nice guide.
Just would like to comment quickly on the comboing potential of the F-throw. A great way to start on a stock, and adds the fear of approaching kirby. Its a very versatile setup as well.
F-Throw, Uair as you fall, immediately grab, F-Throw.
Most characters at 0% you can get this basic combo done, and some characters you can add another Uair-->grab. Follow it up with:
D-throw, Up tilt (x2), Uair, while falling Uair, jc, Uair. it takes some practice to get that far, but you can also finish early at the second F-Throw and F Smash, or hammer. its a garenteed 55% + damage plus the opponent is at a Disadvantage against Kirby's edge game, since you both are in the air.
Also, I would like to say that at least for me, i've found Hammer (air) to be wonderful for counterhitting opponents when they approach me due to the horizontal movement it gives. Combined with the trotting/dashdancing you can quickly jump out of an opponent's attack range and quickly move back with the hammer before they recover. Add that to the Better air mobility, his Wall of pain, and the fear of getting thrown by him into a 50%+ combo, and Kirby has one of the best close range Defenses in the game IMO