Masterplum
Smash Apprentice
To start things off, this is a WIP (obviously) so don't worry about things that arent on here yet. But anyways...
kirby has been buffed greatly thanks to brawl+ physics and is now definately high or top tier material. Most of his combos from brawl still work and some now work even better. None of his attacks have changed by buffing or nerfing except for there being slightly more end lag on his f-smash. But some of his attacks now do different things because of hitstun.
Changes from brawl to brawl+:
The most obvious change is the amount of combos kirby can pull off now while still keeping his combos from vbrawl. Kirby is actually one of those characters that hasnt really been changed that much. You'll most likely be playing him the same way you did in vbrawl but with the addition of new combos.
Kirby's ground moves:
1. The u-tilt:
The u-tilt retains its use of juggling but now does an even better job. It can now be done at around 4+ times and still lead into other attacks. This move still hits from behind kirby and its actually preferred you do so since they practically have to be on top of kirby for it to hit from the front. It leads into b-air, n-air, f-air, pretty much any air move. Overall its a great move and should be used as one of your main combo starters.
2. d-tilt:
This move is okay. It still trips and it has pretty good range and it can now be used after a dash thanks to crouch canceling. Not useful for comboing but it is good for spacing and of course the occasional trip always helps.
3. Jab (neutral A):
Still the same move but it is now harder to smash DI out of the multi-hit part and you can always mindgame people with it by stopping early and then going for a grab, tilt, smash etc. It all depends on who you're playing against and you definately shouldnt do it all the time, just once in a while to throw them off.
4. f-tilt:
It's pretty quick, and it's a fine GTFO move, thanks to decent range.
5. f-smash:
Despite the cooldown nerf on Kirby's F-Smash, it is still his best killing move, and is probably still the best F-Smash in the game. Several of Kirby's attacks can combo into this:
U-Tilt -> Dash Pivoted F-Smash (angled up)
D-Tilt trip -> F-Smash (angled down)
D-Air -> F-Smash
F-Throw -> F-Air (First one or two hits)-> F-Smash
Get creative!
It can also be used as an edgeguarding tool, thanks to No AutoSweetspot Ledges. Just charge it and aim down, if you aren't brave enough to go for the gimp (which Kirby excels at, so why wouldn't you?!).
6. u-smash:
Not the best Smash, but it still has its uses; particularly good against fastfallers and the larger characters like Bowser and Dedede. This can come out of a U-Tilt or D-Throw, depending on percentage.
7. d-smash:
Relatively useless unless you hit with his toes. And even then, it's still pretty laggy. In combination with dash-canceling (with a crouch), Kirby can use this as a form of approach, but his D-Tilt is infinitely better at doing so.
8. dash attack:
I personally like this attack, but it's relatively easy for the foe to SDI out of. I usually use this to set up a F-Air Fence of Pain or the Stairway to Heaven combo. Best used after a weak multi-hit aerial (meaning F-Air), an F-Tilt, or a D-Tilt.
Kirby's air moves:
1. d-air:
Overall my favorite aerial and one of kirby's best. This move is great, it forces them to do somewhat of a roll (think snakes d-throw except you can't choose whether you roll right or left) and you are always guaranteed a f-smash no matter who the character is. Also, on some characters you can land a grab after the d-air which leads into other combos making d-air another good combo starter. If you want you can also just do continuous d-airs since you have have control over whether they go left or right. Hitting the d-air towards the left half of your opponents character causes them to go right and hitting them on the right causes them to go left. Another great move made better because of brawl+. Use it well. It also lets you cancel momentum hitstun.
2. u-air:
Fun to use when dropping through a platform, and it's one of the best juggling aerial moves in the game, thanks to its low KB and KBG. A long string of U-Airs is referred to as "The Stairway to Heaven". At lower percents, SHFFLing it can set up for a Grab combo, another of Kirby's specialties.
3. b-air:
Has been and always will be Kirby's best aerial. It's quick and strong, and with 50% ALR, SHFFLing it makes Kirby's feet a near-impenetrable wall. Also makes a good Fence of Pain move.
4. f-air:
Does Kirby have no bad aerials? Methinks so. I probably use the F-Air more than any other aerial, simply because it combos, sets up for combos, builds a Fence of Pain, and is just an all-around great move.
5. n-air:
Since the N-Air now has to share its auto-cancelling ability with Kirby's other aerials, he doesn't seem to have much use for it anymore. It has a long duration, and the weak hit can be used to link moves together, like Grab combos (I love those ^^)
Kirby's throws:
Info will be added later.
Kirby's B moves:
Inhale(neutral B) - Used for three major purposes:
1. Obtaining useful projectiles - Putting the pressure on foes by using their own spammy moves against them. Pure genius. Kirby, thanks to his multiple jumps, can effectively create a wall of projectiles, and simply add to his ability to annoy the hell out of people;
2. Starshot Stagespiking - It's risky, situational, and not very practical...but it's still pretty cool to pull off;
3. Swallowcide - Another of Kirby's specialties. If you're at too high of a percent to risk dying to a Smash, or do you have a significant stock advantage? Suck 'em up and drop into the abyss. If they break out, gimp them and recover; if they don't, then that's a free kill on both ends.
Hammer(side B):
No Kirby main doesn't incorporate the [Aerial] Hammer into his game. Thanks to increased hitstun, this can easily be strung into, especially during a Throw or aerial combo. It's also an interesting recovery assistor; if you're recovering against a dangerous aerial foe like Metaknight or Lucas, whip out the Hammer to guard yourself. Lighter characters will not like getting smacked by this thing.
Final Cutter(up B):
Shouldn't be used for anything other than recovery or gimping against certain characters, such as Bowser or Ike. Even then, it's easier to Swallowcide gimp.
Stone(down B):
Fun edgeguarding tool on stages that have the "Shaky Brick" glitch. It's also good for preventing being edgeguarded while recovering from up high, just don't forget to time the edge sweetspot.
Combos:
1. Gonzo combo:
Still works great and you are now guaranteed a hammer after a f-throw so can do f-throw> u-air> f-throw> hammer. But still depends on the character.
2. b-throw combo (dont know what else to call it):
Pretty good and simple combo I found. Just b-throw> d-air> b-throw> d-air> etc. Thanks to what you can do with d-air now, this is possible. It Does'nt seem to work on floaty characters and it doesnt work at high percents but I will look into it more and give details.
3. D-Throw> U-Tilt x?> B-Air, U-Air, F-Air (depending on DI), especially effective against FFers.
Thats all for now. It will be updated as time goes by and as new things are discovered. Matchups and strategies will also be added along with videos. Also Gonzo has agreed to help me with this so he might be doing some of the sections.
Any feedback is welcome so please tell me when you think something should be added.
kirby has been buffed greatly thanks to brawl+ physics and is now definately high or top tier material. Most of his combos from brawl still work and some now work even better. None of his attacks have changed by buffing or nerfing except for there being slightly more end lag on his f-smash. But some of his attacks now do different things because of hitstun.
Changes from brawl to brawl+:
The most obvious change is the amount of combos kirby can pull off now while still keeping his combos from vbrawl. Kirby is actually one of those characters that hasnt really been changed that much. You'll most likely be playing him the same way you did in vbrawl but with the addition of new combos.
Kirby's ground moves:
1. The u-tilt:
The u-tilt retains its use of juggling but now does an even better job. It can now be done at around 4+ times and still lead into other attacks. This move still hits from behind kirby and its actually preferred you do so since they practically have to be on top of kirby for it to hit from the front. It leads into b-air, n-air, f-air, pretty much any air move. Overall its a great move and should be used as one of your main combo starters.
2. d-tilt:
This move is okay. It still trips and it has pretty good range and it can now be used after a dash thanks to crouch canceling. Not useful for comboing but it is good for spacing and of course the occasional trip always helps.
3. Jab (neutral A):
Still the same move but it is now harder to smash DI out of the multi-hit part and you can always mindgame people with it by stopping early and then going for a grab, tilt, smash etc. It all depends on who you're playing against and you definately shouldnt do it all the time, just once in a while to throw them off.
4. f-tilt:
It's pretty quick, and it's a fine GTFO move, thanks to decent range.
5. f-smash:
Despite the cooldown nerf on Kirby's F-Smash, it is still his best killing move, and is probably still the best F-Smash in the game. Several of Kirby's attacks can combo into this:
U-Tilt -> Dash Pivoted F-Smash (angled up)
D-Tilt trip -> F-Smash (angled down)
D-Air -> F-Smash
F-Throw -> F-Air (First one or two hits)-> F-Smash
Get creative!
It can also be used as an edgeguarding tool, thanks to No AutoSweetspot Ledges. Just charge it and aim down, if you aren't brave enough to go for the gimp (which Kirby excels at, so why wouldn't you?!).
6. u-smash:
Not the best Smash, but it still has its uses; particularly good against fastfallers and the larger characters like Bowser and Dedede. This can come out of a U-Tilt or D-Throw, depending on percentage.
7. d-smash:
Relatively useless unless you hit with his toes. And even then, it's still pretty laggy. In combination with dash-canceling (with a crouch), Kirby can use this as a form of approach, but his D-Tilt is infinitely better at doing so.
8. dash attack:
I personally like this attack, but it's relatively easy for the foe to SDI out of. I usually use this to set up a F-Air Fence of Pain or the Stairway to Heaven combo. Best used after a weak multi-hit aerial (meaning F-Air), an F-Tilt, or a D-Tilt.
Kirby's air moves:
1. d-air:
Overall my favorite aerial and one of kirby's best. This move is great, it forces them to do somewhat of a roll (think snakes d-throw except you can't choose whether you roll right or left) and you are always guaranteed a f-smash no matter who the character is. Also, on some characters you can land a grab after the d-air which leads into other combos making d-air another good combo starter. If you want you can also just do continuous d-airs since you have have control over whether they go left or right. Hitting the d-air towards the left half of your opponents character causes them to go right and hitting them on the right causes them to go left. Another great move made better because of brawl+. Use it well. It also lets you cancel momentum hitstun.
2. u-air:
Fun to use when dropping through a platform, and it's one of the best juggling aerial moves in the game, thanks to its low KB and KBG. A long string of U-Airs is referred to as "The Stairway to Heaven". At lower percents, SHFFLing it can set up for a Grab combo, another of Kirby's specialties.
3. b-air:
Has been and always will be Kirby's best aerial. It's quick and strong, and with 50% ALR, SHFFLing it makes Kirby's feet a near-impenetrable wall. Also makes a good Fence of Pain move.
4. f-air:
Does Kirby have no bad aerials? Methinks so. I probably use the F-Air more than any other aerial, simply because it combos, sets up for combos, builds a Fence of Pain, and is just an all-around great move.
5. n-air:
Since the N-Air now has to share its auto-cancelling ability with Kirby's other aerials, he doesn't seem to have much use for it anymore. It has a long duration, and the weak hit can be used to link moves together, like Grab combos (I love those ^^)
Kirby's throws:
Info will be added later.
Kirby's B moves:
Inhale(neutral B) - Used for three major purposes:
1. Obtaining useful projectiles - Putting the pressure on foes by using their own spammy moves against them. Pure genius. Kirby, thanks to his multiple jumps, can effectively create a wall of projectiles, and simply add to his ability to annoy the hell out of people;
2. Starshot Stagespiking - It's risky, situational, and not very practical...but it's still pretty cool to pull off;
3. Swallowcide - Another of Kirby's specialties. If you're at too high of a percent to risk dying to a Smash, or do you have a significant stock advantage? Suck 'em up and drop into the abyss. If they break out, gimp them and recover; if they don't, then that's a free kill on both ends.
Hammer(side B):
No Kirby main doesn't incorporate the [Aerial] Hammer into his game. Thanks to increased hitstun, this can easily be strung into, especially during a Throw or aerial combo. It's also an interesting recovery assistor; if you're recovering against a dangerous aerial foe like Metaknight or Lucas, whip out the Hammer to guard yourself. Lighter characters will not like getting smacked by this thing.
Final Cutter(up B):
Shouldn't be used for anything other than recovery or gimping against certain characters, such as Bowser or Ike. Even then, it's easier to Swallowcide gimp.
Stone(down B):
Fun edgeguarding tool on stages that have the "Shaky Brick" glitch. It's also good for preventing being edgeguarded while recovering from up high, just don't forget to time the edge sweetspot.
Combos:
1. Gonzo combo:
Still works great and you are now guaranteed a hammer after a f-throw so can do f-throw> u-air> f-throw> hammer. But still depends on the character.
2. b-throw combo (dont know what else to call it):
Pretty good and simple combo I found. Just b-throw> d-air> b-throw> d-air> etc. Thanks to what you can do with d-air now, this is possible. It Does'nt seem to work on floaty characters and it doesnt work at high percents but I will look into it more and give details.
3. D-Throw> U-Tilt x?> B-Air, U-Air, F-Air (depending on DI), especially effective against FFers.
Thats all for now. It will be updated as time goes by and as new things are discovered. Matchups and strategies will also be added along with videos. Also Gonzo has agreed to help me with this so he might be doing some of the sections.
Any feedback is welcome so please tell me when you think something should be added.