Learn to Suck: A Guide to Inhale
Kirby Match-Up Thread: THE ANSWER to all MUs
Kirby Q&A thread and Helpful Threads directory!
Kirby Match-Up Thread: THE ANSWER to all MUs
Kirby Q&A thread and Helpful Threads directory!
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 %
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[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
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[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
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[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
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[collapse=Lucas]+2
Triple R:
- His jab is amazingly good, so shield when you are next to him and punish
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[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
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[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
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[collapse=Captain Falcon]+3
Triple R:
- Falcon can't do much to your crouch
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[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
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[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
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[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
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[/collapse]
[collapse=Who to inhale, and general info]
[/collapse]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.= 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.
= 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.
= 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.
= 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.
= 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.
= 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.
= 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.
= 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.
= 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.
= 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.
= 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.
= 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.
= 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.
= 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.