No problem man, I'm here to help!
Kirby can do both, his bair can cover a lot of ground and his multiple jumps make it so the opponent is kept guessing when exactly are you going to try and hit him. Mix both together and you have a very efficient zoning tool.
All you have to do is float in front and above your opponent, jumping and fastfalling constantly, watching what your opponent does. Don't get too close or he'll hit you, but at the same time don't go too far or he'll just stand around and space his own moves safely. Your goal is to start edging closer very slowly so that your opponent feels threatened by your bair and just starts backing off into a corner. If he tries to attack your landing attempts, due to your multiple jumps, chances are that he'll guess wrong and you can fall on him with a bair + start your strings.
For example, this works exceptionally well against characters like Diddy, who depend on controlling the ground. If you keep floating close enough to him for him to not be able to take out bananas/neutralB, but far enough so that his fair doesn't hit you, he's going to feel that the best bet here is to throw the item he has at you, and since an opponent tripping means he can do a lot of damage, he's going to try and predict your landings, throw a banana, and see what you do (sometimes even be impatient and run in for a fair/dash attack/grab). You'll be far enough to avoid his fair, far enough to notice if Diddy throws his banana at you, but close enough so that when he does you can hit him with a bair. This is aircamping, which is essentially what I meant. Now, in a real match, both of you won't just be standing in front of each other doing this over and over again, you'll probably want to bait him to do a mistake or get him into a bad position. That's where you take it upon yourself to push him towards the edge with your presence. Simply floating around in front of him with your back turned will scare him thinking you're gonna bair, and if you get close to him past a certain point, he's gonna try retreating glide-tosses or repeating aerials. They're virtually unpunishable, but he moves backwards, towards the edge. Now you may not be able to punish retreating aerials, but once your opponent is on the edge due to him doing a lot of retreating, he's going to be forced to kick you off of him and that's where you bait and punish.
So, bait and punish, float near your opponent and scare them into retreating to the edges. If they're characters like Marth though, they can just swat you away for trying so you'll have to do something different.