Mazdamaxsti
Smash Lord
I've been playing Kirby non-stop for a few days, basically learning everything except hup cancelling (still learning), and I've noticed something.
While not having air speed, Kirby can keep people away. These are just the things I have discovered, most of these are probably known.
Nair:
- If your opponent has too good of a recovery and too low of health to kill with spike when below you, wait on the edge for them. Right before they grab the ledge, nair. This will knock them back away, leaving you open to more options.
-Too risky for a fair or bair when they are shot horizontally? Nair to give yourself the right timing and damage to fair/bair (depends percentage).
Bair:
- Great for zoning, if you aren't too predictable with it, great tool to kill early off the stage. At low percentage it could be combined with a spike.
- if you miss your attack and now you are both off stage and vulnerable, pull out a bair before they can say "GG".
Fair:
- Right when they think they're coming back on stage, NOPE! Pull out a fair to keep them off. Not a risky move, can be used for early kills.
Uair:
- Not the best option. Hard to set up for off stage kills, only do it if you positioned yourself incorrectly/their damage is so high that it will kill.
Dair:
- My favourite one. Get them below and spike. Does damage, pulls you down with them, and kills characters with bad recoveries at 60-80%.
- If you are facing someone with a good recovery/low percent, spike and then short hop/another dair will seal the deal.
Specials:
- Down-B is okay as long as you get the hit and get out of your rock fast enough. Not recommended.
- Side-B is a hard hitting hammer that is hard to hit in the air. Powerful if you hit it, especially good after reading air dodges.
- Up-B is good for pressure when they are trying to recover. Not recommended over the other moves.
Thanks for reading, if I got anything wrong please tell me.
While not having air speed, Kirby can keep people away. These are just the things I have discovered, most of these are probably known.
Nair:
- If your opponent has too good of a recovery and too low of health to kill with spike when below you, wait on the edge for them. Right before they grab the ledge, nair. This will knock them back away, leaving you open to more options.
-Too risky for a fair or bair when they are shot horizontally? Nair to give yourself the right timing and damage to fair/bair (depends percentage).
Bair:
- Great for zoning, if you aren't too predictable with it, great tool to kill early off the stage. At low percentage it could be combined with a spike.
- if you miss your attack and now you are both off stage and vulnerable, pull out a bair before they can say "GG".
Fair:
- Right when they think they're coming back on stage, NOPE! Pull out a fair to keep them off. Not a risky move, can be used for early kills.
Uair:
- Not the best option. Hard to set up for off stage kills, only do it if you positioned yourself incorrectly/their damage is so high that it will kill.
Dair:
- My favourite one. Get them below and spike. Does damage, pulls you down with them, and kills characters with bad recoveries at 60-80%.
- If you are facing someone with a good recovery/low percent, spike and then short hop/another dair will seal the deal.
Specials:
- Down-B is okay as long as you get the hit and get out of your rock fast enough. Not recommended.
- Side-B is a hard hitting hammer that is hard to hit in the air. Powerful if you hit it, especially good after reading air dodges.
- Up-B is good for pressure when they are trying to recover. Not recommended over the other moves.
Thanks for reading, if I got anything wrong please tell me.
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