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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 neutral aerial and both it and forward aerial deal more damage, regaining some of their lost KO power from ''Melee''. | 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 neutral aerial and both it and forward aerial deal more damage, regaining some of their lost KO power from ''Melee''. | ||
For Kirby's special moves, [[Inhale]] has been significantly buffed with faster startup | For Kirby's special moves, [[Inhale]] has been significantly buffed with faster startup, less ending lag, a much longer grace period in which Kirby cannot lose his Copy Ability, a lower probability of losing said ability after this period has ended, and a new 1.2× multiplier to his copied [[neutral special]] compared to his opponent (albeit without a corresponding increase to knockback), giving him a greater incentive and a higher reward from inhaling opponents. Furthermore, he can now eat the projectiles he swallows to heal himself (and store certain ones in his mouth as well, enabling him to spit them out as stars). [[Hammer Flip]] now renders Kirby nigh-impossible to stop for a longer time as long as he's grounded. [[Final Cutter]] is faster, snaps to the ledge slightly sooner, and its landing hit is much more powerful, which improves its utility. And [[Stone]]'s aerial variant now has super armor during its startup, making it more difficult to interrupt Kirby out of the attack, as in previous ''Smash'' games he could be interrupted even when he fully transformed. | ||
However, Kirby has also received several noteworthy nerfs. The most notable were to his [[grab]] game: his already mediocre grab range has been worsened (most notably on his pivot grab), and [[forward throw]] has him jump up higher after the throw, which runs the risk of possibly landing on top of a soft platform, negating all follow-ups when it happens too early (although following up neutral air or up aerial can allow more follow-ups), while [[back throw]] has lost most of its combo setups due to changes to the animation. Altogether, this grants Kirby a less effective combo game off of his grabs overall. Other nerfs include: Stone no longer hitting shielding opponents twice, reducing its shield pressure considerably; [[back aerial]] deals less knockback (although it has more range and the clean hit now lasts for slightly longer to compensate); and [[down aerial]], one of his most reliable combo starters in ''SSB4'', has more range on the looping hits, but slightly less on the final hit and is less advantageous on landing due to the removal of [[frame cancel]]ing, reducing the effectiveness of its follow-ups since its landing lag was not reduced enough to compensate properly. Furthermore, Kirby still retains many of the same issues that plagued him in ''SSB4'', with mediocre range, sluggish aerial mobility and a high susceptibility to being camped. | However, Kirby has also received several noteworthy nerfs. The most notable were to his [[grab]] game: his already mediocre grab range has been worsened (most notably on his pivot grab), and [[forward throw]] has him jump up higher after the throw, which runs the risk of possibly landing on top of a soft platform, negating all follow-ups when it happens too early (although following up neutral air or up aerial can allow more follow-ups), while [[back throw]] has lost most of its combo setups due to changes to the animation. Altogether, this grants Kirby a less effective combo game off of his grabs overall. Other nerfs include: Stone no longer hitting shielding opponents twice, reducing its shield pressure considerably; [[back aerial]] deals less knockback (although it has more range and the clean hit now lasts for slightly longer to compensate); and [[down aerial]], one of his most reliable combo starters in ''SSB4'', has more range on the looping hits, but slightly less on the final hit and is less advantageous on landing due to the removal of [[frame cancel]]ing, reducing the effectiveness of its follow-ups since its landing lag was not reduced enough to compensate properly. Furthermore, Kirby still retains many of the same issues that plagued him in ''SSB4'', with mediocre range, sluggish aerial mobility and a high susceptibility to being camped. | ||
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|neutralcount=2 | |neutralcount=2 | ||
|neutralinf=y | |neutralinf=y | ||
|neutralname=Punch ({{ja|パンチ|Panchi}}) | |neutralname=Punch ({{ja|パンチ|Panchi}})<br>Chase Punch ({{ja|追いパンチ|Oi Panchi}})<br>Vulcan Jab ({{ja|バルカンジャブ|Barukan Jabu}})<br>Vulcan Finish ({{ja|バルカンフィニッシュ|Barukan Finisshu}}) | ||
|neutral1dmg=1.8% | |neutral1dmg=1.8% | ||
|neutral2dmg=1.6% | |neutral2dmg=1.6% | ||
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|dashname=Burning ({{ja|バーニング|Bāningu}}) | |dashname=Burning ({{ja|バーニング|Bāningu}}) | ||
|dashdmg=12% (clean), 9% (mid), 6% (late) | |dashdmg=12% (clean), 9% (mid), 6% (late) | ||
|dashdesc=The Burn attack from the {{s|wikirby|Burning}} ability from ''Kirby's Adventure''. It has decent startup at frame 9 with a long-lasting hitbox that grows weaker over time. Its clean hitbox is one of the strongest dash attacks in the game, KOing middleweights at around 100% from the edge of Final Destination, though it is extremely punishable on shield due to its endlag. Unlike ''Melee'', it does not slide off of edges. | |dashdesc=The Burn/Burning Attack attack from the {{s|wikirby|Burning}} ability from ''Kirby's Adventure'' or from the Fire ability in other ''Kirby'' games. It has decent startup at frame 9 with a long-lasting hitbox that grows weaker over time. Its clean hitbox is one of the strongest dash attacks in the game, KOing middleweights at around 100% from the edge of Final Destination, though it is extremely punishable on shield due to its endlag. Unlike ''Melee'', it does not slide off of edges. | ||
|fsmashname=Smash Kick ({{ja|スマッシュキック|Sumasshu Kikku}}) | |fsmashname=Smash Kick ({{ja|スマッシュキック|Sumasshu Kikku}}) | ||
|fsmashdmg={{ChargedSmashDmgSSBU|15}} (clean), {{ChargedSmashDmgSSBU|11}} (late) | |fsmashdmg={{ChargedSmashDmgSSBU|15}} (clean), {{ChargedSmashDmgSSBU|11}} (late) | ||
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|bthrowdmg=8% | |bthrowdmg=8% | ||
|bthrowdesc=A back throw resembling the backwards dive from the Backdrop ability from ''Kirby's Adventure''. Despite habing an average damage output and very low base knockback, it has very high knockback growth. As a result, it has decent KO potential. While near the edge of Final Destination, it KOs middleweights at around 140%. | |bthrowdesc=A back throw resembling the backwards dive from the Backdrop ability from ''Kirby's Adventure''. Despite habing an average damage output and very low base knockback, it has very high knockback growth. As a result, it has decent KO potential. While near the edge of Final Destination, it KOs middleweights at around 140%. | ||
|uthrowname=Air Drop ({{ja|いずな落とし|Izuna Otoshi}}, ''Izuna | |uthrowname=Air Drop ({{ja|いずな落とし|Izuna Otoshi}}, ''Izuna Dropper'') | ||
|uthrowdmg=10% (throw), 7% (landing) | |uthrowdmg=10% (throw), 7% (landing) | ||
|uthrowdesc=The Air Drop from the Ninja ability from ''Kirby Super Star''. Like {{SSBU|Meta Knight}}'s up throw, it can damage and launch bystanders upon landing. It is weaker than his back throw when used at the edge, but it is consistently strong regardless of where it is used on the stage. Great knockback, KOing middleweights at around 160% from anywhere on Final Destination without rage, though it is extremely susceptible to [[DI]] due to the long duration. 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 Air Drop from the Ninja ability from ''Kirby Super Star''. Like {{SSBU|Meta Knight}}'s up throw, it can damage and launch bystanders upon landing. It is weaker than his back throw when used at the edge, but it is consistently strong regardless of where it is used on the stage. Great knockback, KOing middleweights at around 160% from anywhere on Final Destination without rage, though it is extremely susceptible to [[DI]] due to the long duration. Because Kirby jumps up to perform it, he can land onto platforms above him upon descending, which enables it to KO even earlier. | ||
|dthrowname=Fury Stomp ({{ja|もうれつストンピング|Mōretsu Sutonpingu}}, '' | |dthrowname=Fury Stomp ({{ja|もうれつストンピング|Mōretsu Sutonpingu}}, ''Vehement Stomping'') | ||
|dthrowdmg=1% (hits 1-10), 2% (throw) | |dthrowdmg=1% (hits 1-10), 2% (throw) | ||
|dthrowdesc=The Fury Stomp from the Suplex ability from ''Kirby Super Star''. It is Kirby's most damaging throw at 12%, which makes it useful for damage-racking when his other throws cannot do so. It can also damage nearby opponents. Due to its high knockback and unfavorable angle in comparison to other down throws, it launches too high for followups, so it is his most situational throw. However, it has enough knockback to KO middleweights at around 200% on Final Destination if Kirby has no rage, so it can be used as a situational KO option, but only on certain high platforms. On the top platform of Battlefield, it will KO middleweights at around 170-175% without rage. | |dthrowdesc=The Fury Stomp from the Suplex ability from ''Kirby Super Star''. It is Kirby's most damaging throw at 12%, which makes it useful for damage-racking when his other throws cannot do so. It can also damage nearby opponents. Due to its high knockback and unfavorable angle in comparison to other down throws, it launches too high for followups, so it is his most situational throw. However, it has enough knockback to KO middleweights at around 200% on Final Destination if Kirby has no rage, so it can be used as a situational KO option, but only on certain high platforms. On the top platform of Battlefield, it will KO middleweights at around 170-175% without rage. | ||
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<!--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 players (SSBU)]]'' | :''See also: [[:Category:Kirby players (SSBU)]]'' | ||
*{{Sm|Guilheww|Mexico}} - One of the two best | *{{Sm|Guilheww|Mexico}} - One of the two greatest Kirby players of all time and one of the best Mexican players in 2024. He was the first and only solo-Kirby player to rank in the top 100 on a global ranking, ranking 93rd on the [[LumiRank 2024.1]]. He was also the first Kirby player to win a superregional, doing so at {{Trn|Trick or Fortune}}. In addition, he notably placed 13th at {{Trn|S Factor 11}}, defeating {{Sm|Asimo}}, and has also defeated several of Mexico's greatest players, including double-eliminating {{Sm|MkLeo}} at {{Trn|Warlock's Dark Renewal}} and {{Sm|Maister}} at several events, such as at {{Trn|Hooters Ultimate Tournament}}. | ||
*{{Sm|JeJaJeJa|USA}} - One of the two greatest Kirby players of all time. He is the second-highest ranking Kirby player, having ranked 115th on the [[LumiRank 2024.1]]. Though successful prior, his performances were first recognized in 2024, where he became the first Kirby player to win a ranked event, doing so at the C-tier {{Trn|Afterburner 2024}}. He has since been recognized for winning the superregional {{Trn|Ring Out}} and for placing 9th at {{Trn|Luminosity Makes BIG Moves 2025}}, where he also defeated {{Sm|Kola}}, {{Sm|BeastModePaul}}, and {{Sm|Jakal}}; the latter event was the first and only time a Kirby player placed single-digits at a major. | |||
*{{Sm|Jesuischoq|France}} - | *{{Sm|Jesuischoq|France}} - The best Kirby player in the early metagame. He is best known for placing 2nd at {{Trn|Smash4Glory - Ultimate Edition}} defeating {{Sm|Glutonny}} along the way, which was the best Kirby performance at a tournament for several years. In addition, he found success at several of Europe's largest events in the early metagame, including placing 13th at {{Trn|VCA 2019}}, 25th at {{Trn|Ultimate WANTED 2}}, and 33rd at {{Trn|Albion 4}}. He saw respectable performances in the post-pandemic metagame but was never able to achieve the same results he saw prior. | ||
*{{Sm|Konokururu|Japan}} - | *{{Sm|Konokururu|Japan}} - The best Kirby player in Japan in the post-pandemic metagame. He is best known for a series of notable performances at smaller events in the [[OrionRank 2022]] season, including placing 3rd at {{Trn|DAWN 3}} defeating {{Sm|Noi}} and 13th at {{Trn|Seibugeki 10}} defeating {{Sm|Huto}}. Alongside his 17th-place finish at {{Trn|Kagaribi 7}}, these performances made him a contender for the best Kirby player in the early years of this metagame. Though incredibly inconsistent since then, he has achieved several other notable placements and wins, such as placing 9th at {{Trn|WAVE Champions 6}} defeating {{Sm|Akakikusu}} and {{Sm|Munekin}}, placing 25th at {{Trn|Kowloon 12 with Kagaribi}} defeating {{Sm|Eik}}, and placing 49th at {{Trn|KOWLOON 9 with Sumabato}} defeating {{Sm|M0tsunabE}}. | ||
===Tier placement and history=== | ===Tier placement and history=== | ||
Upon the release of ''Ultimate'', several professionals immediately noticed Kirby's significant flaws from the previous installment had been retained, in spite of the buffs he received and the new mechanics suiting him better in comparison to ''SSB4''. In addition, players notified his vulnerability to being camped, poor range, slow air speed, as well as platforms potentially negating all follow-ups should he start a combo with a forward throw. Some early performances received recognition, such as {{Sm|Jesuischoq}}'s win over {{Sm|Glutonny}} at {{Trn|Smash4Glory - Ultimate Edition}} and {{Sm|Ferretkuma}}'s 17th-place finish at {{Trn|Umebura SP 7}}, which became the best placement for a Kirby player at a major for many years, but in spite of these moments of success, most of the community considered Kirby to be a low or bottom-tier in the early metagame, with some going as far as to consider Kirby could be one of the worst characters in the game. | |||
Kirby later received many significant buffs in balance patches, more than almost every other character, especially in patches 6.0.0 and 8.0.0. These patches greatly improved his overall frame data, KO power and versatility to many of his attacks, allowing him to be more consistent in closing stocks and starting combos. | Kirby later received many significant buffs in balance patches, more than almost every other character, especially in patches 6.0.0 and 8.0.0. These patches greatly improved his overall frame data, KO power and versatility to many of his attacks, allowing him to be more consistent in closing stocks and starting combos. Though Kirby's representation remained rather small and was often in the bottom 10, he gradually began gathering several notable performances from dedicated mains such as {{Sm|Guilheww}}, {{Sm|Konokururu}} and {{Sm|JeJaJeJa}}. In spite of Kirby having little impact on the metagame at that time, these small positives were enough to slightly improve Kirby's viability among the community, and as such many no longer considered the character to be one of the worst in the game. This is reflected in Kirby's placement on the first two tier lists, where he was ranked 76th as a low-tier character and rose a spot to 75th on the second tier list. | ||
Following the second tier list, Kirby's representation improved thanks to Guilheww and JeJaJeJa. This sudden improvement began with JeJaJeJa's win at {{Trn|Afterburner 2024}}, which was Kirby's first ranked tournament win, and since then both players have won a few more ranked events. In addition, both players made noticeable impacts at majors, starting with Guilheww, whose 13th-place finish at {{Trn|S Factor 11}} marked the first time a Kirby player outplaced Ferretkuma's placement at Umebura SP 7. Though it took several years to break this milestone, it only took half a year for someone else to surpass Guilheww, as JeJaJeJa placed 9th at {{Trn|Luminosity Makes BIG Moves 2025}}. Finally, both Kirby players were ranked or mentioned on the two [[LumiRank]] rankings of 2024, with Guilheww notably becoming the first Kirby player to rank in the top 100. While the metagame wasn't significantly impacted by it, Kirby's perception became more positive after these results. Thanks to these positive developments, many players expected Kirby to rise on the next tier list. | |||
=={{SSBU|Classic Mode}}: Gourmet Clash== | =={{SSBU|Classic Mode}}: Gourmet Clash== |