I saw the areguement on the Kirby boards, and Vulcan Jab can kind of work, but it's generally not worth it. Sure it's faster than any of our moves, and it hits enough to split us up, but it is possible to shield grab Kirby before the fury of hit come. If they try to use it as a wall, it's possible to running Powershield-Grab it. If we get caught in it, we can DI out and possibly punish. Circle DI or Smash DI can land us behind Kirby, where his jab doesn't cover him well at all.
Kirby's Tilts all come out quickly. F-Tilt lacks range and isn't safe on the shield. D-Tilt has deceptive range and has a high chance of tripping, and has Inturruped as Soon as Frames. Up-Tilt comes out on frame 4 on the ground. It has good priority and works as a good juggling move at low percents, or a setup move at higher percents.
Kirby's feet are disjointed, so he sends his opponents at different trajectories if he connects with his toes with some attacks. Kirby's F-Smash one of his most reliable kill moves. It has decent speed and a lot of knockback when sweetspoted. The end of the hitbox sends the opponent upwards. Up-Smash has decent knockback and has a weak hitbox behind it. Down-Smash sends opponents outward at the tip, and Upward from closer in. It's his quickest smash.
Dash Attack can be annoying to deal with sometimes. It hits 6 times, with the last hit popping you into the air. It can be DI out of, and is punishable if it misses or if all the hits are blocked.
Kirby will be playing this matchup in the air most of the time though. His aerials generally lack range. His N-Air autocancel's well, and can be used as a get off me move. F-Air is a multi-hit move that isn't used that much from what I've seen. It doesn't have the range or knockback that B-Air has. Up-Air is a good juggling move that has good reach above him. His D-Air can be used on the stage to split the Climbers up. It's a multi-hit move, that has a ground hitbox upon landing.
B-Air is the aerial you'll see the most. It has the most range and it's fast. It also has good knockback, with KO potential when fresh at high percents. This attack stays out for a long time and can be difficult to punish when perfectly spaced, due to it's low end lag.
His Neutral-B (Swallow) has many uses. He can copy an opponent's B move. In this case our Ice Block, which won't lead to much. He can swallow one Climber and spit them back out into the other one to deal damage to them. At the edge, he can swallow one and shoot them under the stage or Swallowcide. Side-B has huge knockback and is used more in the air. Kirby's Up-B (Final Cutter) can hit up to 3 times up close and the Shockwave can cut through Blizzard. Stone makes Kirby invunrable to attacks for a short time. This move has enough power to KO at high percents. It has a hitbox to the sides when used on the ground.
If Kirby tries to grab us, they will most likely Up-Throw. Up-Throw is nearly instant and can be harder to punish if there is a platform above. You can hit Kirby while he's landing.
Kirby can edgeguard us eaisly. His B-Air also serves as a Wall of Pain. Kirby can D-Air to Footstool if you try to recover from below.
Kirby doesn't have much of an approach, and Blizzard beats out anything up close except Final Cutter and Stone. His ground game becomes limited and they will mainly try to space us with B-Air's with a few other attacks mixed in.
I think it's 60-40 in our favor, but they can counterpick us pretty easily. They beat us on stages like Rainbow Cruise, Norfair, and Brinstar, but we beat them on most neutrals.