Kirby is currently considered to be one of the weaker characters mainly by process of elimination. Has anything happened in this game's meta so far that indicates that Kirby is a fundamentally flawed character or does he just happen to be a bit worse than most others?
The primary problem Kirby has in the current game is that he is a close-quarters fighter that has inadequate tools to get in close, or to approach in general. Furthermore his hitboxes are also his own hurtboxes which makes distancing attacks on the opponent ('pokes' and 'footises') unintuitive and contrary to his own gameplay. Combine this with slow speed - both ground speed as well as air speed - and it's easy to see why Kirby suffers in various match-ups across the roster.
Despite these setbacks, Kirby does not need any major buffs. I would go so far as to say that he doesn't even need very many buffs in general. The problem arises in trying to give Kirby sufficient tools to get in close-quarters on 'fast' characters or 'campy' characters without having him bulldoze through everything as well as be a decent fighter when he gets into his preferred range. Project M tried their hand at it by giving Kirby an improved (Melee) Dash Attack and a new technique with Final Cutter (a fast, horizontal slash). I feel this is not exactly the best way of going about it because those two moves overshadowed Kirby's other options as well as gave the character a decidedly awkward play style.
A simple solution would simply to increase his mobility which would allow him to capitalize on his opponent's openings, or in many cases to allow him to move in for a punish where he would be unable to before. Many Kirby players express a desire for aerial mobility, but I feel this is against the character's nature. Kirby is more of a ground-based character that sneaks in hits while he dances around his opponent; Jigglypuff is the air-based equivalent of the puffballs.
If Kirby had faster ground-based mobility he's be better able to move in on longer-reaching opponents, catch up with projectile spammers, and put up a better fight against speedy characters.
As far as changes to actual attacks, I'd consider the following:
Standard Special Attack (Inhale)
This is Kirby's trademark move, it's what sets him apart from the entire cast and yet it's pathetically weak and impractical to use in most situations. This attack should, if anything, be prominent in Kirby's repetoire. My suggestion is to reduce it's start-up so that it's at least on par with the average Grab; this gives the Kirby player a reason to at least use this as opposed to always defaulting to Grab. Ending recover-lag is fine; it's a little worse than whiffing a Grab but since this move has other benefits I'm fine with that.
Also, give Inhale a special cancel into "Copy" so that Kirby can *immediately* Copy an opponent the moment they're in his mouth. This is of great importance for situations that involve more than just one opponent (specifically Doubles where Kirby can get hit during the large window of opportunity between Inhaling and actually getting his Hat). Invincibility/Armor is fine too, the point is to actually give the player a reason to use Copy instead of avoid it like the plague.
Star-Shot (spitting the opponent out) should be a KO move at high percent. As with a Throw, give Kirby the option to go for a KO when he has a highly-damage opponent in his mouth. Again, this is the paragon of Kirby's attacks which was used to defeat his opponents in his games, give players motivation to use it! I don't know what damage would be a good "KO Attack" for Star-Shot, but a decent reference would be: Throw (backward) can KO approximately 150% so Star-Shot should be fine around there, if not less when catching the opponent off-stage and shooting them toward the boundary.
Smash Attack, Up
The range on this is good, but the weak hit above Kirby makes it impractical to use on airborne opponents. Make all the hitboxes equally strong, with the exception of when the kick drops behind Kirby.
Aerial Attacks
Kirby's air-based attacks are, in general, sluggish. His Standard Aerial Attack should be faster, his Up-Aerial could end more quickly, and his Forward Aerial Attack should match the start-up of his Back Aerial Attack.
Standard Special hits approximately on frame 10. If this were reduced to at least 6 frames, perhaps even as low as 4, Kirby could utilize this move to give him an effective Out-of-Shield option to punish people pressuring his defenses close-up. It's fine as a move to knock opponents away, but it would fit Kirby better if it had increased combo potential against a character who is at low damage.
Up Air is a great move because of it's upward trajectory and how it recover quickly when dropping back to the ground ('Auto-Canceld'). The problem with it is when successfully landing this attack on an opponent in the air the combo potential goes askew if Kirby also remains in the air. The Up-Air lasts for so long in the air that often times the opponent will escape any and all follow-ups and can often times get a quick hit on Kirby as well. Decreasing the animation timing at the end - but keeping the moderate start time - would allow Kirby to quickly combo into another attack (such as the improved N-air outlined earlier).
Forward Aerial has been improved almost perfectly from Brawl into SSB4. It is questionable why it had in Brawl (and still has in SSB4?) a 10-frame start-up time while his Back Aerial has only a 6-frame (?) start-up to hit. The two moves should be more or less equivalent in speed which would give Kirby a better forward moving approach option to work with.
I'm accepting of the landing-lag increase to B-air, but only because I understand it to be a balance issue. Slighting increasing it's power helped give Kirby a viable KO option again reminiscent of Melee or the original Smash Bros for the N64. I've seen with other characters that stronger attacks often carry harsher vulnerability, so I'm fine with this adjustment.
Special Attacks
Kirby's Special Attacks are, in general, poor in options as well in usage. They're all slow to start and leave Kirby vulnerable afterward. The reward for hitting with them is generally low. Their utility in any other instance is also unlikely. If anything, this is where Kirby could really use help. I've already gone over his Swallow, so I will elaborate on the other Special Attacks.
Final Cutter is a move to get back to the stage (a 'recovery move') first and foremost and using it as an attack is a distant second place usage. The slow start-up makes it impractical to use Out-of-Shield unlike similar moves (Marth's Dolphin Slash and Meta Knight's Shuttle Loop). It has nice range, which gives it the option to use for spacing, but it's risky as well as unreliable. The damage isn't generally worth using this move anyway. Simply decrease the start-up time to something more manageable.
I think Final Cutter currently hits somewhere past 20 frames, but an 8-frame start-up would be much more practical, especially considering Kirby does not get any form of protection when using this attack (i.e. no invincibility frames). One problem that could arise from this is the difficulty in using it as a 'recovery move' to get back on-stage because Kirby can, during the start-up animation - move forward slightly while preparing his strike. A solution to this should be easy to find (if it is necessary to find a solution at all); increase the horizontal movement or maybe make Kirby linger at the apex of his jump for a few more frames (though this could possibly interrupt the Final Cutter's 3-hit combo).
Stone is suppose to be a slow, defensive, powerful attack. The problem is that these very qualities are a very poor combination, competitively speaking. A slow attack is easy to defend against. Once defended, the Stone is easily punished. The defense offered by Stone is a poor compensation.
To remedy the Stone one or more of these detrimental qualities must be changed or the Stone itself must be bolstered to off-set the draw-backs. Making the Stone start-up quickly would work, but sort of takes away from the 'slow' idea. A better solution would be to give Kirby Super Armor on the start-up thereby keeping the move slow to start while keeping it's 'defensive' nature. This allows Stone to be used as a 'counter attack' style move increasing it's risk to reward ratio.
I'm sorry to say this, but Hammer is bad. It's worse than it was in Brawl, and it wasn't a very stellar move in that version. Right now it's only really used to punish
exceptionally vulnerable opponents. That's fine and all, sort of like Kirby's version of Eruption or Falcon Punch, but considering all of Kirby's Special Attack seem to follow the 'slow, strong, and laggy' formula, he really doesn't need another one.
One thing that the Brawl Hammer did to set it apart from Kirby's other attacks was how it could be used to gain horizontal momentum (similar to Jigglypuff's Pound). This was removed in SSB4, and without that there's nothing noteworthy about Hammer. Perhaps it could be adjusted to be a Shield Breaker similar to what Marth/Donkey Kong have. At the very least, giving him back his horizontal Hammer momentum would open up a good use for this move again.
I'm going to tag some other Kirby mains so they could give any feedback they have:
Thanks for notifying me of this thead. ^_^