Super Smash Bros.

Kirby (SSB)/Down aerial: Difference between revisions

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==Overview==
==Overview==
[[File:Kirby Down Aerial Hitbox Smash 64.gif|thumb|The hitbox of Kirby's dair.]]
[[File:Kirby Down Aerial Hitbox Smash 64.gif|thumb|The hitbox of Kirby's dair.]]
Kirby does a [[drill]] kick, consisting of 10 hits and dealing 3% damage per hit. The move is, of course, heavily [[SDI]]able. It is a useful move for [[edgeguarding]] as it is a powerful [[meteor smash]] that can KO at medium percentages. It can also drag opponents down, and is easy to recover from due to Kirby's long-distanced vertical recovery. It has some [[combo]] use, including being able to lead into an {{mvsub|Kirby|SSB|up tilt}}→{{mvsub|Kirby|SSB|back aerial}} combo on an aerial opponent at moderate percentages, a {{mvsub|Kirby|SSB|forward tilt}}→{{mvsub|Kirby|SSB|forward smash}} combo on a grounded opponent at low percentages, and so on.
Kirby does a [[drill]] kick, consisting of 10 hits and dealing 3% damage per hit. The move is, of course, heavily [[SDI]]able but due to it's speed, it is not as much in comparison to most drills. It is a useful move for [[edgeguarding]] as it is a powerful [[meteor smash]] that can KO at medium percentages. It can also drag opponents down, and is easy to recover from due to Kirby's long-distanced vertical recovery. It has some [[combo]] use, including being able to lead into an {{mvsub|Kirby|SSB|up tilt}}→{{mvsub|Kirby|SSB|back aerial}} combo on an aerial opponent at moderate percentages, a {{mvsub|Kirby|SSB|forward tilt}}→{{mvsub|Kirby|SSB|forward smash}} combo on a grounded opponent at low percentages, and so on.


When used on a grounded foe, if the move doesn't finish when Kirby reaches the ground, Kirby will land on the foe with some knockback. Unless Kirby lands before the last hit of the move connects, up tilt followups are impossible. Like his {{mvsub|Kirby|SSB|up aerial}}, if the move is not Z-cancelled, there will be an extra hitbox at the end that deals slight knockback and damage and sends the opponent to the side (although it is still recommended to Z-cancel).
When used on a grounded foe, if the move doesn't finish when Kirby reaches the ground, Kirby will land on the foe with some knockback. Unless Kirby lands before the last hit of the move connects, up tilt followups are impossible. Like his {{mvsub|Kirby|SSB|up aerial}}, if the move is not Z-cancelled, there will be an extra hitbox at the end that deals slight knockback and damage and sends the opponent to the side (although it is still recommended to Z-cancel).

Revision as of 15:33, February 23, 2014

Overview

The hitbox of Kirby's dair.

Kirby does a drill kick, consisting of 10 hits and dealing 3% damage per hit. The move is, of course, heavily SDIable but due to it's speed, it is not as much in comparison to most drills. It is a useful move for edgeguarding as it is a powerful meteor smash that can KO at medium percentages. It can also drag opponents down, and is easy to recover from due to Kirby's long-distanced vertical recovery. It has some combo use, including being able to lead into an up tiltback aerial combo on an aerial opponent at moderate percentages, a forward tiltforward smash combo on a grounded opponent at low percentages, and so on.

When used on a grounded foe, if the move doesn't finish when Kirby reaches the ground, Kirby will land on the foe with some knockback. Unless Kirby lands before the last hit of the move connects, up tilt followups are impossible. Like his up aerial, if the move is not Z-cancelled, there will be an extra hitbox at the end that deals slight knockback and damage and sends the opponent to the side (although it is still recommended to Z-cancel).


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