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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]] | ||
}} | }} | ||
'''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]]. | '''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]]. | ||
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]]''. | ||
==Attributes== | ==Attributes== | ||
Kirby is known for being a small [[weight | Kirby is known for being a small light[[weight]], being tied for the eighth-lightest character in the game. True to his franchise, Kirby is a slow, yet floaty character. He has the 26th slowest [[walk]]ing speed, 33rd fastest [[dash]]ing speed, and 37th slowest [[Dash#Initial dash|initial dash]]. He also has the 5th slowest [[air speed]], 15th 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 | Kirby's greatest strengths are his fast 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 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, 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 | 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, 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, down throw is reliable for damage racking when no other throw can yield better results. | ||
Kirby's | Kirby's air game is also notable, despite his poor air speed, due to the versatility of his aerial attacks. Neutral aerial has a long-lasting hitbox, high knockback on the clean hit, 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 can be used 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 a powerful combo tool, can pressure shields, be used as a respectable KOing option, and its first two hits can allow additional follow-ups due to its low landing lag. Up aerial has good vertical knockback, low landing lag and a fairly quick [[auto-cancel]] window, allowing for many 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 | Kirby's special moves 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 1.2x 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 [[recovery]] move, 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. | ||
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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==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 | Near the end of ''SSB4''{{'}}s metagame, Kirby had been considered a low-tier character in the game's most recent tier list (50th out of 55), due to a combination of lackluster attributes and underwhelming moveset despite its power. Likely as a result, Kirby has been granted a mix of buffs and nerfs in the transition to ''Ultimate''; although he was noticeably buffed overall, especially compared to the game's initial release, many of his changes to gameplay mechanics were also a mixed bag. | ||
The | 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 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 and KO move due to its reduced endlag and its increased knockback; [[dash attack]] has been mostly reverted 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 versatile move overall than his previous dash attack. His [[smash attack]]s are also 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''; all three also have improved KO ability, with forward and up smash dealing more knockback, and down smash KOing earlier at the edge due to its lower angle (and despite its reduced knockback). 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''. | ||
The universal reduction to landing lag has also exponentially benefitted 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 forward smash. Notably, his neutral and up aerials -the former being one of his most situational attacks-, are now faster, deal more knockback (with the former's clean hit being one of the strongest neutral aerials in ''Ultimate'' and the latter had some of its lost KO power restored from ''Melee'') and have less ending lag, making them much better overall; neutral aerial also has more range, and up aerial deals higher damage which further improves its power. As for his 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 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 | 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 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, he 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. | ||
The changes to gameplay mechanics both help and hinder Kirby. The revamped [[air dodge]] 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 and predictable landing options. 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 moves' natural high damage and low ending lag, making him harder to get 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, the two lattermost changes have resulted in his range issues being even more pronounced than in ''SSB4'', but the changed mechanics have also granted him additional edgeguarding tools and an improved defensive game. | |||
Overall, 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 punishment game slightly more inconsistent. As a result, he has once again having earned some representation in all levels of competitive play with players such as {{sm|Komota}}, {{sm|Jesuischoq}}, and {{sm|Ferretkuma}} innovating his gameplay. Due to his somewhat rare tournament results at top levels of play, however, his perception in ''Ultimate''{{'}}s competitive scene has been somewhat negative much like in the previous game, as a number of players view Kirby around the same vein as in ''SSB4''. On the other hand, several game updates have handed Kirby a myriad of buffs (most notably update {{SSBU|6.0.0}} in recent times), which has caused other players to note the improvements and rank him higher. In the end, Kirby's overall viability remains questionable. | |||
{{SSB4 to SSBU changelist|char=Kirby}} | {{SSB4 to SSBU changelist|char=Kirby}} | ||
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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. | 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. | ||
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 | 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 makes it harder for him to follow up with his comboes 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. | ||
'''{{GameIcon|ssbu}} {{SSBU|1.1.0}}''' | '''{{GameIcon|ssbu}} {{SSBU|1.1.0}}''' | ||
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'''{{GameIcon|ssbu}} {{SSBU|8.0.0}}''' | '''{{GameIcon|ssbu}} {{SSBU|8.0.0}}''' | ||
{{UpdateList (SSBU)/8.0.0|char=Kirby}} | {{UpdateList (SSBU)/8.0.0|char=Kirby}} | ||
==Moveset== | ==Moveset== | ||
*Kirby can perform [[Double jump#Multiple double jumps|5 double jumps]] | *Kirby can perform [[Double jump#Multiple double jumps|5 double jumps]]. | ||
''For a gallery of Kirby's hitboxes, see [[Kirby (SSBU)/Hitboxes|here]].'' | ''For a gallery of Kirby's hitboxes, see [[Kirby (SSBU)/Hitboxes|here]].'' | ||
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|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 | |neutraldesc= A {{s|wikipedia|one-two combo}}. When button mashed, Kirby performs the Vulcan Jab from the {{s|wikirby|Fighter}} ability before concluding with a downward swinging 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]]. | ||
|ftiltname=Spinning Kick ({{ja|スピニングキック|Supiningu Kikku}}) | |ftiltname=Spinning Kick ({{ja|スピニングキック|Supiningu Kikku}}) | ||
|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 | |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's outprioritized 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. | ||
|utiltname=Kirby Tail ({{ja|カービィテイル|Kābi Teiru}}) | |utiltname=Kirby Tail ({{ja|カービィテイル|Kābi Teiru}}) | ||
|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 | |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 very minimal ending lag and disjointed range which slightly reaches behind 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. | ||
|dtiltname=Squish Kick ({{ja|ローキック|Rō Kikku}}, ''Low Kick'') | |dtiltname=Squish Kick ({{ja|ローキック|Rō Kikku}}, ''Low 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 | |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, 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. | ||
|dashname=Burning ({{ja|バーニング|Bāningu}}) | |dashname=Burning ({{ja|バーニング|Bāningu}}) | ||
|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 | |dashdesc=The Burn attack from the {{s|wikirby|Burning}} ability from ''Kirby's Adventure''. It has decent start up at frame 9 with a lengthy hitbox that grows weaker over time. When struck cleanly, it 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 move off at edges. | ||
|fsmashname=Smash Kick ({{ja|スマッシュキック|Sumasshu Kikku}}) | |fsmashname=Smash Kick ({{ja|スマッシュキック|Sumasshu Kikku}}) | ||
|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 | |fsmashdesc=Based on the Spin Kick from the Fighter ability from ''Kirby Super Star''. 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 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 but very low knockback scaling. The hitbox also has a deceptively short duration compared to what it seems, and has noticeable ending lag (29 frames), making it unsafe on shield and punishable if not used correctly. A powerful punish option. | ||
|usmashname=Somersault Kick ({{ja|サマーソルトキック|Samāsoruto Kikku}}) | |usmashname=Somersault Kick ({{ja|サマーソルトキック|Samāsoruto Kikku}}) | ||
|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 | |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, 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. | ||
|dsmashname=Propeller Kick ({{ja|プロペラキック|Puropera Kikku}}) | |dsmashname=Propeller Kick ({{ja|プロペラキック|Puropera Kikku}}) | ||
|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. | |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. Semispike with above average power, with its clean hitbox KOing middleweights starting at around 100% from the edge of Final Destination. It also renders Kirby's feet intangible for 10 frames starting from frame 5 until the clean hit ceases at frame 14. 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 punishable if shielded or whiffed. | ||
|nairname=Twinkle Star ({{ja|ティンクルスター|Tinkuru Sutā}}) | |nairname=Twinkle Star ({{ja|ティンクルスター|Tinkuru Sutā}}) | ||
|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 | |nairdesc= A cartwheel, named for its appearance 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 high knockback growth makes it a decent anti-pressure and out of shield option. In addition, on Final Destination, it can KO middleweights under 160% at the center and at around 110% at the ledge if hit cleanly, making it one of the strongest neutral aerials in the game. It has large hitboxes that cover Kirby's body, especially at the beginning, giving good protection and coverage around him. 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. It has [[sex kick]] properties 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. | ||
|fairname=Triple Attack ({{ja|トリプルアタック|Toripuru Attaku}}) | |fairname=Triple Attack ({{ja|トリプルアタック|Toripuru Attaku}}) | ||
|fairdmg={{ShortHopDmgSSBU|4}} (hit 1), {{ShortHopDmgSSBU|4}} (hit 2), {{ShortHopDmgSSBU|6}} (hit 3) | |fairdmg={{ShortHopDmgSSBU|4}} (hit 1), {{ShortHopDmgSSBU|4}} (hit 2), {{ShortHopDmgSSBU|6}} (hit 3) | ||
|fairdesc=A | |fairdesc=A kick similar to the the Aerial Spin Kick from the Fighter ability from ''Kirby Super Star''. 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 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. It's a versatile aerial that is good for combos and edgeguarding, it's capable of connecting into itself for a [[wall of pain]] in certain instances, the third hit has enough knockback to KO middleweights near the edge of Final Destination at around 140% with no rage, allowing it to KO at high percents when edgeguarding, although it's not as strong as other forward aerials. It can also be used as an out-of-shield option if Kirby is pushed too far to hit the opponent with neutral aerial or up aerial instead. Autocancels in a full hop. | ||
|bairname=Drop Kick ({{ja|ドロップキック|Doroppu Kikku}}) | |bairname=Drop Kick ({{ja|ドロップキック|Doroppu Kikku}}) | ||
|bairdmg={{ShortHopDmgSSBU|13}} (clean), {{ShortHopDmgSSBU|8}} (late) | |bairdmg={{ShortHopDmgSSBU|13}} (clean), {{ShortHopDmgSSBU|8}} (late) | ||
|bairdesc=A dropkick. It functions as a sex kick, but | |bairdesc=A fast backwards 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 can autocancel in 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 105-110%, 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 to use it in a wall of pain, as well as a good approach option if used in a reverse aerial rush. | ||
|uairname=Air Cutter ({{ja|エアカッター|Ea Kattā}}) | |uairname=Air Cutter ({{ja|エアカッター|Ea Kattā}}) | ||
|uairdmg={{ShortHopDmgSSBU|10}} | |uairdmg={{ShortHopDmgSSBU|10}} | ||
|uairdesc=A | |uairdesc=A kick resembling the Moon Somersault Kick from the Fighter ability from ''Kirby Super Star''. 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 Kirby isn't pushed too far. Due to its decent damage and knockback, it's strong enough to KO middeweights at around 150% on Final Destination on ground level, making it usable as a KO option after a full hop, or above platforms. It can autocancel in a short hop fast fall. | ||
|dairname=Screwdriver ({{ja|スクリュードライバー|Sukuryūdoraibā}}) | |dairname=Screwdriver ({{ja|スクリュードライバー|Sukuryūdoraibā}}) | ||
|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 | |dairdesc=A diagonal corkscrew dropkick. A decent combo starter on grounded opponents and due its low ending lag, and the final hit is a weak meteor smash, which makes it useful for edgeguarding and allows it to gimp characters with poor 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 and of his moveset due to coming out on frame 18, and not autocanceling in a short hop, it can be auto-canceled on landing, giving Kirby a decent window to safely land while tumbling. While having a rather good autocancel window, and it's good for edgeguarding, its usage offstage is only serviceable against characters with slow or bad recoveries, as the final hit cannot KO characters like {{SSBU|Jigglypuff}} at 155% near the ledge offstage. | ||
|grabname=Grab ({{ja|つかみ|Tsukami}}) | |grabname=Grab ({{ja|つかみ|Tsukami}}) | ||
|grabdesc= | |grabdesc=The Foe Grab from the Fighter ability from ''Kirby Super Star''. 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= Grab Slap ({{ja|つかみビンタ|Tsukami Pinta}}) | ||
|pummeldmg=1% | |pummeldmg=1% | ||
|pummeldesc=A punch. | |pummeldesc=A move resembling the punch version of the Arm Throw from the Fighter ability from ''Kirby Super Star''. Has very low damage output, but is one of the fastest pummels. | ||
|fthrowname=Power Bomb ({{ja|パワーボム|Pawā Bomu}}) | |fthrowname=Power Bomb ({{ja|パワーボム|Pawā Bomu}}) | ||
|fthrowdmg=5% | |fthrowdmg=5% | ||
|fthrowdesc=A throw resembling the | |fthrowdesc=A throw resembling the Pile Driver 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, but extending them at higher percents. | ||
|bthrowname=Brain Buster ({{ja|ブレーンバスター|Burēn Basutā}}) | |bthrowname=Brain Buster ({{ja|ブレーンバスター|Burēn Basutā}}) | ||
|bthrowdmg=8% | |bthrowdmg=8% | ||
|bthrowdesc=A back throw resembling the | |bthrowdesc=A back throw resembling the Big Suplex from the Suplex ability from ''Kirby Super Star''. 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 ({{ja|いずな落とし|Izuna Otoshi}}, ''Izuna 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 | |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's used on the stage. Great knockback, KOing middleweights at around 160% from anywhere on Final Destination without rage. 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=Fury Stomp ({{ja|もうれつストンピング|Mōretsu Sutonpingu}}, ''Fury Stomping'') | ||
|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 | |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 can't 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's 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% with no rage. | ||
|floorfname= | |floorfname= | ||
|floorfdmg=7% | |floorfdmg=7% | ||
|floorfdesc=Performs a | |floorfdesc=Performs a spin kick before getting up. | ||
|floorbname= | |floorbname= | ||
|floorbdmg=7% | |floorbdmg=7% | ||
|floorbdesc= | |floorbdesc=Kicks on one side and then the other before getting up. | ||
|floortname=Break Spin | |floortname=Break Spin | ||
|floortdmg=5% | |floortdmg=5% | ||
|floortdesc=The Break Spin from the {{s|wikirby| | |floortdesc=The Break Spin from the {{s|wikirby|Yo-yo}} ability from ''Kirby Super Star''. | ||
|edgename= | |edgename= | ||
|edgedmg=9% | |edgedmg=9% | ||
|edgedesc=Performs a cartwheeling kick while climbing up. It has surprisingly good range compared to | |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) | ||
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|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 | |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 lengthy startup and endlag, making its usage in competitive play outside of shield break punishes or covering get-up options from ledge very limited. | ||
|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]]. | |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]]. A good vertical recovery move and has decent horizontal distance when angled. Can also punish improper aerial approaches, but overuse will render Kirby vulnerable to punishment due to the 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. | |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%. | ||
}} | }} | ||
===[[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. | ||
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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> | ||
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|- | |- | ||
! scope="row"|Cheer | ! scope="row"|Cheer | ||
|[[File:Kirby Cheer English | |[[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 | ! scope="row"|Description | ||
|Kir - by! || | |Kir - by! || Kiiiir - by! || Kir - by! || Kirby! Kirby! Kirby! || Kir - by! | ||
|} | |} | ||
</div> | </div> | ||
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|- | |- | ||
! scope="row"|Cheer | ! scope="row"|Cheer | ||
|[[File:Kirby Cheer German SSBU.ogg|center]]||{{NTSC}} [[File:Kirby Cheer Spanish NTSC | |[[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 | ! scope="row"|Description | ||
|Kir - by! || Kir - by! || Kir - by! Kir - by! || | |Kir - by! || Kir - by! || Kir - by! Kir - by! || Kir - by! | ||
|} | |} | ||
</div> | </div> | ||
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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 {{s|wikirby|Kirby Dance}} 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 | *'''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 | *'''Up:''' Cartwheels to the left twice, wiggles, and does a front flip before posing. | ||
*'''Right:''' Jumps twice, shuffles backwards, | *'''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> | ||
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</gallery> | </gallery> | ||
==In | ==In competitive play== | ||
Since the release of ''Ultimate'', many 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''. As a result, his representation in regionals and nationals has been minimal, with his reception being negative across the community. Players noted 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. Throughout ''Ultimate''’s metagame, many considered him a low or even bottom tier, with some going as far as putting him as the worst character in the game due to these weaknesses and his sparse results and representation outside of locals. | |||
Patches 6.0.0 and 8.0.0 eventually gave Kirby some of his biggest improvements. Some of his [[aerial attack]] gained more KO power and versatility, his ability to follow-up on platforms was partially restored, and he gained additional options for kill confirms. His results have noticeably improved as well, with players such as {{Sm|Jesuischoq}} and {{Sm|Ferretkuma}} placing well at both regional and national levels, with the former even defeating {{Sm|Glutonny}}. Because of these improvements, his perception has improved enough that he is often considered a mid-tier character. Some players have also recognized niche top-tier matchups Kirby can evade, thanks to his strong close-quarters combat game and crouch, notably {{SSBU|Palutena}} and {{SSBU|Fox}}. | |||
===Notable players=== | |||
<!--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.--> | |||
''See also: [[:Category:Kirby professionals (SSBU)]]'' | |||
=== | ====Active==== | ||
*{{Sm|Arabo~|Japan}} - Placed 5th at {{Trn|EVISUMA x Gifusuma 2019}} and 9th at {{Trn|Hirosuma 12}}. Has taken sets off {{Sm|araemon}}, {{Sm|GaiA}}, {{Sm|Hanadon}}, {{Sm|Sekawa}}, and {{Sm|ZMS}}. | |||
*{{Sm|Dekopon|Japan}} - Has wins over players such as {{Sm|Huto}} and {{Sm|Murasat}}. | |||
*{{Sm|Ferretkuma|Japan}} - The best Kirby player in Japan and considered one of the three best Kirby players in the world. Placed 7th at {{Trn|Seibugeki 4}}, 17th at {{Trn|Umebura SP 7}} and 33rd at {{Trn|Maesuma TOP 1}}, taking sets over players such as {{Sm|Suinoko}}, {{Sm|Atelier}}, {{Sm|Songn}}, {{Sm|takera}}, and {{Sm|Logix}}. | |||
*{{Sm|Jesuischoq|France}} - The best Kirby player in the world. Consistently places high in locals and monthlies. Placed 2nd at {{Trn|Smash4Glory - Ultimate Edition}}, 9th at {{Trn|Ultimate WANTED 1}}, 13th at {{Trn|VCA 2019}}, 25th at {{Trn|Ultimate WANTED 2}}, and 33rd at {{Trn|Albion 4}}. Has wins over players such as {{Sm|Glutonny}}, {{Sm|Oryon}}, {{Sm|Homika}}, {{Sm|Leon}}, {{Sm|Otakuni}}, {{Sm|PEW}}, and {{Sm|VinS}}. Ranked 17th in the [[French Power Rankings#Ultimate|French Ultimate Power Rankings]]. | |||
*{{Sm|Komota|USA}} - Co-mains {{SSBU|Isabelle}} with Kirby and is considered the best Kirby player in the United States and one of the three best Kirby players in the world. Placed 9th at {{Trn|Holiday Heist 4: Ultimate Edition}}, 17th at {{Trn|COST 2019}}, 25th at {{Trn|Holiday Heist 5}} as well as 65th at {{Trn|Frostbite 2019}} and {{Trn|The Big House 9}}. Was ranked as an 10th on the [[Ohio Power Rankings]]. He has taken sets off players such as {{Sm|AndrewT}}, {{Sm|Cob}}, {{Sm|Jumpsteady}}, {{Sm|Katakiri}}, and {{Sm|Xane}}. | |||
*{{Sm|Meden|USA}} - Co-mains {{SSBU|Hero}} with Kirby and is considered to be one of the best Kirby players in the United States. Placed 5th at {{Trn|Tripoint Smash 100}} using Hero and Kirby and 17th at {{Trn|Spotlight}} using Kirby as one of his characters. Has wins over {{Sm|Spencer}} and {{Sm|SNooFL}}. Ranked 7th on the [[Wisconsin Power Rankings]]. | |||
*{{Sm|Mukyu|Japan}} - Co-mains Kirby with {{SSBU|Richter}} and is viewed as one of the best Kirby players in Japan. Placed 5th at {{Trn|Hirosuma 13}} and 7th {{Trn|Shulla-bra SP 4}} and {{Trn|Shulla-bra SP 8}}. | |||
*{{Sm|Porké|Italy}} - Ranked 8th on the [[Italian Power Rankings]]. Has a win over {{Sm|Miro}}. | |||
*{{Sm|SuperGirlKels|Canada}} - Uses Kirby as a strong secondary alongside her {{SSBU|Sonic}}. Placed 7th at {{Trn|ICARUS V}} using mostly Kirby. Placed 2nd at {{Trn|Terry Christmas}} and 7th at {{Trn|DreamHack Montreal 2019}} using Kirby as a secondary. With Kirby, she has defeated players such as {{Sm|Exodia}}, {{Sm|Fwed}}, and {{Sm|Z|p=Canada}}. Was ranked 4th on the [[Montreal Power Rankings#Super Smash Bros Ultimate rankings|Montreal Ultimate Power Rankings]] using Kirby and Sonic. | |||
====Inactive==== | |||
*{{Sm|Captain L|Canada}} - Placed 1st in {{Trn|The Pinnacle 2018}} and 4th in {{Trn|Heroes VS Villains 2019}} using him as one of his characters prior to dropping the character. Was ranked 50th on the [[Spring 2019 PGRU]] using him as a secondary alongside {{SSBU|Pikachu}} and {{SSBU|Pichu}}. | |||
*{{Sm|Benorris|France}} - Placed 33rd at {{Trn|Stunfest 2019}} with a win over {{Sm|ZHT}}. | |||
*{{Sm|Uto|Japan}} - Used Kirby as a strong secondary. Placed 13th at {{Trn|Karisuma SP 6}} using Kirby as one of his characters. Now solely uses {{SSBU|Meta Knight}} on all his sets. | |||
=={{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 | 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" style="text-align:center" | ||
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|4||Giant {{CharHead|Wario|SSBU|hsize=20px}}||[[Gamer]]||''{{SSBUMusicLink|WarioWare|WarioWare, Inc.}}'' | |4||Giant {{CharHead|Wario|SSBU|hsize=20px}}||[[Gamer]]||''{{SSBUMusicLink|WarioWare|WarioWare, Inc.}}'' | ||
|- | |- | ||
|5||{{CharHead|King K. Rool|SSBU|hsize=20px}}|| | |5||{{CharHead|King K. Rool|SSBU|hsize=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||Giant {{CharHead|King Dedede|SSBU|hsize=20px}}||[[Fountain of Dreams]]||''{{SSBUMusicLink|Kirby|Gourmet Race (64)}}'' | ||
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[[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: | ||
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[[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 | Kirby was among the fighters summoned to the cliffside to assist in defeating an army of Master Hands. | ||
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. | ||
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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, | He is later seen alongside several other fighters, as they make their final stand against Galeem and [[Dharkon]]. | ||
{{clrl}} | {{clrl}} | ||
==[[Spirit]]s== | ==[[Spirit]]s== | ||
Kirby's fighter spirit can be obtained by completing | 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. | ||
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</center> | </center> | ||
==In Spirit | ==In Spirit battles== | ||
===As the main opponent=== | ===As the main opponent=== | ||
{|class="wikitable sortable" style="width:100%;" | {|class="wikitable sortable" style="width:100%;" | ||
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|•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 | |{{SSBUMusicLink|Super Mario Bros.|Delfino Plaza}} | ||
| | | | ||
|- | |- | ||
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|4,000 | |4,000 | ||
|[[Halberd]] | |[[Halberd]] | ||
|•Item: | |•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!}} | ||
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|•Item: Balls | |•Item: Balls | ||
|•The enemy has increased move speed and reduced weight<br>•Defeat an army of fighters | |•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)}} | |{{SSBUMusicLink|Super Mario Bros.|Main Theme - Super Mario 64 (Remix)|Main Theme - Super Mario 64}} | ||
| | | | ||
|- | |- | ||
|1,490 | |1,490 | ||
|{{SpiritTableName|Tama|size=64}} | |{{SpiritTableName|Tama|size=64|ext=jpg}} | ||
|''Sakuna: Of Rice and Ruin'' | |''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}} | |•{{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=Green}}<br>•Clear {{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=Green}} | ||
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|[[Garden of Hope]] ([[Ω form]]) | |[[Garden of Hope]] ([[Ω form]]) | ||
|N/A | |N/A | ||
|•The enemy favors air attacks<br>•Reinforcements will appear | |•The enemy favors air attacks<br>•Reinforcements will appear an enemy is KO'd<br>•The enemy is invisible | ||
|{{SSBUMusicLink|Other|The Mysterious Murasame Castle Medley}} | |{{SSBUMusicLink|Other|The Mysterious Murasame Castle Medley}} | ||
| | | | ||
|} | |} | ||
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|•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| | |{{s|mariowiki|Piantas}} | ||
|- | |- | ||
|72 | |72 | ||
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|- | |- | ||
|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}} | |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}} | ||
|} | |} | ||
<references group="SB"> | <references group="SB"> | ||
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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 | 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]]. | ||
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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| | 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. | ||
</gallery> | </gallery> | ||
=== | === 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}}, | *Kirby's stock icon is one of only six to show eyes (the others being {{SSBU|Meta Knight}}, {{SSBU|R.O.B.}}, {{SSBU|Sonic}}, {{SSBU|Zombie}}, and {{SSBU|Enderman}}). The most likely reason is to actually tell that it is his stock icon, as it is otherwise a simplistic pink circle. | ||
**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. | **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 | **Coincidentally, his pose is also used for his Wrestler artwork in Kirby Fighters 2 (with the difference of 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, he is the only character that is not 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!". 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!" | ||
**Despite his status as the mode's starter character and | **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). | *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). | ||
*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. | *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. | ||
*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. | *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. Namely: | ||
**Mario's unlock table includes {{SSBU|Luigi}} and {{SSBU|Dr. Mario}}. | |||
**Donkey Kong's unlock table includes {{SSBU|Diddy Kong}}. | |||
**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. | ||
*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</ref> | **Ironically, Kirby has the most spirit battle appearances of all characters, with 59 total. | ||
**Ironically, Kirby has the most spirit battle appearances of all characters, with | |||
*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 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}}. | ||
==References== | ==References== |