• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

Kirby Match-Up Advice thread!

Kewkky

Uhh... Look at my status.
Premium
Joined
Apr 20, 2008
Messages
8,019
Location
San Diego, CA
Switch FC
SW-7001-5337-8820


So, as per request of vVvRapture and the original thread, I decided this was a pretty good idea, so here goes nothing!


What we want to do here is skip over all of that MU thread stuff (write-ups, input from opposing boards, long-drawn-out arguments, etc) and step right into the useful information part of the discussions. As you can see from the original thread I linked to at the start of this post, the goal here is to list all the tips you can give to how you should play each MU for Kirby! This will help people who can't sit down and read an essay explaining a single MU, and it'll also help people who can't sit around and keep writing up essays for every MU (I swear I've started them like 5 times before and I've never even got a quarter of them done). You don't have to do every MU, simply throw out tips for the MUs you know!

You can either use the following format I prepared for lazy people, or you can write up the tips in whatever way you desire.
[collapse=Format help]Copy ALL of the following into your post, then write whatever you want between the starter tags and their respective ending tags:

[noparse][collapse=My tips]
[collapse=Metaknight][/collapse]
[collapse=Snake][/collapse]
[collapse=Diddy][/collapse]
[collapse=Falco][/collapse]
[collapse=Wario][/collapse]
[collapse=Marth][/collapse]
[collapse=Ice Climbers][/collapse]
[collapse=Olimar][/collapse]
[collapse=Pikachu][/collapse]
[collapse=King Dedede][/collapse]
[collapse=Mr Game and Watch][/collapse]
[collapse=Lucario][/collapse]
[collapse=Zero Suit Samus][/collapse]
[collapse=Toon Link][/collapse]
[collapse=Kirby][/collapse]
[collapse=Fox][/collapse]
[collapse=ROB][/collapse]
[collapse=Pit][/collapse]
[collapse=Peach][/collapse]
[collapse=Donkey Kong][/collapse]
[collapse=Luigi][/collapse]
[collapse=Wolf][/collapse]
[collapse=Zelda+Sheik][/collapse]
[collapse=Sonic][/collapse]
[collapse=Ike][/collapse]
[collapse=Sheik][/collapse]
[collapse=Ness][/collapse]
[collapse=Pokemon Trainer][/collapse]
[collapse=Squirtle][/collapse]
[collapse=Ivysaur][/collapse]
[collapse=Charizard][/collapse]
[collapse=Yoshi][/collapse]
[collapse=Lucas][/collapse]
[collapse=Mario][/collapse]
[collapse=Bowser]r[/collapse]
[collapse=Captain Falcon][/collapse]
[collapse=Samus][/collapse]
[collapse=Jigglypuff][/collapse]
[collapse=Link][/collapse]
[collapse=Zelda][/collapse]
[collapse=Ganondorf][/collapse]
[/collapse]
[/noparse][/collapse]
====================================================================================================
====================================================================================================

And here are the tips gathered so far:

[collapse=Tips for every MU, organized like the tier list!]
[collapse=Metaknight]-2

Kewkky:
- Pay close attention to MK when he's in the air, if he tornados then up-angle an smash on his face
- When MK dthrows you, DI downwards so you can tech the floor and roll away/towards MK to avoid follow-ups. If you end up offstage then DI up.
- Break your habit of grabbing everytime opponents smash your shield, his dsmash and fsmash can NOT be shieldgrabbed no matter how fast you grab.
- Don't roll behind him, he can nair/dair/dsmash you for it and now you have a positional disadvantage.

Triple R:
- Recover level with stage

MikeKirby:
- ALWAYS expect the shuttle loop. Space yourself out of its range if you are in the air.
- Mix up your recovery but DON'T try recovering low, if ever. He'll overwhelm you with his aerials.
[/collapse]
[collapse=Snake]-2

Kewkky:
- You can shieldgrab his ftilt's first AND second hits if he doesn't space it perfectly and you grab fast enough.
- Snake can't grab you when you crouch, so a rule of thumb is to dtilt whenever he pulls out a grenade. Ftilt also works since it's fast and outranges grabs.
- Don't try inhaling Snake while on-stage. You're never gonna succeed against a good Snake, and you die too fast for it to matter.
- When Snake upB's he can't do anything for around a second and a half (90 frames). Most Kirbies you see in videos do an aerial sideB when he upB's since chances are it will hit.
- If Snake upB's close to the stage and you grab him, as long as you don't pummel or do damage to him, when he's released from your grab he won't be able to use his upB again until he gets hit. Snake will obviously recover using their downB, which is why you take this moment to punish his very predictable next move, like jump off and dair>footstool him, or jump towards him and kirbicide if you're daring, or you could just hit him with a bair/sideB to finish him off.

A1lion836:
- Inhale breaks act as normal grabs and can gimp snake out of his upB. Inhaling the cypher gets him another one so inhale Snake instead and let him break out.
- Snake's utilt gays all aerial Kirby approaches almost all the time.
- Keep Snake in the air: his aerials outrange Kirby's, but are slower and he's more awkward there
- After Fthrow, Snake will usually pull a grenade. You can do a mix-up after Fthrow by airdodging then grabbing him as he lands/side-B'ing instead of uair.
- Keep track of all explosives Snake has planted!
Look at the clock whenever he drops a down-b, it auto-explodes in 27 second.

Triple R:
- Mix up low % strings
- Once Snake is in the air keep juggling him
- Use dtilt to play footsies with Snake's ftilt
[/collapse]
[collapse=Diddy]+1

Kewkky:
- You'd better learn how to play with items, because Diddy gets WAY easier if you know what to do with them.
- When Diddy throws you a banana he's going to try and grab you/dash attack. If you (power)shield the banana you can ftilt/grab his approach.
- Jump a lot and try to hover near the ground a lot. Diddy tries to predict your landing, throws his banana, and now you can punish him for it.
- Pay attention to how he recovers, so you can dair him out of his upB and kill him.

JoWii:
- You can actually run up to, or land on, a banana and pick it up simply my running up, letting the ctrl stick return to neutral as you pick up the naner with A, or landing on it with grab from above.

Triple R:
- Avoid naners by staying in the air

MikeKirby:
- If you do a short hop aerial near a banana, not only do you pick it up but you cover yourself if Diddy tries to run for it and grab it as well (Reverse B-air > Dash attack). Plus, once you get the hang of it you won't have to worry about slipping on a banana that you want to pick up.

Single Banana Lock
[/collapse]
[collapse=Falco]+1

Kewkky:
- Don't go directly under him when he's in the air, bair him from a diagonal angle instead.
- Your utilt beats all of his landing aerials except bair, if you don't space it right you trade hits.
- Fsmash/bair/dair go through his sideB and upB without you being hit, but if you mistime them you get hit instead.
- You can duck under his lasers, and you can also jump over them to move while avoiding them, and to avoid getting hit by an approaching lasering Falco.

JoWii:
- Laser camping isn't going to help you beat Falco, but it will help you destroy Falco's recovery.

Triple R:
- Remain calm if CGed
- Learn their phantasm habits

MikeKirby:
- If you are extremely quick with your fingers or have a special button assigned near your jump button (Ex. X to Y or vice versa) you can triple lazer out of a short hop.
[/collapse]
[collapse=Wario]-1

Kewkky:
- Utilt beats ALL of his aerials, including his bite! If you're under a platform, he can't approach you safely when you utilt.
- Don't forget to keep an eye on the timer! An almost-full fart kills you at ~70%, even lower depending on where you're at!
- Combine utilts with spaced bairs, and never approach. If he's behind in % he's forced to get close, but if you utilt it's pretty hard for him to do so.
- Don't airdodge into him. He can fart, he can grab, and he can fsmash you for it. In fact, only airdodge in this MU to avoid predictable farts.

Triple R:
- Wall them with fairs and bairs in the air
- Stay away from their bike when they are close/they know what they are doing around it more than you
[/collapse]
[collapse=Marth]-1

Kewkky:
- You can shieldgrab his dolphin slash in between the 3rd and 4th hits.
- Don't airdodge when you're coming from high up, or he'll kill you for it. Use your many jumps to wait for him to use his second jump, then go down with him but at a safe distance.
- Don't go to Battlefield, his attacks tipper you if you're above him on a platform.
- While he's recovering you can dair his upB, but don't do it because the timing is strict. Grab the ledge and use the invincibility frames to gimp him.

Triple R:
- Space carefully
- Watch out for surprise UpBs
[/collapse]
[collapse=Ice Climbers]-3

Kewkky:
- Don't land/stop next to them (footstool them if you ran out of jumps), and don't land next to them after doing a dair/bair.
- Try not to grab them if they're together. If you HAVE to, then make sure you pummel so they can't grab you/give them a harder time hitting you. None of your throws are safe and you'll be intercepted before finishing them, but if theres a platform above you out of Nana/Popo's reach, then uthrow the grabbed IC.
- When they're offstage, dair Nana to her death, she can't be saved if even a single dair poke connects.
- Ftilt is a great grounded spacer in this MU, unless the IC's are desynching with blizzards. If they are, then time your upB shockwave for when Popo jumps.

Triple R:
- Camp them hard and force them to approach if you can
- Split them up and destroy Nana
[/collapse]
[collapse=Olimar]-2

Kewkky:
- Float out of their upB range, and out of their hyphen usmash/fsmash range.
- Use your multiple jumps to scare them into pivot grabbing/smashing/whatever, then punish them with a well-spaced fastfall bair.

JoWii:
- Olimar: Keep baiting pivot grabs (and standing grabs) while pressuring Olimar back towards the ledge, but never actually giving up safety to land hits; once Olimar runs out of room he has limited options (standing grab, attack, jump through you) so read him and punish.
- Don't N-Air if you're mid-range or closer to Olimar because while it does get the Pikmin off, it's only effective if you short-hop AND fast-fall.

Triple R:
- Corner them slowly
- Punish their rolls when they get pressured

MikeKirby:
- Nair removes all the Pikmin attached to you. Use it only when when you are close to the ground since N-airs aerial lag is monstrous.
[/collapse]
[collapse=Pikachu]0

Triple R:
- Beat UpB spam with utilt and bair OoS
[/collapse]
[collapse=King Dedede]0

Triple R:
- Our inhale wins when we both do it
[/collapse]
[collapse=Mr Game and Watch]-2

Kewkky:
- His uair refreshes his moves, but at least his kill moves are easily predicted. When at 80%, you're at kill % so keep an eye out for all of his smashes! His fair kills you at 120-130% as well.
- With proper timing, you can ftilt G&W for bairing your shield when he lands.

JoWii:
-If possible, try to hide under platforms when G&W approaches; find openings to transition from camping under platforms to going a bit aggro against him.
-Anticipate the expected back-airs and forward-airs.
-Avoid spotdodging his forward-smash, since it lasts longer than your spotdodge.
-Rack damage with grabs and pummel whenever possible to refresh other moves.
-Always tech G&W's down throw and mix up how you get out of it to avoid getting caught in tech chases.
-Never air-dodge into him.

Triple R:
- Don't stay under him if you can
[/collapse]
[collapse=Lucario]-1

Kewkky:
- Be patient. He has no killing throws, and he has trouble landing if you know how to trace his landings (don't stand directly under him or you'll get dair'd). You can also juggle him safely with bairs and uairs as long as you're not directly under him.
- Gimping him is easy if he's returning from near-stage level. You can either edgehog>ledgehop inhale>spit under the stage>uair stagespike, or you can dair>footstool him to his doom. His upB does no damage and has some noticeable start-up, so take advantage of this fact to punish his recovery attempts.
- Fsmash will most likely be your killing move, since he can't kill you for fsmashing his shield. Most he can do if he shields your fsmash is OoS dair, grab you out of your fsmash, or attempt a string starting from an OoS fair, but none of those options will kill you until very high %s.
- Keep your shield full as much as you can. His attacks drain your shield fast if he's got an aura boost, so if you can avoid certain attacks by not shielding, do so. You don't want to get shieldpoked by a kill move, remember!

Triple R:
- don't approach from below
[/collapse]
[collapse=Zero Suit Samus]-1

Kewkky:
- ZSS has some trouble getting bast well-spaced bairs. Don't jump too high or she'll uair you, so space your bairs from shorthops.
- Try to not use upB to recover here. Her dsmash can stun you offstage, which leads to a very early stock-loss due to her downB spike.
- Bair her while she's offstage. Don't go for dairs, even though they're effective bairs are much more effective. Hit her until he jumps run out, then grab the ledge and watch her fall to her doom.
- Play the game while shielding as much as you can, but remember to watch out for her super slow grab. She can't kill you with it, and she can't pressure your shield all that well either!
- If you're above her, you are in a very bad position. Always try to recover from the ledges, or downB past her if you can do so safely. Her uair is one of the most dangerous in the game, and her upB has extreme vertical reach (it also combos into a bair at certain %s).
- You can mash out of her stun-inducing attacks, and you can also DI when you're released from stun. Use this knowledge to avoid her deadly follow-ups.

Triple R:
- shield alot, she has trouble punishing shields
[/collapse]
[collapse=Toon Link]-1

Kewkky:
- Don't approach while powershielding everything if it doesn't work the first few times. His goal is to force you to shield and wear it down with aerials and projectiles, and you're just making it easier for him. Instead, approach from the air and feint landings to bait his attack, then punish.
- When he runs out of room, he will either start doing zair>nairs, or he'll pull a bomb and try going over you to the other side of the stage. Pay close attention to his patterns so that you can punish him when he chooses to do one of those options.
- TL has a big problem killing. If you're spending your time on the ground and you're at kill % (he kills you off the top at 110% with utilt and usmash), whenever he threatens to get near, keep your shield up. None of his throws kill, and you can punish him for his whiffed smashes/tilts.
- Try not to dash in this MU, unless he's far or landing from above. When you dash it takes around ~15 frames for you to be able to put up a shield, which means you won't powershield all of his projectiles when you do. Walk instead.
- He can't string you well, but you can string HIM well, as long as you can get past his wall of projectiles that is.
- When recovering from high up, DON'T AIRDODGE PAST HIM. His uair eats airdodges, and kills very early (70-80% if you're high up, which chances are that you ARE high up if he's using it). Instead, make use of your multiple jumps to stay out of his uair's reach, then fastfall as soon as he has to come down to reach the ground safely.
- Make use of his bombs to force him to react in certain ways. They bounce off your shield if you don't powershield them, so you can zcatch them in most cases with no problem at all.

JoWii:
- ALWAYS MOVE FORWARD. Well not really, but I needed emphasis on this point; the objective is to close in on TL in order to limit his options enough to punish him.

Triple R:
- Dair offstage destroys his recovery since they always recover low

MikeKirby:
- Play it PATIENT! Just blatantly running at him will cause you to eat lots of projectile damage.
- Learn to catch his bombs! It eliminates one projectile from his arsenal and gives you a free little projectile to throw right back.
- You can duck his arrows or just throw an attack to knock it away. Same goes for his boomerang.
- Watch out for his string of B-airs at low percents.
- His D-airs is extremely easy to see coming. With that said try to bait him to use it in the air so you can punish. Just don't get reckless.
- You can punish a missed grab from Toon Link with a grounded Side-B. Which feels good!
[/collapse]
[collapse=Kirby]0

Kewkky:
- Kirby will always win this MU, so if you want to win, you know what to do: choose Kirby, or counterpick. ;)

Triple R:
- I always win this matchup
[/collapse]
[collapse=Fox]+1

Kewkky:
- Utilt is his worst enemy in this MU: It's too fast to punish, combos into itself, and can be used out of shield.
- You can either duck under his lasers, jump over them, or run straight at Fox. They're pelt damage, and even though they add up quickly, approaching him fast forces him to choose an option quickly and without much thought, which means you can punish.
- His usmash kills you at 70-80% off the top, his uair kills you at 120-130% off the top, his bair kills you at 130%+ off the sides, and his dsmash kills you at 130%+. Knowing this, choose how you approach Fox: from the ground, from the air, or not at all.
- His dair is notorious for chaining into his usmash. Keep an eye out for his dair when around 70%, if one connects you will most likely die (SDI behind him, it's your best shot at survival). If you can shield his dair, do it; his throws won't kill you, and you can punish him for whiffing an usmash if he still does it with an ftilt.
- Bair breaks his sideB and upB, and so does dair. If you can gimp him go for dairs, if you can't then go for bairs.

Triple R:
- Try to pivot grab their dair approaches
[/collapse]
[collapse=ROB]0

Kewkky:
- It's difficult to approach a ROB, but it's also difficult for ROB to approach you when you have a lead. When you get a stock lead, don't approach AT ALL and force him to keep spamming his projectiles. He'll waste time while trying to get you to kill % and eventually approach.
- Don't roll into him, or airdodge into him. His dsmash is a perfect counter for that.
- You can't shieldgrab his spacing fire attacks (nair, bair), so instead, concentrate on making him run out of room to retreat to.
- He's juggle-bait, having no good attacks to stop you from uair'ing him all day. Still, watch out for surprise dairs/nairs!
- He can kill you at very high %s with his throws, so when at high %s, don't sit in your shield and instead retreat everything after an attempted hit.
- SDI out of his utilt and uair. You can't challenge them, but guess what? If he gets hit with your utilt, you get a nice uair chain out of it too, and your utilt has more range than his.

Triple R:
- Watch out for ROBs nair
[/collapse]
[collapse=Pit].

Triple R:
- Use power to gimp Pits that recover under the stage
[/collapse]
[collapse=Peach]0

Kewkky:
- You can't shieldgrab her landing fairs or outspeed her follow-ups, so just roll away after she hits your shield with the fair.
- Her dair can wreck your shield, but your crouch can save it. Peaches normally dair twice before coming down from a float, so if you're caught shielding in the middle of the first dair, duck before the 2nd one starts, and when it ends jump and bair her.
- Our bair outspeeds and outspace all of her aerials when at even height, so expect to use it a lot in this MU.
- She's a very light and floaty character, so expect many of your strings to fail on her. You might not be able to deal much damage at her from one go, but that fact is balanced out by how she has trouble stringing you for the same reasons. However, you have an easier time killing her than she does you!

JoWii:
- Peach's fsmash and fair beat Kirby's bair.

Triple R:
- Don't try to punish float canceled fairs, just avoid them

MikeKirby:
- Learn to catch her turnips! And don't get hit by them! Damage is damage. Plus it refreshes one move of her's which is not something you want to do. She already has a hard time KOing, don't make it easier for her.
- DON'T stand under her unless you planned ahead (Ex. baiting her.) Even then, proceed with caution.
- Watch out for her F-air! It has deceiving range, can KO AND has frame advantage when Land Canceled so don't expect to shieldgrab her 'cause you'll get slapped. Literally.
[/collapse]
[collapse=Donkey Kong]0

Kewkky:
- A single dair poke offstage kills Donkey Kong. His vertical recovery is one of the worst in the game, and against characters with spikes/semi-spikes, he can't recover if edgeguarded well.
- Don't you dare airdodge into him. He will kill you as early as 80-90% for doing that, and this also includes rolls/spotdodges to a lesser extent.
- You can escape his cargo hold (fthrow) by simply holding up.
- He's string/combo bait during almost all his stock, and you can juggle him all dai without fear. If you get a grab in at low %s, you can deal massive damage provided you follow his DI properly. He has nothing to protect his landing, so you can also chase him and shieldgrab him every time for more juggles!
- Even though he's the heaviest character in the game, his fallspeed is quite slow, so you can't inhale>footstool him. Instead, he footstools YOU for it, so stick to inhale>spit under stage>uair stagespike if he's dumb enough to get near you while on the ledge/near the stage's edge.
- His bair outranges yours, so don't challenge it head-on. It also goes diagonally upwards. Try to learn his bair's range so you can avoid getting bair chained.

Triple R:
- Try to dair his recovery if you can
- Bait Donkey Punch so they whiff it
[/collapse]
[collapse=Luigi]+1

Kewkky:
- Avoid being fsmashed by Luigi. it's INCREDIBLY strong, and an up-angled fsmash from him will kill you at ~80%.
- Almost everything you can do to him is safe on shield, since he slides too far to really counter anything you do. Feel free to try anything (except fsmash) if you land next to him after an aerial, however, don't roll into him/spotdodge next to him/land into him with an airdodge, or you'll find yourself dying from an upB or fsmash.
- Bair and utilt break his fireballs. they both also outspace Luigi, which makes it very hard for him to approach.
- His recovery is very linear and obvious. SideB > downB > upB. You can dair all 3, but be careful of his sideB misfires or you might find yourself dead from trying to dair him (when he misfires, he goes higher than a normal sideB so it might surprise you).

Triple R:
- Bair ***** Luigi
- Don't get jabbed by Luigi
[/collapse]
[collapse=Wolf]+1

Triple R:
- Stay grounded/Wolf's aerials and air speed beat you out
[/collapse]
[collapse=Zelda+Sheik]+2

Kewkky:
- When at kill %s, ALWAYS expect Zelda to come in and spam her usmash. Bair her and dtilt her to rack up damage before dying, then capitalize on the now-damaged Sheik when you respawn.
- Pretty much every Sheik and Zelda tip. Scroll down and look for them!
[/collapse]
[collapse=Sonic]0

Kewkky:
- As with all fast characters, you can utilt whenever he comes close to make it hard for him to approach. If he starts charging a downB and is trying to outspeed your reaction time, just jump out of the way or go for the ledge, don't challenge his speed.
- His kill moves are bair, uair and fsmash. It's really very easy to avoid them if you try to not beat them with moves of your own. You can live up to higher than 200% each stock if you remember to not challenge his kill moves and stick to safe aerials and tilts.
- Sometimes when Sonic has a stock advantage, he's going to try to time you out. You can intercept him by not jumping too high off of the ground, and stayig as close to the middle of the stage as possible. If he jumps high, trace his landing and punish.
- Be patient, and don't charge smashes while he's on the floor. His running speed will help him punish EVERY mistake you do on the ground.
- You can tech his dthrow, believe it or not. When he dthrows you, at the time you're supposed to be sent flying, you can tech it. If you don't techroll and instead do a standing tech, you can punish him for dthrowing you with just about anything!

Triple R:
- Stay patient
- He has trouble landing, punish them
[/collapse]
[collapse=Ike]0

Kewkky:
- Don't airdodge into him. His utilt can kill you, his smashes can kill you, he can jab you out, he can retreat a fair... It's just not an option.
- If he's recovering, bair him to death and bait him into using an attack. He falls too fast for his own good, so a wrong aerial might mean his death, and your bairs will also be pushing him further away from the stage.
- Don't roll towards him, he loves to retreat fairs.
- Learn to shield his entire jab combo. You can shieldgrab him in between jabs, but if you're not sure you can do it, just shield it all and ftilt him once he's recovering from his jab3.
- Careful while coming in from above! His uair can kill you easy, his utilt can too. If you land above him on a platform, expect some smashes to be waiting for you.
- Shieldgrab all of his aerials and landing attempts if he's above you after a throw/utilt. If he's not above you and instead is in front/behind you, don't try to shieldgrab anything and just stick with spacing aerials/grounded moves.

Triple R:
- Bair the top of Ike's UpB when he recovers to kill him
[/collapse]
[collapse=Sheik]+3

Kewkky:
- You can't do fthrow>uair, somehow Sheik's figure makes it so the uair ALWAYS misses. Instead, dthrow>utilt all the time at low %s.
- You can inhale just about everything Sheik can do on the ground. Only exceptions are her projectiles and sideB. You can also inhale>footstool her offstage for an EXTREMELY easy kill.
- She has no killing throw, and has a LOT of trouble killing you. if you're at kill % and think she might be about to kill you, put up your shield and either wait for the danger to pass, OoS a retreating short-hopped bair, or let her grab you. All 3 are good options!
- She's a fastfaller, so you can string her to death. Dthrows, utilt chains, landing bair>grabs, dair>grabs, anything.

Triple R:
- Bair and utilt Sheik
[/collapse]
[collapse=Ness]+1

Kewkky:
- Don't land next to him if you're at 100-110%. His bthrow will kill you THAT early (on Final Destination, but on places with higher ceilings you might live til 120%). Lucky for you, only his bthrow and PK Thunder recovery are death threats.
- Don't spotdodge if Ness approaches from the air. His dair is built in a way that its hitbox appears around the time spotdodges end. One dair leads to an uair for a good 20-25% chunk of damage, and if you're low % it leads to a bair.
- Approach in a mixed fashion: don't stay in the air, and don't stay on the ground. He has options for both, but they fail when you're mixing it up.
- If he's about to recover with his upB, dair him before he can hit himself. If you don't think you'll make it, fall on him with a stone and intercept him while he rockets to the ledge: if he hits anything, the distance he covers is cut in half, which means you can gimp him with stone.

Triple R:
- SDI out of his SideB (really easy)
[/collapse]
[collapse=Pokemon Trainer]+1

Kewkky:
- You can aircamp/stall Ivysaur and Charizard until they get fatigued, then wait for them to change pokemon. if they do, once they're in the process of changing, go in and charge a smash/do a grounded sideB to kill them easily.
- Don't underestimate your opponent simply because he's using PT. Chances are your main opponent here will be Squirtle, followed by limited usage of Charizard, while Ivysaur will be changed every time.

[/collapse]
[collapse=Squirtle]0

Kewkky:
- Utilt whenever he gets near, this makes it very hard for him to get in, even with his speed. if he's being careless in the air attempting to get in while you utilt, bair him and retreat, then continue utilting.
- If you're above him, try to aim for the ledges. He has a very mean juggle game, and although he can't kill you well in the air, he can rack up damage to kill you with a dthrow at around 130-140%.
- If he's recovering, you can dair him to death and you can also just edgehog. If he makes it to the stage while you edgehog, ledgehop an inhale and spit him out under the stage for an easy stagespike kill.
- Try to not use upB while recovering. In a similar fashion to Mario, he can push you away from the edge with his neutral B to certain death while you upB.

Triple R:
- Don't get grabbed at high %
[/collapse]
[collapse=Ivysaur]+3

Kewkky:
- He's by far the easiest of the 3 pokemon, and the weakest in terms of damage-racking. His bair does 4% damage so if you fail at approaching just try again.
- He is extremely easy to gimp. Dair him or edgehog, or you could also inhale him and kill him when he breaks out.
- His usmash and uair are pretty strong, and his dair semi-stalls in the air (stops his descent), his upB also kills really early if he somehow sweetspots you with it. As long as you're careful and avoid these while approaching from the air, you have NOTHING to fear.
- You can stall/aircamp until his stamina runs out, then go in to do some damage if you're at kill %s and Ivy is on the field.

Triple R:
- Copy his power and **** him with it
[/collapse]
[collapse=Charizard]+2

Kewkky:
- A sideB that hits dead-on perfect does 35-38% and can kill. Our bair goes through its startup and hits Charizard out of it, but don't risk it if you're at kill %s.
- His utilt, fsmash, and usmash are his most dangerous kill moves besides his sideB, but since he's on the slow side you can just camp him until his stamina runs out THEN approach without fear.
- His upB has super armor, so you can't gimp him easily. Just stick to ledgehogs.

Triple R:
- Don't get sideBed
[/collapse]
[collapse=Yoshi].

Kewkky:
- Approach him from the air, and feint landings to bait him into pivot-grabbing. Once he does, fastfall a bair>ftilt/utilt. If he shields the utilt just keep pressuring his shield with spaced bairs until he takes a hit.
- His usmash hits behind him, in front of him and far above him, so be careful when approaching at higher %s.
- His jab combos into a downB, so if he jabs you, don't drop your shield even for shieldgrabs, roll instead. A chance of getting grabbed is better than a chance of getting killed!
- You can't gimp his recovery if he's smart, so just pay attention to how he recovers and trace his landings. Always shieldgrab his landings.

Triple R:
- Just avoid his eggs
- Don't approach from the ground too much, you'll get pivot grabbed
[/collapse]
[collapse=Lucas]+2

Triple R:
- His jab is amazingly good, so shield when you are next to him and punish
[/collapse]
[collapse=Mario]+1

Kewkky:
- Try to avoid using upB to recover, Mario can cape you when you're at the highest point which means you'll die. He can also use his downB to push you further from the ledge.
- If he starts a low-% string, SDI up and towards Mario's back to escape them (jumping also helps). He follows your survival DI (up and away) in order to continue his strings.
- If you're at high %s, don't land next to him unless you're bairing (buffer an utilt afterwards or roll away), and don't airdodge next to him. His smashes WILL kill you.
- Don't dair his recovery, you can't since he's invincible. instead, time your ledgehog so he's forced to land on-stage, then ledgehop>inhale him and spit him out under the stage for an easy uair stagespike.

Triple R:
- Recovery carefully not using UpB if you can avoid it
[/collapse]
[collapse=Bowser]+2

Kewkky:
- Bowser's grab-release options don't affect us much (all he can do is jab), but try not to get grabbed in the first place.
- Utilt Bowser to your heart's content, and grab him whenever you want. Almost all of his aerials can be grabbed as he lands (except his neutralB and sideB), and our throws and utilts always put Bowser in the same horrible positions.
- Having Bowser above you is a great thing, but beware of surprise downB's. Don't charge any smashes when he's above you!
- A single dair poke offstage kills him, since his vertical recovery is pathetic.

Triple R:
- Watch out for his UpB OoS
- Beware his grab shenanigans too
[/collapse]
[collapse=Captain Falcon]+3

Triple R:
- Falcon can't do much to your crouch
[/collapse]
[collapse=Samus]+2

Kewkky:
- If you approach Samus from above out of her utilt's range, she can NEVER kill you.

Triple R:
- Shield zairs and approach slowly
[/collapse]
[collapse=Jigglypuff]+2

Triple R:
- Use usmash/dsmash to kill Jigglypuff off the top early
[/collapse]
[collapse=Link]+2

Triple R:
Watch out for ledge hopped Dairs from Link
[/collapse]
[collapse=Zelda]+2

Kewkky:
- All you really have to watch out for his her usmash, it kills you at 100-110%. Still, try to learn her fair/bair's sweetspot range so you don't get surprised by a lighting kick.
- You can automatically SDI out of her fsmash if you leave up pressed. No actual SDI finger movement, just leave up pressed.
- Juggle her to your heart's content since her airdodge is pathetic and she has nothing to protect her from it.
- Dthrow her a lot, she can't do anything if she's above you but you can chase her down for another regrab easily.
[/collapse]
[collapse=Ganondorf]+2

Kewkky:
- You can crouch under his downB if he uses it on the ground, leading into an easy bair.
-Don't fear his upB while you're edgeguarding him. If he catches you with it, just buffer an attack or airdodge (since it doesn't have hitstun) and you won't get stagespiked.

Triple R:
- Use your quick moves to keep him at bay
- Use utilts often when he is next to you, he will most like try jump out of shield
- Watch out for surprise DownBs when he is above you
[/collapse]
[/collapse]

[collapse=Who to inhale, and general info]
In my opinion, if you get the chance and inhale someone, you should copy these guys' abilities:
:snake: = His projectile is great, you can use it better than him in almost every aspect (he grabs you out of a grenade pull better than you grab him). Getting an inhale is almost impossible here though, and he can hit you with one kick from his dair if you copy him.

:falco: = Having a projectile helps bait his reflector, and if he's offstage he has a lot of trouble recovering. Getting an inhale is almost impossible though, since he always lasers while moving, making inhaling difficult.

:wario: = His bite is better than your inhale in this MU in every way. You can use it like he uses it, but you have more jumps as an added bonus. Getting the inhale is very difficult though since he always attacks from above.

:olimar: = Your pikmin go through all of his pikmin and kill them, and it knocks Olimar back. It also gimps him if he's offstage since it'll force him to use his second jump. Inhaling is very difficult here though, since his game's ranged.

:pikachu2: = You can spam it better than him, and with your multiple jumps you can camp with it MUCH better. Getting the inhale is only slightly difficult though.

:lucario: = His power gives you a good camping projectile with killing power, and scares him whenever he thinks you'll shoot it. Getting the inhale is hard because he's ranged, and he gets a free dair from the copy.

:zerosuitsamus: = She's bad at grabbing, she's bad against shields, and the copy ability stuns her and sets up for kills, so it's worth it. Getting the inhale is only slightly difficult, considering she has to get close to you most of the time, she also gets a free dair from the copy.

:rob: = His laser will help you WAY too much in this MU, it shifts it to Kirby's favor and forces ROB to do most of the approaching instead. Getting the inhale is pretty hard though, he loves to camp and hit you with semi-ranged attacks, he also gets a free dair from the copy.

:pit: = The arrows pressure him all the time, and can gimp him offstage. It's also an anti-ledge game tool, and can hit him if he's on the ledge or gliding under the stage. Getting the inhale is moderately difficult though, since he's always spacing with his sword disjoints or shooting arrows from the ledges.

:dk2: = A free killing move with super armor included is always a good thing to have, especially when inhale works for nothing else in this MU, not even for inhale>footstool. Getting the inhale isn't so hard, but it's not easy either considering his attacks are semi-ranged and can kill.

:luigi2: = His projectile used against him will force him to approach at all times, and you use it MUCH better than him. Getting the inhale is relatively easy compared to the rest of the list.

:charizard: = He's heavy, he's big, and he falls fast. Flamethrower will rack up decent damage quickly and will stop all of his approaches temporarily, and can also gimp him if aimed properly. Getting the inhale is relatively easy compared to the rest of the list.

:mario2: = Having a projectile will force him to approach, and he's bad at approaching in the first place. It doesn't help his case that we use his projectile better than him and can camp very well. Getting the inhale is relatively easy compared to the rest of the list.

:samus2: = Getting her charge beam will give you an option to use against her when you're far away from her, and although it won't force to approach much, you won't have to approach either. getting the inhale is moderately difficult due to her campy nature and ranged zair.
Any other kirbies want to chime in on this? This would be very helpful.
[/collapse]
 

Kewkky

Uhh... Look at my status.
Premium
Joined
Apr 20, 2008
Messages
8,019
Location
San Diego, CA
Switch FC
SW-7001-5337-8820
Here's some of my MU tips for now, I'll post some more later.

[collapse=MY TIPS MANG][collapse=Metaknight]- Pay close attention to MK when he's in the air, if he tornados then up-angle an smash on his face
- When MK dthrows you, DI downwards so you can tech the floor and roll away/towards MK to avoid follow-ups. If you end up offstage then DI up.
- Break your habit of grabbing everytime opponents smash your shield, his dsmash and fsmash can NOT be shieldgrabbed no matter how fast you grab.
- Don't roll behind him, he can nair/dair/dsmash you for it and now you have a positional disadvantage.[/collapse]
[collapse=Snake]- You can shieldgrab his ftilt's first AND second hits if he doesn't space it perfectly and you grab fast enough.
- Snake can't grab you when you crouch, so a rule of thumb is to dtilt whenever he pulls out a grenade. Ftilt also works since it's fast and outranges grabs.
- Don't try inhaling Snake while on-stage. You're never gonna succeed against a good Snake, and you die too fast for it to matter.
- When Snake upB's he can't do anything for around a second and a half (90 frames). Most Kirbies you see in videos do an aerial sideB when he upB's since chances are it will hit.[/collapse]
[collapse=Diddy]- You'd better learn how to play with items, because Diddy gets WAY easier if you know what to do with them.
- When Diddy throws you a banana he's going to try and grab you/dash attack. If you (power)shield the banana you can ftilt/grab his approach.
- Jump a lot and try to hover near the ground a lot. Diddy tries to predict your landing, throws his banana, and now you can punish him for it.
- Pay attention to how he recovers, so you can dair him out of his upB and kill him.[/collapse]
[collapse=Falco]- Don't go directly under him when he's in the air, bair him from a diagonal angle instead.
- Your utilt beats all of his landing aerials except bair, if you don't space it right you trade hits.
- Fsmash/bair/dair go through his sideB and upB without you being hit, but if you mistime them you get hit instead.
- You can duck under his lasers, and you can also jump over them to move while avoiding them, and to avoid getting hit by an approaching lasering Falco.[/collapse]
[collapse=Wario]- Utilt beats ALL of his aerials, including his bite! If you're under a platform, he can't approach you safely when you utilt.
- Don't forget to keep an eye on the timer! An almost-full fart kills you at ~70%, even lower depending on where you're at!
- Combine utilts with spaced bairs, and never approach. If he's behind in % he's forced to get close, but if you utilt it's pretty hard for him to do so.
- Don't airdodge into him. He can fart, he can grab, and he can fsmash you for it. In fact, only airdodge in this MU to avoid predictable farts.[/collapse]
[collapse=Marth]- You can shieldgrab his dolphin slash in between the 3rd and 4th hits.
- Don't airdodge when you're coming from high up, or he'll kill you for it. Use your many jumps to wait for him to use his second jump, then go down with him but at a safe distance.
- Don't go to Battlefield, his attacks tipper you if you're above him on a platform.
- While he's recovering you can dair his upB, but don't do it because the timing is strict. Grab the ledge and use the invincibility frames to gimp him.[/collapse]
[collapse=Ice Climbers]- Don't land/stop next to them (footstool them if you ran out of jumps), and don't land next to them after doing a dair/bair.
- Try not to grab them if they're together. If you HAVE to, then don't pummel and always uthrow, since it's harder for them to intercept you.
- When they're offstage, dair Nana to her death, she can't be saved if even a single dair poke connects.
- Ftilt is a great grounded spacer in this MU, unless the IC's are desynching with blizzards. If they are, then time your upB shockwave for when Popo jumps.[/collapse]
[collapse=Olimar]- Float out of their upB range, and out of their hyphen usmash/fsmash range.
- Use your multiple jumps to scare them into pivot grabbing/smashing/whatever, then punish them with a well-spaced fastfall bair.[/collapse][/collapse]
 

vVv Rapture

Smash Lord
Writing Team
Joined
Sep 20, 2009
Messages
1,613
Location
NY
Good stuff Kewkky! Didn't expect it to show up so soon!

Anyway, to contribute, I went back on the Kirby Skype chat and gathered the info I got when I asked about the Game and Watch match-up. This is just what I was able to grab, I'd appreciate if someone double checks my info just to make sure it's correct, but JoWii said it all so blame him if it comes down it to it. xD

-If possible, try to hide under platforms when G&W approaches; being under platforms against G&W is always a good option
-Find openings to transition from camping under platforms to going a bit aggro against him
-Anticipate the expected back-airs and forward-airs
-Always try to stay unpredictable. If you become easy to read, G&W will catch you in a lot of tight situations
-Avoid spotdodging his forward-smash, as you'll be caught up in a quick follow-up attack
-Rack damage with grabs and pummel whenever possible to refresh other moves
-Always tech G&W's down throw and mix up how you get out of it to avoid getting caught in tech chases
-Never air-dodge into him
I hope people can add to it and add more options of what Kirby needs to do. But that should suffice for now.
 

Kewkky

Uhh... Look at my status.
Premium
Joined
Apr 20, 2008
Messages
8,019
Location
San Diego, CA
Switch FC
SW-7001-5337-8820
Good stuff Kewkky! Didn't expect it to show up so soon!

Anyway, to contribute, I went back on the Kirby Skype chat and gathered the info I got when I asked about the Game and Watch match-up. This is just what I was able to grab, I'd appreciate if someone double checks my info just to make sure it's correct, but JoWii said it all so blame him if it comes down it to it. xD



I hope people can add to it and add more options of what Kirby needs to do. But that should suffice for now.
Well man, I try to be a good role model. :bee:

And all that info is good, I double-checked it and it's all sound advice. In it goes into the OP!
 

A1lion835

Smash Champion
Joined
Jan 7, 2008
Messages
2,844
Location
Lurking the Kirby Social thread with my rock buds.
Sorry for my broken English here.
Snake:

- Inhale breaks act as normal grabs and can gimp snake out of a cypher
- Kirby can utilize grenades very well
- Rule of thumb: if Snake's at high %, it's usually good to keep inhale for cypher gimps. If you're at high %, grenades are probably better.
- Keep 1-3 in mind, but also keep in mind that Inhale is usually hard to land because of start-up lag
- Snake's utilt gays almost all aerial Kirby approaches
- Keep Snake in the air: his aerials outrange Kirby's, but are slower and he's more awkward there
- After Fthrow, Snake will usually pull a grenade. You can do a mix-up by giant swinging instead of uair. Your opponent will eventually catch on and it'll get into mindgames
- Keep track of all explosives Snake has planted
- Look at the clock whenever he drops a down-b, it auto-explodes in 27 seconds​
 

Kewkky

Uhh... Look at my status.
Premium
Joined
Apr 20, 2008
Messages
8,019
Location
San Diego, CA
Switch FC
SW-7001-5337-8820
Snake:

- Inhale breaks act as normal grabs and can gimp snake out of a cypher
4
I gotta try this out again. Last times I did he got his cypher back, so I'm gonna have to test this one myself tomorrow.

- Kirby can utilize grenades very well
- Rule of thumb: if Snake's at high %, it's usually good to keep inhale for cypher gimps. If you're at high %, grenades are probably better.
- Keep 1-3 in mind, but also keep in mind that Inhale is usually hard to land because of start-up lag
Even though this is true, I wouldn't want to tell people to go for inhales in a match against Snake. It's impossible to get an inhale on a good Snake, no exaggeration here, so I'd rather not list this one as a tip.

As for the rest of your advice A1, I think it's okay (although I might tweak some to make them shorter).



EDIT: Well I found a way to organize it all better, now tips are listed under the Kirby mainer's name inside the character-whom-he-gave-tips-for's collapse tag.
 

Sage JoWii

Smash Champion
Joined
Nov 20, 2008
Messages
2,377
Location
Austin, TX
NNID
G0J0J0
@Rapture- Edit that first post of yours XD lol. The reason you don't spotdodge GWs FSmash is because the FSmash is longer than our spotdodge animations; you'll get hit by a strong FSmash if you spotdodge.

Edit: With the universal MU chart going on, this is probably an infinitely better idea than completing the MU thread.

I'll post some stuff later today.
 

MK26

Smash Master
Joined
Jun 29, 2008
Messages
4,450
Location
http://www.mediafire.com/?zj2oddmz0yy for ZSS fix!
[magic]
[noparse][collapse=My tips]
[collapse=Metaknight]

[collapse=Snake][/collapse]
[collapse=Diddy][/collapse]
[collapse=Falco][/collapse]
[collapse=Wario][/collapse]
[collapse=Marth][/collapse]
[collapse=Ice Climbers][/collapse]
[collapse=Olimar][/collapse]
[collapse=Pikachu][/collapse]
[collapse=King Dedede][/collapse]
[collapse=Mr Game and Watch][/collapse]
[collapse=Lucario][/collapse]
[collapse=Zero Suit Samus][/collapse]
[collapse=Toon Link][/collapse]
[collapse=Kirby][/collapse]
[collapse=Fox][/collapse]
[collapse=ROB][/collapse]
[collapse=Pit][/collapse]
[collapse=Peach][/collapse]
[collapse=Donkey Kong][/collapse]
[collapse=Luigi][/collapse]
[collapse=Wolf][/collapse]
[collapse=Zelda+Sheik][/collapse]
[collapse=Sonic][/collapse]
[collapse=Ike][/collapse]
[collapse=Sheik][/collapse]
[collapse=Ness][/collapse]
[collapse=Pokemon Trainer][/collapse]
[collapse=Squirtle][/collapse]
[collapse=Ivysaur][/collapse]
[collapse=Charizard][/collapse]
[collapse=Yoshi][/collapse]
[collapse=Lucas][/collapse]
[collapse=Mario][/collapse]
[collapse=Bowser]r[/collapse]
[collapse=Captain Falcon][/collapse]
[collapse=Samus][/collapse]
[collapse=Jigglypuff][/collapse]
[collapse=Link][/collapse]
[collapse=Zelda][/collapse]
[collapse=Ganondorf][/collapse]
[/collapse]
[/noparse][/collapse][/magic]

do this.
 

Kewkky

Uhh... Look at my status.
Premium
Joined
Apr 20, 2008
Messages
8,019
Location
San Diego, CA
Switch FC
SW-7001-5337-8820
I didn't know noparse tags existed... Well, that just makes it easier for lazy people. Nice going. :mad:
 

vVv Rapture

Smash Lord
Writing Team
Joined
Sep 20, 2009
Messages
1,613
Location
NY
JoWii, he fixed it. When I was reading the chat, you never actually gave a reason as to why not to spotdodge it, so I just had to come up with something to finish the sentence. xD
 

Kewkky

Uhh... Look at my status.
Premium
Joined
Apr 20, 2008
Messages
8,019
Location
San Diego, CA
Switch FC
SW-7001-5337-8820
on that note are there any other little tips and tricks that most people dont know that you do? im putting together a guide for things like that and didnt even think of noparse...
To tell you the truth, I don't really know many tags. I just find them out randomly... :urg:

And I wonder when other tourney-going Kirbies will chime in with a couple of tips? There's no need to write up a whole bunch for a character, or a few for a whole bunch of characters, so whatever anyone can spare is good enough. ;)
 

Kewkky

Uhh... Look at my status.
Premium
Joined
Apr 20, 2008
Messages
8,019
Location
San Diego, CA
Switch FC
SW-7001-5337-8820
But I do just fine approaching Zeldas... All we really have to be careful of is her usmash, and uhh.... Umm... I think that's about the only threat she's got.

I'll wait for a Kirby to say it along with some other tips. It's not that I don't trust your advice, but that this is a Kirby thing, so I'd rather list Kirby names in the OP.
 

Sage JoWii

Smash Champion
Joined
Nov 20, 2008
Messages
2,377
Location
Austin, TX
NNID
G0J0J0
@Kewkky- Edit your ICs tip. ALWAYS pummel if you get the grab and don't bother throwing unless when you land, you land safely away from the IC you left behind who is charging, or about to use, an USmash.

My tip:

Olimar: Keep baiting pivot grabs (and standing grabs) while pressuring Olimar back towards the ledge, but never actually giving up safety to land hits; once Olimar runs out of room he has limited options (standing grab, attack, jump through you) so read him and punish.
 

Kewkky

Uhh... Look at my status.
Premium
Joined
Apr 20, 2008
Messages
8,019
Location
San Diego, CA
Switch FC
SW-7001-5337-8820
@Kewkky- Edit your ICs tip. ALWAYS pummel if you get the grab and don't bother throwing unless when you land, you land safely away from the IC you left behind who is charging, or about to use, an USmash.
But what if you grab them before their attack comes out? You grab one then the other IC does the attack and you get hit, but uthrow has invincibility frames as you're going up so you go through the attack unharmed (I know there's a decent amount at start-up, but I dunno exactly when they run out, considering how omnigay works)... Or do you mean that the pummel cancels out the IC's attack? Also, if you grab Popo and uthrow onto a platform (we're gonna avoid flat stages anyway, and our CP's will be either Brinstar or RC which are platformed), what's the chances Nana will reach you in time with an aerial?

Just questions is all, since you have more ICs experience than any other Kirby I know what with being good friends with Hylian.

My tip:

Olimar: Keep baiting pivot grabs and grabs by pressuring, but never actually giving up safety to land hits; once Olimar runs out of room he has limited options (standing grab, attack, jump through you) so read him and punish.
That's a little vague for people looking for information, don't you think? Pressure how? :\
 

Sage JoWii

Smash Champion
Joined
Nov 20, 2008
Messages
2,377
Location
Austin, TX
NNID
G0J0J0
While pummeling you can't be grabbed, you hit popo and you hit nana; yay for damage and safety. If you UThrow, sure you have invincibility going up, but when you land is when you take the damage - you'll be intercepted before you hit the ground. And nana might reach you on a platform after a USmash with an aerial, but it's better than a smash or a grab.

Also with the olimar tip, I find that knowing that little strategy, which is the core of that MU, is better than knowing a handful of percentage or move-based tips because knowing what you can approach with, and where to be against olimar, doesn't help if you don't know where you're aiming to put Olimar in order to be able to hurt him. There are multiple pressure options and none are really better than the last so I umbrella'd them with 'pressuring'.

Edit: but I'll edit it partially for ya.
 

MikeKirby

OTL Winrar
Joined
Jun 6, 2006
Messages
2,175
Location
Brooklyn, New York
I'm on my Wii net and can't copy pasta the format but I will give some info in the neatest way I can.

Metaknight:
-ALWAYS expect the shuttle looped. Space yourself out of it's range if you are in the air.
-Mix up your recovery but DON'T try recovering low, if ever. He'll overwelm you with his aerials.

Diddy:
-If you do a short hop aerial near a banana, not only do you pick it up but you cover yourself if Diddy tries to run for it and grab it as well (Reverse B-air > Dash attack). Plus, once you get the hang of it you won't have to worry about slipping on a banana that you want to pick up.

-Falco:
-If you are extremely quick with your fingers or have a special button assigned near your jump button (Ex. X to Y or vice versa) you can triple lazer out of a short hop.

*Thanks goes to my buddy who plays an awesome Falco for giving me this tip.

Olimar: (I'm still trying to figure out this MU so I'm not sure how accurate this may be.)
-N-air removes all the Pikmin attached to you. Use it only when when you are close to the ground since N-airs aerial lag is monstrous.
- N-air has very high priority when sweet spotted Vs his Pikmin, even when uses one as an aerial (not sure about his U-air). Both attacks clash but only his cancels out and since N-air has a lasting hitbox you can potentially hit him.

*Again, I'm still trying to figure out this MU so bear with me if my info here is a bit skewed...

Toon Link:
-Play it PATIENT! Just blatantly running at him will cause you to eat lots of projectile damage.
-Learn to catch his bombs! It eliminates one projectile from his arsenal and gives you a free little projectile to throw right back.
- You can duck his arrows or just throw an attack to knock it away. Same goes for his boomerang.
-Watch out for his string of B-airs at low percents.
-His D-airs is extremely easy to see coming. With that said try to bait him to use it in the air so you can punish. Just don't get reckless.
-You can punish a missed grab from Toon Link with a Ground) Hammer Swing (Side-B). Which feels good!

-Peach
-Learn to catch her turnips! 'Nd don't get hit by them! Damage is damage. Plus it refreshes one move of her's which is not something you want to do. She already has a hard time KOing, don't make it easier for her.
- DON'T stand under her unless you planned ahead (Ex. baiting her.) Even then, proceed with caution.
-Watch out for her F-air! It has decieving range, can KO AND has frame advantage when Land Canceled so don't expect to shieldgrab her 'cause you'll get slapped. Literally.

Just a few I could think of throwing out there for now. Also add in that we have a Hup Canceled Banana Lock Vs Diddy. Yeah the technique is extreeemely beyond hard to pull off but hey, you never know if anyone out there can take that and run with it.
 

Sage JoWii

Smash Champion
Joined
Nov 20, 2008
Messages
2,377
Location
Austin, TX
NNID
G0J0J0
I'm not really wanting to put together a list so I'll bide my time editing other ppl's post xD.

Additionally to what MikeKirby said about recovering against MK- Having tornado gives you a free recover option since it beats SL iirc.

Against Diddy- You can actually run up to, or land on, a banana and pick it up simply my running up, letting the ctrl stick return to neutral as you pick up the naner with A, or landing on it with grab from above.

Olimar- Don't N-Air if you're mid-range or closer to Olimar because while it does get the Pikmin off, it's only effective if you SH AND FF. The tech skill is evident enough to realize in a risk/reward situation, it's not a great option unless you can consistently pull it off.

Falco- Laser camping isn't going to help you beat Falco, but it will help you to destroy Falco's recovery.

TL- ALWAYS MOVE FORWARD. Well not really, but I needed emphasis on this point; the object is to close in on TL in order to limit his options enough to punish him.

Peach- Agree w/ MikeKirby. (P) Fsmash and (P)FAir beat (K) BAir.
 

Kewkky

Uhh... Look at my status.
Premium
Joined
Apr 20, 2008
Messages
8,019
Location
San Diego, CA
Switch FC
SW-7001-5337-8820
Actually, I have plenty of experience against TL, and I'm pretty sure moving forward and PSing his stuff is a pretty bad idea. His goal is to make you approach and force you to spend time in your shield so he can pressure it with his well-spaced aerials and zairs, then shieldpoke you and escape in the air while holding a bomb. What works for me is to jump over his projectiles, jumping and fastfalling in the air constantly, to bait him into doing anything other than spacing and projectiles, then go in and start a string (since he doesn't have GTFO moves).

I think the Diddy MU is actually quite awesome. But it might just be me cuz I got lots of experience with items, considering I also use ZSS and she uses items in every match.

Other than that, I'll put you guys's tips up and write some myself in a bit. I'm doing other stuff right now but I'll be done quick.
 

Sage JoWii

Smash Champion
Joined
Nov 20, 2008
Messages
2,377
Location
Austin, TX
NNID
G0J0J0
Well that shows my lack of experience on that MU. Though moving forward is key, since he's like an aerial olimar. You wanna push him to an edge so you can yomi.

;D PS was just my first thought. Obviously jump weaving is a better option.
 

vVv Rapture

Smash Lord
Writing Team
Joined
Sep 20, 2009
Messages
1,613
Location
NY
Just an idea, but maybe for each character, we could have under the rest of the bullets in each collapsable segment a little part about inhaling. It could have whether or not to swallow or spit and how to use each ability if it's worth it.

For example (hypothetically, obvs):

Metaknight

Swallow or Spit?: Swallow
-You'll obtain MK's weatherman. Use it to punish his landings if possible. Watch out though, as he can punish your nado more than you can punish his, blah blah blah


Just something like that could be useful for each character. Thoughts?
 

Kewkky

Uhh... Look at my status.
Premium
Joined
Apr 20, 2008
Messages
8,019
Location
San Diego, CA
Switch FC
SW-7001-5337-8820
I could add those. I'll also add for some MUs that you shouldn't fish for inhales because getting them will be near impossible, so only swallow if you found an opportunity and it worked.
 

vVv Rapture

Smash Lord
Writing Team
Joined
Sep 20, 2009
Messages
1,613
Location
NY
I could add those. I'll also add for some MUs that you shouldn't fish for inhales because getting them will be near impossible, so only swallow if you found an opportunity and it worked.
Yeah definitely. I've actually always wanted to know when it's at least safe to go for the copy. Like I know now not to do it against Game and Watch, besides the fact that flipping bacons is a poopy copy, but that he gets a free d-air. A useful tip for new Kirbys.
 

Kewkky

Uhh... Look at my status.
Premium
Joined
Apr 20, 2008
Messages
8,019
Location
San Diego, CA
Switch FC
SW-7001-5337-8820
Yeah, but it only covers spitting or swallowing. It doesn't say whether or not you should go for an inhale in the first place.

I'll write some more stuff later today, since this is going pretty slow.
 

SkylerSilver

Smash Journeyman
Joined
Apr 28, 2009
Messages
330
Location
Toronto, Ontario
Yeah definitely. I've actually always wanted to know when it's at least safe to go for the copy. Like I know now not to do it against Game and Watch, besides the fact that flipping bacons is a poopy copy, but that he gets a free d-air. A useful tip for new Kirbys.
Also GAW can bucket Kirby's bacon, which kinda sucks. But copying gives Kirby an projectile use to bait GAW to bucket the bacon (omg! danger), which gives GAW lag. And IIRC Kirby should be able to punish that lag with anything. (inculding hammer :D) Its a risky strategy.

Just throwing that out there.
 

Triple R

Smash Lord
Joined
Feb 1, 2009
Messages
1,261
Location
Hopkins, MN
[collapse=My tips]
[collapse=Metaknight]- SDI out of nado
- Recover level with stage[/collapse]
[collapse=Snake]- Mix up low % strings
- Once Snake is in the air keep juggling him
- Use dtilt to play footsies with Snake's ftilt
[/collapse]
[collapse=Diddy]- Avoid naners by staying in the air[/collapse]
[collapse=Falco]- Remain calm if CGed
- Learn their phantasm habits[/collapse]
[collapse=Wario]- Wall them with fairs and bairs in the air
- Stay away from their bike when they are close/they know what they are doing around it more than you[/collapse]
[collapse=Marth]- Space carefully
- Watch out for surprise UpBs[/collapse]
[collapse=Ice Climbers]- Camp them hard and force them to approach if you can
- Split them up and destroy Nana[/collapse]
[collapse=Olimar]- Corner them slowly
- Punish their rolls when they get pressured[/collapse]
[collapse=Pikachu]- Beat UpB spam with utilt and bair OoS[/collapse]
[collapse=King Dedede]- Our inhale wins when we both do it[/collapse]
[collapse=Mr Game and Watch]- don't stay under him if you can[/collapse]
[collapse=Lucario]- don't approach from below[/collapse]
[collapse=Zero Suit Samus]- shield alot, she has trouble punishing shields[/collapse]
[collapse=Toon Link]- Dair offstage destroys his recovery since they always recover low[/collapse]
[collapse=Kirby]- I always win this matchup[/collapse]
[collapse=Fox]- Try to pivot grab their dair approaches[/collapse]
[collapse=ROB]- Watch out for ROBs nair[/collapse]
[collapse=Pit]- Use power to gimp Pits that recover under the stage[/collapse]
[collapse=Peach]- Don't try to punish float canceled fairs, just avoid them[/collapse]
[collapse=Donkey Kong]- Try to dair his recovery if you can
- Bait Donkey Punch so they whiff it[/collapse]
[collapse=Luigi]- Bair ***** Luigi
- Don't get jabbed by Luigi[/collapse]
[collapse=Wolf]- Stay grounded/Wolf's aerials and air speed beat you out[/collapse]
[collapse=Zelda+Sheik]- Bair and utilt Sheik
- Watch out for Zelda's smash attacks[/collapse]
[collapse=Sonic]- Stay patient
- He has trouble landing, punish them[/collapse]
[collapse=Ike]Bair the top of Ike's UpB when he recovers to kill him [/collapse]
[collapse=Ness]- His fair is godly
- SDI out of his SideB (really easy)[/collapse]
[collapse=Pokemon Trainer][/collapse]
[collapse=Squirtle]- Don't get grabbed at high %[/collapse]
[collapse=Ivysaur]- Copy his power and **** him with it[/collapse]
[collapse=Charizard]- Don't get sideBed[/collapse]
[collapse=Yoshi]- Just avoid his eggs
- Don't approach from the ground too much, you'll get pivot grabbed[/collapse]
[collapse=Lucas]- His jab is amazingly good, so shield when you are next to him and punish[/collapse]
[collapse=Mario]- Recovery carefully not using UpB if you can avoid it[/collapse]
[collapse=Bowser]- Watch out for his UpB OoS
- Beware his grab shenanigans too[/collapse]
[collapse=Captain Falcon]- Falcon can't do much to your crouch[/collapse]
[collapse=Samus]- Shield zairs and approach slowly[/collapse]
[collapse=Jigglypuff]- Use usmash/dsmash to kill Jigglypuff off the top early[/collapse]
[collapse=Link]Watch out for ledge hopped Dairs from Link[/collapse]
[collapse=Ganondorf]- Use your quick moves to keep him at bay
- Use utilts often when he is next to you, he will most like try jump out of shield
- Watch out for surprise DownBs when he is above you[/collapse]
[/collapse]
 

Kewkky

Uhh... Look at my status.
Premium
Joined
Apr 20, 2008
Messages
8,019
Location
San Diego, CA
Switch FC
SW-7001-5337-8820
Reading RRR's Samus tips... Did you guys know that if you approach Samus from above out of her utilt's range, she can NEVER kill you? None of her attacks that hit in that direction can, which means that with a stock advantage we can run the timer out by aircamping above her and tanking all the hits. I find this lulworthy.
 

Kewkky

Uhh... Look at my status.
Premium
Joined
Apr 20, 2008
Messages
8,019
Location
San Diego, CA
Switch FC
SW-7001-5337-8820
I updated the OP with all the recent tips, and I also added my own tips to EVERY character in the OP. It's starting to look good! Any more info you guys want to add, go ahead and post it. the more things we have there, the more people have to look at when looking for MU help!

Also, still need to add in whether or not to inhale in an MU. I'll link to the "Spit or Swallow?" thread in the OP instead of writing everything down.
 

SupaSairentoZ7℠

Smash Hero
Joined
Nov 27, 2010
Messages
7,555
Location
Norfolk, Virginia
I updated the OP with all the recent tips, and I also added my own tips to EVERY character in the OP. It's starting to look good! Any more info you guys want to add, go ahead and post it. the more things we have there, the more people have to look at when looking for MU help!

Also, still need to add in whether or not to inhale in an MU. I'll link to the "Spit or Swallow?" thread in the OP instead of writing everything down.
Hmm if you must inhale which character's abilities are best to have as part to add to Kirby's tools?
 

Kewkky

Uhh... Look at my status.
Premium
Joined
Apr 20, 2008
Messages
8,019
Location
San Diego, CA
Switch FC
SW-7001-5337-8820
Hmm if you must inhale which character's abilities are best to have as part to add to Kirby's tools?
In my opinion, if you get the chance and inhale someone, you should copy these guys' abilities:

:snake: = His projectile is great, you can use it better than him in almost every aspect (he grabs you out of a grenade pull better than you grab him). Getting an inhale is almost impossible here though, and he can hit you with one kick from his dair if you copy him.

:falco: = Having a projectile helps bait his reflector, and if he's offstage he has a lot of trouble recovering. Getting an inhale is almost impossible though, since he always lasers while moving, making inhaling difficult.

:wario: = His bite is better than your inhale in this MU in every way. You can use it like he uses it, but you have more jumps as an added bonus. Getting the inhale is very difficult though since he always attacks from above.

:olimar: = Your pikmin go through all of his pikmin and kill them, and it knocks Olimar back. It also gimps him if he's offstage since it'll force him to use his second jump. Inhaling is very difficult here though, since his game's ranged.

:pikachu2: = You can spam it better than him, and with your multiple jumps you can camp with it MUCH better. Getting the inhale is only slightly difficult though.

:lucario: = His power gives you a good camping projectile with killing power, and scares him whenever he thinks you'll shoot it. Getting the inhale is hard because he's ranged, and he gets a free dair from the copy.

:zerosuitsamus: = She's bad at grabbing, she's bad against shields, and the copy ability stuns her and sets up for kills, so it's worth it. Getting the inhale is only slightly difficult, considering she has to get close to you most of the time, she also gets a free dair from the copy.

:rob: = His laser will help you WAY too much in this MU, it shifts it to Kirby's favor and forces ROB to do most of the approaching instead. Getting the inhale is pretty hard though, he loves to camp and hit you with semi-ranged attacks, he also gets a free dair from the copy.

:pit: = The arrows pressure him all the time, and can gimp him offstage. It's also an anti-ledge game tool, and can hit him if he's on the ledge or gliding under the stage. Getting the inhale is moderately difficult though, since he's always spacing with his sword disjoints or shooting arrows from the ledges.

:dk2: = A free killing move with super armor included is always a good thing to have, especially when inhale works for nothing else in this MU, not even for inhale>footstool. Getting the inhale isn't so hard, but it's not easy either considering his attacks are semi-ranged and can kill.

:luigi2: = His projectile used against him will force him to approach at all times, and you use it MUCH better than him. Getting the inhale is relatively easy compared to the rest of the list.

:wolf: = Your laser can gimp him while offstage, and also gives you something to use on-stage with less risks than approaching. Getting the inhale is moderately difficult due to his aerials and camping ability.

:charizard: = He's heavy, he's big, and he falls fast. Flamethrower will rack up decent damage quickly and will stop all of his approaches temporarily, and can also gimp him if aimed properly. Getting the inhale is relatively easy compared to the rest of the list.

:mario2: = Having a projectile will force him to approach, and he's bad at approaching in the first place. It doesn't help his case that we use his projectile better than him and can camp very well. Getting the inhale is relatively easy compared to the rest of the list.

:samus2: = Getting her charge beam will give you an option to use against her when you're far away from her, and although it won't force to approach much, you won't have to approach either. getting the inhale is moderately difficult due to her campy nature and ranged zair.
Any other kirbies want to chime in on this? This would be very helpful.
 

SupaSairentoZ7℠

Smash Hero
Joined
Nov 27, 2010
Messages
7,555
Location
Norfolk, Virginia
In my opinion, if you get the chance and inhale someone, you should copy these guys' abilities:



Any other kirbies want to chime in on this? This would be very helpful.
Thank you. I usually fight without copying abilities since I use the inhale to double KO if my percentage is really high. I experiment and a good number of the characters you listed up I use their abilities.
 

Kewkky

Uhh... Look at my status.
Premium
Joined
Apr 20, 2008
Messages
8,019
Location
San Diego, CA
Switch FC
SW-7001-5337-8820
Thank you. I usually fight without copying abilities since I use the inhale to double KO if my percentage is really high. I experiment and a good number of the characters you listed up I use their abilities.
No problem at all! Always glad to help people in need. :)


Also I edited my list into the OP. As we discuss it and change it (if we do), I'll edit the list in the OP accordingly.
 

Triple R

Smash Lord
Joined
Feb 1, 2009
Messages
1,261
Location
Hopkins, MN
Mario is my secondary/low tier and I don't think he has trouble approaching with his fireball. I'd go as far to say he can approach better than Kirby can, but I guess that's not really related to topic lol. Maybe I'll go through the powers in a couple days too.

I actually am trying to find ways to use inhale in my game, and the more I experiment the easier I realize it is to get an inhale than I used to think. For example, say you do the basic low % combo: fthrow -> uair -> turn around utilt -> full hop bair -> ?????

????? - Many people may just try to go for another bair as both players are falling back to the ground, which is still an ok option. If you substitute turn around inhale in there instead, you'll fall back to the ground sucking at them. Lots of the time they just airdodge back to the ground and you're good. If they reach the ground before you do they have a high probability of just shielding, since they expect another bair, which your inhale will beat. Of course you could just opt to grab them again when you land.
 

SupaSairentoZ7℠

Smash Hero
Joined
Nov 27, 2010
Messages
7,555
Location
Norfolk, Virginia
I try to refrain from doing Kirbycide on players as it is very cheap and although I do get someone to fall for them. I mostly use them once my percent hits 120%+ since he'll be KOed easily. R.O.B. and Olimar are the least characters I would have copied their abilities. Those were interesting ideas on why you should. Snake, Lucario and Pit are perhaps my favorites to copy and help Kirby greatly for projectiles.

Is Nair any good? I probably could count how many times I've ever used it. I always short hop my Fair and Bair and mostly Dair when opponents are off stage.
 

Kewkky

Uhh... Look at my status.
Premium
Joined
Apr 20, 2008
Messages
8,019
Location
San Diego, CA
Switch FC
SW-7001-5337-8820
Mario is my secondary/low tier and I don't think he has trouble approaching with his fireball. I'd go as far to say he can approach better than Kirby can, but I guess that's not really related to topic lol.
I dunno man, from my experiences Mario does better punishing Kirby for his approaches, than approaching himself. And I've played a really good Mario from Dominican Republic (who is also the best player there), so I can at least back my opinion with something. Mario has a harder time approaching Kirby than other characters hence the positive MU we have against him, and with the projectile we get from copying his ability it gets more in our favor, is what I'm getting at. ;)

Aircamping while throwing many fireballs both retreating and approaching, and throwing in aerials and grabs between them seems like a hell of a time for Mario.

Is Nair any good? I probably could count how many times I've ever used it. I always short hop my Fair and Bair and mostly Dair when opponents are off stage.
Nope, nair isn't that good. I'd say that out of all of Kirby's moves, it's the worst one. It has its uses though! Almost every Kirby uses it as they land to cancel landing lag (if you use sideB, the next time you land you'll have unexpected landing lag and be open to attacks for a small amount of time). Another use for it is getting pikmin off of you when against Olimar. The uses are very few though, and it doesn't help you win a matchup. I personally only use it to cancel landing lag from Kirby's sideB, and that's the only time I use it. :/
 

SupaSairentoZ7℠

Smash Hero
Joined
Nov 27, 2010
Messages
7,555
Location
Norfolk, Virginia
I dunno man, from my experiences Mario does better punishing Kirby for his approaches, than approaching himself. And I've played a really good Mario from Dominican Republic (who is also the best player there), so I can at least back my opinion with something. Mario has a harder time approaching Kirby than other characters hence the positive MU we have against him, and with the projectile we get from copying his ability it gets more in our favor, is what I'm getting at. ;)

Aircamping while throwing many fireballs both retreating and approaching, and throwing in aerials and grabs between them seems like a hell of a time for Mario.


Nope, nair isn't that good. I'd say that out of all of Kirby's moves, it's the worst one. It has its uses though! Almost every Kirby uses it as they land to cancel landing lag (if you use sideB, the next time you land you'll have unexpected landing lag and be open to attacks for a small amount of time). Another use for it is getting pikmin off of you when against Olimar. The uses are very few though, and it doesn't help you win a matchup. I personally only use it to cancel landing lag from Kirby's sideB, and that's the only time I use it. :/
I figured so because when I used it in the air it has a lot of ending lag to it. I'll probably be picking up and using Kirby more. He was my main on SSB64. =)
 

fromundaman

Henshin a go-go Baby!
Joined
Sep 26, 2008
Messages
6,416
Location
Miamisburg, OH
NNID
Fromundaman
3DS FC
2105-9186-1496
I'll probably post some stuff on Monday. Just a few quick things:

- Against ICs, Jowii is right about pummeling. Also, if Nana/Popo is close, do a Dthrow. The hits will keep him/her from punishing the throw and for some reason, if both get caught in the throw, they don't go anywhere and just get hitstun, meaning you can combo into Ftilt or Utilt, depending on if the non-grabbed one was in front or behind you.
Do NOT Uthrow them though. Yeah, you can go straight through a hit on the way up, but not on the way down. It's too easy for the IC player to just charge a Usmash and wait for you to come back down, then hit you with a move that will not only probably kill you, but also cancels your throw meaning you died or took a charged smash for literally nothing.

- VS Wolf, I see no reason to ever take his power. It's not bad, but if you're anywhere near an edge, a guaranteed footstool is better, and if you're not, spitting him out gives 10% + allows you to punish a landing.

-Take ZSS's power. You can inhale her out of DownB if you predict it right, or just mix it up (though you have to be careful because she can punish it hard if you miss). That thing is so good though. You can get a guaranteed Fair, grab or smash depending on how far away you are when you shoot it, as well as the charge.

-Lucario: Maybe I'm just bad with aura sphere, but I really don't think this power is worth getting, or for that matter that you should even try to inhale in this MU unless you KNOW it will hit. It's hard as hell to land, and supposing you do land it, you get punished hard-ish for copying (Dair, and with how Lucario works, that can mean a lot of damage depending on the situation), and starshotting might net you a punish (most Lucarios will Dair because honestly, who inhales and starshots other than me? If they buffer a Dair during a starshot you can punish with Fair or I *think* DA.).

Random tips:

-People SDI the Gonzo now. After the 1st Uair, do a Up angled Ftilt. People will try to SDI away/jump after Uair to avoid the turnaround Utilt, but up angled Ftilt reaches farther and will hit them despite SDI before and steal their jump. This leads to a regrab, Dthrow, and Uair.

-Hup Cancel in front of people's shields (out of grab range but within our Fsmash range.). No seriously. If you haven't been spamming it, people will think you just messed up and gave yourself lag and drop their shield to punish. I have landed a good number of Hup cancel>Fsmash kills this way in the last 3-4 tournies I've attended (usually 4-6 a tourny in my pool matches.).
 
Top Bottom