I can see the value of discussing stuff that should be mastered to push Kirby to higher levels.
I think theres a lot of very small things that kirby players arent optimizing and utilizing to the full.
For example at 0 against shiek, shff fair to pp up tilt is a true combo and gives us another lead in to a free 60 percent on shiek.
Stuff like nair combos into pp up tilt, thats a thing i dont see anybody do
Utilizing grounded down b stone as a way to punish certain moves or screw over characters with poor horizontal recoveries.
Utilizing copy powers as well or better then original users do. Falco lasers and luigi firebals and mario fireballs are huge game changers in those matchups and people probably arent maximizing their usefulness.
How to hit people offstage. Certain characterz are really weird to gimp but kirby is still one of the most dangerous characters to have to recover against and we still let people recover for free a lot of the time.
Its not always about combos, sometimes is about optimizing your decisions based on situational awareness
You can know all the combos and still not be doing wverything the character is capable of.
Like, I agree with this, especially the bolded. It sucks, but practicing pivot uptilt and the like can make conversions that much stronger. Grounded Stone is frame 11, only 1 frame slower than Dsmash. Moves that combo into Dsmash, such as Dair, can feasibly combo into Stone instead, which sends opponents at an amazing downward angle if they're near the ledge. Good for leading up into the next section, which is edgeguarding! Kirby obviously has good moves for edgeguarding, in Bair, Fair, Dair, even Inhale and Stone situationally. He also has the 5 jumps that other characters don't have access to. Frequently you'll see someone go for an edgeguard, but the opponent stalls as long as possible before using their recovery, so the edgeguarder has to go back to the stage because they ran out of jumps. Kirby can out-wait most opponents that try to wait him out, so that should be a decent advantage. Other times, Kirby goes for an edgeguard, but people simply airdodge through it. Is Kirby's airspeed so slow that he can't bait airdodges and punish? I know it won't work on, say, Yoshi, because his airspeed is so amazing, but surely it can work on most others? You see Captain Falcons do stuff like this all the time
http://oddshot.tv/shot/showdownsmash-2015103053455223 can't Kirby do cool stuff like that?
Side note, I was watching MikeKirby's set against DKWill recently
https://youtu.be/dt8-tboIRLQ and I don't know if I'm crazy, but there were a lot of times that I desperately wanted him to use Stone to edgeguard, because Will would wait as long as possible to UpB, so the timing should have been reasonably easy and safe, but he never went for it. Am I crazy for thinking it most likely would have worked?
Like i still think kirby is bad and probably loses badly to like, half the top tier characters. But at the same time, he has certain traits which help him either go even with pr even beat some of the best characters in the game. Just beacuse hes a bad character doesnt mean he doesnt still hard counter captain falcon lol
I don't necessarily agree with this though, unless you're exaggerating. To use the glorious MikeKirby in another example:
https://youtu.be/JvUB2fx5C4k?t=56 Kirby does a nasty 0-74% combo on Fox, but it's not too long before Fox catches back up in percentage, and even gets the first kill. This is the kind of thing that happens to Kirby all the time. It's the same concept, whether it's against Sheik, Falcon, Fox, or others. Kirby has highly damaging combos that basically turn the game into Single Player mode for a little while, but the other characters have more speed and better neutrals, and can usually safely return the damage and even things up. Like, Fox can't uptilt us a million times, but his uptilt does twice as much damage, and can still combo into itself/other moves for a little while, so it gets pretty close in terms of damage, especially since his speed allows him to get into good positions more easily and more frequently.
Anyway, my point is that we should definitely work to optimize the damage of our combos, but also try to find ways to end stocks, and not lose our own stocks, y'know what I mean? Also, I still think Nair is an amazing, and underused tool for covering various ledge options.