- Game Versions
- Smash 3DS, Smash Wii U
WORK IN PROGRESS
UP NEXT: Doubles and Customs
we aren't dead yet...
So you want to understand that makes this faceball so special from the other 2 and the rest of the cast? Then get ready to do or die for what you learn on the 3DS and Wii U version will be the same so all combos and movement in the 3DS version applies to the Wii U. But first...
UP NEXT: Doubles and Customs
we aren't dead yet...
So you want to understand that makes this faceball so special from the other 2 and the rest of the cast? Then get ready to do or die for what you learn on the 3DS and Wii U version will be the same so all combos and movement in the 3DS version applies to the Wii U. But first...
+Kirby walks and dashes faster
+Up throw deals significantly more knockback. It also does more damage, doing 12% instead of 10%
+Back and forward throws are stronger
+Neutral infinite now transitions into a Smash Punch finisher. It also gives him a new projectile that is useful for edgeguarding
+Dash Attack is more powerful
+Down smash, forward aerial, and back aerial deal slightly more damage. Back aerial has less base knockback but more knockback scaling, making it more effective at all percentages
+Up smash is much faster, it is also stronger, increasing its utility
+Kirby's Hammer Flip (formerly known as Hammer) can now charge up and release a fire attack. Kirby can move around while charging it, and keeping it at full charge will deal recoil damage to Kirby, similarly to King Dedede's Jet Hammer
+Down tilt and pummel have been sped up
+Kirby's air speed is slightly faster
+Down aerial now has a stronger meteor smash. It also has less start-up lag
+Kirby's Final Smash is now the Ultra Sword from Kirby's Return to Dreamland, which hits multiple times and in a long range. It appears to be much stronger and more useful than Cook Kirby, his previous Final Smash
+The blade of Final Cutter deals more damage
+Up throw deals significantly more knockback. It also does more damage, doing 12% instead of 10%
+Back and forward throws are stronger
+Neutral infinite now transitions into a Smash Punch finisher. It also gives him a new projectile that is useful for edgeguarding
+Dash Attack is more powerful
+Down smash, forward aerial, and back aerial deal slightly more damage. Back aerial has less base knockback but more knockback scaling, making it more effective at all percentages
+Up smash is much faster, it is also stronger, increasing its utility
+Kirby's Hammer Flip (formerly known as Hammer) can now charge up and release a fire attack. Kirby can move around while charging it, and keeping it at full charge will deal recoil damage to Kirby, similarly to King Dedede's Jet Hammer
+Down tilt and pummel have been sped up
+Kirby's air speed is slightly faster
+Down aerial now has a stronger meteor smash. It also has less start-up lag
+Kirby's Final Smash is now the Ultra Sword from Kirby's Return to Dreamland, which hits multiple times and in a long range. It appears to be much stronger and more useful than Cook Kirby, his previous Final Smash
+The blade of Final Cutter deals more damage
-The beam it produces goes about half the distance
+Forward smash comes out faster
-However, it goes a shorter distance forward and has slightly weaker knockback
+Kirby is slightly smaller, which makes his hurtbox slighty smaller
-Kirby is slightly lighter than in Brawl
-His feet have become smaller, and as a result, most moves involving his feet have had their reach reduced
-Kirby's air speed has been slightly decreased
-Grab range has been reduced slightly
-Up tilt, up aerial, down aerial, neutral aerial, and dash attack deal about 3% less damage
-Down throw appears to have higher knockback scaling, removing some of its guaranteed combo potential. It also deals slightly less damage
· The Thwomp of Stone now uses the design from New Super Mario Bros. Wii instead of Super Mario 64
· Inhale has a whirlwind-like cone which bears a likeness to what is seen from the move in Kirby's Triple Deluxe. It also produces a sound effect similar to Kirby's inhale SFX from Kirby's Dream Land
GENERAL MOVESET
TILTS
Vulcan Jab: 2%, 3%, 1% (infinite), 2%
Kirby already had one of the best jabs in game for its quick speed and ability to add up damage. Since the move strikes quickly, it is a good move to use in order to refresh any stale moves in the middle of a battle. The move also can mislead the opponent due to its misleading effect on where the first hit will go. I have had many incidents where an opponent will jump or dash straight at me only to get into the jab. The final hit is also a bonus for it has knockback strong enough to launch heavy characters to the ledge from center stage when they have next to no percent. The move should be greatly used as a mixup as the final hit reaches greater than it seems. Try to bait the opponent to shield as the multi-hits push them backwards. Once they are out of this range and remove their shield, immediately let go and let the final hit of this move punish their decision (Thank you flyer3f). This move should be a wild card, a part of your strategy, but one you randomly whip out to change the momentum of the match.
Forward Tilt (F Tilt): 8%, 7% if distanced, Can Angle
This move does not get a lot of usage other than the fact for that it’s quick. A quick move with more range than it seems, you will find its best usage as a get-out move, mainly to shock the opponent when they realized how far they were hit from. For a low damaging move, it does enough damage and knockback to knock the opponent off platforms for jab locks.
U Tilt: 4%, Disjointed, 5% if hit from back, Launches opponent forward
One of Kirby’s best move and part of the Kirby Triforce, this will set up into most of Kirby’s combos. The move has a large enough hitbox that it can hit through most platforms with little knockback. At low percentages, the move can combo into itself, with some characters being able to combo up to 40%. It is best used against heavy characters and when used after D Air.
D Tilt: 6%, Can Trip
As said above, this move has a 35% chance to trip and Kirby is the one character that can punish so heavily when a character trips (other than Diddy). Due to the chance for tripping, attempt to use the move twice, so even if it doesn’t trip, the opponent is in long enough hitstun to follow up with a grab or F Smash. The move's effectiveness increases with your opponent's damage so don't be afraid to use it at high percents then follow with an U Smash.
Dash Attack: 1%, 1%, 1%, 1%, 1%, 4%
As the move is still the same from Brawl, it is still one of Kirby’s easiest to punish moves as it requires a lot of commitment and lasts a long time for if all the hits connect-9%. If you can use another move, try another option, but if you need a quick combo starter or a move to hit someone who keeps side-stepping, go for it.
SMASHES
F Smash: 14-21%, starts to KO uncharged around 80-120%, sourspot has less knockback and 11-15%
Generally, Kirby's smashes work best towards edgeguards and this smash is one of them. As Kirby's quickest smash and has a lasting hitbox, it can catch your opponent offguard if they hang on the ledge for too long or underestimate its range. If you notice your opponent has a bad recovery or has a habit of ledge camping, throw out the move, but don't forget to angle it downwards for edgeguards and upwards for damage.
U Smash: 14-21%, starts to KO uncharged around 90-130%, sourspot does 12-19%
One of Kirby's best and safest kill moves as Kirby gets partial invincibility during the attack. At the tip of the attack, it is possible to attack through platforms just like Kirby's U Tilt, however, this is only possible on the area that has the slash effect. The move is best used for those that spend a lot of time on platforms. The move can also finish U Tilt combos to do around 30% at low percents.
D Smash: 14-19%, starts to KO uncharged around 95-135%, sourspot has less knockback, second hit does less damage, camera sometimes glitches out when move hits
Kirby's move for rolls and another on-stage edgeguard move. Even though U Smash is quicker out of shield, it is much more reliable to do D Smash as it covers both sides for rolls and can sometimes allow Kirby to duck under some moves. That is also why this should be your roll counter as the move covers both sides and Kirby's also hits twice. On certain moments, if you hit someone while they are hanging on the ledge, they will either shoot upwards or spike against the stage. If you feel the need to stay on stage to edgeguard, can call out a roll, or need a counter attack on the side you aren't facing, this should be your option.
AERIALS
N Air: 10%, 6%, 4%, depends on when the attack hits
The basic idea for this move is when you need something quick to cover all areas since B Air can no longer cover the front. Since it covers all around Kirby, the opponent will go wherever they touched Kirby from. However, there is very little that is known what to follow out of this move since it lasts for a long time, but doesn't keep the opponent close. As of now, it is best to always fast-fall whenever you use N Air except when you're offstage.
F Air: 4%, 3%, 5%, depending on which kick hits
Kirby's poke move and weaker wall. This move is rarely used by Kirby players as they prefer B Air for its kill power, speed and damage and generally see F Air as the weaker cousin. However, if you are a player who wants to poke at shields from a safe distance or have a need for a fresh B Air, don't forget to face forward. Also, if you do not get the final hit, the opponent will be dragged down, making the move a great combo starter.
B Air: 13%, 8% sourspot, starts to KO around 110-140%
The pride and joy of Kirby, part of the Kirby Triforce, this move allows you to practice being Jigglypuff for a match and rule the skies. Though it's no longer possible to B Air Headbutt, the move still remains as useful as it has ever been. The purpose of this move is your choice, use it to approach, retreat, go for the kill, defense to get back on stage, whenever you need it, use it even if it gets stale.
U Air: 9%, can KO effectively when chasing along the top
The reason why you should practice playing with tap jump on. Kirby's U Air may not be able to clip through the stage or kill early like other characters but what Kirby has over others is the ability to shark effectively. Kirby's U Air does not have great knockback until higher percents so if your opponent is underneath a platform that is too high for a U Tilt or U Smash, don't be afraid to add on the damage. Also, the last hitboxes of the move send the opponent towards the opposite direction and a bit downward. This may be a possible edgeguard tool.
D Air: 1% per hit, 2% finish, max 9%, can get final hit by fast falling towards ground
The finale of the Kirby Triforce, and the drill that will pierce the heavens. First, this move is home to an ability called Hup-Canceling. Hup-Canceling is when you land with the first frames of the move (when Kirby says "Hup") and when performed, you can do anything out of the move, the ultimate mindgame. D Air, even without Hup-Canceling, is an amazing move for its ability to start, finish or continue combos. Don't forget that the move has a vacuum effect and a spike at the tip and final hitbox. When the opponent is hit, follow up however you can, U Tilt, F Tilt, D Tilt, F Smash, U Smash, D Smash, even another D Air. Start, continue, end.
GRABS
Pummel: 1.5%, moderate speed
One of the quickest pummels in the game but doesn't go along well with every throw. Kirby's grab pummel is dangerous for the idea of a throw combo could have been made harder just for going for the pummel. However, with D Throw being a low damaging throw, it always benefits you to pummel whenever you are going for damage with D Throw or for the kill with B Throw and U Throw.
F Throw: 7%, can combo into F Air at low percents
A early combo starter and set-up for gimps. At low percents, the throw can be followed up with F Air and will rarely get the final hit, dragging the opponent downwards. Afterwards, follow up with D Air to go for the spike or follow up with another F Throw to give yourself a good start of their stock.
B Throw: 8%, useful for setting up walls
The secret throw, for at low percents, can combo into B Air for a quick 21%. (Thank You Da Loc) This throw is best used at low percents to set up for combos like the one above. This is also Kirby's closest type of kill throw if near the edges on a flat stage. Use this throw either at low percents for the combo or when the opponent is around 140% and is by the ledge.
U Throw: 10%, best for damage
The throw that starts making floaty lightweight characters die off the top platform of Battlefield around 125-135%. Since the throw leaves Kirby in the air, if you want to get down, use Cutter and at low percents, Cutter will even combo out of the throw.
D Throw: 10%, best for combos
What should be your most used throw. D Throw may not do much damage, but is Kirby's best throw to set up with combos, even if it lost some guaranteed combo potential. What makes this move so versatile is its ability to fit into nearly any situation. If you trip an opponent, D Throw, if you want to finish a low percent U Tilt juggle, D Throw. This move is a wild card that you should find a way to fit into nearly any situation.
DON'T FORGET
All edge and floor attacks are 7%, same for trip attacks. For the edge, there is no more slow get-up. However, this does not mean you can take them lightly as they all do incredible shield damage. If you shield, be wary of its remaining size.
SPECIALS
B-Inhale: 6% if exhale, 10% if swallow
This is usually what early Kirby players will use for a basis of their strategy. However, most players will eventually find it more useful to use a technique called Kirby-ciding, in which you Inhale the opponent and jump off the stage. When you inhale your opponent, they will usually stay inside Kirby for 6 seconds, and every time they move the stick back and forth, it removes a second. Kirby-ciding used to be done in past games by using the ledge invincibility until the opponent came close enough to Inhale off the stage, but due to the change in mechanics, I recommend to stand at the edge of the stage and bait to your opponent that you are going for a grab, only to Inhale and toss them off the stage.
Side B-Hammer Flip: 19%-35%, KOs fully charged around 30-40 %
Hammer was always a slow move for Kirby that was mainly used in the air or reading rolls in Brawl. Now, Hammer Flip (the new name) has been given even more power to kill and more control of when the attack happens. The move acts like King Dedede's Down B in which after holding down the button, Kirby begins to charge the swing of the hammer. The move will be fully charged in about 4 seconds; by then you will see Kirby crouch down and every second afterwards, he will take 1% of damage until Kirby's damage is at 100%. This move will be most effective for an alternative to Kirby's Forward Smash as a punish to when your opponent lands on stage with a laggy move or air dodges onto the stage. An effective method to confuse the opponent on when you are going to swing is to stand in one place and swing the hammer back and forth, as the turn around animation is small if Kirby does not move. Also, this move is a great team finisher and is possible to fall through platforms while charging. Treat the move the same way Ganon would walk against someone who has rumble on, instill fear.
Up B-Final Cutter: 5% going up, 2% coming down, 5% shockwave
As stated earlier, the shockwave of Final Cutter was made bigger, but travels less distance. This however, does not prevent it from being a great spacing tool for Kirby if the opponent does not have a projectile or a reflector. It is also possible to spike the opponent if they are hit with only the downward hitting part of Final Cutter, but it is a much higher risk to perform it. To recover with Final Cutter, it is best to avoid landing on stage even though the shockwave is likely to protect you and instead, hit your opponent or aim for the ledge from below. Also, Final Cutter is one of Kirby's options for falling down to the stage quickly.
Down B-Stone: 18% in air, vertical knockback 14% if hit on ground (not from air), horizontal knockback
Don't use this move carelessly, no matter how effective it may seem, for your opponent can grab you out of it and, like in PM, certain moves can hit through Stone. Stone's best usage is when your opponent is offstage and their only option is to grab the ledge with a vertical recovery. Then you can use Stone to bait their air dodge, or hit them with enough power to push them away from the ledge. Remember that it now takes a longer time to get out of Stone than in Brawl and it also takes longer to activate the move. Another option for Stone is Stone Canceling, a technique that has been possible since Brawl. In order to perform a Stone Cancel, run off a ledge or platform and activate Stone right before you run off. Since Stone activated on the ground is quicker and Kirby is moving forward, you will immediately activate the attack, which makes it easier to edgeguard, but the timing is difficult to pull off at first. Also, Stone does a great deal of damage to shield whether activated on the ground or in the air. If someone is constantly using a weak shield and you are feeling risky, take the chance and use Stone.
Final Smash
Ultra Sword: 3% startup, 5% beginning of strikes, 16% strikes, 16% final hit
Kirby's Final Smash now is more useful if the Smash Ball is the only item you play with. Even though it technically has a smaller startup hitbox, it is a lot easier to hit. The move does 40% total and activates similarly to Ike's Final Smash, Great Aether, where they both swing their sword in front of them. If it hits, the Final Smash continues.
Kirby's Final Smash now is more useful if the Smash Ball is the only item you play with. Even though it technically has a smaller startup hitbox, it is a lot easier to hit. The move does 40% total and activates similarly to Ike's Final Smash, Great Aether, where they both swing their sword in front of them. If it hits, the Final Smash continues.
MORE TO COME