Fabrian
Smash Journeyman
you can drill him out of the up b at the very start too (tested).Right at the top of the arc of d3's up B, IT hits hard enough to knock him out,
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you can drill him out of the up b at the very start too (tested).Right at the top of the arc of d3's up B, IT hits hard enough to knock him out,
Seems about right.My 2 cents.
0-20: Major Disadvantage
25-40: Disadvantage
45-55: Neutral
60-75: Advantage
80-100: Major Advantage
Not really if DK's off stage kirby gets a huge chance to ko because of Dk's poor recovery.I still think the DK matchup is much tougher for Kirby. I would say closer to 70-30 to Dk's side rather than the other way around. Even if Kirby can rack damage, he still has to kill. Fsmash is your best bet, and it can be shielded and punished by DK, so if you're at high % trying to kill DK, you can easily be killed yourself if you're not careful. Even drill kick to Fsmash is risky since he can SA punch through your Dair, or dash/walk away and Fsmash or dash away Bair to outrange it. Anytime Kirby is over 50% damage he has to be careful as he has to fear the KO here.
Plus, on the damage racking side of things, he can rack early damage well, like in the 0-60% range, but once you get past that DK gets knocked too far away for reliable comboing, and you have to go for single hits at a time more or less. Kirby can't KO DK reliably until 110% or so, so he has work getting hits in to build him up to that damage, then worry about how to get a KO hit in, whereas DK will be easily building damage from ground and aerial exchanges, and can get a reliable KO from about 4 moves.
DK's attacks don't really have much lag, and the ones that do have a lot of pushback, which Kirby has a hard time punishing.
UpB is hard to gimp, it has SA frames at the beginning, so if you just wait for the drill you can UpB just before it hits and hit Kirby out of it. It doesn't have great vertical range, but it has enough that combined with his awesome vertical ledgegrab range he can drop a lot lower below the edge than people expect.
Kirby's copied punch is pretty much crap here, as a good DK won't let you inside range to where you can use it effectively as he can.
Delta Z said:0-20: Major Disadvantage
25-40: Disadvantage
45-55: Neutral
60-75: Advantage
80-100: Major Advantage
This isn't my guide to character rankings, this is the community's guide. I'm just organizing it. Currently the community doesn't have an agreed rating for a lot of the characters. We are getting there though. If you would like to suggest a rating for any character feel free to do so, I'm always looking for new opinionsHow come some characters aren't present in the first post like Yoshi and PT
I already explained a little about Yoshi vs Kirby and PT.How come some characters aren't present in the first post like Yoshi and PT
Dr. Peterson, is it possible to write a little summary to post under each individual match-up? Or maybe post in Maraphy`s match-up thread? Against DK and Marth, I think it`s all about spacing with f-tilts and d-tilts, NEVER using smashes unless you 100% sure you`ll hit, playing patiently(sp?) and making great use of b-air and grab combos. I`d say Marth is 30-70 and DK it`s pretty even, at least in my experience.
This also can be said the other way around. If DK attempts to do a down smash let's say, Kirby can easily take advantage and forward smash. A smart Kirby will only forward smash when he/she sees an opening, and DK has quite a few.Even if Kirby can rack damage, he still has to kill. Fsmash is your best bet, and it can be shielded and punished by DK, so if you're at high % trying to kill DK, you can easily be killed yourself if you're not careful.
Again, if the Kirby is smart, he/she will be patient and wait for an opening before doing a down air like you said. It's not like with Metaknight where MK barely has any lag on any of his moves. DK has lag on quite a few of his moves. Like you said the ones that do have lag have push backs, but Kirby should be flying low at least half of the time. I know for myself I've punished quite a few smash attacks with a simple back air to the face.Even drill kick to Fsmash is risky since he can SA punch through your Dair, or dash/walk away and Fsmash or dash away Bair to outrange it.
Honestly, I can usually still pull off 2 hit combos until about 85% on DK. DK is just so freaking big, making Kirby able to pull off combos quite easily.Plus, on the damage racking side of things, he can rack early damage well, like in the 0-60% range, but once you get past that DK gets knocked too far away for reliable comboing, and you have to go for single hits at a time more or less
Kirby really shouldn't be down airing or inhaling to gimp DK, it just doesn't happen. Kirby should be using down b, and if positioned right, hello stage spike. Kirby just has to make sure that he doesn't fall too low below DK with the down b, or Kirby will probably get spiked.UpB is hard to gimp, it has SA frames at the beginning, so if you just wait for the drill you can UpB just before it hits and hit Kirby out of it.
I was watching some replays and yeah... DK has a slight advantage, I'd say 55-45 sounds about right.DK the advantage is for Kirby 60 - 40, i think many Kirby players will agree on that one
Yeah, I'll go with that in DK's favor.I was watching some replays and yeah... DK has a slight advantage, I'd say 55-45 sounds about right.
I dont think u've played anyone who knows hot to use bananas. THat match up could be true if Diddy didnt have bananas but any good Diddy player would make the match up 55-45 in Kirby's favorDiddy 65-35 (Kirbys favor)- Diddy is very easily chased after and easy to follow up with multiple set of moves and or combos. Plus spiking him is rather easy.
Wario 45-55 (Kirbys favor)- The only reason I give Kirby 5 more is because he is one of the only characters who can gimp wario off his bike with a spike or suck. Hit with either one he is basically out of the picture.
Pit 50-50 (neithers favor)- Kirby has the combo advantage and again the ability to gimp easily, where as Pit has arrow spam and combos of his own to build extra damage to even him out with Kirby.
Zamus- 65-35 (Zamus favor) Zero suits speed, stun gun, whip, quick combos, make this very very hard for Kirby to approach and in general do damage. Then even when you do, Zamus is hard to punish making it more than likely she did more damage to kirby while you were approaching then the damage you did after making it in.