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kirby is the best!

neon..?

Smash Journeyman
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Aug 31, 2008
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I just started using Kirby today because I needed a main and I tried like every character and when I used Kirby I knew he would be my new main. So what are all his good kill moves to keep fresh? I use the FSMASH alot for the kills. Also what aerials autocancel and how do you do a Gonzo Combo?
 

Asdioh

Not Asidoh
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Nair autocancels, uair and bair either autocancel, or have very little lag. I have heard that FAir autocancels after the second hit (out of 3) but I haven't been able to tell the difference between landing after attack one, two, or three. Dair does not autocancel, but can lead into grab/tilt/fsmash frequently.

That reminds me...does dair truly combo into fsmash? All my opponents manage to shield the fsmash...isn't there a certain way you're supposed to do DAir, like not hit with the very last hitbox, or something? >_>

You do a Gonzo combo by fthrowing and upairing. Then tilt left slightly and then tilt up to attack with uptilt...which can be DI'd out of by most characters.
 

Gwiz0

Smash Rookie
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Well, one of Kirby's best moves is easily his Bair. It's fast and can combo into a wall-of-pain almost automatically. Actually, most of Kirby's air moves should be used to their full extant. Uair is great for combos from itself, an uTilt, or from a vThrow. Dair gets an extra hit if you land while doing it, plus the tip is a spiking sweetspot. One could WoP'd with his Fair, but it's harder. Remember, the final kick of that move is the one with the knockback!

Fsmash is pretty good because of the quickness it comes out, and how it moves Kirb' forward when it comes out. Don't leave out the Dsmash, though. It hits both sides at the same time, and the tip of his feet will send enemies traveling in a good, horizontal direction. My favorite kill move is the aerial hammer. It comes out quick(er), and has two different trajectories depending on when you hit with it. Once you get used to the timing, it will spell death for the opponent. A really basic combo for Kirb' is to >throw, and use the hammer right afterwards. If the target has only a little damage, it'll be caught right in the blast radius of your wooden mallet.

One more thing, if you plan as playing as Kirby, make sure you spam vTaunts whenever you can. :kirby2: Hiiiii!
 

T-nuts

Smash Ace
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May 2, 2008
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That reminds me...does dair truly combo into fsmash? All my opponents manage to shield the fsmash...isn't there a certain way you're supposed to do DAir, like not hit with the very last hitbox, or something? >_>
Pretty sure the only way for dair to combo into fsmash, is if

a) your dair trips them
b) your opponent has enough damage that dair bounces them off the ground, but just slightly so they are low enough for ground moves to hit. In this situation fsmash not only combos but kills, too.

otherwise you're best off doing a grab after dair, with maybe an occasional ftilt, dtilt, or dash attack.
 

fromundaman

Henshin a go-go Baby!
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What T-nuts said Asidoh.

As for the aerial hammer, I don't know about you guys, but I use that thing all the time. Actually, I mainly use it as a retreating empty SH reverse hammer, or even just a bunch of empty hammers when they're off stage near the edge before going to gimp them. It gets the fear of the puffball in them, and occasionally even connects. Big thing is though, after a while they start to expect the hammer almost as much as a Bair, and the timing for shielding/avoiding the two are so incredibly different it starts to mess them up.

Also, Gonzo combo was originally Fthrow>Uair>Fthrow>Uair>Fsmash I believe, but now people are starting to DI out of it, and it became Fthrow>Uair>Utilt>Bair. Just don't expect them to be foolproof.

Another cool combo is Dthrow>Utilt>Utilt>Usmash (Give or take a Utilt depending on DI), or even if they don't expect it Dthrow>Utilt>Dair (use the Cstick for it so you can DI backwards and avoid hitting them with that shockwave hit at the end)>any throw or tilt (I usually do Ftilt or Dtilt to Fsmash).

That's my 2 cents.
 

Asdioh

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Almost every character can DI out of the utilt after the dthrow. :[

However, if you do land a utilt, I frequently land utilt->utilt->upsmash, and sometimes I can juggle with another upsmash after that if they're expecting an air chase.

Gonzo was the one to make a video for the SWF community. If he hadn't, people would still know about it, who knows what it would be named though. Probably "throw combo" or something.
 

Lord Viper

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Almost every character can DI out of the utilt after the dthrow. :[
Well, I'll say almost half of the characters in the rouster. You can U-Tilt at least once after a throw for almost every chracter. And of course, Fox, Falco, and Wolf are the most fun to do the U-Tilt combo. :D

 

ron561

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Almost every character can DI out of the utilt after the dthrow. :[

However, if you do land a utilt, I frequently land utilt->utilt->upsmash, and sometimes I can juggle with another upsmash after that if they're expecting an air chase.

Gonzo was the one to make a video for the SWF community. If he hadn't, people would still know about it, who knows what it would be named though. Probably "throw combo" or something.
ooo i see..
 

neon..?

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ok so im going to a tournament tommorow and what are kirby's good maps?
 

fromundaman

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It depends on who you're facing, but here are a few good ones:

-Brinistar
-Norfair
-Green Greens
-Frigate


And I'm out of time... I'll edit later if I can...
 

Asdioh

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Here are some other good ones:
-Rainbow Cruise (only if you're used to the map though)
-Lylat (if your opponent is a tether recoverer, or has a bad recovery)
-Yoshi's Island (I like Stone sliding off the slants :p)
-Delfino Plaza (can attack from beneath the stage, can take advantage of various parts of the stage changes..beware characters that have good spikes)
-Halberd (pretty good stage for Kirby, good against characters like Meta Knight that are lighter and can be star ko'd easily)
 

fromundaman

Henshin a go-go Baby!
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And a few more still:

-Jungle Japes: It screws over others much more than you, plus makes star KOing you harder.
-Battlefield: You gimp others pretty well here. It isn't bad.
-Yoshi's Island: another thing it's good for is that you can screw people into combos with those blocks. Also, Dthrow on those blocks in the center are instant KOs practically against everyone with a bad recovery, and you can gimp them pretty easily een if they do come back.


Don't bring anyone with good spikes to Pirate Ship!!
Also, watch out on Corneria. Small ceilings + infinites off of the fin can be very bad.
 
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