Kirby (SSBU): Difference between revisions

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Kirby's special moveset can provide some unique strengths. {{B|Inhale|Kirby}} is his most notable example; it allows him to either [[List of Copy Abilities|copy]] the [[neutral special move]] of any character he inhales, or spit them out as a weight-dependent [[projectile]]. Kirby can also inhale projectiles, allowing him to heal himself, while certain ones (such as a fully-charged [[Charge Shot]]) can be stored in his mouth, enabling him to spit them out. The former, depending on what character he inhales, can give Kirby a move that helps him in matchups to various degrees, such as useful projectiles to counter-camp his opponent ([[Needle Storm]], [[Charge Shot]], {{SSBU|Wolf}}'s {{b|Blaster|Wolf}}), powerful punish options ([[Giant Punch]], [[Homing Attack]]), a reflector ([[Nayru's Love]]), or other great benefits ([[Monado Arts]]). In addition, Kirby's version of the opponent's neutral special also has a 1.2x damage multiplier. Against a few projectiles, Inhale gives Kirby a reflector; the spat projectiles can be used to punish opponents at mid-range and can send them away with high knockback. It can also be used to [[Kirbycide]] or put the opponent offstage, although mashing out fast enough will free the opponent. [[Hammer Flip]] is very powerful, especially when fully charged, and Kirby can move and jump while charging. However. its high startup and endlag, along with its short range, makes it situational and difficult to land outside of a [[shield break]] or sometimes covering ledge options. [[Final Cutter]] is Kirby's primary [[recovery]] move, granting good vertical distance and decent horizontal distance, as well as protection in front of him during his ascent and descent. It also emits a shock wave 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 25%. It is also very strong and can be canceled shortly after Kirby begins his descent, although these benefits are limited by its slow startup and ending lag, and Kirby is still vulnerable to grabs while transformed.
Kirby's special moveset can provide some unique strengths. {{B|Inhale|Kirby}} is his most notable example; it allows him to either [[List of Copy Abilities|copy]] the [[neutral special move]] of any character he inhales, or spit them out as a weight-dependent [[projectile]]. Kirby can also inhale projectiles, allowing him to heal himself, while certain ones (such as a fully-charged [[Charge Shot]]) can be stored in his mouth, enabling him to spit them out. The former, depending on what character he inhales, can give Kirby a move that helps him in matchups to various degrees, such as useful projectiles to counter-camp his opponent ([[Needle Storm]], [[Charge Shot]], {{SSBU|Wolf}}'s {{b|Blaster|Wolf}}), powerful punish options ([[Giant Punch]], [[Homing Attack]]), a reflector ([[Nayru's Love]]), or other great benefits ([[Monado Arts]]). In addition, Kirby's version of the opponent's neutral special also has a 1.2x damage multiplier. Against a few projectiles, Inhale gives Kirby a reflector; the spat projectiles can be used to punish opponents at mid-range and can send them away with high knockback. It can also be used to [[Kirbycide]] or put the opponent offstage, although mashing out fast enough will free the opponent. [[Hammer Flip]] is very powerful, especially when fully charged, and Kirby can move and jump while charging. However. its high startup and endlag, along with its short range, makes it situational and difficult to land outside of a [[shield break]] or sometimes covering ledge options. [[Final Cutter]] is Kirby's primary [[recovery]] move, granting good vertical distance and decent horizontal distance, as well as protection in front of him during his ascent and descent. It also emits a shock wave 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 25%. It is also very strong and can be canceled shortly after Kirby begins his descent, although these benefits are limited by its slow startup and ending lag, and Kirby is still vulnerable to grabs while transformed.


Kirby’s most notable flaw, however, is his poor approach. Characters who have fast mobility or can camp with projectiles can wall out Kirby, which includes examples such as {{SSBU|R.O.B.}} and {{SSBU|Samus}}. Kirby's lack of reliable burst options makes his approach in these matchups problematic and sometimes predictable. In addition, characters with long [[disjointed hitbox]]es such as {{SSBU|Ike}}, {{SSBU|Chrom}}, and {{SSBU|Mr. Game and Watch}} can outrange and wall out Kirby since his range is short relative to the cast. Final Cutter's projectile has decent range, but is very slow due to requiring Kirby to perform the entire rising and falling portions of the move beforehand, and he lacks other projectiles outside of spitting inhaled projectiles or opponents or using a copy ability. Despite having a great air acceleration, Kirby's air speed is also too slow for him to take advantage of it, hindering his aerial approach and recovery despite possessing five midair jumps. Kirby also has several KO moves, but most of them are hard to land without a setup due to their short range and Kirby's lack of setups into them. [[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 most notable flaw, however, is his poor approach. Characters who have fast mobility or can camp with projectiles can wall out Kirby, which includes examples such as {{SSBU|R.O.B.}} and {{SSBU|Samus}}. Kirby's lack of reliable burst options makes his approach in these matchups problematic and sometimes predictable. In addition, characters with long [[disjointed hitbox]]es such as {{SSBU|Ike}}, {{SSBU|Chrom}}, and {{SSBU|Mr. Game and Watch}} can outrange and wall out Kirby since his range is rather short relative to the cast. Final Cutter's projectile has decent range and mover quickly, but has very slow startup due to it requiring Kirby to perform the entire rising and falling portions of the move beforehand, and he lacks other projectiles outside of spitting inhaled projectiles or opponents or using a copy ability. Despite having a great air acceleration, Kirby's air speed is also too slow for him to take advantage of it, hindering his aerial approach and recovery despite possessing five midair jumps. Kirby also has several KO moves, but most of them are hard to land without a setup due to their short range and Kirby's lack of setups into them, and his smash attacks, while strong and not being particularly slow in terms of startup, have noticeable ending lag and are not safe on shield, making them punishable if not used properly. [[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.  


In addition, Kirby also has poor endurance. Being light and floaty, he cannot endure strong hits for long at high percents. He is also vulnerable to [[juggling]], due to his aforementioned slow falling and air speeds. This imposes as a risk in approaching opponents in the air, while also preventing Kirby's aerials from being used effectively out of disadvantage state, often forcing him to rely on his jumps, Stone, or neutral aerial to escape and return to the ground or ledge, while also making him vulnerable to pressure.
In addition, Kirby also has poor endurance. Being light and floaty, he cannot endure strong hits for long at high percents. He is also vulnerable to [[juggling]], due to his aforementioned slow falling and air speeds. This imposes as a risk in approaching opponents in the air, while also preventing Kirby's aerials from being used effectively out of disadvantage state, often forcing him to rely on his jumps, Stone, or neutral aerial to escape and return to the ground or ledge, while also making him vulnerable to pressure.