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{{disambig2|Kirby's appearance in ''Super Smash Bros | {{disambig2|Kirby's appearance in ''Super Smash Bros''|the character in other contexts|Kirby}} | ||
{{Infobox Character | {{Infobox Character | ||
|name = Kirby | |name = Kirby |
Revision as of 17:30, March 10, 2022
Kirby in Super Smash Bros. | |
---|---|
Universe | Kirby |
Other playable appearances | in Melee in Brawl in SSB4 in Ultimate |
Availability | Starter |
Tier | S (2) (North America) ? (2) (Japan) |
Kirby (カービィ, Kirby) is a starter character in Super Smash Bros. He is known for being a small, light character with quick and often surprisingly long ranged attacks, as well as surprisingly strong moves and a great recovery. He is voiced by Makiko Ōmoto, which would go on to keep voicing him in all subsequent video game appearances to date.
Kirby ranks 2nd on the current tier list and is his best tier placement in the series. Kirby has strong, fast attacks that can KO at damages below 100%, such as his forward smash, and he has a great edgeguarding game, due to his long recovery and powerful aerials, particularly his down aerial. Kirby also has several methods to space against opponents, with his back aerial and forward aerial having large disjointed hitboxes that have significant combo potential, and his up tilt is notably considered one of the best attacks in the game due to its large range, high speed, good combo ability, and ability to break shields.
However, Kirby's primary weakness consists of his recovery. Despite being long-distanced, he has few options for returning to the stage, creating a slow, linear recovery that can be easily intercepted. Furthermore, Kirby's combination of having a light weight and being rather floaty makes him vulnerable to juggling and vertical KOs. Kirby's combo game is also predictable against certain characters, being reliant on solely his up tilt and forward aerial on such characters, and these two attacks do not complement each other very well.
Regardless of these weaknesses, Kirby's strengths outweigh his weaknesses by a considerable margin, and he has had very strong tournament results alongside above-average representation.
Attributes
Kirby is a small, light, and somewhat floaty character. He is relatively difficult to combo horizontally and offstage, though is vulnerable to juggling and many vertical KO techniques (as well as not being too hard to KO horizontally either). His "signature move" is Swallow, which allows him to use an opponent's neutral special move and copy their appearance.
In general, Kirby possesses quick yet powerful moves. Some of his moves are infamous for possessing high range and being able to space well, most notably his up tilt (which covers the range of more than one Kirby both horizontally behind him and vertically), as well as his forward and back aerials. This makes a Kirby playing defensively correctly rather difficult to punish. However, Kirby's defensive ability is hindered slightly by his average to below average movement speed, with average dashing and walking speeds, low air speed, and below average falling speed. Kirby's smashes are powerful, especially his forward smash, which is by far the best forward smash in the game due to being the most powerful, having quick startup (though it has a bit of ending lag), and being an excellent punish or panic option. Kirby's throws are also fairly powerful, with his good grab allowing him to utilize them efficiently.
Kirby's up tilt and forward aerial are especially useful combo moves. The former can easily chain into itself at lower percentages and lead into aerials, a forward smash, or a up smash, while the latter is a great damage racker, being a very fast multi-hit move with the first few hits having set knockback, allowing them to lead into the final hit easily. The move can deal over 20% damage, and if the final hit isn't landed, it sets up a jab that can jab cancel into a grab to rack up further damage.
Kirby has an excellent recovery and offstage game. He has five midair jumps, and his Final Cutter not only extends his vertical recovery even more but allows Kirby to also move to the side while using it by tilting the control stick. While his recovery travels a spectacular distance (only rivaled by Pikachu's recovery), it is somewhat predictable, due to being on the slow side and Kirby's slow air speed. His aerials can be used to edgeguard or guard break easily, especially his down aerial, which is a strong meteor smash that can also drag opponents down at lower percentages. With Kirby's aforementioned excellent vertical recovery, it is also easy to recover from.
Kirby's main weaknesses are his light weight and floatiness, somewhat lack of reliable combo options outside the basic up tilt and forward aerial, and a lack of ways to KO onstage outside forward smash. He is additionally easy to juggle, being vulnerable to vertical combos from Fox, Captain Falcon, and others to a lesser extent.
Differences between game versions
Kirby was noticeably nerfed in his transition to NTSC-U. Despite his smaller size resulting on him being harder to hit (while not compromising his moves' huge range), a few of his moves deal less damage making them weaker. His recovery distance is shorter, due to Final Cutter covering less horizontal distance. Lastly, the higher presence of SDI makes Kirby's moves easier to escape, while the removal of momentum sliding hurts Kirby's approach, enforcing a slightly more defensive playstyle. Nevertheless, due to Kirby's immense strengths not being immensely toned down, he is still one of the most viable characters in the game despite the nerfs.
Attributes
- Kirby is smaller (0.94 → 0.91). This gives his attacks less range but also makes him harder to hit (granted he has not performed the bigger Kirby glitch).
- Rolls are shorter (without the bigger Kirby glitch) due to Kirby's smaller size.
- The removal of momentum sliding slightly hurts Kirby's approach.
Ground moves
- Neutral attack's second hit now uses a weak punch sound instead of a medium punch sound.
- Neutral attack's loop hits launch opponents at a slightly lower angle (70° → 65°).
- Neutral attack's loop hits have smaller hitboxes (90u → 50u) and the far hitbox has been moved closer to Kirby (x offset: 200 → 165).
- Up and down smash both deal 2% less damage (18% (up)/20% (down) → 16%/18%) and have decreased base knockback (24 (up)/40 (down) → 20/30).
Aerial attacks
- Up aerial deals less damage on the clean and mid hits (12% clean/9% mid → 10%/8%).
- Up aerial has a smaller hitbox (150u → 105u).
Throws
- Forward throw sends at a higher, more diagonal angle (45° → 70°), granting it vertical KO ability but hindering its horizontal KO potential and hindering its ability to set up edgeguards.
- Forward throw has increased base knockback (80 → 100).
- Forward throw has gained a collateral hit when Kirby lands.
- Kirby releases opponents from forward throw later (frame 56 → 58), decreasing its ending lag.
Special attacks
- Final Cutter covers less distance when used on the ground (without the bigger Kirby glitch) due to Kirby's smaller size.
- Stone deals 2% less damage (22% → 20%) and has decreased knockback scaling (78 → 70).
Moveset
For a gallery of Kirby's hitboxes, see here.
Name | Damage | Description | ||
---|---|---|---|---|
Neutral attack | Vulcan Jab | 3% | Kirby performs two quick jabs, followed by a series of very fast, very weak punches. The first hit comes out on frame 3, making it Kirby's fastest ground move. The two jabs have short range, though the second has better range than most neutral attacks. The attack is based on the Vulcan Jab from the Fighter ability. The second hit can lead into a down tilt at higher percents. It is overall a situational move it Kirby's kit but it does have its uses.
The rapid jab has noticeably more range in the Japanese version although it is relatively useless in all versions, with Kirby players generally only doing the first one or two hits. | |
4% | ||||
1% per punch | ||||
Forward tilt | ↗ | 11% | Kirby kicks forwards. It comes out quickly, is fairly safe and has deceptively long range (although its range is not too impressive compared to Kirby's other moves). Can be angled for a 1% change in damage either way although the move is not very strong overall and it generally lacks followups. It is a solid tilt overall but it is Kirby's least effective tilt and one of his less useful moves in general. | |
→ | 10% | |||
↘ | 9% | |||
Up tilt | 14% (clean), 10% (late) | Kirby kicks vertically upwards, slightly behind himself. The move starts off hitting behind him with strong damage and vertical knockback and it later hits above him with weaker damage and knockback. The move comes out very quickly on frame 4, has minimal ending lag (only having 17 total frames), has deceptively long range both horizontally and vertically (far surpassing his foot) and it deals high damage and strong vertical knockback. The clean hit KOes Mario on Dream Land at 131% from ground level. All these factors combined make the move highly potent for a multitude of reasons in numerous scenarios.
The move's quick speed and great range make it excellent at stuffing out approaches. The move can easily punish opponents who recklessly approach and the move itself is very difficult (or even impossible in many scenarios) to punish due to its speed and range. Kirby can also approach with the move himself with pivot up tilts and the move is a very strong anti air due to its speed and range. The move also has excellent combo potential. The move has vertical knockback which launches opponents towards Kirby which along with the move's quick speed and long range allows it to easily chain into itself multiple times at lower percents and at higher percents, it can lead into Kirby's aerials. Against fast fallers especially, an up tilt at 0% can easily build up a lot of damage and it can even lead into a KO in one combo in certain scenarios. Even if an up tilt combo does not lead into a KO, it can still easily get the opponent off stage where Kirby has access to his strong edgeguarding tools. Kirby can also use his aerials to lead into an up tilt for a combo. Up tilt also has incredible shield pressuring potential. Its quick speed and high damage give Kirby a large frame advantage after hitting an opponent's shield, which gives him more than enough time to hit them with another up tilt, especially since it has a lot of range. Three up tilts into a forward smash or a back/neutral aerial into two up tilts in a forward smash are simple, guaranteed shield break combos Kirby has against most of the cast (assuming the up tilt is fresh although even a stale up tilt gives Kirby a solid frame advantage on shield). The only real downsides up tilt has are that it has limited range in front of Kirby and at higher percents (and before it becomes strong enough to KO), up tilt loses its combo potential, especially since Kirby has unspectacular vertical air mobility and no vertical juggling options in the air, which does decrease its potency at certain percent ranges. The move is still threatening at higher percents however due to its speed, damage and range and if the opponent crouch cancels the move at these higher percents, it can easily lead into a neutral or back aerial for a KO. Kirby's up tilt is overall considered to arguably be best the best attack in the entire game due to its extremely fast speed, deceptively long range and its great damage racking and shield pressuring potential. The move is incredibly versatile, difficult to punish and rewarding to the point where Kirby simply having access to the move without using it can be threatening, since he can throw it out at any time with little risk. | ||
Down tilt | 9% | Kirby performs a crouching kick. It comes out on frame 4, has incredible horizontal range and it sends opponents at a very low semi-spike angle, making it great for edgeguarding. It does have the highest ending lag and the least damage out of all of Kirby's tilts though, making it unsafe on shield when used at close range (although Kirby can easily space it to make it safe). The move is still highly solid however, due to its great range and edgeguarding potential. | ||
Dash attack | 10% (clean), 8% (late) | Crashes into his opponents. This move is fast and can potentially be used as a followup, though it is often unsafe on shield and it often lacks followup potential. It can be used as a followup in some situations although Kirby generally has better options such as his grab. | ||
Forward smash | Smash Kick | 17% (clean), 12% (late) | Kirby advances forward with a strong kick. This attack is based on the Spin Kick from the Fighter ability. The move starts off with a very powerful kick and as Kirby travels further, the move becomes weaker This is the fastest forward smash in the game, coming out on frame 10, in addition to having relatively low ending lag. When combined with its long, advancing range, this makes it very easy to land compared to other forward smashes. It is not only the fastest forward smash but it is also the strongest non-angled forward smash in the game (excluding Link's forward smash in the European version), KOing Mario at 86% at the center of Dream Land. Even the late hit has respectable power for a late hit smash attack although it does not KO anywhere near as early. Kirby can combo into forward smash at KO percents with his forward aerial, giving him a safe and fairly reliable setup into the move. The move also grants Kirby frame advantage on shield and with perfect spacing and timing, it even leads into an up tilt frame trap on shield against a majority of the cast (with the up tilt either hitting the shield or hitting the opponent depending on what they do out of shield, which can either lead into an up tilt combo or a shield break combo into an up tilt combo depending on the outcome).
All of these factors combined make Kirby's forward smash the best in the game as it is both the fastest and strongest forward smash in addition to being safe and having a lot of range | |
Up smash | 16% (clean), 18% (NTSC-J clean), 12% (late) | Kirby performs a bicycle kick, which is similar to Fox's but it comes out much slower and has weaker knockback. The move comes out on frame 14 which is very slow for an up smash and its knockback is slightly below average, KOing Mario at 95% on Dream Land at ground level. The move also has a weaker late hit which hits behind Kirby and has weak horizontal kncokback. Its ending lag is also fairly high, with the move being unsafe on shield on close range. It can start combos at certain percents but Kirby is always better off using his up tilt as it is faster and weaker, making it much better for starting combos. Up smash serves its purpose as a hard hitting anti-air and it can KO earlier than forward smash in some situations (with Kirby being able to lead into it with a forward aerial in some situations) but it is overall a situational smash attack, especially when considering the potency of Kirby's forward smash. The move can hit opponents on higher platforms (on Dream Land) if the bigger Kirby glitch is used, making it a move which notably benefits from the glitch.
Up smash is noticeably stronger in the Japanese version, dealing 2% more damage and KOing Mario 15% earlier. Kirby can also hit opponents on platforms above him without the bigger Kirby glitch, due to his larger default size. This overall makes up smash less situational in the Japanese version as there are more scenarios where it can KO earlier than forward smash, although forward smash is still the far superior move overall. | ||
Down smash | 18% (clean), 20% (NTSC-J clean), 10% (late) | Kirby spins with his feet flat on the ground with a long hitbox duration (although the move does become a lot weaker after its first few active frames). It comes out on frame 7, making it Kirby's fastest smash attack and it is also his most damaging smash attack. The move sends opponents at a fairly low angle and it has deceptively long range (especially since Kirby's feet are intangible while he performs it). Its speed and range make it useful for beating cross ups and rolls and it can catch opponents in situations where forward smash might be too slow.
It is Kirby's weakest and laggiest Smash attack however, with the move being unsafe on shield and easily punishable on whiff. Down smash can be useful in the right scenarios but forward smash is the preferred option when it can be used and down tilt is often good enough for edgeguarding purposes. Down smash is much more powerful in the Japanese version, which makes it more rewarding and desirable but it is still Kirby's weakest smash attack in said version, with forward smash still being preferred in a majority of scenarios. | ||
Neutral aerial | 15% (clean), 10% (late), 3% (landing) | Extends body with feet out and arms out, making Kirby's whole body a hitbox. Sex kick properties, with the move becoming much weaker after its first few frames. It comes out on frame 3 and it has great power and range, being the second strongest neutral aerial in the game. These traits make it a useful OoS move and a good finisher/spacing move. | ||
Forward aerial | 2% (hits-1-7), 6% (hit 8), 20% (total), 3% (landing) | Does a drill kick with his feet in front of him. 7 hits, 2%/hit, 6% on the 8th. The multi hits on their own can easily lead into an up tilt or a forward smash and they can potentially be used to edgeguard. The final hit is more powerful and can potentially lead into a forward smash at KO percents (especially when stale). | ||
Back aerial | 16% (clean), 12% (late) | Puts both of his feet behind him, making a viable move for edgeguarding. Has low startup lag, good KO power, a long lasting hitbox and great range. A landing back aerial can lead into an up tilt and the late hit can even potentially lead into a forward smash for a KO. It is overall an excellent spacing move, to the point where it flat out invalidates slower characters. | ||
Up aerial | Twinkle Star | 10% (clean), 12% (NTSC-J clean), 8% (mid), 9% (NTSC-J mid), 6% (late), 3% (landing) | Spins around. This move would be his neutral aerial in later Super Smash Bros. games. Has set knockback and extreme lag, easily making it Kirby's worst aerial and most likely his worst move overall. It can lead into some of Kirby's KO moves against certain characters although Kirby is still better off using his forward aerial for KO setups or his neutral/back aerials as raw KO moves. The late hit is uniquely active for the rest of the animation length. | |
Down aerial | 3% (hits 1-10), 30% (total), 3% (landing) | Does a drill attack with his two feet below him. 3% per hit, up to 10 hits for a total of 30%. The move is a fast meteor smash, which can drag opponents down, as well as being easy for Kirby to recover from. Has higher knockback than other drill kicks, making it excellent at edgeguarding but it is not as reliable on stage due to this. Has great shield pressuring potential and is overall a very useful move. | ||
Grab | — | |||
Forward throw | Air Drop | 13% (throw), 7% (NTSC-U/PAL collateral) | Jumps high in the air and brings the target with him, similar to Ninja Kirby's Air Drop in Kirby Super Star, and slams them down from an explosive drop. One of the few f-throws to launch foes upward. Has good knockback for a forward throw. Can be used as a sacrificial KO when used at the ledge. Sends the opponent to the side in the Japanese version. | |
Back throw | 16% | Performs a backward suplex, slamming the opponent behind him. Sends the foe upwards and behind Kirby at an angle. The attack is based on the Backdrop ability from Kirby's Adventure. One of the least effective back throws in the game in terms of KO potential due to its vertical launch angle however, this also makes it a rather effective option for setting up tech chases and generally granting Kirby stage control. | ||
Forward roll Back roll |
— | — | ||
Techs | — | — | ||
Floor attack (front) Floor getups (front) |
6% | Kicks on both sides and gets up. | ||
Floor attack (back) Floor getups (back) |
6% | Kicks on both sides and gets up. | ||
Edge attack (fast) Edge getups (fast) |
4% | Flips whilst getting back on stage. | ||
Edge attack (slow) Edge getups (slow) |
4% | Slowly picks himself up and slides forward, like his dash attack. | ||
Neutral special | Swallow | 6% (swallow), 10% (spit), 17% (spit out characters to bystanders) | If Kirby inhales an opponent, he can either copy their ability (gains their neutral special move and a hat resembling them by pressing the B button; see here for a list of Copy Abilities) or spit the opponent out as a projectile by pressing the A button, dealing damage to bystanders. | |
Up special | Final Cutter | 8% (ascent), 2% (descent), 6% (shockwave) | Swings upward with his Final Cutter and falls down. The cutter can deal damage, and it also emits a shockwave when it lands. Used for recovery, along with Kirby's five midair jumps. Meteor smashes anyone below it with powerful set knockback. If an aerial up special is performed by Kirby, his original body size multiplier goes from 0.91 (0.94 in the Japanese version) and it becomes 1.0. This is known as the bigger Kirby glitch, which increases the range of his attacks although it makes him easier to hit and it makes his sacrificial KOes less reliable. | |
Down special | Stone | 20%, 22% (NTSC-J) | Transforms into a stone. If used in the air, it has a damaging hitbox and Kirby falls down until he reaches the ground. It has solid KO power, although it was much more powerful in the Japanese version. |
On-screen appearance
- Crash-lands a Warp Star into the ground, the warp star explodes, and Kirby does multiple 360° flips backward and lands on his feet.
Taunt
- Turns to his right, puts his feet away and stands on tiptoes, inflates, looks up a little and says "Hi!" in a teasing manner while waving his arms three times in the air. If Kirby has an ability from an opponent while using this move, it gets discarded.
Crowd cheer
English | Japanese | |
---|---|---|
Cheer | ||
Description | Kir - by! *claps 3 times* | Kaa - *clap* bii! *clap* |
Pitch | Group chant | Group chant |
Victory poses
- Does several handstands across screen.
- Slides and dances across screen (a reference to his end-of-level dances in Kirby's Adventure).
In Competitive play
Most historically significant players
- See also: Category:Kirby professionals (SSB)
Numbers in brackets indicate position in 64 League Rankings 2017
- DTan (#26) - Ranked 1st in Colorado.
- Fukurou (#1) - Best player in the world in 2017, won Snosa III and SSC 2017 and some Japanese tournaments solo-maining Kirby.
- HAMMERHEART - Currently the strongest solo Kirby main in the US.
- HandsomeTom (#36 (2016)) - Known for popularizing the 3 up-tilts into f-smash combo on Falcon
- Keisuke - Japan's fourth best Kirby (2017); 3rd at Kansai 2016, 5th at Autumn Kanto Tournament.
- Kikoushi - 1st at Apex 2013, used to be the best Kirby in the world.
- kysk (#7) - Best player in the world in 2019 triple maining Kirby, Pikachu & Captain Falcon, but most wellknown for his Kirby; 1st at GENESIS 6 and Super Smash Con 2019 and 1st at multiple Japanese nationals (Kansai 2017, Autumn Kanto Tournament, Kanto 2018).
- Mew2King - Placed 1st at WHOBO 5, now focuses on other Smash games.
- Moyashi - Japan's 3rd best Kirby, 2nd at Apex 2014, won some Japanese nationals (Kanto 2010, Kansai 2011).
- Preston - 7th at Get On My Level 2018.
- Revan (#24) - The best Canadian solo Kirby main.
- Star King (#40)
- Stradon - Used to solo main Kirby, switch to Pikachu recently, but still uses Kirby sometimes.
- SuPeRbOoMfAn (#4) - The best North American Kirby player, more well-known for his Captain Falcon and Pikachu.
- Tatsuman - Best Japanese player from 2006-2008, won some Japanese nationals.
Techniques
Inhale Sacrificial KO
Kirby can use his Inhale move on opponents and fall to the map's bottom blast zone for a sacrificial KO. However, Kirby can "spit out" his opponent under the stage (particularly useful on Dream Land) and then recover. Yoshi is the only character who is practically guaranteed not to be able to recover from this.
Final Cutter spike
The Final Cutter can spike opponents on the way down during its initial frames (approximately until the same height from which the Final Cutter was initiated).
Kirby's Sliding Up B Glitch
Mainly affects only the Japanese version, there is also a glitch called Kirby's Sliding Up B done by Dashing, wait for the dash to finish which is about 14 frames, turning instantly, and then do an Up+B 20 frames after you decided to do so. This is similar to Teleporting but is harder and is generally limited to flashy play/TASing. This was discovered by DSGnoll, a Japanese smash 64 players. The video, as popularized by Jpheal, a well known TAS player. In the non-Japanese version, the milder version of the up b slide travels less further and is not as useful.
In Single Player
Kirby appears as an opponent in the seventh stage of Single Player mode. The stage takes place in Dream Land and pits the player against a Kirby team of 8 Kirbys. Each of the eight Kirbys sports a unique hat (with the exception of one, which will be normal Kirby or one of the four unlockable characters after they've been unlocked) corresponding to each of the eight starter characters in the game. Except for the average and unlockable character Kirbys, they all appear in the selection screen order of the respective character whose power they copied. Keeping this in mind, if the player manages to defeat them in the right order (Mario, DK, Link, Samus, Yoshi, Fox, Pikachu, regular/random unlockable), he will be awarded the 25,000-point bonus Kirby Ranks.
Description
From the Game
The 8-inch high Kirby hails from a distant, peaceful star. Like his simplistic appearance, he is an easily-understood character. True to his instincts, Kirby eats when he gets hungry and sleeps as soon as he grows tired. Nevertheless, Kirby remains a formidable opponent. In addition to his distinct flying and swallowing skills, he also has the ability to copy enemy attacks for ever-changing action.
Works:
- Kirby's Dream Land (GB)
- Kirby's Pinball Land (GB)
- Kirby Super Star (SNES) (Kirby's Fan Pak in the Australian PAL version; correctly spelled as "Fun" in the European version)
Alternate costumes
Trivia
- Kirby's shield stance is similar to his block stance in Kirby Super Star. When it is done with Mirror Kirby, he uses the orb shield just like the shields in Smash Bros.
- When Kirby hits a wall, lands on the ground, or does certain moves, small stars are emitted, similar to how they look in the Kirby games, thus giving authenticity to his origin.
- Kirby shares many of his attack animations with Jigglypuff, such as the ducking animation, neutral aerial and tumbling animation.
- While other characters perform a victory pose when selected on the character selection screen in Smash 64, Kirby uses a unique animation for this, being the only character to do so. This pose would also be used for one of his taunts in Super Smash Bros. Brawl.
- In addition, Smash 64 Kirby is the only character in any Super Smash Bros. title to have only two victory poses, as opposed to three.
- Kirby is one of four characters to have a green costume exclusive to team battle, the others being Mario, Captain Falcon, and Donkey Kong.
- When Kirby gets hit by an electric attack, his frightened eyes can be seen.
Fighters in Super Smash Bros. | |
---|---|
Fighters | Captain Falcon · Donkey Kong · Fox · Jigglypuff · Kirby · Link · Luigi · Mario · Ness · Pikachu · Samus · Yoshi |
Kirby universe | |
---|---|
Fighters | Kirby (SSB · SSBM · SSBB · SSB4 · SSBU) · Meta Knight (SSBB · SSB4 · SSBU) · King Dedede (SSBB · SSB4 · SSBU) |
Assist Trophies | Knuckle Joe · Nightmare · Chef Kawasaki |
Bosses | Giant Kirby · Marx |
Stages | Dream Land · Fountain of Dreams · Green Greens · Halberd · Dream Land GB · The Great Cave Offensive |
Items | Maxim Tomato · Star Rod · Parasol · Warp Star · Apple · Dragoon · Superspicy Curry · Bomber |
Enemies | Bonkers · Bronto Burt · Gordo · Parasol Waddle Dee · Plasma Wisp · Shotzo · Tac · Waddle Dee · Waddle Doo |
Other | Gourmet Race · Whispy Woods |
Trophies, Stickers and Spirits | Trophies (SSBM · SSBB · SSB4) · Stickers · Spirits |
Music | Brawl · SSB4 · Ultimate |
Masterpieces | Kirby's Dream Land · Kirby's Adventure · Kirby Super Star |