Kirby (SSB4): Difference between revisions

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→‎Attributes: I made a bunch of mistakes. That's what I get for not reading this twice.
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His grab game is also useful. His grabs are either fast or have good range, making up for the lack of the other. Despite dealing little damage, his [[pummel]] is very fast, allowing Kirby to rack up that damage quickly. His forward throw, notorious in ''[[Brawl]]'' for its highly damaging combo options at 0%, has been improved even further, now possessing follow-ups even at medium percentages, including down aerial to re-grab. Back throw is Kirby's strongest throw, and can be followed up by a back aerial at 0%, [[tech-chase]] fastfallers and KO at high percentages. Up throw can easily KO if a platform is available, and is very easy to land on one, hence its name (Air Drop). Down throw, despite being near useless, can rack up plenty of damage when no other throw can yield better results.
His grab game is also useful. His grabs are either fast or have good range, making up for the lack of the other. Despite dealing little damage, his [[pummel]] is very fast, allowing Kirby to rack up that damage quickly. His forward throw, notorious in ''[[Brawl]]'' for its highly damaging combo options at 0%, has been improved even further, now possessing follow-ups even at medium percentages, including down aerial to re-grab. Back throw is Kirby's strongest throw, and can be followed up by a back aerial at 0%, [[tech-chase]] fastfallers and KO at high percentages. Up throw can easily KO if a platform is available, and is very easy to land on one, hence its name (Air Drop). Down throw, despite being near useless, can rack up plenty of damage when no other throw can yield better results.


His special moveset has some interesting options. [[Inhale]] is Kirby's signature ability, allowing him to either copy the [[neutral special move]] of any character he inhales or spit them out as a weight-dependent [[projectile]]. The latter can be used to [[kirbycide]] or put the opponent below the stage, almost eliminating their chances to recover. The former, depending on what character he inhales, can give Kirby a small help ([[Falcon Punch]] and [[Homing Attack]]) or massive benefits ([[Monado Arts]] and [[Needle Storm]]). {{B|Hammer|move}} is extremely powerful, especially when fully charged. Its low speed, however, makes it very difficult to use outside of edgeguarding or after a [[shield break]]. [[Final Cutter]] is Kirby's primary move for [[recovery]] and is decent at that, granting good vertical and horizontal distance, as well as decent protection on the way up and on the way down. It also releases a beam upon landing, making it difficult to [[punish]] if not at point-blank range. Finally, [[Stone]] causes Kirby to plummet straight down and ignore damage by any move that deals less than 30%. It is also very strong and can be cancelled at any time, making it useful for playing [[mindgames]].
His special moveset has some interesting options. [[Inhale]] is Kirby's signature ability, allowing him to either copy the [[neutral special move]] of any character he inhales or spit them out as a weight-dependent [[projectile]]. The latter can be used to [[Kirbycide]] or put the opponent below the stage, almost eliminating their chances of recovering. The former, depending on what character he inhales, can give Kirby a small help ([[Falcon Punch]] and [[Homing Attack]]) or massive benefits ([[Monado Arts]] and [[Needle Storm]]). {{B|Hammer|move}} is extremely powerful, especially when fully charged. Its low speed, however, makes it very difficult to use outside of edgeguarding or after a [[shield break]]. [[Final Cutter]] is Kirby's primary move for [[recovery]] and is decent at that, granting good vertical and horizontal distance, as well as decent protection on the way up and on the way down. It also releases a beam upon landing, making it difficult to [[punish]] if not at point-blank range. Finally, [[Stone]] causes Kirby to plummet straight down and ignore damage by any move that deals less than 30%. It is also very strong and can be cancelled at any time, making it useful for playing [[mindgames]].


However, Kirby has noticeable flaws. As mentioned before, Kirby is known for his terrible mobility, giving him significant trouble [[approach]]ing and pressuring opponents. It also gives him trouble against fast characters (such as {{SSB4|Sonic}}) or those with [[disjointed hitbox]]es (like {{SSB4|Marth}}). In addition, despite being very long, his recovery is extremely slow, making aggressive edgeguarding and [[gimp]]-oriented moves (such as [[F.L.U.D.D.]] or meteor smashes) detrimental to him. Kirby's range is also mediocre at best, and his strongest moves happen to be his slowest, making it difficult for him to KO opponents outside of edgeguarding or without a set-up. His most prominent weakness, however, is his endurance. Being light and floaty, Kirby cannot survive strong hits at high percentages. He is also very vulnerable to [[juggling]], due to the aforementioned slow falling speed and slow air speed. The introduction of [[rage]] further compounds this issues, as Kirby will get sent flying even earlier, and will usually not last long enough to take advantage of it.
However, Kirby has noticeable flaws. As mentioned before, Kirby is known for his terrible mobility, giving him significant trouble [[approach]]ing and pressuring opponents. It also gives him trouble against fast characters (such as {{SSB4|Sonic}}) or those with [[disjointed hitbox]]es (like {{SSB4|Marth}}). In addition, despite being very long, his recovery is extremely slow, making aggressive edgeguarding and [[gimp]]-oriented moves (such as [[F.L.U.D.D.]] or meteor smashes) detrimental to him. Kirby's range is also mediocre at best, and his strongest moves happen to be his slowest, making it difficult for him to KO opponents outside of edgeguarding or without a set-up. His most prominent weakness, however, is his endurance. Being light and floaty, Kirby cannot survive strong hits at high percentages. He is also very vulnerable to [[juggling]], due to the aforementioned slow falling speed and slow air speed. The introduction of [[rage]] further compounds these issues, as Kirby will get sent flying even earlier, and will usually not last long enough to take advantage of it.


Kirby can benefit significantly from [[custom moves]]. Jumping Inhale is slower and lacks the [[Wind|vacuum]], but moves Kirby forward, often putting opponents at very bad positions. Hammer Bash is almost identical to Hammer in ''Brawl'', being much faster and, due its vertical knockback, almost as powerful, at the cost of the default's immense strength. Upper Cutter immediately cancels at the apex, removing the descending hitbox and the beam, but is faster, stronger and grants much more height and momentum, making it much better for recovering, as well as granting Kirby a reliable [[out of shield]] option. Grounding Stone is much weaker and has more startup, but it [[Bury|buries]] grounded opponents and has much less ending lag, allowing for follow-ups, safer mindgames, and potentially acting as an anti-juggling tool.
Kirby can benefit significantly from [[custom moves]]. Jumping Inhale is slower and lacks the [[Wind|vacuum]], but moves Kirby forward, often putting opponents at very bad positions. Hammer Bash is almost identical to Hammer in ''Brawl'', being much faster and, due its vertical knockback, almost as powerful, at the cost of the default's immense strength. Upper Cutter immediately cancels at the apex, removing the descending hitbox and the beam, but is faster, stronger and grants much more height and momentum, making it much better for recovering, as well as granting Kirby a reliable [[out of shield]] option. Grounding Stone is much weaker and has more startup, but it [[Bury|buries]] grounded opponents and has much less ending lag, allowing for follow-ups, safer mindgames, and acts as a potential anti-juggling tool.


Overall, Kirby tends to run hot-and-cold. He can inflict serious damage if he gets close to his opponent, but doing so is difficult in the first place.
Overall, Kirby tends to run hot-and-cold. He can inflict serious damage if he gets close to his opponent, but doing so is difficult in the first place.