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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]]''. | 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]]''. | ||
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. | 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 and his aerial down special allows him to easily KO unsuspecting foes on the ground when used repeatedly. 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 | However, Kirby has poor endurance, as his light [[weight]] makes him susceptible to early KOs. His poor air and ground speed, as well as a lack of projectiles and ranged attacks, presents a host of problems in [[Neutral game|neutral]] and offstage, as Kirby has trouble approaching and fighting those that can outrange him. Finally, Kirby's recovery, though far-reaching, is rather predictable, and his poor air speed and [[floatiness]] make Kirby very vulnerable to edgeguarding. | ||
Overall, Kirby | Overall, Kirby's weaknesses undermine some of his strengths. As a result, he has consistently placed near the bottom in terms of competitive representation. Nevertheless, Kirby has still seen success from dedicated mains such as {{Sm|Guilheww}}, {{Sm|JeJaJeJa}}, and {{Sm|Konokururu}}. | ||
==Attributes== | ==Attributes== | ||
Kirby is known for being a small [[weight|lightweight]], being tied for the eighth-lightest character in the game. True to his franchise, Kirby is a slow, yet floaty character. He has | Kirby is known for being a small [[weight|lightweight]], being tied for the eighth-lightest character in the game. True to his franchise, Kirby is a slow, yet floaty character. He has the 31st slowest [[walk]]ing speed, 42nd fastest [[dash]]ing speed, and 43rd slowest [[Dash#Initial dash|initial dash]]. He also has the 5th slowest [[air speed]], 20th highest [[air acceleration]], 3rd lowest [[gravity]], the 5th lowest [[falling speed|falling]] and [[fast fall]]ing speeds, and above average [[traction]]. Due to these statistics, Kirby has difficulty approaching opponents. Kirby's [[recovery]] is versatile: despite his slow air speed and low jump height rendering him susceptible to edgeguarding, his five midair jumps, slow falling speed, long vertical airdodge, and [[Final Cutter]]'s decent distance give him good stalling capabilities and decent safety. | ||
Kirby's greatest strengths are his quick frame data, high combo potential, and the versatility of his moveset. The majority of Kirby's attacks are characterized by speed, with his tilts being among the fastest in the game, while his slowest moves instead boast high power as a trade-off, while still being quite fast for their power. Neutral attack and forward tilt are fast and have decent range, allowing Kirby to quickly distance opponents, with the latter being used for tech chase setups. Up tilt's low knockback and high speed allow it to combo into multiple moves, such as itself, an aerial attack, or an Inhale. Down tilt's low power is compensated by its very fast speed and it launching opponents at the [[Sakurai angle]], which allows it to [[trip]] most opponents even over 80%. Should he trip his opponents with it, he can follow up with a variety of attacks, such as a dash attack, grab, or forward smash. Dash attack’s early hit is excellent for whiff punishing and scoring a KO, potentially KOing opponents starting at 90%, while the late hit can set up into an Inhale. His [[smash attack]]s have good range, high power, and great speed, making them excellent at scoring a KO. Kirby is also very small, making him hard to hit, and his very low | 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. | 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| | 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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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 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''. | ||
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 | 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 forward aerial along with higher damage, regaining some of the KO power. Forward aerial also received more damage. | ||
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. | 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. | ||
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. | However, Kirby has also received several noteworthy nerfs. The most notable were to his already below-average [[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. | ||
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''. | 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''. | ||
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|dairdesc=A diagonal corkscrew dropkick. A decent combo starter on grounded opponents due to its low ending lag. The final hit is a weak meteor smash, which makes it useful for edgeguarding and allows it to gimp characters with short recoveries. It can even lead into a [[footstool jump]] on fast-fallers and heavyweights. While it has the highest amount of start-up lag out of Kirby's aerials due to coming out on frame 18 and can't auto-cancel in a short hop, it has landing hitboxes, giving Kirby a decent window to safely land. The landing hit has low fixed knockback, giving it some combo potential. While possessing a rather good auto-canceling window and being good for edgeguarding, its usage offstage is only serviceable against characters with slow or exploitable recoveries, as the final hit cannot reliably KO characters even as high as 180% offstage due to its weak damage output. It has the highest landing lag of of Kirby's aerials and, despite its low endlag, it's unsafe on shield due to the final hit's low damage output, making it punishable when used recklessly. | |dairdesc=A diagonal corkscrew dropkick. A decent combo starter on grounded opponents due to its low ending lag. The final hit is a weak meteor smash, which makes it useful for edgeguarding and allows it to gimp characters with short recoveries. It can even lead into a [[footstool jump]] on fast-fallers and heavyweights. While it has the highest amount of start-up lag out of Kirby's aerials due to coming out on frame 18 and can't auto-cancel in a short hop, it has landing hitboxes, giving Kirby a decent window to safely land. The landing hit has low fixed knockback, giving it some combo potential. While possessing a rather good auto-canceling window and being good for edgeguarding, its usage offstage is only serviceable against characters with slow or exploitable recoveries, as the final hit cannot reliably KO characters even as high as 180% offstage due to its weak damage output. It has the highest landing lag of of Kirby's aerials and, despite its low endlag, it's unsafe on shield due to the final hit's low damage output, making it punishable when used recklessly. | ||
|grabname=Grab ({{ja|つかみ|Tsukami}}) | |grabname=Grab ({{ja|つかみ|Tsukami}}) | ||
|grabdesc=Reaches out with one hand. Based on the startup animation of the | |grabdesc=Reaches out with one hand. Based on the startup animation of the Torent Lariat from the Suplex ability from ''Kirby Super Star''. It's one of the fastest grabs, but has somewhat short range. | ||
|pummelname= Grab Slap ({{ja|つかみビンタ|Tsukami Pinta}}) | |pummelname= Grab Slap ({{ja|つかみビンタ|Tsukami Pinta}}) | ||
|pummeldmg=1% | |pummeldmg=1% | ||
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<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines --> | <!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines --> | ||
:''See also: [[:Category:Kirby players (SSBU)]]'' | :''See also: [[:Category:Kirby players (SSBU)]]'' | ||
*{{Sm|Guilheww|Mexico}} - One of the two best Kirby players in the post-online metagame, being the only solo Kirby player to ever be ranked in the top 100 of a notable global ranking, ranking 93rd on the [[LumiRank 2024.1]]. His 13th-place finish at {{Trn|S Factor 11}} is the highest placement for a Kirby player at a major event | *{{Sm|Guilheww|Mexico}} - One of the two best Kirby players in the post-online metagame, being the only solo Kirby player to ever be ranked in the top 100 of a notable global ranking, ranking 93rd on the [[LumiRank 2024.1]]. His 13th-place finish at the supermajor {{Trn|S Factor 11}} is the highest placement for a Kirby player at a major event. | ||
*{{Sm|JeJaJeJa|USA}} - One of the two best Kirby players in the post-online metagame, having placed well at many events, including 33rd at the supermajors {{Trn|Super Smash Con 2022}}, {{Trn|Let's Make Big Moves 2023}} | *{{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}} and {{Trn|Collision 2024}}, as well as 17th at {{Trn|Port Priority 7}}. He also won the regional {{Trn|Afterburner 2024}}, the largest tournament a Kirby player has won. He is also one of the two solo Kirby players to be ranked on a notable global power ranking, ranking 115th on the [[LumiRank 2024.1]]. | ||
*{{Sm|Jesuischoq|France}} - Considered the best Kirby player in the early metagame. Prior to his inactivity, he regularly placed highly at European events, including 2nd at the regional {{Trn|Smash4Glory - Ultimate Edition}} upsetting {{Sm|Glutonny}}, and 13th at the superregional {{Trn|VCA 2019}}. | *{{Sm|Jesuischoq|France}} - Considered the best Kirby player in the early metagame. Prior to his inactivity, he regularly placed highly at European events, including 2nd at the regional {{Trn|Smash4Glory - Ultimate Edition}} upsetting {{Sm|Glutonny}}, and 13th at the superregional {{Trn|VCA 2019}}. | ||
*{{Sm|Konokururu|Japan}} - One of the best Kirby players in the world in the post-online metagame and the best Kirby player in Japan. Although his placements have been less consistent than JeJaJeJa and Guilheww, he | *{{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 placed 17th at the supermajors {{Trn|Kagaribi 7}} and 25th at {{Trn|Kowloon 12 with Kagaribi}}. | ||
===Tier placement and history=== | ===Tier placement and history=== | ||
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*If the spirits in the collection are in numerical order, Kirby is the last character to be in a spirit battle as the main opponent, which is Wonder Flower & Talking Flower. | *If the spirits in the collection are in numerical order, Kirby is the last character to be in a spirit battle as the main opponent, which is Wonder Flower & Talking Flower. | ||
**It is also the last character to be in a spirit battle as a minion, which is Peach & Stella. | **It is also the last character to be in a spirit battle as a minion, which is Peach & Stella. | ||
==References== | ==References== |