Sage JoWii
Smash Champion
^ The above post made me lol so hard. I agree with that statement though that all the matchups should be even when we copy them.
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The ROB export matchup thread is already open. Look at the list of threads and you'll see it. Then you can go to town.I hope the kirby vs rob matchup is posted soon. Due to Rob's aerials, combined with his projectiles...
Just now I was rather dominated by a good R.O.B.
Thank you. Will do.We haven't decided yet but we know it's an advantage matchup. Feel free to leave your thoughts about the matchup in the export. We have a falcon export open right now for both mains to comment on the matchup if you'd like to leave ur opinion.
Yeah it does. o_O Lemme simplify:>_> The second to last sentence doesn't make sense.
I got some experience! Just... Not the best experience as far as I can see...Kewkky just jump on bored will all us that have massive amounts of experience with this matchup.
Covering your missed/whiffed bairs with utilt works great on wario since he has to get in close to punish almost everything. Also DI away from all aerials since they can all pretty much combo you. Special note to this is dair and nair.How do I fight Wario
It's not the horizontal hitbox that I use, it's the vertical one! Wario approaches from the air, so vertical/diagonal is what we want, anti-air attacks! Since ours is grounded, it either beats aerials or we both get hit, and with Wario's signature dair beint a multi-hit, we're gonna take negligible damage while he gets hit with either another utilt or a bair (utilt>bair string). It's a good move, and it's even more helpful when you're below a platform, since he can't approach you from the air anymore, and if he tries from the ground, we either ftilt, bair/retreat a bair, or grab.Utilt is a very good move, but its range is pitiful. It only outclasses Nair, although it's extremely close to grab.
Don't get me wrong, utilt is almost a Kirby staple, but just be aware of its weaknesses.
[collapse=Diddy]Diddy is an interesting character to play against. There’s not that many MUs where you go up to a character who can spawn items at will and whose pressure strategies involve items. He’s been arguably the 3rd best character in the game for a while, popular because of his ground control and item game. Those characters who have a fast fallspeed, low jumps, and whose metagame revolves around the stage floor, find that Diddy is a very hard matchup to deal with due to his bananas having the ability to trip, essentially becoming the first hit towards an inescapable combo if you get hit by them while on the ground. Lucky for us, this is not the case with Kirby, and we have the upper hand here, even though it’s slightly!
Kirby’s main goal in this MU is, basically, to have Diddy throw his bananas at you. Usually this is a bad thing to want, but we have some traits that make it possible for us to turn this into an advantageous situation: multiple jumps, floatiness, and our small size! Due to us having multiple jumps, we can aircamp Diddy and avoid the dangers of bananas, while all the time keeping an eye on him as to when he commits to a decision for us to punish from above. None of Diddy’s aerials are menacing to us while aircamping (save for his fair, and it’s just a matter of learning how far it reaches and how fast he moves in the air), and if we just float near the ground, we’re constantly bombarding the Diddy’s second-nature reaction of “throw the banana!” (technically, we’re playing footsies with his banana’s range), landing at random intervals to renew our jumps, it’s just a matter of time before we successfully bait a banana throw, and now Diddy has no banana with which to threaten us. If you’re near Diddy when this happens, landing into a grab or a well-spaced bair would be your best options at this moment. While Diddy has no bananas in his hand, we can now string in peace as if he was any other character. It’s recommended that you know a fair share about item handling, because experience and observations have taught me that when other Kirbies don’t know how to use bananas properly the matchup gets much harder, but after I applied my item knowledge to the MU, Diddy was having more trouble than usual controlling the bananas due to an opponent with a high level of item control. If you don’t know how to use them you should throw them offstage, if you do then you should know what to do whenever a situation presents itself.
For damage-racking, your goal is to string him when he throws his banana. From the Diddy’s positioning it should be fairly obvious when and when not to approach with a bair; too far, and you should wait for another opportunity. Whenever the chance to trade hits presents itself, take it since his killing options will be saved for when he has the chance, the more damage you cause to Diddy the faster you take his stocks! You don’t have to worry about killing him as much as he has to worry about you, since your killing moves are disjointed and can frametrap his bad decisions.
Diddies usually kill with surprise throws you failed to DI, utilt at high %s, banana>dsmash combo, fsmash’s second hit, and fair at high %s. Although he has some relatively fast killing options, he has no frametrapping capabilities so usually his killing moves come from him approaching, or a banana throw, or an OoS option from one of your poorly-spaced attacks. If you’re careful enough, you could easily live past 180% by DI’ing his staled aerials from all of your air-camping, or from raising your shields whenever he gets near you without a banana and not letting go until he grabs you (you can’t get smashed in your shield, his only option of damage-racking is grabbing), which is great for a character as light and floaty as Kirby. Don’t try anything risky like a dash attack or a dair while he’s on-stage, those decisions are what will get you killed most of the time, so just stick to your safer options and you’ll breeze through stocks against Diddy like nobody’s business. That’s not to say that a Diddy who knows how to force reactions from you won’t trick you into committing to an attack for him to kill you though, you have to take this MU seriously all the time, since it’s nearly even he can still turn the matchup around with some smart options.
Our killing options will be the same as always: (re)freshed bairs at 140%+ (revenge killing when you respawn and he’s at higher %s, or forming gimping scenarios with staled/sourspotted bairs), uthrows on platforms at 150%+ (and on the ground at 170%+), up-angled fsmashes at 130%+ (clash against his grounded approaches or aerials), frame-trapping dsmashes (catch him when he comes back from off-stage recovering), dairs at Diddy for being below stage-level (blow up his barrels, it’s a 100% death rate for him)… Racking damage is the same as always as well, from tilts to juggling to shieldgrabs. String as much as you can when Diddy’s above you, since his aerial game isn’t good enough to pose a threat to you when you’re below him.
Conclusion? Kirby versus Diddy, slight advantage for Kirby. We have it easier in this MU, but there’s always the chance that the Diddy will know what to do more than you do, so stay on your toes. And on a small note, this is one of my favorite MUs to play as Kirby. [/collapse]
[collapse=Falco]Another character that has never gone below the highest tiers, Falco is one of those characters with the ability to both camp all match then come in for the kill, and play aggressive while staying relatively safe. A well-played Falco will always make it into the higher tourney placings, it’s only a handful of characters that have an edge over Falco, and it’s always for some different reason. Lucky for us, Kirby has a small advantage over Falco! This MU has been debated quite fiercely in the past, people saying it’s Kirby’s advantage, others saying it’s Falco’s slight advantage, and many others supporting the other more even areas. His famous lasers and chaingrab make up most of his metagame, and thanks to Kirby’s light weight, multiple jumps, floatiness and small crouch, we can get around this relatively easy.
One thing you have to know in this MU is that Falco chains his laser into many things. When he lasers while landing, he has no landing lag, so he gets frame advantage even if you shield them. His jab is also fast enough to get him frame advantage, so expect a lot of chaining from lasers and jabs against you. Your goal should be to get yourself somewhere where Falco is forced to commit to a longer-lasting attack, so the air is where you want to be. He has decent aerials, but half of them are multi-hit so you can SDI them and bair him for doing them, and the others won’t hit you if you’re hovering at the right distance (bair and dair are the only single-hit aerials of his, also his aerial movement is slow so uair isn’t something you have to be afraid of). If he jabs you or lasers you from close-up at lower %s, he’s going to dthrow chaingrab you. We only take about 25% from dthrows, but he’ll try and end in a dair or a gatling combo (dash attack + usmash) for an added 10-15% damage, so evading his grabs is a necessity, simply space your rising bairs and you’ll be safe. He’s a fastfaller but the slowest of the space animals, so strings/combos/chains won’t work as much against him as they would against the other two… Once you get him offstage, all you have to do is bair. Dair won’t knock him out of his sideB unless you aim it well, but bair will always knock him away, so stick to bairing him. If he’s below stage-level, a single dair hit will kill him, so if you see him upB’ing towards the ledge, jump after him and dair.
Falco kills with his usmash (boosted usually, its his most surprising smash since he can hit you with hit from long distances), fsmash (has some start-up so you should always know to not jump into his fsmashes, usually Falcos do it as an edgeguard/punish when you’re near them), dsmash (has relatively low range, and usually punishes you for landing near him or rolling into him), and bair (kills at high %s, so don’t worry much about it). He has no killing throws, so if you’re torn between taking a hit or getting grabbed at high %s, you should always choose to get grabbed. If he hits you with a multy-hit aerial while you’re on the ground and at high %s, make sure to buffer a shield so that he can’t kill you! If you’re offstage he can’t do anything to you but laser, and if you’re below stage-level you’re safe from everything, and he risks dying if he jumps down to try and hit you. When aiming for the ledge, don’t upB too high and always go for the lowest sweet-spotting possible, since he can dair your upB and kill you! He can also kill you with uair, but you should make sure that, with your multiple jumps, you won’t get uair’d and die. Apart from these things, there’s no need to worry about Falco’s killing options.
You, as Kirby, will do what you always do to kill: fsmash punishes (he can wavebounce lasers when recovering from high up to trick you into fsmashing, so only do so if you’re confident it’ll hit), dsmash his landing attempts (fresh dsmash kills him at if he predict you’re not gonna shield and dairs/nairs you for it, fsmash him next time… Our fsmash trades hits with all his aerials so he’ll die), uthrowing him (platformed stages mainly of course, kills him at ~180% from the ground at BattleField and ~160% from the top platform), bairing him (after refreshing it with pummels, or after respawning when it’s fresh), and dairing him offstage (situational since Falcos will always try to recover from high, but it’s common sense that they always aim for the ledge due to them falling faster than they move horizontally in the air). If you can, take Falco to a stage with no ledges/lack of ledges and no walkoffs to see him struggle while recovering. One offstage Falco in these is guaranteed death if you intercept him with bairs all the time until he’s at high %s.
On a side note, our fsmash clashes with his sideB, and doesn’t hit him. Stick to bairing the recovery attempts unless he goes for an upB while offstage.[/collapse]
[collapse=Wario]Wario’s aerial movement makes it so that he’s the most evasive character around. Commit to an attack, and he’ll be on you before you have a time to react. He’s so fast that he can weave around grab attempts as well and punish you for trying! He’s also one of the most notorious characters for timing out matches, he’s usually faster than his opponents in the air so he can evade aerials and run away until the match ends and he wins. Now, the ability to run away wouldn’t be THAT bad if he didn’t have a lethal attack that gets stronger as time passes! He can frametrap you with his downB, intercept your attacks or recovery attempts, recover himself, or bait reactions from you and punish with something else. His downB, when charged appropriately, can kill almost any character at 60%, and Kirby should die after 50%, even with good DI. Apart from that attack, Wario doesn’t pose much of a killing threat in the air, his only other killing aerial hits straight above him so it can be evaded by staying away from that zone.
Due to Wario’s aerial movement, you don’t want to commit to long-lasting attacks. You also don’t want to recklessly throw out aerials because he can easily punish them with a dair, which leads to a grab more than half of the time. So, common sense dictates that you want fast attacks that can stop Wario in his tracks for you to string moves, fast in start-up and cooldown. Lucky for us, Kirby has one such attack, and it’s his utilt! I’ve tried it many times before and it completely ruins Wario’s aerial game. Simply turn your back to him and utilt whenever he comes close to you or the ground (essentially frametrapping his landings, since our utilt’s hitbox doesn’t instantly disappear), and the only way he can get to you is from the ground, which is where he’s worst. If you position yourself below a stationary platform and turn your bck to Wario, he has no chance of getting to you from the air at all. From a utilt, you can do another utilt if he didn’t SDI and end with a bair, or just go straight to the bair. This is one of those MUs where you can’t rely on grabs for damage-racking too; it’s all tilts and aerials this time because of Wario’s mobility and ability to punish your whiffs. Also, the usual gimps will be hard to pull off in this match because of Wario’s ability to cover large vertical distances with a mix of his second jump+sideB+jumping off the bike+downB+upB, all while moving away from our dair attempts due to his horizontal aerial movement. This is one of those MUs where it would also do Kirby good to take his opponent’s copy ability, since it will come in handy much more than an inhale, and it’s relatively easy to pull off due to Wario’s short-ranged attacks.
Wario doesn’t have many kill moves. His most reliable kill moves are fsmash, uair and downB.
His most dangerous move, of course, is his downB. He can catch you by surprise and take your stock, and no amount of DI will save you if you’re above 50% and it’s timed well. Wario loves to camp his opponents, but what hurts him is if you camp him as well. Don’t approach if you don’t need to, stay under a platform and utilt his approaches, and wait until he starts shining green before you can approach again; a fully-charged downb won’t kill Kirby until mid-high %s (around 90%+, depends on the stages’ ceiling’s height), and while Wario tries to go in, you’re racking up damage and refreshing your bair with utilts. Once Wario decides to try something risky to hit you with, you can punish him with a smash or a grab for the kill!
What Kirby should use for killing in this MU would be up-angled fsmashes as punishers once Wario is at 130%+, and dair gimps when Wario’s recovery trajectory below stage-level is predictable. It’s not smart to be overly aggressive here, and if you keep your fsmash fresh the whole match, one fsmash punish at higher %s is enough to take care of his stock. Dsmash is also an acceptable punisher if Wario is coming back on-stage, or you’re forcing Wario to airdodge into you by utilting his aerial approaches, due to its range and how long it lasts it has a decently-sized margin for error, you can be off in the timing and still kill him at ~150%+.
Other than that, the MU is slow. Don’t let your need to hurry up get the better of you, this match MUST be played patiently or else he’ll take your stock before you realize he just downB’d you. And as a last important note: always pay attention to the timer and learn everything you can about Wario prior to your tourneys! Going up against a character that forces you to play a bit differently with no idea of what he’s thinking will lead to a shameful loss.[/collapse]