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Competitive Kirby Fighters (eshop sequel announced!)

LancerStaff

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Really, I wanted to talk about Kirby Fighters and if a reasonable metagame could come out of it. With this: http://www.youtube.com/watch?v=dmKmcipwoPw (Kirby Fighters Z for the eshop) Hopefully around the corner, and also crossing fingers for online play, I thought I'd speak my mind on Kirby Fighters.

At first it seems to be pretty slow, but once you start comboing, hooo boy. It's not that the HP is low, either, it's the fact that there's alot on the line at any given moment. There's true combos, and plenty of ways to attack with small windows of escape for the opponent. Just play on very hard and you'll see what I mean.

Skill means alot too, since it's easy to keep dishing out pain to opponents who don't stay out of range properly. I've noticed the skill barrier is more like a skill cliff, actually.

Balance is pretty good, as far as the underdeveloped metagame goes. Made a Tier list with my friend. Really, all but Archer could win a tournament if it ever happened.

Top (In no particular order)
Cutter
Fighter
Parasol

Mid
Beam
Bomb (It's basically unbeatable on Castle Lololo, but it's going to be banned anyway.)
Sword
Hammer

Low
Ninja
Whip

Gannondorf Bottom
Archer (Tell me if you've found a use for this thing, because we're stumped.)


Stages are pretty good and varied, too. Especially with the ability to toggle hazards, but the hazards are almost entirely disruptive. In-depth stage analysis below.

Flower Land (KTD/KFZ)
It's basically Battlefield from SSB, no hazards at all. Bomb and Cutter can camp effectively on the side platforms, but not for long since the opponent can easily climb over to you with the platforms. Notably, KFZ's version has more space to the sides and a different background.


Castle Lololo (KTD)
Easily the worst stage, and would likely be banned entirely. Three levels, can't jump through everywhere. Jumping into the ceiling doesn't stop you cold like in SSB though, you'll stick to the ceiling as long as Kirby has his upwards momentum. Features hazards in Lololo and Lalala, and they work like their usual boss fight and have fairly low HP. The problem arises when you realize that it's basically impossible to jump over projectiles. Really though, only Cutter and Bomb gain from it. Cutter would probably get it's own tier even if this was a counterpick, and Bomb would basically become MK if, again, it was a counterpick. But Archer becomes somewhat useable with the stage... What if Archer was the only one that could pick it?


Bubbly Clouds (KTD/KFZ)
Two platforms, basically BF (FL?) without the top one. Hazard in Kraco, fairly tame. He occasionally flys by to zap people with weakish attacks, and has surprisingly little HP. The biggest problem is countering campers on the platforms, since you'll probably have to fly to reach the opponent. Might be a counterpick. Again, a different background and more space in KFZ.


Coo'f Forest (KTD)
Nine platforms and a floor, arranged in a 3x3 pattern with the side platforms touching the edges of the screen. Hazards in Coo, who shoots three feathers, Rick, who shoots fire, and Kine, who uses splash. (But nothing happened!) Presumably, they don't share HP and I haven't killed them yet. Surprisingly playable, probably starter material until furthernotice.


Dedede arena (KTD/KFZ)
Walls to the sides that only reach halfway up that act as solid platforms, and a large platform in the center. Dedede occasionally appears and throws something, nothing special in that regard. But what he does do is prevent camping because of his high contact damage, and even comes with a warning. But camping up on the sides isn't much of a problem right now. Cutter gains a trick, but it's almost worthless in 1v1s.


Factory Tour (KTD/KFZ) Another Dimension (KTD) VS. Dyna Blade (KFZ) Fountain of Dreams (KFZ) (Yes, all at once.)
Without hazards, they're all basically Final Destinations of different sizes. Some projectiles give out after a while, but it won't ultimately effect much. Factory Tour gets giant hammers as hazards, while VS. Dyna Blade gets... the birdie thingy from KSS. Both are clearly powerful hazards, and really aren't worth giving the time of day in competitive play.


Lollipop Land (Handy Hazards?) (KFZ) Old Odyssey (Train hazards stage) (KFZ)
Two platforms, stuck to the sides. Basicall slightly more extreme versions of Bubbly Clouds. The hazards, hands that press Kirby into the screen, or a train that speeds by with a bit of warning, don't appear to have much merit for competitive play. The train might, but you presumably need KTD to get the stage. Can't be hard to share a game card with your opponent for a moment, though...


Dangerous Dinner (Lava hazards) (KFZ)
BANBANBANBAN Unless the lava pits cool when hazards turn off, this will be banned for sure. If they do, basically the floor will be arranged in a W shape without slants. Don't really have much else to go on since I haven't played it, but Cutter could get some surprise hits in if he bounces his shots right.


Phew, I hope I didn't type this all up for nothing. I'll probably do the ability analysis if I get some interest.
 
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PsychoIncarnate

The Eternal Will of the Swarm
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Parasol is my fav. I had the easiest time winning with it
 

Jinjo64

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Just bought it! so much fun. trying to spark something in my smash area. I main beetle now and let me say those upairs are sexy.
 

Crome

#ROBSquad
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It's not really a sequel, it's more of a Turbo Championship Deluxe Edition, ala streetfighter. Some new "fighters" (Horn kirby and bell) and stages.
 

Knife Myths

Smash Journeyman
Joined
Jul 14, 2014
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Saint Paul, MN
I picked it up and it's...alright. It's not the "Super Smash Kirby!" diversion people were hyping it as despite the similarities though whether that's a good or bad thing is subjective.

Archer really only seems viable in team matches.
 

monzer

Smash Journeyman
Joined
May 27, 2015
Messages
296
@ LancerStaff LancerStaff

Top (In no particular order)
Cutter
Fighter
Parasol

Mid
Beam
Bomb (It's basically unbeatable on Castle Lololo, but it's going to be banned anyway.)
Sword
Hammer

Low
Ninja
Whip

Gannondorf Bottom
Archer (Tell me if you've found a use for this thing, because we're stumped.)
My tier list is this:
S-tier
Bomb:
Bombs dash attack combos into itself, has good ranging, and does good damage. Bkmb drop is bery good for applying pressure and it can even by used in combos.

Beam:
Beam's neutral attack and dash attack have amazing range, and combo into them selfs and each other letting him be a great spacing character. Bacically, beam is the Marth of Kirby fighters.

Sword:
Sword's up attack combos into itself at least two times but I've been able to land 7 of them consecutively. Dash attack or neutral attack also combos into up attack.

A-tier
Fighter:
Fighter has lots and lots of moves and abilities that make him be good in almost any situation, but he lacks reliable or notable combos.

Whip:
The first thing worth mentioning about whip is his throws. Whip has four throws like a character in smash would have, however, none of these throws combo into anything, making them useless compared to his other skills. Whip's tornado attack is his best attack by far, although that move also doesn't combo into anything.

B-tier
Cutter:
Cutter's dash attack can combo into itself, but that's really his only combo, and it doesn't do enough damage compared to the other combos that other characters have. Final cutter does tons of damage, but it is also very hard to land and has a small hitbox compared to other moves in the game. His ranged attacks are nothing special and I would recomend to people who play him to use him as primarily a close range character.

Ninja:
All of ninja's attacks suck exept for his blossom thing, so the only effective gameplay for ninja would be to spam the blossom attack. That one attack alone though, is powerful enough to keep him out of F-tier.

F-tier
Hammer:
Hammer's attacks all have more start lag than they do in normal gameplay. Because of this, one of the best characters in story mode is one of the worst characters in Kirby Fighters. He has no combos, but his attacks, especially his dash attack, do a lot of damage.

Parasol
Parasol has one, weak combo, his attacks have very short range, his attacks don't do much damage, and he doesn't have many attacks. His only good abilities are his dash attack, his down air attack, and his down attack. His down air attack combos into his down attack, but that's his only combo.

Archer:
Archer has no combos as all of his attacks are either projectiles or his dash attack, which doesn't combo Into itself. Archer's down thing also isn't immune like In story mode
 

SphericalCrusher

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I love Kirby Fighters. I try to keep it in my 3DS case so I can play people via net play. I don't have any interest in becoming competitive with it but instead just play it for fun. But it's definitely that - fun!
 

ლ(╹◡╹ლ)

Banned via Warnings
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Ok some questions.
1. Does Kirby Fighter Deluxe have netplay?
2. Does Kirby Fighter Deluxe have compatibility to play against people who have Kirby Triple Deluxe?
 
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