Alright. Well, I don't use Kirby, so I just found out and didn't see it mentioned on the first page or anywhere else within this thread. I thought it was cool. I may end up picking up Kirby. Again.Yeah, this is already known.
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Alright. Well, I don't use Kirby, so I just found out and didn't see it mentioned on the first page or anywhere else within this thread. I thought it was cool. I may end up picking up Kirby. Again.Yeah, this is already known.
That's a great idea. I'm all for itI feel like we should start using this thread as a discussion instead of t1mMy's "Kirby's Epic Guide". It's certainly easier for new players to come here and find out stuff, rather than go to a guide. His guide should rather be used for discussing... guide-y stuffs.
Woo, go UnknownKid! That's some awesome stuff you got, thanks! Will definitely be using this.-snip-
Well, I thought this was interesting. Using Kirby's customs, specifically Hammer Bash (which is reminiscent of Brawl's Hammer), Kirby can gain a TREMENDOUS boost in jump height. For those who don't know, Kirby's Hammer Bash boosts any momentum upwards or downwards when used in the air. This was also in Brawl, although I believe it was to a lesser extent than Hammer Bash. I can't remember due to not playing Brawl in quite some time (around a year?).
Anyways, let's get on with it. Not posting the .gifs directly to prevent any lag that could pop up for some users.
Here is Kirby's default jump height, with the aid of Upper Cutter (goes significantly higher than Final Cutter). http://i.imgur.com/96yZol8.gifv
Now, here is Kirby's jump height with the aid of Hammer Bash and Upper Cutter (although I believe I failed the last Hammer Bash, which carries momentum downwards). http://i.imgur.com/Grmnmwm.gifv
As you can see, with all of Kirby's jumps, he barely reaches the top platform - add in Upper Cutter, and he makes it to the top boundaries for a split second. Then, look at the increase with Hammer Bash. Just TWO of Kirby's Hammer Bash jumps (one grounded and one mid-air) equal the same height as all of his jumps regularly. Add in the fact that using Hammer Bash with the rest of his jumps brings him higher than Upper Cutter did.
I wanted to look into this even more, so I tested it against the presumed highest jumper (I'm not sure who it is not with the newcomers), Falco. Here's Falco's default jump height, http://i.imgur.com/OqNd0EC.gif, and here's two of Kirby's jumps (equaling the regular amount of character jumps) assisted with Hammer Bash, http://i.imgur.com/gISc629.gif. As seen, Kirby is barely short of the highest jump height in the game.
Now, to test this even FURTHER, I decided to do a little "recovery ranking".
Using the bottom platform seen in this picture (right side of the rock w/ spring), I tested some of the best recoveries in the game to see who could go from that bottom platform to the yellow bridge. If timed correctly, Kirby just barely makes it on top of the bridge. Along with Hammer Bash Kirby, the only other character in the game who was capable of getting from that platform to the bridge is, obviously, Villager. Characters I thought could make it up, such as Pit/Pittoo and Olimar (without Pikmin) surprisingly could NOT make it. As another quick test, I used the same method with Jump Monado Kirby. Instead of using the platform, I fell down to the blast zone (so no grounded jump), and managed to make it all the way to the top and above the blast zone.
Now, of course, this is using Custom Moves. With different customs, almost every character has a custom recovery that goes higher than the default. Now, the real question is should that character be using that custom in the first place? Going from the "Standard Custom Project", most characters opt to use other custom specials. Whereas, for Kirby, there's absolutely no reason not to use Upper Cutter, and little reason not to use Hammer Bash. Upper Cutter goes higher than Final Cutter, latches on to the ledge, is harder to intercept due to it's speed, can kill off the top similar to Meta Knight's up special at relatively low percents (around 80 to 100% depending on the character), easily stage spikes opponents who try to edgeguard Kirby, can be used to finish off combos/strings in the air, and is a relatively safe OoS option at higher percents.
Hammer Bash, overall, will see more use than the other variants mainly due to the fact that it isn't crap. Hammer Flip can only be used as a bait and punish option, which will most likely not work in competitive play, leaving Kirby wide open for a smash attack. Giant Hammer is a bit more useful, though. Giant Hammer has Super Armor while charging the move, has an incredibly large, disjointed hitbox, comes out relatively fast (fully charged) to intercept grabs, and kills basically every character in the game at 5~10% with full charge. Along with that, it's unblockable, so counters and shields won't work against it. Kirby can instantly kill Marth and Lucina from a shield break when they're only at 8% (Jumping Inhale) from the middle of Battlefield, which gives it a bit more use.
As apparent, the boosted Hammer Flip jumps barely give Kirby any horizontal momentum, and more so focus on vertically boosting his recovery. The solution to this is simple. Jumping Inhale, which is similar to Upper Cutter in having no reason to not replace default Inhale, carries Kirby from every vertical blast zone right next to the ledge, to safely Upper Cutter back onto the ledge, or quickly jump towards it with any remaining jumps.
Using all these recovery options, Kirby seemingly has a bunch of mix-ups for recovering. Kirby can essentially double the height of any jump with Hammer Bash, recover from any blast zone with Jumping Inhale, can easily fly from the bottom of the stage to a ledge with Upper Cutter (and stage spike anybody willing to challenge Kirby), along with multiple jumps to go along with it. He can also drop down quickly to recover low using Stone, giving opponents less time to set up for edgeguarding. The only thing stopping Kirby from having one of the best recoveries in the game is his vulnerability and atrocious air speed. However, having so much options for recovering, along with his already good recovery, means that gimping or edgeguarding Kirby will be significantly harder than others. From personal experience, the only time I have ever failed to recover with Kirby is from @Spirst's cans from Duck Hunt, along with being stage spiked (although this is rare when using Upper Cutter).
Please excuse my lack of, er, sentence structure. It's quite a mess, but hopefully people will understand what this post is about. Also, this was typed up fairly late, so please bring up anything that doesn't sound right in general!
Going from my previous post about Kirby's significant jump boost from using Hammer Bash, I've worked on it a bit more to find actual uses for this outside of recovering. Some things were obvious, others were not. I'm almost certain this'll help Kirby out, whether it be minor or significant.
Hammer Bash with Meteor Stone
Quite possibly the most interesting and useful find, is that I now have a solution for using Meteor Stone. To inform those who don't know, Meteor Stone is one of Kirby's stone custom, and as the name implies, meteor's opponents. There's a few difference with this meteor smash than others, though. For one, it's one of the strongest meteor smashes in the game, killing basically every character at 10% while hanging from the ledge. Along with that, it's a falling, lasting hitbox. This makes it easier to challenge recoveries, as Kirby is falling down while the opponent is rising up, making it MUCH easier to land this meteor than others. Lastly, Kirby is completely invincible while falling, so he can go straight through recoveries. The only way to knock Kirby out of Meteor Stone is by using a move that does 20% or more in one hit, in the air, while he's falling, without getting hit yourself.
Now, there's one catch that completely ruins this custom. If Kirby full hops off the ledge and uses Meteor Stone, if he doesn't hit the opponent... he's dead. The added transformation time takes so long to get out of that Kirby can not escape, even if he mashes out. This can be seen here: http://i.imgur.com/yo2hC3Z.gif. Of course, by that this'll seem like there's no reason to use Meteor Stone, hence the "if he doesn't hit the opponent". This is because a new system was added in Smash 4 with Kirby's Stone. If any of the Stone variants come in contact with ANYTHING while falling, whether it be an opponent, projectile, or the ground, he can get out of Stone instantly, letting him survive Meteor Stone. This made the move have an incredibly high risk:reward ratio - if you land it, you survive and the opponent is dead, no matter the %. If you miss, you're dead and the opponent lives.
We now have a solution to this. As should be relatively obvious, Hammer Bash comes into place. If Kirby jumps off the ledge and boosts his jump with Hammer Bash, he can survive Meteor Stone if he misses the opponent! This can be seen here: http://i.imgur.com/R8DU1tX.gifv. Along with that, to remove any risk of being killed from being a bit low, there's a few things that come into place. First, is that the opponent is either still recovering, or just got on stage, which reduces the likelihood of Kirby being punished while getting out of Stone. Adding to that, and probably reducing the most risk, is that Kirby can buffer Upper Cutter to immediately grab onto the ledge from the height he gets out of Meteor Stone at. The height is, quite literally, right where Kirby needs to be to Upper Cutter back to the stage without using any jumps. If that becomes too obvious, he also has the choice to back away from where he was using Hammer Bash jumps, and Jumping Inhale back to the stage, or just use Hammer Bash jumps to get back and save his recovery in the case that he does get hit.
What this means for Kirby is that he now has a relatively low risk, yet high reward way to destroy recovering opponents. Obviously, characters such as Pikachu and Greninja that can quickly change the direction of their recovery can avoid this. However, characters such as Marth, Link, Villager, Olimar, and Duck Hunt, who either have recoveries that go straight upwards (Marth and Link) or recoveries that are slow yet go great distances (Villager, Olimar, Duck Hunt) will suffer from this. Similar to his recovering options, Kirby can easily mix-up his edgeguarding game, too, so he doesn't have to resort to Meteor Stone all the time. He has his D-Air, which can lead into another D-Air to secure low percent kills, or a footstool to send opponents tumbling into the boundaries. He has Upper Cutter and B-Air, both of which are amazing, fast, high-powered stage spiking attacks. He can also use F-Air to create a WoP (Wall of Pain), and can use B-Air walls to exhaust people's jumps and destroy them.
Hammer Bash with Burying Stone
This one, while quite situational, allows Kirby to rack up quite a bit of damage in an instant. Against CPU mashing, which is basically god-tier mashing, Burying Stone (which buries opponents, obviously) can combo into Hammer Bash at any percent, although 0 to 10% is a bit harder and requires basically frame-perfect timing. This is an easy 37%, and at higher percents, such as 100%+, two Burying Stone's can be used for around 53% total. This is because Burying Stone adds on transformation time by completely removing the ending lag, letting Kirby act out of Stone instantly.
Air Chasing with Hammer Bash
This one was pretty obvious, but helps quite a bit. After launching opponents upwards, Kirby can easily chase them up to continue juggles, kill with Upper Cutter, and can help add on to strings. This is because Kirby's full hop height is significantly increased with Hammer Bash, so he can get up in the air faster than usual. Using this, it greatly increases Kirby's ability to continue juggles. Also, as Kirby rises while swinging the Hammer, he can catch opponents who try to fast fall away.
Ledge Hop with Hammer Bash
This one is actually a bit more useful than others. Kirby can add another mix-up to his ledge options by cancelling the initial frames of a ledge hop into Hammer Bash. This is similar to how Ganondorf/Captain Falcon can cancel into their down specials, of Marth/Lucina/Ike can instantly counter on the ledge. The main difference is that Kirby carries his momentum up with the ledge hop, sending him incredibly high above the stage. This allows him to easily dodge any attacks from ledge hops that are read by the opponent. He can then fall down with Stone, D-Air, or another attack and punish the opponent. Along with that, if the opponent reads the ledge hop and tries to punish Kirby by jumping into him and attacking, they'll be hit into the air with Hammer Bash, knocked straight into a juggle as Kirby follows upwards.
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There's still more I could go into, but I'm still exploring viable ways to use this. So... that's the end of this post!
Also, I forgot to mention it in the last post I made. After a bit more testing, due to the lack of height on Kirby's last mid-air jump, using that jump withing any Hammer Bash boosts will actually let Kirby go around one Kirby higher than before. As a comparison, when going from Palutena's Temple bottom platform to the bridge, Villager's Balloon Trip ends around two Kirbys higher than Kirby lands.
yes I used Kirby units as a way to measure
You can't footstool grounded opponents to put them in a tumble state, though? Also, even if you're footstooling an opponent in the air, Kirby could go too high up to make it down in time. B-Air off a platform would be good, but most people would run off the platform.If you footstool someone on the ground and they don't tech, you can jab lock them.
Dapuffster (a Mii Brawler) tries to grab then Release to perform the footstool.
https://www.youtube.com/watch?v=guoksvQ_27o - 2:39. Smash Corner use Bair off a platform.
Dtilt off a platform does the same time I believe.
In theory, yes. But you can either jump over or roll behind Ice Breath. Due to Ice Breath having Inhale's startup and recovery, you will be punished (perhaps pretty hard).Random thought that came to my head last night. In the Diddy match-up could Kirby wall diddy out with ice breath if Kirby was able to get a hold of his banana?
Going to be recording videos later today. It'll come soon enough as long as @ Asdioh doesn't spoil everything because he likes to do that.In theory, yes. But you can either jump over or roll behind Ice Breath. Due to Ice Breath having Inhale's startup and recovery, you will be punished (perhaps pretty hard).
Hey Reserved, when are you going to post more secrets about Kirby and his customs? Last time you mention it was on my Bday.
Oh okay. Sorry... I didn't mean to come out as if I was impatient. Please take all the time you need. I will continue to lurk the Competitive Impressions thread to see what spoilers Asdioh will "accidentally" share with our peers. Thank you for your hard work btw!Going to be recording videos later today. It'll come soon enough as long as @ Asdioh doesn't spoil everything because he likes to do that.
I've gotten A LOT more stuff after I posted that to be shared... so hold on!
It's trite, I know, but: don't get hit.I seem to have quite a bit of trouble with heavy characters. Is that just one of Kirby's many weaknesses, or do any of you have particular ways to deal with heavy characters such as ganon, DK, etc.
Back on topic with the hammer (lol), I think that Kirby should only ever use it against characters that have just used a very laggy moves, or very poor recovery off stage. Those are the only situations in which I've managed to net kills with the hammer.Hammer Flip is actually not that bad. Sure, it's unsafe, but as a demoralizing tool, it's almost unparalleled. It's good against characters who can't act out of their recovery, either.
While Hammer Flip is a topic we should stick with, how do you guys take advantage of Hup Cancelling? You know, using Down Air and landing before the attack's hitboxes come out (1-17 frames, I believe?), giving it near zero landing lag. I use it to either follow up with a grab or to punish rolls with either Forward Smash or an aerial, depending on which way they roll. Of course, his Down Air is great on its own but that's a different topic. =P
I've noticed the same things. Although I must say that it's not a very practical idea to go swinging your hammer all over the place. Also, I think it is worth noting (if it hasn't been noted already) that Kirby's level 3 charge of the hammer has some super armor frames that could be taken advantage of while trying to land the attack off stage.Lately I've been starting to use Kirby's Hammer Flip more often as a reliable KO move, using it actually really helped during tight situations as a surprise attack. If the opponent is baiting an aerial from the ground to use an Up Smash you can use the Hammer midair instead to KO, which comes out faster than Stone and requires little maneuvering in order to land it. Since it's disjointed it's a better alternative to Fair, and very useful for challenging smash attacks. If used correctly the hammer can actually net very early KOs (almost 60%+) to put others at a huge disadvantage, like holding it at the ledge to bait a ledge attack or ledge roll.
Not something I'd guarantee competitively, but these are just possibilities.
Two words: Bait and Fair.I seem to have quite a bit of trouble with heavy characters. Is that just one of Kirby's many weaknesses, or do any of you have particular ways to deal with heavy characters such as ganon, DK, etc.
Next time, please use the edit button instead of double posting.Back on topic with the hammer (lol), I think that Kirby should only ever use it against characters that have just used a very laggy moves, or very poor recovery off stage. Those are the only situations in which I've managed to net kills with the hammer.
I've noticed the same things. Although I must say that it's not a very practical idea to go swinging your hammer all over the place. Also, I think it is worth noting (if it hasn't been noted already) that Kirby's level 3 charge of the hammer has some super armor frames that could be taken advantage of while trying to land the attack off stage.
Will do, sorry about that.Next time, please use the edit button instead of double posting.
All of Kirby's aerials can just about give you a grab, like a sour Nair to grab, Fair with the third hit canceled to grab, and on some rare occasions maybe Uair or Bair. Then using Fthrow you can connect with a Fair, then follow up with another grab or dash attack. Bthrow to Bair also works on some fighters, but very effective. But technically Dair to Utilt combos are the most effective strings to use, or maybe an alternative to grabbing.im a veteran kirby player and have been using him since `04.I enjoy Dair+Downsmash or any combo with Dair.Anything u guys could recommend?
Hammer Flip is great for baiting counters on For Glory. Make it look good and you can net so many kills off of it. It's also a great punish off of a read when people are recovering.Yeah, you can hold the hammer indefinitely until you get hit or release it. This is where Giant Hammer shines since you obtain super armor on the 2nd charge and it is unblockable on the final charge.
Quick note -
1) While messing with Charged Hammer in FG and finding ways use it, it was Marth Week for some reason. Something funny happen doing my matchup with Marths. Apparently, Marth/Lucina's Counter doesn't kill you when you hit them with a Charged Hammer. They counter so fast (4 frames) that the Super Armor still protect you from the recoil. This happen 3 separate times against several Marths. I know this doesn't work with Mac or Shulk. I doubt it work with Ike, Greninja, Lucario, Palutena and Mii Swordfighter.
2) Next, I was watching Shockwave 16 and KirbyKid & Tindorbox (Both Kirby Mains) were briefly talking about Hammer Setups. KirbyKid mention he tries to ledge thump the opponent and when he/she returns to Kirby's hammer him/her.
Something to think about and use sparingly.