Are there any thoughts on using Kirby's Reverse Aerial? And by reverse aerial I mean going Bair rushdown all over their face, since his bair really powerful.
It's one thing to say a character has a "6-frame aerial which is strong" and quite another to put it into applicable use.
Kirby's shortcoming is approaching and getting into range. So 'going Bair rushdown all over their face' may sound exciting and profitable, but it's not like there's a switch you throw that gives Kirby uber rush-down powers.
But let's entertain the possibility a bit. This could become more viable when facing a lower-skilled opponent who is poor at dealing with aggro tactics, for instance. We then have a
sluggish methodical character (Kirby) rushing in for the attack. I would think someone poor at dealing with aggro tactics would not be able to interrupt the approach with anything significant, which gives the Kirby player the chance to get into range, skid, jump, and then execute B-air (preferably sweetspotted). This nets you 12% damage and a not-so-strong position. Sure, repeat this enough and start going for KOs, but now your B-air is staled.
Contrast this with other options:
Grab -> U-throw (10%)
Grab -> B-throw -> B-air (22%)
Grab -> F-throw -> F-air x1 (11%) -> F-air x2 (14%)
N-air -> Grab (10% + Throw damage)
U-air -> U-tilt (13% or 14% + combo out of U-tilt)
D-air -> Vulcan Jab (~23%)
D-air -> Grab (9% + Throw damage)
D-air -> F-tilt (17%)
D-air -> U-tilt (13% or 14% + U-tilt combo)
These are the most common options Kirby has when running at the opponent and having free reign of approaches. Compare the damage output - which is at least as good or better than landing a B-air - but also take into consideration
positional outcome as well. Additionally, B-air is not staled (with the exception of the B-throw to B-air combo) which allows for more damage output/knockback should it be used later in the battle.
This is all under the assumption that Kirby can somehow aggro rushdown the opponent. Wait... I think
I have an answer to this!