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Kirby is BOSS in the air :D bair, fair, dair, hammer, and if youre clever, pulling off a stone kill will piss people of so much, lmao. it makes em feel like they got killed by a total scrub xDCause of this guide i like Kirby better then i dit, his AERIAL IS GAME!
I dont think this is a fool proof tactic, but I might just not be good enough to do it repeatedly, lol. But, I have pulled this off against friends a number of times. It does look really badass though :] QUOTE]
Yeah, I wasn't either, though I was messing with it yesterday and found that if you move away from your opponent when the first hit connects, you can hit with all hits except the last one (it still hits the ground and does the shockwave, but the enemy is just barely out of it's range) and follow up with a grab (Apparently the grab range is bigger than the shockwave range.). This seems to work well, as they seem to still be stunned by the time I get the grab off. That or the comp kept trying to attack and the grab was faster, not really sure.
Problem is, I tend to have trouble getting the distance just right, but maybe that's because I haven't worked on it enough. This does allow me to do a Dthrow to utilt to Dair to another throw though against big characters (and med characters, but they can get out of it, so probably won't be effective against human players).
Were these against human players? I'm having trouble believing anyone would actually get hit by that...Random: Ever Kirby PAWNCHed two people, and KO'd both? I have a video, but I don't have a friend code yet.
Also, 0-66% non-Kirbyciding kill on Ganon. Swallow, then Warlock Punch. On the same video as my Kirby PAWNCH.
From that list, I think T1mmy might bother with the last one, if that. If Kirby ever did anything else on that list to recover, the opponent will just knock Kirby off the stage again (the return is too predictable), so finding frame rate data is pointless. Direct ledge options are horrendous for recovery. Kirby should just play with aerials at the ledge to try and make room on the stage.Nice Update. This frame data will surely help me understand my Kirby better.
Is there any way you can put frame data for all of the Ledge stuff?
Ledge Attack Over/Under 100%, Ledge Jump, Ledge Recover, Ledge Dodge Over/Under 100% and when opponents are allowed to grab the edge after all of the above. Ledge Options are my worst...
Thank You!
If you never use them (or rarely), why ask for frame rate data that is even more rarely needed? Direct ledge options are still too predictable. The only use I could think of is for edge-guarding.But it wouldn't be bad to know the other options- I never use them. I just do the drop then aerial/swallow/float around the stage. But when those options are the only options at your disposal, it leads your opponent into using the 1 great counter for them all: Spike.
You pulled off the ledge and THEN you need ledge frame data? What? How and exactly when are you "pulling" away from the ledge? Are you talking about Kirby with no invincibility frames, dangling on the ledge while Diddy is going for the spike ?It's just one of those things that you pull off the edge and you see your opponent already in mid-process of using a Spike. It's a Diddy Kong thing and he knows how to use all 3 of the Spikes, if it's not one, it's the one you don't expect. If you dodge one, prepare for a follow-up second one. My opponent already has better prediction and options than me on the edge because of that. The safest recoveries are the ones that no one uses and it's much safer to be spiked into the stage than off the stage. But if I had the frame data, I could use it to completely dodge the spikes, but it's the timing.
I agree.He's pretty fun to play as.
That sounds like a problem, but I'm sure you can find a way around it. Kirby has 5 jumps; if you press down from the ledge and fastfall, surely the Diddy Kong can't reach you THAT quickly to spike? You use your multiple jumps and airdodges, or attacks, to get back up. I find it hard to believe that anyone could be THAT good at edgeguarding you when you're on the ledge.I'm hugging the ledge and Diddy kong is on the ground above.
1. My usual option is to push back. Immediately releasing from the edge, Diddy Kong short hops and Dair, spike, dead. Depending on if he mis-times it, I can air-dodge soon enough to evade, but it's only about half. And even if I do air-dodge, if he positions himself correctly (which he usually does), follow up with fair, bair, or a sideB to spike.
2. My second option is to push down. Diddy Kong runs off the edge above me, UpB, spike, dead. If I pull back after dropping down, he pursues and dairs instead.
3. My third option is to jump the edge. He jumps and dair, spike. If I'm lucky, I hit the stage.
4. My fourth option, drop and UpB. He sees it coming and dairs me to death.
5. My fifth option is to get back up to the edge normally. He jumps and dairs me into the ground, then follows up with more Diddy comboness.
This Diddy Kong player is amazing with timing spikes and positioning them. He mains Yoshi and can pull off the spike with him very well. It's only amplified even more with Diddy Kong since he has "3" spikes. He knows when it counts as well- I can't usually approach from below since his UpB will out prioritize it anyway. There's even been a few matches where he uses it when we're both far off the stage, lots of surprises there. I'm trying to find a way to avoid them all off stage because being on the ledge with Kirby is horrible against a Diddy Kong.
I do happen to win a majority of the matches though because I can ledgeguard Diddy Kong with dairs as well. That's where most of each others' kills come from. But my main goal is to minimize the damage and deaths done.
...I think it's time for an update, t!mmy... as you can see, this thread is dying.
It's gonna be hard to make an update, but I think it's coming soon. ( I hope at least)I agree.
I might do frame data for ledge stuff even if it isn't 'useful'. It's more like it's a lot of time to do it, especially with my laptop dead.
Kenja, you should be able to get away from Diddy at the ledge without this much hassle. If you know he's going to Dair you, then jump back, and as he jumps out to do it (arms in the air), jump again and Air dodge. You'll go right through him and find yourself in a position to spike him.I'm hugging the ledge and Diddy kong is on the ground above.
1. My usual option is to push back. Immediately releasing from the edge, Diddy Kong short hops and Dair, spike, dead. Depending on if he mis-times it, I can air-dodge soon enough to evade, but it's only about half. And even if I do air-dodge, if he positions himself correctly (which he usually does), follow up with fair, bair, or a sideB to spike.
2. My second option is to push down. Diddy Kong runs off the edge above me, UpB, spike, dead. If I pull back after dropping down, he pursues and dairs instead.
3. My third option is to jump the edge. He jumps and dair, spike. If I'm lucky, I hit the stage.
4. My fourth option, drop and UpB. He sees it coming and dairs me to death.
5. My fifth option is to get back up to the edge normally. He jumps and dairs me into the ground, then follows up with more Diddy comboness.
This Diddy Kong player is amazing with timing spikes and positioning them. He mains Yoshi and can pull off the spike with him very well. It's only amplified even more with Diddy Kong since he has "3" spikes. He knows when it counts as well- I can't usually approach from below since his UpB will out prioritize it anyway. There's even been a few matches where he uses it when we're both far off the stage, lots of surprises there. I'm trying to find a way to avoid them all off stage because being on the ledge with Kirby is horrible against a Diddy Kong.
I do happen to win a majority of the matches though because I can ledgeguard Diddy Kong with dairs as well. That's where most of each others' kills come from. But my main goal is to minimize the damage and deaths done.