- Game Versions
- Smash 3DS, Smash Wii U
This is a rather basic guide on how to play Kirby. This isn't going to be all about frame data and advanced tech and **** like that. This is just how his moves work, how to use them to their fullest, and just how to not get knocked to hell and back. Also,this does cover custom moves as well.
Basic Attacks Jab: Two quick jabs, followed by a flurry of punches, following up with a finisher with decent knockback. I usually use it as a "get the hell of me" attack when the opponent is putting on a lot of pressure. Also a decent out-of-shield option.
Side Tilt: A quick spinning kick. I use it to space people. Also a nice combo from Fair
Up Tilt: A physics defying kick, going above his head through his skull. I never use this, but it does combo into itself.
Down Tilt: A quick sweep kick. High chance of tripping opponents. I use it as a combo set-up to near-any of his specials.
Dash Attack: Runs and spins on his head, feet outstretched. I use it mainly as a landing punish for very land-laggy attacks (Mario's Fair, Bowser Dair, Mega Man Dair, etc.), as it does have a few creative combos (Dash-Fair-Fair-Fsmash).
Get-Up attack: A quick spinning kick around him. I never use it. Just roll if you miss the tech.
Forward Air: 3-4 spinning forward kicks. This move is a amazing combo move, and a good ledge get-up move with a short hop. It is very versatile. Be creative with it!
Back Air: A backward poke kick (man, Kirby uses a lot of kicks). I use it as an off-stage kill move, or for a psuedo-Wall of Pain
Up Air: A backflip air kick. A nice upward kill option, and a good end to a combo.
Forward Smash: A very powerful forward kick. Main kill move, and combos out of Forward Air.
Up Smash: A nice backflip kick. Very similar usage to the Uair.
Down Smash: A breakdance kick. I use it as a "roll punish". It really just stops rolls in their tracks.
Neutral Special 2: Ice Breath: No swallow hitbox, but adds a freeze hitbox. I use it to edgeguard, if at all.
Neutral Special 3: Jumping Inhale: Leaps forward and inhales, however the spit out does no damage. Great back-to-stage option.
Side 1: Hammer Flip: Brings out a hammer and swings it. Can be charged to do more damage and get lit on fire. I use it as a shield punish or a "Charge punish" (like charging into me with a move like Ike's SSpecial.)
Side 2: Giant Hammer: Takes more time to charge,and is slower on the swing, but has super armor during the swing. Use the same as Hammer Flip, but not as often.
Side 3: Hammer Bash: Makes Kirby go up when you use in the air, and does not charge. Better usage in the air.
Up 1: Final Cutter: Uses a curved blade to leap upwards and cut people on the way back down. Also sends out a wave along the ground.This move is Kirby's only projectile in a one-on-one match, and as such is used a lot of different scenarios.
Up 2: Wave Cutter: Longer wave, Blade does less damage. This makes his wave more like the one from Brawl. It goes significantly farther, but overall does less damage.
Up 3: Upper Cutter: No blade drop. If you want a little more oomph in your recovery, this is your move.
Down 1: Stone: Transforms into a rock, and falls down. Has super armor. Good to get back down to the stage.
Down 2: Grounding Stone: Takes longer to transform, but buries people. Better for ground game.
Down 3: Meteor: Has a meteor effect, however takes longer to transform back. If your personally prefer the air, this is for you.
Throws:
Pummel: A very fast punch. Use this often.
Forward Throw: A suplex slam forward. Moderate Knockback.
Back Throw: Flips backward and slams the opponents head into the ground. Not exactly a kill throw, but has higher knockback the forward.
Up Throw: Flies upward into the sky, and slaps them back into the ground. Has higher kill power on the platforms in Battlefield and Dream Land (64).
Down Throw: Kicks the opponent in the face. A lot. Combo potential and good damage, though next to no knockback.
Basic Attacks
Side Tilt: A quick spinning kick. I use it to space people. Also a nice combo from Fair
Up Tilt: A physics defying kick, going above his head through his skull. I never use this, but it does combo into itself.
Down Tilt: A quick sweep kick. High chance of tripping opponents. I use it as a combo set-up to near-any of his specials.
Dash Attack: Runs and spins on his head, feet outstretched. I use it mainly as a landing punish for very land-laggy attacks (Mario's Fair, Bowser Dair, Mega Man Dair, etc.), as it does have a few creative combos (Dash-Fair-Fair-Fsmash).
Get-Up attack: A quick spinning kick around him. I never use it. Just roll if you miss the tech.
Air Attacks
Neutral Air: A mid-air cartwheel. I use it the same as the Jab, but for those who personally prefer the air.Forward Air: 3-4 spinning forward kicks. This move is a amazing combo move, and a good ledge get-up move with a short hop. It is very versatile. Be creative with it!
Back Air: A backward poke kick (man, Kirby uses a lot of kicks). I use it as an off-stage kill move, or for a psuedo-Wall of Pain
Up Air: A backflip air kick. A nice upward kill option, and a good end to a combo.
Down Air. Kirby uses his feet like a drill. If your opponent is off-stage, this move does have a meteor effect at the toes. I use it for ground combo set-ups (like the all powerful, nigh-inescapeable Double Dair Dsmash) and occasionally a spike to mix it up, however spiking is difficult with this move.
Smash Attacks
Up Smash: A nice backflip kick. Very similar usage to the Uair.
Down Smash: A breakdance kick. I use it as a "roll punish". It really just stops rolls in their tracks.
Special Attacks
Neutral Special 1: Inhale: Swallows his opponents to either take their neutral (not custom) specials, or can spit them out for more damage. I use it against characters with good neutrals (Shulk, Sheik, Rosalina, C. Falcon, etc.) to use their fire power against them.
Neutral Special 2: Ice Breath: No swallow hitbox, but adds a freeze hitbox. I use it to edgeguard, if at all.
Neutral Special 3: Jumping Inhale: Leaps forward and inhales, however the spit out does no damage. Great back-to-stage option.
Side 1: Hammer Flip: Brings out a hammer and swings it. Can be charged to do more damage and get lit on fire. I use it as a shield punish or a "Charge punish" (like charging into me with a move like Ike's SSpecial.)
Side 2: Giant Hammer: Takes more time to charge,and is slower on the swing, but has super armor during the swing. Use the same as Hammer Flip, but not as often.
Side 3: Hammer Bash: Makes Kirby go up when you use in the air, and does not charge. Better usage in the air.
Up 1: Final Cutter: Uses a curved blade to leap upwards and cut people on the way back down. Also sends out a wave along the ground.This move is Kirby's only projectile in a one-on-one match, and as such is used a lot of different scenarios.
Up 2: Wave Cutter: Longer wave, Blade does less damage. This makes his wave more like the one from Brawl. It goes significantly farther, but overall does less damage.
Up 3: Upper Cutter: No blade drop. If you want a little more oomph in your recovery, this is your move.
Down 1: Stone: Transforms into a rock, and falls down. Has super armor. Good to get back down to the stage.
Down 2: Grounding Stone: Takes longer to transform, but buries people. Better for ground game.
Down 3: Meteor: Has a meteor effect, however takes longer to transform back. If your personally prefer the air, this is for you.
Throws:
Forward Throw: A suplex slam forward. Moderate Knockback.
Back Throw: Flips backward and slams the opponents head into the ground. Not exactly a kill throw, but has higher knockback the forward.
Up Throw: Flies upward into the sky, and slaps them back into the ground. Has higher kill power on the platforms in Battlefield and Dream Land (64).
Down Throw: Kicks the opponent in the face. A lot. Combo potential and good damage, though next to no knockback.
Nice Combos.
soon. not now.
soon. not now.