Kirby (SSBU): Difference between revisions

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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 owing to this, Kirby has been granted a mix of buffs and nerfs in the transition to ''Ultimate'', being overall buffed, though not enough to raise his standing on the tier list.
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 owing to this, Kirby has been granted a mix of buffs and nerfs in the transition to ''Ultimate'', being overall buffed, though not enough to raise his standing on the tier list.


Kirby's buffs lie in the increased utility of his moveset as a whole, with overall improved frame-data and KO power on his finishers. The first two hits of his [[neutral attack]] can now [[jab lock]] and connect better into the looping hits (albeit at the cost of reduced damage output), while [[forward tilt]] is a stronger poke and KO option due to its reduced endlag and its increased knockback. His [[dash attack]] has been mostly reverted back to its ''Melee'' iteration, however, it is significantly faster, stronger, has less startup, far longer duration compared to his previous dash attack in ''SSB4'', can cross-up on shields, covers more ground, and is more reliable for catching opponents thanks to only consisting of a single, long-lasting hitbox—these changes make it a stronger punish tool and a much more versatile move overall. His [[smash attack]]s are now stronger punish options, with [[forward smash]] having much more range, [[up smash]] having faster start-up, and [[down smash]]'s regained its semi-spike angle, restoring its utility at edgeguarding. His smash attacks also have improved KO power, with forward and up smash dealing more knockback, and down smash's altered angle KOing earlier at the edge despite its reduced knockback. Several of Kirby's attacks, such as up tilt and all his aerials (except for up aerial) also have more range, partially alleviating one of his weaknesses from ''SSB4''.
Kirby's buffs lie in the increased utility of his moveset as a whole, with overall improved frame-data and KO power on his finishers. The first two hits of his [[neutral attack]] can now [[jab lock]] and connect better into the looping hits (albeit at the cost of reduced damage output), while [[forward tilt]] is a stronger poke and KO option due to its reduced endlag and its increased knockback. His [[dash attack]] has been mostly reverted back to its ''Melee'' iteration, however, it is significantly faster, stronger, has less startup, far longer duration compared to his previous dash attack in ''SSB4'', can cross-up on shields, covers more ground, and is more reliable for catching opponents thanks to only consisting of a single, long-lasting hitbox—these changes make it a stronger punish tool and a much more versatile move overall. His [[smash attack]]s are now stronger punish options, with [[forward smash]] having much more range, [[up smash]] having faster start-up, and [[down smash]] regaining its semi-spike angle, restoring its utility at edgeguarding. His smash attacks also have improved KO power, with forward and up smash dealing more knockback, and down smash's altered angle KOing earlier at the edge despite its reduced knockback. Several of Kirby's attacks, such as up tilt and all his aerials (except for up aerial) also have more range, partially alleviating one of his weaknesses from ''SSB4''.


The universal reduction to [[landing lag]] has also greatly benefited his aerials, which already had among the lowest landing lag in ''SSB4''; his aerials are not only safer, but now capable of leading into followups, with [[forward aerial]]'s first two hits now being able to follow up into a grab or forward smash. His neutral aerial (being one of his most situational attacks) is now faster, has more range, has less endlag, and deals more knockback (the clean hit being one of the strongest neutral aerials in ''Ultimate''). Up aerial received many of the same buffs as forward aerial along with higher damage, regaining some of the KO power. Forward aerial also received more damage.
The universal reduction to [[landing lag]] has also greatly benefited his aerials, which already had among the lowest landing lag in ''SSB4''; his aerials are not only safer, but now capable of leading into followups, with [[forward aerial]]'s first two hits now being able to follow up into a grab or forward smash. His neutral aerial (being one of his most situational attacks) is now faster, has more range, has less endlag, and deals more knockback (the clean hit being one of the strongest neutral aerials in ''Ultimate''). Up aerial received many of the same buffs as forward aerial along with higher damage, regaining some of the KO power. Forward aerial also received more damage.
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