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Kirby (SSBB)

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This article is about Kirby's appearance in Super Smash Bros. Brawl. For other uses, see Kirby.
Kirby
in Super Smash Bros. Brawl
Kirby
KirbySymbol.svg
Universe Kirby
Other playable appearances in SSB
in Melee
in SSB4
Availability Starter
Final Smash Cook Kirby
Tier D (20)
Kirby (SSBB)

Kirby (カービィ, Kābī) is a playable character in Super Smash Bros. Brawl.

Kirby was confirmed for Brawl in the first preview shown at May 2006's E3 show. Of all the characters shown, Kirby appears to be almost completely unchanged graphically.

Kirby ranks 20th on the current tier list in the top of middle tier, which is a drastic improvement over his last place ranking in Super Smash Bros. Melee. Kirby has one of the strongest combo abilities in Brawl, as he has many great setup moves, and attacks that string together well. Additionally, Kirby possesses a strong grab and throw game, with an above average grab range, two great setup throws, and a throw that can even KO (which is rare among characters in Brawl). Kirby also has a far reaching and generally safe recovery, disproportionately far disjointed reach in his attacks, fast and solid tilts, an all use attack in his back aerial, solid edge guarding capabilities, and very powerful finishers (with his forward smash being especially effective). However, Kirby suffers from slow movement speed, which when combined with his lack of a solid projectile, creates difficulty approaching and dealing with opposing camping. Additionally, with his very light weight and poor momentum cancelling abilities, Kirby has one of the worst endurances. Kirby also has his power taper off greatly outside his finishers (giving opponents very high survival potential if Kirby can't land his finishers), poor to mediocre aerials outside his back aerial, and generally poor matchups against top/high tier characters (most notably, being countered by three of the four best characters). Overall, Kirby has above average matchups, with average tournament results.

Attributes

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 when not aimed). 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. 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 launched 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 a safe and one of the longest-reaching recoveries, with five midair jumps and Final Cutter to help him return to the stage. This makes him a good choice for beginners to learn with. His multiple jumps also give him good edgeguarding potential. Kirby has above average 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 good finishers, with his smash attacks, back aerial, Hammer, and Stone all being able to KO opponents (although his back aerial stales quickly and his Hammer and Stone are laggy and often require good reads to land). 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. Kirby's biggest problem is his poor mobility. He has only 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 poor air speed prevents him from being able to maneuver in the air well despite being an air-based character (back aerial is his most used attack and all of his throws send his opponent upward), limiting his edgeguarding ability and combined with his poor dashing speed and lack of a solid projectile, creates difficulty approaching and dealing with opposing camping.

One of Kirby's strong aspects is his ground game. All of his ground attacks have good range, start quickly, and end quickly as well. His forward tilt is a versatile ground attack that is good for spacing. 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 high 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 ledgeguarding.

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 can deal some extra damage before a throw. 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 at high percents. Kirby's down throw is a good damage-racker, and is able to chain throw fastfallers at low percents. However, its ending lag hinders its combo and setup potential, though it is still decent.

Kirby's special moves have varying degrees of usefulness. His neutral special move, Inhale, gives him the unique ability to copy the neutral special moves of his opponents. He can use this to cover some of his weak areas, such as a lack of a solid projectile. However, the ability can be lost rather easily if he is hit hard enough. Kirby can also perform Kirbycide by walking off the stage with the opponent in his mouth. He can also spit out characters with poor recoveries below the stage, where the opponent is unlikely to recover, and Kirby, with his good recovery, can easily get back onto the stage. His side special move, Hammer, is a powerful attack and good finisher, but it has high startup lag. When used in the air, the first hit has less startup lag, and the second hit is a powerful semi-spike, making it a good edgeguarding tool. His up special move, Final Cutter, is his primary recovery move, and produces a shockwave upon landing, creating his only normal projectile. However, it can be edgehogged rather easily, it is too slow to be used effectively for camping, and experienced players will be able to shield the wave without much difficulty. When Kirby descends from Final Cutter, a meteor smash hitbox is produced, making it useful for edgeguarding from above. Kirby can also perform "Cuttercide" by using Final Cutter in midair and bringing down an opponent, where both players will usually die. His down special move, Stone, is powerful and can KO at high percents and leaves him invulnerable to attacks, but it has high ending lag, is predictable, and an opponent can punish him with a grab. It is useful as a surprise KO move, and on stages with water, where he can easily land a hit on swimming opponents.

Kirby's best aerial attack by far is his back aerial, one of his most versatile and useful attacks and is a staple part of his metagame. It has low startup and ending lag, almost no landing lag, is a good edgeguarding tool, can be used for Wall of Pain techniques, and can KO at high percents. Kirby players commonly approach by jumping while facing away from the opponent, getting closer, and using a back aerial when the opponent comes in range. Unfortunately, a wary opponent will be able to shield and punish rather easily. However, despite his strong back aerial and air-based play, the rest of his aerial attacks are poor. Outside of his back aerial, his aerial attacks suffer from a combination of high startup and ending lag, poor knockback, and poor range. His forward aerial is not particularly useful; all three hits will sometimes not lead into each other, depending on the opponent's position, and can be SDI'ed out of. It also has poor knockback, and the back aerial is considered superior for most uses. His up aerial is a decent juggler and has good combo potential, but its power was nerfed from Melee; it can no longer KO reliably under 150% unless near the upper blast line. It also has noticeable, albeit small, startup lag. His down aerial is a meteor smash, and is useful for "dragging down" opponents recovering vertically, and Kirby can easily recover. However, it has high startup lag, and is weak for a meteor smash, so it's not very effective if Kirby does not land many hits. His neutral aerial is his worst aerial and is often considered one of the worst aerial attacks in Brawl. It has incredibly high ending lag, mediocre knockback, and poor range. The ending lag makes it impractical for offstage use. However, it is not completely useless; it has no landing lag, and can be used as a air-to-ground transition, and can potentially be used as a setup for tilt attacks. Kirby can also use his Side Special Move, Hammer, as an aerial attack, and it has powerful knocback, and the second hit is a semi-spike, making it useful for edgeguarding. However, it leaves Kirby vulnerable if he misses. Kirby's poor air attacks outside of his back aerial, combined with his slow falling speed, makes him prone to aerial juggling, and complicates matchups against characters who can fight well in the air, such as Meta Knight, and characters with good juggling abilities, such as Zero Suit Samus.

Overall, a competent Kirby player can utilize his strengths such as is great combo abilities, combined with his solid tilts and back aerial, to make him a powerful opponent. Despite this, Kirby has weaknesses, in particular his poor mobility and approach options, that bring him down as a character.

Changes from Melee to Brawl

Kirby has been significantly buffed. Overall, he is faster, stronger, and has greater range. For example, his smash attacks and neutral aerial are stronger, while the rest of his aerials and tilts have slightly less power, giving him more juggling abilities. Kirby's recovery has been improved; his air speed has been slightly increased, allowing longer midair jumps. In addition, Kirby's grounded hammer has no sourspot, being very strong wherever it connects. In the air, Kirby now swings it twice horizontally, at the second swing, it is a powerful semi-spike. Although the hammer halts his fall for a brief period, it does not move Kirby extra distance by itself and only while moving horizontally, so it provides very little distance as a recovery move. His Final Cutter is also faster, giving less of a window for edgeguarding. It also travels farther horizontally. His up and down tilts now have IASA frames. His dash attack has changed (again), this time to the Break Spin move from Kirby Super Star. His throws are extremely improved and are now impossible to escape. His down throw now has less ending lag and can combo into his up tilt. His forward throw can combo into multiple attacks at low percentages, and he no longer loses all of his jumps after his forward or up throws. On the other hand, his Kirbycide ability has decreased. His forward and back throws can no longer Kirbycide, and every character is now a "Zero Framer". In addition, he no longer regains all of his jumps after a Kirbycide. His Inhale can now suck up items.

In cosmetic terms, his voice has a slightly lower pitch, despite having the same voice actress. Besides this, his physical appearance has not significantly changed, other than new animations.

Moveset

For more information on each of Kirby's attacks, click on the link found within the controller input of each attack.

Ground attacks

Normal

  • Neutral attack: Vulcan Jab - Two punches, followed by a rapid flurry of punches that release shock waves. Similar to Vulcan Jab from his Fighter Ability. This, like many of Kirby's other attacks are based off of copy abilities. Can rack up a lot of damage if used properly, but has high ending lag and can be punished should the opponent SDI out of it. Does (2%, 3%, 1%, 1%, 1%...). Hitbox out on frame 3.
  • Dash attack: Break Spin - Spins on his hands, while kicking with his feet. Multiple hits. Break Spin from his Yo-yo Ability from Kirby Super Star/Kirby's Fun Pak. Five hits of 2% damage with little, set knockback that traps the opponent in the attack, then another final hit that has more knockback to it and has disjointed reach; little KO potential, does 4%. Decent at punishing rolls and spot dodges, but the hits can be SDI'ed out of. A total of 14% damage. Start-up of 12 frames.
  • Forward tilt - A quick long ranged roundhouse kick. Good for spacing. Can lead to followups at low percents. Can be angled upward or downward. Does 8% damage, 7% when tipped. Hits on frame 5-8.
  • Up tilt - Quickly raises one leg vertically from behind. Very fast. A good juggling move and can be followed by another up tilt, a back air, or an up air, depending on the opponent's percentage. The back hitbox is useful for punishing rolls behind Kirby. The damage depends on the opponent's position from Kirby. Does 5% if near Kirby, 7% if above or side-by-side from Kirby. Hits on frame 4-9.
  • Down tilt - Crouches low and delivers a low kick. Good chance that it will trip opponents. The attack can be followed by a grab or a dash attack for extra damage, or a KO move, usually a forward smash, and has greater setup potential if the opponent trips. Usually does 5-6%. Hits on frame 4-6.

Smash attacks

  • Forward smash: Spin Kick - Lunges forward and delivers a very long range jump kick that moves Kirby forward. Can be angled. High knockback and executes quickly. This is clearly derived from Kirby Super Star, where a nearly identical move called "Spin Kick" can be used by Kirby with the Fighter copy ability. It also looks exactly like an uncharged dash with Jet Kirby in Kirby Super Star/Kirby's Fun Pak. At slower game speeds Kirby can be seen spinning before lunging. Arguably Kirby's best finisher, but prone to stale-move negation that can weaken its knockback. A player should use it primarily to KO. When angled up and fully charged, it can KO at 72%. Inexperienced players tend to spam it in conjuction with rolls to the point that it gets very stale (particularly online). Inflicts 15%-21%. Does weaker damage and knockback if hit at the end of the attack (11%-18%). Hits on frame 12-20.
  • Up smash - Does a backflip while doing an upward kick very similar to Fox's. Decent range. A good KO move, but knockback depends on where the move connects; high knockback in front, but barely any when it hits behind. Does 15%-21% damage. Weaker damage and knockback if the opponent is hit as Kirby puts his feet on the ground (12%-17%). Hits from frame 14 to 25.
  • Down smash - Splits his legs apart and spins around rapidly. A simultaneous down smash. Usually vertical knockback, if the opponent is close to Kirby and has good range. Useful for hitting fast-moving opponents or punishing after a spot dodge. The hitboxes on the tips of his feet push opponents away as a semi-spike, which is very useful for ledgeguarding. Does 14%-19% damage. Hits on frame 10-21.

Other attacks

An icon for denoting incomplete things.
  • Ledge attack - Flips over the edge and kicks. 6%.
  • 100% Ledge attack - Gets up and then uses a move similar to his down smash. 6%.
  • Floor attack - Gets up, then kicks on one side, then the other. 5-6%. Gets up, does a spin kick, does 5%.
  • Trip attack - Gets up then spins around, kicking. 6%

Aerial attacks

  • Neutral aerial: Spins in place, dealing damage with his arms and legs. Has incredibly high ending lag, making it near unusable offstage, and delivers mediocre knockback and range. Usually to put some space between the opponent. Start-up 10 frames. Does 12% at startup, 6% later frames.
  • Forward aerial: Does three spin kicks. Kirby could do this move with the Fighter ability in his series. The first two hits deal weak knockback to lead into the last hit, which delivers below-average knockback. A poor attack that is easily SDI'ed out of, and the hits do not lead into each other properly, because the first hit does not have set knockback. Though it can be used to punish air dodges, it is inferior to the back aerial for almost all uses. First hit on frame 10-11, second hit on 17-18 frames and final hit on frame 27-28. 4%, 3%, and 5% for each hit, respectively, dealing up to 12%.
  • Back aerial: Quickly crouches in midair then kicks his legs behind him. High knockback and has sex kick properties, though the duration is shorter than most sex kicks. The move has very low start-up lag (6 frames) and good range, with a slight disjointed hitbox. It is by far Kirby's most useful aerial, as well as one of his most useful attacks, and is very good at edgeguarding, and can perform Fence of Pain techniques. It can also KO at high percents. The move is Kirby's primary aerial approach option. It is a must-have for playing defensively and for approaching through the air. 12% in the first frames, 9% for later frames.
  • Up aerial: Does a flip kick in midair, similar to his Up smash. Has good combo potential, being a good follow-up technique, and is great at juggling. Can KO high-percentage opponents near the upper blast line. Does 10% damage. Hits on frame 10-15.
  • Down aerial: Drill Kick - Kirby's spins while kicking downward. The hitboxes are weak meteor smashes. Alone, the meteor smash is useless against all but characters with very weak vertical recoveries (such as Donkey Kong or Bowser. However, when the attack hits multiple times, or used with a footstool jump, it can be a deadly edgeguarding tool. Most useful for edgeguarding opponents recovering from below, and the back aerial is usually a better option for edgeguarding opponents recovering horizontally. Does 2% per hit, 12% total. Hitbox out on frame 18 and it ends on frame 33.

Grabs and throws

  • Standing grab - Above average range. Comes out on frame 6.
  • Dash grab - Comes out on frame 10. When Kirby misses a dash grab, he enters an animation similar to when he misses an enemy with the "suplex" ability in Kirby Super Star/Kirby's Fun Pak.
  • Pivot grab - Comes out on frame 10.
  • Pummel - A quick punch, although slow for a pummel of 1%. Does 1% damage per hit.
  • Forward throw - "Pile Driver" from Kirby's Suplex ability in Kirby Super Star/Kirby's Fun Pak and Backdrop from "Adventure". Kirby rises slowly in the air, while flipping, then slams the opponent down. At low percents, this throw has incredible combo potential and can lead into combos dealing over 40%, with additional followups potentially dealing over 60%. Among the most well-known combos is Fthrow→Uair→Reversed utilt→Bair, which deals a quick 38%. Other combos include Fthrow→Hammer, Fthrow→Uair→Grab, and Fthrow→Jump→Uair, depending on the percentage, weight, and falling speed of the opponent. Does 8%.
  • Back throw - "Big Suplex" from Kirby's Suplex ability in Kirby Super Star/Kirby's Fun Pak. Quickly flips backwards and slams opponent head-first into the ground. Useful for getting opponents off stage or in the air. Does 8%.
  • Down throw - "Fury Stomp" from Kirby's Suplex ability in Kirby Super Star/Kirby's Fun Pak. Kirby throws his victim into the ground, and then stomps on them several times quickly. Meta Knight has the same throw, but with more horizontal knockback, less damage, and slower stomping. Can chain grab fast fallers like Fox at low damages. Has some combo potential, and can be followed up with an up tilt, back air, or up air, depending on the opponents's percentage. Does 12%.
  • Up throw - "Air Drop" from Kirby's Ninja ability in Kirby Super Star/Kirby's Fun Pak and his Backdrop from "Adventure". Kirby flies off the top of the screen, and comes back down violently in an explosion, like a Warp Star item. KOs at around 160-175% on most stages, but Kirby travels through platforms while using the move, meaning that on stages with platforms like Battlefield, it can KO at or under 150%. A potential KO move should Kirby have difficulty killing with his other attacks. Meta Knight shares this move as well except without the explosion and inflicts more damage but less knockback. Does 10%.

Special moves

Taunts

When Kirby does a taunt, his copy ability gets discarded.

  • Up Taunt: A "Kirby Dance" similar to his victory dances and in the Kirby games.
  • Side Taunt: Spins around, then stops, sticking out his left leg and saying "Eeu!". Almost identical to the "preview" animation shown when he is chosen in the original Super Smash Bros.
  • Down Taunt: Faces the viewer and says his signature elongated "Hi", but in a lower tone than in Melee. This is the shortest duration taunt in the game.

Victory poses

  • Spins, holds his hand up.
  • Does some flips, holds his hand up.
  • Skids to each side, holds his hand up.
    • All of Kirby's animations are variations of the Kirby dance, performed when he completes a level in his own games.

Idle poses

  • Sleeps for a while, then shake his head and wakes up again
  • Hop a bit to look back, then hop again returning to normal position

Cheer

Kir-by!

On-screen appearance

Rides in on a Warp Star and crashes down.

Wii Remote selection sound

Says his signature "Hi!" but higher-pitched than in Brawl, similar to his Melee taunt.

Brawl manual description

A flying resident of Dream Land who can copy the moves and appearances of foes.

In competitive play

Matchups

Notable players

See also: Category:Kirby professionals (SSBB)

Role in The Subspace Emissary

In the beginning, a trophy of Mario and Kirby are thrown into an arena, come to life, and have a friendly match. The player chooses the one they want to play as. After the battle between the two, the victor revives the fallen loser, and the two fighters celebrate and wave to the crowd when suddenly, the Subspace Army attacks Peach and Zelda, who were watching their match, and both come to their aid. After the brief battle, the Ancient Minister shows up with a giant Subspace Bomb that is quickly armed by two R.O.B.s. When Mario attempts to stop the bomb, he is ambushed by a giant cannonball and is blasted away from the stadium. Meanwhile, the two princesses are captured by Petey Piranha, and are thrown into separate cages. Kirby then faces off against Petey, but only one princess can be freed. After defeating Petey, Wario appears carrying a giant gun called the Dark Cannon, turns the princess Kirby didn't save into a trophy, and runs off with her. As Kirby and the remaining princess begin to leave, Kirby, seeing that the Subspace Bomb is about to explode, flees the Midair Stadium via Warp Star. However, they are soon chased by the Halberd and are forced to land on it. Soon after, an Arwing gets shot down, blowing both Kirby and the princess off the Halberd and onto a series of ridges.

Kirby in the SSE

After climbing down from the ridges, Kirby sees/hears something and runs ahead, leaving Peach/Zelda behind. She is then turned into a trophy from behind by Bowser's Dark Cannon, and is copied by a Shadowbug clone of Bowser. After a fight, Mario and Pit/Link and Yoshi are turned into trophies, and are captured by an arm from a cargo drove by King Dedede, which also has Zelda/Peach, Luigi, and Ness's trophies. Suddenly, Kirby appears from behind and uses Final Cutter to sever the arm, and revives the pair's trophies in the process. When Dedede attempts to escape, Pit/Link fires an arrow at his cargo, slowing it down a little, and the five pursue Dedede to save their friends.

Eventually, they find a cave that Dedede's cargo is parked by, and after getting through, they find Dedede's hideout. Upon exploring his hideout they see a hole in the wall, and decide to enter it. They then see Bowser, who escapes to the Halberd after avoiding Mario and Pit's attacks. After the scuffle however, Kirby finds a mysterious badge that fell off Zelda/Peach's trophy.

Some time after that, Kirby and the others pursue the Ancient Minister in a desert, trying to stop him from detonating another Subspace Bomb. Despite their best efforts, the bomb still explodes, and they barely managed to escape it. Kirby and the others then aided Marth, Ike, Lucas, the Ice Climbers, and the Pokémon Trainer in warding off the Subspace Army troops that had come to face them.

After defeating them, the Falcon Flyer, and the Halberd (now under Meta Knight's control) land in front of them, and they all join forces to defeat the Subspace Army. The Subspace Gunship, commanded by Bowser and Ganondorf, appears out of a large sphere of Subspace, and after destroying the Halberd, tries to attack 4 smaller ships emerging from its wreckage. Fortunately, Kirby manages to save them by destroying the Gunship with Dragoon, and follows the others into Subspace.

When they confront Tabuu, Tabuu unleashes his Off Waves that turn everyone, including Kirby, into trophies. However, Kirby is miraculously revived thanks to the badge he found at Dedede's hideout earlier, which he had swallowed prior to Tabuu's attack (when Bowser escapes with the Peach/Zelda trophy in his Clown Car). After going through Subspace alone and reviving some of the fighters along the way, Kirby finds Ganondorf's trophy. Before he can do anything Bowser appears and attacks Ganondorf's trophy in revenge for turning him into a trophy earlier, before throwing it aside. King Dedede then runs over to Kirby and hugs him before pointing the staircase to Kirby, and dragging Kirby up it. Kirby then helps the others fight Tabuu.

Playable appearances

Exclusive stickers

These stickers can only be used by Kirby, or a select few including him:

  • Bonkers: [Weapon] Attack +16
  • Cell Phone: [Slash] Resistance +4
  • Dyna Blade: Launch Resistance +46
  • Gordo: [Throwing] Attack +5
  • Hot Head: [Flame] Attack +10
  • King Dedede & Kirby: [Specials: Direct] Attack +21
  • King Dedede (Kirby Super Star): [Leg] Attack +28
  • Kirby (Kirby 64: The Crystal Shards): [Body, Spin] Attack +22
  • Kirby (Kirby Air Ride): [Arm, Leg] Attack +17
  • Maxim Tomato: Maxim Tomato Effect +50
  • Meta Knight: [Slash] Attack +32
  • Meta Knight Ball: Launch Power +8
  • Nruff: [Body, Spin] Attack +5
  • Starman: Launch Power +33
  • Whispy Woods: [Weapon] Attack +4

Costumes

Kirby's alternate costumes in SSBB

Trophy description

Kirby's trophy in Brawl

A round, pink ball of cuteness from a distant, peaceful star. He can swallow anything with his gigantic mouth, then spit it out as ammo. He has the handy ability to copy powers and use them as his own. His hovering ability lets him fly through the air with ease. He's so round, he's sometimes treated like a ball.

Game Boy: Kirby's Dream Land
SNES: Kirby Super Star (NTSC), Kirby's Fun Pak (PAL)

Trivia

  • Kirby's shield stance is similar to his block stance in Kirby Super Star. When it is done with Mirror Kirby, he uses the orb shield just like the shields in Smash.
  • Kirby is the only character to have his dash attack change in every Smash Bros. game. In Smash 64, he slammed head first into the opponent, in Melee, he used his Burning attack (from fire or burning ability), and in Brawl, he does the Break Spin (from yo-yo ability).
  • Kirby, and Mr. Game & Watch, are the only characters that fully change their body color on their palette swap.
  • Kirby's Wii remote selection voice clip is from his Melee taunt, instead of an original, new clip used in Brawl. A similar trait is held for Samus, Peach and Ganondorf.
  • Kirby is tied with Mario for being the most playable character in The Subspace Emissary, being playable in 9 levels.
  • In the movie revealed at E3, just before Meta Knight appears, Kirby is seen using his side special move, Hammer, in the air, but the animation is for the Super Smash Bros. Melee version of Hammer, not the Brawl version.
  • Kirby makes a squeaky noise when he goes in and out of a crouch.
  • When Kirby hits a wall, lands on the ground, or does certain moves, small stars are emitted, similar to how they look in the Kirby games, thus giving authenticity to his origin.

External links