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maybe because of the high ceiling?The stage discussion thread says that Kirby can abuse PS1 better than MK. I'm not really sure how.
Because Kirby has some really gay abuses there. Check the stage discussion for details, but among other things, we have:The stage discussion thread says that Kirby can abuse PS1 better than MK. I'm not really sure how.
is d-air the best way to DI when get hit?
BOOM is right about bair, but not because it's his fastest move, because it ends fastest.best move to DI with would be BAIR, since its kirbys fastest move.
i really wanna look into those advantages, is there a certain thread that goes through all of them in detail, such as the NinjaSpike thread?Because Kirby has some really gay abuses there. Check the stage discussion for details, but among other things, we have:
-An Infinite.
-Several locks.
-A auto-KO throw (Ninja spike) on Lucario and ZSS that can also affect other characters if they DI it a certain way.
-Several Infinite Stone glitches.
-Dsmash stagespike if they are hanging onto the edge/under the stage lip.
-Final Cutter goes through many parts of the stage.
-A suicide throw.
-A windmill stagespike.
-Numerous stone slide opportunities.
☆ You should really post there and ask questions instead of just being confused about it, it's not easy to make the stage guide active if I don't get an infraction for sextuple post. =/ ☆and no offense, but it takes forever to find the right info in the stage discussion thread... and the "overall findings" are so vague.
I feel like pretending this is the reason I never update the matchup thread, xD.☆ You should really post there and ask questions instead of just being confused about it, it's not easy to make the stage guide active if I don't get an infraction for sextuple post. =/ ☆
I'll try to find one of the many posts about it and edit it in here.i really wanna look into those advantages, is there a certain thread that goes through all of them in detail, such as the NinjaSpike thread?
and no offense, but it takes forever to find the right info in the stage discussion thread... and the "overall findings" are so vague.
Arg, wait! I have things to say!
This stage is amazing besides the fact that it allows us to do pretty much every glitch or exploit that Kirby can do in this game (Stone glitch, FC through stage obstacles, one, and possibly two infinites, Ninja spikes, suicide throws, etc.).
Anyway, on the neutral stage, we can ninja spike, and... that's about all we have for exploits. Otherwise, it has a high ceiling, somewhat far sides, and a few platforms to aid with comboing. This basically makes us hard to kill and helps with our gimping. This stage also screws over a lot of characters due to that lip, and we can easily stage spike. As an added bonus, people can't go under the stage to avoid us.
Next, Fire stage:
-If you're good at teching the tree you can survive a while longer.
-Uthrow with your back to the tree can kill earlier than normal Uthrows.
-FC's sholckwave travels through the tree, regardless of the direction you're spamming in.
-Doing FC under the branch on the left side of the tree allows you to spam it fairly fast, and pretty much free of punishment.
-I *believe* you can Dtilt lock people under the branch of that tree.
-The top of the branch is pretty good for combing as well.
The water stage:
-Windmill allows for more combos, and allows you to spam FC without fear of punishment.
-Suicide throws.
-The windmill allows for some interesting stone slides.
-I've managed to do Uthrows that result in landing on the windmill in such a way that they bounce directly into one of the blades and spikes them down, creating a weird stagespike.
-I don't really play on the other side of this form much, so I can't say much about it. That windmill is too good!
Grass stage:
-You can do the stone glitch on the right side of the tree branch. It is amazingly useful since few people know it, and due to the angle, it hits above and below the branch.
-The platforms can help with combos as well.
-Not much to say on this one.
The Earth stage:
-This is the best stage IMO.
-We can camp in the middle, since FC shockwave can go through the rock as long as the blade is touching the rock, and we can regulate the height by landing on different platforms.
-If the try to stop us by camping by coming in the middle to attack us (or attempt to set up for wall infinites), we can jab infinite them (just be careful to end it before 300%, because it takes a little bit to end the jabs, and far too often I've accidentaly had it end at like 320% instead of 300%. **** it racks up damage too fast...
-The left side is pretty cool for us too. We can Uthrow with our back to the mountain and get quick kills, FC camp there too, and possibly even get stone kills, since it can be hard to avoid there.
Yeah, this stage is amazing.
yeah i could guess how frustrating it is :/☆ You should really post there and ask questions instead of just being confused about it, it's not easy to make the stage guide active if I don't get an infraction for sextuple post. =/ ☆
☆ Alright then, it's about time for me to update the stage guide soon, I just couldn't find the time to update. Also Kirby can abuse the high ceilings of Norfair, since Luigi has it bad with stages with high ceilings, Kirby have most of the stage under his control. Of course the blast zones isn't very close and will save you from Luigi's broken F-Smash if your near the middle of the stage. And of course, knocking him to the lava is key, (meaning lava fountains, on the side and the one's that squirt out from the background), the lava wave come's too slow, and your able to dodge it if you want, so I won't include that. The lava pools, (the lava that rises and fall under the stage), won't help you much, but you can D-Air him to the lava pool if your able. Lastly, it's easy to detect his recovery here, once you knock him out, he will either use Cyclone to come back, where you can gimp him while he's performing that move if you stay on him, Green Missile where you can gimp him while he's in the middle of the move, but it's more risky since a misfire could happen, or if he's close enough, he would just jump after the closet edge, if he does that, you can't really do anything to him, but to catch him slipping up when he get's off the edge, (which is a random chance you'll hit). What really strikes Luigi on this stage is again, the high ceilings of Norfair, meaning, little to know ground game, only way Luigi can attack Kirby is by air strategy, or try to chase him which would be a bad idea. ☆yeah i could guess how frustrating it is :/
what im tryin to say though is that you should find some time to make the thread more easy for other kirby mains
ex.
Norfair ★★★★★
Luigi really has little things to abuse this stage while Kirby has many vs Luigi, counter pick here if your use to it.
that was a little vague imo, didn't really help me at all...
what can kirby abuse? list them.
it should be your job to find the info. that other players discussed and to put it into simpler words to make a more helpful guide.
yeah i totally understand, unfortunately life can be a hassle☆ Alright then, it's about time for me to update the stage guide soon, I just couldn't find the time to update. Also Kirby can abuse the high ceilings of Norfair, since Luigi has it bad with stages with high ceilings, Kirby have most of the stage under his control. Of course the blast zones isn't very close and will save you from Luigi's broken F-Smash if your near the middle of the stage. And of course, knocking him to the lava is key, (meaning lava fountains, on the side and the one's that squirt out from the background), the lava wave come's too slow, and your able to dodge it if you want, so I won't include that. The lava pools, (the lava that rises and fall under the stage), won't help you much, but you can D-Air him to the lava pool if your able. Lastly, it's easy to detect his recovery here, once you knock him out, he will either use Cyclone to come back, where you can gimp him while he's performing that move if you stay on him, Green Missile where you can gimp him while he's in the middle of the move, but it's more risky since a misfire could happen, or if he's close enough, he would just jump after the closet edge, if he does that, you can't really do anything to him, but to catch him slipping up when he get's off the edge, (which is a random chance you'll hit). What really strikes Luigi on this stage is again, the high ceilings of Norfair, meaning, little to know ground game, only way Luigi can attack Kirby is by air strategy, or try to chase him which would be a bad idea. ☆
TO BE CONTINUED
☆ I would tell you more, but hosting a tourney will really take a toll on your energy. D= ☆
If there's something you want to be doing with Kirby all the time it's forcing your opponent into doing something you want them to and then punishing them for it.
ah. Speaking generally here, the only things I believe i've punished are slow moves and poorly spaced attacks.What you want to do is force your opponent into doing something you want them to and then punish them for it.
as in,fromundaman said:Despite what some people seem to think, I think Kirby is a heavy 'bait and punish' character.
nevermind, I found this info. on other threadsah. Speaking generally here, the only things I believe i've punished are slow moves and poorly spaced attacks.
Are there any other things I'm missing?
as in,
he is easy to 'bait and punish'
or he can easily 'bait and punish' ?
What happens is, if you use the control stick to do an fsmash, you move a bit before actually using the smash. We humans don't have perfect coordination, so we move both hands at different times, especially considering how pressing the A before a horizontal direction will mean we're going to jab. Since we have to move the control stick before pressing A to do a smash attack, we actually "run" before the attack comes out, meaning that we have a chance to trip while trying an attack, unless we use the c-stick... Then that chance goes down to 0%.Ok question...
am I cracking up or did my Kirby trip when I went to use f-smash? o_O
http://www.youtube.com/watch?v=ceeY1CLoOP8OMG OMG OMG..>GUYS!@!! I THINK I FOUND SOMETHING THAT COULD REALLY HELP OUT KIRBY'S!!!!
Basically it involvers dair and jab lock...
I don't really know much about the technical stuff (though I would like to find out ) but - ANYWAYS!!
When you use dair there are a series of hits with little to no knock back and a final stronger kick that causes a more noticable knockback.
You can fast fall to control where you land this final kick or you can di out towards the side and fast fall so that the final knock back kick doesn't hit the oponent.
This is the thing, if you're oppenents weight and damage are at the right point, the oppenent will be just about set for a jab lock and kirby will be finishing his final kick (unless u cancel it into the ground).
A lot of people typicaly expect the full blown dair rather than a couple of hits and a jab lock follow up...uhm...idk it seems pretty useless when I consider people teching out of it (but if they roll towards you or you have them at the edge, a d-smash or a nicely planted hammer or f-smash or grab or w/e does quite well) ^+^
Anyways uhm...yeah I just thought of that...we should...uhm....get that better looked into and stuff <_<
after all...I'm only a "Smash Noob" - _ -
My questino....uhm...can someone look into this and get it back to me or atleast around
Yep, almost any attack that slams you into the ground is techable. However, in the heat of a match, a guy won't notice that he has to tech at the last hit of the dair and still suffer the jablock.^+^ THANK YOU!...but...is is it techable?
☆ Hello technique that will place me the top of the tourney's I'll go to know. I will make great use of you very much. =3 ☆
Unless you KO them before they reach 143% damage lol☆ Hello technique that will place me the top of the tourney's I'll go to know. I will make great use of you very much. =3 ☆
DDD's won't let you.Unless you KO them before they reach 143% damage lol
Most likely yesquick question, is kirby's grab release chaing grab on ness known?
Wario should have GR CGs on all male chars, since he punches them in the crotch for his pummel...I'm pretty sure Kirby can't GR CG the Earthbound kids. While they do get extra GR frames, they're negated by the fact that we're so short that they don't suffer falling time from ground breaks.