Percon
Smash Lord
Hey everyone,
I'm trying to compile a list of useful things to know involving Kirby's grabs and throws. Here are a few tips you may find useful - be sure to add to the compilation yourself!
Grabs:
1: Hanging Grab
Kirby can actually grab some characters who are hanging from the edge. For some characters it appears you'll need a dash grab. Others, you'll need to use a standing grab to get. Some you can get with bothl; others, none at all. It all depends on how much of a hurt box is poking up from the edge. For example, it works on Mario and DK but not Peach. Kirby can do it because he's so low to the ground. It especially helps if you're on Yoshi's (because of the slanted ground near the edges)
Potential Follow-ups: After you grab them, you'll have their feet hanging over the edge no matter what. Try beating them until they fall; they'll drop past the ledge and need to use their double jump to get back. If you're crafty, you can try stage spiking them while they do this or even go for a footstool if you feel the need to be flashy. These are not guaranteed, as you all might imagine. If you get a Wario this way, be very happy...
2: Grab Release on Wario
If you grab release Wario when his feet are off the ground, he'll do an "air break", which pretty much means you get a free attack on him. He'll go up and then down, right in front of Kirby - I'm pretty sure the lot of you have seen it before. You cannot grab beat Wario if you want this to work, and his feet must be off the ground.
Potential Follow-ups: Some good options are:
Air hammer
Dair -> Footstool (not sure if this works yet, but if it does... 0_0) - Edge only
Sliding Usmash - Ground only
You need ground for the usmash so you can slide forward a bit... but how does one get an air grab release on the ground? Kirby's too short to get Wario's feet off the ground... the answer is: Slanted Ground. This includes:
Lylat, tilted
Some uneven ground on Yoshi's (and the tilting platform)
Those areas to the side on Halberd
Various slants on Delphino
If you manage to land a grab at any of these places, usmash is the way to go (if he's at killing percents)
Forward Throw:
1: Fthrow Rhymes with Combo
As you all probably know, the Fthrow has a unique property in that Kirby is in the air when the attack finishes. As a plus, he's right next to the opponent at low percentages. This means fthrow has fantastic combo potential.
Potential Follow-ups: I doubt I need to go into too much detail here as this has all been covered before. Fthrow to up air is something every Kirby should know (which can be followed up with even more goodness such as uptilt or another grab). I've also seen Fthrow to double jump fair work occasionally on floatier characters. Fthrow to swallow is hilarious for when they assume an uair is coming and a great way to trick someone into giving you their power.
Back Throw:
1: Get Back:
This is Kirby's most useless throw. It sends them up and behind us an average distance, which doesn't do us much good at all. However, it does have a use or two, though they're pretty situational.
You know that Fthrow Uair combo that's so awesome? Yeah, well, SNAKE can grenade himself out of it and blow you up in the process. No fun, eh? Have no fear! What you need to do in this case is wait out Snake so that he lands with the grenade in his hands, then regrab. He will drop the grenade where you grabbed him (which, unfortunately, is RIGHT in front of you). Another Fthrow will sometimes make you land into the grenade, uthrow and dthrow take too long if there's a live grenade right next to you, so all we have left is the bthrow. Thankfully, it works perfectly here. You'll go in the opposite direction of the grenade, and the throw is fast, so you'll have time and options afterward.
Potential Follow-ups: Bthrow gives you enough time to pick up the grenade and do something with it. I'll leave that up to you... but the obvious answer would be to throw it at him. Also, Snake hates being in the air, so take advantage of that.
Up Throw:
1: Ceiling Kills From the Roof
Up throw will magically teleport you and your victim to the highest platform in your vertical plane. This means we can get kills with it easier, though only slightly. The best places to do it are on the center of Battlefield and Luigi's Mansion (if legal in your region). Even with this though, they'll still have to be reasonably high for you to kill them. But if you're having trouble... (works best on the lighter characters at over 100%)
Also, I hear this can get you some kills quite early on Rainbow Cruise... though more research should be done. Thanks to Gonzo, we know some particularly useful RC locations...
Potential Follow-ups: Well, it's supposed to kill them, so... taunt?
2: Nana is a 5$ ho.
I hate fighting ICs, though this makes life a little easier...
First of all, you SHOULD be on a platform stage when fighting these guys so you can platform camp them and avoid getting grabbed. This works even better, however, when the ICs are playing conservative. When they aren't expecting it, run in, grab them, then utrhow. Uthrow activates fast so if you get them by surprise, you'll be in the sky when the other climber tries to retaliate. When you come back down, hopefully it is on top of a platform (the higher the better), so that you can avoid getting punished by the other one on your way down. The chances of that are slim, however, and even slimmer if you grabbed Popo. When you come back down... BAM! Seperated ICs.
Potential Follow-ups: GO FOR NANA GO FOR NANA GO FOR NANA
Seriously, though, kill that ho. Or get Popo as he tries to save her.
Down Throw:
1: Brinstar Fun
Get someone on Brinstar, go to the part where there's the breakable bulge and dthrow someone there. The result? It breaks and they drop straight through. It also puts you in a goos position to attack them. Against anyone who falls remotely fast, this is a godsend. Some characters like Oilmar and Falco are screwed (if they don't react within a split second) even if you don't follow up, since there are no ledges. I've done this to a Snake player in a tournament... he'll never pick brinstar again
Note this is hard to do on characters like DK because I guess they're so big they don't "fit"? Hmm... I'll need to do more research.
Potential Follow-ups: Dair - Footstool on anyone who falls remotely fast is awesome, though only if your dair beats their upB (which they will be using as soon as they realize what's going on). If the acid is there, they'll hit that, too. VS a Snake, it's a good chance to get an air hammer/suck because dair won't work.
2: The Chase is On
Kirby's Dthrow (and somtimes fthrow) can chase characters. At low percentages you can wait until they hit the ground and go for another grab. At higher percents, you can airchase and punish after they land or punish their airdodges. More from Gonzo:
Anyway, try these out, and post your own tips and trick revolving around the grabs and throws.
Hope I contributed something useful...
I'm trying to compile a list of useful things to know involving Kirby's grabs and throws. Here are a few tips you may find useful - be sure to add to the compilation yourself!
Grabs:
1: Hanging Grab
Kirby can actually grab some characters who are hanging from the edge. For some characters it appears you'll need a dash grab. Others, you'll need to use a standing grab to get. Some you can get with bothl; others, none at all. It all depends on how much of a hurt box is poking up from the edge. For example, it works on Mario and DK but not Peach. Kirby can do it because he's so low to the ground. It especially helps if you're on Yoshi's (because of the slanted ground near the edges)
Potential Follow-ups: After you grab them, you'll have their feet hanging over the edge no matter what. Try beating them until they fall; they'll drop past the ledge and need to use their double jump to get back. If you're crafty, you can try stage spiking them while they do this or even go for a footstool if you feel the need to be flashy. These are not guaranteed, as you all might imagine. If you get a Wario this way, be very happy...
2: Grab Release on Wario
If you grab release Wario when his feet are off the ground, he'll do an "air break", which pretty much means you get a free attack on him. He'll go up and then down, right in front of Kirby - I'm pretty sure the lot of you have seen it before. You cannot grab beat Wario if you want this to work, and his feet must be off the ground.
Potential Follow-ups: Some good options are:
Air hammer
Dair -> Footstool (not sure if this works yet, but if it does... 0_0) - Edge only
Sliding Usmash - Ground only
You need ground for the usmash so you can slide forward a bit... but how does one get an air grab release on the ground? Kirby's too short to get Wario's feet off the ground... the answer is: Slanted Ground. This includes:
Lylat, tilted
Some uneven ground on Yoshi's (and the tilting platform)
Those areas to the side on Halberd
Various slants on Delphino
If you manage to land a grab at any of these places, usmash is the way to go (if he's at killing percents)
Forward Throw:
1: Fthrow Rhymes with Combo
As you all probably know, the Fthrow has a unique property in that Kirby is in the air when the attack finishes. As a plus, he's right next to the opponent at low percentages. This means fthrow has fantastic combo potential.
Potential Follow-ups: I doubt I need to go into too much detail here as this has all been covered before. Fthrow to up air is something every Kirby should know (which can be followed up with even more goodness such as uptilt or another grab). I've also seen Fthrow to double jump fair work occasionally on floatier characters. Fthrow to swallow is hilarious for when they assume an uair is coming and a great way to trick someone into giving you their power.
Back Throw:
1: Get Back:
This is Kirby's most useless throw. It sends them up and behind us an average distance, which doesn't do us much good at all. However, it does have a use or two, though they're pretty situational.
You know that Fthrow Uair combo that's so awesome? Yeah, well, SNAKE can grenade himself out of it and blow you up in the process. No fun, eh? Have no fear! What you need to do in this case is wait out Snake so that he lands with the grenade in his hands, then regrab. He will drop the grenade where you grabbed him (which, unfortunately, is RIGHT in front of you). Another Fthrow will sometimes make you land into the grenade, uthrow and dthrow take too long if there's a live grenade right next to you, so all we have left is the bthrow. Thankfully, it works perfectly here. You'll go in the opposite direction of the grenade, and the throw is fast, so you'll have time and options afterward.
Potential Follow-ups: Bthrow gives you enough time to pick up the grenade and do something with it. I'll leave that up to you... but the obvious answer would be to throw it at him. Also, Snake hates being in the air, so take advantage of that.
Up Throw:
1: Ceiling Kills From the Roof
Up throw will magically teleport you and your victim to the highest platform in your vertical plane. This means we can get kills with it easier, though only slightly. The best places to do it are on the center of Battlefield and Luigi's Mansion (if legal in your region). Even with this though, they'll still have to be reasonably high for you to kill them. But if you're having trouble... (works best on the lighter characters at over 100%)
Also, I hear this can get you some kills quite early on Rainbow Cruise... though more research should be done. Thanks to Gonzo, we know some particularly useful RC locations...
(more locations would be appreciated for this)some other locations for Uthrow with Kirby is electroplankton if its legal. There is a vid of candy owning me with Uthrow at Rainbow cruise, i've done it many times as well. There are a few spots. First when the match starts there is a platform floating above the front third of the ship, it stays stationary as the ship moves so its only there for a little bit but its so high that a u throw will kill there at practically 0. Where the ship crashes u can Uthrow at the bottom section of that checkered platform. Don't wait to long or else the stage will rise and increase the damage they have to have. Also at the last section when the screen suddenly falls u can get a uthrow kill there for cheap. Also there is a platform right above the center of the ship as soon as the screen reaches the ship again.
Potential Follow-ups: Well, it's supposed to kill them, so... taunt?
2: Nana is a 5$ ho.
I hate fighting ICs, though this makes life a little easier...
First of all, you SHOULD be on a platform stage when fighting these guys so you can platform camp them and avoid getting grabbed. This works even better, however, when the ICs are playing conservative. When they aren't expecting it, run in, grab them, then utrhow. Uthrow activates fast so if you get them by surprise, you'll be in the sky when the other climber tries to retaliate. When you come back down, hopefully it is on top of a platform (the higher the better), so that you can avoid getting punished by the other one on your way down. The chances of that are slim, however, and even slimmer if you grabbed Popo. When you come back down... BAM! Seperated ICs.
Potential Follow-ups: GO FOR NANA GO FOR NANA GO FOR NANA
Seriously, though, kill that ho. Or get Popo as he tries to save her.
Down Throw:
1: Brinstar Fun
Get someone on Brinstar, go to the part where there's the breakable bulge and dthrow someone there. The result? It breaks and they drop straight through. It also puts you in a goos position to attack them. Against anyone who falls remotely fast, this is a godsend. Some characters like Oilmar and Falco are screwed (if they don't react within a split second) even if you don't follow up, since there are no ledges. I've done this to a Snake player in a tournament... he'll never pick brinstar again
Note this is hard to do on characters like DK because I guess they're so big they don't "fit"? Hmm... I'll need to do more research.
Potential Follow-ups: Dair - Footstool on anyone who falls remotely fast is awesome, though only if your dair beats their upB (which they will be using as soon as they realize what's going on). If the acid is there, they'll hit that, too. VS a Snake, it's a good chance to get an air hammer/suck because dair won't work.
2: The Chase is On
Kirby's Dthrow (and somtimes fthrow) can chase characters. At low percentages you can wait until they hit the ground and go for another grab. At higher percents, you can airchase and punish after they land or punish their airdodges. More from Gonzo:
I've been using Dthrow and Fthrow recently as a grab chase. Basically u dthrow them and wait for them to get back on the ground. If they use an aerial shield grab, if not then just abuse his grab range and grab them b4 they even hit the ground or as soon as they do. This can add damage very easily and sets up into the next grab chase. Good **** about brinstar btw, i'm gonna have to give that a try.
Anyway, try these out, and post your own tips and trick revolving around the grabs and throws.
Hope I contributed something useful...