Kirby (SSBU): Difference between revisions
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Kirby is known for being a small [[Weight|lightweight]], being tied for the eighth lightest character in the game. Kirby's mobility is average at best: he has the twenty-first slowest [[walk]]ing speed, thirty-eighth fastest [[dashing]] speed, an above average [[Dash#Intial dash|initial dash]], fourth slowest [[air speed]], fifteenth highest [[air acceleration]], third lowest [[gravity]], the fourth lowest [[falling speed|falling]] and [[fast fall|fast falling]] speeds, and average [[traction]]. Due to these statistics, Kirby is a floaty character overall and has a hard time chasing down opponents in the air. However, he is gifted with [[double jump|five double jumps]], giving him an incredible vertical [[recovery]]. | Kirby is known for being a small [[Weight|lightweight]], being tied for the eighth lightest character in the game. Kirby's mobility is average at best: he has the twenty-first slowest [[walk]]ing speed, thirty-eighth fastest [[dashing]] speed, an above average [[Dash#Intial dash|initial dash]], fourth slowest [[air speed]], fifteenth highest [[air acceleration]], third lowest [[gravity]], the fourth lowest [[falling speed|falling]] and [[fast fall|fast falling]] speeds, and average [[traction]]. Due to these statistics, Kirby is a floaty character overall and has a hard time chasing down opponents in the air. However, he is gifted with [[double jump|five double jumps]], giving him an incredible vertical [[recovery]]. | ||
Kirby's greatest strength is the versatility of his moveset. The majority of Kirby's moveset is characterized by speed, while his slower moves instead boast very high power as a trade-off. Neutral attack and forward tilt are fast and have decent range, allowing Kirby to quickly fend off opponents. Up tilt | Kirby's greatest strength is the versatility of his moveset. The majority of Kirby's moveset is characterized by speed, while his slower moves instead boast very high power as a trade-off. Neutral attack and forward tilt are fast and have decent range, allowing Kirby to quickly fend off opponents. Up tilt's low knockback and fast speed allows it to combo into itself or an aerial attack. Down tilt's very low power is compensated by its very fast speed and it launching opponents at the [[Sakurai angle]], which allow it to [[trip]] opponents even up to 270%. His smash attacks have good range, high power, and great speed, making them excellent at scoring a KO. | ||
The usefulness of Kirby's ground game also extends to his grab game. His grabs are fast, while his pummel's meager damage output is counterbalanced by its very fast speed. His forward throw, | The usefulness of Kirby's ground game also extends to his grab game. His grabs are fast, while his pummel's meager damage output is counterbalanced by its very fast speed. His forward throw, unlike most other forward throws in the game, has combo potential, and can lead into aerial combos. Back throw can be followed up by a back aerial at 0% on certain characters, [[tech-chase]] fast-fallers, and can KO at high percents. Up throw is his strongest throw and is able to KO almost all characters around 170%, or even earlier if it lands on a platform. Lastly, down throw is reliable for damage racking when no other throw can yield better results. | ||
Kirby's air game is also useful, due to his aerials boasting versatility and less than 17 frames of landing lag. Neutral aerial has a long duration, and its very low landing lag grants Kirby protection and allows him to take full advantage of [[buffer]]ing. Forward aerial is powerful, chains fluidly and can allow additional follow-ups at low percents. Up aerial has vertical knockback, low landing lag and has a good amount of [[ | Kirby's air game is also useful, due to his aerials boasting versatility and less than 17 frames of landing lag. Neutral aerial has a long duration, and its very low landing lag grants Kirby protection and allows him to take full advantage of [[buffer]]ing. Forward aerial is powerful, chains fluidly and can allow additional follow-ups at low percents. Up aerial has vertical knockback, low landing lag and has a good amount of [[autocancel]]ing frames, allowing for many potential follow-ups. Back aerial has slightly disjointed range, a decently long duration, and is Kirby's fastest and strongest aerial, making it a very good all-purpose aerial attack. Lastly, down aerial has considerable startup, but drags opponents downward before [[meteor smash]]ing them, making it a deceptively powerful [[edgeguarding]] tool. In addition, it is an effective combo starter with guaranteed follow-ups on grounded opponents, even against floaty characters. | ||
Kirby's special moveset has some interesting options. {{B|Inhale|Kirby}} allows 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 move that provides some assistance ([[Warlock Punch]] and [[Flare Blade]]) or massive benefits ([[Monado Arts]] and [[Blaster (Wolf)|Blaster]]). [[Hammer (move)|Hammer Flip]] is very powerful, especially when fully charged. Its slow speed, however, makes it very difficult to use outside of [[edgeguarding]] or after a [[shield break]]. | |||
Kirby's | [[Final Cutter]] is Kirby's [[recovery]] move and is decent at that, granting good vertical distance and decent horizontal distance, as well as decent protection during his ascent and descent. It also emits a shockwave upon landing, making it difficult to [[punish]] if not at point-blank range. Lastly, [[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 canceled at any time, making it useful for playing [[mindgames]]. | ||
However, Kirby has noticeable flaws. His most prominent weakness is his endurance. Being light and floaty, Kirby cannot endure strong hits at high percents. He is also very vulnerable to [[juggling]], due to his aforementioned slow falling and air speeds. [[Rage]] further compounds these issues, as Kirby will be launched even earlier, while he will typically not endure long enough in order to take advantage of it. | |||
Kirby's poor overall mobility not only makes it difficult for him to [[approach]] and pressure opponents, but also makes him susceptible to fast characters like {{SSBU|Fox}}, or those with [[disjointed hitbox]]es like {{SSBU|Lucina}} and {{SSBU|Chrom}}. In addition, his very long-distanced recovery is very 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 edge-guarding or without a setup. | |||
Overall, Kirby tends to run hot and cold. He can inflict an impressive amount of damage if he gets close to his opponent thanks to his potent combo game, but doing so is difficult for him due to his poor mobility. As such, Kirby functions well with a bait-and-punish playstyle, although being unprepared for an opponent's approach can be hazardous due to his unimpressive survivability. | |||
==Changes from ''[[Super Smash Bros. 4]]''== | ==Changes from ''[[Super Smash Bros. 4]]''== |
Revision as of 04:16, May 11, 2019
Kirby in Super Smash Bros. Ultimate | |
---|---|
Universe | Kirby |
Other playable appearances | in SSB in Melee in Brawl in SSB4 |
Availability | Starter |
Final Smash | Ultra Sword |
“ | Kirby's ability to copy other fighters is totally unique! While he is light and can be launched easily, he can also jump up to five times in the air, so he has great recovery. Look for his new Stone transformation, too. | ” |
—Super Smash Blog, Super Smash Bros. Ultimate Official Site |
Kirby (カービィ, Kirby) is a playable character in Super Smash Bros. Ultimate. He was confirmed on June 12th, 2018. Kirby is classified as fighter #06.
Makiko Ōmoto once again reprises her role as his voice actor, with most clips re-used from Super Smash Bros. 4.
Attributes
Kirby is known for being a small lightweight, being tied for the eighth lightest character in the game. Kirby's mobility is average at best: he has the twenty-first slowest walking speed, thirty-eighth fastest dashing speed, an above average initial dash, fourth slowest air speed, fifteenth highest air acceleration, third lowest gravity, the fourth lowest falling and fast falling speeds, and average traction. Due to these statistics, Kirby is a floaty character overall and has a hard time chasing down opponents in the air. However, he is gifted with five double jumps, giving him an incredible vertical recovery.
Kirby's greatest strength is the versatility of his moveset. The majority of Kirby's moveset is characterized by speed, while his slower moves instead boast very high power as a trade-off. Neutral attack and forward tilt are fast and have decent range, allowing Kirby to quickly fend off opponents. Up tilt's low knockback and fast speed allows it to combo into itself or an aerial attack. Down tilt's very low power is compensated by its very fast speed and it launching opponents at the Sakurai angle, which allow it to trip opponents even up to 270%. His smash attacks have good range, high power, and great speed, making them excellent at scoring a KO.
The usefulness of Kirby's ground game also extends to his grab game. His grabs are fast, while his pummel's meager damage output is counterbalanced by its very fast speed. His forward throw, unlike most other forward throws in the game, has combo potential, and can lead into aerial combos. Back throw can be followed up by a back aerial at 0% on certain characters, tech-chase fast-fallers, and can KO at high percents. Up throw is his strongest throw and is able to KO almost all characters around 170%, or even earlier if it lands on a platform. Lastly, down throw is reliable for damage racking when no other throw can yield better results.
Kirby's air game is also useful, due to his aerials boasting versatility and less than 17 frames of landing lag. Neutral aerial has a long duration, and its very low landing lag grants Kirby protection and allows him to take full advantage of buffering. Forward aerial is powerful, chains fluidly and can allow additional follow-ups at low percents. Up aerial has vertical knockback, low landing lag and has a good amount of autocanceling frames, allowing for many potential follow-ups. Back aerial has slightly disjointed range, a decently long duration, and is Kirby's fastest and strongest aerial, making it a very good all-purpose aerial attack. Lastly, down aerial has considerable startup, but drags opponents downward before meteor smashing them, making it a deceptively powerful edgeguarding tool. In addition, it is an effective combo starter with guaranteed follow-ups on grounded opponents, even against floaty characters.
Kirby's special moveset has some interesting options. Inhale allows 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 move that provides some assistance (Warlock Punch and Flare Blade) or massive benefits (Monado Arts and Blaster). Hammer Flip is very powerful, especially when fully charged. Its slow speed, however, makes it very difficult to use outside of edgeguarding or after a shield break.
Final Cutter is Kirby's recovery move and is decent at that, granting good vertical distance and decent horizontal distance, as well as decent protection during his ascent and descent. It also emits a shockwave upon landing, making it difficult to punish if not at point-blank range. Lastly, 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 canceled at any time, making it useful for playing mindgames.
However, Kirby has noticeable flaws. His most prominent weakness is his endurance. Being light and floaty, Kirby cannot endure strong hits at high percents. He is also very vulnerable to juggling, due to his aforementioned slow falling and air speeds. Rage further compounds these issues, as Kirby will be launched even earlier, while he will typically not endure long enough in order to take advantage of it.
Kirby's poor overall mobility not only makes it difficult for him to approach and pressure opponents, but also makes him susceptible to fast characters like Fox, or those with disjointed hitboxes like Lucina and Chrom. In addition, his very long-distanced recovery is very 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 edge-guarding or without a setup.
Overall, Kirby tends to run hot and cold. He can inflict an impressive amount of damage if he gets close to his opponent thanks to his potent combo game, but doing so is difficult for him due to his poor mobility. As such, Kirby functions well with a bait-and-punish playstyle, although being unprepared for an opponent's approach can be hazardous due to his unimpressive survivability.
Changes from Super Smash Bros. 4
Near the end of SSB4's metagame, Kirby had been considered a low-bottom tier, and was thus ranked as the 6th worst character in SSB4's most recent tier list (50th out of 55). As a result, Kirby has been greatly buffed in his transition to Ultimate.
A majority of Kirby's ground moves and aerial moves have increased utility: The first two hits of his jab can now jab lock, making them much useful for set-ups for downed characters, and the looping hits connect into the opponent much more reliably, albeit at the cost of reduced damage output. Forward tilt is a stronger neutral option, as its increased knockback and reduced ending lag makes it a harder move to punish overall. Dash attack has been completely reworked, reverting back to its Melee iteration - however, the move is significantly stronger now, dealing much more damage and knock back, much less start-up compared to his previous dash attack in SSB4, can cross-up on shields, has increased range, and is more reliable for catching opponents thanks to only consisting of one, lasting hit. These changes make it a stronger punish tool and a much more viable move overall than his previous dash attack. His smash attacks serve as stronger punish options, with forward smash having an increase in range, up smash having reduced start-up, and down smash now sending at a desirable angle for edge-guard setups. Landing lag buffs aid him as well, making them not only safer, but can now lead into follow-ups, with forward air's first hit now being able to follow-up into forward smash. Lastly, his specials have been adjusted: Inhale has reduced ending lag and Kirby's neutral special now receives a 1.2x multiplier compared to his opponent, giving him a greater incentive to Inhale opponents now. Final Cutter has a much stronger meteor spike and landing, has reduced landing, and the projectile it emits lasts a frame longer, now making it a reliable spiking tool and a stronger option for catching opponents in neutral. Lastly, Stone now has super armor during its start-up, making it harder to interrupt Kirby out of the attack, as in previous Smash games, he could be interrupted even when he fully transformed.
However, Kirby has received a few noteworthy nerfs. The biggest were to his grab game: The universal changes to the ending lag of grabs makes Kirby's riskier to throw out, his dash grab's start-up was increased to match the rest of the cast, and his forward throw now has Kirby going up higher. This makes follow-ups off of the move easier at higher percents, but now runs the risk of Kirby possibly landing on top of a soft platform, negating all follow-ups when it happens. Stone no longer hits twice against shielded opponents, reducing its shield pressure considerably, and up tilt now has increased knockback. While this makes the move easier to combo into other attacks, it is now much less effective for chaining into itself multiple times on opponents, most notably fast-fallers such as Fox or Captain Falcon.
Overall, while Kirby has been notably improved from SSB4, he still retains many of the same issues (poor range, sluggish aerial mobility, noticeable start-up on aerials barring back air, susceptibility to being camped) that made him a poorly viewed character in SSB4. In addition, a majority of the characters who were ranked even lower than Kirby in SSB4 have received notably bigger improvements than Kirby, with characters such as Jigglypuff and King Dedede receiving mostly direct improvements with only minimal nerfs, unlike Kirby. During the early metagame of Ultimate, his representation has been almost entirely nonexistent. Because of this, many professionals, including ESAM, Leffen, and Tweek, view Kirby just as poorly as in SSB4 or even as one of the worst characters in the game, alongside Little Mac. However, some players such as Komota and Jesuischoc continue to represent him, and Captain L now uses him as a pocket character, so his true viability remains to be seen.
Aesthetics
- As with all veterans returning from Smash 4, Kirby's model features a more subdued color scheme.
- Like many other characters, Kirby is more expressive, both with his face and his movement.
- Some of Kirby's animations, particularly his dash and initial jump, have been tweaked to closer resemble his appearance from Kirby's Return to Dream Land onward.
- Kirby's voice line for taking medium damage has been changed to his alternate KO sound from Smash 4.
- As a result, he gains a new KO sound, which sounds similar to one of his Melee knockback voice clips.
- Kirby's light knockback sound effect that went unheard in Smash 4 is now used.
- Kirby's on-screen appearance has a more intense, fiery explosion than in previous games. The large, cartoony stars that appear have been removed, and while the sparkle effects are still present, they have been drastically toned down. All in all, it more closely resembles how it appeared in the original Super Smash Bros.
- Up taunt has been shortened, with Kirby striking the ending pose without dancing first. The pose itself has been tweaked; Kirby now raises one of his feet, resembling the pose he makes when gaining an ability in his games.
- Kirby's victory poses have been modified. Two new dances are used, one with Kirby waving his arms and breakdancing, and another with Kirby moonwalking and sliding, both based off of Kirby’s Return to Dream Land and ending in a unique pose. Kirby also splits into three separate Kirbys when not in team battles, referencing his home series. This is the first and only game to have Kirby's victory poses finish differently.
- Kirby faces forward instead of away when "wiggling" in one of his victory poses.
- When Kirby gains a new Copy Ability, he briefly poses like he does in his home series. This animation can be canceled.
- Some Copy Ability hats have been changed.
- His Samus helmet has a fully opaque visor, as it was in Super Smash Bros.
- His Captain Falcon helmet has triangular eyes, and the visor is opaque as in Super Smash Bros.
- His Jigglypuff cap matches his costume color, just like in previous games.
- His Zelda cap has been changed from the wimple she wore as a child in The Legend of Zelda: Ocarina of Time to a hairstyle matching her new A Link to the Past and A Link Between Worlds-inspired look.
- His Ganondorf cap is consistent with Ganondorf's Ocarina of Time appearance, effectively reverting to its design in Melee.
- His Ike cap uses the hairstyle from his Path of Radiance design.
- His Wolf cap matches Wolf's Star Fox Zero-based appearance.
- His Robin cap, upon exhausting the Thunder tome, will disappear like it does in all other cases, instead of just disappearing with no animation.
- Kirby's Boxing Ring alias has been changed to "The Pink Demon".
Attributes
- Like all characters, Kirby's jumpsquat animation now takes three frames to complete (down from 4).
- Kirby runs faster (1.57 → 1.727).
- Kirby's initial dash is noticeably faster (1.5 → 1.9).
- Kirby walks faster (0.93 → 0.977).
- Kirby's air speed is slightly faster (0.8 → 0.84).
- The introduction of taunt canceling benefits Kirby more than any other returning veteran as Kirby can act quicker after discarding a Copy Ability.
- Back roll has more startup lag and a shorter duration (frames 4-17 → 5-16) and more ending lag (FAF 31 → 36) when fresh.
- Neutral air dodge has a longer duration (frames 3-27 → 3-29) when fresh.
- Neutral air dodge has more ending lag (FAF 33 → 63).
Ground attacks
- Neutral attack:
- The first and second hit of neutral attack have the ability to jab lock.
- The last hit of neutral attack has less startup (frame 5 → 3) and ending lag (FAF 51 → 40), deals slightly more damage (2% → 3%) and deals more knockback.
- Neutral infinite connects more reliably, as it keeps opponents on the ground and thus can't be SDI'd out of.
- Neutral attack deals less damage overall (2% → 1.8% (hit 1), 3% → 1.6% (hit 2), 1% → 0.2% (loop hits)).
- Forward tilt:
- Forward tilt deals more base knockback, causing it to KO at high percents.
- Forward tilt has less ending lag (FAF 28 → 24).
- Up tilt:
- Up tilt has slightly more range on its front hitbox.
- The late hit has a longer duration (frames 6-9 → 6-10) and one more frame of intangibility.
- Up tilt deals slightly more knockback.
- This makes it easier to combo it into other moves and improves its KO potential.
- This makes it harder to chain it into itself at higher percents and worsens its damage racking abilities at low percents.
- Down tilt:
- Down tilt no longer sends opponents at a backwards momentum once tripped, improving its reliability for comboing.
- Dash attack:
- Dash attack has reverted to its Melee iteration, where Kirby does a tackle identical to the "Burning" copy ability, though unlike in Melee, dash attack doesn't go off ledges.
- Dash attack has less startup lag (frame 12 → 9).
- Dash attack deals more damage (9% → 12%) and knockback, causing it to KO at high percents.
- Dash attack can cross up shields.
- Dash attack maintains Kirby's speed and momentum much better.
- Dash attack has more ending lag (FAF 54 → 60).
- Dash attack can no longer hit multiple times.
- Forward smash:
- Kirby lunges farther when performing his forward smash, increasing its range.
- Forward smash deals slightly more knockback.
- Forward smash has a different start-up animation: Kirby pulls back before executing a thrust kick instead of performing a spin first, making it resemble Smash Kick, one of Smash Bros. Kirby's attacks in Kirby: Planet Robobot.
- Forward smash deals consistent damage when angled. This makes it deal slightly more damage when angled downwards but slightly less damage when angled upwards.
- Up smash:
- Up smash has less startup lag (frame 14 → 12) with identical ending lag, shortening its duration (FAF 48 → 46).
- Up smash's clean hit has a longer duration, with the late hit having a shorter duration instead (frame 14 (strong)/15-16 (mid)/17-19 (late) → 12-14/15-16/17).
- Up smash's late hitbox deals more damage (12% → 13%).
- Up smash's leg intangibility frames have been moved to match the new duration of up smash (frames 14-19 → 12-17).
- Down smash:
- Down smash has more range.
- Down smash sends opponents at a more horizontal angle, improving its KO and edgeguarding potential when near a ledge.
Aerial attacks
- All aerials have less landing lag (10 frames → 6 (neutral), 13 → 8 (forward), 17 → 10 (back), 12 → 7 (up), 17 → 16 (down)).
- Neutral aerial:
- Neutral aerial has much less ending lag (FAF 73 → 55).
- Neutral aerial auto-cancels earlier (frame 56 → 51).
- Forward aerial:
- Forward aerial connects more reliably.
- The third hit has a longer duration (frames 25-26 → 25-27).
- Back aerial:
- The clean hit of back aerial has a longer duration (frames 6-7 → 6-8).
- It deals less knockback.
- The late hit has a shorter duration (frames 8-14 → 9-12).
- The clean hit of back aerial has a longer duration (frames 6-7 → 6-8).
- Up aerial:
- Up aerial has less ending lag (FAF 40 → 38).
- Down aerial:
- The looping hits of down aerial deal more damage (1% → 1.3%, total: 7% → 8.5%).
Throws/other attacks
- All grabs have more ending lag (standing/dash/pivot: FAF 28/39/33 → 35/42/37).
- Dash grab has slightly more startup lag (8 → 9).
- Pummel:
- Pummel deals less damage (1.55% → 1%).
- Forward throw:
- Forward throw has Kirby jump slightly higher and further backwards at the end of the animation, able to reach the height of Battlefield's lower platform. The additional height weakens its combo potential at low percents, while the additional backwards distance prevents him from benefitting from the extra height at higher percents, weakening the move's combo potential.
- Up throw:
- Up throw deals slightly less knockback, hindering its KO potential.
- Up throw's landing hitbox damages and launches other fighters, similar to Meta Knight's up throw.
- Down throw:
- The first 9 hits of down throw deal more damage (0.8% → 1%, total: 10.2% → 12%).
- Edge attack:
- Edge attack deals more damage (7% → 9%).
Special Moves
- Inhale:
- Inhale has more range.
- Inhale has less ending lag when inhaling (FAF 73 → 68) and copying the opponent (FAF 30 → 21).
- Inhale can catch some projectiles like a fully charged Charge Shot. Kirby can then choose to spit it out as a star that deals damage or swallow it to heal himself.
- Kirby dies later when performing a Kirbycide, though he still dies first. This gives the opponent less time to recover after Kirby is KO'd.
- When swallowing an opponent and gaining their Copy Ability, Kirby receives a 1.2x damage multiplier for his copied neutral special when compared to the copied opponent.
- Kirby cannot lose Copy Abilities received by Inhale for 10 seconds.
- The distance an opponent travels in a star scales with damage, allowing Kirby to almost guarantee an offstage KO at higher percents.
- Spitting out inhaled opponents as a star deals more damage.
- Inhale has a more opaque visual effect.
- Hammer:
- Grounded Hammer has intangibility when fully charged (frames 2-10).
- Grounded Hammer has more super armor when fully charged (frames 11-13 → 11-17).
- Aerial Hammer deals slightly more damage (15%-27% → 16%-28%).
- Hammer deals slightly less shield damage.
- Kirby may use his uncharged or fully-charged voice lines from Smash 4 when swinging an uncharged Hammer.
- A fully charged Hammer triggers Special Zoom.
- Final Cutter:
- Final Cutter can snap to the ledge earlier (frame 36 → 33).
- Final Cutter has less landing lag (35 frames → 31).
- Final Cutter's landing and spike hitboxes deal more knockback.
- Stone:
- The aerial version of Stone has super armor (frames 19-28).
- Stone only hits opponents once instead of twice when grounded, significantly decreasing its shield damage.
- Stone can transform into a Treasure Chest found in The Legend of Zelda: Breath of the Wild's shrines.
- If Kirby is metal when using Stone, the transformation will also be metal.
- Kirby doesn't change back to normal if he lands underwater.
- Ultra Sword:
- It features a special background effect upon usage, in a similar fashion to the use of Super Abilities in Kirby's Return to Dream Land.
Update History
Kirby has been buffed via game updates, having his damage output, KO potential, and attack safety slightly improved. His forward tilt has less ending lag and deals more knockback, giving it newfound KO potential at very high percentages, while boosting its safety. Neutral and up aerials have less ending lag, with the former being able to auto-cancel earlier as well, aiding Kirby's aerial game. Dash attack deals more damage on all hitboxes, while its clean hitbox has wider range, enabling it to rack up damage more easily. In the 3.0.0 patch, Kirby has been buffed further, with improvements given to a few of his more generally lackluster attacks. Kirby can retain inhaled Copy Abilities noticeably longer and is less likely to lose his Copy Abilities after the initial threshold. His down throw's damage-racking capabilities are improved, and his Final Cutter can grab ledges earlier, making it safer for recovery. Up smash's clean hit now has a longer duration, improving its reliability as an anti-air option. Lastly, the universal nerf to projectile shield damage allows Kirby to overcome camping strategies better.
- Up aerial has less ending lag (FAF 40 → 38).
- Final Cutter has some animations updated.
- After copying Pac-Man's Bonus Fruit, Key will no longer be discarded when it is recycled.
- Dash attack has more range.
- Dash attack deals more damage (10% (clean)/7% (mid)/4% (late) → 12%/9%/6%) with knockback partly compensated.
- Forward tilt deals more knockback, causing it to KO at high percents.
- Forward tilt has less ending lag (FAF 28 → 24).
- The aerial version of Stone has super armor (frames 19-28).
- Up smash's clean hit has a longer duration, with the late hit having a shorter duration instead (frame 12 (strong)/13-14 (mid)/15-17 (late) → 12-14/15-16/17).
- Neutral aerial has less ending lag (FAF 63 → 55) and auto-cancels earlier (frame 56 → 51).
- The first 9 hits of down throw deal more damage (0.8% → 1%, total: 10.2% → 12%).
- Inhale
- Kirby dies later when performing a Kirbycide with Inhale, though he still dies first. This gives the opponent less time to recover after Kirby is KO'd.
- Kirby cannot lose Copy Abilities received by Inhale for a longer period of time (5 seconds → 10).
- Kirby is less likely to lose Copy Abilities when getting hit (Chance to lose: Damage Received/70 * 130% → Damage Received/70 * 100%).
- Fixed a majority amount of Inhale Glitches:
- Visual glitch where Kirby would retain parts of Metal status with Wii Fit Trainer.
- Visual glitch where Kirby’s Bandana from Snake would move during the camera view of each frame.
- Opponents now properly gain intangibility when caught by Inhale; previously opponents would become stuck in a hitstun during Inhale.
- Infinite floating glitch that occurs when Kirby uses multiple copied Mii Swordfighter's Gale Strikes in the air after perfoming a throw that left him in the air.
- Gliding glitch when Kirby uses a copied and B-reversed Mii Swordfighter's Gale Strike while running.
- Final Cutter can snap to the ledge earlier (frame 36 → 33).
Moveset
- Kirby can perform five midair jumps.
Note: All numbers are listed as base damage, without the 1v1 multiplier.
Name | Damage | Description | ||
---|---|---|---|---|
Neutral attack | Vulcan Jab/Smash Punch | 1.8% | A one-two combo. When button mashed, Kirby performs the Vulcan Jab from the Fighter ability before concluding with the Smash Punch, also from the Fighter ability. It is very quick due to coming out on frame 3, and its first two hits have very minimal ending lag. These traits make it effective for jab canceling or as an out of shield option. | |
1.6% | ||||
0.2% (loop), 3% (last) | ||||
Forward tilt | 8% (base), 7% (tip) | A spinning roundhouse kick. It is quick, due to coming out on frame 5, and can be angled. It can KO middleweights starting at around 132% at the edge of Final Destination. | ||
Up tilt | 5% (clean), 4% (late) | 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 intangible throughout its duration. | ||
Down tilt | Squish Kick | 6% | A crouching shin kick. It is fairly spammable due to coming out on frame 4 and having minimal ending lag. When coupled with its tripping potential, it can be a very useful set-up option. | |
Dash attack | Burning | 12% (clean), 9% (mid), 6% (late) | The Burn attack from the Fire ability. It has decent start up with a lengthy hitbox that grows weaker over time. When struck cleanly, it can KO middleweights at around 98% from the edge of Final Destination. | |
Forward smash | Smash Kick | 15% (clean), 11% (late) | The Spin Kick from the Fighter ability. It can be angled and moderately moves Kirby forward, giving it deceptive range. Its clean hitbox also deals respectable damage and has very high knockback growth, which makes it a potent KOing option. While near the edge of Final Destination, it KOs middleweights at around 65%. However, its late hitbox lacks reliable KO potential. | |
Up smash | 15%/14% (clean), 14%/12% (mid), 12% (late) | 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 clean hitbox KOs middleweights at around 100% from anywhere on Final Destination. Kirby's foot is also rendered intangible throughout its duration. However, its mid and late hitboxes lack KO potential. | ||
Down smash | 14% (clean), 10% (late) | 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 around 93% from the edge of Final Destination. It also renders Kirby's feet intangible, albeit only during its clean hitbox. However, its late hitbox has significantly lower KO potential. | ||
Neutral aerial | Twinkle Star | 10% (clean), 8% (mid), 6% (mid-to-late), 4% (late) | The attack of the same name from the 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. | |
Forward aerial | 4% (hit 1), 3% (hit 2), 5% (hit 3) | 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. Can connect into itself for a Wall of Pain in certain instances. | ||
Back aerial | 13% (clean), 8% (late) | 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 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 partake in a wall of pain. | ||
Up aerial | 9% | The Moon Somersault Kick from the Fighter ability. A decent juggling option, it can also be used for continuing a combo due to its low landing lag. | ||
Down aerial | 1.3% (hits 1-5), 2% (hit 6), 2% (landing) | 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. | ||
Grab | — | The Foe Grab from the Fighter ability. Kirby's throws are based on attacks used by the Suplex and Ninja abilities. | ||
Pummel | 1% | The punch version of the Arm Throw from the Fighter ability. | ||
Forward throw | 5% | The Pile Driver 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. Using it below a Battlefield platform will have Kirby land on said platform, hindering followups at lower percents, but extending them at higher percents. | ||
Back throw | 8% | The Big Suplex from the Suplex 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 around 137%. | ||
Up throw | Air Drop | 10% (throw), 7% (landing) | The attack of the same name from the Ninja ability. Like 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. It KOs middleweights at around 158% from anywhere on Final Destination, and the landing hit can KO at around 157%. Because Kirby jumps up to perform it, he can land onto platforms above him upon descending, which enables it to KO even earlier. | |
Down throw | 1% (hits 1-10), 2% (throw) | 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. | ||
Forward roll Back roll Spot dodge Air dodge |
— | — | ||
Techs | — | — | ||
Floor attack (front) Floor getups (front) |
7% | Performs a spin kick before getting up. | ||
Floor attack (back) Floor getups (back) |
7% | Kicks on one side and then the other before getting up. | ||
Floor attack (trip) Floor getups (trip) |
5% | The Break Spin from the Yo-yo ability. | ||
Edge attack Edge getups |
9% | Performs a cartwheeling kick while climbing up. It has surprisingly good range compared to many other characters' edge attacks. | ||
Neutral special | Inhale | 10% (swallow), 6% (spit) | Inhales the opponent. It has a grabbox and can be held indefinitely. Upon Inhaling an opponent, Kirby can spit them out as a star to deal damage to them and any nearby opponents, copy their neutral special move, or walk around slowly and/or perform a short hop. However, the opponent can escape from Kirby's mouth via button mashing. Some characters will give Kirby a slight variation of their neutral special due to mechanics that would not work properly when copied, such as Luma Shot and Pikmin Pluck. When inhaling projectiles, Kirby will heal off a small amount of percentage, and when inhaling large projectiles, such as Samus's fully charged Charge Shot, it can be spat out as a star. | |
Side special | Hammer Flip | 19% (grounded uncharged), 16% (aerial uncharged), 35% (grounded fully charged), 28% (aerial fully charged) | The attack of the same name from the Hammer ability. It is chargeable and, when fully charged, Kirby's hammer will ignite and deal recoil damage. He can also slowly walk and jump while charging it, while a fully charged Hammer Flip grants armor during part of the swing. When it is used in midair, Kirby will swing his hammer twice. While near the edge of Final Destination, uncharged Hammer Flip KOs middleweights at around 65%. Conversely, fully charged Hammer Flip KOs middleweights at around 6%. Although weaker, aerial Hammer Flip nevertheless possesses KO potential. While near the edge of Final Destination, it KOs middleweights at around 86%. Conversely, its fully charged version KOs them at around 33%. | |
Up special | Final Cutter | 5% (ascent), 2% (descent), 5% (landing), 6% (shockwave) | The attack of the same name from the Cutter ability. It can meteor smash any opponents he comes into contact with upon descending. The sword also emits a shockwave upon hitting a solid surface, which is Kirby's only projectile aside from spitting out an Inhaled opponent. A good vertical recovery move and has decent horizontal distance when angled. However, it is extremely predictable due to its high start-up. Kirby cannot sweetspot the edge until he starts to descend, and if the platform beneath him disappears or if he is pushed off while he is still in the landing animation, he will be rendered helpless. | |
Down special | Stone | 18% (impact), 14% (shockwave) | The Stone Change (while Kirby is on the ground) and the Stone Smash (while Kirby is in the air) from the Stone ability. Thanks to its high damage output, Stone Smash KOs middleweights at around 108% and deals considerable shield damage. It can also be canceled in midair by pressing the special button, which can be used for mindgames. Although Stone Change is slightly weaker, it is a semi-spike. Kirby cannot be damaged while he is transformed, although his Stone forms have a set amount of durability, and he can be grabbed while transformed. | |
Final Smash | Ultra Sword | 3% (stun), 5% (hit 1), 2.5% (hits 2-9), 16% (hit 10) | The 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 around 15%. |
On-screen appearance
Kirby rides in on his classic warp star, followed by a small explosion while flipping off of it.
Taunts
All taunts remove Kirby's copy ability, if he has one.
- Up taunt: Smiles and poses, producing a star.
- Side taunt: Spins around playfully, followed by a "Nyim!" while standing on one foot.
- Down taunt: Leans toward the screen and says "Hi!" while waving his arms.
Idle poses
- Dozes off, then shakes his head awake.
- Turns to face away from the screen, then turns back.
Victory poses
Note: Outside of team battles, Kirby's victory poses have three separate Kirbys, referencing the Kirby dances from his home series.
- Moonwalks to the left, twists, slides to the right, and jumps into a pose where he stands on one foot. Combines the moonwalk from Kirby's Return to Dream land with the slide attack, and ends with a pose similar to Kirby's render in Brawl.
- Cartwheels to the left twice, wiggles, and does a front flip before posing.
- Jumps twice, shuffles backwards, does a breakdance, and poses while facing away from the camera. Based off of the dances introduced in Kirby's Return to Dream Land.
Classic Mode: Gourmet Clash
Kirby's opponents are characters who, like Kirby, are known for their large appetites. For each battle, Kirby and his opponent each spawn with 35% damage and several food items appear on the stage as the match begins
Round | Opponent | Stage | Music |
---|---|---|---|
1 | Pac-Man | Pac-Land | PAC-MAN |
2 | Giant Yoshi | Yoshi's Island | Ground Theme - Super Mario World |
3 | Donkey Kong | Jungle Japes | Jungle Hijinxs |
4 | Giant Wario | Gamer | WarioWare, Inc. |
5 | King K. Rool | Kongo Jungle | Mangrove Cove |
6 | King Dedede | Fountain of Dreams | Gourmet Race (64) |
Bonus Stage | |||
Final | Marx | ? | Vs. Marx |
Credits roll after completing Classic Mode. Completing it as Kirby has Staff Credits - Kirby's Dream Land accompany the credits.
Character unlock tree
Kirby's Classic Mode character unlock tree includes the following characters in order:
Each character can be unlocked by clearing Kirby's Classic Mode, or the Classic Mode of any preceding character, if all preceding characters have been unlocked. Once all the above characters are unlocked, clearing Classic Mode with any of them will default to Mario's character unlock tree, starting with Sonic.
Role in World of Light
Kirby was among the fighters summoned to the cliffside to assist in defeating an army of Master Hands.
After Galeem absorbed all of the Master Hands during the opening cutscene, he began to unleash beams of light that vaporized all of the fighters and later imprisoned all of them. Kirby was the sole survivor after escaping on his Warp Star, barely warping away from the beams before they could engulf him. Despite being the sole survivor, Kirby is still seen as a puppet in a few areas of the mode. It was later explained that Galeem had analyzed Kirby at some point during the story and was able to make puppet fighters in his image without needing Kirby himself.
Kirby crash-lands in a canyon area, and begins his quest to save the other fighters as the initial starting protagonist.
He is later seen alongside several other fighters, as they make their final stand against Galeem and Dharkon.
Fighter Battle
No. | Image | Name | Type | Power | Stage | Music | |
---|---|---|---|---|---|---|---|
06 | Kirby | There is no fighter battle for Kirby, this fighter is available from the beginning |
Spirits
Kirby's Fighter Spirit can be obtained by completing Classic Mode. It is also available periodically for purchase in the shop for 500 coins. Starting World of Light and play as Kirby allows the player to preview the first spirit below in the Spirit List under the name "???". As a Fighter Spirit, it cannot be used in Spirit Battles and is purely aesthetic. Each Fighter Spirit has an alternate version that replaces them with their artwork in Ultimate.
Additionally, Kirby makes an appearance in various Support Spirits.
In Spirit battles
As the main opponent
Spirit | Battle parameters | |||||||||
---|---|---|---|---|---|---|---|---|---|---|
No. | Image | Name | Series | Enemy Fighter(s) | Type | Power | Stage | Rules | Conditions | Music |
48 | Boo | Super Mario series | •Kirby | 1,800 | Mushroom Kingdom U (Slide Lift Tower) | •Invisibility | •The enemy is invisible •The enemy's shield has extra durability |
Main Theme - Luigi's Mansion (Brawl) | ||
50 | Bob-omb | Super Mario series | •Kirby (×3) | 3,500 | Mushroom Kingdom | •Item: Bob-omb | •The enemy's throwing-type items have increased power •The enemy has increased move speed |
Airship Theme - Super Mario Bros. 3 | ||
66 | King Bob-omb | Super Mario series | •Giant Kirby | 4,100 | Peach's Castle | •Item: Bob-omb | •The enemy is giant •The enemy is easily distracted by items |
Main Theme - Super Mario 64 | ||
69 | Piantas | Super Mario series | •Kirby (×2) •Kirby (×2) •Kirby (×2) •Kirby (×2) |
1,600 | Delfino Plaza | •Item: Tidal Wave •Item: Mushrooms |
•Certain items will appear in large numbers after a little while | Delfino Plaza | ||
71 | Luma | Super Mario series | •Kirby (×4) () | 3,500 | Mario Galaxy | •Item: Stars | •Take your strongest team into this no-frills battle | Rosalina in the Observatory / Luma's Theme | ||
74 | Lubba | Super Mario series | •Giant Kirby | 4,100 | Mario Galaxy | •Hazard: Low Gravity •Item: Super Launch Star |
•Gravity is reduced •The enemy starts the battle with a Super Launch Star •The enemy is giant |
Champion Road | ||
116 | Viruses | Dr. Mario series | •Kirby (×3) () | 4,000 | Mario Bros. (Battlefield form) | N/A | •Timed battle | Fever | ||
285 | X Parasite | Metroid series | •Kirby Team (x10) | 2,100 | Lylat Cruise | N/A | •The enemy favors neutral specials •Defeat an army of fighters |
Sector 1 | ||
327 | Star Rod | Kirby series | •Kirby Team (×4) | 9,200 | Fountain of Dreams | N/A | •The enemy starts the battle with a Star Rod | Gourmet Race (Melee) | ||
329 | Robobot Armor | Kirby series | •Metal Kirby Team (×4) | 4,000 | Halberd | •Item: Drill | •Stamina battle •The enemy is metal |
Pink Ball Activate! | ||
331 | Dragoon | Kirby series | •Kirby | 13,500 | Pilotwings | •Item: Dragoon Parts | •Items will be pulled toward the enemy •The enemy has increased move speed |
The Legendary Air Ride Machine | ||
335 | Gooey | Kirby series | •Kirby | 4,200 | Dream Land | N/A | •Timed battle •The enemy favors neutral specials |
Gourmet Race (64) | ||
339 | Whispy Woods | Kirby series | •Kirby Team (×5) | 9,300 | Green Greens | •Hazard: Heavy Wind | •Dangerously high winds are in effect •Reinforcements will appear after an enemy is KO'd |
Boss Theme Medley - Kirby Series | ||
341 | Nightmare's Power Orb | Kirby series | •Giant Kirby | 4,000 | Fountain of Dreams | •Assist Trophy Enemies (Nightmare) | •Hostile assist trophies will appear after a little while •The enemy is giant •The enemy starts the battle with a Star Rod |
Vs. Marx | ||
360 | Waddle Dee | Kirby series | •Kirby Team (×4) | 3,700 | Dream Land GB | N/A | •Take your strongest team into this no-frills battle | Kirby Retro Medley | ||
362 | Waddle Doo | Kirby series | •Kirby (×3) | 2,500 | Dream Land | •Hazard: Zap Floor | •The floor is electrified •The enemy starts the battle with a Super Scope |
Butter Building (for 3DS / Wii U) | ||
366 | Scarfy | Kirby series | •Kirby Team (×4) (,x3) | 1,400 | Dream Land | N/A | •Reinforcements will appear after an enemy is KO'd | Green Greens (Melee) | ||
368 | Rocky | Kirby series | •Metal Kirby | 2,600 | The Great Cave Offensive (Battlefield form) | N/A | •Timed Stamina battle •The enemy favors down specials •The enemy is metal |
The Great Cave Offensive | ||
370 | Bomber | Kirby series | •Kirby | 3,500 | Dream Land GB | •Item: Bomber | •The enemy starts the battle with a Bomber | Butter Building (Brawl) | ||
380 | Prince Fluff | Kirby series | •Kirby | 1,900 | Super Happy Tree | N/A | •The enemy's throws have increased power •The enemy favors grabs and throws |
Green Greens (for 3DS / Wii U) | ||
432 | Dugtrio | Pokémon series | •Kirby (×3) | 1,500 | Pokémon Stadium 2 (Ground type) | •Earthquake | •Periodic earthquakes will shake the stage after a little while | Pokémon Gym/Evolution - Pokémon Red / Pokémon Blue | ||
438 | Geodude | Pokémon series | •Kirby Team (×4) | 1,400 | Pokémon Stadium 2 (Ground type) | N/A | •The enemy favors down specials | Pokémon Gym/Evolution - Pokémon Red / Pokémon Blue | ||
458 | Ditto | Pokémon series | •Kirby | 3,400 | Pokémon Stadium | N/A | •The enemy favors neutral specials •Only certain Pokémon will emerge from Poké Balls (Ditto) |
Road to Viridian City - Pokémon Red / Pokémon Blue | ||
470 | Marill | Pokémon series | •Kirby | 1,700 | Pokémon Stadium 2 | N/A | •Water and ice attacks aren't as effective against the enemy | Pokémon Gold / Pokémon Silver Medley | ||
546 | Diancie | Pokémon series | •Reflect Kirby (×2) | 3,900 | Kalos Pokémon League | N/A | •The enemy reflects projectiles •The enemy favors down specials •The enemy takes less damage while in the air |
Battle! (Champion) - Pokémon X / Pokémon Y | ||
553 | Pyukumuku | Pokémon series | •Tiny Kirby (×4) | 1,600 | Wuhu Island | N/A | •Only certain Pokémon will emerge from Poké Balls (Pyukumuku) | Battle! (Wild Pokémon) - Pokémon Sun / Pokémon Moon | ||
559 | Nihilego | Pokémon series | •Kirby (×3) | 4,100 | The Great Cave Offensive (Ω form) | •Hazard: Poison Floor | •The floor is poisonous •The enemy loves to jump •The enemy falls slowly |
The Battle at the Summit! | ||
623 | Wrys | Fire Emblem series | •Kirby | 2,500 | Temple | N/A | •Timed Stamina battle •The enemy tends to avoid conflict •The enemy heals over time |
Shadow Dragon Medley | ||
806 | White Pikmin | Pikmin series | •Tiny Kirby Team (×13) | 4,400 | Distant Planet (Battlefield form) | •Item: POW Block •Hazard: Poison Floor |
•The floor is poisonous •Timed Stamina battle •The enemy favors dash attacks |
Forest of Hope | ||
809 | Rock Pikmin | Pikmin series | •Tiny Kirby Team (×8) | 1,800 | Garden of Hope | •Hazard: High Gravity | •Stamina battle •Your jumping power decreases •The enemy favors down specials |
Garden of Hope (Original) | ||
948 | Ghosts | Pac-Man series | •Kirby •Jigglypuff •Squirtle •Pac-Man |
3,500 | Pac-Land (Battlefield form) | •Assist Trophy Enemies (Ghosts) | •Hostile assist trophies will appear | PAC-MAN | ||
1,122 | Unira | Clu Clu Land series | •Kirby Team (×4) | 1,800 | 75m | •Item Tidal Wave •Item: Unira |
•Certain items will appear in large numbers •The enemy is easily distracted by items |
Clu Clu Land | ||
1,155 | Hakkun | Sutte Hakkun | •Kirby | 2,100 | Yoshi's Island | •Invisibility | •Timed battle •You are invisible after a little while |
Flower Field | ||
1,180 | Tomatrio | Tomato Adventure | •Kirby (×3) () | 1,600 | Yoshi's Island (Melee) (Battlefield form) | •Item: Maxim Tomato | •The enemy is easily distracted by items | Mixed-Up Scramble | ||
1,186 | Mattel | The Legendary Starfy series | •Kirby | 1,800 | Delfino Plaza (Large Island) | •Assist Trophy Enemies (Starfy) | •Hostile assist trophies will appear | Tortimer Island Medley | ||
1,226 | Magkid | Slide Adventure MAGKID | •Kirby Team (×4) | 1,800 | PictoChat 2 | •Assist Trophy Enemies (Devil) | •Hostile assist trophies will appear •The enemy can deal damage by dashing into you •The enemy has increased move speed |
PictoChat | ||
1,278 | Qbby | BOXBOY! Series | •Kirby (×4) | 9,300 | Wii Fit Studio | •Item Tidal Wave | •Certain items will appear in large numbers | Ice Cream Island |
As a minion
Spirit | Battle parameters | Inspiration | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
No. | Image | Name | Series | Enemy Fighter(s) | Type | Power | Stage | Rules | Conditions | Music | Character |
67 | Shine Sprite | Super Mario series | •Rosalina & Luma •Kirby (×3) () |
13,100 | Delfino Plaza (roof) | •Temporary Invincibility •Sudden Final Smash •Item: Stars |
•Defeat the main fighter to win •The enemy will suddenly have a Final Smash •The enemy will occasionally be invincible |
Delfino Plaza (Remix) | Piantas | ||
72 | Hungry Luma | Super Mario series | •Rosalina & Luma •Kirby |
1,900 | Mario Galaxy | •Item: Super Launch Star | •Take your strongest team into this no-frills battle | Egg Planet | Hungry Luma | ||
104 | Geno | Super Mario RPG: Legend of the Seven Stars | •Sheik •Peach •Kirby •Bowser •Mario |
13,700 | Mario Galaxy (Battlefield form) | N/A | •Defeat the main fighter to win •Timed battle •The enemy's FS Meter charges quickly |
Rainbow Road Medley | Mallow | ||
332 | Rick | Kirby series | •Pikachu •Kirby |
4,100 | Green Greens | •Hazard: Ice Floor | •The floor is frozen •The enemy starts the battle with a Fire Flower •The enemy has increased move speed |
Planet Popstar | Kirby | ||
333 | Kine | Kirby series | •Squirtle •Kirby |
3,600 | Wuhu Island (Rocks at sea) | •Buoyancy Reduced | •You can't swim •The enemy starts the battle with a Freezie |
Float Islands | Kirby | ||
334 | Coo | Kirby series | •Falco •Kirby |
4,100 | Dream Land | •Hazard: Heavy Wind | •Dangerously high winds are in effect •The enemy loves to jump •The enemy falls slowly |
Forest/Nature Area | Kirby | ||
690 | Ball | Game & Watch series | •Mr. Game & Watch •Pac-Man •Jigglypuff •Kirby |
3,900 | Flat Zone X (hazards off) | •Item: Balls | •The enemy favors grabs and throws •The enemy's throwing type items have increased power |
Flat Zone 2 | Ball | ||
723 | Viridi | Kid Icarus series | •Mii Swordfighter (Moveset 1232, Viridi Wig, Viridi Outfit, High Voice Type 6) •Kirby |
13,700 | Reset Bomb Forest | N/A | •Defeat the main fighter to win •The enemy's special moves have increased power •Timed battle |
Wrath of the Reset Bomb | Cragalanche | ||
1,107 | Fighting Alloy Team | Super Smash Bros. series | •Captain Falcon Team (×4) •Zelda Team (×4) •Mario Team (×4) •Kirby Team (×4) |
3,300 | Final Destination (Battlefield form) | N/A | •Take your strongest team into this no-frills battle | Cruel Smash | Green Alloy | ||
1,119 | Devil | Devil World | •Ridley •Kirby (×2) |
3,900 | 75m (Battlefield form) | •Assist Trophy Enemies (Devil) | •Hostile assist trophies will appear | 25m Theme | Bon-Bon | ||
1,197 | Munchy Monk | Rhythm Heaven series | •Ken •Tiny Kirby (×3) |
1,500 | Spirit Train | Item: Food | •Defeat the main fighter to win •The enemy favors up specials •The enemy is easily distracted by items |
Fruit Basket | Dumplings | ||
1,216 | Dr. Lobe | Big Brain Academy series | •Dr. Mario •Kirby (×2) () |
3,400 | PictoChat 2 | •Hazard: Low Gravity •Hazard: High Gravity |
•All fighters have reduced jump ability •Gravity is reduced after a little while |
Title Theme - Big Brain Academy | |||
1,286 | Clip & Snip | Snipperclips - Cut it out, together! series | •Pac-Man •Kirby |
3,600 | PictoChat 2 | N/A | •The enemy starts the battle with a Killing Edge | Noisy Notebook | Snip | ||
1,301 | River Survival | Super Mario series | •Bowser •Kirby •Yoshi •Rosalina & Luma |
5,500 | Kongo Falls (Ω form) | •Bob-omb Festival •Item Tidal Wave •Item: Food |
•Survive until the timer runs out •Bob-ombs will rain from the sky after a little while |
Slide | Goomba |
Alternate costumes
Gallery
"Mario Kirby" tossing a Fireball on Battlefield.
"Jigglypuff Kirby" using Rollout with Jigglypuff on Onett.
Using his Hammer on Little Mac in the Boxing Ring.
"Fox Kirby" using a Blaster with Fox on Mario Galaxy.
Performing Final Cutter on Tomodachi Life.
Getting kicked by Diddy Kong on The Great Cave Offensive.
Inhaling Donkey Kong's grapes on Gaur Plain.
With King Dedede on Green Greens.
Kirby’s “unmasked Meta Knight” costume standing next to the real Meta Knight on Skyworld.
Kirby in his new Stone transformation below an aerial Mii Brawler on Skyworld.
Kirby standing next to a Bomber on Green Greens.
Kirby struck by Knuckles's uppercut on The Great Cave Offensive.
Three Kirbys watching the Squid Sisters' concert on New Pork City.
Character Showcase Video
Trivia
- Kirby's stock icon is one of four to show eyes (the others being Meta Knight, R.O.B., and Sonic), likely due to it being a simplistic pink circle otherwise.
- It also greatly resembles his stock icon in the original Super Smash Bros.
- Kirby's pose resembles his character artwork in Kirby Super Star, but rotated to slightly face the screen. Coincidentally, this was also used for his character select artwork in the original Super Smash Bros.
- Kirby is the only Kirby series character to keep his Final Smash between Smash 4 and Ultimate.
- Since Kirby is the starter character of World of Light and part of the starter roster, it means he's the only character that isn't unlockable in the game for any mode.
- This also makes Kirby the only character in the entire series that is never unlocked in any mode.
- This means it is impossible to see the message saying that "Kirby joins the battle!"
- This also makes Kirby the only character in the entire series that is never unlocked in any mode.
- Kirby has the highest amount of voice clips for any character in the game, with 95 clips.
- Kirby is the only starter character in Ultimate whose universe has more than one character to not include any characters in their Classic Mode unlock table, as Meta Knight is in Link's, and King Dedede is in Donkey Kong's. Namely:
- Mario's unlock table includes Luigi and Dr. Mario.
- Donkey Kong's unlock table includes Diddy Kong.
- Link's unlock table includes Young Link and Toon Link.
- Samus's unlock table includes Dark Samus.
- Fox's unlock table includes Falco and Wolf
- Pikachu's unlock table includes Pichu.
- Unlike other characters, Kirby can actually taunt online when playing outside of arenas, but only to discard his copy ability.
- If Kirby is in a winning team with multiple characters in Team Battles, the landing effects of Kirby's doubles are still present, despite the doubles not being there. This was fixed in an update.
- As a result of not being captured, Kirby is one of the few characters that doesn't have copies of him produced by Dharkon or Galeem during their boss fights.
- Ironically, while the Kirby Dance has traditionally been composed of reused animations in the game, Kirby uses the slide in one of his new victory poses despite not using it in the entire Smash series.
- There appears to be four new Kirby glitches only discovered after update 2.0.0.
- If Kirby breaks a Metal Box, and Inhales and copies Wii Fit Trainer or Mr. Game & Watch as the metal is wearing off, but before it completely does, the remaining metal will stay on Kirby throughout the rest of the match. This is even reflected in Kirby's victory animations and "No Contest" screen. This was later fixed in an update.
- When on the Living Room, if Kirby uses Stone under one of the blocks as it is falling on him, he will be stuck inside the block when the effects of Stone wear off.
- If Kirby throws a Smart Bomb at his opponent and tries to Inhale them, the Inhale will not affect anyone until the bomb explosion is over. When this happens, anyone caught in the Inhale from before will teleport into Kirby's mouth. This can also be performed with King Dedede. This was later fixed in an update.
- If Kirby copies Snake and the match is paused and advanced by one frame, Kirby's bandana will animate normally. This was later fixed in an update.
- Since Kirby was never possessed by Galeem like everyone else, his presence in many spirit battles went unclear for some time, until Masahiro Sakurai adressed this in an interview; stating that Galeem managed to analyze Kirby halfway through the story, making it possible to create puppets of him.[1]
- Kirby is one of the five veterans from Smash 4 to have their Boxing Ring alias changed in Ultimate, the others being Link, King Dedede, Mega Man, and Ryu.
References
Kirby universe | |
---|---|
Fighters | Kirby (SSB · SSBM · SSBB · SSB4 · SSBU) · Meta Knight (SSBB · SSB4 · SSBU) · King Dedede (SSBB · SSB4 · SSBU) |
Assist Trophies | Knuckle Joe · Nightmare · Chef Kawasaki |
Bosses | Giant Kirby · Marx |
Stages | Dream Land · Fountain of Dreams · Green Greens · Halberd · Dream Land GB · The Great Cave Offensive |
Items | Maxim Tomato · Star Rod · Parasol · Warp Star · Apple · Dragoon · Superspicy Curry · Bomber |
Enemies | Bonkers · Bronto Burt · Gordo · Parasol Waddle Dee · Plasma Wisp · Shotzo · Tac · Waddle Dee · Waddle Doo |
Other | Gourmet Race · Whispy Woods |
Trophies, Stickers and Spirits | Trophies (SSBM · SSBB · SSB4) · Stickers · Spirits |
Music | Brawl · SSB4 · Ultimate |
Masterpieces | Kirby's Dream Land · Kirby's Adventure · Kirby Super Star |