User:Ac2k/Sandbox: Difference between revisions
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Kirby is a small, [[lightweight]] character. His small size allows him to avoid many attacks (his initial [[dashing]] animation can go underneath {{SSBB|Pit}}'s [[Palutena's Arrow]]). He is also able to [[crouch]] underneath attacks, which can be used to his advantage against tall characters such as {{SSBB|R.O.B.}} and {{SSBB|Ganondorf}}. He has poor mobility, including the 25th fastest [[walking]] speed, the 28th fastest [[dash]]ing speed, the second lowest [[jump]]ing height, a slow [[air speed]], and a slow [[falling speed]]. His light weight is both advantageous and disadvantageous; he is less vulnerable to [[chain throw]]s (including {{SSBB|King Dedede}}'s [[down throw]]), but he also gets launches farther when hit, making him easier to KO. He also has poor [[momentum canceling]] abilities, with slow falling speeds, and his fastest aerial attack, his [[up aerial]], is only slightly shorter than his [[air dodge]]. His momentum canceling abilities, combined with his light weight, give him one of the worst survivabilities in the game. However, he makes up for this with one of the longest-reaching and safest [[recovery|recoveries]], with five midair [[jump]]s and [[Final Cutter]] to help him return to the stage. His multiple jumps also give him good [[edgeguarding]] potential. Kirby has long reach in his attacks, with many [[disjointed hitbox]]es, and a strong [[combo]] ability, with his [[forward throw]], [[forward tilt]], [[up tilt]], and [[up aerial]] all being great damage rackers and setups. He also has high [[KO]] power, with his [[smash attack]]s, [[back aerial]], [[Hammer]], and [[Stone]] all being finishers. Kirby lacks a solid projectile, and his only projectile, the wave produced from Final Cutter, is slow and predictable. This complicates matchups against characters with solid projectiles, such as {{SSBB|Falco}} and {{SSBB|Pit}}. | Kirby is a small, [[lightweight]] character. His small size allows him to avoid many attacks (his initial [[dashing]] animation can go underneath {{SSBB|Pit}}'s [[Palutena's Arrow]]). He is also able to [[crouch]] underneath attacks, which can be used to his advantage against tall characters such as {{SSBB|R.O.B.}} and {{SSBB|Ganondorf}}. He has poor mobility, including the 25th fastest [[walking]] speed, the 28th fastest [[dash]]ing speed, the second lowest [[jump]]ing height, a slow [[air speed]], and a slow [[falling speed]]. His light weight is both advantageous and disadvantageous; he is less vulnerable to [[chain throw]]s (including {{SSBB|King Dedede}}'s [[down throw]]), but he also gets launches farther when hit, making him easier to KO. He also has poor [[momentum canceling]] abilities, with slow falling speeds, and his fastest aerial attack, his [[up aerial]], is only slightly shorter than his [[air dodge]]. His momentum canceling abilities, combined with his light weight, give him one of the worst survivabilities in the game. However, he makes up for this with one of the longest-reaching and safest [[recovery|recoveries]], with five midair [[jump]]s and [[Final Cutter]] to help him return to the stage. His multiple jumps also give him good [[edgeguarding]] potential. Kirby has long reach in his attacks, with many [[disjointed hitbox]]es, and a strong [[combo]] ability, with his [[forward throw]], [[forward tilt]], [[up tilt]], and [[up aerial]] all being great damage rackers and setups. He also has high [[KO]] power, with his [[smash attack]]s, [[back aerial]], [[Hammer]], and [[Stone]] all being finishers. Kirby lacks a solid projectile, and his only projectile, the wave produced from Final Cutter, is slow and predictable. This complicates matchups against characters with solid projectiles, such as {{SSBB|Falco}} and {{SSBB|Pit}}. | ||
One of Kirby's strong aspects is his ground game. All of his ground attack have long range, start quickly, and end quickly as well. His forward tilt is a versatile ground attack that leads into itself at low percents. His up tilt is one of the fastest up tilts in the game, has disproportionately long range, and is a good [[juggling|juggler]] and setup move at low percents. His [[down tilt]] has a chance to [[trip]] opponents, creating additional setups. His [[forward smash]] delivers huge knockback and has low startup [[lag]] for such a powerful attack. It is considered his best KO move, along with his back aerial. His [[up smash]] is also a powerful finisher. However, it has a sweetspot behind Kirby that cannot reliably KO. | One of Kirby's strong aspects is his ground game. All of his ground attack have long range, start quickly, and end quickly as well. His forward tilt is a versatile ground attack that leads into itself at low percents. His up tilt is one of the fastest up tilts in the game, has disproportionately long range, and is a good [[juggling|juggler]] and setup move at low percents. His [[down tilt]] has a chance to [[trip]] opponents, creating additional setups. His [[forward smash]] delivers huge knockback and has low startup [[lag]] for such a powerful attack. It is considered his best KO move, along with his back aerial. His [[up smash]] is also a powerful finisher. However, it has a sweetspot behind Kirby that cannot reliably KO. His [[down smash]] covers both sides, and delivers powerful vertical knockback. It also delivers horizontal knockback at the tips of his feet, making it good for edgeguarding. | ||
Kirby also has a strong [[grab]] and [[throw]] game as well. He has a fast grab with above average range. His [[pummel]] is very quick and good for refreshing stale moves. His [[forward throw]] can lead to combos that can deal over 40%, depending on the weight and falling speed of the character. His [[back throw]] is useful for getting opponents off of the stage, and his [[up throw]] can even KO on |
Revision as of 18:06, April 20, 2013
I'll be using this sandbox to put some random stuff, saved drafts on articles, etc.
Rewrite Kirby (SSBB)#Attributes
- I plan on rewriting the Kirby article to make it better. Please comment on the the talk page.
Kirby is a small, lightweight character. His small size allows him to avoid many attacks (his initial dashing animation can go underneath Pit's Palutena's Arrow). He is also able to crouch underneath attacks, which can be used to his advantage against tall characters such as R.O.B. and Ganondorf. He has poor mobility, including the 25th fastest walking speed, the 28th fastest dashing speed, the second lowest jumping height, a slow air speed, and a slow falling speed. His light weight is both advantageous and disadvantageous; he is less vulnerable to chain throws (including King Dedede's down throw), but he also gets launches farther when hit, making him easier to KO. He also has poor momentum canceling abilities, with slow falling speeds, and his fastest aerial attack, his up aerial, is only slightly shorter than his air dodge. His momentum canceling abilities, combined with his light weight, give him one of the worst survivabilities in the game. However, he makes up for this with one of the longest-reaching and safest recoveries, with five midair jumps and Final Cutter to help him return to the stage. His multiple jumps also give him good edgeguarding potential. Kirby has long reach in his attacks, with many disjointed hitboxes, and a strong combo ability, with his forward throw, forward tilt, up tilt, and up aerial all being great damage rackers and setups. He also has high KO power, with his smash attacks, back aerial, Hammer, and Stone all being finishers. Kirby lacks a solid projectile, and his only projectile, the wave produced from Final Cutter, is slow and predictable. This complicates matchups against characters with solid projectiles, such as Falco and Pit.
One of Kirby's strong aspects is his ground game. All of his ground attack have long range, start quickly, and end quickly as well. His forward tilt is a versatile ground attack that leads into itself at low percents. His up tilt is one of the fastest up tilts in the game, has disproportionately long range, and is a good juggler and setup move at low percents. His down tilt has a chance to trip opponents, creating additional setups. His forward smash delivers huge knockback and has low startup lag for such a powerful attack. It is considered his best KO move, along with his back aerial. His up smash is also a powerful finisher. However, it has a sweetspot behind Kirby that cannot reliably KO. His down smash covers both sides, and delivers powerful vertical knockback. It also delivers horizontal knockback at the tips of his feet, making it good for edgeguarding.
Kirby also has a strong grab and throw game as well. He has a fast grab with above average range. His pummel is very quick and good for refreshing stale moves. His forward throw can lead to combos that can deal over 40%, depending on the weight and falling speed of the character. His back throw is useful for getting opponents off of the stage, and his up throw can even KO on