This article is an examination of Kirby from the 'Top Tier perspective'; that is to say, analyzing Kirby's move-set, comparing it relative to the characters generally considered Top Tier, and then giving my opinion on how and where Kirby could be buffed to help push him into Top Tier without resulting in a Broken Tier character or (worse yet) a 'Brain-dead' character.
I know there are a lot of people out there that are interested in hearing my thoughts on this in light of the recently published frame data from www.kuroganehammer.com. I would like to say that even though I have years of competitive Kirby experience, that these views are still my own views and not everyone may agree with them. In fact, I welcome disagreements. I see disagreements as a chance to see things from another's point of view and a chance to learn.
(Also, if any Nintendo / Sora / Bandai Namco employees read through these threads to glean from the community how best to balance Kirby, then this is as good a place as any to help them out).
With that out of the way, let us get started:
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Kirby's Characteristics Value
There are specific characteristics that all characters share, but the value of these characteristics vary among the cast. For the most part I'll be talking about characteristics that play a vital role in competitive play, as a matter of course, such as Weight, Run Speed, etc. Other traits will be put aside.
Since these characteristics affect in-game consequences (such as whether or not you are KO'd by a given attack) they hold value to the competitive gamer. As such, each character could be seen as having an intrinsic total value based on these characteristics.
While it would make sense that if a character were lacking in one or more characteristics he or she might have a strong value in another characteristic. For instance a character with a low Weight might have higher speed. This is not necessarily the case with Kirby.
Kirby is not just ranked low relative to these five characters, he is ranked low relative to the entire cast. Of the 53 characters in version 1.1.2: Kirby ranks 50th in Weight, 39th in Run Speed, 41st in Walk Speed, 52nd in Air Speed, 52nd in Fall Speed, and 52nd in Fast Fall Speed. (Air Acceleration chart was not available, but for reference: Ness has an Air Acceleration of 0.09 and Dedede has an Air Acceleration of 0.04).
Many Kirby players clamor for an increase in Air Speed, and while I may not be entirely opposed to such a change, I feel that it may push past the character concept. Kirby floats, but he doesn't soar. Instead, an improved ground acceleration may be preferable which could help him burst forward to help with his approach. Another option would be to improve his Dodge (Roll) speed/distance which would let him dance around his opponent better while looking for openings.
Moveset Analysis & Comparison
Speaking from experience, Kirby generally has a poor Risk vs Reward payout in his moveset. His 'good' moves are small in number: Strong Up (U-tilt), Strong Down (D-tilt), and Grab, as well as some arguably decent moves found with Back Air (B-air), and Standard Attack (Jab). His Down Air (D-air) also has a good Reward, but at a disproportionate Risk ratio since it takes 17 frames of start-up and leaves Kirby wide open if it misses.
To bring Kirby more in line with the 'Top Tiers' he needs a rebalancing of his Risk vs Reward. Preferably a higher Reward payout for successfully getting in close and going toe-to-toe with other Top Tiers. The 'Risk' factor will only be modified lightly and only for those moves that truly have a notably poor Risk factor.
Let's take a look at these moves one by one.
Strong Up (U-tilt)
Modify the Damage and/or the Knockback so that this move could threaten to combo into KO's at higher percents. For instance: U-tilt into B-air unless the opponent Air Dodges. This should also help reduce the number of juggles Kirby gets on some characters (like Fox) but makes it easier to combo from U-tilt into other attacks. Combos off of U-tilt should be 'bread-and-butter' easy.
Strong Down (D-tilt)
Reduce the Knockback (Base Knockback) of D-tilt so that if and when an opponent trips, Kirby can combo into a guaranteed Smash Attack. If that's too much to ask for, then modify Dash Attack so that a D-tilt trip into Dash Attack is worthwhile, even if it's something simple as beefing up the Dash Attack to KO at 130% to 150%.
Grabs & Throws
Change the angle of Up Throw to send opponents forward, so that it can KO off the side similar to how Back Throw KOs, except in the opposite direction.
Forward Air (F-air)
Make this hit on Frame 6 and give it an Auto Cancel (no additional landing lag) after a Short Hop with a Fast Fall (see Diddy Kong's Forward Air as an example). This will help Kirby with approaching, and the ability to keep up with fast opponents. One more thing: the 1st hit of the F-air should all have a vertical launch, not just the tip of his toes.
Down Air (D-air)
I would consider making this hit a little more quickly, perhaps reduce it from frame 18 to frame 12 instead.
Standard Air (N-air)
Reduce the start-up so N-air hits on frame 6. Change the duration of this attack back to how it was in Melee (able to act on frame 50).
Up Smash (U-Smash)
Be more lenient on where this attack has to land to get the full-strength hit. There should only be two 'strengths' of this hit: the front swing (full power) and the dropping back swing (weak hit). No additional 'weaker front swing' and 'weaker back swing' of this.
Down Special (Stone)
This should at least have Armor frames while starting up.
Up Special (Final Cutter)
Personally I would be fine if this was changed to let Kirby grab the ledge while facing away from the stage.
Forward Special (Hammer)
Turning around on the ground while charging the Hammer could be faster. I would also consider giving Kirby an aerial momentum shift like he had in Brawl when using the Hammer in the air.
Standard Special (Inhale/Copy)
Allow Kirby to Copy/Shoot immediately so that it's one fluid action. He sits vulnerable for far too long otherwise.
Conclusion
I believe these changes, while they may seem minor, can have profound effects. In fact, even the most minor of changes can make a big difference and these changes I outlined above are more than just cosmetic. I reworked Kirby in Brawl using Project Smash Attack (PSA) and have many hours of experience in this field under my belt. These changes could make Kirby Top Tier in Smash 4, and they would also require much playtesting to make sure nothing unexpected resulted from it.
If Kirby needs further buffs from what I listed above they could always be implemented later. For now, these seem to be the most important ones.
I know there are a lot of people out there that are interested in hearing my thoughts on this in light of the recently published frame data from www.kuroganehammer.com. I would like to say that even though I have years of competitive Kirby experience, that these views are still my own views and not everyone may agree with them. In fact, I welcome disagreements. I see disagreements as a chance to see things from another's point of view and a chance to learn.
(Also, if any Nintendo / Sora / Bandai Namco employees read through these threads to glean from the community how best to balance Kirby, then this is as good a place as any to help them out).
With that out of the way, let us get started:
- - - - - - - -
Kirby's Characteristics Value
There are specific characteristics that all characters share, but the value of these characteristics vary among the cast. For the most part I'll be talking about characteristics that play a vital role in competitive play, as a matter of course, such as Weight, Run Speed, etc. Other traits will be put aside.
Since these characteristics affect in-game consequences (such as whether or not you are KO'd by a given attack) they hold value to the competitive gamer. As such, each character could be seen as having an intrinsic total value based on these characteristics.
While it would make sense that if a character were lacking in one or more characteristics he or she might have a strong value in another characteristic. For instance a character with a low Weight might have higher speed. This is not necessarily the case with Kirby.
Kirby is not just ranked low relative to these five characters, he is ranked low relative to the entire cast. Of the 53 characters in version 1.1.2: Kirby ranks 50th in Weight, 39th in Run Speed, 41st in Walk Speed, 52nd in Air Speed, 52nd in Fall Speed, and 52nd in Fast Fall Speed. (Air Acceleration chart was not available, but for reference: Ness has an Air Acceleration of 0.09 and Dedede has an Air Acceleration of 0.04).
Many Kirby players clamor for an increase in Air Speed, and while I may not be entirely opposed to such a change, I feel that it may push past the character concept. Kirby floats, but he doesn't soar. Instead, an improved ground acceleration may be preferable which could help him burst forward to help with his approach. Another option would be to improve his Dodge (Roll) speed/distance which would let him dance around his opponent better while looking for openings.
Moveset Analysis & Comparison
Speaking from experience, Kirby generally has a poor Risk vs Reward payout in his moveset. His 'good' moves are small in number: Strong Up (U-tilt), Strong Down (D-tilt), and Grab, as well as some arguably decent moves found with Back Air (B-air), and Standard Attack (Jab). His Down Air (D-air) also has a good Reward, but at a disproportionate Risk ratio since it takes 17 frames of start-up and leaves Kirby wide open if it misses.
To bring Kirby more in line with the 'Top Tiers' he needs a rebalancing of his Risk vs Reward. Preferably a higher Reward payout for successfully getting in close and going toe-to-toe with other Top Tiers. The 'Risk' factor will only be modified lightly and only for those moves that truly have a notably poor Risk factor.
Let's take a look at these moves one by one.
Strong Up (U-tilt)
Modify the Damage and/or the Knockback so that this move could threaten to combo into KO's at higher percents. For instance: U-tilt into B-air unless the opponent Air Dodges. This should also help reduce the number of juggles Kirby gets on some characters (like Fox) but makes it easier to combo from U-tilt into other attacks. Combos off of U-tilt should be 'bread-and-butter' easy.
Strong Down (D-tilt)
Reduce the Knockback (Base Knockback) of D-tilt so that if and when an opponent trips, Kirby can combo into a guaranteed Smash Attack. If that's too much to ask for, then modify Dash Attack so that a D-tilt trip into Dash Attack is worthwhile, even if it's something simple as beefing up the Dash Attack to KO at 130% to 150%.
Grabs & Throws
Change the angle of Up Throw to send opponents forward, so that it can KO off the side similar to how Back Throw KOs, except in the opposite direction.
Forward Air (F-air)
Make this hit on Frame 6 and give it an Auto Cancel (no additional landing lag) after a Short Hop with a Fast Fall (see Diddy Kong's Forward Air as an example). This will help Kirby with approaching, and the ability to keep up with fast opponents. One more thing: the 1st hit of the F-air should all have a vertical launch, not just the tip of his toes.
Down Air (D-air)
I would consider making this hit a little more quickly, perhaps reduce it from frame 18 to frame 12 instead.
Standard Air (N-air)
Reduce the start-up so N-air hits on frame 6. Change the duration of this attack back to how it was in Melee (able to act on frame 50).
Up Smash (U-Smash)
Be more lenient on where this attack has to land to get the full-strength hit. There should only be two 'strengths' of this hit: the front swing (full power) and the dropping back swing (weak hit). No additional 'weaker front swing' and 'weaker back swing' of this.
Down Special (Stone)
This should at least have Armor frames while starting up.
Up Special (Final Cutter)
Personally I would be fine if this was changed to let Kirby grab the ledge while facing away from the stage.
Forward Special (Hammer)
Turning around on the ground while charging the Hammer could be faster. I would also consider giving Kirby an aerial momentum shift like he had in Brawl when using the Hammer in the air.
Standard Special (Inhale/Copy)
Allow Kirby to Copy/Shoot immediately so that it's one fluid action. He sits vulnerable for far too long otherwise.
Conclusion
I believe these changes, while they may seem minor, can have profound effects. In fact, even the most minor of changes can make a big difference and these changes I outlined above are more than just cosmetic. I reworked Kirby in Brawl using Project Smash Attack (PSA) and have many hours of experience in this field under my belt. These changes could make Kirby Top Tier in Smash 4, and they would also require much playtesting to make sure nothing unexpected resulted from it.
If Kirby needs further buffs from what I listed above they could always be implemented later. For now, these seem to be the most important ones.