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Kirby: Cute but deadly

Game Versions
Smash 3DS, Smash Wii U
Summary of Kirby:
Kirby is light but great in combing. Despite being low tier, Kirby has great potential. Kirby is small (making him have a small hitbox) so it's harder to hit Kirby than it is with most of the cast. Kirby has the 2nd lowest crouch in the game making him able not only able to avoid most projectiles, but many other attacks and grabs as well. Kirby can do so many things with all of the attacks he has and I will show you how useful Kirby can be even if the first SSB4 tier list says he's low tier.

Ground Attacks:
Jab: 2% first hit, 3% second hit, 1% loop hit, 2% final hit. Jab is useful for racking up damage when you are close to your opponent.

Side Tilt: 8% Base, 7% Tip. Side Tilt can be used as a Jab Lock and attack enemies that are close to you. It can be angled (to angle Kirby's Side Tilt, move the circle pad or joystick slightly upwards or downwards)

Down Tilt: 6%. Down Tilt has a high tripping chance making it possible for a set up for a grab, Dash Attack, Forward Smash, and if you wanna get fancy you could use Stone (which is Down B).

Up Tilt: 5% clean, 4% late. Mainly used for juggling opponents to rack up damage (especially on fast-falling characters like Fox and Sheik.)

Dash Attack: 1% 1-5 hits, 4% final hit. Can be used as a semi-anti-air attack, usually when the opponent is about to land.

Forward Smash: Up angle 16% clean, 12% late, No angle 15% clean, 11% late, Down angle 14% clean, 10% late. Obviously a kill move. Nothing too special about this move other than the fact it can be angled. Can KO uncharged from center-stage at 117% if not angled, 109% if angled upwards, 126% if angled downwards when clean.

Down Smash: 14% clean, 10% late. Like most Down Smashes, it attacks on both sides (can be used to punish dodge rolls).

Up Smash: 15%/14% clean, 14%/12% mid, 12%/11% late. Late hit of the move barely does knockback to your opponent.

Aerial Attacks:
Neutral Air: 10% clean, 8% mid, 6% mid-late, 4% late. Kirby spins himself a few times quickly. The later it hits during the animation, the lower the damage it deals.

Forward Air: 4% First hit, 3% Second hit, 5% Third hit. Just 3 consecutive kicks. Can be used for a

pseudo Wall of Pain.

Back Air: 13% clean, 8% late. A great kill move. KOs at 131% when clean.

Down Air:
1% hits 1-5, 2% hit 6, 2% landing. Can Meteor Smash at around mid to high percents. It is also a combo starter.

Up Air: 9%. Can be used to juggle opponents in midair.

Grabs and Throws:
Pummel: 1.55% each hit. Very fast and quick for racking up for damage.

Forward Throw: 5%. Kirby's main combo starter.

Back Throw: 8%. Not useful for anything other than a Back Throw + Back Air combo that can only be done at 0% to low percents. Can KO near the edge around 140%

Down Throw: 0.8% hits 1-9, 1% hit 10, 2% throw. Good for racking up damage. Should only be used if Forward Throw and Back Throw isn't able to be followed up with anything and if Up Throw doesn't kill yet.

Up Throw: 10%. A kill move. Rises up with his opponent and then falls down and lands on the platform beneath him. Great advantage on stages like Battlefield and Town and City since the smaller platforms are higher than the main platform making the move kill earlier on the smaller platforms.


Specials:
Inhale (Neutral B): 10% copy, 6% spit. Can be used for a few things. You could copy their ability and use your opponent's Neutral B for your advantage or spit them off stage and perform a Kirbycide.

Hammer Flip (Side B): 19% ground uncharged, 15% air uncharged, 35% ground fully charged, 27% air fully charged. Kirby has Super Armor during his attacking animation. Has great shield damage especially when fully charged. It's also a kill move and you can jump and move while charging. It KOs at 127% when on ground and 162% when in midair. When fully charged, it KOs at 37% on ground and 71% in midair.

Final
Cutter (Up B): 5% rise, 2% drop, 5% landing, 6% projectile. Can Meteor Smash when dropping while still in the animation. Also useful for spacing.

Stone (Down B): 18% impact, 14% shockwave. Can be used as a fast falling tool and break shields as it has very high shield damage. While in stone form you can't take damage from attacks but you can be grabbed. It also can be used to punish if the opponent tries to Up Smash or approach you. Is a kill move. Can KO at 108%

Other Attucks:
Floor Get-up attack: 7% front/back, 5% trip

Edge Attack: 5%

Other things about Kirby:
Kirby can remove the ability he copied by taunting.

Combos:
Forward Throw + Fair (0% to mid percents only)
Back Throw + Bair (0% to low percents only)
D-Tilt (trip) + grab Forward Throw + Fair
D-Tilt (trip) + Dash Attack
D-Tilt (trip) + Forward Smash
Dair + Down Smash
Dair + Up Tilt
Forward Throw + Final Cutter
Nair (canceled by landing) + D-tilt (works on low percents only)
Fair (canceled by landing) + D-tilt (works on low percents only)
Forward Throw + U-air (low percents only)

Techniques:
Kirbycide - Sucking up an opponent and then dropping the opponent off stage, leading him/her to his/her death. This may result you to losing a stock as well. Be aware that Kirbycide doesn't work on characters with a great recovery (such as Villager.)

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Hope this guide helped you.
Author
RIku434
Views
359
First release
Last update
Rating
3.17 star(s) 6 ratings

More resources from RIku434

Latest updates

  1. Update #2

    Added more combos
  2. Update #1

    Added combos and techniques section and added more info to Kirby's Dair

Latest reviews

learned combos how could i stay mad
Has all the statistics. but in my opinion didn't have enough for matchups and such.
I think it's good overall, but needs more detail. For instance, matchups, more in-depth combos, the playstyle, the list goes on.
Good Start, 2 stars may be rude but I hope you'll add a lot more than the overview (we already have a lot of overviews) like more combos, playstyle advices, advantages and weaknesses or matchups (long work).
Good luck !
Explains his attacks... And that's about it.

You need to show some matchups, how to play neutral game, more information on each attack and which ones are important to his gameplay, and things like this. Techs such as Dash Dancing and Hup Canceling also are important if making a guide, especially Hup Canceling since that is a really interesting thing that Kirby can use for mindgames.

Could use some serious work, but it's not the worst I've seen. Thankfully.
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