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''Smash 4''{{'}}s adjusted mechanics have both helped and hindered Kirby. The changes to [[hitstun canceling]] overall help Kirby, strengthening his ability to combo opponents. It does, however, make Kirby slightly easier to combo himself, especially due to his increased [[weight]], [[fall speed]] and [[gravity]]. Without the ability to [[momentum cancel]], Kirby's already poor endurance has been further reduced, although he had poor momentum canceling in ''Brawl'', and his higher weight somewhat compensates for it. The inclusion of [[rage]] further exacerbates this issue, and while it improves Kirby's own KO potential, his poor endurance combined with his lack of a ladder combo or early kill confirm prevents him from making great use of the mechanic. The changes to aerial [[grab release]]s, however, now make him much less vulnerable to those kinds of followups. | ''Smash 4''{{'}}s adjusted mechanics have both helped and hindered Kirby. The changes to [[hitstun canceling]] overall help Kirby, strengthening his ability to combo opponents. It does, however, make Kirby slightly easier to combo himself, especially due to his increased [[weight]], [[fall speed]] and [[gravity]]. Without the ability to [[momentum cancel]], Kirby's already poor endurance has been further reduced, although he had poor momentum canceling in ''Brawl'', and his higher weight somewhat compensates for it. The inclusion of [[rage]] further exacerbates this issue, and while it improves Kirby's own KO potential, his poor endurance combined with his lack of a ladder combo or early kill confirm prevents him from making great use of the mechanic. The changes to aerial [[grab release]]s, however, now make him much less vulnerable to those kinds of followups. | ||
Kirby has seen some buffs, however. His considerably faster [[dash]]ing speed improves his approach, while some less reliable moves like Inhale and down aerial have been given new utility, with the former being faster and the latter connecting better due to using the autolink angle and its landing hit has less knockback and launches higher, making it better for combos, and forward and back throw are also more useful for combos due to the former's new angle and reduced ending lag, and the latter also has received KO potential thanks to its altered knockback, increasing its versatility overall. Other attacks, namely his up smash, down smash, back aerial, back throw and up throw, were given more KO power – and this can be better taken advantage of in the new environment of ''Smash 4'', in the absence of momentum cancelling and the presence of rage. His Hammer Flip now can be charged, has more range, no longer has sourspots and Kirby can move and jump while charging the attack. | Kirby has seen some buffs, however. His considerably faster [[dash]]ing speed improves his approach, while some less reliable moves like Inhale and down aerial have been given new utility, with the former being faster and the latter connecting better due to using the autolink angle and its landing hit has less knockback and launches higher, making it better for combos, and forward and back throw are also more useful for combos due to the former's new angle and reduced ending lag, and the latter also has received KO potential thanks to its altered knockback, increasing its versatility overall. Other attacks, namely his up smash, down smash, back aerial, back throw and up throw, were given more KO power – and this can be better taken advantage of in the new environment of ''Smash 4'', in the absence of momentum cancelling and the presence of rage. His Hammer Flip now can be charged, has more range, no longer has sourspots and Kirby can move and jump while charging the attack. | ||
Overall, while Kirby still retains most of the strengths he had in ''Brawl'' including his solid combo ability and KO potential for his character archetype, his weaknesses were amplified and he gained new weaknesses most notably, his reduced range and aerial mobility. While the changes to the game's mechanics benefit him overall, they do not aid him as much as some of the other returning veterans. As a result, Kirby is significantly worse than in ''Brawl''. | Overall, while Kirby still retains most of the strengths he had in ''Brawl'' including his solid combo ability and KO potential for his character archetype, his weaknesses were amplified and he gained new weaknesses most notably, his reduced range and aerial mobility. While the changes to the game's mechanics benefit him overall, they do not aid him as much as some of the other returning veterans. As a result, Kirby is significantly worse than in ''Brawl''. | ||
===Aesthetics=== | ===Aesthetics=== | ||
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*{{nerf|However, Kirby's feet are smaller with many of his hitboxes being much smaller in order to match the new length of his feet. This significantly hinders his range.}} | *{{nerf|However, Kirby's feet are smaller with many of his hitboxes being much smaller in order to match the new length of his feet. This significantly hinders his range.}} | ||
*{{nerf|Kirby [[walk]]s slightly slower (0.95 → 0.93).}} | *{{nerf|Kirby [[walk]]s slightly slower (0.95 → 0.93).}} | ||
*{{buff|Kirby [[dash]]es significantly faster (1.371 → 1.57), especially compared to the cast, going from the 29th fastest out of 39 characters to the 31st fastest out of 58.}} | *{{buff|Kirby [[dash]]es significantly faster (1.371 → 1.57), especially compared to the cast, going from the 29th fastest out of 39 characters to the 31st fastest out of 58.}} | ||
*{{buff|Kirby's [[weight]] was slightly increased (78 → 79). This slightly improves his endurance.}} | *{{buff|Kirby's [[weight]] was slightly increased (78 → 79). This slightly improves his endurance.}} | ||
*{{nerf|Kirby's [[air speed]] is slower (0.85 → 0.8), going from the 11th worst out of 39 characters to the 4th worst out of 58.}} | *{{nerf|Kirby's [[air speed]] is slower (0.85 → 0.8), going from the 11th worst out of 39 characters to the 4th worst out of 58.}} | ||
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**{{nerf|It has smaller hitboxes and two of the previous hitboxes were removed due to Kirby's shorter feet (4.5u/4u/3.5u/3u → 3.7u/3.7u).}} | **{{nerf|It has smaller hitboxes and two of the previous hitboxes were removed due to Kirby's shorter feet (4.5u/4u/3.5u/3u → 3.7u/3.7u).}} | ||
*[[Dash attack]]: | *[[Dash attack]]: | ||
**{{nerf|Dash attack's looping hits deal less damage (2% → 1%), which decreases its overall damage output (14% → 9%).}} | **{{nerf|Dash attack's looping hits deal less damage (2% → 1%), which decreases its overall damage output (14% → 9%).}} | ||
**{{nerf|Its last hit uses a single small hitbox instead three larger hitboxes(5u/5u/8u → 3u), connecting less reliably from the looping hits and significantly reducing its range.}} | **{{nerf|Its last hit uses a single small hitbox instead three larger hitboxes(5u/5u/8u → 3u), connecting less reliably from the looping hits and significantly reducing its range.}} | ||
**{{nerf|It has increased ending lag (FAF 50 → 54).}} | **{{nerf|It has increased ending lag (FAF 50 → 54).}} | ||
**{{buff|The last hit has higher base knockback (90 → 100) and no longer has a sourspot with set knockback.}} | **{{buff|The last hit has higher base knockback (90 → 100) and no longer has a sourspot with set knockback.}} | ||
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*Up angled: | *Up angled: | ||
**{{nerf|Clean up angled forward smash deals less knockback (38 (base), 100 (scaling) → 30/102).}} | **{{nerf|Clean up angled forward smash deals less knockback (38 (base), 100 (scaling) → 30/102).}} | ||
**{{buff|Its angle has been altered (45° → 361°) improving its KO potential against grounded opponents.}} | **{{buff|Its angle has been altered (45° → 361°) improving its KO potential against grounded opponents.}} | ||
**{{nerf|The late hit sends opponents lower (82° → 60°).}} | **{{nerf|The late hit sends opponents lower (82° → 60°).}} | ||
*Down angled: | *Down angled: | ||
**{{buff|Clean down angled forward smash deals more knockback (38 (base), 96 (scaling) → 30/102).}} | **{{buff|Clean down angled forward smash deals more knockback (38 (base), 96 (scaling) → 30/102).}} | ||
**{{nerf|Clean down angled forward smash no longer [[semi spike]]s (31° → 361°).}} | **{{nerf|Clean down angled forward smash no longer [[semi spike]]s (31° → 361°).}} | ||
*[[Up smash]]: | *[[Up smash]]: | ||
**{{buff|Up smash's clean sweetspot deals more knockback (34 (base), 100 (scaling) → 33/104).}} | **{{buff|Up smash's clean sweetspot deals more knockback (34 (base), 100 (scaling) → 33/104).}} | ||
**{{buff|The late hit has increased knockback scaling (50 → 52).}} | **{{buff|The late hit has increased knockback scaling (50 → 52).}} | ||
**{{buff|It has a shorter total duration due to now being interruptible (FAF 50 → 48).}} | **{{buff|It has a shorter total duration due to now being interruptible (FAF 50 → 48).}} | ||
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*[[Neutral aerial]]: | *[[Neutral aerial]]: | ||
**{{change|Neutral aerial's angle has been altered (361° → 46°).}} | **{{change|Neutral aerial's angle has been altered (361° → 46°).}} | ||
***{{nerf|This removes its ability to lock.}} | ***{{nerf|This removes its ability to lock.}} | ||
***{{buff|This improves its followup potential.}} | ***{{buff|This improves its followup potential.}} | ||
**{{nerf|It deals less damage (12% (clean)/10% (mid)/8% (mid-late)/6% (late) → 10%/8%/6%/4%).}} | **{{nerf|It deals less damage (12% (clean)/10% (mid)/8% (mid-late)/6% (late) → 10%/8%/6%/4%).}} | ||
**{{nerf|Its initial [[auto-cancel]] window has been reduced (frames 1-8 → 1-4).}} | **{{nerf|Its initial [[auto-cancel]] window has been reduced (frames 1-8 → 1-4).}} | ||
**{{nerf|It has slightly higher [[landing lag]] (9 frames → 10 frames).}} | **{{nerf|It has slightly higher [[landing lag]] (9 frames → 10 frames).}} | ||
**{{buff|It deals more knockback (10 (base) 80 (scaling) → 30/90), slightly improving its KO potential despite its lower damage/altered angle.}} | **{{buff|It deals more knockback (10 (base) 80 (scaling) → 30/90), slightly improving its KO potential despite its lower damage/altered angle.}} | ||
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**{{buff|The last hit has increased knockback scaling (138 → 148), making it better for spacing edgeguarding and improving its KO potential at very high percents.}} | **{{buff|The last hit has increased knockback scaling (138 → 148), making it better for spacing edgeguarding and improving its KO potential at very high percents.}} | ||
**{{buff|It has less landing lag (15 frames → 13).}} | **{{buff|It has less landing lag (15 frames → 13).}} | ||
**{{change|The last hit's hitlag has increased (1× → 1.2×). This makes it safer on shield, but easier to DI.}} | **{{change|The last hit's hitlag has increased (1× → 1.2×). This makes it safer on shield, but easier to DI.}} | ||
**{{nerf|It has smaller hitboxes (5u/4.5u (hits 1-2)/6.5u/6.5u (hit 3) → 4.3u/4.3u (hit 1)/4.5u (hit 2)/4.9u (hit 3)).}} | **{{nerf|It has smaller hitboxes (5u/4.5u (hits 1-2)/6.5u/6.5u (hit 3) → 4.3u/4.3u (hit 1)/4.5u (hit 2)/4.9u (hit 3)).}} | ||
**{{nerf|It has more ending lag (FAF 44 → 48).}} | **{{nerf|It has more ending lag (FAF 44 → 48).}} | ||
**{{nerf|It can no longer auto-cancel in a short hop due to Kirby's lower short hop and higher gravity, causing its auto-cancel to fall short by one frame.}} | **{{nerf|It can no longer auto-cancel in a short hop due to Kirby's lower short hop and higher gravity, causing its auto-cancel to fall short by one frame.}} | ||
*[[Back aerial]]: | *[[Back aerial]]: | ||
**{{nerf|Back aerial has smaller hitboxes (7u/6u (clean)/6u/6u (late) → 4u (clean)/3.4u (late)), now being more in line with Kirby's feet. This significantly reduces its range as it is less disjointed, it covers less of Kirby's body and doesn't fully cover his feet, especially the late hit.}} | **{{nerf|Back aerial has smaller hitboxes (7u/6u (clean)/6u/6u (late) → 4u (clean)/3.4u (late)), now being more in line with Kirby's feet. This significantly reduces its range as it is less disjointed, it covers less of Kirby's body and doesn't fully cover his feet, especially the late hit.}} | ||
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**{{buff|Pummel deals more damage (1% → 1.55%) and has less hitlag, making it now the third fastest pummel in the game. This significantly improves its damage racking potential.}} | **{{buff|Pummel deals more damage (1% → 1.55%) and has less hitlag, making it now the third fastest pummel in the game. This significantly improves its damage racking potential.}} | ||
*[[Forward throw]]: | *[[Forward throw]]: | ||
**{{nerf|Forward throw deals 3% less damage (8% → 5%), with its knockback scaling compensated (100 → 125).}} | **{{nerf|Forward throw deals 3% less damage (8% → 5%), with its knockback scaling compensated (100 → 125).}} | ||
**{{buff|It has less ending lag (FAF 62 → 59).}} | **{{buff|It has less ending lag (FAF 62 → 59).}} | ||
**{{buff|Its angle has been altered (65° → 75°). When coupled with the changes to [[hitstun canceling]], these changes grant it combo potential past low percents.}} | **{{buff|Its angle has been altered (65° → 75°). When coupled with the changes to [[hitstun canceling]], these changes grant it combo potential past low percents.}} | ||
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**{{buff|Up throw has increased knockback (70 (base), 70 (scaling) → 75/74), improving its KO potential despite its less favorable angle (85° → 78°).}} | **{{buff|Up throw has increased knockback (70 (base), 70 (scaling) → 75/74), improving its KO potential despite its less favorable angle (85° → 78°).}} | ||
*[[Down throw]]: | *[[Down throw]]: | ||
**{{nerf|Down throw deals less damage on the first nine hits (1% (hits 1-10) → 0.8% (hits 1-9), 1% (hit 10), 12% → 10.2% (total)) and the throw has significantly increased knockback (40 (base), 140 (scaling) → 60/180). Combined with the change below, this removes its combo potential.}} | **{{nerf|Down throw deals less damage on the first nine hits (1% (hits 1-10) → 0.8% (hits 1-9), 1% (hit 10), 12% → 10.2% (total)) and the throw has significantly increased knockback (40 (base), 140 (scaling) → 60/180). Combined with the change below, this removes its combo potential.}} | ||
**{{nerf|It launches at a lower and more unfavorable angle (90° → 63°), and combined with the removal of [[chain grab]]bing and the loss of its combo potential as mentioned above, this hinders its damage racking potential.}} | **{{nerf|It launches at a lower and more unfavorable angle (90° → 63°), and combined with the removal of [[chain grab]]bing and the loss of its combo potential as mentioned above, this hinders its damage racking potential.}} | ||
**{{buff|However, the increased knockback allow it to KO middleweights around or below 200%.}} | **{{buff|However, the increased knockback allow it to KO middleweights around or below 200%.}} | ||
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|fthrowname= | |fthrowname= | ||
|fthrowdmg=5% | |fthrowdmg=5% | ||
|fthrowdesc=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. | |fthrowdesc=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. | ||
|bthrowname= | |bthrowname= | ||
|bthrowdmg=8% | |bthrowdmg=8% | ||
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|usc1name=Wave Cutter | |usc1name=Wave Cutter | ||
|usc1dmg=15% (blade), 10% (projectile), 5% (Kirby) | |usc1dmg=15% (blade), 10% (projectile), 5% (Kirby) | ||
|usc1desc=When Kirby lands, he produces a shockwave with rocks flying outward. Kirby ascends faster and he stays in the air for longer before dropping, making it a better recovery move. The move does not have any hitboxes until Kirby lands however, although the landing hit and the rock shockwave are fairly strong. The rock shovewave is very large and its power overall makes it more effective than Final Cutter's wave, although the move does have more landing lag. | |usc1desc=When Kirby lands, he produces a shockwave with rocks flying outward. Kirby ascends faster and he stays in the air for longer before dropping, making it a better recovery move. The move does not have any hitboxes until Kirby lands however, although the landing hit and the rock shockwave are fairly strong. The rock shovewave is very large and its power overall makes it more effective than Final Cutter's wave, although the move does have more landing lag. | ||
|usc2name=Upper Cutter | |usc2name=Upper Cutter | ||
|usc2dmg=10% | |usc2dmg=10% | ||
|usc2desc=Kirby only performs an ascending upwards slash and then enters free-fall. Kirby ascends very quickly, Kirby can grab ledges during the ascent if he is facing the ledge and he keeps his horizontal momentum once he enters free-fall. This makes the move a much better recovery move than Final Cutter. The move also has a very effective hitbox. The move comes out on frame 6 and it has great range. The move is also fairly strong, being capable of KOing Mario under 160% in the middle of Final Destination (without DI). The move does start off with a 60° angle, making it quite susceptible to DI however, the move gains a more vertical angle as Kirby ascends, with the move having a very favorable 80° angle at the top of the ascent, making it stronger and less susceptible to DI. The very fast startup, the great range and the solid power give Upper Cutter a lot of utility which Kirby lacks without it, giving him a better Out of Shield game as well as giving him an additional combo ender that can even lead into KO confirms he lacks without Upper Cutter. | |usc2desc=Kirby only performs an ascending upwards slash and then enters free-fall. Kirby ascends very quickly, Kirby can grab ledges during the ascent if he is facing the ledge and he keeps his horizontal momentum once he enters free-fall. This makes the move a much better recovery move than Final Cutter. The move also has a very effective hitbox. The move comes out on frame 6 and it has great range. The move is also fairly strong, being capable of KOing Mario under 160% in the middle of Final Destination (without DI). The move does start off with a 60° angle, making it quite susceptible to DI however, the move gains a more vertical angle as Kirby ascends, with the move having a very favorable 80° angle at the top of the ascent, making it stronger and less susceptible to DI. The very fast startup, the great range and the solid power give Upper Cutter a lot of utility which Kirby lacks without it, giving him a better Out of Shield game as well as giving him an additional combo ender that can even lead into KO confirms he lacks without Upper Cutter. | ||
While it does lack the falling hit Final Cutter has, Upper Cutter is overall a far superior move, being a much better recovery move and having a lot more utility in other areas, filling up holes Kirby had in his game plan with his default moveset. It is overall a clear replacement for Final Cutter and it is most likely Kirby's most valuable custom move. | While it does lack the falling hit Final Cutter has, Upper Cutter is overall a far superior move, being a much better recovery move and having a lot more utility in other areas, filling up holes Kirby had in his game plan with his default moveset. It is overall a clear replacement for Final Cutter and it is most likely Kirby's most valuable custom move. | ||
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Since then, Kirby has failed to make a significant impact at tournaments as he hardly has any tournament representation outside of {{Sm|Komota}} who never places high at supermajors. Meanwhile, characters lower than Kirby have all performed much higher with {{Sm|ZAKI}} getting 17th at [[Smash 'N' Splash 4]] and [[2GG: Hyrule Saga]] while defeating {{Sm|MKLeo}} and {{Sm|Rags}}; {{Sm|Onpu}} and {{Sm|Rizeasu}} performing very well in Japan with the former taking {{Sm|WaDi}} to game 3 as {{SSB4|Zelda}}; {{Sm|Pon}}, {{Sm|Gungnir}} and {{Sm|Rickles}} doing work with {{SSB4|Ganondorf}} in their regions with {{Sm|Pon}} beating {{Sm|Ally}}, {{Sm|Gungnir}} getting 17th at [[Umebura Japan Major 2017]] while defeating {{Sm|Taiheita}} and {{Sm|Earth}}; and {{Sm|Captain L}} using {{SSB4|Jigglypuff}} as an effective secondary taking sets off of {{Sm|Larry Lurr}}, {{Sm|BestNess}}, {{Sm|John Numbers}} {{Sm|Blank}}, {{Sm|Strike}}, {{Sm|Pandarian}} and even took {{Sm|ESAM}} to game 5 with the character. | Since then, Kirby has failed to make a significant impact at tournaments as he hardly has any tournament representation outside of {{Sm|Komota}} who never places high at supermajors. Meanwhile, characters lower than Kirby have all performed much higher with {{Sm|ZAKI}} getting 17th at [[Smash 'N' Splash 4]] and [[2GG: Hyrule Saga]] while defeating {{Sm|MKLeo}} and {{Sm|Rags}}; {{Sm|Onpu}} and {{Sm|Rizeasu}} performing very well in Japan with the former taking {{Sm|WaDi}} to game 3 as {{SSB4|Zelda}}; {{Sm|Pon}}, {{Sm|Gungnir}} and {{Sm|Rickles}} doing work with {{SSB4|Ganondorf}} in their regions with {{Sm|Pon}} beating {{Sm|Ally}}, {{Sm|Gungnir}} getting 17th at [[Umebura Japan Major 2017]] while defeating {{Sm|Taiheita}} and {{Sm|Earth}}; and {{Sm|Captain L}} using {{SSB4|Jigglypuff}} as an effective secondary taking sets off of {{Sm|Larry Lurr}}, {{Sm|BestNess}}, {{Sm|John Numbers}} {{Sm|Blank}}, {{Sm|Strike}}, {{Sm|Pandarian}} and even took {{Sm|ESAM}} to game 5 with the character. | ||
Due to Kirby's meager tournament results and his glaring weaknesses some smashers claim that he should be even lower due to his overwhelming weaknesses with {{Sm|ESAM}} ranking him as the 3rd worst character in the game, putting him below {{SSB4|King Dedede}}, {{SSB4|Wii Fit Trainer}}, {{SSB4|Zelda}} and even below {{SSB4|Jigglypuff}}, who is widely considered to be the worst character in the game, as well as {{Sm|Raito}} and {{Sm|Dabuz}} claiming that he's the absolute worst character in the game. Others, however, think that he is underrated and that he should be ranked relatively higher due to his excellent combo game, good kill power and great edgeguarding. | Due to Kirby's meager tournament results and his glaring weaknesses some smashers claim that he should be even lower due to his overwhelming weaknesses with {{Sm|ESAM}} ranking him as the 3rd worst character in the game, putting him below {{SSB4|King Dedede}}, {{SSB4|Wii Fit Trainer}}, {{SSB4|Zelda}} and even below {{SSB4|Jigglypuff}}, who is widely considered to be the worst character in the game, as well as {{Sm|Raito}} and {{Sm|Dabuz}} claiming that he's the absolute worst character in the game. Others, however, think that he is underrated and that he should be ranked relatively higher due to his excellent combo game, good kill power and great edgeguarding. | ||
==[[Trophies]]== | ==[[Trophies]]== | ||
{{Trophy/Fighter | |||
|name=Kirby | |||
|image-3ds=KirbyTrophy3DS.png | |||
|image-wiiu=KirbyTrophyWiiU.png | |||
|mode=Classic | |||
|desc-3ds-ntsc=Round little Kirby lives on the peaceful Planet Popstar, in Dream Land. He can inhale things with his big mouth, either copying their abilities or spitting them out again. In Smash Bros., Kirby can inhale opponents and copy their standard specials. He gets launched easily but recovers well. | |||
|desc-wiiu-ntsc=Pudgy, little Kirby lives in the peaceful hills of Dream Land on the Planet Popstar. He can inhale things with his big mouth, either copying their abilities or spitting them out again. In Smash Bros., Kirby can inhale opponents and copy their standard specials. He gets launched easily but recovers well. | |||
|desc-pal=A roly-poly little fella from Dream Land on Planet Popstar. He can inhale pretty much anyone or anything with that big gob of his, then spit them out or copy their abilities. He can copy opponents' standard specials in this game, too! His light weight means he gets launched easily, but with a series of mid-air jumps, recovering's not too tricky. | |||
|gamelist-ntsc={{Trophy games|console1=GB|game1=Kirby's Dream Land|release1=08/1992|console2=SNES|game2=Kirby Super Star|release2=08/1996}} | |||
|gamelist-pal={{Trophy games|console1=GB|game1=Kirby's Dream Land|release1=08/1992|console2=SNES|game2=Kirby's Fun Pak|release2=01/1997}} | |||
}} | |||
{{clrl}} | |||
{{Trophy/Fighter | |||
|name=Kirby (Alt.) | |||
|image-3ds=KirbyAltTrophy3DS.png | |||
|image-wiiu=KirbyAltTrophyWiiU.png | |||
|mode=Alt | |||
|desc-ntsc=Holding the special button and left or right will charge up Kirby's Hammer Flip attack. Charging too long hurts Kirby! The hammer strikes twice in the air, but landing the single blow on the ground is more powerful. Kirby's up special Final Cutter slices up and down, firing a shock wave upon landing. | |||
|desc-pal=Charge up Kirby's Hammer side special to unleash Hammer Flip, a move with serious launch power. Charge it too much, though, and you'll get hurt! The move hits twice in mid-air, but does more damage on the ground. Final Cutter slices up and down before sending out an energy wave. Move Kirby mid-jump to change where he lands. | |||
|gamelist-ntsc={{Trophy games|console1=GB|game1=Kirby's Dream Land|release1=08/1992|console2=SNES|game2=Kirby Super Star|release2=08/1996}} | |||
|gamelist-pal={{Trophy games|console1=GB|game1=Kirby's Dream Land|release1=08/1992|console2=SNES|game2=Kirby's Fun Pak|release2=01/1997}} | |||
}} | |||
{{clrl}} | |||
{{Trophy | {{Trophy/Fighter | ||
|name=Ultra Sword | |||
|image=UltraSwordTrophyWiiU.png | |||
|desc-ntsc=For Kirby's Final Smash, he swings a sword that's waaay bigger than he is. If the first swing hits, he'll keep going with a combo of lightning-fast slices, dealing tons of damage. For the last swing, the sword grows even larger and launches any victims. Make sure that first swing hits, though, or nothing else will happen! | |||
|desc-pal=For Kirby's Final Smash, he swings around a sword that's waaay bigger than he is. If the first swing hits, he'll keep going with a combo of lightning-fast slices, dealing tons of damage. For the last swing, the sword grows even larger and launches its target. It's great, so make sure that first swing hits, or none of the rest will happen! | |||
|game=ssb4-wiiu | |||
}} | |||
{{clrl}} | |||
==In [[Event Match]]es== | ==In [[Event Match]]es== | ||
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Kirby3DS.jpg|Kirby [[teeter]]ing in {{for3ds}}. | Kirby3DS.jpg|Kirby [[teeter]]ing in {{for3ds}}. | ||
KirbyFinalCutter3DS.jpg|Using [[Final Cutter]]. | KirbyFinalCutter3DS.jpg|Using [[Final Cutter]]. | ||
KirbyHammer3DS.jpg|Using [[Hammer (move)|Hammer Flip]] on {{SSB4|Bowser}}. | KirbyHammer3DS.jpg|Using [[Hammer (move)|Hammer Flip]] on {{SSB4|Bowser}}. | ||
KirbydairSSB4.jpg|Using his [[down aerial]] on {{SSB4|Fox}} in {{forwiiu}}. | KirbydairSSB4.jpg|Using his [[down aerial]] on {{SSB4|Fox}} in {{forwiiu}}. | ||
KirbyFinalCutterWiiU.png|Using Final Cutter on {{SSB4|Mario}}. | KirbyFinalCutterWiiU.png|Using Final Cutter on {{SSB4|Mario}}. |
edits