Editing Kirby (SSBU)

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However, Kirby has poor endurance, as his light [[weight]] makes him susceptible to early KOs. His poor air speed and merely average ground mobility, as well as a lack of reliable 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. He also has a poor set of [[special moves]] that fails to help with his weaknesses, as they are situational and suffer from high startup and/or ending lag and inconvenient attributes: Inhale has lackluster reach and high ending lag, has limited utility against projectiles and Kirby has a chance to lose his Copy Ability if he gets hit past the first 20 seconds after he got it; [[Final Cutter]] is useless out-of-shield due to its slow start-up, and the shockwave, Kirby's only projectile, doesn't become active until he returns to the ground, making it too slow to be of use; [[Hammer Flip]] is powerful and can be charged but it's too laggy to be a reliable finisher; and [[Stone]] makes him invincible to any attack below 25% of damage but he cannot act until after he transforms back, he will be forced out of the move if he gets grabbed and it has noticeable lag, especially in the air. Finally, Kirby's recovery, though far-reaching, is rather predictable, as Final Cutter grants decent distance, but it can't snap to the ledge until he reaches the peak of his ascent and lacks coverage directly above him or behind him, and his poor air speed and [[floatiness]] make him very vulnerable to edgeguarding, juggling and pressure.
However, Kirby has poor endurance, as his light [[weight]] makes him susceptible to early KOs. His poor air speed and merely average ground mobility, as well as a lack of reliable 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. He also has a poor set of [[special moves]] that fails to help with his weaknesses, as they are situational and suffer from high startup and/or ending lag and inconvenient attributes: Inhale has lackluster reach and high ending lag, has limited utility against projectiles and Kirby has a chance to lose his Copy Ability if he gets hit past the first 20 seconds after he got it; [[Final Cutter]] is useless out-of-shield due to its slow start-up, and the shockwave, Kirby's only projectile, doesn't become active until he returns to the ground, making it too slow to be of use; [[Hammer Flip]] is powerful and can be charged but it's too laggy to be a reliable finisher; and [[Stone]] makes him invincible to any attack below 25% of damage but he cannot act until after he transforms back, he will be forced out of the move if he gets grabbed and it has noticeable lag, especially in the air. Finally, Kirby's recovery, though far-reaching, is rather predictable, as Final Cutter grants decent distance, but it can't snap to the ledge until he reaches the peak of his ascent and lacks coverage directly above him or behind him, and his poor air speed and [[floatiness]] make him very vulnerable to edgeguarding, juggling and pressure.


Overall, Kirby is a close-range character who can rack up impressive damage at close range, complemented with his quick frame data, but struggles to make use of his strengths due to his unimpressive range, slow air speed, and built-in lightweight properties. 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}}.
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. 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's greatest strengths are his quick frame data, high combo potential, and the versatility of his moveset. The majority of Kirby's attacks are characterized by speed, with his tilts being among the fastest in the game, while his slowest moves instead boast high power as a trade-off, while still being quite fast for their power. Neutral attack and forward tilt are fast and have decent range, allowing Kirby to quickly distance opponents, with the latter being used for tech chase setups. Up tilt's low knockback and high speed allow it to combo into multiple moves, such as itself, an aerial attack, or an Inhale. Down tilt's low power is compensated by its very fast speed and it launching opponents at the [[Sakurai angle]], which allows it to [[trip]] most opponents even over 80%. Should he trip his opponents with it, he can follow up with a variety of attacks, such as a dash attack, grab, or forward smash. Dash attack’s early hit is excellent for whiff punishing and scoring a KO, potentially KOing opponents starting at 90%, while the late hit can set up into an Inhale. His [[smash attack]]s have good range, high power, and great speed, making them excellent at scoring a KO. Kirby is also very small, making him hard to hit, and his very low [crouch]] allows him to avoid almost all grabs and several attacks. As a result, Kirby has an excellent ground and defensive game thanks to his quick frame data and evasive crouch, requiring opponents to be careful when approaching him in neutral.
Kirby's greatest strengths are his quick frame data, high combo potential, and the versatility of his moveset. The majority of Kirby's attacks are characterized by speed, with his tilts being among the fastest in the game, while his slowest moves instead boast high power as a trade-off, while still being quite fast for their power. Neutral attack and forward tilt are fast and have decent range, allowing Kirby to quickly distance opponents, with the latter being used for tech chase setups. Up tilt's low knockback and high speed allow it to combo into multiple moves, such as itself, an aerial attack, or an Inhale. Down tilt's low power is compensated by its very fast speed and it launching opponents at the [[Sakurai angle]], which allows it to [[trip]] most opponents even over 80%. Should he trip his opponents with it, he can follow up with a variety of attacks, such as a dash attack, grab, or forward smash. Dash attack’s early hit is excellent for whiff punishing and scoring a KO, potentially KOing opponents starting at 90%, while the late hit can set up into an Inhale. His [[smash attack]]s have good range, high power, and great speed, making them excellent at scoring a KO. Kirby is also very small, making him hard to hit, and his very low crouch allows him to avoid almost all grabs and several attacks. As a result, Kirby has an excellent ground and defensive game thanks to his quick frame-data and evasive [[crouch]], requiring opponents to be careful when approaching him in neutral.


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 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.
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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 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 [[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 1.2× 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. Outside his jumps, 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 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 1.2× 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 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|Sonic}} 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|Cloud}} 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.
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.


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.
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.

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