Kirby (SSBM): Difference between revisions

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{{Infobox Character
{{Infobox Character
|name = Kirby
|name = Kirby
|image = https://i.pinimg.com/474x/5d/c1/87/5dc18785e7ef3388939fdd5f5dbbf376.jpg
|image = [[File:Kirby SSBM.jpg]]
|game = SSBM
|game = SSBM
|ssbgame1 = SSB
|ssbgame1 = SSB
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|rankingPAL = 25
|rankingPAL = 25
}}
}}
Announced at [[E3 2001]], the '''Kirby of Disappointment''' ({{ja|失望のカービィ|Shitsubō no Kābī}}, ''Kirby of Disappointment'') is not a viable character in ''[[Super Smash Bros. Melee]]''. Makiko Ōmoto once again voices Kirby in ''Melee'', with some voice clips recycled from ''SSB'', but more higher pitched, along with some new additional voice clips, most notably his hurt voice clips which will occur in gameplay very frequently.
Announced at [[E3 2001]], '''Kirby''' ({{ja|カービィ|Kābī}}, ''Kirby'') is a [[starter character]] in ''[[Super Smash Bros. Melee]]''. Makiko Ōmoto once again voices Kirby in ''Melee'', with some voice clips recycled from ''SSB'', but more higher pitched, along with some new additional voice clips.


Currently, the Kirby of Disappointment is ranked 25th in the F tier and H tier in NTSC and PAL respectively (which stands for '''F'''***ing '''H'''orrible), as the second-worst character in all of fighting game history. It is rumored that the only reason Kirby players ever play the character is that their opponents would have to stare at the Kirby of Disappointment for the whole minute that it takes them to JV5-stock the Kirby player, which can be highly demoralizing and possibly tilt the opponent for the rest of the tournament. This is, unfortunately, the only tilt you will be hitting your opponent with when you play Kirby. Poor range, slow attacks, and a low [[air speed]] ensure that the Kirby of Disappointment will never be able to participate in the [[neutral game]], causing him to automatically lose games to infamous players such as unranked {{SSBM|Falco}}s on [[Project Slippi]].
Currently, Kirby is ranked 25th in the F tier as the second-worst character in the game, an extreme drop from his 2nd position in ''Smash 64'' and his worst placement in the series. While he has several throw options into [[Kirbycide]], a good ground game, a solid defensive game thanks to his crouch and small size and a decent [[edgeguarding]] game, Kirby's [[approach]] and KO ability are among the worst in the game; slow attacks, a low [[air speed]], an ineffective [[projectile]] in [[Final Cutter]], one of the worst grab games and numerous other flaws both on the ground and in the air prevent Kirby from easily approaching enemies, and he struggles against almost all characters as a result of this. Kirby currently has terrible overall matchups, with seven matchups that are near unwinnable, and only two positive matchups (against {{SSBM|Bowser}} and {{SSBM|Roy}}), and even these can be disputed at length.


But all of this aside, to be perfectly fair, the Kirby of Disappointment does have some notable advantages, those being that it only loses to {{SSBM|Peach}} 10:90 instead of 0:100 like {{SSBM|Bowser}} does, and... yeah we got nothing. Just like the tournament results that Kirby players have.
==Attributes==
Kirby acts as a light, weak character that is intended to outmaneuver opponents. While having an average dashing speed, he has a terrible air speed (being tied with {{SSBM|Ganondorf}} as the 3rd worst in ''Melee''), so his small size is intended to act as his primary way to approach. Owing to his low falling speed and high short hop, Kirby has a poor [[SHFFL]], while his high traction gives him a short [[wavedash]].
 
Despite his poor air speed, Kirby has a good edgeguarding game. With no one to edgeguard him, Kirby can easily recover due to his multiple midair jumps, while Kirby's back air can be used as a rather powerful edgeguarding technique, the [[Fence of Pain]]. Assuming Kirby can knock opponents off the edge, he should theoretically have little trouble keeping them from recovering.
 
Owing to his small size, Kirby also has a solid defensive game. His small [[hurtbox]]es can potentially allow him to avoid attacks, while his small size also lends itself to a large [[shield]], making Kirby relatively safe from [[shield stabbing]]. A low crouch also makes his hurtboxes even smaller, and it can be compounded with his down tilt as a potential camping and spacing tactic, as crouching makes him able to avoid most [[jab]]s.
 
Kirby also has good tilt attacks as well, as Kirby's three tilts, while short-ranged, have a variety of practical applications; his forward tilt and aforementioned down tilt can act as spacing tools, while his up tilt can potentially be used as a combo starter. Kirby also has an above average grab range, allowing him to potentially use his unusual throws to his advantage; a notable application of his up, back, and forward throws involves [[Kirbycide]], a specific type of [[Sacrificial KO]] that forces both Kirby and his opponent to lose a stock. This technique is able to KO opponents at any percentage. His down throw is also a great tech-chasing option that can notably lead to another down throw or a down smash.
 
Despite these benefits, Kirby's most fatal flaw, which is often cited as the reason for his bottom tier placement, is his almost non-existent approach options. With a poor SHFFL, short wavedash, terrible air speed, short range, a laggy, predictable dash attack, and no viable projectiles, Kirby has extreme difficulty in approaching almost all of the cast; this is especially prevalent against characters with disjointed hitboxes (such as {{SSBM|Marth}}) or powerful pressure games (such as {{SSBM|Falco}}). The lack of a projectile can uniquely be rectified if Kirby uses {{b|Inhale|Kirby}} on an opponent; doing so, however, is risky, due to the attack's start-up and cool-down lag, and some characters will either fail to give him a useful projectile (such as {{SSBM|Ness}}) or a projectile in the first place (such as {{SSBM|Captain Falcon}}). Kirby's small size can also make some attacks inferior to the original character; [[Fireball]] from {{SSBM|Mario}}, for instance, has the Fireballs disappear more quickly than Mario's, as Kirby's lower height causes them to reach the ground faster and to have less kinetic energy when they finally hit the ground.
 
Assuming he can approach opponents, however, Kirby's various attributes also give him an unremarkable combo ability; a low air speed prevents him from easily pursuing enemies in the air, and almost all of his aerials (except for back air) either have long startup and cooldown periods (down and neutral air), high knockback (up air), or poor hitbox placement (forward air). Kirby's only noteworthy combos are his up tilt juggles, his down throw tech-chases and his Fence of Pain as mentioned earlier, and even the latter combo is inferior to Jigglypuff's [[Wall of Pain]] due to Kirby's significantly slower air speed, making it risky to use. Kirby's wild card is his aforementioned Kirbycide technique, and even this is unreliable; his up throw requires proper placement at the edge of a stage, and Kirby always loses when performed in a last stock situation. While his forward and back throws are much easier to perform and Kirby always wins when performed in a last stock situation, they are the only throws in the entire ''Smash'' series that can be potentially broken out of. As a result, if the opponent can button mash out of the grab and throw quick enough, they will remain unharmed while Kirby loses a stock, giving him one of the worst grab games in ''Melee'', with all of his throws (except for down throw) having little to no utility due to their inability to set up combos and the forward and back throws' ability to be escaped from. To make things worse, after Kirby uses his forward or up throw, he will lose all his midair jumps.
 
Outside of his abysmal approach, Kirby also has trouble KOing other characters. A majority of Kirby's finishers suffer from poor range, slow start-up (such as his Hammer), weak knockback (such as his forward smash) or have small sweetspots that make them unreliable (such as his [[Hammer_(move)|Hammer]] and up smash). Arguably Kirby's only effective finishers are his down smash and his up and back aerials, which themselves require a proper read and correct timing from the player in order for them to be low-risk attacks.
 
As a final disadvantage working against Kirby, he has major survivability issues, with his endurance being on par with {{SSBM|Mr. Game & Watch}} and {{SSBM|Pichu}} for the worst in ''Melee''. Having among the lowest weights in the game alongside a low falling speed causes Kirby to be easily KOed from both the upper and horizontal blast lines ({{SSBM|Fox}} is especially notorious in the former category). Outside of this, Kirby's recovery is also slow, linear, and predictable, despite granting decent distance as a result of his multiple midair jumps; once again, Kirby is negatively impacted by his poor air speed, and [[Final Cutter]] grants almost no horizontal distance, coupled with being very easy to edgeguard against.
 
==Changes from ''[[Super Smash Bros.]]''==
Kirby was known as one of the most dominant characters in ''Smash 64'', even after receiving nerfs in the North American release. This was in part to his amazing power, attack speed, range and priority on his attacks, which subsequently gave him excellent KO and shield pressuring potential. In addition to this, he was also a very simple character to pick up and play (especially compared to the other high tiers); making him a highly solid character to pick up regardless of the player's skill level. As a result of this, Kirby was drastically nerfed in his transition to ''Melee''.


The Kirby of Disappointment has one of the worst matchup spreads in the game, with only two positive matchups against {{SSBM|Bowser}} and {{SSBM|Roy}}, according to meticulous labbing of both matchups and analysis of the character's many tournament results, gathered by all 2 top ''Melee'' Kirby players in 2010, although these are very frequently debated at length by top players. To the credit of the Kirby of Disappointment, in the modern metagame, he still has two very clear-cut positive matchups, those being against {{Sm|TheCrimsonBlur}} and a drunken {{Sm|Armada}}. Aside from this very respected niche, the Kirby of Disappointment has no place in the metagame.
Kirby's mobility both on the ground and in the air has been noticeably reduced; which has subsequently hindered his [[approach]]. The weakening of [[pivot]]s have also made Kirby's approach worse and he doesn't benefit too much from the introduction of [[air dodging]]; due to his high traction and low falling speed. As a result of this, he has an unimpressive [[wavedash]]. When combined with many returning veterans having greater approach potential, this has made his approach among the worst in the game; especially in the air.  


==Attributes==
In general, Kirby has suffered from ''Melee{{'}}s'' universal changes. Apart from the changes to pivoting, Kirby has greatly suffered from the changes to [[shield]]s. While Kirby is less vulnerable to shield pressure, his own shield pressure is much worse due to the universal reduction to [[shieldstun]] and shield damage. Because of this, Kirby's attacks are much less safe on shield (with Kirby lacking any moves which even leave him at a frame advantage on shield) with the reduced damage/increased ending lag on multiple moves along with the weakening of [[L-cancel]]ling only further exacerbating this. Because of this, Kirby can no longer perform any [[shield break combo]]s and his attacks are generally much more punishable. In addition, Kirby's out of shield options are also worse largely due to his new neutral aerial; which is much weaker, slower and has less range than his previous neutral aerial. When combined with his shield drop being longer, this means that Kirby either has to use his grab or back aerial to punish a majority of moves out of shield.
The Kirby of Disappointment acts as a light, weak character that is intended to be in the game just to suffer. He has awful mobility with terrible air speed, and must merely pray that his small size allows him to narrowly dodge the 57 different attacks that his opponent will throw at him in the time that it takes him to do a single back air.


Despite being a completely unusable character, Kirby has a good edgeguarding game, which is among his only advantages. Assuming Kirby can knock opponents off the edge, which is already a order much taller than Kirby's entire competitive career, his back air can initiate the [[Fence of Pain]], an inconsistent edgeguarding technique with one of the stupidest names of all time. Kirby also has a defensive game that surprisingly isn't garbage. His small [[hurtbox]]es, decent sized [[shield]], and low crouch allow him the brief fantasy of pretending to be {{SSBM|Jigglypuff}}, before his players are snapped back to the harsh reality of ''Super Smash Bros. Melee'' for the Nintendo GameCube when their opponents break his [[crouch cancel]] and kill him off the top at 50% off one opening.
Kirby's damage output and KO potential has also been noticeably reduced (even relative to the cast). A majority of Kirby's moves have reduced KO power including his smash attacks, neutral aerial, back aerial, his up throw (his previous forward throw) and [[Stone]]. When combined with his lower damage output on most of his moves, this significantly hinders his ability to rack up damage and close out stocks. His smash attacks are slower and weaker, making them less reliable and more difficult KO moves to land and while his new up aerial is rather powerful, it is slow and difficult to land.  


Kirby also has good tilt attacks as well; as stated in the preamble, his entire presence is tilting to opponents, as the Kirby of Disappointment's sadness might make some individuals feel guilty about brutally 4-stocking the Kirby player. Kirby's actual three tilts, however, are too short-ranged to have any utility in neutral. Kirby also has an above average grab range, but good luck actually getting any mileage out of his horrible throws. His forward and back throws allow him some opportunities to [[Kirbycide]], if the opponent is terrible enough at the game to not know that you can mash out of them mid-animation. Alternatively, one could perform the {{Sm|Borp}} method of doing up throw instead near the edge of the stage, a technique that is guaranteed to get you at least one clip for your meme ''Melee'' highlight reel about how the game is broken.
Kirby's oppressive up tilt has also seen rather drastic nerfs both directly and indirectly. The move has a shorter duration, much less range and more ending lag which makes it much less effective at stuffing out approaches and generally makes it easier to punish. The move is also noticeably weaker; dealing much less damage. The introduction of [[DI]] has made the move much less reliable as a combo move while the changes to shieldstun combined with the move's decreased damage/increased ending lag has immensely hindered its safety on shield; completely removing its shield pressuring potential. Overall while it is still one of his most useful moves, it is not nearly as effective as it was previously.


The Kirby of Disappointment's most fatal flaw, which is often cited as the reason for his bottom tier placement, is his complete inability to participate in the [[neutral game]]. Kirby's awful attributes in both movement and hitbox placement result in a character that can never hope to approach any opponents, and can easily be walled out by the most simple and beginner-level, and/or degenerate neutral strategies, such as {{SSBM|Marth}} spamming down tilt and forward aerial over and over, or Netplay {{SSBM|Falco}}s whose only functioning button on their controller is the [[B button]].
Kirby in general has worse frame data (especially relative to the cast), as well as his afforementioned up tilt and neutral aerial, his forward smash is noticeably laggier; no longer being the fastest in the game (in addition to being much weaker). His down aerial has also seen a drastic increase to its startup lag and its hits less times which significantly reduces its duration and maximum damage potential. It also greatly suffers from the introduction of [[meteor]] cancelling; significantly hindering its edgeguarding potential. Kirby also naturally suffers from the changes to L-cancelling; especially since most of his aerials have worse auto-cancel windows which remove's his neutral, forward and down aerial's ability to auto-cancel in a short hop. When combined with the changes to shieldstun, this significantly hinder the utility and safety of his aerials.


Kirby cannot even hope to copy good projectiles with [[Inhale]], because even the moves themselves refuse to work properly with such a disappointing character. For example, {{SSBM|Mario}}'s [[fireball]]s immediately call in sick and take the entire day off after being summoned by the Kirby of Disappointment's stubby arms, voluntarily taking massive pay cuts to preserve their integrity to never serve a fighter as terrible as ''Melee'' Kirby.
Kirby is also the character who benefits the least from having an expanded move list. Kirby's grab game is now one of the absolute worst in the game. His new forward and back throws can be used as a [[sacrificial KO]] however, they can be escaped from at any time, which can lead to Kirby either [[self-destruct]]ing or at least leaving himself in a vulnerable position after simply using the throws. As a result, his forward and back throws are completely useless; being easy contenders for the worst throws in the game. Kirby's up throw is much weaker than his previous forward throw and it has gained two new issues; the move can no longer land on platforms above Kirby unless they are very close to the ground and Kirby now loses all of his jumps after using it (his new forward throw also has this issue); which has hindered the utility of the throw and has made it an unreliable KO option. Kirby's only useful throw is his new down throw; which can set up [[tech-chase]]s although it is still not as useful as numerous other down throws. His new side special [[Hammer]] is a very slow (yet powerful) move on the ground while in the air, it is a very inconsistent and easy to escape multi-hit; giving it very low utility compared to other side specials.


The Kirby of Disappointment also reaps no rewards upon actually getting in. Once he lucks out and forces his way in with his back air, which is his only halfway passable move in neutral, he will soon find that his down, forward, and neutral aerials are almost useless, never being able to set up or extend combos or even KO until percentages nearing 999%. His only viable strings start with up tilt and end with up air or even more back airs. His only viable finishers also include the aforementioned up air or yet ''even more'' back airs. This makes him far from a fan favorite even among the most die-hard of low-tier enthusiasts, as commentators will struggle to describe anything that Kirby does without resorting to the infamous "nice back air", making him a boring, predictable character even against the lowest level of competitive opponents.
Lastly, Kirby's few flaws from the previous game have not been properly addressed. While his endurance has slightly improved due to his increased [[weight]] and [[falling speed]], it is still among the worst in the game. Kirby also still struggles to deal with opponents above him, especially with the nerfs to his up tilt combined with the universally increased falling speeds. His already limited combo options have been reduced even further due to the changes to his up tilt and his forward aerial; combined with the introduction of [[DI]]. His recovery has also become worse. His air speed and jump height have been reduced and [[Final Cutter]] covers much less distance, resulting in his recovery becoming very poor.  


The final nail in the coffin for the Kirby of Disappointment is his ridiculous ease of getting KOed. Imagine a character that has five jumps and yet still has one of the most abysmal recoveries in platform fighter history, and you have ''Melee'' Kirby, and that's assuming you even need to edgeguard him in the first place. Instead of listing every kill confirm against light, floaty characters that also works on Kirby, and even more confirms that are possible due to his bad air speed, it is instead easier to list the ones that don't work against him. They include the following:
Kirby has received some buffs. Kirby has greater access to his [[Kirbycide]] as he can move around when swallowing his opponents (in addition to Inhale having reduced startup lag) and his new forward and back throws are more reliable tools to Kirbycide with (although this is completely nullified by the fact that those throws can now be escaped from). A few of his moves are also either slightly faster or stronger, such as his new up aerial, which is much stronger and has much less ending lag. All of Kirby's aerials also have less landing lag; with his average landing lag now being among the lowest. This makes the weakening of L-cancelling hinder him less than most other veterans/it otherwise would have.


==Changes from ''[[Super Smash Bros.]]''==
Overall, Kirby's few weaknesses from the previous game; including his limited combo options and significant survivability issues have been further exacerbated and he has received numerous new weaknesses as well (including poor KO potential, poor range, an extremely ineffective grab game and poor approach). His only remaining strengths are that he can abuse his small size to avoid attacks, his tilts are solid and he still has decent edgeguarding potential although the latter two points are still not as effective as they were previously. Lastly, the universal changes have hindered Kirby more than almost any other returning veteran, with his approach, combo and shield pressuring potential particularly being hindered by these changes.  
Kirby was one of the best characters in ''Smash 64'', which possibly resulted in [[Masahiro Sakurai]] getting backlash for making essentially his virtual son a god amongst mortals in the ''Smash Bros.'' universe. As a result of this, Kirby was nearly Thanos snapped out of existence in the sequel. He now has abysmal movement due to the weakening of [[pivot]]s, no attacks that are safe on shield at all, cruddy KO options, and much fewer viable [[out of shield]] options because his respectable neutral air kick from ''64'' was replaced with his garbage ''64'' up aerial, one of the worst moves in the entire game. Additionally, Kirby's up tilt, previously his best move and one of the best moves in the game, no longer has a hitbox over twice his size, a completely unnecessary and unfair nerf to make to such a character.


Kirby did receive some notable buffs, in that his attacks look cooler, such as the Burning effect on his dash attack, and his new side special, the [[Hammer]] - if only those moves did more than 5% damage and could actually impact the game. Overall, Kirby was not only the most severely nerfed character from ''Smash 64'' to ''Melee'', but arguably the most nerfed character in all of the series. His nerfs are a perfect example of Sakurai's cruelty and shows that no one, not even his own son, is safe from his omnipotent wrath.
Due to these changes, Kirby was not only the most severely nerfed character from ''Smash 64'' to ''Melee'' but arguably the most nerfed character in all of the series. As a result, he is arguably the worst character in the entire game and he is non-viable in competitive play; with Kirby players rarely making it into top 64 in major [[tournament]]s, let alone top 32.


===Aesthetics===
===Aesthetics===