Wrexsoul
Smash Cadet
Heya folks!
I've been pondering ways to set up kills with Kirby since our smashes are often pretty predictable. One thing I've noticed when playing is that a grab release from Kirby near the edge puts the enemy in a pretty awkward position. I've been thinking about ways to implement this in my games as a mixup, and figured you guys might have some thoughts on the matter. Obviously, none of these are proper combos, but with some prediction I think it's pretty nice to put the opponent in an unfavourable situation with very little time to react (unlike a proper throw). From what I've seen, most people will try to jump on reflex after getting grab released off the edge, which gives you lots of options. If they don't jump immediately, they're below you off-stage, setting us up nicely for a dair spike or bair stage-spike.As this works the best with fast fallers, I went into training and recorded some nooby videos of some possibilities. These are all when jumping back immediately, since that's what the CPU does and I don't have anyone here with me to test with.
Grab release to F-smash
Most character's second jump after grab-release pokes their head up above the edge before grabbing it, where it perfectly meets Kirby's red fluffy foot of pain.
Grab release to B-air
A mixup to the above that kills at high percent despite sending them "the wrong way". With better timing than mine, might set up a nice stage spike.
Grab release to footstool
Can probably be followed up by a D-air or Stone or something nifty and painful.
Would be cool to hear your thoughts on this - If I'm right in that it sets up kill options it could be a valuable addition to Kirby's presence.
I've been pondering ways to set up kills with Kirby since our smashes are often pretty predictable. One thing I've noticed when playing is that a grab release from Kirby near the edge puts the enemy in a pretty awkward position. I've been thinking about ways to implement this in my games as a mixup, and figured you guys might have some thoughts on the matter. Obviously, none of these are proper combos, but with some prediction I think it's pretty nice to put the opponent in an unfavourable situation with very little time to react (unlike a proper throw). From what I've seen, most people will try to jump on reflex after getting grab released off the edge, which gives you lots of options. If they don't jump immediately, they're below you off-stage, setting us up nicely for a dair spike or bair stage-spike.As this works the best with fast fallers, I went into training and recorded some nooby videos of some possibilities. These are all when jumping back immediately, since that's what the CPU does and I don't have anyone here with me to test with.
Grab release to F-smash
Most character's second jump after grab-release pokes their head up above the edge before grabbing it, where it perfectly meets Kirby's red fluffy foot of pain.
Grab release to B-air
A mixup to the above that kills at high percent despite sending them "the wrong way". With better timing than mine, might set up a nice stage spike.
Grab release to footstool
Can probably be followed up by a D-air or Stone or something nifty and painful.
Would be cool to hear your thoughts on this - If I'm right in that it sets up kill options it could be a valuable addition to Kirby's presence.
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