SkaManifesto
Smash Apprentice
Intro
Ok so I'm not too shabby a Kirby player, and I've noticed that alot of the time, people do not use his primary characteristic - yes, the inhale ability. Now I've been using Kirby since SSB64, and although Brawl has only been out like what 7 months? I've complied a somewhat logical mindset to applying the idea of fighting fire with fire, in this case Bneutral with Bneutral. So no suprise, this guide is going to specifically on how to use Kirby's Copycat.
"Tiers"
Ill start with the copycat abilities on three tiers so to say, and why they are so. Most of all i would like you to see something interesing; characters who Kirby seems to have trouble with, are the best candidates for copycat, coincidence? I THINK NOT! Note: all tier levels are based on usefulness against the character who the ability is copied from. Note2: There are some characters that i have not been able to form a complete opinion for so if you would like to critic or add some info feel free to say something.
* = Able to air-spam: Use B, Jump, use B, jump, Use B, this tactic is just good for mind games.
(>'.')> = swallow is more of an advantage than characters B move, used for swallowciding, mindgames, priority, etc
x - y = (copied B) - (neutral B)
Good
Zero Suit Samus - [8-2] - Most people do not think of Zamus when refering to great B abilities, but that's because they have few chances to use the ability with Kirby. When Facing Zamus, getting ahold of her Stun-gun, it is an enormous advantage. It is best to use at somewhat close range in order to knock out a KO fmash/upsmash. Main point: Use at high damage, for KOs, or Low damage to knock out damage with tilts.*
Meta Knight - [8-2] If you have ever played a good Meta Knight with Kirby, you know that your in trouble. But do not fret, there is a saviour among certain death, that's right copying his ability. (As just a side note, when fighting Meta, make sure to be wary of his up-b when off stage, this can be deadly for kirby) But why is it good? When you copy meta's ability you take away many things from meta that are vital to his victory: Aerial-edgegame, his deadly approaches, and his ability to get away from kirby. No how do you use it? When knocked off stage, it is best to use meta's b to recover instead of your usual tactics (that is unless meta has given up going afer you off stage, then just float calmly back to safety.) In order to use it correctly, you must rapidly press B, the mosre you press b the long the tornado will last, and the more altittude it will gain, you may want to practice this before using it in battle. The best thing to learn to using the tornado is to figure out what works best for you. For example, yet another thing the tornado can do is an attack & retreat tactic by pressing the b button paced out about 3 or 4 times you keep low to the ground, approach with with the first few pushes, then retreat with what you have left. Main point: Copying Metaknight's ability can be key to winning, but remember to not rely on a single attack to bring you a victory.
Snake - [7-3] - Now i know many Kirby players run into problems facing snake, mainly because of his long range, well getting grenades can be a match made in heaven for the would-be star warrior. When facing snake, the best thing is to always make sure you use the kirbycombos with grabs and aerials and what not. But at some point, you should try to get ahold of his ability, it can cancel out the range problem that is all too apparent with snake, and even more importantly, put pressure on the Snake player to keep moving, which leaves him little time to set up elaborate traps and camping with that lovely missle called the Nikita. Things kirby players might not know about grenades: after about 3 second they explode, you can press the shield button to drop a grendade (when rolling, the grenade will drop, and you will roll away), and if you hold back on the control stick when throwing a grenade it will have an upwards tragectory. Main point: There is alot to beating snake besides grenades, but they sure do help.
Donkey Kong - [5-5] - Donkey Kong can already be easily overcome with the kirbycombos, but his clapping can be deadly, so solution? Fight power with power. Stealing DK's punch is not totally needed for victory, but it makes a great addition for Kirby's arsenal. Main point: Its is optional but very helpful to steal DK's power, and it can make a great KO substitute, or even be a pressure move, who wants to get a faceful of brown kirby fist? (>'.')>
Ike - [4-6] - If you've fought ike, you know his B can be a killer. But with kirby its just plain scary to have that same abiltiy and a seemingly endless amount of jump. This is pretty simple because once agian, the b move is not needed for a victory, but makes it much easier. The best places are to incorporate Ikes B are after an Up throw, whilst edge guarding (counters the aether surpemely if used correctly), and basically any chance you get while in the air, Kirby already has a drastic advantage over Ike's air game. Main point: If you wanna look like a playa' steal Ike's power, this is another one where you should find what works best, i just gave you some examples. (>'.')>
DDD - [10-0] Now this power is almost redundant, but it's totally not. DDD's power has better range (yet Kirby stays the same size lol), it does more damage than swallow, and if you swallow an opponent and still ended up with a swallow (that is overall better) why wouldn't you take it? Well the only reason i can think of is the Kirbycide issue, i have forgotten if kirby get's DDD's same knock back when attempting to Swallowcide, but even so, you should never attempt to swallowcide DDD because his massive B Up + floating ability will usually keep him alive. Now DDD is a pretty hard match up for kirby because he is big and can not be caugh tin Kirbycombos as easily but once again the copycat ability will strongly help you to victory if you use it right. Just use it as you would Kirby's, keeping in mind that you have an increased range. Main Point: Swallow -> Bigger Swallow = Good, as far as facing DDD goes.
ROB - [6-4] - Ah ROB... Well you get a laser that is pretty fun to use lol. I my self have not had enough chances to master it with kirby, but i do know that it is great to stop ROB's Aerial-Edgegame. Remeber to use it most when the light atop of Kirby's head is blinking. I really don't have much else to say besides it's good . Main point: Useful for counter edgeguarding, and closing the range gap that ROB has over Kirby.
Pokemon Trainer - S[4-6] - I[7-3] - C[5-5]- ALL of these abilites are awsome for Kirby. Squirtle - Just fun use, use it for countering recoveries, except for Ivysaur, you might want to dair, or stone him. Ivysaur - Use it to rack up damage, most useful after you get opponent into air (i.e. throws, u titl, etc.) Charizards - Use charizard's ability for racking up damage or edgegaurding, no one can grab a burning ledge. It is possible to control the flame by moving the control stick up and down will move the flame's flow respectively. Once again it is harder to do this on Ivysaur. Main Point: Be smart with these can they can make playing pokemon trainer less hectic. (>'.')> (except ivysuar lol)
Pit -[7-3] - When stealing Pit's power, Kirby's height give them the advantage, a straight fired arrow from pit will not hit Kirby, while one fired some Kirby will nail him in the waist/thigh area, what a low blow. The arrow is also great for keeping Pit out of the sky, and preventing approaches. Main Point: Good counter against spammy pits, great for keeping Pit stunned, and obstructing Pit's recovery. *
Wario - [9-1] - It is a good idea to steal Wario's ability because a good Wario will know how to counter the swallows best ability as a swallow - swallowcides. With Wario's Bite you gain his very annoying ability to bite straight through shields and use against him, this can be very effective and should not be taken lightly. Main Point: This ability is great for getting past Wario's Shield, but watch out the same thing can happen to you.
Bowser - [5-5] - See pokemon Trainer Charizard. Same idea, except it works even better for racking up damage and edge guarding. (>'.')>
Toon Link/Link - T[6-4] - L[5-5] - Personally, I love using these abilites, and they are in no way bad, they do offer a HUGE advantage against Link's who are constantly throwing projectiles, and make playing them much more fun and pleasant. They are most useful when used after attacks wiht alot of lag such as the Links' dair's and smashes in general. Main points: Fun to use, great for cutting down distance, and good for edge guarding. *
[Note: (>'.')> for regular Link]
Not Good, But Not Bad
Falco - [5-5] - In the words of DeltaZ,"Falco's is actually worth grabbing for the SHDL (short hop double laser) and the laser lock, which is better than Falco's." In addition, it does have a knockback unlike fox's, and speed unlike wolf's. However, with vulnerablity to swallowciding, and his trusty reflector be his side, you might find Falco better handled with the swallow ability. Main Point: As far as usefulness goes, Falco's ability is not a major advantage, but it does not make Kirby any worse.
Jigglypuff - [4-6] - This is an ability that is drastically less useful to Kirby than Jiggly, mainly because he really doesn't need it. It is a good idea, however, to cancel Jiggly's power with a swallow, you choose to use this power or not. I myself have played a few Jiggly's and have never found it to be very helpful in KOing, mainly because i suspet it to be a little weaker than Jiggly's and furthermore, the ole fashioned Fsmash will do the job fine when facing Jiggs. Main Point: Im not gonna say to not use it just because i haven't found out how to use it yet, i mean it is great for rcovery afterall lol. (>'.')>
Fox - [3-7] - Stealing Fox's ability offers little advantage to Kirby, this is because spamming it will get you nowhere with his refelctor. it is much better to grab or tilt combo him, which is very effective. Main Point: If you do copy cat fox players the best use of his ability is mind games, and to maybe rack up a lil damage when he is recovering.* (>'.')>
Wolf - [3-7] - Wolf's power is ok, its much better than Fox/Falco's for counter-recovery reasons, but it still lacks one thing, height, because of Kirby's short stature, it is harder for him to stop Wolf's Short hops than visa-versa. Main Point: This power is very good, but not quite worthy of the "good tier." Use it for counter recoveries and to cut down the range distance. * (>'.')>
Mario/Luigi - M[3-7] - L[4-6] - While the big difference between the two fireballs is their tragectory, they are not much more useful in the hands of kirby than the originals, except for the fact that they can be air spammed, Luigi's being much better for that purpose because his fly straight. Main point: You might want to stick with swallow for mario, but you might want to take luigi's for air spam.* (>'.')>
Sonic - [6-4] - Sonic's own ability can reek havoc on your opponent, but it is not in the "Good tier" because in order to do so you must spam it like a jack@#!. For those of you that are still interested the spam strategy for this move that i have come across is as follows: B -> Down B, repeat. Besides this characteristic, Sonic's ability can help Kirby's already pwntastic recovery. There is also a tactic that Kirby can steal from sonic, and spam B as a ledge guard, sometimes killing your opponent. Main Point: Its good for spamming, and great for recovering.
Zelda/Sheik - Z[5-5] - S[3-7] - Zelda's is VERY good for getting her after rolling, and sheik's can be used mainly just to counter the needle storm itself. Here's the breakdown, Zelda and Sheik come as one character, and although zss and samus are somewhat the same, a switch between these two can be reversed. Zelda's ability will work fine on either character (i.e. relector for sheik, rolls for Zelda), but sheik's is more useful on Sheik. Main Point: Swallow might be prefered here due to the fact that Kirby has a very good existing advantage over either. * (>'.')>
Samus -[4-6] - Not so great, but not so bad, the best thing here is that "[it gives]Kirby [a] very good [projectile]", so basically the pwning power of the power shot for mindgames and pressure. If your the type of person who gets jollies out of a gun, then go for it. Main Point: It is good for edgeguarding, pressure, and stopping approaches.*(>'.')>
~Quoted from DeltaZ
Lucario - [4-6] - See samus. An advantage this has unlike Samus is the fact that you can charge it mid air. Main Point: Use it to counter spam and running away, its decent but not all that.* (>'.')>
Pikachu - [8-2] - This is another B that is not in "good tier" because of its spammy nature. Overall, the main use of this move is for DIing towards the stage with cover, but most of all countering spammy Pikachus'. In the case of Pika w/thunderbolt VS Kirby w/thunderbolt, Kirby is much better because he is able to air spam, and dodge Pika's while still shooting the much more damaging spark than the product that goes across the ground. Main Point: Useful incountering Pikachu's own thunderbolt, and covering yourself.*
Diddy - [3-7] - Now Diddy's B move is generally bad. It is useful for mindgames if you "l-cancel" it (lol). But the reason I'm not gonna say not to use it is because of its strage recovery value. If you charge the gun and shoot it away from the stage (tap the control stick opposite direction of the stage, then quickly press B) you will be sent towards the stage because of knockback, which is a little useful, and just plain fun. Main Point: If your gonna press b, make sure your either not going to pull the trigger, or your aimed away from the stage. (>'.')>
Just dont do it...
Captain Falcon/Gannon - [2-8] - While this move is endlessly fun, if you are playing serious matches it is best to stick with swallow. Kirby's punch is much less useful in the air than CF's, it has much shorter range, and it is undoubtly weaker. But there is a brightside, it is a tad faster lol. With Gannon, the case is even worse, it is VERY slow, and STILL weaker. Main Point: If your playing seriously, just dont do it. Besides, swallocides will work on Gannon and CF for the most part. (>'.')>
Game & Watch - [3-7] - The power itself is pretty useless for Kirby.Seriously, it's pretty bad. Its only good point is as a spammy ledge guard, which kirby can do a better job of with aerials, up b, and stoneing. Main Point: From what i've seen, just stick with swallow. (>'.')>
Ice Climbers - [3-7] Yeah....2 mr.freezy projectiles VS. 1. They win. Its not very useful, and swallowciding can be risky for two targets. Main point: Play a straight up game, Kirby already has an advantage. (No im not being biased about how much the Icy's suck, I know they can be played good, im simply saying the power is totally not for Kirby.) (>'.')>
Lucas/Ness - [4-6] - The strategies for these are very situational, and there is only one thing i have found for Ness'. It is pretty hard to do, but becuase of Kirby's short height, if you use Ness' power and just tap the B button as Ness rolls into you, he will bit hit by a little speck of the flash. Main Point: These are on the bottom because you should not use them unless you have true strategies for them. Besides that, they are great for edge guarding, but i think Kirby himself is better. (>'.')>
Marth - [1-9] - The sword is so short that if you miss Marth can still hit you with his lol. The best characteristic of this attack is that you can recover with it if you fully charge, and release it. Main Point: one of the few attacks that Kirby's size actually hurts him, it is decent for recoveris though. (>'.')>
Olimar - [2-8] - Just dont do it. A decent olimar player can get around this spammy attack and make you pay for it big time. Its only bonus is that when facing Olimar himself, it may help you edge guard, or create distance from his long range smashes. Main Point: If you're gonna use it make sure you be extremely careful. (>'.')>
Peach - [1-9] Although the counter works great for peach, the case is simply not so with Kirby, its lag can leave kirby wide open for punishment. Main Point: Stick with swallow. (>'.')>
Yoshi - [1-9] - Main point: Tiny tonuge = tiny reach = big time punishment. Stick with swallow, play straight up, Kirby should have an easy time winning. (>'.')>
Outro
I hope this helps you expand Kirby as a player, i mean thats why i made it. I would post some vids on how this all works to be more helpful, but i simply dont have that equipment lol. So if you have any questions, just drop a post and I'll try to get back to you.
Ok so I'm not too shabby a Kirby player, and I've noticed that alot of the time, people do not use his primary characteristic - yes, the inhale ability. Now I've been using Kirby since SSB64, and although Brawl has only been out like what 7 months? I've complied a somewhat logical mindset to applying the idea of fighting fire with fire, in this case Bneutral with Bneutral. So no suprise, this guide is going to specifically on how to use Kirby's Copycat.
"Tiers"
Ill start with the copycat abilities on three tiers so to say, and why they are so. Most of all i would like you to see something interesing; characters who Kirby seems to have trouble with, are the best candidates for copycat, coincidence? I THINK NOT! Note: all tier levels are based on usefulness against the character who the ability is copied from. Note2: There are some characters that i have not been able to form a complete opinion for so if you would like to critic or add some info feel free to say something.
* = Able to air-spam: Use B, Jump, use B, jump, Use B, this tactic is just good for mind games.
(>'.')> = swallow is more of an advantage than characters B move, used for swallowciding, mindgames, priority, etc
x - y = (copied B) - (neutral B)
Good
Zero Suit Samus - [8-2] - Most people do not think of Zamus when refering to great B abilities, but that's because they have few chances to use the ability with Kirby. When Facing Zamus, getting ahold of her Stun-gun, it is an enormous advantage. It is best to use at somewhat close range in order to knock out a KO fmash/upsmash. Main point: Use at high damage, for KOs, or Low damage to knock out damage with tilts.*
Meta Knight - [8-2] If you have ever played a good Meta Knight with Kirby, you know that your in trouble. But do not fret, there is a saviour among certain death, that's right copying his ability. (As just a side note, when fighting Meta, make sure to be wary of his up-b when off stage, this can be deadly for kirby) But why is it good? When you copy meta's ability you take away many things from meta that are vital to his victory: Aerial-edgegame, his deadly approaches, and his ability to get away from kirby. No how do you use it? When knocked off stage, it is best to use meta's b to recover instead of your usual tactics (that is unless meta has given up going afer you off stage, then just float calmly back to safety.) In order to use it correctly, you must rapidly press B, the mosre you press b the long the tornado will last, and the more altittude it will gain, you may want to practice this before using it in battle. The best thing to learn to using the tornado is to figure out what works best for you. For example, yet another thing the tornado can do is an attack & retreat tactic by pressing the b button paced out about 3 or 4 times you keep low to the ground, approach with with the first few pushes, then retreat with what you have left. Main point: Copying Metaknight's ability can be key to winning, but remember to not rely on a single attack to bring you a victory.
Snake - [7-3] - Now i know many Kirby players run into problems facing snake, mainly because of his long range, well getting grenades can be a match made in heaven for the would-be star warrior. When facing snake, the best thing is to always make sure you use the kirbycombos with grabs and aerials and what not. But at some point, you should try to get ahold of his ability, it can cancel out the range problem that is all too apparent with snake, and even more importantly, put pressure on the Snake player to keep moving, which leaves him little time to set up elaborate traps and camping with that lovely missle called the Nikita. Things kirby players might not know about grenades: after about 3 second they explode, you can press the shield button to drop a grendade (when rolling, the grenade will drop, and you will roll away), and if you hold back on the control stick when throwing a grenade it will have an upwards tragectory. Main point: There is alot to beating snake besides grenades, but they sure do help.
Donkey Kong - [5-5] - Donkey Kong can already be easily overcome with the kirbycombos, but his clapping can be deadly, so solution? Fight power with power. Stealing DK's punch is not totally needed for victory, but it makes a great addition for Kirby's arsenal. Main point: Its is optional but very helpful to steal DK's power, and it can make a great KO substitute, or even be a pressure move, who wants to get a faceful of brown kirby fist? (>'.')>
Ike - [4-6] - If you've fought ike, you know his B can be a killer. But with kirby its just plain scary to have that same abiltiy and a seemingly endless amount of jump. This is pretty simple because once agian, the b move is not needed for a victory, but makes it much easier. The best places are to incorporate Ikes B are after an Up throw, whilst edge guarding (counters the aether surpemely if used correctly), and basically any chance you get while in the air, Kirby already has a drastic advantage over Ike's air game. Main point: If you wanna look like a playa' steal Ike's power, this is another one where you should find what works best, i just gave you some examples. (>'.')>
DDD - [10-0] Now this power is almost redundant, but it's totally not. DDD's power has better range (yet Kirby stays the same size lol), it does more damage than swallow, and if you swallow an opponent and still ended up with a swallow (that is overall better) why wouldn't you take it? Well the only reason i can think of is the Kirbycide issue, i have forgotten if kirby get's DDD's same knock back when attempting to Swallowcide, but even so, you should never attempt to swallowcide DDD because his massive B Up + floating ability will usually keep him alive. Now DDD is a pretty hard match up for kirby because he is big and can not be caugh tin Kirbycombos as easily but once again the copycat ability will strongly help you to victory if you use it right. Just use it as you would Kirby's, keeping in mind that you have an increased range. Main Point: Swallow -> Bigger Swallow = Good, as far as facing DDD goes.
ROB - [6-4] - Ah ROB... Well you get a laser that is pretty fun to use lol. I my self have not had enough chances to master it with kirby, but i do know that it is great to stop ROB's Aerial-Edgegame. Remeber to use it most when the light atop of Kirby's head is blinking. I really don't have much else to say besides it's good . Main point: Useful for counter edgeguarding, and closing the range gap that ROB has over Kirby.
Pokemon Trainer - S[4-6] - I[7-3] - C[5-5]- ALL of these abilites are awsome for Kirby. Squirtle - Just fun use, use it for countering recoveries, except for Ivysaur, you might want to dair, or stone him. Ivysaur - Use it to rack up damage, most useful after you get opponent into air (i.e. throws, u titl, etc.) Charizards - Use charizard's ability for racking up damage or edgegaurding, no one can grab a burning ledge. It is possible to control the flame by moving the control stick up and down will move the flame's flow respectively. Once again it is harder to do this on Ivysaur. Main Point: Be smart with these can they can make playing pokemon trainer less hectic. (>'.')> (except ivysuar lol)
Pit -[7-3] - When stealing Pit's power, Kirby's height give them the advantage, a straight fired arrow from pit will not hit Kirby, while one fired some Kirby will nail him in the waist/thigh area, what a low blow. The arrow is also great for keeping Pit out of the sky, and preventing approaches. Main Point: Good counter against spammy pits, great for keeping Pit stunned, and obstructing Pit's recovery. *
Wario - [9-1] - It is a good idea to steal Wario's ability because a good Wario will know how to counter the swallows best ability as a swallow - swallowcides. With Wario's Bite you gain his very annoying ability to bite straight through shields and use against him, this can be very effective and should not be taken lightly. Main Point: This ability is great for getting past Wario's Shield, but watch out the same thing can happen to you.
Bowser - [5-5] - See pokemon Trainer Charizard. Same idea, except it works even better for racking up damage and edge guarding. (>'.')>
Toon Link/Link - T[6-4] - L[5-5] - Personally, I love using these abilites, and they are in no way bad, they do offer a HUGE advantage against Link's who are constantly throwing projectiles, and make playing them much more fun and pleasant. They are most useful when used after attacks wiht alot of lag such as the Links' dair's and smashes in general. Main points: Fun to use, great for cutting down distance, and good for edge guarding. *
[Note: (>'.')> for regular Link]
Not Good, But Not Bad
Falco - [5-5] - In the words of DeltaZ,"Falco's is actually worth grabbing for the SHDL (short hop double laser) and the laser lock, which is better than Falco's." In addition, it does have a knockback unlike fox's, and speed unlike wolf's. However, with vulnerablity to swallowciding, and his trusty reflector be his side, you might find Falco better handled with the swallow ability. Main Point: As far as usefulness goes, Falco's ability is not a major advantage, but it does not make Kirby any worse.
Jigglypuff - [4-6] - This is an ability that is drastically less useful to Kirby than Jiggly, mainly because he really doesn't need it. It is a good idea, however, to cancel Jiggly's power with a swallow, you choose to use this power or not. I myself have played a few Jiggly's and have never found it to be very helpful in KOing, mainly because i suspet it to be a little weaker than Jiggly's and furthermore, the ole fashioned Fsmash will do the job fine when facing Jiggs. Main Point: Im not gonna say to not use it just because i haven't found out how to use it yet, i mean it is great for rcovery afterall lol. (>'.')>
Fox - [3-7] - Stealing Fox's ability offers little advantage to Kirby, this is because spamming it will get you nowhere with his refelctor. it is much better to grab or tilt combo him, which is very effective. Main Point: If you do copy cat fox players the best use of his ability is mind games, and to maybe rack up a lil damage when he is recovering.* (>'.')>
Wolf - [3-7] - Wolf's power is ok, its much better than Fox/Falco's for counter-recovery reasons, but it still lacks one thing, height, because of Kirby's short stature, it is harder for him to stop Wolf's Short hops than visa-versa. Main Point: This power is very good, but not quite worthy of the "good tier." Use it for counter recoveries and to cut down the range distance. * (>'.')>
Mario/Luigi - M[3-7] - L[4-6] - While the big difference between the two fireballs is their tragectory, they are not much more useful in the hands of kirby than the originals, except for the fact that they can be air spammed, Luigi's being much better for that purpose because his fly straight. Main point: You might want to stick with swallow for mario, but you might want to take luigi's for air spam.* (>'.')>
Sonic - [6-4] - Sonic's own ability can reek havoc on your opponent, but it is not in the "Good tier" because in order to do so you must spam it like a jack@#!. For those of you that are still interested the spam strategy for this move that i have come across is as follows: B -> Down B, repeat. Besides this characteristic, Sonic's ability can help Kirby's already pwntastic recovery. There is also a tactic that Kirby can steal from sonic, and spam B as a ledge guard, sometimes killing your opponent. Main Point: Its good for spamming, and great for recovering.
Zelda/Sheik - Z[5-5] - S[3-7] - Zelda's is VERY good for getting her after rolling, and sheik's can be used mainly just to counter the needle storm itself. Here's the breakdown, Zelda and Sheik come as one character, and although zss and samus are somewhat the same, a switch between these two can be reversed. Zelda's ability will work fine on either character (i.e. relector for sheik, rolls for Zelda), but sheik's is more useful on Sheik. Main Point: Swallow might be prefered here due to the fact that Kirby has a very good existing advantage over either. * (>'.')>
Samus -[4-6] - Not so great, but not so bad, the best thing here is that "[it gives]Kirby [a] very good [projectile]", so basically the pwning power of the power shot for mindgames and pressure. If your the type of person who gets jollies out of a gun, then go for it. Main Point: It is good for edgeguarding, pressure, and stopping approaches.*(>'.')>
~Quoted from DeltaZ
Lucario - [4-6] - See samus. An advantage this has unlike Samus is the fact that you can charge it mid air. Main Point: Use it to counter spam and running away, its decent but not all that.* (>'.')>
Pikachu - [8-2] - This is another B that is not in "good tier" because of its spammy nature. Overall, the main use of this move is for DIing towards the stage with cover, but most of all countering spammy Pikachus'. In the case of Pika w/thunderbolt VS Kirby w/thunderbolt, Kirby is much better because he is able to air spam, and dodge Pika's while still shooting the much more damaging spark than the product that goes across the ground. Main Point: Useful incountering Pikachu's own thunderbolt, and covering yourself.*
Diddy - [3-7] - Now Diddy's B move is generally bad. It is useful for mindgames if you "l-cancel" it (lol). But the reason I'm not gonna say not to use it is because of its strage recovery value. If you charge the gun and shoot it away from the stage (tap the control stick opposite direction of the stage, then quickly press B) you will be sent towards the stage because of knockback, which is a little useful, and just plain fun. Main Point: If your gonna press b, make sure your either not going to pull the trigger, or your aimed away from the stage. (>'.')>
Just dont do it...
Captain Falcon/Gannon - [2-8] - While this move is endlessly fun, if you are playing serious matches it is best to stick with swallow. Kirby's punch is much less useful in the air than CF's, it has much shorter range, and it is undoubtly weaker. But there is a brightside, it is a tad faster lol. With Gannon, the case is even worse, it is VERY slow, and STILL weaker. Main Point: If your playing seriously, just dont do it. Besides, swallocides will work on Gannon and CF for the most part. (>'.')>
Game & Watch - [3-7] - The power itself is pretty useless for Kirby.Seriously, it's pretty bad. Its only good point is as a spammy ledge guard, which kirby can do a better job of with aerials, up b, and stoneing. Main Point: From what i've seen, just stick with swallow. (>'.')>
Ice Climbers - [3-7] Yeah....2 mr.freezy projectiles VS. 1. They win. Its not very useful, and swallowciding can be risky for two targets. Main point: Play a straight up game, Kirby already has an advantage. (No im not being biased about how much the Icy's suck, I know they can be played good, im simply saying the power is totally not for Kirby.) (>'.')>
Lucas/Ness - [4-6] - The strategies for these are very situational, and there is only one thing i have found for Ness'. It is pretty hard to do, but becuase of Kirby's short height, if you use Ness' power and just tap the B button as Ness rolls into you, he will bit hit by a little speck of the flash. Main Point: These are on the bottom because you should not use them unless you have true strategies for them. Besides that, they are great for edge guarding, but i think Kirby himself is better. (>'.')>
Marth - [1-9] - The sword is so short that if you miss Marth can still hit you with his lol. The best characteristic of this attack is that you can recover with it if you fully charge, and release it. Main Point: one of the few attacks that Kirby's size actually hurts him, it is decent for recoveris though. (>'.')>
Olimar - [2-8] - Just dont do it. A decent olimar player can get around this spammy attack and make you pay for it big time. Its only bonus is that when facing Olimar himself, it may help you edge guard, or create distance from his long range smashes. Main Point: If you're gonna use it make sure you be extremely careful. (>'.')>
Peach - [1-9] Although the counter works great for peach, the case is simply not so with Kirby, its lag can leave kirby wide open for punishment. Main Point: Stick with swallow. (>'.')>
Yoshi - [1-9] - Main point: Tiny tonuge = tiny reach = big time punishment. Stick with swallow, play straight up, Kirby should have an easy time winning. (>'.')>
Outro
I hope this helps you expand Kirby as a player, i mean thats why i made it. I would post some vids on how this all works to be more helpful, but i simply dont have that equipment lol. So if you have any questions, just drop a post and I'll try to get back to you.