• 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 MetaGame discussion

psykoplympton

Smash Ace
Joined
Dec 20, 2006
Messages
607
Location
MA
laggy moves as it mentions in the video are a grreat way to punish, a lot of dk arials have lag, sankes and even some of kirbys(dair and fair)
i tried on ganondorf you can grounded footstool combo(gfsc)into dair if you short hop the footstool.
 

t!MmY

Smash Hero
Joined
Dec 22, 2005
Messages
5,146
Location
Oregon
NNID
t1mmy_smash
I changed my other jump button to Shield. It helps as an option of using the L/R when you have to deal with spring-mounted analog lag (unless you remove the springs). I've tried A-stick, B-stick, and a totally new control scheme (A=jump, B=attack, X=special), but there was always something I didn't like with those, so I switched back. I'll try out the extra Special button though. :)
 

Delta Z

Smash Journeyman
Joined
Feb 8, 2008
Messages
345
But why d-air them when Stone does more damage and can kill from right above the stage?
 

fromundaman

Henshin a go-go Baby!
Joined
Sep 26, 2008
Messages
6,416
Location
Miamisburg, OH
NNID
Fromundaman
3DS FC
2105-9186-1496
A couple comments, since no one seems to have mentioned them:

Just a question about this. No matter how I time the dair I have found that it is impossible to avoid the last hit unless the attack finishes in the air. The last hit is "push effect" due to Kirby's landing on the ground, and is what prevents Kirby's dair from being a combo monster. However, I've had some occurances when I would perform the dair and even though the last hit occurred due to FF'ing the opponent wasn't pushed away.
I've found if you move away from your opponent as soon as the first kick hits, if you go just far enough, the last hit won't hit (It will go off, but they are out of its knockback range), yet are still in grab range, so I tend to do that. Granted, there are no good human players in Dayton, so I'm mainly doing this against comps, but it seems to work pretty consistently.

Also, as someone previously mentioned, people expect the Gonzo combo now if you Fthrow them at low %s. For this reason, I tend to do Fthrow-->Uair (which makes them expect a Gonzo)--->Dthrow--->Utilt (which makes them expect another Utilt or Usmash)---> SHDair (avoiding the last hit as mentioned above. This (using a Dair at this point) works better against big chars, as they usually can't avoid this. Medium sized chars have a little time to react, and I haven't really managed to get it to work on lighter chars much.)---> any other throw, Fthrow to hammer if your opponent is ********, a computer, or confused (again, this is untested against human players). I tend to use this after having done the Gonzo the previous stock, so they expect that (well, technically comps don't expect anything, but I try to play as though they would...). Of course, this full sequence only works at very low percentages and does quite a bit of damage. I've gotten comps from 0-60 or 70 something percent (depending on how much of your Dair hits and if you can follow it with a hammer at the end or not) with this, so I really hope it works on humans.

Also, Ftilt can be effectively followed into a Fsmash at lower %s. That's mainly what I use it for.

Also, while there is definitely lag on this as Kirby stops, I've found running at them then doing a dtilt is pretty effective. Most people expect an attack and shield, or they try to hit you first, but usually Kirby manages to get flat on the ground before they get it out, allowing it to sail harmlessly overhead (You know what I'm going to say, right? I haven't tested this on human players either.)

Also, (yes, I have a lot of "also's") I'm sure everyone knows this, but since no one posted it I will, stone form is pretty good for hitting people in water, as they can't dodge and it reverts you with only the lag you would have when you normally jump in the water (too risky against spiking chars though, IMO).

And finally, I love using cutter for mindgames. Doing empty cutters on a ledge may force your enemy to try something which could be characterized as stupid. Also, they will start to expect you to grab the edge when you do it at a ledge, and not expect the shockwave when you finally decide to land.

Sorry, that's a bit long and potentially useless, but thought I should share anyway.
 

Asdioh

Not Asidoh
Joined
Jun 23, 2008
Messages
16,200
Location
OH
I changed my other jump button to Shield. It helps as an option of using the L/R when you have to deal with spring-mounted analog lag (unless you remove the springs). I've tried A-stick, B-stick, and a totally new control scheme (A=jump, B=attack, X=special), but there was always something I didn't like with those, so I switched back. I'll try out the extra Special button though. :)
Do it. Put Y to special, and if you want to try something else out, put B as Shield. That way you can remove the analog lag, and the Y button is even easier to reach for me than B. I can go entirely without using B, as long as I remember that Y is special XD


Good post, fromundaman. Empty cutters on the ledge are something I do a lot too. I like to use it to discourage edgeguarding, when I'm trying to get back up on stage. The rising part of Final Cutter has huge disjointed priority, and it hits people through the stage, so they usually have to keep some distance. And landing back on the ledge removes the landing lag, so you're pretty safe. Then you switch it up and release the shockwave on stage, giving you room to get back into the fight. You can basically camp with Final Cutter on the edge as long as you want.

Don't do it against Anther's Pikachu though, he'll quick attack->edgehog as you're coming down, and you'll plummet to your death in shock O_O
I would know, he did it to me.

Oh, you can also mix it up by dropping down (press control stick down) from hanging on the ledge, do a double jump, and then do any aerial. Uair->back onto ledge, and dair onto the stage are my favorites. Or you can fair, or turn around and bair. Even nair works.
 

fromundaman

Henshin a go-go Baby!
Joined
Sep 26, 2008
Messages
6,416
Location
Miamisburg, OH
NNID
Fromundaman
3DS FC
2105-9186-1496
By the way, I forgot to add a couple other things:

Personally, I like throwing out a bunch of empty SH Fairs, just to keep them guessing.

Also, when facing a projectile spammer, especially someone like Falco, Pikachu or (sure, they aren't spammers, but they seem pretty good for this too) either of the Mario Bros., take their power and spam back. multiple jumps make you spam it much better than they do (especially the Mario bros. Kirby uses the fireballs so much better since you can fireball them from a medium range then do an aerial (I prefer Fair for this myself) during that short stun time. Just knowing you can do this is good, as it will keep them guessing. Are you just throwing random fireballs, or are you about to jump in and follow them up? Sure, that works with any projectile, but fireballs seem to come out the fastest (or am I just imagining things?).)
 

psykoplympton

Smash Ace
Joined
Dec 20, 2006
Messages
607
Location
MA
taking falcos and wolfs projectiles is really, really good to do. you use it better than they do. and it can really mess them up. i would suggest that while vs them. even robs beam is usefull for messin with rob.
 

Delta Z

Smash Journeyman
Joined
Feb 8, 2008
Messages
345
Kirby uses the fireballs so much better since you can fireball them from a medium range then do an aerial (I prefer Fair for this myself) during that short stun time.
Or short range fireball 'em and air hammer.
 

Asdioh

Not Asidoh
Joined
Jun 23, 2008
Messages
16,200
Location
OH
I'm pretty sure there's a "tier list" for copy power usefulness, not sure where to find it though. Anyway yeah, certain powers are extremely useful. ROBs is definitely one of the most useful, plus if you're at a tournament, everyone will go "awwww!" when you say "Beep!"
 

Ills

Smash Apprentice
Joined
May 2, 2008
Messages
103
Location
Failing
i hate my control settings so bad.

previously, i had trigger as shield, a as grab, 1 & 2 was attack and special. like the default

Every time I tried to bair I would airdodge :<

Wii-mote + nunchuck is not at all better, I had trigger as attack and A as special. Whenever I tried to hammer, I ftilted and got smashed the other way.

Someone please help me make my control schemes notsuck?
 

psykoplympton

Smash Ace
Joined
Dec 20, 2006
Messages
607
Location
MA
i hate my control settings so bad.

previously, i had trigger as shield, a as grab, 1 & 2 was attack and special. like the default

Every time I tried to bair I would airdodge :<

Wii-mote + nunchuck is not at all better, I had trigger as attack and A as special. Whenever I tried to hammer, I ftilted and got smashed the other way.

Someone please help me make my control schemes notsuck?
use the gamecube controller.
that is all
 

fromundaman

Henshin a go-go Baby!
Joined
Sep 26, 2008
Messages
6,416
Location
Miamisburg, OH
NNID
Fromundaman
3DS FC
2105-9186-1496
i hate my control settings so bad.

previously, i had trigger as shield, a as grab, 1 & 2 was attack and special. like the default

Every time I tried to bair I would airdodge :<

Wii-mote + nunchuck is not at all better, I had trigger as attack and A as special. Whenever I tried to hammer, I ftilted and got smashed the other way.

Someone please help me make my control schemes notsuck?
Personally, I always use the default and get used to it, though I don't really like using the wiimote as a controller. GC controller is the best for Brawl IMO though. If I can't use that, then I prefer wii-mote/nunchuck.
 

WakerofWinds

Smash Journeyman
Joined
Mar 22, 2008
Messages
366
Location
Western CO
NNID
Sydrael
3DS FC
4699-5989-8229
As this is 9 pages long I haven't read all of it so forgive me if I said something that's already been addressed or something.

Anyway, with Kirby's stone ability there are two things I want to ask.

Does anyone find themselves using stone and then coming out of stone and using an aerial very quickly? Is this a tactic often used?

Also... watching two CPU's fight the kirby did an interesting thing. He used stone to block all the damage coming at him as if stone was a second shield, is this an often used tactic, or a viable one at all?
 

Tainted_Knives

Smash Cadet
Joined
Apr 13, 2008
Messages
37
Location
Chesapeak, VA
Does anyone find themselves using stone and then coming out of stone and using an aerial very quickly? Is this a tactic often used?
Yes, I and alot of other Kirby's use this tactic....regarding whether it's used often: No, not really. Only because most Kirby mains rarely use stone to begin with, due to it's predictablity (start up lag). Stone is best used as an edge guarding move or sparingly(and I do mean sparingly) as a finishing move.

Also... watching two CPU's fight the kirby did an interesting thing. He used stone to block all the damage coming at him as if stone was a second shield, is this an often used tactic, or a viable one at all?
This isn't used often either. While stone does temporarily make Kirby impervious to damage, he can still be knocked out of it with a really strong attack (+30% damage), or grabbed out of it. Unlike an air-cancelled stone, a ground-cancelled stone has long ending lag, leaving Kirby extremely vulnerable between transformations. While a CPU may not capitalize on this, you can bet Players will....and often. So this tactic (and stone overall) is not something to rely on.

The only time I've found a use for Stone's protective shell is against certain projectile-based Final smashes, like Mario, Ness/Lucas, Pit, Snake (a few others).
 

fromundaman

Henshin a go-go Baby!
Joined
Sep 26, 2008
Messages
6,416
Location
Miamisburg, OH
NNID
Fromundaman
3DS FC
2105-9186-1496
I don't see a stage debate thread for Kirby, so here's a few nifty tricks Kirby can do on some stages:

-Shadow Moses: Yes, I know it's banned, but this is so cool I want to mention it anyway. If you put your back to a tower and do an Up throw, your up throw lands on the top of the tower, which is so close to the ceiling it kills at ridiculously low percents. Use it to impress and piss off your friends!

-Frigate Orpheon: If you do a Dthrow as the stage flips, you will flip with the stage but your opponent won't, and instead starts falling at a slightly accelerated rate from wherever he was. If you do it from the middle of the stage, odds are your opponent will end up below it. I'm guessing if you timed a Uthrow right at the change you could probably Kirbycide with it too.

-Also, I haven't been able to do it for Kirby yet, but I know MK's Uthrow can MKcide sometimes at if done at the edge, so Kirby's probably can too.


Yeah, that's all I have for now...
 

Asdioh

Not Asidoh
Joined
Jun 23, 2008
Messages
16,200
Location
OH
-Also, I haven't been able to do it for Kirby yet, but I know MK's Uthrow can MKcide sometimes at if done at the edge, so Kirby's probably can too.
What's this? Is that on Frigate? I've never seen that o_O

I should add that on Frigate, if you inhale right before the stage flips, it's a pretty good way to get a Kirbycide off. I inhaled on the right part of the main stage before it flipped, jumped down, and then the stage flipped as I was jumping down. He got stuck under the stage, I don't remember if I Kirbycided with him in my mouth, or if I managed to fly back up. Either way, he was pissed >_>

Also, on Skyworld, if you're on the bottom section, all the way to the right, facing left, Upthrow can Kirbycide, if the top-right platform is there.


Regarding the Stone...so good. My Kirby wouldn't be as good as it currently is if Stone didn't exist. I get at least (I'm guessing) about 10% of my kills from it.

If your stone misses, don't be predictable in transforming back. If you ALWAYS transform back as soon as possible, your opponent will learn this and punish. Sometimes I do it instantly, sometimes I wait for them to attack so I can transform between attacks. And yes, I almost always either BAir or Airdodge after turning back into Kirby. It's a good way to bait people, just randomly turn into a stone, watch them approach, and then bair them right as they're about to attack/grab you.

Stone is an amazing edgeguard. Especially against predictable recoveries. It works against Meta Knight too, but you need to have great timing, prediction, and you have to be far enough away that Shuttle Loop doesn't hit you as you're transforming.

I've found that floating right above people's heads, and turning into a stone when they think you'll do a bair or something, is very useful. Point blank stone kos.

Also, Yoshi's Island platform. A surprising amount of people will fall for the sliding off trick.

ALSO, if you transform at the end of the stage, sometimes people can push you off and take damage that way.


Anyway, use your imagination. Just never forget that Stone is an option.
 

fromundaman

Henshin a go-go Baby!
Joined
Sep 26, 2008
Messages
6,416
Location
Miamisburg, OH
NNID
Fromundaman
3DS FC
2105-9186-1496
What's this? Is that on Frigate? I've never seen that o_O
Nope, I think I did it on BF actually, though I don't remember. I think I have a few replays of it if you want, though I think they're all with MK (Never did get around to checking if Kirby can do it...)

As for stone form, yeah, it is awesome. I like occasionaly using it as an OoS option: Short hop -> stone. Most people expect a Bair, and put up their shields, and stone + stone shockwave ***** shields.

For the skyworld thing, does that just make you come down and barely miss the platform? If so, that's roughly what I was talking about.
 

Asdioh

Not Asidoh
Joined
Jun 23, 2008
Messages
16,200
Location
OH
Yes, it does.


Anyway, I discovered something yesterday that may or may not be known, and may or may not be useful. I'll explain it the best I can, I don't see a need to put up a video. It works for any character, but Kirby should benefit more from it.


Dash grab! As you all know, Kirby's dash grab covers quite some distance. What I found is simple, and is potentially a "mindgame." All you do is dash and let go of the control stick. When your momentum slows, and you're just about to stop, press your grab button. Kirby will suddenly get momentum out of nowhere and do a full-range dash grab.

This is harder to explain than I thought >_> Basically, you can trick your opponent into thinking that you're stopping, but then you press your grab button and suddenly lunge at them.

If you can't figure out how to do this yourself, I guess I can upload a video. I've never seen anyone talk about this so I figured I'd mention it.

Again, it works for any character, but best for Kirby (and probably Dedede) because
1. his slow running speed
2. his massive grab-lunge-range

I tried it on a computer player and it CAN be good to use as a surprise, if conditions are right.
 

fromundaman

Henshin a go-go Baby!
Joined
Sep 26, 2008
Messages
6,416
Location
Miamisburg, OH
NNID
Fromundaman
3DS FC
2105-9186-1496
Yes, it does.


Anyway, I discovered something yesterday that may or may not be known, and may or may not be useful. I'll explain it the best I can, I don't see a need to put up a video. It works for any character, but Kirby should benefit more from it.


Dash grab! As you all know, Kirby's dash grab covers quite some distance. What I found is simple, and is potentially a "mindgame." All you do is dash and let go of the control stick. When your momentum slows, and you're just about to stop, press your grab button. Kirby will suddenly get momentum out of nowhere and do a full-range dash grab.

This is harder to explain than I thought >_> Basically, you can trick your opponent into thinking that you're stopping, but then you press your grab button and suddenly lunge at them.

If you can't figure out how to do this yourself, I guess I can upload a video. I've never seen anyone talk about this so I figured I'd mention it.

Again, it works for any character, but best for Kirby (and probably Dedede) because
1. his slow running speed
2. his massive grab-lunge-range

I tried it on a computer player and it CAN be good to use as a surprise, if conditions are right.
This sounds great! Does it work with DA as well? If so, when they start expecting it as a grab, you could just switch to a DA and mess with them.


Also, a slight note on Cutter: It follows the surface you're on, regardless of what's in the way. What I mean is in certain places, like on Onett or PS1, you can shoot the shockwaves through walls. I don't remember all the places I've done it on, but I know you can do it through the tree on PS1 (If you're on the left side) and through the left house on Onett. Also, if you do it on then back of the head of the King of Red Lions on Pirate Ship, the shockwave goes up to the edge of the main ship, so it can be good for surprising your opponent.

Also, on Norfair, your cutter, when it comes down, can hit people under the platforms with the last hit (the spiking one!). Can situationally be used to spike an unsuspecting opponent.
 

Asdioh

Not Asidoh
Joined
Jun 23, 2008
Messages
16,200
Location
OH
This sounds great! Does it work with DA as well? If so, when they start expecting it as a grab, you could just switch to a DA and mess with them.


Also, a slight note on Cutter: It follows the surface you're on, regardless of what's in the way. What I mean is in certain places, like on Onett or PS1, you can shoot the shockwaves through walls. I don't remember all the places I've done it on, but I know you can do it through the tree on PS1 (If you're on the left side) and through the left house on Onett. Also, if you do it on then back of the head of the King of Red Lions on Pirate Ship, the shockwave goes up to the edge of the main ship, so it can be good for surprising your opponent.

Also, on Norfair, your cutter, when it comes down, can hit people under the platforms with the last hit (the spiking one!). Can situationally be used to spike an unsuspecting opponent.
Actually, come to think of it, I'm sure a dash attack would work with it. I haven't tried it, but I'm positive it works XD

Let's call it "momentum-stopped dash grab" MSDG or MSDA!!!!!!!!!11111111one

And yeah, Final Cutter goes through pillars on Weegee's Mansion. Ftw.



I want to discuss something else I haven't seen talked about...can we make a list of attacks that can make Kirby lose his copied power, even if they miss or don't do damage? I'm sure you've all seen this before and thought to yourself "wtf?"

Here are all the examples I can think of that might make you lose your power even if they miss or don't do damage (question mark next to those I'm unsure of)

  • Toon Link's missed Dair next to you that pushes you away
  • Mario's Fludd
  • Squirtle's water spray
  • Link's Gale Boomerang (even when doing no damage)
  • G&W missed upair that sends you upwards
  • Ganondorf's up-tilt
  • I wonder if Jigglypuff's Sing does it?
  • Kirby/Dedede Inhale that doesn't suck you in, just pulls you a little?
  • Ness' down B Magnet?
  • Pit's Wings of Icarus pushing you away?

Can you think of any more, or confirm/disprove the questioned ones?
 

fromundaman

Henshin a go-go Baby!
Joined
Sep 26, 2008
Messages
6,416
Location
Miamisburg, OH
NNID
Fromundaman
3DS FC
2105-9186-1496
Wait, specific powers make you lose your copied ability? I always throught it just happened randomly when you took damage...

I'll look through my replays and see when I lose my powers, and to what, and get back to you.
 

Asdioh

Not Asidoh
Joined
Jun 23, 2008
Messages
16,200
Location
OH
Wait, specific powers make you lose your copied ability? I always throught it just happened randomly when you took damage...

I'll look through my replays and see when I lose my powers, and to what, and get back to you.
It happens randomly when you get hit.


However, I'm listing moves that make you lose your power when they miss, or by their very nature do no damage.

I saw the phrase on the Ike boards yesterday... "windboxes." Like when Ganondorf uses his up-tilt, some wind comes out of nowhere (???) and sucks you in toward him, before he does his devastating kick. But Kirby might lose his power if that wind (which does not do damage) pulls on him.

Here's an easy way to test it: kirby vs toon link, get toon link's hat. Then have Toon Link DAir repeatedly next to Kirby, so that it doesn't do damage, but it pushes him away. He should eventually lose his power.

I just wanted to list some odd things to be aware of >_>
 

A1lion835

Smash Champion
Joined
Jan 7, 2008
Messages
2,844
Location
Lurking the Kirby Social thread with my rock buds.
I agree with the oft-mentioned dair comboes for Kirby. I especially love dthrowing and then jumping (short hop at low percents) and dairing. I also enjoy repeatedly crouching and standing up, pisses people of. And let's not forget chain-throwing with his down throw.
 

fromundaman

Henshin a go-go Baby!
Joined
Sep 26, 2008
Messages
6,416
Location
Miamisburg, OH
NNID
Fromundaman
3DS FC
2105-9186-1496
Hmmm... I didn't know that. Thanks for bringing it up.

On another note, does Dair trip? I've had an opponent trip out of a Dair a few times now, and I'm not sure if it's just because the computer is ********, I did something and somehow MADE them trip, or if Dair just has a low % chance of tripping.
 

Asdioh

Not Asidoh
Joined
Jun 23, 2008
Messages
16,200
Location
OH
I'm pretty sure it trips. Either that, or it does that thing that slams them into the floor (like if you spike someone at high % and they slam into the floor, and they can tech it) but I don't think you can tech Dair.

SO I THINK IT TRIPS O_O

Important question: where the hell did that Kirby stage counterpick thread go? I need serious help with my stage choices against some characters (ROB???) and I don't see the thread. I'll make a new one if I have to.
 

lockdown7

Smash Cadet
Joined
Feb 23, 2007
Messages
54
Location
Gilbert, AZ
Asdioh, ROB is a ***** no matter what level. I've played some of the best ROBs in the southwest and all you can really do is pick a stage without platforms. That is my only advice.
 

Dexlysic

Smash Rookie
Joined
Aug 3, 2008
Messages
14
I've been messing around with:
Fthrow - Fair - Dtilt(trip) - regrab/Fsmash
and variations.
It varies widely on different characters - some get knocked back too far, while on others you can use Fthrow - Uair or something else to lead into it.
It's useless if they don't trip, and I'm pretty sure it's easily escapable, but I can't test this.
Is this viable at all?
 

ron561

Smash Journeyman
Joined
Dec 1, 2007
Messages
205
Location
South Florida
I've been messing around with:
Fthrow - Fair - Dtilt(trip) - regrab/Fsmash
and variations.
It varies widely on different characters - some get knocked back too far, while on others you can use Fthrow - Uair or something else to lead into it.
It's useless if they don't trip, and I'm pretty sure it's easily escapable, but I can't test this.
Is this viable at all?
Well you obviously can't do the same grab combo on every character :ohwell:

There are some chars that can escape fthrow-uair(marth and up b)..

But anything after uair-fthrow,is escapable from what i've seen..depending on what move ur using of course..like most characters if you try to do fthrow-uair-fsmash,the player with common sense will jump out of the way before u can pull fsmash off..some characters fall to fast for them to be able to dodge it though,such as fox.
 

Asdioh

Not Asidoh
Joined
Jun 23, 2008
Messages
16,200
Location
OH
There are some chars that can escape fthrow-uair(marth and up b)..
G&W can do the same. I'm sure there are a few more, my mind's just blanking.



I have been messing around with grab releases. I've found that my grab->pummel->release into Fsmash works only like 10% of the time, if the opponent is foolish or ignorant enough to attack a weak A jab or a grab after being released.

However, it might have different followups, depending on what your opponent does. For example, one guy kept blocking my FSmash after the release, so I switched it up and regrabbed him. This can be nice at high percentages since it gives you a few extra points of damage, since you can't do any true combos if their damage is high enough.

For example, pummel a few times, grab release, pummel a few times and Dthrow does more damage than just pummeling a few times and Dthrowing. And every point helps.

I want to test this out some more, but wifi makes it hard. @_@
 

fromundaman

Henshin a go-go Baby!
Joined
Sep 26, 2008
Messages
6,416
Location
Miamisburg, OH
NNID
Fromundaman
3DS FC
2105-9186-1496
Hmmm... from what I've seen Kirby's Grab Release doesn't seem too great. Haven't been able to reliably follow it up with anything, even against computers...
 

DFat2

Smash Journeyman
Joined
Apr 29, 2008
Messages
284
Location
PR
Important question: where the hell did that Kirby stage counterpick thread go? I need serious help with my stage choices against some characters (ROB???) and I don't see the thread. I'll make a new one if I have to.
Depends of what Type of ROB. Campy ROB players are really annoying. I use BF so I don't have run that far to get them. ROB's Down smash really messes Kirby up as well as his Fair.

I sometimes feel that fighting Rob somehow feels like fighting a Marth. The only difference is that this one has good projectiles.
 

Asdioh

Not Asidoh
Joined
Jun 23, 2008
Messages
16,200
Location
OH
Depends of what Type of ROB. Campy ROB players are really annoying. I use BF so I don't have run that far to get them. ROB's Down smash really messes Kirby up as well as his Fair.

I sometimes feel that fighting Rob somehow feels like fighting a Marth. The only difference is that this one has good projectiles.
I don't know if I would choose Battlefield...I hate that stage by default, but ROB's upsmash will own on that stage. And probably his Nair too.

ROB's spotdodge->dsmash is ********.

I find Marth much harder than ROB. I lose to scrubby Marths all the time on the allisbrawl ladder, but I went against the #2 ranked guy who plays ROB, and he beat me 1-2 in some close games. I think I could have won if it was less laggy >_>
 

fromundaman

Henshin a go-go Baby!
Joined
Sep 26, 2008
Messages
6,416
Location
Miamisburg, OH
NNID
Fromundaman
3DS FC
2105-9186-1496
I don't know if I would choose Battlefield...I hate that stage by default, but ROB's upsmash will own on that stage. And probably his Nair too.
True, but his Usmash, offline at least, is usually pretty easy to predict. However, BF is pretty good since it allows you to hit ROB from below, which he isn't so great at covering. Also, the stage is pretty small, which limits his campiness and forces him off the stage more often, and unlike most characters, Kirby IS capable of gimping ROB (Though I'll admit it's not exactly simple...).

Honestly, it's better to face a ROB there then on a whole lot of other stages, and is easily the best starter stage against him. Just remember to watch for his Usmash here.
 

DFat2

Smash Journeyman
Joined
Apr 29, 2008
Messages
284
Location
PR
True, but his Usmash, offline at least, is usually pretty easy to predict. However, BF is pretty good since it allows you to hit ROB from below, which he isn't so great at covering. Also, the stage is pretty small, which limits his campiness and forces him off the stage more often, and unlike most characters, Kirby IS capable of gimping ROB (Though I'll admit it's not exactly simple...).

Honestly, it's better to face a ROB there then on a whole lot of other stages, and is easily the best starter stage against him. Just remember to watch for his Usmash here.
I would hell rather fight rob in BF than in FD, Smash ville or Yoshi story.

They give him to much room to run.

Quick question, is Frigate Orpheon a Good counter against ROB? Almost the same principal as BF.
 

fromundaman

Henshin a go-go Baby!
Joined
Sep 26, 2008
Messages
6,416
Location
Miamisburg, OH
NNID
Fromundaman
3DS FC
2105-9186-1496
Taken from OS's ROB guide (A good place to look for this type of thing. I've been looking at it to get an edge against the ROB I'll be facing this weekend XD ):

Frigate Orpheon

A great ROB stage. During the first transformation, you can get u-airs and u-smashes off from the platform very easily. On the right side there is no ledge, so you can gimp people REALLY easy here. There is no auto-snap, so you can edgeguard with f-smashes. The second transformation has interesting slants that allow you to do some cool gyro/laser tricks, and the platforms coming in and out on the side are great for camping. Jump on them to recharge your robo burner, then jump, laser, jump, laser, up+b, laser, up+, laser, on and on until it comes back. Then recharge and repeat. This forces your opponent to be REALLY risky. If you are at 180% or so, this isn't a bad idea.
So to answer your question, no.

Brinistar, Norfair, Distant Planet and even Green Greens are better against him (OS also has Pirate Ship listed in there, since it negates his amazing recovery, but I don't know that that's a particularly good CP for Kirby, especially since ROB can water spike and Kirby can't.).

Also, just for kicks, here's the BF one:

Battlefield

This is the worst of all starters for ROB. It DOES have good things going for ROB; the platforms let you get u-airs and u-smashes off a lot easier than normal. That's great for ROB! He deals a lot of damage and gets easier KOs. Unfortuantely, ROB is hurt a lot worse than his opponents are on this stage. The platforms covering most of the stage lead to ROB being in danger at nearly all times, and simple u-throws from your opponent that normally set up for nothing will then put you in danger of being attacked through the platforms relentlessly. If you do find yourself above the stage, avoid exposing your blind spot by focusing on getting on the ledge. Another good trick is to put a gyro on a platform when returning so you've got a bit of a "safe zone".

This stage isn't horrible for ROB, but it changes how you have to play and can easily screw you over. Avoid if possible in most matchups.
 

momochuu

Smash Legend
Joined
May 8, 2008
Messages
12,868
NNID
Momochuu
3DS FC
2380-3247-9039
I was gonna say...I thought BF was ROB's worst stage because of his height. That's the only stage I'd CP against him.


 

Asdioh

Not Asidoh
Joined
Jun 23, 2008
Messages
16,200
Location
OH
oh, I see now. I forgot how weak ROB is from below, because of his DAir startup lag. The only thing I was thinking about was how incredibly strong his dair is, so yeah I overestimated it.

And Brinstar...I kinda like that stage. :D I'm going to start CPing it more.

My pure Falcon on the Allisbrawl ladder isn't going so well....I've lost almost every time XD
I think I'll switch back to Kirby now, since I need to practice him more anyway, and though CF is quite fun, losing all the time isn't so great.
 

Asdioh

Not Asidoh
Joined
Jun 23, 2008
Messages
16,200
Location
OH
Kirby is so much fun!


YEAH THAT'S PRODUCTIVE. :p


Anyway, I just had something funky happen on Brinstar. I don't know quite how to explain it (I'm not too sure what happened) and I don't have a replay, but it went something like this:

I ran (I think) left to right, and did a grounded Hammer right as I stepped onto that weird ... thingy on the bottom of the stage with the breakable cylindrical thingies. What happened next kind of looked like when you run offstage, but hammer right before you fall offstage, so you pull out your hammer and make the sound, but you never swing it because it cancels. But what happened next was like I did an extended hammer attack. I moved quite a bit and hammered...I don't know how to explain it >_<

It was pretty cool though, I'll try to repeat it tomorrow. You guys should help meh >_>

Brinstar has some funky funky stuff though. Like I noticed that some attacks are super laggy if you hit those strings that attach the platforms to the stage. For example, Sonic did his Upsmash on the left string, and I normally wouldn't have been able to punish it in time, but the multi-hit attack lasted FOREVER while attacking the string so I got a hit in on him.

hay u guyz diddy kong is broken
 
Top Bottom