[[PictoChat 2]]
|•Assist Trophy Enemies ([[Devil]])
|•[[Assist Trophy]] Enemies ([[Devil]])
|•Hostile assist trophies will appear<br>•The enemy can deal damage by dashing into you<br>•The enemy has increased move speed
|•Hostile assist trophies will appear<br>•The enemy can deal damage by dashing into you<br>•The enemy has increased move speed
|{{SSBUMusicLink|Other|PictoChat}}
|{{SSBUMusicLink|Nintendo|PictoChat}}
|
|-
|-
|1,278
|1,278
|{{SpiritTableName|Qbby|size=64}}
|{{anchor|Qbby}}[[File:Qbby Spirit.png|center|64x64px]]
|''BOXBOY!'' Series
|Qbby
|•{{SSBU|Kirby}} Team {{Head|Kirby|g=SSBU|s=20px|cl=White}}×4
|''BOXBOY! Series''
|{{SpiritType|Grab}}
|•{{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=White}} (×4)
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|9,300
|9,300
|[[Wii Fit Studio]]
|[[Wii Fit Studio]]
Line 852: Line 950:
|•Certain items will appear in large numbers
|•Certain items will appear in large numbers
|{{SSBUMusicLink|Kirby|Ice Cream Island}}
|{{SSBUMusicLink|Kirby|Ice Cream Island}}
|
|-
|-
|1,330
|1,330
|{{SpiritTableName|Slime (Dragon Quest)|customname=[[Slime]] (Dragon Quest)|size=64}}
|[[File:SlimeOG.png|center|64x64px]]
|''DRAGON QUEST'' Series
|[[Slime]]
|•{{SSBU|Kirby}} Team {{Head|Kirby|g=SSBU|s=20px|cl=Blue}}×5 (50 HP)<br>•Giant {{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=Blue}} (150 HP)
|''DRAGON QUEST Series''
|{{SpiritType|Grab}}
|•{{SSBU|Kirby}} Team {{Head|Kirby|g=SSBU|s=20px|cl=Blue}} (x5)<br>•Giant Kirby {{Head|Kirby|g=SSBU|s=20px|cl=Blue}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|1,700
|1,700
|[[Gaur Plain]] ([[Battlefield form]])
|[[Gaur Plains]] ([[Battlefield form]])
|N/A
|N/A
|•[[Stamina battle]]<br>•The enemy favors neutral air attacks<br>•Reinforcements will appear after an enemy is KO'd
|•Stamina battle<br>•The enemy favors neutral air attacks<br>•Reinforcements will appear after an enemy is KO'd
|{{SSBUMusicLink|Dragon Quest|Fighting Spirits - DRAGON QUEST III}}
|{{SSBUMusicLink|Dragon Quest|Fighting Spirits - DRAGON QUEST III}}
|King Slime (Giant Kirby)
|-
|-
|1,336
|1,336
|{{SpiritTableName|Liquid Metal Slime|size=64}}
|[[File:LMSlime.png|center|64x64px]]
|''DRAGON QUEST'' Series
|Liquid Metal Slime
|•Metal {{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=Blue}} (8 HP)
|''DRAGON QUEST Series''
|{{SpiritType|Neutral}}
||•Metal {{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=Blue}}
|[[File:SpiritTypeNeutral.png|20px|center|Neutral]]
|5,700
|5,700
|[[The Great Cave Offensive]] ([[Battlefield form]])
|[[Great Cave Offensive]] ([[Battlefield form]])
|•Move Speed ↑<br>•Defense ↑<br>•Attack Power ↓
|•Move Speed ↑<br>•Defense ↑<br>•Attack Power ↓
|•The enemy has super armor and is hard to launch or make flinch<br>•The enemy starts the battle with a [[Franklin Badge]]<br>•Timed [[stamina battle]] (0:30)
|•The enemy has super armor and is hard to launch or make flinch<br>•The enemy starts the battle with a Franklin Badge<br>•Timed stamina battle
|{{SSBUMusicLink|Dragon Quest|Battle for the Glory - DRAGON QUEST IV}}
|{{SSBUMusicLink|Dragon Quest|Battle for the Glory - DRAGON QUEST IV}}
|
|-
|-
|1,343
|1,343
|{{SpiritTableName|Jiggy|size=64}}
|[[File:Jiggy Spirit.png|center|64x64px]]
|''Banjo-Kazooie'' Series
|Jiggy
|•Gold {{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=Yellow}}×5 (10 HP)
|''Banjo-Kazooie Series''
|{{SpiritType|Shield}}
|•Gold {{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=Yellow}} (x5)
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|2,000
|2,000
|[[The Great Cave Offensive]]
|[[The Great Cave Offensive]]
|N/A
|N/A
|•Timed [[stamina battle]]<br>•The enemy falls slowly
|•Timed stamina battle<br>•The enemy falls slowly
|{{SSBUMusicLink|Banjo-Kazooie|Treasure Trove Cove}}
|{{SSBUMusicLink|Banjo-Kazooie|Treasure Trove Cove}}
|
|-
|1,355
|{{SpiritTableName|O-Tetrimino|size=64}}
|''Tetris'' Series
|•{{SSBU|Kirby}} {{head|Kirby|g=SSBU|s=20px|cl=Yellow}}
|{{SpiritType|Shield}}
|2,000
|[[Mushroomy Kingdom]]
|•Assist Trophy Enemies ([[Thwomp]])<br>•Item: [[POW Block]]
|•Hostile assist trophies will appear<br>•The enemy favors down specials in the air
|{{SSBUMusicLink|Other|Tetris: Type B}}
|
|-
|1,433
|{{SpiritTableName|Slime (Minecraft)|size=64}}
|''Minecraft'' Series
|•Giant {{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=Green}} (120 HP)<br>•{{SSBU|Kirby}} Team {{Head|Kirby|g=SSBU|s=20px|cl=Green}}×3 (60 HP)<br>•Tiny {{SSBU|Kirby}} Team {{Head|Kirby|g=SSBU|s=20px|cl=Green}}×6 (30 HP)
|{{SpiritType|Grab}}
|3,300
|[[Minecraft World]] (Taiga)
|N/A
|•[[Stamina battle]]<br>•The enemy favors neutral air attacks<br>•Reinforcements will appear after an enemy is KO'd
|{{SSBUMusicLink|Minecraft|Halland / Dalarna}}
|
|-
|1,473
|{{SpiritTableName|Kittens|size=64}}
|''Super Mario'' Series
|•Tail {{SSBU|Kirby}} Team {{Head|Kirby|g=SSBU|s=20px|cl=Yellow}}{{Head|Kirby|g=SSBU|s=20px|cl=Blue}}{{Head|Kirby|g=SSBU|s=20px|cl=Red}}{{Head|Kirby|g=SSBU|s=20px|cl=Green}}{{Head|Kirby|g=SSBU|s=20px|cl=Purple}}
|{{SpiritType|Grab}}
|1,900
|[[Delfino Plaza]] (Large Island)
|•Item: Balls
|•The enemy has increased move speed and reduced weight<br>•Defeat an army of fighters
|{{SSBUMusicLink|Super Mario Bros.|Main Theme - Super Mario 64 (Remix)}}
|
|-
|1,490
|{{SpiritTableName|Tama|size=64}}
|''Sakuna: Of Rice and Ruin''
|•{{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=Green}}<br>•Clear {{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=Green}}
|{{SpiritType|Grab}}
|1,500
|[[Garden of Hope]] ([[Ω form]])
|N/A
|•The enemy favors air attacks<br>•Reinforcements will appear after an enemy is KO'd<br>•The enemy is invisible
|{{SSBUMusicLink|Other|The Mysterious Murasame Castle Medley}}
| Holy Sword Tama (Clear Kirby)
|-
|1,517
|{{SpiritTableName|Oatchi|interwiki=pikipedia|size=64}}
|''Pikmin'' Series
|•Giant {{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=Yellow}}<br>•[[Olimar (SSBU)|Alph]] {{Head|Olimar|g=SSBU|s=20px|cl=AlphPink}}
|{{SpiritType|Shield}}
|8,800
|[[Distant Planet]] ([[Ω form]])
|•Item: [[Hocotate Bomb]]
|•The enemy favors dash attacks<br>•The enemy can deal damage by dashing into you
|{{SSBUMusicLink|Pikmin|Garden of Hope (Original)}}
|
|-
|1,528
|{{SpiritTableName|Wonder Flower & Talking Flower|size=64}}
|''Super Mario'' Series
|•Tiny {{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=Blue}}<br>•Tiny {{SSBU|Kirby}} Team {{Head|Kirby|g=SSBU|s=20px|cl=Yellow}}×20
|{{SpiritType|Neutral}}
|1,900
|[[Mushroom Kingdom U]]
|•Assist Trophy Enemies ([[Skull Kid]])<br>•Item: Fire Flower
|•Defeat the main fighter to win<br>•The enemy has super armor and is hard to launch or make flinch<br>•Hostile assist trophies will appear
|{{SSBUMusicLink|Super Mario Bros.|Pandemonium}}
| {{s|supermariowiki|Wonder Flower}} (Blue Kirby)<br>{{s|supermariowiki|Talking Flower}}s (Yellow Kirby)
|}
|}


===As a minion===
===As a minion===
{|class="wikitable sortable" style="width:100%;"
{|class="wikitable sortable" style="width:100%;"
|-
! colspan=4|Spirit
! colspan=4|Spirit
! colspan=7|Battle parameters
! colspan=7|Battle parameters
Line 983: Line 1,009:
|-
|-
|67
|67
|{{SpiritTableName|Shine Sprite|link=y|size=64}}
|[[File:Shinesprite.png|center|64x64px]]
|''Super Mario'' Series
|{{anchor|Shine Sprite}}[[Shine Sprite]]
|•{{SSBU|Rosalina & Luma}} {{Head|Rosalina|g=SSBU|s=20px|cl=Yellow}}<br>•{{SSBU|Kirby}} Team {{Head|Kirby|g=SSBU|s=20px|cl=Yellow}}{{Head|Kirby|g=SSBU|s=20px|cl=Blue}}{{Head|Kirby|g=SSBU|s=20px|cl=Red}}
|''Super Mario series''
|{{SpiritType|Neutral}}
|•{{SSBU|Rosalina & Luma}} {{Head|Rosalina|g=SSBU|s=20px|cl=Yellow}}<br>•{{SSBU|Kirby}} (×3) ({{Head|Kirby|g=SSBU|s=20px|cl=Yellow}}{{Head|Kirby|g=SSBU|s=20px|cl=Blue}}{{Head|Kirby|g=SSBU|s=20px|cl=Red}})
|[[File:SpiritTypeNeutral.png|20px|center|Neutral]]
|13,100
|13,100
|[[Delfino Plaza]] (roof)
|[[Delfino Plaza]] (roof)
|•Temporary Invincibility<br>•Sudden Final Smash<br>•Item: Stars
|•Temporary Invincibility<br>•Sudden [[Final Smash]]<br>•Item: Stars
|•Defeat the main fighter to win<br>•The enemy will suddenly have a Final Smash<br>•The enemy will occasionally be invincible
|•Defeat the main fighter to win<br>•The enemy will suddenly have a Final Smash<br>•The enemy will occasionally be invincible
|{{SSBUMusicLink|Super Mario Bros.|Delfino Plaza (Remix)}}
|{{SSBUMusicLink|Super Mario Bros.|Delfino Plaza (Remix)}}
|{{s|mariowiki|Coin}}s
|{{s|mariowiki|Piantas}}
|-
|-
|72
|72
|{{SpiritTableName|Hungry Luma|size=64}}
|[[File:Hungry Luma Spirit.png|center|64x64px]]
|''Super Mario'' Series
|{{anchor|Hungry Luma}}Hungry Luma
|''Super Mario series''
|•{{SSBU|Rosalina & Luma}} {{Head|Rosalina|g=SSBU|s=20px|cl=Pink}}<br>•{{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=Orange}}
|•{{SSBU|Rosalina & Luma}} {{Head|Rosalina|g=SSBU|s=20px|cl=Pink}}<br>•{{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=Orange}}
|{{SpiritType|Grab}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|1,900
|1,900
|[[Mario Galaxy]]
|[[Mario Galaxy]]
Line 1,007: Line 1,035:
|-
|-
|104
|104
|{{SpiritTableName|Geno|link=y|size=64}}
|[[File:Genosmrpg.png|center|64x64px]]
|{{anchor|Geno}}[[Geno]]
|''Super Mario RPG: Legend of the Seven Stars''
|''Super Mario RPG: Legend of the Seven Stars''
|•{{SSBU|Sheik}} {{Head|Sheik|g=SSBU|s=20px|cl=Indigo}}<br>•{{SSBU|Peach}} {{Head|Peach|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=White}}<br>•{{SSBU|Bowser}} {{Head|Bowser|g=SSBU|s=20px|cl=Orange}}<br>•{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=Blue}}
|•{{SSBU|Sheik}} {{Head|Sheik|g=SSBU|s=20px|cl=Indigo}}<br>•{{SSBU|Peach}} {{Head|Peach|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=White}}<br>•{{SSBU|Bowser}} {{Head|Bowser|g=SSBU|s=20px|cl=Orange}}<br>•{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=Blue}}
|{{SpiritType|Attack}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|13,700
|13,700
|[[Mario Galaxy]] ([[Battlefield form]])
|[[Mario Galaxy]] ([[Battlefield form]])
|N/A
|N/A
|•Defeat the main fighter to win<br>•Timed battle (2:30)<br>•The enemy's FS Meter charges quickly
|•Defeat the main fighter to win<br>•Timed battle<br>•The enemy's FS Meter charges quickly
|{{SSBUMusicLink|Mario Kart|Rainbow Road Medley}}
|{{SSBUMusicLink|Mario Kart|Rainbow Road Medley}}
|{{s|mariowiki|Mallow}}
|{{s|mariowiki|Mallow}}
|-
|-
|332
|332
|{{SpiritTableName|Rick|size=64}}
|[[File:Rick Spirit.png|center|64x64px]]
|''Kirby'' Series
|{{anchor|Rick}}Rick
|''Kirby series''
|•{{SSBU|Pikachu}} {{Head|Pikachu|g=SSBU|s=20px|cl=Green}}<br>•{{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=Yellow}}
|•{{SSBU|Pikachu}} {{Head|Pikachu|g=SSBU|s=20px|cl=Green}}<br>•{{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=Yellow}}
|{{SpiritType|Grab}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|4,100
|4,100
|[[Green Greens]]
|[[Green Greens]]
Line 1,031: Line 1,061:
|-
|-
|333
|333
|{{SpiritTableName|Kine|size=64}}
|[[File:Kine Spirit.png|center|64x64px]]
|''Kirby'' Series
|{{anchor|Kine}}Kine
|''Kirby series''
|•{{SSBU|Squirtle}} {{Head|Squirtle|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=Blue}}
|•{{SSBU|Squirtle}} {{Head|Squirtle|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=Blue}}
|{{SpiritType|Shield}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|3,600
|3,600
|[[Wuhu Island]] (Rocks at sea)
|[[Wuhu Island]] (Rocks at sea)
|•Buoyancy Reduced
|•Buoyancy Reduced
|•You can't swim<br>•The enemy starts the battle with a [[Freezie]]
|•You can't swim<br>•The enemy starts the battle with a [[Freezie]]
|{{SSBUMusicLink|Kirby|Kirby Retro Medley}} (Float Islands)
|{{SSBUMusicLink|Kirby|Float Islands}}
|{{s|wikirby|Kirby}}
|{{s|wikirby|Kirby}}
|-
|-
|334
|334
|{{SpiritTableName|Coo|size=64}}
|[[File:CooSpirit.png|center|64x64px]]
|''Kirby'' Series
|{{anchor|Coo}}Coo
|''Kirby series''
|•{{SSBU|Falco}} {{Head|Falco|g=SSBU|s=20px|cl=Pink}}<br>•{{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=Green}}
|•{{SSBU|Falco}} {{Head|Falco|g=SSBU|s=20px|cl=Pink}}<br>•{{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=Green}}
|{{SpiritType|Grab}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|4,100
|4,100
|{{SSB|Dream Land}}
|{{SSB|Dream Land}}
Line 1,055: Line 1,087:
|-
|-
|690
|690
|{{SpiritTableName|Ball|size=64}}
|[[File:Ball_Spirit.png|center|64x64px]]
|''Game & Watch'' Series
|{{anchor|Ball}}Ball
|''Game & Watch series''
|•{{SSBU|Mr. Game & Watch}} {{Head|Mr. Game & Watch|g=SSBU|s=20px}}<br>•{{SSBU|Pac-Man}} {{Head|Pac-Man|g=SSBU|s=20px|cl=Black}}<br>•{{SSBU|Jigglypuff}} {{Head|Jigglypuff|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=White}}
|•{{SSBU|Mr. Game & Watch}} {{Head|Mr. Game & Watch|g=SSBU|s=20px}}<br>•{{SSBU|Pac-Man}} {{Head|Pac-Man|g=SSBU|s=20px|cl=Black}}<br>•{{SSBU|Jigglypuff}} {{Head|Jigglypuff|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=White}}
|{{SpiritType|Grab}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|3,900
|3,900
|[[Flat Zone X]] (hazards off)
|[[Flat Zone X]] (hazards off)
|•Item: Balls
|•Item: Balls
|•The enemy favors grabs and throws<br>•The enemy's throwing-type items have increased power
|•The enemy favors grabs and throws<br>•The enemy's throwing type items have increased power
|{{SSBUMusicLink|Game & Watch|Flat Zone 2}}
|{{SSBUMusicLink|Game & Watch|Flat Zone 2}}
|{{s|mariowiki|Ball}}
|{{s|mariowiki|Ball}}
|-
|-
|723
|723
|{{SpiritTableName|Viridi|link=y|size=64}}
|{{anchor|Viridi}}[[File:Viridi.png|center|64x64px]]
|''Kid Icarus'' Series
|[[Viridi]]
|•{{SSBU|Mii Swordfighter}} {{Head|Mii Swordfighter|g=SSBU|s=20px}} (Moveset [[Gale Strike|1]][[Gale Stab|2]][[Hero's Spin|3]][[Reversal Slash|2]], Viridi Wig, Viridi Outfit, High Voice Type 6)<br>•Giant {{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=White}}
|''Kid Icarus series''
|{{SpiritType|Attack}}
|•{{SSBU|Mii Swordfighter}} {{Head|Mii Swordfighter|g=SSBU|s=20px}} (Moveset [[Gale Strike|1]][[Gale Stab|2]][[Hero's Spin|3]][[Reversal Slash|2]], Viridi Wig, Viridi Outfit, High Voice Type 6)<br>{{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=White}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|13,700
|13,700
|[[Reset Bomb Forest]]
|[[Reset Bomb Forest]]
|N/A
|N/A
|•Defeat the main fighter to win<br>•The enemy's special moves have increased power<br>•Timed battle (0:55)
|•Defeat the main fighter to win<br>•The enemy's special moves have increased power<br>•Timed battle
|{{SSBUMusicLink|Kid Icarus|Wrath of the Reset Bomb}}
|{{SSBUMusicLink|Kid Icarus|Wrath of the Reset Bomb}}
|{{s|icaruspedia|Cragalanche}}
|{{s|icaruspedia|Cragalanche}}
|-
|-
|1,107
|1,107
|{{SpiritTableName|Fighting Alloy Team|link=y|size=64}}
|[[File:SPI-Fighting Alloy Team.png|center|64x64px]]
|''Super Smash Bros.'' Series
|{{anchor|Fighting Alloy Team}}[[Fighting Alloy Team]]
|•{{SSBU|Captain Falcon}} Team {{Head|Captain Falcon|g=SSBU|s=20px|cl=Red}}×4<br>•{{SSBU|Zelda}} Team {{Head|Zelda|g=SSBU|s=20px|cl=Blue}}×4<br>•{{SSBU|Mario}} Team {{Head|Mario|g=SSBU|s=20px|cl=Yellow}}×4<br>•{{SSBU|Kirby}} Team {{Head|Kirby|g=SSBU|s=20px|cl=Green}}×4
|''Super Smash Bros. series''
|{{SpiritType|Attack}}
|•{{SSBU|Captain Falcon}} Team {{Head|Captain Falcon|g=SSBU|s=20px|cl=Red}} (×4)<br>•{{SSBU|Zelda}} Team {{Head|Zelda|g=SSBU|s=20px|cl=Blue}} (×4)<br>•{{SSBU|Mario}} Team {{Head|Mario|g=SSBU|s=20px|cl=Yellow}} (×4)<br>•{{SSBU|Kirby}} Team {{Head|Kirby|g=SSBU|s=20px|cl=Green}} (×4)
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|3,300
|3,300
|{{SSBU|Final Destination}} ([[Battlefield form]])
|{{SSBU|Final Destination}} ([[Battlefield form]])
Line 1,091: Line 1,126:
|-
|-
|1,119
|1,119
|{{SpiritTableName|Devil|link=y|size=64}}
|{{anchor|Devil}}[[File:SSBU Spirits Devil.png|center|64x64px]]
|[[Devil]]
|''Devil World''
|''Devil World''
|•{{SSBU|Ridley}} {{Head|Ridley|g=SSBU|s=20px|cl=Green}}<br>•{{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=Red}}×2
|•{{SSBU|Ridley}} {{Head|Ridley|g=SSBU|s=20px|cl=Green}}<br>•{{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=Red}} (×2)
|{{SpiritType|Shield}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|3,900
|3,900
|[[75m]] ([[Battlefield form]])
|[[75m]] ([[Battlefield form]])
Line 1,100: Line 1,136:
|•Hostile assist trophies will appear
|•Hostile assist trophies will appear
|{{SSBUMusicLink|Donkey Kong|25m Theme}}
|{{SSBUMusicLink|Donkey Kong|25m Theme}}
|Medaman
|Bon-Bon
|-
|-
|1,197
|1,197
|{{SpiritTableName|Munchy Monk|size=64}}
|{{anchor|Munchy Monk}}[[File:Munchymonk.png|center|64x64px]]
|''Rhythm Heaven'' Series {{Flag|North America}}<br>''Rhythm Paradise'' Series {{Flag|PAL}}
|Munchy Monk
|•{{SSBU|Ken}} {{Head|Ken|g=SSBU|s=20px|cl=Blue}}<br>•Tiny {{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=White}}×3
|''Rhythm Heaven series''
|{{SpiritType|Shield}}
|•{{SSBU|Ken}} {{Head|Ken|g=SSBU|s=20px|cl=Blue}}<br>•Tiny {{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=White}} (×3)
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|1,500
|1,500
|[[Spirit Train]]
|[[Spirit Train]]
|•Item: [[Food]]
|Item: [[Food]]
|•Defeat the main fighter to win<br>•The enemy favors up specials<br>•The enemy is easily distracted by items
|•Defeat the main fighter to win<br>•The enemy favors up specials<br>•The enemy is easily distracted by items
|{{SSBUMusicLink|Other|Fruit Basket}}
|{{SSBUMusicLink|Nintendo|Fruit Basket}}
|Dumplings
|Dumplings
|-
|-
|1,216
|1,216
|{{SpiritTableName|Dr. Lobe|size=64}}
|{{anchor|Dr. Lobe}}[[File:Drlube.png|center|64x64px]]
|''Big Brain Academy'' Series
|Dr. Lobe
|•{{SSBU|Dr. Mario}} {{Head|Dr. Mario|g=SSBU|s=20px|cl=Yellow}}<br>•{{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=White}}{{Head|Kirby|g=SSBU|s=20px|cl=Purple}}
|''Big Brain Academy series''
|{{SpiritType|Neutral}}
|•{{SSBU|Dr. Mario}} {{Head|Dr. Mario|g=SSBU|s=20px|cl=Yellow}}<br>•{{SSBU|Kirby}} (×2) ({{Head|Kirby|g=SSBU|s=20px|cl=White}}{{Head|Kirby|g=SSBU|s=20px|cl=Purple}})
|[[File:SpiritTypeNeutral.png|20px|center|Neutral]]
|3,400
|3,400
|[[PictoChat 2]]
|[[PictoChat 2]]
|•Hazard: Low Gravity<br>•Hazard: High Gravity
|•Hazard: Low Gravity<br>•Hazard: High Gravity
|•All fighters have reduced jump ability<br>•Gravity is reduced after a little while
|•All fighters have reduced jump ability<br>•Gravity is reduced after a little while
|{{SSBUMusicLink|Other|Title Theme - Big Brain Academy}}
|{{SSBUMusicLink|Nintendo|Title Theme - Big Brain Academy}}
|Floating Objects (Shadow Shift)
|
|-
|-
|1,286
|1,286
|{{SpiritTableName|Clip & Snip|size=64}}
|{{anchor|Clip & Snip}}[[File:Snipclip.png|center|64x64px]]
|''Snipperclips - Cut it out, together!'' Series
|Clip & Snip
|''Snipperclips - Cut it out, together! series''
|•{{SSBU|Pac-Man}} {{Head|Pac-Man|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=Red}}
|•{{SSBU|Pac-Man}} {{Head|Pac-Man|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=Red}}
|{{SpiritType|Attack}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|3,600
|3,600
|[[PictoChat 2]]
|[[PictoChat 2]]
|N/A
|N/A
|•The enemy starts the battle with a [[Killing Edge]]
|•The enemy starts the battle with a [[Killing Edge]]
|{{SSBUMusicLink|Other|Noisy Notebook}}
|{{SSBUMusicLink|Nintendo|Noisy Notebook}}
|[https://nintendo.fandom.com/wiki/Snip Snip]
|[https://nintendo.fandom.com/wiki/Snip Snip]
|-
|-
|1,301
|1,301
|{{SpiritTableName|River Survival|size=64}}
|[[File:River Survival Spirit.png|center|64x64px]]
|''Super Mario'' Series
|{{anchor|River Survival}} River Survival
|''Super Mario series''
|•{{SSBU|Bowser}} {{Head|Bowser|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=Orange}}<br>•{{SSBU|Yoshi}} {{Head|Yoshi|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Rosalina & Luma}} {{Head|Rosalina|g=SSBU|s=20px|cl=White}}
|•{{SSBU|Bowser}} {{Head|Bowser|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=Orange}}<br>•{{SSBU|Yoshi}} {{Head|Yoshi|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Rosalina & Luma}} {{Head|Rosalina|g=SSBU|s=20px|cl=White}}
|{{SpiritType|Shield}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|5,500
|5,500
|[[Kongo Falls]] ([[Ω form]])
|[[Kongo Falls]] ([[Ω form]])
|•[[Bob-omb]] Festival<br>•Item Tidal Wave<br>•Item: [[Food]]
|•[[Bob-omb]] Festival<br>•Item Tidal Wave<br>•Item: [[Food]]
|•Survive until the timer runs out (1:00)<br>•Bob-ombs will rain from the sky after a little while
|•Survive until the timer runs out<br>•Bob-ombs will rain from the sky after a little while
|{{SSBUMusicLink|Super Mario Bros.|Slide}}
|{{SSBUMusicLink|Super Mario Bros.|Slide}}
|{{s|mariowiki|Goomba}}
|{{s|mariowiki|Goomba}}
|-
|1,411
|{{SpiritTableName|Duran & Angela|size=64}}
|''Mana'' Series
|•{{SSBU|Roy}} {{Head|Roy|g=SSBU|s=20px|cl=Green}}<br>•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Red}}<br>•Tiny Bunny {{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=Yellow}}×2
|{{SpiritType|Attack}}
|9,200
|[[Gaur Plain]] ([[Ω form]])
|•Item: [[Ramblin' Evil Mushroom]]
|•Reinforcements will appear after an enemy is KO'd
|{{SSBUMusicLink|Other|Filled with Hope}}
|Rabites
|-
|rowspan="2"|1,450
|{{SpiritTableName|Chocobo & Moogle|size=64|customname=[[Chocobo]] & Moogle|dlcalt=y}}
|rowspan="2"|''FINAL FANTASY'' Series
|•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (Moveset [[Exploding Side Kick|3]][[Onslaught|1]][[Helicopter Kick|2]][[Feint Jump|2]], Isaac Wig, Yellow Tracksuit)<br>•{{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=White}}
|rowspan="2"|{{SpiritType|Neutral}}
|rowspan="2"|1,600
|rowspan="2"|[[Garden of Hope]]
|rowspan="2"|•Item: [[Cucco]]
|rowspan="2"|•Take your strongest team into this no-frills battle<br>•''The enemy starts the battle with a Bob-omb''
|rowspan="2"|{{SSBUMusicLink|Yoshi|Flower Field}}
|rowspan="2"|Moogle
|-
|style="background-color:#EEE;"|•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (Moveset [[Exploding Side Kick|3]][[Onslaught|1]][[Helicopter Kick|2]][[Feint Jump|2]], Chocobo Hat, Yellow Tracksuit)<ref group="SB" name="DLC"/><br>•{{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=White}}
|-
|1,524
|{{SpiritTableName|Sprigatito, Fuecoco, & Quaxly|size=64}}
|''Pokémon'' Series
|•{{SSBU|Ivysaur}} {{Head|Ivysaur|g=SSBU|s=20px|cl=Yellow}}<br>•{{SSBU|Squirtle}} {{Head|Squirtle|g=SSBU|s=20px|cl=White}}<br>•{{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=Red}}
|{{SpiritType|Neutral}}
|3,700
|[[Delfino Plaza]] (Courtyard)
|N/A
|•The enemy favors side specials
|{{SSBUMusicLink|Pokémon|Battle! (Trainer) - Pokémon Sun / Pokémon Moon}}
|{{iw|bulbapedia|Fuecoco}}
|-
|1,525
|{{SpiritTableName|Peach & Stella|size=64}}
|''Super Mario'' Series
|•{{SSBU|Peach}} {{Head|Peach|g=SSBU|s=20px}}<br>•Tiny {{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=Yellow}}
|{{SpiritType|Grab}}
|12,800
|[[Luigi's Mansion]]
|•Assist Trophy Enemies ([[Lyn]], [[Chef Kawasaki]], [[Akira Yuki]])
|•Hostile assist trophies will appear<br>•The enemy favors up smash attacks
|{{SSBUMusicLink|Super Mario Bros.|Fossil Falls}}
| {{s|supermariowiki|Stella}}
|}
|}
<references group="SB">
<ref name="DLC">This alternative occurs when the corresponding DLC has been purchased and downloaded.</ref>
</references>


==[[Alternate costume (SSBU)#Kirby|Alternate costumes]]==
==[[Alternate costume (SSBU)#Kirby|Alternate costumes]]==
Line 1,221: Line 1,208:
==Gallery==
==Gallery==
<gallery>
<gallery>
Kirby SSBU Banner.png
Kirby Artwork.jpg|Kirby artwork, as posted by Kirby's official Twitter account.
Kirby Artwork.jpg|Kirby artwork, as posted by Kirby's official Twitter account.
Link Kirby Mario and Cloud artwork.png|Link, Kirby, Mario, and Cloud artwork, as posted by Tetsuya Nomura's official Twitter account.
Link Kirby Mario and Cloud artwork.png|Link, Kirby, Mario, and Cloud artwork, as posted by Tetsuya Nomura's official Twitter account.
Line 1,227: Line 1,215:
SSBUWebsiteKirby2.jpg|"[[List of Copy Abilities|Jigglypuff Kirby]]" using [[Rollout]] with {{SSBU|Jigglypuff}} on [[Onett]].
SSBUWebsiteKirby2.jpg|"[[List of Copy Abilities|Jigglypuff Kirby]]" using [[Rollout]] with {{SSBU|Jigglypuff}} on [[Onett]].
SSBUWebsiteKirby3.jpg|Using his {{b|Hammer|Kirby}} on {{SSBU|Little Mac}} in the [[Boxing Ring]].
SSBUWebsiteKirby3.jpg|Using his {{b|Hammer|Kirby}} on {{SSBU|Little Mac}} in the [[Boxing Ring]].
SSBUWebsiteKirby4.jpg|"[[List of Copy Abilities|Fox Kirby]]" using a {{b|Blaster|Fox}} with {{SSBU|Fox}} on [[Mario Galaxy]].
SSBUWebsiteKirby4.jpg|"[[List of Copy Abilities|Fox Kirby]]" using a {{b|Blaster|Fox}} with {{SSBU|Fox}} on [[Mario Galaxy]].  
SSBUWebsiteKirby5.jpg|Performing [[Final Cutter]] on [[Tomodachi Life]].
SSBUWebsiteKirby5.jpg|Performing [[Final Cutter]] on [[Tomodachi Life]].
SSBUWebsiteKirby6.jpg|Inhaling an [[Ice Shot]] on [[Summit]] with the [[wikirby:Ice|Ice Kirby]]-inspired costume.
SSBUWebsiteKirby6.jpg|Inhaling an Ice Shot on [[Summit]] with the [[wikirby:Ice|Ice Kirby]]-inspired costume.
SSBUWebsiteDiddyKong2.jpg|Getting [[Monkey Flip|kicked]] by {{SSBU|Diddy Kong}} on [[The Great Cave Offensive]].
SSBUWebsiteDiddyKong2.jpg|Getting [[Monkey Flip|kicked]] by {{SSBU|Diddy Kong}} on [[The Great Cave Offensive]].
SSBUWebsiteDonkeyKong4.jpg|[[Inhale (Kirby)|Inhaling]] {{SSBU|Donkey Kong}}'s grapes on [[Gaur Plain]].
SSBUWebsiteDonkeyKong4.jpg|[[Inhale (Kirby)|Inhaling]] {{SSBU|Donkey Kong}}'s grapes on [[Gaur Plain]].
SSBUWebsiteKingDedede4.jpg|With {{SSBU|King Dedede}} on [[Green Greens]].
SSBUWebsiteKingDedede4.jpg|With {{SSBU|King Dedede}} on [[Green Greens]].
SSBUWebsiteMetaKnight4.jpg|Kirby's "unmasked Meta Knight" costume standing next to the real {{SSBU|Meta Knight}} on [[Skyworld]].
SSBUWebsiteMetaKnight4.jpg|Kirby’s “unmasked Meta Knight” costume standing next to the real {{SSBU|Meta Knight}} on [[Skyworld]].
SSBUWebsiteMiiFighter5.jpg|Kirby in his new [[Stone]] transformation below an aerial {{SSBU|Mii Brawler}} on Skyworld.
SSBUWebsiteMiiFighter5.jpg|Kirby in his new [[Stone]] transformation below an aerial {{SSBU|Mii Brawler}} on Skyworld.
SSBUWebsiteRosalina3.jpg|Struck by {{SSBU|Rosalina}} on [[Temple]].
SSBUWebsiteRosalina3.jpg|Struck by {{SSBU|Rosalina}} on [[Temple]].
Line 1,240: Line 1,228:
SSBUWebsiteKnuckles2.jpg|Kirby struck by [[Knuckles]]'s uppercut on The Great Cave Offensive.
SSBUWebsiteKnuckles2.jpg|Kirby struck by [[Knuckles]]'s uppercut on The Great Cave Offensive.
SSBUWebsiteSquidSisters5.jpg|Three Kirbys watching the [[Squid Sisters]]' concert on [[New Pork City]].
SSBUWebsiteSquidSisters5.jpg|Three Kirbys watching the [[Squid Sisters]]' concert on [[New Pork City]].
SSBUKirbyJPTwitter1.jpg|Taunting alongside Meta Knight and King Dedede on Green Greens.
SSBUKirbyJPTwitter1.jpg|With Meta Knight and King Dedede on Green Greens.
SSBUKirbyJPTwitter2.jpg|With {{SSBU|Mario}}, {{SSBU|Link}}, {{SSBU|Inkling}}, {{SSBU|Marth}}, {{SSBU|Pit}}, {{SSBU|Ridley}} and {{SSBU|Villager}} on Battlefield.
SSBUKirbyJPTwitter2.jpg|With {{SSBU|Mario}}, {{SSBU|Link}}, {{SSBU|Inkling}}, {{SSBU|Marth}}, {{SSBU|Pit}}, {{SSBU|Ridley}} and {{SSBU|Villager}} on Battlefield.
SSBUSoraMonochrome.jpg|With {{SSBU|Sora}}, {{SSBU|Mr. Game & Watch}} and {{SSBU|Link}} on [[PictoChat 2]].
</gallery>
</gallery>


===Fighter Showcase Video===
=== Character Showcase Video ===
{{#widget:YouTube|id=1FPJs_c3qY4}}
{{#widget:YouTube|id=1FPJs_c3qY4}}


==Trivia==
==Trivia==
*Kirby's stock icon is one of only six to show eyes (the others being {{SSBU|Meta Knight}}, {{SSBU|R.O.B.}}, {{SSBU|Sonic}}, [[Steve (SSBU)|Zombie, and Enderman]]). The most likely reason is to actually tell that it is his stock icon, as it is otherwise a simplistic pink circle.
*Kirby's stock icon is one of four to show eyes (the others being {{SSBU|Meta Knight}}, {{SSBU|R.O.B.}}, and {{SSBU|Sonic}}), due to it being a simplistic pink circle otherwise, in order to tell that it is his stock icon.
**It also greatly resembles his stock icon in the original ''[[Super Smash Bros.]]''
**It also greatly resembles his stock icon in the original ''[[Super Smash Bros.]]''
**This is also not counting {{SSBU|Captain Falcon}} or [[Bowser Jr. (SSBU)|Larry]], as the eyes depicted for the former are not his actual eyes, and the latter lacks his irises.
*Kirby's pose resembles his character artwork in ''[[Kirby Super Star]]'', but rotated to slightly face the screen. Coincidentally, this was also used for his character select artwork in the original ''Super Smash Bros.''
*Kirby's pose resembles his character artwork in ''[[Kirby Super Star]]'', but rotated to slightly face the screen. Coincidentally, this was also used for his character select artwork in the original ''Super Smash Bros.''
**Coincidentally, his pose is also used for his Wrestler artwork in Kirby Fighters 2 (with the difference between the mask and the angry frown).
*Kirby is the only ''Kirby'' series character to keep his Final Smash between ''Smash 4'' and ''Ultimate''.
*Kirby is the only ''Kirby'' series character to keep his Final Smash between ''Smash 4'' and ''Ultimate''.
*Since Kirby is the starter character of [[World of Light]] and part of the starter roster, he is the only character that is not unlockable in the game for any mode.
*Since Kirby is the starter character of [[World of Light]] and part of the starter roster, it means he's the only character that isn't unlockable in the game for any mode.
**This also makes Kirby the only character in the entire series that is never unlocked in any mode.
**This also makes Kirby the only character in the entire series that is never unlocked in any mode.
***This means it is impossible to see the message saying that "Kirby Joins the Battle!". Modding the game to display this message (through setting Kirby's fighter spirit to rematchable) will reveal that Kirby does not have a text string for this instance, and [https://i.imgur.com/Y3W3Oyq.jpg the message] will simply read "Joins the Battle!"
***This means it is impossible to see the message saying that "Kirby joins the battle!".
**Despite his status as the mode's starter character and the closest thing to the main character, Kirby's depiction in marketing or artwork for ''Ultimate'' is no more prominent than any of the other [[starter character]]s, apart from {{SSBU|Mario}} and {{SSBU|Link}} who collectively serve as the game's mascots.
**Despite his status as the mode's starter character and closest thing to a main character, Kirby's depiction in marketing or artwork for ''Ultimate'' is no more prominent than any of the other [[starter character]]s, apart from {{SSBU|Mario}} and {{SSBU|Link}} who collectively serve as the game's mascots.
*Due to his various Copy Abilities, Kirby has the highest amount of voice clips for any character in the game, with 95 clips (121 if DLC is included).
*Kirby has the highest amount of voice clips for any character in the game, with 95 clips.
*Because of the copy ability, Kirby has the most unique character models for any character in the game. There are 81 different models, with 648 models if alternate costumes are counted.
*Kirby is the only starter character in ''Ultimate'' whose [[universe]] has more than one character to not include any characters in their {{SSBU|Classic Mode}} unlock table, as Meta Knight is in {{SSBU|Link}}'s, and {{SSBU|King Dedede}} is in {{SSBU|Donkey Kong}}'s. Namely:
*Barring {{SSBU|Yoshi}} who is the only fighter of the {{uv|Yoshi}} series, Kirby is the only starter character in ''Ultimate'' whose [[universe]] has more than one character to not include any characters in their {{SSBU|Classic Mode}} unlock table, as Meta Knight is in Link's, and {{SSBU|King Dedede}} is in {{SSBU|Donkey Kong}}'s.
**{{SSBU|Mario}}'s unlock table includes {{SSBU|Luigi}} and {{SSBU|Dr. Mario}}.
**{{SSBU|Donkey Kong}}'s unlock table includes {{SSBU|Diddy Kong}}.
**{{SSBU|Link}}'s unlock table includes {{SSBU|Young Link}} and {{SSBU|Toon Link}}.
**{{SSBU|Samus}}'s unlock table includes {{SSBU|Dark Samus}}.
**{{SSBU|Fox}}'s unlock table includes {{SSBU|Falco}} and {{SSBU|Wolf}}.
**{{SSBU|Pikachu}}'s unlock table includes {{SSBU|Pichu}}.
*Unlike other characters, Kirby can actually taunt online when playing outside of arenas, but only to discard his copy ability.
*Unlike other characters, Kirby can actually taunt online when playing outside of arenas, but only to discard his copy ability.
*As a result of not being captured, Kirby is one of the few characters that doesn't have copies of him produced by Dharkon or Galeem during their boss fights.
*As a result of not being captured, Kirby is one of the few characters that doesn't have copies of him produced by Dharkon or Galeem during their boss fights.
*Kirby's neutral item swing when using battering items has 2 fewer frames of ending lag, with an FAF of 24 as opposed to 26 for the rest of the cast.
*Ironically, while the Kirby Dance has traditionally been composed of reused animations in the game, Kirby uses the slide in one of his new victory poses despite not using it in the entire ''Smash'' series.
*Since Kirby was never possessed by Galeem like everyone else, his presence in many spirit battles went unclear for some time, until Masahiro Sakurai addressed this in an interview; stating that Galeem managed to analyze Kirby halfway through the story, making it possible to create puppets of him.<ref>https://twitter.com/PushDustIn/status/1098252915532165120?s=20</ref>
*Since Kirby was never possessed by Galeem like everyone else, his presence in many spirit battles went unclear for some time, until Masahiro Sakurai addressed this in an interview; stating that Galeem managed to analyze Kirby halfway through the story, making it possible to create puppets of him.<ref>https://twitter.com/PushDustIn/status/1098252915532165120?s=20</ref>
**Ironically, Kirby has the most spirit battle appearances of all characters, with 64 total.
*Kirby is one of the five veterans from ''Smash 4'' to have their [[Boxing Ring]] alias changed in ''Ultimate'', the others being {{SSBU|Link}}, {{SSBU|King Dedede}}, {{SSBU|Mega Man}}, and {{SSBU|Ryu}}.
*Kirby is one of the five veterans from ''Smash 4'' to have their [[Boxing Ring]] alias changed in ''Ultimate'', the others being Link, King Dedede, {{SSBU|Mega Man}}, and {{SSBU|Ryu}}.
*Kirby is the only ''Kirby'' character to face [[Marx]] as his final boss in his Classic Mode route.
*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.
*Masahiro Sakurai revealed in a [[YouTube]] video that Kirby's [[Sora]] copy ability initially had hair that clipped into his eyes, and this was adjusted before the final release.<ref>[https://www.youtube.com/watch?v=qqjXBzWX3_A&t Odds and Ends of Supervising: Sora Edition <nowiki>[Graphics]</nowiki>]</ref>


==References==
==References==

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