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How To Star Warrior 101

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.
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
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.

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:

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.

Nice Combos.
soon. not now.

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Author
TheOrangePuffYT
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Latest reviews

Overall is a useful guide, but there are some aspects that are not correct in some cases:

-Uair is also a great juggler
-Fair is only 3 kicks
-The Dair spike it is not at the toes. It spikes at Dair6 (6th hit of Dair)
-Also, if you land before finishing the Dair animation, DairF will come out and has a very decent hitbox to keep away punishers.
-USmash does not has the same application as the Uair, since Uair does not true-comboes out of any move. Maybe Dair, but practically any move comes out of Dair
-Spit out of inhale does not make more damage. Copy Ablity and Spit both do 10%
-Final cutter is the only projectile, but you forgot to mention that it spikes in its way down
-Stone is not good to get back on the stage, only if you bait your enemy to charge a smash attack or if you are really coles and really good at reaction to a tilt. If it is neither of this cases, you can be severely punished with a grab or even worse, have a habit and be read more frecuently.
-Dthrow no longer is, if it has ever been, a combo starter. Fthrow is better
-Bthrow IS your kill throw.

Try using this info to develop a good combo guide, these are some tips that not many people kow, but i do explain them on my guide. If you want to know more of the char. check my guide, I explain the uses of many attacks on it: http://smashboards.com/guides/poyo-how-to-puffball-101.588/
Its a überfüll Guide but keep going
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