Character guide: Kirby
Info: Kirby is a light weight character with the ability to jump 5 times, and swallow-cide game, and amazing range on both his air and ground games for such a small character, hes also great with combos, have solid kill moves, and great spacing tools.
Pros:
-Good combo ability
-Solid kill moves
-Good air game that helps him space
-Good gimping ability
-Decent range
-Swallow cide
-Easy to space with so many jumps
-Good recovery options
-Light weight makes combos on him more difficult
-Copy abilities give him the widest amount of moveset out of the entire cast (Some are more powerful too)
-Forward and Back throw near edge is a guaranteed kill
Cons:
-Extremely light weight and easy to kill
-Most of his kill moves are slow and have long landing lag
-Easily edge guarded without jumps
-Most characters who out ranges him have faster attacks
-Slow running speed
-A generally small grab range
-No good approaching option other than air spacing
-Lacks a good projectile with out copy abilities
-Forward and Back throw near edge now kills yourself
Moveset:
Ground game:
Jabs
- First hit 2%, second hit 3 percent and the jab combo does 2 percent each
- His first hit can jab reset, and follow up with a smash attack or even hammer, the consecutive hits can be jab canceled and if I assume correct, jab locked. However, it is easily escapable by simple DI
Kb: low
Forward tilt
- 9%
- Good for zoning, however, it is overshadowed by Kirby's down tilt, which have even better range.
Kb: low
Up tilt
- 7%
- Great for combos, a dash into up tilt (which can only be performed in this game) is one of Kirby's best setup, it can combo easily into aerials. It is also good for mix ups on the ground and have a fairly large hit box.
Kb: medium
Down tilt
- 6%
- Another great move, it is fast and save to use. It have to mentioned that when Kirby use this move, he moves forward a little.
Kb: low
Foward smash
- 15% - 21%
- This is one of Kirby's main kill move, it got a buff from the other games. The foward smash now shoot him foward like in Kirby's dream collection. The more you charge, the farther kirby will kick, this covers a gigantic hit box. But a charged F-smash is really predictable, so beware when using it.
Kb: high
Up smash
- 15% - 21%
- A good kill move, good for reading getup, sidestep and rolls. It cakes out quick, and if extremely powerful.
Kb: high
Down smash
- 14% - 20%
- Two hit boxes, one of which is a meteor smash. The move is pretty fast, had good knock back, and can be used to punish opponents.
Kb: high
Dash attack
- First five does 1%, last hit does 4%
- A good move, works like how it is in brawl, it is escapable, but hard to punish, it have a fast startup, and have a wide hit box that even hits behind him.
Kb: medium
Grabs:
- Had rather small range, use when under sheild pressure, or for reads and pivot grabbing.
Forward throw
- 8%
- Removing the combo potential from brawl, however, still can be follow uped by aerials like forward and up air, but is easy to escape.
- Note that it can kirby-cide, if your opponent is a stock behind or you are at high percent, don't be afraid to use it.
Kb: medium
Back throw:
- 8%
- Basically a forward throw with less combo potential, good for getting opponent off stage.
- Kirby-cide, same as forward throw, be smart when using it.
Kb: medium
Up throw:
- 9%
- Used as a kill move in brawl, however lets face it, it rarely ever kills, however it's still good for comboing and can be used to finish off your opponent on the top of a platform (Ex: battlefield)
Kb: high
Down throw:
- 11%
- His best throw, it does good damage, can combo, and even have a chain grab low percent, down throw is useful most of the time, unlike most of the other throws.
Kb: medium
Pummel:
- 1% for each
- There is not much to be said about pummeling, rack up some damage and use a throw.
Kb: n/a
Get up:
Ground getup:
- 0%
- There is a glitch that makes this attack do no damage, not much else to say.
Less than 100% getup:
- 6%
- Pretty fast, can be used as edge guarding
More than 100%
- 6%
- A lot slower, still usable.
Air game:
Netural air:
- 12%
- Netural air is good for combo, does good damage, but ends rather slowly, it's recommend not to use it off stage.
Kb: medium
Foward air:
- First hit 4%, second hit 3% and last hit 5%
- Surprisingly good range, the second hit has almost as much as his back air, it works good for follow up and combos, also good for out spacing your opponent
Kb: medium
Up air:
- 12%
- A rather good move, it is used to juggle, combo, edgeguarded, and can even kill at top of the stage.
- Theres actually a combo I found which I named: "Staircase to heaven" Basically it's just up air juggling combo followed up by the hammer
Kb: medium
Back air:
- 12%
- Any one who played kirby in brawl know this is his best air move. This move does everything well, good damage, great range, fast start up and end frames, it can kill easily, is the best spacing tool, can combo, and is widely used to edge guarded and even gimp.
Kb: high
Down air:
- 2% each
- Despite looking like a lot, it only hits 5 times and is actually the weakest of all his aerials. However, it is good for forced approach in the air, building shield pressure, and is a good meteor smash used for gimping, most characters with bad recovery easily dies after the drill.
Kb: medium
Specials:
Neutral special:
- Inhaling does 6%, spitting out does 5%
- What makes kirby kirby. And no, I'm not only talking about the abilities he absorb, I'm talking about his kirby-cide game too.
- There will be a list of all the copy abilities coming later
- Spitting out your opponent keeps your opponent away from you, Kirby's swallowing animation is now a lot faster
- Kirby-ciding is one of the dominant strategy for playing kirby, however, most opponent will see it coming. It has a increase mobility from brawl, but in exchange, you can't footstool anymore, the key to kirby-cide is too get opponent as far away from stage as possible, however, don't risk this against other characters that has good recovery (Ex: MK, jiggly) try to go as far offstage as you can since Kirby's five jump and up-special can let him make it back easily.
Forward special:
- Air first hit 13%, second hit 10% Ground 23%
- The most powerful move Kirby has, it does a ton of damage and had ridiculous knockback on the ground. In the air, it stuns your opponent with the first hit, and ive tried before, you can follow up with a second hit, dealing a massive 23%. On ground, it hits behind kirby and is a lot smoother. Ground hammer is best used for reads, follow ups, and punishes. Air combo is best for gimping, since it does less knockback.
Kb: high
Down special:
- !2% both in air and on ground
- Kirby's stone isn't a really useful move, I had slow end lag, easy to dodge and punish, and the worst of all: it become one of Kirby's weakest moves. There isn't much to say about this move, it can be used as reads, and escape juggling situations, it can also combo, but its proved more difficult than his aerial attacks. This move does however, reflects all damage other than grabs. There a a lot of cool little easter eggs surrounding this move/ (Ex. You can turn into the moon from Mojora's mask)
Kb: low
Character MUs coming soon.
Kb- knock back
It'll take a while for me to finish this, I don't have a fast computer at one, and it is rare for me to be able to use my computer at school.