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The SSB4 Guide; Kirby

The SSB4 Guide; Kirby

Game Versions
Smash Wii U
Index:
Chapter 1: Introduction
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Chapter 2: Grounded Attacks
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Chapter 3: Aerial Attacks
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Chapter 4: Special Attacks
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Chapter 5: Grabs
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Chapter 6: The Neutral
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Chapter 7: Grab Game/Combos
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Chapter 8: Killing
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Chapter 9: Advanced Techniques
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Chapter 10: Match Ups
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Chapter 11: Conclusion

Chapter 1
Welcome, to my beginners guide to the star warrior; Kirby! If you take a quick glance at the Index provided above, you will know that we will be covering every aspect of Kirby. Keep in mind some terms in this guide may not be understood on a beginner level and I advise looking at the dictionary to be up to-date on our terminology of Smash Brothers, https://smashboards.com/threads/the-smash-dictionary.374538/ use Ctrl + F and search a word to find it. Before learning how to play this character you first should know about the character itself. Kirby is the 3rd lightest character in the entire game, his walk, and running speed are average, and Kirby has 6 jumps which is tied with the most in the game. (Remember if I happen to get ANYTHING wrong, or maybe you have more to add to this guide please feel more than welcome to post it in the comments.) Now, let's finally get started with this guide!
Chapter 2
:GCA::GCA::GCA:(Frame 3)
Jab is Kirby's fastest move on the ground, however this does not mean you should be spamming it. This move should primarily be used when you want to finish a combo against a character that has frame 2, or faster attack that can possibly hit you. Also, you want to be using this move against highly aggressive opponents that space poorly into your shield if you know grab will not reach them. Basically, it's a combo finisher, and a get-off me move, and should only be used as such.

:GCR::GCA:(Frame 5)
Forward Tilt is basically a worse version of jab, but it does have a potential ability to reset your opponent. This will be talked about later into this guide.

:GCU::GCA:(Frame 4)
Up Tilt is a great combo extender, and can be used as an anti-air since the move has intangibility frames. More on this move, and its combos will be covered in the combo section of this guide.

:GCD::GCA:(Frame 4)
Down Tilt is great at a variety of things, whether it is safely poking at the opponents shield, tripping to set up into almost anything you want, or even a kill! This move should be spammed often within a safe proximity of your opponent as it is still punishable if spaced poorly. Combos from this will be covered in the combo section of this guide.

:GCCU:(Frame 15)
Up Smash is Kirby's fiercest smash attack when it comes to pure knockback. This move should never be thrown out at random. The move has 2 hitboxes a late hitbox, and an early hitbox, the later hitbox can only be activated if the opponent is hit behind Kirby, this hitbox has no K.O potential, and the early hitbox is the front of the move which can kill at 90%+. This move can also be used as an anti-air since of it's intangibility. With Kirby being so light you can't risk missing and taking damage that will bring you closer to inevitable death. However, if you are up a stock and the opponent is at kill percent this move can potentially be used for hard reads, but remember you are doing this at your own risk of death.

:GCCR:(Frame 13)
Forward Smash has the longest range and damage out of all of Kirby's smash attacks. Do to it's low lag after being thrown out an unsuspecting opponent will have a hard time punishing this move. I personally recommend that you don't throw it directly on their shield, but at a spot that looks punishable so they dash in and you are free to punish.

:GCCD:(Frame 10)
Down Smash is the absolute fastest of all of Kirby's smash attacks. This move can easily be comboed into for an early kill at higher percents. The move has intangibility as well. Just because it is indeed his fastest, it is not as bait heavy as forward smash and is easily punishable at a decent range from the opponent. More of this move will be covered in the combo section of this guide.

Chapter 3
(The following inputs are in the air!)
:GCA:(Frame 10)
Neutral Air is a quick aerial attack that can be used out of shield for quick retaliation. Along with your 6 jumps this move can be easily used for easy edge guarding. This move also has reset potential that will be covered later. This move will also be covered in the combo section of this guide.

:GCU::GCA:(Frame 10)
Up Air is great for juggling opponents and extending combos. Due to this move having poor range, and no intangibility this should be it's only use. This move will be covered in the combo section of this guide.

:GCR::GCA:(Frame 10)
Forward Air is safe three hit poking tool. I do not recommend using this move for edge guarding due Neutral Air always being the better option for this. In addition if the opponent is not respecting your options in the air this move is good for free damage and extending combos, which will be talked about in the combo section of this guide.

:GCL::GCA:(Frame 6)
Kirby's fastest aerial move, and an amazing on at that, it's Back Air. This move is a good out of shield option, reset option, approach option, and killing move. It's everything you want it to be, and on top of it all, if properly spaced is safe on shield if you fast fall.

:GCD::GCA:(Frame 18)
Kirby's best combo tool in his entire arsenal, Down Air. Do to this move being so combo heavy this will be covered in the combo section of this guide. It is safe of shield if you cross them up and land where their back is exposed.

Chapter 4
:GCB:(Frame 14)
Inhale is Kirby's signature ability. This command grab sucks your opponent in and allows Kirby to each gain positional advantage or the neutral special of your opponent. For positional advantage press :GCA: for the neutral special of your opponent press :GCD:. This move is not safe if you miss and is heavily punished due to the severe amount of lag when you stop the move. Do not spam.

:GCU::GCB:(Frame 23)
Final Cutter should be used primarily as your recovery only, this move is not safe if your opponent is in the area that the beam is able to reach. If you wish to use this move offensively it should only be if your opponent has a good vertical recovery, such as Fox to hit their recovery. When recovering be very careful not to hold down, as this move will personally banish you to the shadow realm. And, make sure to be facing the stage when recovering.

:GCL::GCR::GCB:(Frame 26,28)
The reason for Hammer Flip having two separate frame data is because this move has two different properties in the air and the ground. Both versions are able to be charged for more damage and knockback, though be careful as when you charge too long you will deal damage to yourself the longer you charge. While the grounded hit only has 1, the aerial attack has 2 attacks. A great punish for a shield break.

:GCD::GCB:(Frame 29)
Stone is one of Kirby's least useful special as the situations that the move is helpful are very strict. I only suggest using this move offstage if you are high up to fall slower and get to the ledge much quicker, and to do this just press b again to cancel the move. If you use this on the stage you will be immune to weak attacks, however you are vulnerable to grab, and you can be waited out and heavy punished. So, never use this on stage.

Chapter 5

:GCZ::GCU:
Kirby's kill throw if all else fails. Use at 150%+ without rage.

:GCZ::GCR: Kirby's combo throw. More will be covered in the combo section of this guide.

:GCZ::GCL: Kirby's stage control throw. Use when you want to set up for an edge guard.

:GCZ::GCD: Kirby's damage throw, and positional throw. Use when you want some free damage and the opponent above you to punish their landing.

Chapter 6
The neutral is one of the most important aspects of the Smash Brothers series. Against certain characters Kirby can have a really rough time getting in if you aren't patient. At the start of the match it would be wise to throw out safe and fast moves to force the opponent to react. Of course, movement will be pretty helpful. For starters, dash dancing, tomahawking, and empty hops will all in all make your opponent do some risky moves where you can then capitalize. In general, you won't be very aggressive until you land a grab, so you want to always play defensively up until then against anyone in the cast. Remember, you never have to approach if you both are on even stocks, Kirby has more than enough tools to turn the tides in his favor while in a sketchy situation, just keep calm. Now, the following information will help you figure out what options you have while in the neutral, and what you should be constantly looking for and capitalizing on.​
  1. If they jump, this usually means they want to get in above you to attack. You have anti-airs in this case and it should be an easy punish. Roll if you aren't comfortable yet. Don't suddenly get all aggressive however, Kirby isn't the only one who can bait and punish.​
  2. If they shield, this usually means they are afraid of your attacks and you should continue to do this before going for tomahawk grabs, safe down airs, and safe down tilts on their shield which will set up for a grab.​
  3. If they attack, this usually means they want to out pressure you, in this case wait for them to make a mistake and capitalize on it by running in for a grab or safe aerials. Dash dancing helps a lot with this.​
  4. If they roll, you should already have this covered due to your aerials having low lag for an easy punish. That is, if they roll towards you. If they roll backwards, continue to pressure with safe aerials. See 1, 2, or 3 as rolling backwards forces them to do one of these things, otherwise you get a free grab if they do nothing.​
As you should have noticed Kirby is all about getting the grab and extending his combos for as long as possible constantly pressuring the opponent into doing something they will regret.​

Chapter 7
Kirby has so many combos and follow-ups that it would be simply impossible to post every single one of them. So instead I will be some combos for early-mid percents until you are able to net that kill confirm, or throw. (Every combo shown are done in training mode, thus rage, DI, and staling may effect results. Also %Early= 0-50% %Mid= 51-90% for Kirby. If there is a * next to a combo that means it isn't confirmed, but it is a string.)
Early:

0% SH -> Dair -> UTilt -> Bair = 27%
0% SH -> Dair -> UTilt -> FThrow -> Fair = 30%
0% DTilt -> FThrow -> Fair -> FThrow -> Uair = 37%
0% FThrow -> Dair ->FThrow -> Dair -> FThrow -> DTilt -> FThrow 40%
0% DTilt -> FThrow -> Fair -> FThrow -> Fair -> Jab = 46%
25% FThrow -> U-Air = 39%
25% FThrow -> Up-B = 42%

Mid:

51% FThrow -> Up-B = 63%
51% FThrow -> Jump -> Fair = 68%
51% FThrow -> Jump -> Dair -> DTilt -> DThrow = 79%
51% FThrow -> Jump -> UAir -> UAir -> UAir = 83%*
81% FThrow -> Up-B = 93%*
81% FThrow -> Jump -> UAir = 95%
90% FThrow -> Jump -> Up-B = 102%*

There could be a possible punish coming your way if you aren't consistent with all or most of these combos or strings. Practice each 5 times and if you get them in a row with no mess ups you can move on to the next one.​

Chapter 8
Although on paper killing with Kirby is quite simple, in the actual game it can be quite difficult finding an opening since your opponent has probably been analyzing your patterns this entire game. At this point of the stage you need to put your information gathered from your pressuring (See Chapter 6) to good use in order to net your kill confirm. Down Air into Down Smash. Of course edge guarding, and your kill throw work too, however your confirm will kill very early and this should be what you are looking for first.

Chapter 9
Even a simple character such as Kirby has a few tricks up his tiny little stubs for arms. These might take some getting use to, but trust me if you can master and put them into your games you will do so much better. (These are Kirby exclusive advanced techniques)

HUP-Cancel
Probably Kirby's most useful technique in his arsenal. To preform you need to land with down air on the auto-cancel frames of the move. To make it easier just short hop, down air, fastfall, and repeat. Your ears do not deceive you, Kirby is now HUP-Canceling. The uses for this technique is to make getting off platforms and baiting much easier as you will have only 1-3 frames of landing lag.

Resets
Kirby has two moves that can lead into a reset situation. Back air, and neutral air down tilt will be your move that actually resets the opponent. Back air starts working at around 25%, and neutral air starts working at around 35%. Mix up your opponent, and force them to start teching which will allow you to start tech chasing and punishing.

Black Hole
You will sometimes find yourself getting pressured near the ledge or even off stage. With this technique you use inhale to suck your opponent while you both fall off the stage. If they mash, spam jump and you will be able to make it back to the stage, if they don't, and you are of even stocks spit them out and recover back to the stage. Poor recoveries such as Captain Falcon will die.

Crouch Dodge
There will be points in your games where you will be able to simply crouch to avoid a move. This varies from grabs, smash attacks, and attacks. Use whatever you see fit as a punish depending on the lag of the move that was whiffed.

Throw Cancel
It's quite simple, use any throw of your choice, and then instantly use dair to cancel the throw. Is very helpful when it comes to getting off stage for an edge guard faster.
Chapter 10
Due to the guide being way too long to fit so much information on match-ups, I made a part 2. Go here if you want to learn more on Kirby's match-ups. And please, if you have anything that you could share on a certain match-up it is more than welcome and appreciated.

Chapter 11
:4kirby: If you made it this far, through all the pain of reading this entire guide, I sincerely thank you. As it is my first guide I understand that there are many things I could do better, but for now this is what the guide will be until I update it with newly discovered things! :4kirby:
Author
BluKirby
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Very informative and is helpful to Kirby beginners. The layout is very well put together and the author explains things thoroughly.
really liked it, well formatted and taught me alot of stuff i didnt know. thanks
I think you could have been a bit more detailed on how to play neutral. Like is there a way to play neutral that is better, defensive or aggressive? Maybe mention if there is any movement options that benefit him. (I don't know how much knowledge you have on that but I think it would be good to mention). Otherwise, great guide, good job on it.
BluKirby
BluKirby
I certainly appreciate your feedback! I wasn't thinking about that when writing this clearly, but it will be added! I'm glad you enjoyed my guide and sorry for this late reply. =)
This the most detailed guide since kirby buffs and the updates good information for people trying to get into kirby
BluKirby
BluKirby
Thank you :)
Great Guide! I just started playing Kirby. Helps alot
BluKirby
BluKirby
I'm glad you enjoyed it!
good guide. needs less spoilers though
BluKirby
BluKirby
The point of the spoilers is so you don't have to scroll through massive amounts of text if you want to read about one chapter to refresh your memory or something. Thanks for the compliment though!
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