9Kplus1
Smash Master
So, I've been thinking about taking Kirby up as my main when I get my Wii fixed. Is there anything that I should really practice on besides his grab/tilt game?
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I use mango in tournaments! :D. Lime in friendlies if you've seen my matches.Learn your spacing. Kirby will need lots of that if you want to play at Kirby's best.
Use him a lot and learn how long his attacks last/how far they reach/how hard they hit/how fast they are.
Practice the fthrow combo. It helps against almost all of the cast! A free 0-3x%/4x% is never a bad idea (that looks like a weird math formula)!
Start mindgaming/baiting more. In order to do this, you'll have to play until you master Kirby, so no rush here!
Choose the yellow color! We all know Mango/Banana/Pizza is the best thing to happen to mankind, why not use it on the best character to ever happen to mankind?
Play Smart Mostly. That falls into the category of Spacing everything and knowing when to punish stuff and when just to retreat. Kirby's offensive game is punishing opponents mistakes and stuff.So, I've been thinking about taking Kirby up as my main when I get my Wii fixed. Is there anything that I should really practice on besides his grab/tilt game?
I tend to only do that when they're in kill %s, so they don't expect it, and use Dsmash instead of Utilt.Oh and (in general) Short hop, air dodge while at the middle of the short hop and fall into up tilt is too good. Good info *That any new Kirby mainer* should know.
I've only used it with DSmash a couple of times. Most of them to punish MK's Shuttle loop Glide attack. I like the fact that he crouches and the top of his head becomes a Hit box.I tend to only do that when they're in kill %s, so they don't expect it, and use Dsmash instead of Utilt.
Both are effective though.
People mostly dodge roll away from you when you grab release. Well, good players do. If they do spam spot dodge (Ive seen them. They do spot dodge after EVERYTHING so yeah, It'll probably work. But chances are you'll crush them no matter what you do so It's no big deal).
grab release to charge forward smash for constant spotdodgers. Smart idea or no.
Again, it depends on the player. Most people air dodge and fall into another uptilt. They either jump after the second Utilt or jump after the first hit all together. Id much rather go for an Up air after the first up tilt.utilt ---> footstool ---> bair
Does this work?
Do you mean you Bair when the oppenent (in the tumbling animation) hits the ground? It causes a "force getup" in which the oppenent can't attack or roll to stand up. Leaving you for easy grabs or Fsmash.utilt ---> footstool ---> bair
Does this work?
I agree with what Dfat said. However, if you managed that Footstool, why not just go for a reverse air hammer?utilt ---> footstool ---> bair
Does this work?
Well, a friend of mine that was playing Jigglypuff gave me a good idea that (ironically) worked for me vs. his Metaknight. Short hop Dair on his shield (don't fast fall) and fall behind for a reverse grab. I don't know if it'll work for everyone and most people figure ways around things like that, but if it works at least once for you, it's proven unusefull. Question it's usefulness how ever you want, lol.I have a question about d-air. Is it a good approach? Doesn't it have a lot of start up time/bad priority. However I've seen people do d-air to f-smash to great effect. How do you do that? Thanks.
Only use dair as approaches in the rarest of scenarios. Make it a situational move, and I'll accept it (like going through jugglers, spiking/gimping, ledgehop options).Dair is good approach if ur not predictable with it...if ur opponent knows ur gonna do it, u'll get punished severely.
What i think works pretty well is start aerial camping overhead so that they have no idea what ur gonna do next, and throw in a random d-air in ur flurry of aerials, catching them off-guard.
Also, i find following a d-ar with a grab is WAY better than a f-smash, due to the fact that most players block the incoming f-smash easily (if they're smart, anywayz). So yea, grabs have a higher reward IMO.
You can get out of that STRING right after the falling B-air. I'm positive that you're opponent's can DI. Everyone knows how to DI. How ever, not everyone knows how to DI properly.I follow my dairs with ftilts, gets them away from me and doesn't leave me open, as it pushes them away from me (in case, if I attempt a grab, it fails). I usually follow up grabs after falling bairs at low %s. Falling bair>reverse dash grab>dthrow>utilt (until he's almost out of it)>rising bair works wonders, and either always combo into each other, or none of my opponents know how to DI (which I don't think so)...
Bair. Bair, fair, and I think uair come out on frame 9, but bair, despite having a long duration, ends the fastest.Do you guys have any frame data?
If not, what is better for momentum canceling.
Bair or uair?
The bair doesn't send them too far, even if they DI. And like I said, low %s. Anything near 0% is great IMO. And, that's just one thing that I, Kewkky, have seen myself do while I play, and it always connects, even against the same people. DI or no DI, the falling bair will connect with a reverse dashgrab (and a reverse ftilt will also connect)... They'll be too busy during their hitstun animations to do anything before the grab finally reaches them.You can get out of that STRING right after the falling B-air. I'm positive that you're opponent's can DI. Everyone knows how to DI. How ever, not everyone knows how to DI properly.
I'd buy it at really low percents (I mean from 0% to 6/7%). If the even if you get the reverse dash grab, a simple jump and Air dodge gets you out of the up tilt. I don't think you use it effectively as much as you'd like to make it sound like. If you're opponent is half decent at least, they'd find a way out of it eventually.
I'm pretty sure it doesn't.Bair. Bair, fair, and I think uair come out on frame 9, but bair, despite having a long duration, ends the fastest.
It does not matter when it comes out. It matters when the move ends overall.Bair. Bair, fair, and I think uair come out on frame 9, but bair, despite having a long duration, ends the fastest.
I want the best - I have a good memory and can remember the best for almost all the characters. I want to know this for information purposes and because I use Kirby for the lulz (pink puffball) because my Jigglypuff no longer works (disc can't be read) due to mom/sisters.I'm pretty sure it doesn't.
Anyway, I personally use Uair, cause it's the easiest one to remember for me since it works well for all my characters, and I seem to live pretty long.
However, I do remember hearing that Dair was the best for some strange reason a while back. I'm pretty sure Gonzo said he'd tested that.
Right, but I'm saying 'supposedly', Dair had some weird property that slowed momentum. *shrugs* I didn't test it or even know how to, but t'is what I heard.B-air
Cool-down: 7-26
U-air
Cool-down: 11-30
(Red is the important thing)
Bair > Uair by 4 frames.
So bair is your best momentum cancel, always. Which is what I thought.
Uair is not better then bair, also it doesn't matter that fair has 3 hit's if it was faster it is faster.
Dair, it doesn't matter how much startup lag you have - nor the fact it's a multi hit move (Link's bair is the best move to momentum cancel with, it hit's 2 times.)
Nair lasts way to long (you can visually see this one)
<_<
Meh, I dunno... Standing Flight of the Ganon (where you FH>AD>FoG or Aerial>DJ>FoG), Draconic Reversal/other pseudo-wavedash techniques, and ICs in general are all petty technically demanding. I've never managed Squirtle's DACUS either, but that might just be me.If you keep mashing down it's exactly like the automatic fastfall. Some people just have issues momentum canceling so they take 'the easy way out'. There is a reason like people like M2K and Ally live forever. They know how to properly survive, even if it's "harder". I have yet to found anything in Brawl harder to do then anything in Melee with the exception of Sheik's DACUS which can be difficult if you don't 'claw' style it, even then the timing is strict. That's probably the most technically challenging thing in this game sadly.
I do nothing 'out of habit' and am able to use x aerial with y character because I know it's their best aerial.
I use the cstick, because it's easier to do down with the control stick then go control stick left/right to mashing down. HOWEVER, unless you know in advance that you're going to get launched offstage and input the bair at some weird timing, the leftward input doesn't do anything because the last time you can DI is during histun before you start moving, which is, by definition, a time you cannot use your bair.Just curious, but as u perform the b-air when u are launched, u would use the c-stick to do it, right? Cuz if u hold back and press A, wouldnt u be DIing towards death that way? I mean ur holding in the direction Of the killzone, it doesnt make logical sense to me. So c-stick it is? (while mashing down of course)
Yeah.... this is one of those things where I thought of something I've never heard of before, but it just kind of seems obvious.
Basically, it's a new (?) form of kirby suicide. Now, as I said, this seems like something obvious, but I honestly don't see how it wouldn't be effective...
This is best used when your opponent is low off the stage and close to it, if they have a very limited and generally predictable (and preferably not too fast) recovery in that situation (Ganon, Link, CF, Diddy, Mario, Samus, The spacies, Luigi, Pit, PT, Peach, Lucario, Ness, Lucas). Basically, when your opponent is in such a position, simply use your up-b off the stage/shift it off the stage, to drag your opponent down for a suicide KO.
This could also work if you just get them up off the stage, but it's much more risky, because they have many more options there, and could air dodge or DI differently. It's only really good for when their in a tough recovery spot, because if they DI odd or air dodge while recovering low, and they are one of those listed above, they will likely fail recovery even if they do successfully evade it.
I have dubbed this "Kirby Seppuku".
I'd imagine this to be risky in general, but the blade's transcendent priority and quick falling speed make it a fun and useful option for last-stock KOs. I'd especially suggest using it in a difficult game where you have massive percentage and two stocks, and your opponent has one stock and low %. That's usually the case for all suicide moves, but I feel that considering the risk of this one, it should really only be used in such dire situations.
What do you think?
Yeah, I figured about as much. Felt it was worth mentioning though.
I think Gonzo had a thread on this a while back, except that you time it so that you spike and they hit you out of FC so you recover back to safety. He called it the pseudo-cide (spike? I don't remember off hand). Some of the characters you mentioned (pit in particular comes to mind) should just be d-aired for simplicity sake, not to mention it is safer if you screw up. Good try, though.
Who is it against that you can't connect the uair withO_o? To my knowledge, only sheik can not get hit by the uair without doing anything. If you're in that position, you could try for a jump->fair, I guess.I have a question now!!!! When I gonzo combo certain (usually lighter/floatier) characters or characters at slightly high percentages, often the Uair doesn't connect on the second (or even first) throw. Usually I'll just chase with a hop>fair follow up, but sometimes the characters are weird, and they wont get hit by that either, like they're right between where my Uair and Fair would hit. What do you guys do in this situation?