Kirby (SSB4): Difference between revisions

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→‎Changes from Super Smash Bros. Brawl: Added more accurate info/general rewrite. I appreciate the last editor however, it was generally messily written and poorly organised. These pages are wordy for a reason - to be clear and concise.
Tag: Mobile edit
(→‎Changes from Super Smash Bros. Brawl: Added more accurate info/general rewrite. I appreciate the last editor however, it was generally messily written and poorly organised. These pages are wordy for a reason - to be clear and concise.)
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==Changes from ''[[Super Smash Bros. Brawl]]''==
==Changes from ''[[Super Smash Bros. Brawl]]''==
Kirby has been nerfed in the transition from ''Brawl'' to ''SSB4'', and has thusly suffered a tier placement drop from 20th of 38 in ''Brawl'' to 50th of 55 in ''Smash 4''. Most of his issues in ''Brawl'' were not only retained but worsened and he also suffers from new weaknesses. Kirby's already mediocre range has been made especially poor, with his feet becoming smaller and several general nerfs to hitbox sizes. This makes it easier for opponents to wall out Kirby especially with the cast having greater range overall. Kirby's air mobility as also taken a hit as his [[air acceleration]] is lower, and unlike most returning veterans, his [[air speed]] has been decreased, which hindering both his recovery and ability to escape aerial pressure. As with his transition from each new Smash game as well as with most of the returning veterans, Kirby's damage output has been decreased. Some of Kirby's moves have also seen changes which greatly hinder their utility most notably down throw and aerial [[Hammer Flip]] with the former losing all of its followup potential while the latter is slower, weaker, and has lost its recovery and edgeguarding potential.
Kirby has been considerably nerfed in the transition from ''Brawl'' to ''SSB4''. Most of his issues in ''Brawl'' were not only retained but worsened and he also suffers from new weaknesses. Kirby's already mediocre range has been reduced further, with his feet becoming smaller and several general nerfs to hitbox sizes. This makes it even easier for opponents to wall out Kirby especially with the cast having greater range overall. Kirby's air mobility as also taken a hit as his [[air acceleration]] is lower, and unlike most returning veterans, his [[air speed]] has been decreased, which hindering both his recovery and ability to escape aerial pressure. As with his transition from each new Smash game as well as with most of the returning veterans, Kirby's damage output has been decreased. Some of Kirby's moves have also seen changes which greatly hinder their utility most notably down throw and aerial [[Hammer Flip]] with the former losing all of its followup potential while the latter is slower, weaker, and has lost its recovery and edgeguarding potential.


''Smash 4''{{'}}s adjusted mechanics have both helped and hindered Kirby. The changes to [[hitstun canceling]] overall help Kirby, strengthening his weak hits' ability to combo opponents. It does, however, make Kirby slightly easier to combo himself, especially due to his increased [[weight]], [[fall speed]] and [[gravity]]. Without the ability to [[momentum cancel]], Kirby's already poor endurance has been further reduced. The inclusion of [[rage]] further exacerbates this issue, and while it improves Kirby's own KO potential, his poor endurance combined with his lack of a ladder combo or early kill confirm prevents him from making great use of the mechanic. The changes to aerial [[grab release]]s, however, now make him much less vulnerable to those kinds of followups.
''Smash 4''{{'}}s adjusted mechanics have both helped and hindered Kirby. The changes to [[hitstun canceling]] overall help Kirby, strengthening his ability to combo opponents. It does, however, make Kirby slightly easier to combo himself, especially due to his increased [[weight]], [[fall speed]] and [[gravity]]. Without the ability to [[momentum cancel]], Kirby's already poor endurance has been further reduced. The inclusion of [[rage]] further exacerbates this issue, and while it improves Kirby's own KO potential, his poor endurance combined with his lack of a ladder combo or early kill confirm prevents him from making great use of the mechanic. The changes to aerial [[grab release]]s, however, now make him much less vulnerable to those kinds of followups.


Kirby has seen some buffs, however. A faster [[dash]]ing speed improves his approach, while some less reliable moves like Inhale and down aerial have been given new utility. Other attacks, namely his back aerial and up throw, were given more KO power – and this can be better taken advantage of in the new environment of ''Smash 4'', in the absence of momentum cancelling and the presence of rage.
Kirby has seen some buffs, however. His considerably faster [[dash]]ing speed improves his approach, while some less reliable moves like Inhale and down aerial have been given new utility. Other attacks, namely his back aerial and up throw, were given more KO power – and this can be better taken advantage of in the new environment of ''Smash 4'', in the absence of momentum cancelling and the presence of rage.


Overall, while Kirby still retains most of the strengths he had in ''Brawl'' including his solid combo ability and KO potential for his character archetype, his weaknesses were amplified and he gained new weaknesses most notably, his reduced range and aerial mobility. While the changes to the game's mechanics benefit him overall, they do not aid him as much as some of the other returning veterans. As a result, Kirby is significantly worse than in ''Brawl''.  
Overall, while Kirby still retains most of the strengths he had in ''Brawl'' including his solid combo ability and KO potential for his character archetype, his weaknesses were amplified and he gained new weaknesses most notably, his reduced range and aerial mobility. While the changes to the game's mechanics benefit him overall, they do not aid him as much as some of the other returning veterans. As a result, Kirby is significantly worse than in ''Brawl''.  
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*{{change|Weight increased (78 → 79).}}
*{{change|Weight increased (78 → 79).}}
*{{nerf|[[Walk]] speed decreased (0.95 → 0.93).}}
*{{nerf|[[Walk]] speed decreased (0.95 → 0.93).}}
*{{buff|[[Dash]] speed notably increased (1.371 → 1.57), bringing him from the 29th fastest out of 39 characters to the 31st fastest out of 58.}}  
*{{buff|[[Dash]] speed notably increased (1.371 → 1.57), going from the 29th fastest out of 39 characters to the 31st fastest out of 58.}}  
*{{nerf|[[Air speed]] decreased (0.85 → 0.8), going from the 11th worst out of 39 characters to the 4th worst out of 58.}}
*{{nerf|[[Air speed]] decreased (0.85 → 0.8), going from the 11th worst out of 39 characters to the 4th worst out of 58.}}
*{{nerf|[[Air acceleration]] decreased (0.11 → 0.095).}}
*{{nerf|[[Air acceleration]] decreased (0.11 → 0.095).}}
*{{change|[[Falling speed]] increased (1.2 → 1.23). This slightly improves Kirby's vertical endurance, but makes him slightly more susceptible to combos.}}
*{{change|[[Falling speed]] increased (1.2 → 1.23). This slightly improves Kirby's vertical endurance, but makes him slightly more susceptible to combos.}}
*{{buff|[[Fast falling]] speed increased (1.9 → 1.968). This improves his air game and makes him less susceptible to juggling. However, the benefit is small relative to the rest of the cast, taking him from the 22nd fastest out of 39 characters to the 4th slowest out of 58.}}
*{{buff|[[Fast falling]] speed increased (1.9 → 1.968). This improves his air game and makes him less susceptible to juggling. However, it is much lower relative to the rest of the cast, going from the 22nd fastest out of 39 characters to the 4th slowest out of 58.}}
*{{change|[[Gravity]] increased (0.061 → 0.06405). This improves his aerial mobility, and somewhat alleviates the drawbacks of his [[Falling speed#Floaty|floatiness]] however, it hinders his endurance and makes him more susceptible to combos as well as reducing the height of his jumps.}}
*{{change|[[Gravity]] increased (0.061 → 0.06405). This improves his aerial mobility, and somewhat alleviates the drawbacks of his [[Falling speed#Floaty|floatiness]] however, it hinders his endurance and makes him more susceptible to combos as well as reducing the height of his jumps.}}
*{{nerf|[[Double jump]]s are lower.}}
**{{nerf|As a consequence, [[Double jump]]s are lower.}}
*{{buff|[[Roll]]s have decreased ending lag (FAF 32 → 31).}}
*{{buff|[[Roll]]s have decreased ending lag (FAF 32 → 31).}}
*{{nerf|Rolls have decreased [[intangibility]] frames (frames 4-19 → 4-17).}}
*{{nerf|Rolls have decreased [[intangibility]] frames (frames 4-19 → 4-17).}}
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**{{nerf|First and second hits' hitbox sizes decreased (3.3u → 3u).}}
**{{nerf|First and second hits' hitbox sizes decreased (3.3u → 3u).}}
**{{nerf|Second hit base knockback increased (8 → 15). This hinders its ability to lead into the rapid jab.}}
**{{nerf|Second hit base knockback increased (8 → 15). This hinders its ability to lead into the rapid jab.}}
**{{nerf|Rapid jab damage normalized (2% (near)/1% (far) → 1%).}}
**{{nerf|Neutral infinite now deals consistent damage (2% (near)/1% (far) → 1%).}}
**{{buff|Rapid jab now has a finisher in the form of the Smash Punch from the {{s|wikirby|Fighter}} ability. This greatly improves its safety.}}
**{{buff|Rapid jab now has a finisher in the form of the Smash Punch from the {{s|wikirby|Fighter}} ability. This greatly improves its safety if it connects.}}
*[[Forward tilt]]:
*[[Forward tilt]]:
**{{nerf|Hitbox size decreased (5.4u → 3.3u).}}
**{{nerf|It has smaller hitboxes (5.1u/5.4u/4u → 3.1u/3.3u/3u).}}
*[[Up tilt]]:
*[[Up tilt]]:
**{{change|Damage decreased (7% (clean)/5% (late) → 5%/4%), without full compensation on its knockback scaling (102 (both) → 116 (clean)/110 (late)). This improves its combo potential, but hinders its damage racking and KO potential.}}
**{{change|It deals less damage (7% (clean)/5% (late) → 5%/4%), without full compensation on its knockback scaling (102 (both) → 116 (clean)/110 (late)). This improves its combo potential, but hinders its damage racking and KO potential.}}
**{{nerf|Active frames reduced (frames 4-10 → 4-9) and hitbox sizes decreased (5.5u (clean)/4.5u (late) → 4u (both)).}}
**{{nerf|It has a shorter duration (frames 4-10 → 4-9) and smaller hitboxes (5.5u/5u (clean)/4.5u/5u (late) → 4u/4u (both)).}}
**{{change|Clean up tilt's angle has been altered (92° → 100°).}}
**{{change|Clean up tilt's angle has been altered (92° → 100°).}}
*[[Down tilt]]:
*[[Down tilt]]:
**{{buff|Damage increased (5% (clean)/6% (late) → 6% (both)).}}
**{{buff|It now deals consistent damage (5%/6% → 6% (both)).}}
**{{nerf|Hitbox size decreased (4.5u → 3.7u).}}
**{{nerf|It has smaller hitboxes (4.5u/4u/3.5u/3u 3.7u/3.7u).}}
*[[Dash attack]]:
*[[Dash attack]]:
**{{nerf|Looping hits' damage reduced (2% → 1%), which decreases its overall damage output by 6% (14% → 9%). Its last hit also has smaller hitboxes (8u → 3u) and it has increased ending lag (FAF 50 → 54).}}
**{{nerf|Looping hits' damage reduced (2% → 1%), which decreases its overall damage output (14% → 9%).}}
**{{nerf|Its last hit has smaller hitboxes (5u/5u/8u → 3u).}}
**{{nerf|It has increased ending lag (FAF 50 → 54).}}
**{{buff|Last hit knockback increased (90/70 (base), 40 (set), 70/100 (scaling) → 100/0/70).}}
**{{buff|Last hit knockback increased (90/70 (base), 40 (set), 70/100 (scaling) → 100/0/70).}}
**{{change|Last hit [[hitlag]] increased (1× → 2×). This makes it safer on shield, but easier to DI.}}
**{{change|Last hit [[hitlag]] increased (1× → 2×). This makes it safer on shield, but easier to DI.}}
*[[Forward smash]]:
*[[Forward smash]]:
**{{nerf|Start-up lag increased (frame 12 → 13) and hitbox sizes decreased (6u (clean/late) → 4.2u (clean)/3.5u (late)).}}
**{{nerf|It has increased startup lag (frame 12 → 13) and smaller hitboxes (6u/5.5u/(5u/4.5u) (clean/late) → 4.2u (clean)/3.5u (late)).}}
**{{change|Both clean and late hit angles altered (45° (up)/38° (non-angled)/31° (down) → 361° (clean), 82° (up)/73° (non-angled)/60° (down) → 60° (late)).}}
***{{change|Clean up angled forward smash knockback decreased (38 (base), 100 (scaling) → 30/102) but sends opponents at a more favourable angle to compensate (45° → 361°).}}
**{{change|Clean hit knockback altered (38 (base), 100/98/96 (scaling) → 30/102). This makes the downwards-angled version slightly stronger, but the up-angled version slightly weaker.}}
***{{nerf|Late up angled forward smash sends opponents lower (82° 60°).}}
**{{nerf|Late hit damage decreased (13% → 12%/11%/10%), although its knockback was somewhat compensated (25 (base), 96/94 (scaling) → 90/69).}}
***{{change|Clean non angled forward smash's knockback (38 (base), 98 (scaling) → 30/102) and angle (38° → 361°) have been altered.}}
**{{buff|Ending lag decreased (FAF 50 → 48).}}
***{{nerf|Late non angled forward smash sends opponents lower (73° → 60°).}}  
***{{buff|Clean down angled forward smash knockback increased (38 (base), 96 (scaling) → 30/102).}}
***{{nerf|Clean down angled forward smash no longer [[semi spike]]s (31° → 361°).}}  
**{{nerf|The late hit deals less damage (13% → 12%/11%/10%), although its knockback was somewhat compensated (25 (base), 96/94 (scaling) → 90/69).}}
**{{buff|It has less ending lag (FAF 50 → 48).}}
*[[Up smash]]:
*[[Up smash]]:
**{{buff|Clean hit knockback increased (34/30 (base), 100 (scaling) → (32/30)/104/99 (early), 50 (scaling) → 52 (late)).}}
**{{buff|Clean hit knockback increased (34/30 (base), 100 (scaling) → (32/30)/104/99 (early), 50 (scaling) → 52 (late)).}}
**{{nerf|Mid hit knockback scaling decreased (100 → 98).}}
**{{nerf|Mid hit knockback scaling decreased (100 → 98).}}
**{{buff|Ending lag decreased (FAF 50 → 48).}}
**{{buff|It has less ending lag (FAF 50 → 48).}}
*[[Down smash]]:
*[[Down smash]]:
**{{nerf|Angle altered (76°/28° → 69°), and is no longer a [[semi-spike]]. This significantly hinders its edge-guarding potential.}}
**{{nerf|Its angle has been altered (76°/28° → 69°) losing its semi-spike hitbox. This significantly hinders its edge-guarding potential while also making it susceptible to [[LSI]].}}
**{{buff|Late hit active frames increased (frames 15-21 → 15-22).}}
**{{buff|The late hit has a longer duration (frames 15-21 → 15-22).}}
**{{change|Late hit damage normalized (11%/9% → 10%), although its knockback was increased (30/20 (base), 100/85 (scaling) → 25/(110/108).}}
**{{change|The late hit deals consistent damage (11%/9% → 10%), although its knockback was increased (30/20 (base), 100/85 (scaling) → 25/(110/108).}}
**{{buff|Ending lag decreased (FAF 56 → 54).}}
**{{buff|It has less ending lag (FAF 56 → 54).}}


===Aerial attacks===
===Aerial attacks===
*[[Neutral aerial]]:
*[[Neutral aerial]]:
**{{change|Angle altered ([[Sakurai angle|361°]] → 46°).}}
**{{change|Its angle has been altered (361° → 46°).}}
**{{nerf|Damage decreased (12% (clean)/10% (mid)/8% (mid-late)/6% (late) → 10%/8%/6%/4%), starting [[auto-cancel]] window reduced (frames 1-8 → 1-4), and [[landing lag]] increased (9 frames → 10 frames).}}
***{{nerf|This hinders its KO potential and removes its ability to lock.}}
**{{buff|Knockback increased (10 (base) 80 (scaling) → 30/90), improving its KO potential despite its lower damage.}}
***{{buff|This improves its followup potential.}}
**{{nerf|It deals less damage (12% (clean)/10% (mid)/8% (mid-late)/6% (late) → 10%/8%/6%/4%).}}
**{{nerf|Its initial [[auto-cancel]] window has been reduced (frames 1-8 → 1-4).}}
**{{nerf|It has slightly higher [[landing lag]] (9 frames → 10 frames).}}
**{{buff|It deals more knockback (10 (base) 80 (scaling) → 30/90), slightly improving its KO potential despite its lower damage/altered angle.}}
*[[Forward aerial]]:
*[[Forward aerial]]:
**{{buff|First and second hit angles altered to connect more consistently to the last hit (45° → 45°/80° (hit 1), 80° → [[Autolink angle|366°]] (hit 2), last hit knockback scaling increased (138 → 148), and  landing lag decreased (15 frames → 13).}}
**{{buff|The first two hits are weight independent and their angles were altered to connect more consistently with the last hit (45° → 45°/80° (hit 1), 80° → [[Autolink angle|366°]] (hit 2)).}}
**{{nerf|First and second hit hitbox sizes decreased (5u (hits 1-2)/6.5u (hit 3) → 4.3u (hit 1)/4.5u (hit 2)/4.9u (hit 3)), ending lag increased (FAF 44 48), and the attack no longer auto-cancels in a short hop due to Kirby's lower short hop.}}
**{{buff|The last hit has increased knockback scaling (138 → 148).}}
**{{buff|It has less landing lag (15 frames 13).}}
**{{change|Last hit hitlag increased (1× → 1.2×). This makes it safer on shield, but easier to DI.}}  
**{{change|Last hit hitlag increased (1× → 1.2×). This makes it safer on shield, but easier to DI.}}  
**{{nerf|It has smaller hitboxes (5u/4.5u (hits 1-2)/6.5u/6.5u (hit 3) → 4.3u/4.3u (hit 1)/4.5u (hit 2)/4.9u (hit 3)).}}
**{{nerf|It has more ending lag (FAF 44 → 48), and it can no longer auto-cancel in a short hop due to Kirby's lower short hop.}}
*[[Back aerial]]:
*[[Back aerial]]:
**{{nerf|Hitbox sizes decreased (7u (clean)/6u (late) → 4u/3.4u), auto-cancel window shortened (frames 1-4, 28 → 1-2, 32), clean hit active frames reduced (frames 6-8 → 6-7), late hit damage decreased (9% → 8%) without full compensation on its knockback scaling (110 → 112), and landing lag increased (9 frames → 17).}}
**{{nerf|It has smaller hitboxes (7u/6u (clean)/6u/6u (late) → 4u/3.4u).}}
**{{buff|Clean hit damage increased (12% → 13%) without full compensation on its knockback scaling (105 → 104), and late hit active frames increased (frames 9-13 → 8-14).}}
**{{nerf|Its initial auto-cancel window is shorter (frames 1-4 → 1-2).}}
**{{nerf|The clean hit has a shorter duration (frames 6-8 → 6-7).}}
**{{nerf|The late hit deals less damage (9% → 8%) without full compensation on its knockback scaling (110 → 112).}}
**{{nerf|It auto-cancels later (frame 28 → 32) and has more landing lag (9 frames → 17).}}
**{{buff|The Clean hit deals more damage (12% → 13%) without full compensation on its knockback scaling (105 → 104).}}
**{{buff|The late hit has a longer duration (frames 9-13 → 8-14).}}
*[[Up aerial]]:
*[[Up aerial]]:
**{{nerf|Damage decreased (10% → 9%) without full compensation on its knockback scaling (98 → 100), hitbox sizes decreased (5.5u → 4.5u), and landing lag increased (9 frames → 12).}}
**{{nerf|It deals less damage (10% → 9%) without full compensation on its knockback scaling (98 → 100).}}
**{{nerf|It has smaller hitboxes (5.5u/4.5u/4u → 4.5u/4u).}}
**{{nerf|It has more landing lag (9 frames → 12).}}
*[[Down aerial]]:
*[[Down aerial]]:
**{{nerf|Loop hits' damage decreased (2% → 1%; total move 12% → 7%) and landing lag increased (15 frames → 17).}}
**{{nerf|It deals less damage (2% → 1% (loop hits)/12% → 7% (total).}}
**{{nerf|The loop hits have a smaller hitbox (6u/6u → 5u).}}
**{{nerf|It has more landing lag (15 frames → 17).}}
**{{change|Loop hits now utilize the auto-link angle (270° → 366°). When coupled with their lower damage and the weakening of SDI, this significantly improves its reliability but hinders its edgeguarding potential.}}
**{{change|Loop hits now utilize the auto-link angle (270° → 366°). When coupled with their lower damage and the weakening of SDI, this significantly improves its reliability but hinders its edgeguarding potential.}}
**{{buff|Last hit knockback scaling increased (107 → 110) and hitboxes enlarged (6u → 6.2u), and landing hit set knockback decreased (60 → 40) and angle altered (30° → 60°). This improves its spiking capabilities and combo potential, respectively.}}
**{{buff|The Last hit has higher knockback scaling (107 → 110) and a larger hitbox (6u/6u → 6.2u).}}
**{{buff|The landing hit has an altered angle (30° → 60°) and lower set knockback (60 → 40) improving its combo potential.}}


===Throws/other attacks===
===Throws/other attacks===
*{{buff|All grabs' ending lag decreased (FAF 30 → 28 (standing), FAF 40 → 39 (dash), FAF 36 → 33 (pivot)).}}
*{{buff|All grabs has less ending lag (FAF 30 → 28 (standing), FAF 40 → 39 (dash), FAF 36 → 33 (pivot)).}}
*{{buff|Dash grab start-up lag decreased (frame 10 → 8).}}
*{{buff|Dash grab has less start-up lag (frame 10 → 8).}}
*{{nerf|Standing and dash grab ranges decreased.}}
*{{nerf|Standing and dash grab have less range.}}
*[[Pummel]]:
*[[Pummel]]:
**{{buff|Damage increased (1% → 1.55%) and hitlag decreased, making it now the third fastest pummel in the game. This significantly improves its damage racking potential.}}
**{{buff|It deals more damage (1% → 1.55%) and has less hitlag, making it now the third fastest pummel in the game. This significantly improves its damage racking potential.}}
*[[Forward throw]]:
*[[Forward throw]]:
**{{nerf|Forward throw deals 3% less damage (8% → 5%), with its knockback scaling compensated (100 → 125).}}  
**{{nerf|It deals 3% less damage (8% → 5%), with its knockback scaling compensated (100 → 125).}}  
**{{buff|Forward throw's angle has also been altered (65° → 75°). When coupled with the changes to [[hitstun canceling]], these changes grant it combo potential past low percents.}}
**{{buff|It has less ending lag (FAF 62 → 59).}}
**{{buff|Its angle has been altered (65° → 75°). When coupled with the changes to [[hitstun canceling]], these changes grant it combo potential past low percents.}}
*[[Back throw]]:
*[[Back throw]]:
**{{buff|Back throw has altered knockback (80 (base), 50 (scaling) → 30/120), improving its combo and KO potential. It also has decreased ending lag, improving its mix-up and combo potential at low percents.}}
**{{buff|It has altered knockback (80 (base), 50 (scaling) → 30/120) and Kirby releases the opponent later (frame 33 → 41) improving its mix-up, combo and KO potential.}}
**{{change|Back throw's angle has been altered (120° → 130°).}}
**{{change|Its angle has been altered (120° → 130°).}}
*[[Up throw]]:
*[[Up throw]]:
**{{buff|Up throw has increased knockback (70 (base), 70 (scaling) → 75/74), improving its KO potential despite its less favourable angle (85° → 78°).}}
**{{buff|Up throw has increased knockback (70 (base), 70 (scaling) → 75/74), improving its KO potential despite its less favourable angle (85° → 78°).}}
*[[Down throw]]:
*[[Down throw]]:
**{{nerf|Down throw deals 1.8% less damage (1% (hits 1-10) → 0.8% (hits 1-9), 1% (hit 10), 12% → 10.2% (total)), and the throw has significantly increased knockback (40 (base), 140 (scaling) → 60/180). Its angle has also been altered (90° → 63°). When coupled with the removal of [[chain grab]]bing, these changes hinder its damage racking potential, and remove its combo potential while still lacking KO potential.}}
**{{nerf|It deals less damage (1% (hits 1-10) → 0.8% (hits 1-9), 1% (hit 10), 12% → 10.2% (total)), and the throw has significantly increased knockback (40 (base), 140 (scaling) → 60/180).}}
**{{nerf|Its angle has been altered (90° → 63°). When coupled with the removal of [[chain grab]]bing, these changes hinder its damage racking potential, and remove its combo potential while still lacking KO potential.}}


===Special moves===
===Special moves===
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