Bright Arconi
Smash Rookie
- Joined
- Sep 22, 2015
- Messages
- 5
Hello Everyone, Bright Arconi here. Today with discussing the most adorable killing machine, aka Kirby, I thought I could share something at least different concerning Kirby's moveset. The Inhale. Now I know customs already make this thing one strange and useful move for play, but since customs aren't big in the meta compared to the norm, we're sticking with Kirby's normal inhale. As you all know, Kirby can copy abilities from any opponent, whether being Mario's Fireballs, ZSS's laser shot, or anything else that every other character has. I'll be focusing on this mechanic specifically, and how Kirby can turn the opponent's moves against them.
As you might know as well, Kirby has a combo throw now (1.1.0), so the little puffball can now do follow-ups from Forward Throw, like a F-Air or an Up Air. In specific situations, this could also work with copy abilities. Let's look at two examples, Robin and Pac Man. First, Robin.
His neutral B, his Thunder-Thoron moves, can work well as follow-ups. Kirby can Forward Throw into any level of Neutral B you want to, though some at specific percent ranges, like so (Take note, this is without DI, so results of these may vary depending on what the opponent's DI is):
Thunder: ~3-35%
Elthunder: ~3-43%
Arcthunder: ~3-39% (Though still a follow-up at later percentage than shown here, they aren't exactly guaranteed)
Thoron: ~3-32% (Same as Arcthunder, hard to be guaranteed at later percents)
At much later percents, these moves start working again as long as you jump before unleashing the Neutral B:
Thunder: ~60-86%
Elthunder: ~59-89%
Arcthunder: ~73-89% (Anywhere higher could still hit, though there's a chance the opponent could escape from it)
Thoron: ~59-89%
These can give you other options to mix up your attacks instead of potentially staling them. Now let's move onto Pac-Man, specifically the Apple, Bell, and Key (With inclusion of Back Throw).
Pac-Man's Bonus Fruit is already really useful, why don't we take it?
Let's start with the Key, this requires use of Back Throw, so here it goes. From about 1-57%, you can Back Throw to a B-Reversed Key for high damage and knockback. It works well if your opponent is at too high a percent for a Back Throw to Back Air (Or if that combo just can't execute with that character), and to distance away from your opponent while dealing damage.
Apple time! From about 0-33%, you can Forward Throw the opponent and then follow-up with an Apple. When percents get higher, you jump, and from about 41-70%, you can jump before executing the Apple and still hit the opponent after a Forward Throw.
Finally, the Bell, now this is interesting, as you don't really expect this item to be used as a follow-up, well it can, and here's how it works. From about 123-131%, you can Forward Throw to the opponent, jump, then instantly toss the bell for a chance to KO the opponent. Note, this is from no DI at the middle of the stage, you could kill the opponent earlier or later depending on DI and where the opponent is on the stage. Also, it isn't guaranteed in the first place, if the opponent reacts fast enough, they could probably get out of it.
With those two examples shown in full detail, this is made to represent that Kirby's Inhale and Copy Abilities can be made more useful in competitive play depending on the opponent's character, and though this is but a part of Kirby's game, I thought I'd just share with you all the depth of this piece of Kirby's play in the metagame. Percents, Size, Fall Speed, all those may vary between characters, so I encourage you to test certain moves and characters and see what follow-ups and tricks you can come up with. With that, this is Arconi signing off! (I apologize if this was lengthy to some of you guys and gals out there)
As you might know as well, Kirby has a combo throw now (1.1.0), so the little puffball can now do follow-ups from Forward Throw, like a F-Air or an Up Air. In specific situations, this could also work with copy abilities. Let's look at two examples, Robin and Pac Man. First, Robin.
His neutral B, his Thunder-Thoron moves, can work well as follow-ups. Kirby can Forward Throw into any level of Neutral B you want to, though some at specific percent ranges, like so (Take note, this is without DI, so results of these may vary depending on what the opponent's DI is):
Thunder: ~3-35%
Elthunder: ~3-43%
Arcthunder: ~3-39% (Though still a follow-up at later percentage than shown here, they aren't exactly guaranteed)
Thoron: ~3-32% (Same as Arcthunder, hard to be guaranteed at later percents)
At much later percents, these moves start working again as long as you jump before unleashing the Neutral B:
Thunder: ~60-86%
Elthunder: ~59-89%
Arcthunder: ~73-89% (Anywhere higher could still hit, though there's a chance the opponent could escape from it)
Thoron: ~59-89%
These can give you other options to mix up your attacks instead of potentially staling them. Now let's move onto Pac-Man, specifically the Apple, Bell, and Key (With inclusion of Back Throw).
Pac-Man's Bonus Fruit is already really useful, why don't we take it?
Let's start with the Key, this requires use of Back Throw, so here it goes. From about 1-57%, you can Back Throw to a B-Reversed Key for high damage and knockback. It works well if your opponent is at too high a percent for a Back Throw to Back Air (Or if that combo just can't execute with that character), and to distance away from your opponent while dealing damage.
Apple time! From about 0-33%, you can Forward Throw the opponent and then follow-up with an Apple. When percents get higher, you jump, and from about 41-70%, you can jump before executing the Apple and still hit the opponent after a Forward Throw.
Finally, the Bell, now this is interesting, as you don't really expect this item to be used as a follow-up, well it can, and here's how it works. From about 123-131%, you can Forward Throw to the opponent, jump, then instantly toss the bell for a chance to KO the opponent. Note, this is from no DI at the middle of the stage, you could kill the opponent earlier or later depending on DI and where the opponent is on the stage. Also, it isn't guaranteed in the first place, if the opponent reacts fast enough, they could probably get out of it.
With those two examples shown in full detail, this is made to represent that Kirby's Inhale and Copy Abilities can be made more useful in competitive play depending on the opponent's character, and though this is but a part of Kirby's game, I thought I'd just share with you all the depth of this piece of Kirby's play in the metagame. Percents, Size, Fall Speed, all those may vary between characters, so I encourage you to test certain moves and characters and see what follow-ups and tricks you can come up with. With that, this is Arconi signing off! (I apologize if this was lengthy to some of you guys and gals out there)
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