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Kirby's Mimic Tactics (Kirby Copy Ability Discussion)

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)
 
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TimG57867

Smash Ace
Joined
Aug 27, 2015
Messages
512
Seeing this thread, I decided to lab :4metaknight:'s power a bit and found some interesting stuff.

Between roughly 26-65%, Meta Knight's neutral B can combo out of F-Throw. I tested this on a Lv. 9 CPU in Stop Run, and Attack mode. In Attack, it couldn't air dodge in time. Beyond 65%, it becomes less reliable, but if you jump you can possibly do a frame trap if they make the wrong move. And if you do it fresh with rage, it could possibly kill off the top.

Up Tilt also sets up well into the move roughly between 10-55%. Depending on percent you may have to jump first though. Will test this further and other underexplored powers.
 
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TimG57867

Smash Ace
Joined
Aug 27, 2015
Messages
512
Ok, I did some more labbing, and found a few more things:

I labbed :4zss:'s power. Unfortunately, I couldn't get it to the point of anything seeming like a true combo. However, at low percents between 10-40%, you could catch your opponent off guard and get the stun. For the most part it doesn't seem too useful though because they can potentially air dodge or jump if they're prepared and even then this is only possible with the uncharged shot so the best you'll probably get is an aerial or uncahrged smash if you're lucky.

Similarly :4wiifit: , :4mewtwo: and :4lucario: just can't seem to true combo as it has too much start up even fully charged. However, it could work with mixups at low to mid percents. Be wary with Mewtwo's though as it has crazy push back in mid air.

Now I found some cool stuff with :4sheik:. Between roughly 25-55%, full charged needles will true combo on her out of an F-Throw. Depending on the percent, you will need to DI and/or jump appropriately, but I can say that I was able to get the full charged needles to true combo on a Lv 9 Sheik CPU in Stop, Run, and Attack mode. Beyond 55%, it becomes too hard to get the needles on you're better off doing a F-Air or Up Air.

Here's what I found with :4duckhunt:. Between 10-28%, F-Throw into the can true combos into the explosion. It should be noted though that in each case, Kirby will get caught in too so not the most useful combo, but hey the more you know.

Now I know that most you already know that :4samus: combos out of F-Throw and makes for a potent kill confirm. But as far as the percent range goes, it's actually very wide! Against a Run and Attack Lv. 9 CPU, I was able to get it to true combo from 25-90%! Definitely a lot of leeway here.

Another on I am sure you all are well aware of is :4dk:. His Giant Punch is also an effective kill confirm, and I got to true combo on a Lv. 9 CPU in Run status from 30-102%. So no need to be finicky about the percent!

I found a little something with :4marth: and :4lucina:. Between 27-38%, an uncharged Shield Breaker combos out of F-Throw, and between 67-89%, an uncharged one combos out of a F-Throw and jump. And if you like mind games, you could possibly bait air dodges and charge. Who knows?

Surprisingly, :4feroy:'s power can true combo as well! Between 75-101%, an uncharged Flare Blade after a jump with forward DI was able to true combo on Lv 9 CPU with Run behavior. Guess perhaps it could kill with rage?


PS: All labbing I have done so far was done on a 3DS. I am in college right now so I don't have access to the Wii U...
 
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Bright Arconi

Smash Rookie
Joined
Sep 22, 2015
Messages
5
PS: All labbing I have done so far was done on a 3DS. I am college right now so I can't use the Wii U...
Well, I tried doing some of the combos I mentioned before on the 3DS, and I wasn't able to pull them off as successfully, probably because I'm not really as used to 3DS Controls, but I have experimented with some of the combos you mentioned, like Giant Punch, Needles, and Charge Shot from Samus, and I'll be sure to try out these other ones, nice work.
 
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TimG57867

Smash Ace
Joined
Aug 27, 2015
Messages
512
Well, I tried doing some of the combos I mentioned before on the 3DS, and I wasn't able to pull them off as successfully, probably because I'm not really as used to 3DS Controls, but I have experimented with some of the combos you mentioned, like Giant Punch, Needles, and Charge Shot from Samus, and I'll be sure to try out these other ones, nice work.
Thanks. Also to note with DK, depending on percent you may need to jump first.
 

NotAsian

Smash Journeyman
Joined
Apr 19, 2015
Messages
205
This is a great thread! Thanks guys i new the samus one was true it seems kinda cheap almost? Lol
 

Quarium

Smash Journeyman
Joined
Jan 30, 2015
Messages
430
Location
Paraguay
Would anyone be kind enough to test a little something for me? I was playing agaisnt a friend who's a Robin main, after stealing the magic tome and remembering about the latest shield patch I had a brilliant idea, I threw a close range arc thunder as my opponent was shielding and as that was happening I ran up and short hopped rock into them, effectively breaking their shield and ending them with a taunt to hammer lol.

Now before leaving, my friend told me that he saw it coming but he could not get out of shield in time before I was able to use the rock, anyone can test if this is an actual inescapable/useful tactic? could open some interesting gimmicky options for doubles.

Also it is stylish as all hell if I might say so myself...
 
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MikeKirby

OTL Winrar
Joined
Jun 6, 2006
Messages
2,175
Location
Brooklyn, New York
Would anyone be kind enough to test a little something for me? I was playing agaisnt a friend who's a Robin main, after stealing the magic tome and remembering about the latest shield patch I had a brilliant idea, I threw a close range arc thunder as my opponent was shielding and as that was happening I ran up and short hopped rock into them, effectively breaking their shield and ending them with a taunt to hammer lol.

Now before leaving, my friend told me that he saw it coming but he could not get out of shield in time before I was able to use the rock, anyone can test if this is an actual inescapable/useful tactic? could open some interesting gimmicky options for doubles.

Also it is stylish as all hell if I might say so myself...
With the new shield stun lock in the recent patch that does seem very viable. I've had Shieks hit my shield with fully charged needles and grenades with me being unable to drop shield.

----------------------

Also, CPU's don't DI away properly even if set at LV9. :ohwell:

That said, Charge Shot, Giant Punch and Pacman Key still work.
 
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TimG57867

Smash Ace
Joined
Aug 27, 2015
Messages
512
[
Would anyone be kind enough to test a little something for me? I was playing agaisnt a friend who's a Robin main, after stealing the magic tome and remembering about the latest shield patch I had a brilliant idea, I threw a close range arc thunder as my opponent was shielding and as that was happening I ran up and short hopped rock into them, effectively breaking their shield and ending them with a taunt to hammer lol.

Now before leaving, my friend told me that he saw it coming but he could not get out of shield in time before I was able to use the rock, anyone can test if this is an actual inescapable/useful tactic? could open some interesting gimmicky options for doubles.

Also it is stylish as all hell if I might say so myself...
Wow. That sounds disgustingly good. Yeah, the shield nerf has pretty increased Inhale's utility by extension since several characters have neutral B's that could help with Kirby's shield pressure. Shame I am in college and stuck with only my 3DS. Would have loved to lab some of this stuff. I'd imagine abilities like Villager's, Robin's, Sheik's, and Lucario's will increase in usefulness.

With the new shield stun lock in the recent patch that does seem very viable. I've had Shieks hit my shield with fully charged needles and grenades with me being unable to drop shield.

----------------------

Also, CPU's don't DI away properly even if set at LV9. :ohwell:

That said, Charge Shot, Giant Punch and Pacman Key still work.
Oh hey Mike! I take it you're back from Hawaii. How did the tournaments over there go? Were they using 1.11? And if so how did feel playing as Kirby in this new patch? Would love to get your thoughts on this.
 
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