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|availability = [[Starter character|Starter]] | |availability = [[Starter character|Starter]] | ||
|tier = F | |tier = F | ||
|ranking = | |ranking = 49 | ||
}} | }} | ||
'''Kirby''' ({{ja|カービィ|Kābī}}, ''Kirby'') is a playable character in ''[[Super Smash Bros. 4]]''. He was confirmed during the [[Electronic Entertainment Expo|E3]] [[Nintendo Direct]] on June 11th, 2013.<ref>[https://www.youtube.com/watch?v=13D1I5s236o Nintendo Direct@E3 2013]</ref> Makiko Ōmoto returns as his voice actor with new voice clips, sounding more akin to his appearances from ''{{s|wikirby|Kirby's Return to Dream Land}}'' onward. | '''Kirby''' ({{ja|カービィ|Kābī}}, ''Kirby'') is a playable character in ''[[Super Smash Bros. 4]]''. He was confirmed during the [[Electronic Entertainment Expo|E3]] [[Nintendo Direct]] on June 11th, 2013.<ref>[https://www.youtube.com/watch?v=13D1I5s236o Nintendo Direct@E3 2013]</ref> Makiko Ōmoto returns as his voice actor with new voice clips, sounding more akin to his appearances from ''{{s|wikirby|Kirby's Return to Dream Land}}'' onward. | ||
Kirby is ranked | Kirby is ranked 49th out of 54 on the [[tier list]], thus going into the F tier. This is a significant drop from his placement in ''[[Brawl]]'', where he was ranked 20th out of 38 characters. Among his strengths are fast attacks for naturally-flowing [[combo]]s, including up tilt, forward throw, and down aerial – the latter of which is also a great KO set-up attack – and good [[edgeguard]]ing ability thanks to his versatile forward aerial and powerful back aerial. Kirby's multitude of [[jump]]s allow him to [[recovery|recover]] from long distances and mix up his landings. His small size also makes him difficult to hit, especially while [[crouch]]ing, and he can flexibly and efficiently [[KO]] opponents with his powerful [[smash attacks]] and back aerial. | ||
However, this comes at the cost of poor endurance. Kirby is one of the [[weight|lightest]] and [[falling speed|floatiest]] characters in the game, and his recovery, despite its distance, is linear and predictable. Kirby's mobility and [[approach]] are very poor, as he is slow, floaty, and lacks an effective [[projectile]]. He also has poor [[reach]] in most of his attacks due to his small size and short limbs. | However, this comes at the cost of poor endurance. Kirby is one of the [[weight|lightest]] and [[falling speed|floatiest]] characters in the game, and his recovery, despite its distance, is linear and predictable. Kirby's mobility and [[approach]] are very poor, as he is slow, floaty, and lacks an effective [[projectile]]. He also has poor [[reach]] in most of his attacks due to his small size and short limbs. | ||
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==Changes from ''[[Super Smash Bros. Brawl]]''== | ==Changes from ''[[Super Smash Bros. Brawl]]''== | ||
Kirby has | Kirby has received some rather significant nerfs 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, with forward aerial having more ending lag and no longer autocanceling in a short hop due to a combination of its autocancel window being unchanged and Kirby's higher gravity and lower jumps, and dash attack and connecting less reliably due to its much shorter range, but the attacks that were affected the most were down throw and aerial [[Hammer Flip]], losing most of their previous utility: the former has lost all of its followup potential due to its more unfavorable angle and increased knockback, while the latter has much more startup lag and has lost its recovery and edgeguarding potential, as to it's no longer being a semispike and now stalls Kirby's horizontal momentum instead of his vertical momentum. | ||
''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, although he had poor momentum canceling in ''Brawl'', and his higher weight somewhat compensates for it. 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, although he had poor momentum canceling in ''Brawl'', and his higher weight somewhat compensates for it. 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. His considerably faster [[dash]]ing speed improves his approach, while some less reliable moves like Inhale and down aerial have been given new utility, with the former being faster and the latter connecting better due to using the autolink angle and its landing hit has less knockback and launches higher, making it better for combos, and forward and back throw are also more useful for combos due to the former's new angle and reduced ending lag, and the latter also has received KO potential thanks to its altered knockback, increasing its versatility overall. Other attacks, namely his up smash, down smash, back aerial, back throw 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. His Hammer Flip now can be charged, has more range, no longer has sourspots and Kirby can move and jump while charging the attack. | 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, with the former being faster and the latter connecting better due to using the autolink angle and its landing hit has less knockback and launches higher, making it better for combos, and forward and back throw are also more useful for combos due to the former's new angle and reduced ending lag, and the latter also has received KO potential thanks to its altered knockback, increasing its versatility overall. Other attacks, namely his up smash, down smash, back aerial, back throw 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. His Hammer Flip now can be charged, has more range, no longer has sourspots and Kirby can move and jump while charging the attack. | ||
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 | 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 fares overall worse than in ''Brawl''. | ||
===Aesthetics=== | ===Aesthetics=== | ||
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*{{nerf|However, Kirby's feet are smaller with many of his hitboxes being much smaller in order to match the new length of his feet. This significantly hinders his range.}} | *{{nerf|However, Kirby's feet are smaller with many of his hitboxes being much smaller in order to match the new length of his feet. This significantly hinders his range.}} | ||
*{{nerf|Kirby [[walk]]s slightly slower (0.95 → 0.93).}} | *{{nerf|Kirby [[walk]]s slightly slower (0.95 → 0.93).}} | ||
*{{buff|Kirby [[dash]]es significantly faster (1.371 → 1.57), especially compared to the cast, going from the 29th fastest out of 39 characters to the 31st fastest out of 58.}} | *{{buff|Kirby [[dash]]es significantly faster (1.371 → 1.57), especially compared to the cast, going from the 29th fastest out of 39 characters to the 31st fastest out of 58.}} | ||
*{{buff|Kirby's [[weight]] was slightly increased (78 → 79). This slightly improves his endurance.}} | *{{buff|Kirby's [[weight]] was slightly increased (78 → 79). This slightly improves his endurance.}} | ||
*{{nerf|Kirby's [[air speed]] is slower (0.85 → 0.8), going from the 11th worst out of 39 characters to the 4th worst out of 58.}} | *{{nerf|Kirby's [[air speed]] is slower (0.85 → 0.8), going from the 11th worst out of 39 characters to the 4th worst out of 58.}} | ||
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**{{nerf|It has smaller hitboxes and two of the previous hitboxes were removed due to Kirby's shorter feet (4.5u/4u/3.5u/3u → 3.7u/3.7u).}} | **{{nerf|It has smaller hitboxes and two of the previous hitboxes were removed due to Kirby's shorter feet (4.5u/4u/3.5u/3u → 3.7u/3.7u).}} | ||
*[[Dash attack]]: | *[[Dash attack]]: | ||
**{{nerf|Dash attack's looping hits deal less damage (2% → 1%), which decreases its overall damage output (14% → 9%).}} | **{{nerf|Dash attack's looping hits deal less damage (2% → 1%), which decreases its overall damage output (14% → 9%).}} | ||
**{{nerf|Its last hit uses a single small hitbox instead three larger hitboxes(5u/5u/8u → 3u), connecting less reliably from the looping hits and significantly reducing its range.}} | **{{nerf|Its last hit uses a single small hitbox instead three larger hitboxes(5u/5u/8u → 3u), connecting less reliably from the looping hits and significantly reducing its range.}} | ||
**{{nerf|It has increased ending lag (FAF 50 → 54).}} | **{{nerf|It has increased ending lag (FAF 50 → 54).}} | ||
**{{buff|The last hit has higher base knockback (90 → 100) and no longer has a sourspot with set knockback.}} | **{{buff|The last hit has higher base knockback (90 → 100) and no longer has a sourspot with set knockback.}} | ||
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*Up angled: | *Up angled: | ||
**{{nerf|Clean up angled forward smash deals less knockback (38 (base), 100 (scaling) → 30/102).}} | **{{nerf|Clean up angled forward smash deals less knockback (38 (base), 100 (scaling) → 30/102).}} | ||
**{{buff|Its angle has been altered (45° → 361°) improving its KO potential against grounded opponents.}} | **{{buff|Its angle has been altered (45° → 361°) improving its KO potential against grounded opponents.}} | ||
**{{nerf|The late hit sends opponents lower (82° → 60°).}} | **{{nerf|The late hit sends opponents lower (82° → 60°).}} | ||
*Down angled: | *Down angled: | ||
**{{buff|Clean down angled forward smash deals more knockback (38 (base), 96 (scaling) → 30/102).}} | **{{buff|Clean down angled forward smash deals more knockback (38 (base), 96 (scaling) → 30/102).}} | ||
**{{nerf|Clean down angled forward smash no longer [[semi spike]]s (31° → 361°).}} | **{{nerf|Clean down angled forward smash no longer [[semi spike]]s (31° → 361°).}} | ||
*[[Up smash]]: | *[[Up smash]]: | ||
**{{buff|Up smash's clean sweetspot deals more knockback (34 (base), 100 (scaling) → 33/104).}} | **{{buff|Up smash's clean sweetspot deals more knockback (34 (base), 100 (scaling) → 33/104).}} | ||
**{{buff|The late hit has increased knockback scaling (50 → 52).}} | **{{buff|The late hit has increased knockback scaling (50 → 52).}} | ||
**{{buff|It has a shorter total duration due to now being interruptible (FAF 50 → 48).}} | **{{buff|It has a shorter total duration due to now being interruptible (FAF 50 → 48).}} | ||
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*[[Neutral aerial]]: | *[[Neutral aerial]]: | ||
**{{change|Neutral aerial's angle has been altered (361° → 46°).}} | **{{change|Neutral aerial's angle has been altered (361° → 46°).}} | ||
***{{nerf|This removes its ability to lock.}} | ***{{nerf|This removes its ability to lock.}} | ||
***{{buff|This improves its followup potential.}} | ***{{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|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|Its initial [[auto-cancel]] window has been reduced (frames 1-8 → 1-4).}} | ||
**{{nerf|It has slightly higher [[landing lag]] (9 frames → 10 frames).}} | **{{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.}} | **{{buff|It deals more knockback (10 (base) 80 (scaling) → 30/90), slightly improving its KO potential despite its lower damage/altered angle.}} | ||
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**{{buff|The last hit has increased knockback scaling (138 → 148), making it better for spacing edgeguarding and improving its KO potential at very high percents.}} | **{{buff|The last hit has increased knockback scaling (138 → 148), making it better for spacing edgeguarding and improving its KO potential at very high percents.}} | ||
**{{buff|It has less landing lag (15 frames → 13).}} | **{{buff|It has less landing lag (15 frames → 13).}} | ||
**{{change|The last hit's hitlag has increased (1× → 1.2×). This makes it safer on shield, but easier to DI.}} | **{{change|The last hit's hitlag has 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 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).}} | **{{nerf|It has more ending lag (FAF 44 → 48).}} | ||
**{{nerf|It can no longer auto-cancel in a short hop due to Kirby's lower short hop and higher gravity, causing its auto-cancel to fall short by one frame.}} | **{{nerf|It can no longer auto-cancel in a short hop due to Kirby's lower short hop and higher gravity, causing its auto-cancel to fall short by one frame.}} | ||
*[[Back aerial]]: | *[[Back aerial]]: | ||
**{{nerf|Back aerial has smaller hitboxes (7u/6u (clean)/6u/6u (late) → 4u (clean)/3.4u (late)), now being more in line with Kirby's feet. This significantly reduces its range as it is less disjointed, it covers less of Kirby's body and doesn't fully cover his feet, especially the late hit.}} | **{{nerf|Back aerial has smaller hitboxes (7u/6u (clean)/6u/6u (late) → 4u (clean)/3.4u (late)), now being more in line with Kirby's feet. This significantly reduces its range as it is less disjointed, it covers less of Kirby's body and doesn't fully cover his feet, especially the late hit.}} | ||
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**{{buff|Pummel 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.}} | **{{buff|Pummel 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|Forward throw deals 3% less damage (8% → 5%), with its knockback scaling compensated (100 → 125).}} | ||
**{{buff|It has less ending lag (FAF 62 → 59).}} | **{{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.}} | **{{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.}} | ||
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**{{buff|Up throw has increased knockback (70 (base), 70 (scaling) → 75/74), improving its KO potential despite its less favorable angle (85° → 78°).}} | **{{buff|Up throw has increased knockback (70 (base), 70 (scaling) → 75/74), improving its KO potential despite its less favorable angle (85° → 78°).}} | ||
*[[Down throw]]: | *[[Down throw]]: | ||
**{{nerf|Down throw deals less damage on the first nine hits (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). Combined with the change below, this removes its combo potential.}} | **{{nerf|Down throw deals less damage on the first nine hits (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). Combined with the change below, this removes its combo potential.}} | ||
**{{nerf|It launches at a lower and more unfavorable angle (90° → 63°), and combined with the removal of [[chain grab]]bing and the loss of its combo potential as mentioned above, this hinders its damage racking potential.}} | **{{nerf|It launches at a lower and more unfavorable angle (90° → 63°), and combined with the removal of [[chain grab]]bing and the loss of its combo potential as mentioned above, this hinders its damage racking potential.}} | ||
**{{buff|However, the increased knockback allow it to KO middleweights around or below 200%.}} | **{{buff|However, the increased knockback allow it to KO middleweights around or below 200%.}} | ||
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**{{nerf|Final Cutter's shockwave's range has decreased by half. The rising hit also deals less damage (8% → 5%).}} | **{{nerf|Final Cutter's shockwave's range has decreased by half. The rising hit also deals less damage (8% → 5%).}} | ||
*[[Stone]]: | *[[Stone]]: | ||
**{{nerf| | **{{nerf|Stone has less HP (30 → 25).}} | ||
***{{nerf|Additionally, if Kirby's stone is broken, he now takes half the amount of damage from the attack which broke the stone as opposed to no damage.}} | |||
**{{nerf|Grounded Stone has less knockback scaling (45 → 40).}} | **{{nerf|Grounded Stone has less knockback scaling (45 → 40).}} | ||
**{{buff|The 19% damage increase to shields and the increase to shieldstun significantly improve Stone's shield pressuring potential.}} | **{{buff|The 19% damage increase to shields and the increase to shieldstun significantly improve Stone's shield pressuring potential.}} | ||
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Kirby was initially perceived to be a low tier in the initial release of the game, owing to his poor range, mobility, approach option and endurance. Likely as a result, he has been buffed via game updates. Update [[1.0.6]] improved up and down smashes' KO potentials; re-purposed down throw into a viable damage racking option; and decreased [[Inhale]] and [[Hammer Flip]]'s ending lag. These changes were fairly minor however, with Inhale and Hammer only losing a couple of frames of ending lag, while down smash received a lower launch angle, which resulted in the move being worse at KOing with sufficient DI. Update [[1.1.0]] brought a few more buffs: neutral attack became more reliable, Inhale was made faster and forward throw received less ending lag and a more vertical launch angle, making it a much better combo starter. Kirby also slightly benefits from the new shield mechanics brought about by updates 1.1.0 and [[1.1.1]], as they make down aerial's multiple hits and [[Stone]]'s high damage output much more reliable at pressuring shields. | Kirby was initially perceived to be a low tier in the initial release of the game, owing to his poor range, mobility, approach option and endurance. Likely as a result, he has been buffed via game updates. Update [[1.0.6]] improved up and down smashes' KO potentials; re-purposed down throw into a viable damage racking option; and decreased [[Inhale]] and [[Hammer Flip]]'s ending lag. These changes were fairly minor however, with Inhale and Hammer only losing a couple of frames of ending lag, while down smash received a lower launch angle, which resulted in the move being worse at KOing with sufficient DI. Update [[1.1.0]] brought a few more buffs: neutral attack became more reliable, Inhale was made faster and forward throw received less ending lag and a more vertical launch angle, making it a much better combo starter. Kirby also slightly benefits from the new shield mechanics brought about by updates 1.1.0 and [[1.1.1]], as they make down aerial's multiple hits and [[Stone]]'s high damage output much more reliable at pressuring shields. | ||
Update [[1.1.3]] brought about even more buffs for Kirby: his [[dash]]ing speed was slightly improved and various moves saw an increase to their KO potential. Up throw in particular saw a substantial increase in knockback, KOing over 30% earlier, although Kirby's other moves only saw minor improvements to their knockback. Update [[1.1.4]] gave Kirby a miniscule improvement with hard tripping now grants Kirby 5 frames of invincibility. Lastly, update [[1.1.5]], buffed Kirby's smash attacks and all variations of Hammer Flip by slightly increasing their knockback. As a result, Kirby is noticeably better than he was during ''Smash 4''{{'}}s initial release, having better KO potential, a stronger combo game and having safer specials. However, he is still considered fairly weak, as most of his changes were not substantial and his weaknesses were not properly addressed, resulting in him continuing to struggle against a majority of the cast, especially considering the more substantial improvements other initial low tiers received, along with the introduction of {{SSB4| | Update [[1.1.3]] brought about even more buffs for Kirby: his [[dash]]ing speed was slightly improved and various moves saw an increase to their KO potential. Up throw in particular saw a substantial increase in knockback, KOing over 30% earlier, although Kirby's other moves only saw minor improvements to their knockback. Update [[1.1.4]] gave Kirby a miniscule improvement with hard tripping now grants Kirby 5 frames of invincibility. Lastly, update [[1.1.5]], buffed Kirby's smash attacks and all variations of Hammer Flip by slightly increasing their knockback. As a result, Kirby is noticeably better than he was during ''Smash 4''{{'}}s initial release, having better KO potential, a stronger combo game and having safer specials. However, he is still considered fairly weak, as most of his changes were not substantial and his weaknesses were not properly addressed, resulting in him continuing to struggle against a majority of the cast, especially considering the more substantial improvements other initial low tiers received, along with the introduction of {{SSB4|Cloud}} and {{SSB4|Corrin}}, who both had strong matchups against Kirby. | ||
'''{{GameIcon|ssb4-3ds}} [[1.0.4]]''' | '''{{GameIcon|ssb4-3ds}} [[1.0.4]]''' | ||
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|neutralcount=2 | |neutralcount=2 | ||
|neutralinf=y | |neutralinf=y | ||
|neutralname=Vulcan Jab/Smash Punch | |neutralname=Vulcan Jab ({{ja|バルカンジャブ|Barukan Jabu}}) / Smash Punch ({{ja|スマッシュパンチ|Sumasshupanchi}}) | ||
|neutral1dmg=2% | |neutral1dmg=2% | ||
|neutral2dmg=3% | |neutral2dmg=3% | ||
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|dashdesc=The Break Spin from the {{s|wikirby|Yo-yo}} ability. It is difficult to SDI out of, while its last hit can easily ward off opponents due to it dealing very high base knockback. However, it is punishable due to it coming out on frame 12 and having noticeable ending lag. | |dashdesc=The Break Spin from the {{s|wikirby|Yo-yo}} ability. It is difficult to SDI out of, while its last hit can easily ward off opponents due to it dealing very high base knockback. However, it is punishable due to it coming out on frame 12 and having noticeable ending lag. | ||
|fsmashangles=3 | |fsmashangles=3 | ||
|fsmashname=Smash Kick | |fsmashname=Smash Kick ({{ja|スマッシュキック|Sumasshu Kikku}}) | ||
|fsmashupdmg={{ChargedSmashDmgSSB4|16}} (clean), {{ChargedSmashDmgSSB4|12}} (late) | |fsmashupdmg={{ChargedSmashDmgSSB4|16}} (clean), {{ChargedSmashDmgSSB4|12}} (late) | ||
|fsmashsidedmg={{ChargedSmashDmgSSB4|15}} (clean), {{ChargedSmashDmgSSB4|11}} (late) | |fsmashsidedmg={{ChargedSmashDmgSSB4|15}} (clean), {{ChargedSmashDmgSSB4|11}} (late) | ||
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|dsmashdmg={{ChargedSmashDmgSSB4|14}} (clean), {{ChargedSmashDmgSSB4|10}} (late) | |dsmashdmg={{ChargedSmashDmgSSB4|14}} (clean), {{ChargedSmashDmgSSB4|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. Its clean hitbox KOs middleweights at 113% from anywhere on Final Destination in the ''3DS'' version and at 106% in the ''Wii U'' version. It also renders Kirby's feet intangible albeit only during its clean hitbox. However, its late hitbox has significantly lower KO potential. | |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. Its clean hitbox KOs middleweights at 113% from anywhere on Final Destination in the ''3DS'' version and at 106% in the ''Wii U'' version. It also renders Kirby's feet intangible albeit only during its clean hitbox. However, its late hitbox has significantly lower KO potential. | ||
|nairname=Twinkle Star | |nairname=Twinkle Star ({{ja|ティンクルスター|Tinkuru Sutā}}) | ||
|nairdmg=10% (clean), 8% (mid), 6% (mid-to-late), 4% (late) | |nairdmg=10% (clean), 8% (mid), 6% (mid-to-late), 4% (late) | ||
|nairdesc=The attack of the same name from the {{s|wikirby|Smash}} ability. Its very low landing lag makes it a decent set-up option at low percents when short hopped, while its high knockback growth makes it a decent anti-pressure and out of shield option. However, it has the highest amount of ending lag out of Kirby's aerials. Despite having [[sex kick]] properties, it also has high startup lag. | |nairdesc=The attack of the same name from the {{s|wikirby|Smash}} ability. Its very low landing lag makes it a decent set-up option at low percents when short hopped, while its high knockback growth makes it a decent anti-pressure and out of shield option. However, it has the highest amount of ending lag out of Kirby's aerials. Despite having [[sex kick]] properties, it also has high startup lag. | ||
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|bairname= | |bairname= | ||
|bairdmg=13% (clean), 8% (late) | |bairdmg=13% (clean), 8% (late) | ||
|bairdesc=A double-footed back kick. 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. 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 115% in the ''3DS'' version, and at 105% in the ''Wii U'' version. It also boasts good range due to its slightly disjointed hitbox, which makes it a viable edge-guarding option, and allows it to partake in a wall of pain. | |bairdesc=A double-footed back kick. 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. 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 115% in the ''3DS'' version, and at 105% in the ''Wii U'' version. It also boasts good range due to its slightly disjointed hitbox, which makes it a viable edge-guarding option, and allows it to partake in a wall of pain. However, the late hit has a blindspot, as its hitbox doesn't fully cover Kirby's feet. | ||
|uairname= | |uairname= | ||
|uairdmg=9% | |uairdmg=9% | ||
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|dairdesc=A diagonal corkscrew dropkick. An effective combo starter on grounded opponents and, due to the last hit being a weak meteor smash, it is a useful edge-guarding option, especially since its low ending lag makes it relatively safe to use off-stage. It can even lead into a [[footstool jump]] on fast-fallers and heavyweights. While it has the highest amount of start-up lag out of Kirby's aerials due to coming out on frame 18, it can be auto-canceled on landing, giving Kirby a very large window to safely land while tumbling. | |dairdesc=A diagonal corkscrew dropkick. An effective combo starter on grounded opponents and, due to the last hit being a weak meteor smash, it is a useful edge-guarding option, especially since its low ending lag makes it relatively safe to use off-stage. It can even lead into a [[footstool jump]] on fast-fallers and heavyweights. While it has the highest amount of start-up lag out of Kirby's aerials due to coming out on frame 18, it can be auto-canceled on landing, giving Kirby a very large window to safely land while tumbling. | ||
|grabname= | |grabname= | ||
|grabdesc=Kirby's throws are based on attacks used by the {{s|wikirby|Backdrop}}, {{s|wikirby|Suplex}} and {{s|wikirby|Ninja}} abilities. | |grabdesc=Reaches out with one hand. One of the fastest grabs among the cast, though its range is merely average. Kirby's throws are based on attacks used by the {{s|wikirby|Backdrop}}, {{s|wikirby|Suplex}} and {{s|wikirby|Ninja}} abilities. | ||
|pummelname= | |pummelname= | ||
|pummeldmg=1.55% | |pummeldmg=1.55% | ||
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|fthrowname= | |fthrowname= | ||
|fthrowdmg=5% | |fthrowdmg=5% | ||
|fthrowdesc=The | |fthrowdesc=The Rock Drop from the Suplex ability. 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. | ||
|bthrowname= | |bthrowname= | ||
|bthrowdmg=8% | |bthrowdmg=8% | ||
|bthrowdesc=A backwards dive from the Backdrop ability. Despite having an average damage output and very low base knockback, it has very high knockback growth. As a result, it has KO potential, yet can also combo into back aerial on certain characters at very low percents. While near the edge of Final Destination, it KOs middleweights at 160% in the ''3DS'' version, and at 150% in the ''Wii U'' version. | |bthrowdesc=A backwards dive from the Backdrop ability. Despite having an average damage output and very low base knockback, it has very high knockback growth. As a result, it has KO potential, yet can also combo into back aerial on certain characters at very low percents. While near the edge of Final Destination, it KOs middleweights at 160% in the ''3DS'' version, and at 150% in the ''Wii U'' version. | ||
|uthrowname=Air Drop | |uthrowname=Air Drop ({{ja|いずな落とし|Izuna Otoshi}}, ''Izuna Drop'') | ||
|uthrowdmg=10% | |uthrowdmg=10% | ||
|uthrowdesc=The attack of the same name from the Ninja ability. As of update 1.1.3, it is Kirby's strongest throw, and thus his most reliable one for KOing. It KOs middleweights at 158% from anywhere on Final Destination in the ''3DS'' version, and at 150% in the ''Wii U'' version. Because Kirby jumps up to perform it, he can land onto platforms above him upon descending, which enables it to KO even earlier. | |uthrowdesc=The attack of the same name from the Ninja ability. As of update 1.1.3, it is Kirby's strongest throw, and thus his most reliable one for KOing. It KOs middleweights at 158% from anywhere on Final Destination in the ''3DS'' version, and at 150% in the ''Wii U'' version. Because Kirby jumps up to perform it, he can land onto platforms above him upon descending, which enables it to KO even earlier. | ||
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|usc1name=Wave Cutter | |usc1name=Wave Cutter | ||
|usc1dmg=15% (blade), 10% (projectile), 5% (Kirby) | |usc1dmg=15% (blade), 10% (projectile), 5% (Kirby) | ||
|usc1desc=When Kirby lands, he produces a shockwave with rocks flying outward. Kirby ascends faster and he stays in the air for longer before dropping, making it a better recovery move. The move does not have any hitboxes until Kirby lands however, although the landing hit and the rock shockwave are fairly strong. The rock shovewave is very large and its power overall makes it more effective than Final Cutter's wave, although the move does have more landing lag. | |usc1desc=When Kirby lands, he produces a shockwave with rocks flying outward. Kirby ascends faster and he stays in the air for longer before dropping, making it a better recovery move. The move does not have any hitboxes until Kirby lands however, although the landing hit and the rock shockwave are fairly strong. The rock shovewave is very large and its power overall makes it more effective than Final Cutter's wave, although the move does have more landing lag. | ||
|usc2name=Upper Cutter | |usc2name=Upper Cutter | ||
|usc2dmg=10% | |usc2dmg=10% | ||
|usc2desc=Kirby only performs an ascending upwards slash and then enters free-fall. Kirby ascends very quickly, Kirby can grab ledges during the ascent if he is facing the ledge and he keeps his horizontal momentum once he enters free-fall. This makes the move a much better recovery move than Final Cutter. The move also has a very effective hitbox. The move comes out on frame 6 and it has great range. The move is also fairly strong, being capable of KOing Mario under 160% in the middle of Final Destination (without DI). The move does start off with a 60° angle, making it quite susceptible to DI however, the move gains a more vertical angle as Kirby ascends, with the move having a very favorable 80° angle at the top of the ascent, making it stronger and less susceptible to DI. The very fast startup, the great range and the solid power give Upper Cutter a lot of utility which Kirby lacks without it, giving him a better Out of Shield game as well as giving him an additional combo ender that can even lead into KO confirms he lacks without Upper Cutter. | |usc2desc=Kirby only performs an ascending upwards slash and then enters free-fall. Kirby ascends very quickly, Kirby can grab ledges during the ascent if he is facing the ledge and he keeps his horizontal momentum once he enters free-fall. This makes the move a much better recovery move than Final Cutter. The move also has a very effective hitbox. The move comes out on frame 6 and it has great range. The move is also fairly strong, being capable of KOing Mario under 160% in the middle of Final Destination (without DI). The move does start off with a 60° angle, making it quite susceptible to DI however, the move gains a more vertical angle as Kirby ascends, with the move having a very favorable 80° angle at the top of the ascent, making it stronger and less susceptible to DI. The very fast startup, the great range and the solid power give Upper Cutter a lot of utility which Kirby lacks without it, giving him a better Out of Shield game as well as giving him an additional combo ender that can even lead into KO confirms he lacks without Upper Cutter. | ||
While it does lack the falling hit Final Cutter has, Upper Cutter is overall a far superior move, being a much better recovery move and having a lot more utility in other areas, filling up holes Kirby had in his game plan with his default moveset. It is overall a clear replacement for Final Cutter and it is most likely Kirby's most valuable custom move. | While it does lack the falling hit Final Cutter has, Upper Cutter is overall a far superior move, being a much better recovery move and having a lot more utility in other areas, filling up holes Kirby had in his game plan with his default moveset. It is overall a clear replacement for Final Cutter and it is most likely Kirby's most valuable custom move. | ||
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|fsdmg=3% (stun), 5% (hit 1), 2% (hits 2-9), 16% (hit 10) | |fsdmg=3% (stun), 5% (hit 1), 2% (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 31% in the ''3DS'' version. | |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 31% in the ''3DS'' version. | ||
}} | |||
===Stats=== | |||
{{Attributes | |||
|cast = 58 | |||
|weight = 79 | |||
|rweight = 51-54 | |||
|dash = 1.5 | |||
|rdash = 25-41 | |||
|run = 1.57 | |||
|rrun = 31 | |||
|walk = 0.93 | |||
|rwalk = 43 | |||
|trac = 0.0493 | |||
|rtrac = 41 | |||
|airfric = 0.015 | |||
|rairfric = 6-19 | |||
|air = 0.8 | |||
|rair = 55 | |||
|baseaccel = 0.03 | |||
|rbaseaccel = 6-7 | |||
|addaccel = 0.065 | |||
|raddaccel = 30-34 | |||
|gravity = 0.06405 | |||
|rgravity = 56 | |||
|fall = 1.23 | |||
|rfall = 55 | |||
|ff = 1.968 | |||
|rff = 55 | |||
|jumpsquat = 4 | |||
|rjumpsquat = 1-13 | |||
|jumpheight = 25.368114 | |||
|rjumpheight = 57 | |||
|shorthop = 12.241816 | |||
|rshorthop = 56 | |||
|djump = 21.04669712, 18.50584782, 15.9203607, 13.3388484, 10.81397463 | |||
|rdjump = 57 | |||
|ellag = 4 | |||
|rellag = 1-46 | |||
}} | }} | ||
===[[Announcer]] call=== | ===[[Announcer]] call=== | ||
{{ | {{audio|Needs announcer calls from other languages.}} | ||
<gallery> | <gallery> | ||
Kirby English Announcer SSB4-SSBU.wav|English/Japanese/Chinese | Kirby English Announcer SSB4-SSBU.wav|English/Japanese/Chinese | ||
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===[[Crowd cheer]]=== | ===[[Crowd cheer]]=== | ||
{{ | {| class="wikitable" border="1" cellpadding="4" cellspacing="1" | ||
| | |- | ||
| | !{{{name|}}} | ||
| | !Cheer (English) | ||
| | !Cheer (Japanese) | ||
| | !Cheer (Spanish) | ||
| | |- | ||
! scope="row"|Cheer | |||
|[[File:Kirby Cheer English SSB4 SSBU.ogg|center]]||[[File:Kirby Cheer Japanese SSB4 SSBU.ogg|center]]||{{NTSC}} [[File:Kirby Cheer Spanish NTSC SSB4 SSBU.ogg|center]] <br> {{PAL}} [[File:Kirby Cheer Spanish PAL SSB4.ogg|center]] | |||
|- | |||
! scope="row"|Description | |||
|Kir - by! || Ka - a - bii! || Kir - by! | |||
|- | |||
!{{{name|}}} | |||
!Cheer (French) | |||
!Cheer (German) | |||
!Cheer (Italian) | |||
|- | |||
! scope="row"|Cheer | |||
|{{NTSC}} [[File:Kirby Cheer French NTSC SSB4.ogg|center]] <br> {{PAL}} [[File:Kirby Cheer French PAL SSB4.ogg|center]]||[[File:Kirby Cheer German SSB4.ogg|center]]||[[File:Kirby Cheer Italian SSB4 SSBU.ogg|center]] | |||
|- | |||
! scope="row"|Description | |||
|Kir - by ! || Kir - by! || Kir - by! | |||
|} | |||
===[[Victory pose]]s=== | ===[[Victory pose]]s=== | ||
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|set10=3331 | |set10=3331 | ||
}} | }} | ||
===Most historically significant players=== | ===Most historically significant players=== | ||
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines | <!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines.--> | ||
''See also: [[:Category:Kirby | |||
*{{Sm|Jesuischoq|France}} - The best Kirby player in Europe. | ''See also: [[:Category:Kirby players (SSB4)]]'' | ||
*{{Sm| | |||
*{{Sm|Jesuischoq|France}} - The best Kirby player in Europe. He made strong placements as a solo-Kirby main at some of the most populated ''Smash 4'' tournaments in Europe, placing 13th at {{Trn|talent.io}}, as well as 25th at {{Trn|Deflagration}} and {{Trn|Respawn 6}}. | |||
*{{Sm|MikeKirby|USA}} - Considered to be the best Kirby player in the world. | *{{Sm|Komota|USA}} - The best Kirby player in the world, although seldomly competed in tournaments. Despite his inconsistent activity, he performed one of the best low-tier upsets by defeating {{Sm|Ally}} at {{Trn|Frostbite 2017}} and placing 33rd overall. He also placed 25th at {{Trn|The Big House 8}}, which is the best solo-Kirby placement at a ''Smash 4'' major. | ||
*{{Sm|MikeKirby|USA}} - Considered to be the best Kirby player in the world during 2015 to 2016. He placed top 16 at many early Tri-state events such as 5th at {{Trn|KTAR XIV}} and 9th at {{Trn|KTAR XII}} defeating {{Sm|Salem}}. He also performed decently at some larger tournaments, such as 13th at {{Trn|Glitch}} and 49th at {{Trn|Apex 2015}}. | |||
*{{Sm|Poyo|USA}} - One of the best Kirby players in the world. While some of her results were mixed with {{SSB4|Luigi}}, she was one of the few Kirby players to hold multiple top 64s at major/supermajors, placing 33rd at {{Trn|The Big House 7}} and 49th at {{Trn|Shine 2017}}. | |||
===Tier placement and history=== | ===Tier placement and history=== | ||
Due to the considerable nerfs Kirby received in his transition from ''Brawl'', he has always been considered a non-viable character within the ''SSB4'' metagame, even in spite of game updates noticeably buffing him. This has been due to his only success occurring at local tournaments, whereas his results at regional and national tournaments have been very sparse. Many smashers also took note of Kirby's overall poor matchup spread as characters like with large disjoints, and strong good kill power ({{SSB4|Cloud}} being a primary example) as well as zoning characters with effective projectiles ({{SSB4|Pac-Man}}, {{SSB4|Mega Man}}, {{SSB4|Toon Link}} and {{SSB4|Villager}} being good examples) do very well against him. These aspects culminated with Kirby being placed at 33rd on the first [[tier list]] as the 2nd highest low tier character. | Due to the considerable nerfs Kirby received in his transition from ''Brawl'', he has always been considered a non-viable character within the ''SSB4'' metagame, even in spite of game updates noticeably buffing him. This has been due to his only success occurring at local tournaments, whereas his results at regional and national tournaments have been very sparse. Many smashers also took note of Kirby's overall poor matchup spread as characters like with large disjoints, and strong good kill power ({{SSB4|Cloud}} being a primary example) as well as zoning characters with effective projectiles ({{SSB4|Pac-Man}}, {{SSB4|Mega Man}}, {{SSB4|Toon Link}} and {{SSB4|Villager}} being good examples) do very well against him. These aspects culminated with Kirby being placed at 33rd on the first [[tier list]] as the 2nd highest low tier character. | ||
Kirby did not fare well after the next updates as characters like {{SSB4|Marth}}, {{SSB4|Lucina}}, {{SSB4|Duck Hunt}}, {{SSB4|Shulk}}, {{SSB4|Link}} and {{SSB4|Mewtwo}} who were initially considered to be worse than Kirby proved to not only become better than him, but proved to be very troublesome matchups as well due to them having excellent tools to prevent Kirby from approaching. The release of {{SSB4| | Kirby did not fare well after the next updates as characters like {{SSB4|Marth}}, {{SSB4|Lucina}}, {{SSB4|Duck Hunt}}, {{SSB4|Shulk}}, {{SSB4|Link}} and {{SSB4|Mewtwo}} who were initially considered to be worse than Kirby proved to not only become better than him, but proved to be very troublesome matchups as well due to them having excellent tools to prevent Kirby from approaching. The release of {{SSB4|Cloud}} and {{SSB4|Corrin}} also hurt him since they too proved to be tough matchups for Kirby. This resulted in Kirby's already scarce results to become even worse than before. | ||
Kirby would then drop to 41st on the second tier list, and eventually to 47th on the third tier list, with the latter drop being tied with {{SSB4|Pit}} and {{SSB4|Yoshi}}'s for the second largest between the second and third tier lists. However, {{Sm|Komota}} later scored an upset by defeating {{Sm|Ally}} at [[Frostbite 2017]] and placing 33rd at said tournament. Due to this, his tier placement has been widely debated, with some players believing he should be placed slightly higher due to niche matchups against much higher tiered characters, such as {{SSB4|Zero Suit Samus}} and {{SSB4|Fox}}. However, due to his continually sparse results after Frostbite 2017, Kirby has since dropped to | Kirby would then drop to 41st on the second tier list, and eventually to 47th on the third tier list, with the latter drop being tied with {{SSB4|Pit}} and {{SSB4|Yoshi}}'s for the second largest between the second and third tier lists. However, {{Sm|Komota}} later scored an upset by defeating {{Sm|Ally}} at [[Frostbite 2017]] and placing 33rd at said tournament. Due to this, his tier placement has been widely debated, with some players believing he should be placed slightly higher due to niche matchups against much higher tiered characters, such as {{SSB4|Zero Suit Samus}} and {{SSB4|Fox}}. However, due to his continually sparse results after Frostbite 2017, Kirby has since dropped to 49th on the fourth and final tier list. | ||
Since then, Kirby has failed to make a significant impact at tournaments as he hardly has any tournament representation outside of {{Sm|Komota}} who never places high at supermajors. Meanwhile, characters lower than Kirby have all performed much higher with {{Sm|ZAKI}} getting 17th at [[Smash 'N' Splash 4]] and [[2GG: Hyrule Saga]] while defeating {{Sm|MKLeo}} and {{Sm|Rags}}; {{Sm|Onpu}} and {{Sm|Rizeasu}} performing very well in Japan with the former taking {{Sm|WaDi}} to game 3 as {{SSB4|Zelda}}; {{Sm|Pon}}, {{Sm|Gungnir}} and {{Sm|Rickles}} doing work with {{SSB4|Ganondorf}} in their regions with {{Sm|Pon}} beating {{Sm|Ally}}, {{Sm|Gungnir}} getting 17th at [[Umebura Japan Major 2017]] while defeating {{Sm|Taiheita}} and {{Sm|Earth}}; and {{Sm|Captain L}} using {{SSB4|Jigglypuff}} as an effective secondary taking sets off of {{Sm|Larry Lurr}}, {{Sm|BestNess}}, {{Sm|John Numbers}} {{Sm|Blank}}, {{Sm|Strike}}, {{Sm|Pandarian}} and even took {{Sm|ESAM}} to game 5 with the character. | Since then, Kirby has failed to make a significant impact at tournaments as he hardly has any tournament representation outside of {{Sm|Komota}} who never places high at supermajors. Meanwhile, characters lower than Kirby have all performed much higher with {{Sm|ZAKI}} getting 17th at [[Smash 'N' Splash 4]] and [[2GG: Hyrule Saga]] while defeating {{Sm|MKLeo}} and {{Sm|Rags}}; {{Sm|Onpu}} and {{Sm|Rizeasu}} performing very well in Japan with the former taking {{Sm|WaDi}} to game 3 as {{SSB4|Zelda}}; {{Sm|Pon}}, {{Sm|Gungnir}} and {{Sm|Rickles}} doing work with {{SSB4|Ganondorf}} in their regions with {{Sm|Pon}} beating {{Sm|Ally}}, {{Sm|Gungnir}} getting 17th at [[Umebura Japan Major 2017]] while defeating {{Sm|Taiheita}} and {{Sm|Earth}}; and {{Sm|Captain L}} using {{SSB4|Jigglypuff}} as an effective secondary taking sets off of {{Sm|Larry Lurr}}, {{Sm|BestNess}}, {{Sm|John Numbers}} {{Sm|Blank}}, {{Sm|Strike}}, {{Sm|Pandarian}} and even took {{Sm|ESAM}} to game 5 with the character. | ||
Due to Kirby's meager tournament results and his glaring weaknesses some smashers claim that he should be even lower due to his overwhelming weaknesses with {{Sm|ESAM}} ranking him as the 3rd worst character in the game, putting him below {{SSB4|King Dedede}}, {{SSB4|Wii Fit Trainer}}, {{SSB4|Zelda}} and even below {{SSB4|Jigglypuff}}, who is widely considered to be the worst character in the game, as well as {{Sm|Raito}} and {{Sm|Dabuz}} claiming that he's the absolute worst character in the game. Others, however, think that he is underrated and that he should be ranked relatively higher due to his excellent combo game, good kill power and great edgeguarding. | Due to Kirby's meager tournament results and his glaring weaknesses some smashers claim that he should be even lower due to his overwhelming weaknesses with {{Sm|ESAM}} ranking him as the 3rd worst character in the game, putting him below {{SSB4|King Dedede}}, {{SSB4|Wii Fit Trainer}}, {{SSB4|Zelda}} and even below {{SSB4|Jigglypuff}}, who is widely considered to be the worst character in the game, as well as {{Sm|Raito}} and {{Sm|Dabuz}} claiming that he's the absolute worst character in the game. Others, however, think that he is underrated and that he should be ranked relatively higher due to his excellent combo game, good kill power and great edgeguarding. | ||
==[[ | ==In Solo Modes== | ||
===[[All-Star Mode]]=== | |||
In All-Star Mode, Kirby is fought in Stage 4 in both versions alongside {{SSB4|Fox}}, {{SSB4|Falco}}, {{SSB4|Meta Knight}}, {{SSB4|Wario}}, {{SSB4|Sonic}}, and {{SSB4|King Dedede}}. | |||
{{ | |||
== | ==={{GameIcon|SSB4-U}}[[Event Match]]es=== | ||
===Solo Events=== | ====Solo Events==== | ||
* '''[[All-Star Battle: Regulars]]''': Kirby is among the opponents fought in this event. All of the opponents are the eight starter characters of the [[List of Super Smash Bros. series characters#"Perfect-attendance crew"|"perfect-attendance crew"]] from ''SSB''. | * '''[[All-Star Battle: Regulars]]''': Kirby is among the opponents fought in this event. All of the opponents are the eight starter characters of the [[List of Super Smash Bros. series characters#"Perfect-attendance crew"|"perfect-attendance crew"]] from ''SSB''. | ||
* '''[[Kirby's Crazy Appetite]]''': Kirby must heal by eating [[food]] on the stage while three {{SSB4|King Dedede}}s try to hinder his progress. After some time, two more King Dededes will appear. Kirby will be at 100% on Easy, 125% on Normal and 140% on Hard, while the King Dededes will be at 50% on Easy/Normal and 0% on Hard. | * '''[[Kirby's Crazy Appetite]]''': Kirby must heal by eating [[food]] on the stage while three {{SSB4|King Dedede}}s try to hinder his progress. After some time, two more King Dededes will appear. Kirby will be at 100% on Easy, 125% on Normal and 140% on Hard, while the King Dededes will be at 50% on Easy/Normal and 0% on Hard. | ||
====Co-op Events==== | |||
===Co-op Events=== | |||
* '''[[A Fairy Nice Trip]]''': {{SSB4|Link}} and {{SSB4|Pac-Man}} must survive against four Kirbys until reaching [[Pac-Land|Fairy Land]]. | * '''[[A Fairy Nice Trip]]''': {{SSB4|Link}} and {{SSB4|Pac-Man}} must survive against four Kirbys until reaching [[Pac-Land|Fairy Land]]. | ||
* '''[[Food Fight]]''': A damaged Kirby and King Dedede must defeat {{SSB4|Wario}}, {{SSB4|Yoshi}}, and Pac-Man. | * '''[[Food Fight]]''': A damaged Kirby and King Dedede must defeat {{SSB4|Wario}}, {{SSB4|Yoshi}}, and Pac-Man. | ||
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* '''[[Viral Visitors]]''': {{SSB4|Dr. Mario}} and {{SSB4|Peach}} must defeat four Kirbys. | * '''[[Viral Visitors]]''': {{SSB4|Dr. Mario}} and {{SSB4|Peach}} must defeat four Kirbys. | ||
* '''[[Visiting Onett]]''': {{SSB4|Ness}} and {{SSB4|Villager}} must defeat Kirby, {{SSB4|Meta Knight}}, {{SSB4|Fox}}, {{SSB4|Falco}}, {{SSB4|Olimar}} and {{SSB4|Rosalina & Luma}}. All opponents are outer space-based characters. | * '''[[Visiting Onett]]''': {{SSB4|Ness}} and {{SSB4|Villager}} must defeat Kirby, {{SSB4|Meta Knight}}, {{SSB4|Fox}}, {{SSB4|Falco}}, {{SSB4|Olimar}} and {{SSB4|Rosalina & Luma}}. All opponents are outer space-based characters. | ||
===[[Congratulations screen]]s=== | |||
<center> | |||
====3DS==== | |||
<gallery> | |||
SSB4-3DS Congratulations Classic Kirby.png|Classic Mode | |||
SSB4-3DS Congratulations All-Star Kirby.png|All-Star Mode | |||
</gallery> | |||
-===Wii U==== | |||
<gallery> | |||
SSB4-Wii U Congratulations Classic Kirby.png|Classic Mode | |||
SSB4-Wii U Congratulations All-Star Kirby.png|All-Star Mode | |||
</gallery> | |||
</center> | |||
==[[Trophies]]== | |||
Kirby's default trophy is obtained by clearing Classic Mode as Kirby. His alternate trophy is obtained by clearing All-Star Mode as Kirby in the 3DS version or purchasing it in the Trophy Shop for 1000G in the Wii U version (the latter can only appear after clearing Classic or All-Star as Kirby). The Ultra Sword trophy is obtained only in the Wii U version by clearing All-Star Mode as Kirby. | |||
{{Trophy/Fighter | |||
|name=Kirby | |||
|image-3ds=KirbyTrophy3DS.png | |||
|image-wiiu=KirbyTrophyWiiU.png | |||
|mode=Classic | |||
|desc-3ds-ntsc=Round little Kirby lives on the peaceful Planet Popstar, in Dream Land. He can inhale things with his big mouth, either copying their abilities or spitting them out again. In Smash Bros., Kirby can inhale opponents and copy their standard specials. He gets launched easily but recovers well. | |||
|desc-wiiu-ntsc=Pudgy, little Kirby lives in the peaceful hills of Dream Land on the Planet Popstar. He can inhale things with his big mouth, either copying their abilities or spitting them out again. In Smash Bros., Kirby can inhale opponents and copy their standard specials. He gets launched easily but recovers well. | |||
|desc-pal=A roly-poly little fella from Dream Land on Planet Popstar. He can inhale pretty much anyone or anything with that big gob of his, then spit them out or copy their abilities. He can copy opponents' standard specials in this game, too! His light weight means he gets launched easily, but with a series of mid-air jumps, recovering's not too tricky. | |||
|gamelist-ntsc={{Trophy games|console1=GB|game1=Kirby's Dream Land|release1=08/1992|console2=SNES|game2=Kirby Super Star|release2=08/1996}} | |||
|gamelist-pal={{Trophy games|console1=GB|game1=Kirby's Dream Land|release1=08/1992|console2=SNES|game2=Kirby's Fun Pak|release2=01/1997}} | |||
}} | |||
{{clrl}} | |||
{{Trophy/Fighter | |||
|name=Kirby (Alt.) | |||
|image-3ds=KirbyAltTrophy3DS.png | |||
|image-wiiu=KirbyAltTrophyWiiU.png | |||
|mode=Alt | |||
|desc-ntsc=Holding the special button and left or right will charge up Kirby's Hammer Flip attack. Charging too long hurts Kirby! The hammer strikes twice in the air, but landing the single blow on the ground is more powerful. Kirby's up special Final Cutter slices up and down, firing a shock wave upon landing. | |||
|desc-pal=Charge up Kirby's Hammer side special to unleash Hammer Flip, a move with serious launch power. Charge it too much, though, and you'll get hurt! The move hits twice in mid-air, but does more damage on the ground. Final Cutter slices up and down before sending out an energy wave. Move Kirby mid-jump to change where he lands. | |||
|gamelist-ntsc={{Trophy games|console1=GB|game1=Kirby's Dream Land|release1=08/1992|console2=SNES|game2=Kirby Super Star|release2=08/1996}} | |||
|gamelist-pal={{Trophy games|console1=GB|game1=Kirby's Dream Land|release1=08/1992|console2=SNES|game2=Kirby's Fun Pak|release2=01/1997}} | |||
}} | |||
{{clrl}} | |||
{{Trophy/Fighter | |||
|name=Ultra Sword | |||
|image=UltraSwordTrophyWiiU.png | |||
|desc-ntsc=For Kirby's Final Smash, he swings a sword that's waaay bigger than he is. If the first swing hits, he'll keep going with a combo of lightning-fast slices, dealing tons of damage. For the last swing, the sword grows even larger and launches any victims. Make sure that first swing hits, though, or nothing else will happen! | |||
|desc-pal=For Kirby's Final Smash, he swings around a sword that's waaay bigger than he is. If the first swing hits, he'll keep going with a combo of lightning-fast slices, dealing tons of damage. For the last swing, the sword grows even larger and launches its target. It's great, so make sure that first swing hits, or none of the rest will happen! | |||
|game=ssb4-wiiu | |||
}} | |||
{{clrl}} | |||
==[[Alternate costume (SSB4)#Kirby|Alternate costumes]]== | ==[[Alternate costume (SSB4)#Kirby|Alternate costumes]]== | ||
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Kirby3DS.jpg|Kirby [[teeter]]ing in {{for3ds}}. | Kirby3DS.jpg|Kirby [[teeter]]ing in {{for3ds}}. | ||
KirbyFinalCutter3DS.jpg|Using [[Final Cutter]]. | KirbyFinalCutter3DS.jpg|Using [[Final Cutter]]. | ||
KirbyHammer3DS.jpg|Using [[Hammer (move)|Hammer Flip]] on {{SSB4|Bowser}}. | KirbyHammer3DS.jpg|Using [[Hammer (move)|Hammer Flip]] on {{SSB4|Bowser}}. | ||
KirbydairSSB4.jpg|Using his [[down aerial]] on {{SSB4|Fox}} in {{forwiiu}}. | KirbydairSSB4.jpg|Using his [[down aerial]] on {{SSB4|Fox}} in {{forwiiu}}. | ||
KirbyFinalCutterWiiU.png|Using Final Cutter on {{SSB4|Mario}}. | KirbyFinalCutterWiiU.png|Using Final Cutter on {{SSB4|Mario}}. | ||
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SSB4 - Dragoon.jpg|Riding [[Dragoon]]. | SSB4 - Dragoon.jpg|Riding [[Dragoon]]. | ||
Kirby new palette swap.jpg|One of Kirby's new alternate costumes alongside Charizard and {{SSB4|Meta Knight}}. | Kirby new palette swap.jpg|One of Kirby's new alternate costumes alongside Charizard and {{SSB4|Meta Knight}}. | ||
File:SSB4 Kirby Ending.png | |||
</gallery> | </gallery> | ||
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*Kirby's [[screen KO]] resembles his screen KO in ''Kirby: Triple Deluxe''. His pose in ''Super Smash Bros. for Nintendo 3DS'' more closely resembles his face's position in that game, whereas his facial expression in ''Super Smash Bros. for Wii U'' more closely resembles his expression in that game. | *Kirby's [[screen KO]] resembles his screen KO in ''Kirby: Triple Deluxe''. His pose in ''Super Smash Bros. for Nintendo 3DS'' more closely resembles his face's position in that game, whereas his facial expression in ''Super Smash Bros. for Wii U'' more closely resembles his expression in that game. | ||
*A glitch existed where if Kirby [[Inhale (Kirby)|copied]] either {{SSB4|Mr. Game & Watch}}, {{SSB4|Donkey Kong}}, {{SSB4|Falco}}, or {{SSB4|Wii Fit Trainer}}, broke the [[Smash Ball]], and performed a [[taunt|down taunt]] while in standby, his eyes would [[:File:NoGlowingEyesKirby.JPG|no longer glow]]. Interestingly, if Kirby copied the ability again after using the Final Smash or [[self-destruct]]ing (excluding Mr. Game & Watch), his eyes [[:File:GlowingEyesKirby.JPG|would be glowing]]. This was fixed in update [[1.1.4]]. | *A glitch existed where if Kirby [[Inhale (Kirby)|copied]] either {{SSB4|Mr. Game & Watch}}, {{SSB4|Donkey Kong}}, {{SSB4|Falco}}, or {{SSB4|Wii Fit Trainer}}, broke the [[Smash Ball]], and performed a [[taunt|down taunt]] while in standby, his eyes would [[:File:NoGlowingEyesKirby.JPG|no longer glow]]. Interestingly, if Kirby copied the ability again after using the Final Smash or [[self-destruct]]ing (excluding Mr. Game & Watch), his eyes [[:File:GlowingEyesKirby.JPG|would be glowing]]. This was fixed in update [[1.1.4]]. | ||
*During the development of ''Super Smash Bros. for Nintendo 3DS'', Kirby | *During the development of ''Super Smash Bros. for Nintendo 3DS'', Kirby didn't emote in any way at all. | ||
*[http://vignette4.wikia.nocookie.net/kirby/images/6/65/KPR_Kirby_2.png/revision/latest?cb=20160417172728&path-prefix=en One] of Kirby's official artwork poses in ''{{s|wikirby|Kirby: Planet Robobot}}'' is almost identical to his official artwork pose from ''SSB4'', with the only differences being his {{s|wikirby|Robobot Armor}} helmet and a closed smile. | *[http://vignette4.wikia.nocookie.net/kirby/images/6/65/KPR_Kirby_2.png/revision/latest?cb=20160417172728&path-prefix=en One] of Kirby's official artwork poses in ''{{s|wikirby|Kirby: Planet Robobot}}'' is almost identical to his official artwork pose from ''SSB4'', with the only differences being his {{s|wikirby|Robobot Armor}} helmet and a closed smile. | ||
*When Kirby uses any of his side special moves off-screen and is shown in the [[Hoop damage|magnifying glass]], Kirby's normal motion will be seen, but his hammer will not. | *When Kirby uses any of his side special moves off-screen and is shown in the [[Hoop damage|magnifying glass]], Kirby's normal motion will be seen, but his hammer will not. |
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