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m (Reverted edits by DracoRexKing (talk) to last version by OmegaToad64.) Tag: Rollback |
(Dang touch screens.) |
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|neutral2dmg=1.6% | |neutral2dmg=1.6% | ||
|neutralinfdmg=0.2% (loop), 3% (last) | |neutralinfdmg=0.2% (loop), 3% (last) | ||
|neutraldesc= A {{s|wikipedia|one-two combo}}. When button mashed, Kirby performs the Vulcan Jab from the {{s|wikirby|Fighter}} ability before concluding with the Smash Punch, also from the Fighter ability. It is very quick due to coming out on frame 2, and its first two hits have very minimal ending lag. These traits make it effective for [[jab cancel]]ing or as an [[out of shield]] option. | |neutraldesc= A {{s|wikipedia|one-two combo}}. When button mashed, Kirby performs the Vulcan Jab from the {{s|wikirby|Fighter}} ability before concluding with the Smash Punch, also from the Fighter ability. It is very quick due to coming out on frame 2, and its first two hits have very minimal ending lag. These traits make it effective for [[jab cancel]]ing or as an [[out of shield]] option. Both hits can also [[jab lock]]. | ||
|ftiltname= | |ftiltname= | ||
|ftiltdmg=8% (base), 7% (tip) | |ftiltdmg=8% (base), 7% (tip) | ||
|ftiltdesc=Throws a spinning roundhouse kick. It is quick, due to coming out on frame 5, having very little ending lag and can be angled. Due to its above average knockback, it can KO middleweights starting at around 132% at the edge of {{SSBU|Final Destination}}. | |ftiltdesc=Throws a spinning roundhouse kick. It is quick, due to coming out on frame 5, having very little ending lag and can be angled. Due to its above average knockback, it can KO middleweights starting at around 132% at the edge of {{SSBU|Final Destination}}. The tip of Kirby's foot is a sourspot, but it's outprioritized by the other hitboxes. | ||
|utiltname= | |utiltname= | ||
|utiltdmg=5% (clean), 4% (late) | |utiltdmg=5% (clean), 4% (late) | ||
|utiltdesc=A scorpion kick. Although its damage output is low, it is a very useful combo starter at low percents, especially on fast-fallers, due to it coming out on frame 4 and having both minimal ending lag and disjointed range which slightly reaches behind him. It also renders Kirby's foot [[Intangibility|intangible]] throughout its duration. | |utiltdesc=A scorpion kick. Although its damage output is low, it is a very useful combo starter at low percents, especially on fast-fallers, due to it coming out on frame 4 and having both very minimal ending lag and disjointed range which slightly reaches behind him. It also renders Kirby's foot [[Intangibility|intangible]] throughout its duration, which can give him protection as an anti-air tool despite its rather poor range. | ||
|dtiltname=Squish Kick | |dtiltname=Squish Kick | ||
|dtiltdmg=6% | |dtiltdmg=6% | ||
|dtiltdesc=A crouching shin kick. It is fairly spammable due to coming out on frame 4 and having minimal ending lag. When coupled with its [[trip]]ping potential, it can be a very useful set-up option. | |dtiltdesc=A crouching shin kick. It is fairly spammable due to coming out on frame 4 and having minimal ending lag. When coupled with its [[trip]]ping potential, it can be a very useful set-up option. | ||
|dashname=Burning | |dashname=Burning | ||
|dashdmg=12% (clean), 9% (mid), 6% (late) | |dashdmg=12% (clean), 9% (mid), 6% (late) | ||
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|fsmashname=Smash Kick | |fsmashname=Smash Kick | ||
|fsmashdmg={{ChargedSmashDmgSSBU|15}} (clean), {{ChargedSmashDmgSSBU|11}} (late) | |fsmashdmg={{ChargedSmashDmgSSBU|15}} (clean), {{ChargedSmashDmgSSBU|11}} (late) | ||
|fsmashdesc=Based on the Spin Kick from the Fighter ability. Due to becoming active at frame 13, it's fast for a forward smash. It can be angled and moderately moves Kirby forward, giving it | |fsmashdesc=Based on the Spin Kick from the Fighter ability. Due to becoming active at frame 13, it's fast for a forward smash. It can be angled and moderately moves Kirby forward, giving it deceptively good range. Its clean hitbox also deals respectable damage and has very high knockback growth, which makes it a powerful and reliable KOing option. While near the edge of Final Destination, it KOs middleweights at around 80%. However, its late hitbox lacks reliable KO potential. | ||
|usmashname= | |usmashname= | ||
|usmashdmg={{ChargedSmashDmgSSBU|15}}/{{ChargedSmashDmgSSBU|14}} (clean), {{ChargedSmashDmgSSBU|14}}/{{ChargedSmashDmgSSBU|13}} (mid), {{ChargedSmashDmgSSBU|13}}/{{ChargedSmashDmgSSBU|12}} (late) | |usmashdmg={{ChargedSmashDmgSSBU|15}}/{{ChargedSmashDmgSSBU|14}} (clean), {{ChargedSmashDmgSSBU|14}}/{{ChargedSmashDmgSSBU|13}} (mid), {{ChargedSmashDmgSSBU|13}}/{{ChargedSmashDmgSSBU|12}} (late) | ||
|usmashdesc=A bicycle kick. It can hit behind Kirby, while its clean hitbox deals respectable damage and has very high knockback growth like forward smash. It cleans hitbox KOs middleweights at around 110% from anywhere on Final Destination. Kirby's foot is also rendered intangible throughout its duration. | |usmashdesc=A bicycle kick. It can hit behind Kirby, while its clean hitbox deals respectable damage and has very high knockback growth like forward smash. It cleans hitbox KOs middleweights at around 110% from anywhere on Final Destination. Kirby's foot is also rendered intangible throughout its duration. Has moderate startup and ending lag, coming out on frame 12 and having 27 frames of ending lag, which gives it the fastest interruptibility of Kirby's smash attacks. | ||
|dsmashname= | |dsmashname= | ||
|dsmashdmg={{ChargedSmashDmgSSBU|14}} (clean), {{ChargedSmashDmgSSBU|10}} (late) | |dsmashdmg={{ChargedSmashDmgSSBU|14}} (clean), {{ChargedSmashDmgSSBU|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. Comes out on frame 10. Semispike with above average power, with its clean hitbox KOing middleweights at around 103% from the edge of Final Destination. It also renders Kirby's feet intangible | |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. Comes out on frame 10, with the fastest startup of his smash attacks. Semispike with above average power, with its clean hitbox KOing middleweights at around 103% from the edge of Final Destination. It also renders Kirby's feet intangible for 10 frames starting from frame 5 until the clean hit ceases at frame 14. However, its late hitbox has significantly lower KO potential. | ||
|nairname=Twinkle Star | |nairname=Twinkle Star | ||
|nairdmg={{ShortHopDmgSSBU|10}} (clean), {{ShortHopDmgSSBU|8}} (mid), {{ShortHopDmgSSBU|6}} (mid-to-late), {{ShortHopDmgSSBU|4}} (late) | |nairdmg={{ShortHopDmgSSBU|10}} (clean), {{ShortHopDmgSSBU|8}} (mid), {{ShortHopDmgSSBU|6}} (mid-to-late), {{ShortHopDmgSSBU|4}} (late) | ||
|nairdesc= A cartwheel, similar to the aerial attack from the {{s|wikirby|Smash}} ability. Its very low landing lag makes it a decent set-up option at low percents or a tool for shield pressure when short hopped, while its high knockback growth makes it a decent anti-pressure and out of shield option. In addition, it | |nairdesc= A cartwheel, similar to the aerial attack from the {{s|wikirby|Smash}} ability. Its very low landing lag makes it a decent set-up option at low percents or a tool for shield pressure when short hopped, while its high knockback growth makes it a decent anti-pressure and out of shield option. In addition, on Final Destination, it can KO middleweights under 160% at the center and at around 110% at the ledge if hit cleanly, making it one of the strongest neutral aerials in the game. It has large hitboxes that cover Kirby's body, especially at the beginning, giving good protection and coverage around him. It can also edgeguard, but it has the highest amount of ending lag out of Kirby's aerials, although much safer than in SSB4 since its ending lag was reduced drastically. It has [[sex kick]] properties and autocancels in a full hop. Due to coming out on frame 8, it has the second fastest startup of Kirby's aerials, although this also makes it slower in comparison to other sex kicks. | ||
|fairname=Aerial Spin Kick | |fairname=Aerial Spin Kick | ||
|fairdmg={{ShortHopDmgSSBU|4}} (hit 1), {{ShortHopDmgSSBU|3}} (hit 2), {{ShortHopDmgSSBU|5}} (hit 3) | |fairdmg={{ShortHopDmgSSBU|4}} (hit 1), {{ShortHopDmgSSBU|3}} (hit 2), {{ShortHopDmgSSBU|5}} (hit 3) | ||
|fairdesc=The Aerial Spin Kick from the Fighter ability. The first two hits have low knockback, which allows them to connect reliably with the third hit. Its low landing lag also allows the first or second hit to be used as set-up options into other moves, such as an up smash or forward smash at high percents. | |fairdesc=The Aerial Spin Kick from the Fighter ability. Due to coming out on frame 10, it has the second slowest startup of Kirby's aerials. The first two hits have low knockback, which allows them to connect reliably with the third hit. Its low landing lag also allows the first or second hit to be used as set-up options into other moves, such as an up smash or forward smash at high percents. It's a versatile aerial that is good for combos and edgeguarding, it's capable of connecting into itself for a [[Wall of Pain]] in certain instances, the third hit has enough knockback to KO middleweights near the edge of Final Destination at around 140% with no rage, allowing it to KO at high percents when edgeguarding, although it's not as strong as other forward aerials. Autocancels in a full hop. | ||
|bairname= | |bairname= | ||
|bairdmg={{ShortHopDmgSSBU|13}} (clean), {{ShortHopDmgSSBU|8}} (late) | |bairdmg={{ShortHopDmgSSBU|13}} (clean), {{ShortHopDmgSSBU|8}} (late) | ||
|bairdesc=A fast backwards dropkick. 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. It autocancels from a short hop and 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 around 105%. It also boasts good range due to its slightly disjointed hitbox, which makes it a viable edge-guarding option, and allows it to use it in a wall of pain. | |bairdesc=A fast backwards dropkick. 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. It autocancels from a short hop and 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 around 105-110%, which is around the same KO percentages of Kirby's clean neutral aerial. It also boasts good range due to its slightly disjointed hitbox, which makes it a viable edge-guarding option, and allows it to use it in a wall of pain. | ||
|uairname=Moon Somersault Kick | |uairname=Moon Somersault Kick | ||
|uairdmg={{ShortHopDmgSSBU|10}} | |uairdmg={{ShortHopDmgSSBU|10}} | ||
|uairdesc=The Moon Somersault Kick from the Fighter ability. Comes out on frame 8, tied with neutral aerial for having the second lowest startup of Kirby's aerials. A decent juggling option, it can also be used for continuing a combo due to its low landing lag. | |uairdesc=The Moon Somersault Kick from the Fighter ability. Comes out on frame 8, tied with neutral aerial for having the second lowest startup of Kirby's aerials. A decent juggling option, it can also be used for continuing a combo due to its low landing lag. Due to its decent damage and knockback, it's strong enough to KO middeweights at around 150% on Final Destination on ground level, making it usable as a KO option after a full hop, or above platforms. It can autocancel in a short hop fast fall. | ||
|dairname= | |dairname= | ||
|dairdmg={{ShortHopDmgSSBU|1.3}} (hits 1-5), {{ShortHopDmgSSBU|2}} (hit 6), 2% (landing) | |dairdmg={{ShortHopDmgSSBU|1.3}} (hits 1-5), {{ShortHopDmgSSBU|2}} (hit 6), 2% (landing) | ||
|dairdesc=A diagonal corkscrew dropkick. A decent combo starter on grounded opponents and due its low ending lag. 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, and not autocanceling in a short hop, it can be auto-canceled on landing, giving Kirby a decent window to safely land while tumbling. While having a rather good autocancel window, its usage offstage is only serviceable against characters with bad recoveries, as the final hit cannot KO characters like {{SSBU|Jigglypuff}} at 155% near the ledge offstage. | |dairdesc=A diagonal corkscrew dropkick. A decent combo starter on grounded opponents and due its low ending lag, and the final hit is a weak meteor smash, which makes it useful for edgeguarding and allows it to gimp characters with poor recoveries. 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 and of his moveset due to coming out on frame 18, and not autocanceling in a short hop, it can be auto-canceled on landing, giving Kirby a decent window to safely land while tumbling. While having a rather good autocancel window, and it's good for edgeguarding, its usage offstage is only serviceable against characters with slow or bad recoveries, as the final hit cannot KO characters like {{SSBU|Jigglypuff}} at 155% near the ledge offstage. | ||
|grabname=Foe Grab | |grabname=Foe Grab | ||
|grabdesc=The Foe Grab from the Fighter ability. One of the fastest grabs, but has short range. Kirby's throws are based on attacks used by the {{s|wikirby|Suplex}} and {{s|wikirby|Ninja}} abilities. | |grabdesc=The Foe Grab from the Fighter ability. One of the fastest grabs, but has short range. Kirby's throws are based on attacks used by the {{s|wikirby|Suplex}} and {{s|wikirby|Ninja}} abilities. | ||
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|uthrowname=Air Drop | |uthrowname=Air Drop | ||
|uthrowdmg=10% (throw), 7% (landing) | |uthrowdmg=10% (throw), 7% (landing) | ||
|uthrowdesc=The Air Drop from the Ninja ability. 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's used on the stage. Great knockback, KOing middleweights at around | |uthrowdesc=The Air Drop from the Ninja ability. 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's used on the stage. Great knockback, KOing middleweights at around 160% from anywhere on Final Destination without rage. 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 | |dthrowname=Fury Stomp | ||
|dthrowdmg=1% (hits 1-10), 2% (throw) | |dthrowdmg=1% (hits 1-10), 2% (throw) | ||
|dthrowdesc=The Fury Stomp from the Suplex ability. It is Kirby's most damaging throw at 12%, which makes it useful for damage racking. It can also damage nearby opponents. | |dthrowdesc=The Fury Stomp from the Suplex ability. It is Kirby's most damaging throw at 12%, which makes it useful for damage racking when his other throws can't 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's 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% with no rage. | ||
|floorfname= | |floorfname= | ||
|floorfdmg=7% | |floorfdmg=7% |