Super Smash Bros. Ultimate

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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 is notorious for its combo potential, as its very quick speed allows it to consistently 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.
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, notorious in ''Brawl'' for its highly damaging combo options at 0%, has been improved even further, as it now possesses follow-ups even up to medium percents, including a down aerial to re-grab. Back throw can be followed up by a back aerial at 0% on certain characters, [[tech-chase]] fast-fallers, and can now 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.
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 [[auto-cancel]]ing frames, allowing for many potential follow-ups.  
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.


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 a considerable start-up, but drags opponents downward before [[meteor smash]]ing them, making it a deceptively powerful [[edge-guarding]] 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 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 ([[Falcon Punch]] and [[Homing Attack]]) or massive benefits ([[Monado Arts]] and [[Needle Storm]]). [[Hammer (move)|Hammer Flip]] is very powerful, especially when fully charged. Its slow speed, however, makes it very difficult to use outside of [[edge-guarding]] 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 {{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

This article is about Kirby's appearance in Super Smash Bros. Ultimate. For the character in other contexts, see Kirby.
Kirby
in Super Smash Bros. Ultimate
Kirby
KirbySymbol.svg
Universe Kirby
Other playable appearances in SSB
in Melee
in Brawl
in SSB4
Availability Starter
Final Smash Ultra Sword
Kirby (SSBU)
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

  • Change As with all veterans returning from Smash 4, Kirby's model features a more subdued color scheme.
  • Change Like many other characters, Kirby is more expressive, both with his face and his movement.
  • Change 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.
  • Change Kirby's voice line for taking medium damage has been changed to his alternate KO sound from Smash 4.
    • Change As a result, he gains a new KO sound, which sounds similar to one of his Melee knockback voice clips.
    • Bug fix Kirby's light knockback sound effect that went unheard in Smash 4 is now used.
  • Change 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.
  • Change 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.
  • Change 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.
    • Change Kirby faces forward instead of away when "wiggling" in one of his victory poses.
  • Change When Kirby gains a new Copy Ability, he briefly poses like he does in his home series. This animation can be canceled.
  • Change Some Copy Ability hats have been changed.
    • Change His Samus helmet has a fully opaque visor, as it was in Super Smash Bros.
    • Change His Captain Falcon helmet has triangular eyes, and the visor is opaque as in Super Smash Bros.
    • Change His Jigglypuff cap matches his costume color, just like in previous games.
    • Change 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.
    • Change His Ganondorf cap is consistent with Ganondorf's Ocarina of Time appearance, effectively reverting to its design in Melee.
    • Change His Ike cap uses the hairstyle from his Path of Radiance design.
    • Change His Wolf cap matches Wolf's Star Fox Zero-based appearance.
    • Change His Robin cap, upon exhausting the Thunder tome, will disappear like it does in all other cases, instead of just disappearing with no animation.
  • Change Kirby's Boxing Ring alias has been changed to "The Pink Demon".

Attributes

  • Buff Like all characters, Kirby's jumpsquat animation now takes three frames to complete (down from 4).
  • Buff Kirby runs faster (1.57 → 1.727).
    • Buff Kirby's initial dash is noticeably faster (1.5 → 1.9).
  • Buff Kirby walks faster (0.93 → 0.977).
  • Buff Kirby's air speed is slightly faster (0.8 → 0.84).
  • Buff The introduction of taunt canceling benefits Kirby more than any other returning veteran as Kirby can act quicker after discarding a Copy Ability.
  • Nerf Back roll has more startup lag and a shorter duration (frames 4-17 → 5-16) and more ending lag (FAF 31 → 36) when fresh.
  • Buff Neutral air dodge has a longer duration (frames 3-27 → 3-29) when fresh.
  • Nerf Neutral air dodge has more ending lag (FAF 33 → 63).

Ground attacks

  • Neutral attack:
    • Buff The first and second hit of neutral attack have the ability to jab lock.
    • Buff 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.
    • Buff Neutral infinite connects more reliably, as it keeps opponents on the ground and thus can't be SDI'd out of.
    • Nerf Neutral attack deals less damage overall (2% → 1.8% (hit 1), 3% → 1.6% (hit 2), 1% → 0.2% (loop hits)).
  • Forward tilt:
    • Buff Forward tilt deals more base knockback, causing it to KO at high percents.
    • Buff Forward tilt has less ending lag (FAF 28 → 24).
  • Up tilt:
    • Buff Up tilt has slightly more range on its front hitbox.
    • Buff The late hit has a longer duration (frames 6-9 → 6-10) and one more frame of intangibility.
    • Change Up tilt deals slightly more knockback.
      • Buff This makes it easier to combo it into other moves and improves its KO potential.
      • Nerf This makes it harder to chain it into itself at higher percents and worsens its damage racking abilities at low percents.
  • Down tilt:
    • Buff Down tilt no longer sends opponents at a backwards momentum once tripped, improving its reliability for comboing.
  • Dash attack:
    • Change 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.
    • Buff Dash attack has less startup lag (frame 12 → 9).
    • Buff Dash attack deals more damage (9% → 12%) and knockback, causing it to KO at high percents.
    • Buff Dash attack can cross up shields.
    • Buff Dash attack maintains Kirby's speed and momentum much better.
    • Nerf Dash attack has more ending lag (FAF 54 → 60).
    • Change Dash attack can no longer hit multiple times.
  • Forward smash:
    • Buff Kirby lunges farther when performing his forward smash, increasing its range.
    • Buff Forward smash deals slightly more knockback.
    • Change 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.
    • Change 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:
    • Buff Up smash has less startup lag (frame 14 → 12) with identical ending lag, shortening its duration (FAF 48 → 46).
    • Buff 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).
    • Buff Up smash's late hitbox deals more damage (12% → 13%).
    • Change Up smash's leg intangibility frames have been moved to match the new duration of up smash (frames 14-19 → 12-17).
  • Down smash:
    • Buff Down smash has more range.
    • Buff Down smash sends opponents at a more horizontal angle, improving its KO and edgeguarding potential when near a ledge.

Aerial attacks

  • Buff All aerials have less landing lag (10 frames → 6 (neutral), 13 → 8 (forward), 17 → 10 (back), 12 → 7 (up), 17 → 16 (down)).
  • Neutral aerial:
    • Buff Neutral aerial has much less ending lag (FAF 73 → 55).
    • Buff Neutral aerial auto-cancels earlier (frame 56 → 51).
  • Forward aerial:
    • Buff Forward aerial connects more reliably.
    • Buff The third hit has a longer duration (frames 25-26 → 25-27).
  • Back aerial:
    • Buff The clean hit of back aerial has a longer duration (frames 6-7 → 6-8).
      • Nerf It deals less knockback.
    • Nerf The late hit has a shorter duration (frames 8-14 → 9-12).
  • Up aerial:
    • Buff Up aerial has less ending lag (FAF 40 → 38).
  • Down aerial:
    • Buff The looping hits of down aerial deal more damage (1% → 1.3%, total: 7% → 8.5%).

Throws/other attacks

  • Nerf All grabs have more ending lag (standing/dash/pivot: FAF 28/39/33 → 35/42/37).
  • Nerf Dash grab has slightly more startup lag (8 → 9).
  • Pummel:
    • Nerf Pummel deals less damage (1.55% → 1%).
  • Forward throw:
    • Nerf 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:
    • Nerf Up throw deals slightly less knockback, hindering its KO potential.
    • Buff Up throw's landing hitbox damages and launches other fighters, similar to Meta Knight's up throw.
  • Down throw:
    • Buff The first 9 hits of down throw deal more damage (0.8% → 1%, total: 10.2% → 12%).
  • Edge attack:
    • Buff Edge attack deals more damage (7% → 9%).

Special Moves

  • Inhale:
    • Buff Inhale has more range.
    • Buff Inhale has less ending lag when inhaling (FAF 73 → 68) and copying the opponent (FAF 30 → 21).
    • Buff 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.
    • Buff 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.
    • Buff 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.
    • Buff Kirby cannot lose Copy Abilities received by Inhale for 10 seconds.
    • Buff The distance an opponent travels in a star scales with damage, allowing Kirby to almost guarantee an offstage KO at higher percents.
    • Buff Spitting out inhaled opponents as a star deals more damage.
    • Change Inhale has a more opaque visual effect.
  • Hammer:
    • Buff Grounded Hammer has intangibility when fully charged (frames 2-10).
    • Buff Grounded Hammer has more super armor when fully charged (frames 11-13 → 11-17).
    • Buff Aerial Hammer deals slightly more damage (15%-27% → 16%-28%).
    • Nerf Hammer deals slightly less shield damage.
    • Change Kirby may use his uncharged or fully-charged voice lines from Smash 4 when swinging an uncharged Hammer.
    • Change A fully charged Hammer triggers Special Zoom.
  • Final Cutter:
    • Buff Final Cutter can snap to the ledge earlier (frame 36 → 33).
    • Buff Final Cutter has less landing lag (35 frames → 31).
    • Buff Final Cutter's landing and spike hitboxes deal more knockback.
  • Stone:
    • Buff The aerial version of Stone has super armor (frames 19-28).
    • Nerf Stone only hits opponents once instead of twice when grounded, significantly decreasing its shield damage.
    • Change Stone can transform into a Treasure Chest found in The Legend of Zelda: Breath of the Wild's shrines.
    • Change If Kirby is metal when using Stone, the transformation will also be metal.
    • Change Kirby doesn't change back to normal if he lands underwater.
  • Ultra Sword:
    • Change 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.

Super Smash Bros. Ultimate 1.1.0

  • Buff Up aerial has less ending lag (FAF 40 → 38).
  • Change Final Cutter has some animations updated.

Super Smash Bros. Ultimate 1.2.0

  • Bug fix After copying Pac-Man's Bonus Fruit, Key will no longer be discarded when it is recycled.

Super Smash Bros. Ultimate 2.0.0

  • Buff Dash attack has more range.
  • Buff Dash attack deals more damage (10% (clean)/7% (mid)/4% (late) → 12%/9%/6%) with knockback partly compensated.
  • Buff Forward tilt deals more knockback, causing it to KO at high percents.
  • Buff Forward tilt has less ending lag (FAF 28 → 24).
  • Buff The aerial version of Stone has super armor (frames 19-28).

Super Smash Bros. Ultimate 3.0.0

  • Buff 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).
  • Buff Neutral aerial has less ending lag (FAF 63 → 55) and auto-cancels earlier (frame 56 → 51).
  • Buff The first 9 hits of down throw deal more damage (0.8% → 1%, total: 10.2% → 12%).
  • Inhale
    • Buff 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.
    • Buff Kirby cannot lose Copy Abilities received by Inhale for a longer period of time (5 seconds → 10).
    • Buff Kirby is less likely to lose Copy Abilities when getting hit (Chance to lose: Damage Received/70 * 130% → Damage Received/70 * 100%).
    • Bug fix Fixed a majority amount of Inhale Glitches:
      • Bug fix Visual glitch where Kirby would retain parts of Metal status with Wii Fit Trainer.
      • Bug fix Visual glitch where Kirby’s Bandana from Snake would move during the camera view of each frame.
      • Bug fix Opponents now properly gain intangibility when caught by Inhale; previously opponents would become stuck in a hitstun during Inhale.
      • Bug fix 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.
      • Bug fix Gliding glitch when Kirby uses a copied and B-reversed Mii Swordfighter's Gale Strike while running.
  • Buff Final Cutter can snap to the ledge earlier (frame 36 → 33).

Moveset

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.
The victory theme of the Kirby universe is a cover of the short recurring theme that plays when Kirby completes a stage or defeats a boss, debuting in Kirby's Dream Land, though the shortened version that this track is based on debuted in Kirby's Adventure.

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-Man (SSBU) Pac-Land PAC-MAN
2 Giant Yoshi Yoshi (SSBU) Yoshi's Island Ground Theme - Super Mario World
3 Donkey Kong Donkey Kong (SSBU) Jungle Japes Jungle Hijinxs
4 Giant Wario Wario (SSBU) Gamer WarioWare, Inc.
5 King K. Rool King K. Rool (SSBU) Kongo Jungle Mangrove Cove
6 King Dedede King Dedede (SSBU) 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 facing the World of Light, from the mode's opening cutscene.
Kirby in the start of World of Light's gameplay

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 SSBU.png
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 Kirby (SSBU)
Neutral
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 Kirby (SSBU) (×3)
Grab
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
Kingbomomb.png
King Bob-omb Super Mario series •Giant Kirby Kirby (SSBU)
Attack
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.png
Piantas Super Mario series Kirby Kirby (SSBU) (×2)
Kirby Kirby (SSBU) (×2)
Kirby Kirby (SSBU) (×2)
Kirby Kirby (SSBU) (×2)
Shield
1,600 Delfino Plaza •Item: Tidal Wave
•Item: Mushrooms
•Certain items will appear in large numbers after a little while Delfino Plaza
71
Luma Spirit.png
Luma Super Mario series Kirby (×4) (Kirby (SSBU)Kirby (SSBU)Kirby (SSBU)Kirby (SSBU))
Shield
3,500 Mario Galaxy •Item: Stars •Take your strongest team into this no-frills battle Rosalina in the Observatory / Luma's Theme
74
Lubba.png
Lubba Super Mario series •Giant Kirby Kirby (SSBU)
Shield
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 Spirit.png
Viruses Dr. Mario series Kirby (×3) (Kirby (SSBU)Kirby (SSBU)Kirby (SSBU))
Attack
4,000 Mario Bros. (Battlefield form) N/A •Timed battle Fever
285
XParasiteSpirit.png
X Parasite Metroid series Kirby Team Kirby (SSBU) (x10)
Attack
2,100 Lylat Cruise N/A •The enemy favors neutral specials
•Defeat an army of fighters
Sector 1
327
Star Rod.png
Star Rod Kirby series Kirby Team Kirby (SSBU) (×4)
Attack
9,200 Fountain of Dreams N/A •The enemy starts the battle with a Star Rod Gourmet Race (Melee)
329
Kirbybot.png
Robobot Armor Kirby series •Metal Kirby Team Kirby (SSBU) (×4)
Attack
4,000 Halberd •Item: Drill Stamina battle
•The enemy is metal
Pink Ball Activate!
331 Dragoon Kirby series Kirby Kirby (SSBU)
Attack
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 Kirby (SSBU)
Neutral
4,200 Dream Land N/A •Timed battle
•The enemy favors neutral specials
Gourmet Race (64)
339
Whispywoods.png
Whispy Woods Kirby series Kirby Team Kirby (SSBU) (×5)
Shield
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
Power Orb Spirit.png
Nightmare's Power Orb Kirby series •Giant Kirby Kirby (SSBU)
Grab
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
Waddledee.png
Waddle Dee Kirby series Kirby Team Kirby (SSBU) (×4)
Neutral
3,700 Dream Land GB N/A •Take your strongest team into this no-frills battle Kirby Retro Medley
362
Waddle Doo.png
Waddle Doo Kirby series Kirby Kirby (SSBU) (×3)
Attack
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 Spirit.png
Scarfy Kirby series Kirby Team (×4) (Kirby (SSBU),Kirby (SSBU)x3)
Shield
1,400 Dream Land N/A •Reinforcements will appear after an enemy is KO'd Green Greens (Melee)
368
Rocky.png
Rocky Kirby series •Metal Kirby Kirby (SSBU)
Shield
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 Kirby (SSBU)
Attack
3,500 Dream Land GB •Item: Bomber •The enemy starts the battle with a Bomber Butter Building (Brawl)
380
Prince Fluff Spirit.png
Prince Fluff Kirby series Kirby Kirby (SSBU)
Grab
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 Kirby (SSBU) (×3)
Shield
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 Kirby (SSBU) (×4)
Shield
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 Kirby (SSBU)
Grab
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.png
Marill Pokémon series Kirby Kirby (SSBU)
Shield
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 Kirby (SSBU) (×2)
Grab
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.png
Pyukumuku Pokémon series •Tiny Kirby Kirby (SSBU) (×4)
Shield
1,600 Wuhu Island N/A •Only certain Pokémon will emerge from Poké Balls (Pyukumuku) Battle! (Wild Pokémon) - Pokémon Sun / Pokémon Moon
559
Nihilego.png
Nihilego Pokémon series Kirby Kirby (SSBU) (×3)
Grab
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
Wyrs.png
Wrys Fire Emblem series Kirby Kirby (SSBU)
Shield
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 Spirit.png
White Pikmin Pikmin series •Tiny Kirby Team Kirby (SSBU) (×13)
Grab
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
Rockpikmin.png
Rock Pikmin Pikmin series •Tiny Kirby Team Kirby (SSBU) (×8)
Grab
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 Kirby (SSBU)
Jigglypuff Jigglypuff (SSBU)
Squirtle Squirtle (SSBU)
Pac-Man Pac-Man (SSBU)
Shield
3,500 Pac-Land (Battlefield form) Assist Trophy Enemies (Ghosts) •Hostile assist trophies will appear PAC-MAN
1,122
Unira Spirit.png
Unira Clu Clu Land series Kirby Team Kirby (SSBU) (×4)
Attack
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 Kirby (SSBU)
Attack
2,100 Yoshi's Island •Invisibility •Timed battle
•You are invisible after a little while
Flower Field
1,180
Tomatrio Spirit.png
Tomatrio Tomato Adventure Kirby (×3) (Kirby (SSBU)Kirby (SSBU)Kirby (SSBU))
Attack
1,600 Yoshi's Island (Melee) (Battlefield form) •Item: Maxim Tomato •The enemy is easily distracted by items Mixed-Up Scramble
1,186
Mattel Spirit.png
Mattel The Legendary Starfy series Kirby Kirby (SSBU)
Grab
1,800 Delfino Plaza (Large Island) Assist Trophy Enemies (Starfy) •Hostile assist trophies will appear Tortimer Island Medley
1,226
Magkid Spirit.png
Magkid Slide Adventure MAGKID Kirby Team Kirby (SSBU) (×4)
Neutral
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 Spirit.png
Qbby BOXBOY! Series Kirby Kirby (SSBU) (×4)
Grab
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
Shinesprite.png
Shine Sprite Super Mario series Rosalina & Luma Rosalina (SSBU)
Kirby (×3) (Kirby (SSBU)Kirby (SSBU)Kirby (SSBU))
Neutral
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 Rosalina (SSBU)
Kirby Kirby (SSBU)
Grab
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 Sheik (SSBU)
Peach Peach (SSBU)
Kirby Kirby (SSBU)
Bowser Bowser (SSBU)
Mario Mario (SSBU)
Attack
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 Spirit.png
Rick Kirby series Pikachu Pikachu (SSBU)
Kirby Kirby (SSBU)
Grab
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 Spirit.png
Kine Kirby series Squirtle Squirtle (SSBU)
Kirby Kirby (SSBU)
Shield
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
CooSpirit.png
Coo Kirby series Falco Falco (SSBU)
Kirby Kirby (SSBU)
Grab
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 Mr. Game & Watch (SSBU)
Pac-Man Pac-Man (SSBU)
Jigglypuff Jigglypuff (SSBU)
Kirby Kirby (SSBU)
Grab
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.png
Viridi Kid Icarus series Mii Swordfighter Mii Swordfighter (SSBU) (Moveset 1232, Viridi Wig, Viridi Outfit, High Voice Type 6)
Kirby Kirby (SSBU)
Attack
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
SPI-Fighting Alloy Team.png
Fighting Alloy Team Super Smash Bros. series Captain Falcon Team Captain Falcon (SSBU) (×4)
Zelda Team Zelda (SSBU) (×4)
Mario Team Mario (SSBU) (×4)
Kirby Team Kirby (SSBU) (×4)
Attack
3,300 Final Destination (Battlefield form) N/A •Take your strongest team into this no-frills battle Cruel Smash Green Alloy
1,119
SSBU Spirits Devil.png
Devil Devil World Ridley Ridley (SSBU)
Kirby Kirby (SSBU) (×2)
Shield
3,900 75m (Battlefield form) •Assist Trophy Enemies (Devil) •Hostile assist trophies will appear 25m Theme Bon-Bon
1,197
Munchymonk.png
Munchy Monk Rhythm Heaven series Ken Ken (SSBU)
•Tiny Kirby Kirby (SSBU) (×3)
Shield
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 Dr. Mario (SSBU)
Kirby (×2) (Kirby (SSBU)Kirby (SSBU))
Neutral
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
Snipclip.png
Clip & Snip Snipperclips - Cut it out, together! series Pac-Man Pac-Man (SSBU)
Kirby Kirby (SSBU)
Attack
3,600 PictoChat 2 N/A •The enemy starts the battle with a Killing Edge Noisy Notebook Snip
1,301
River Survival Spirit.png
River Survival Super Mario series Bowser Bowser (SSBU)
Kirby Kirby (SSBU)
Yoshi Yoshi (SSBU)
Rosalina & Luma Rosalina (SSBU)
Shield
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

Alternate costume (SSBU)
Kirby (SSBU) Kirby (SSBU) Kirby (SSBU) Kirby (SSBU) Kirby (SSBU) Kirby (SSBU) Kirby (SSBU) Kirby (SSBU)

Gallery

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.
  • 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!"
  • 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:
  • 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