Super Smash Bros. Ultimate

Kirby (SSBU)/Neutral special

This article is about the hitbox visualization in Super Smash Bros. Ultimate. For the move itself, see Inhale (Kirby).
Kirby's neutral special, Inhale, when it starts.
Kirby's neutral special, Inhale.

Overview

Kirby opens his mouth and begins to inhale. It possesses a grabbox and can be held indefinitely until the player decides to release the B button. Upon inhaling an opponent, Kirby can spit them out as a star to deal damage to them and any nearby opponents, copy their neutral special move, walk around slowly, or perform a short hop. Alternatively, Kirby can descend from the air and inhale opponents near the ledge, attempting to perform a Kirbycide. Opponents caught off guard will try to mash out, resulting in Kirby being given the chance to footstool the opponent and likely net a KO. If the opponent is caught, it would be best to either accept the stock trade or buffer their recovery move right after Kirby releases the opponent.

Most characters will give Kirby a slight variation of their neutral special (such as Monado Arts and Pikmin Pluck), allowing Kirby to use the abilities to varying degrees of usefulness. In most cases, however, these copy abilities will always possess unique niches that can benefit him. This is more noticeable in doubles play, where a teammate like Samus or Shulk can allow themselves to get inhaled, setting Kirby up to get the ability and allow him to pressure foes with the aforementioned abilities.

Update History

  2.0.0

  •   Kirby dies later when performing a Kirbycide with Inhale, though he still dies first. This gives the opponent less time to recover after Kirby is KO'd.
  •   Kirby cannot lose Copy Abilities received by Inhale for a longer period of time (5 seconds → 10).
  •   Kirby is less likely to lose Copy Abilities when getting hit (Chance to lose: Damage Received/70 * 130% → Damage Received/70 * 100%).
  •   Fixed multiple Inhale Glitches:
    •   Fixed a visual glitch where Kirby would retain parts of Metal status with Wii Fit Trainer.
    •   Fixed a visual glitch where Kirby’s Bandana from Snake would move during the camera view of each frame.
    •   Opponents now properly gain intangibility when caught by Inhale; previously opponents would become stuck in a hitstun during Inhale.
    •   Removed Infinite floating glitch that occurs when Kirby uses multiple copied Mii Swordfighter's Gale Strikes in the air after perfoming a throw that left him in the air.
    •   Removed Gliding glitch when Kirby uses a copied and B-reversed Mii Swordfighter's Gale Strike while running.

  6.0.0

  •   Inhale has less startup (frame 14 → 10) with its total duration reduced as well (FAF 68 → 64).

Throw and Hitbox data

Inhale

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless Rehit rate
Windboxes
0 0 10 0.0% 0   Standard 0 100 30   8.5 top 0.0 7.0 15.5 0.0× 0.0× 0%               None   All All             10
1 0 10 0.0% 0   Standard 0 100 25   7.8 top 0.0 7.0 9.7 0.0× 0.0× 0%               None   All All             10
ID Radius Bone Offset G A
Start
0 6.0 top 0.0 6.0 5.0    
Loop
0 5.3 top 0.0 6.4 10.2    
1 5.8 top 0.0 6.4 6.2    

Swallow/spit

Kind ID Damage Angle Angle type BK KS FKV Effect Type Sound
Swallow
Throw 0 5.0%   Forward 0 100 0 0.0×       None
Spit
Throw 0 6.0%   Forward 0 0 0 0.0×       None

Star

The damage depends on the spat out character.

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
0 0 0 0.0% 0   Standard 70 78 0   2.5 top 0.0 0.0 0.0 2.0× 1.0× 0%               Kick   All All            

Timing

Grab startup 10
Grab loop + windboxes 11-
Interruptible (from release) 20
Animation length (from release) 19
                                                                                             
                                                                                             
Legend (1 square = 1 frame)
 
Lag time
  
Loop point
 
Flinchless hitbox
 
Grab
 
Interruptible