Aunt Jemima
It's ya girl
- Joined
- Jul 2, 2014
- Messages
- 3,619
I watch all your videos, they're great. You should make PM-esaue videos for Smash 4 imo.
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Time to convert my disgustingly sloppy notes into an actual post~
Decided to do some labbing with Kirby (as if this isn't what I'm always doing) and found some interesting things. Some of these are obvious, but they're literally never utilized by Kirby mains, so anybody who doesn't actually know the character may find it interesting. Some of these things are minor, but optimization is important!
First, let's talk about B-Throw. This is overall the most interesting thing I've found, and actually makes me think a lot higher of Kirby's throws. While I don't have specific frame data for it, the FAF on Kirby's B-Throw is oddly fast. When Kirby starts to rise after hitting the opponent, if you buffer an option, he does it immediately and looks like he's teleporting, even in slower Training Room speeds. Due to buffered actions out of the throw moving Kirby to this set distance, both U-Air and Fast Fall U-Air autocancel out of the throw, each having their own applications.
When Kirby uses B-Throw near a ledge, if he uses U-Air while drifting to the ledge, you can cause Kirby to land and slide off the stage, grabbing the ledge right away. The timing is similar to how you'd cancel the lag on certain recoveries such as Peach's Parasol by sliding off the stage or a platform. This allows Kirby to launch his opponent off the stage and set himself up for an optimal position to edgeguard. Depending on the percentage, he can also double jump backwards out of the throw to put himself in a better position.
If Kirby fast falls U-Air after B-Throw, he'll land before the hitbox comes out. This actually seems to have the opposite effect when compared to standard U-Air. When you buffer U-Air out of B-Throw, Kirby teleports upwards slightly when the move starts (such as how Marth moves forward during U-Tilt). When you hold the control stick down while buffering an U-Air, however, Kirby teleports downwards slightly. While I don't have definitive frame data, Kirby is at the very least landing nine frames after B-Throw if it's autocancel window follows the same rules as other games. From eyeballing it, Kirby's definitely landing faster than nine frames, though. The main difference with this compared to Kirby's "hup cancel" is that the overall execution is easier, along with giving Kirby more momentum before he lands. This allows for B-Throw to be used as a jab lock set-up against faster fallers (Fox, Greninja, Sheik, Falcon, etc.) and gives the throw much more usage as you can now pressure the opponent much better.
Along with that, Kirby's SHAD can use FF U-Air's autocancel much more effectively than "hup cancel" can, due to the same things B-Throw uses it for (momentum and consistency). Kirby is landing incredibly fast after this, it's practically instant (2-3 frames?), which gives it much more use. While Kirby's SHAD isn't incredible like Marth and ZSS as the only move he can use out of it is B-Air, being able to land so fast helps drastically as a mix-up option, especially in conjunction with Kirby's perfect pivot tilts.
Going on to perfect pivots, there's a couple more applications with it that I've found to be useful. A vast majority of Kirby's Copy Abilities slide when he's using a perfect pivot, but some of the most notable ones are Sheik's Needles, Luigi's Fireballs, Olimar's Pikmin Toss, and Rosalina's Luma Shot. Luigi's Fireballs and Olimar's Pikmin Toss (especially this!) are big takeaways here, as it allows Kirby to move around while throwing out these projectiles. Kirby's full hop double fireballs cover the same space that Greninja's short hop double Water Shurikens do, so when used in conjunction with perfect pivoting, Kirby becomes a huge nuisance. Olimar's Pikmin Toss is straight up broken when used with PP, though. Kirby can use this already stupid ability while retreating and advancing to put constant pressure on Olimar and lock him into places that are favorable for Kirby. Rosalina's Luma Shot, while not being as useful as the others, is still noteworthy as Kirby's Luma Shot has priority over everything Rosalina's Luma does (transcendent priority?). This allows Kirby to retreat while throwing out his super-powered Luma to demolish anything Rosalina does with her own.
Now that the topic of Copy Abilities is brought up, let's discuss Inhale! As has been said before, Inhale is now nearing Wario's Chomp in terms of frame data, which has brought this move up from "can only be used on reads" to "can be safely used in many situations". Due to the improvement on start-up, Kirby can combo into Inhale for quite some time. Both his U-Tilt (regular and sourspot) and U-Air (regular and reversed) set up into Inhale. For specifics, against Sheik, U-Tilt combos into Inhale until 65% regular, 80% sourspot. Kirby's U-Air combos into Inhale until 70% regular, 75% reversed. F-Throw > FF U-Air > PP U-Tilt > Inhale is now our go-to combo when we need Copy Abilities. With this buff, Copy Abilities can now truly be included in Kirby's MUs rather than "if you manage to get this ability".
There's also some other new things due to this buff. Inhale's start-up is so fast that Kirby can now run off the stage and B-Reverse the move to grab opponents on-stage. This allows Kirby to drift under the stage with the opponent in his mouth, allowing for straight-up Kirbycides or using Star Shot under stages like Smashville, Town & City, and Battlefield to kill opponents. Both Kirby's F-Tilt and D-Tilt knock opponents off the stage into a tumble animation, which allows Kirby to Inhale them for the options mentioned above, or B-Air stage spike the opponent for early kills.
Along with that, the Inhale buff makes Kirby's ledge play really strong. Both Kirby's Inhale and Jab beat standard get-up, ledge attack and ledge jump, which either knocks the opponent off-stage to reset the situation (Jab/Star Shot) or gives Kirby easy access to his Copy Ability. Kirby's ledge trump B-Air is guaranteed as the move comes out on f6, which is incredibly dangerous to get hit by as it'll kill at relatively low percents or set up for further edgeguarding. Due to this, you'll almost always want to buffer ledge options against him. Sadly, two of the three options available to avoid trumping are beaten out by Jab/Inhale, so your only option left is to ledge roll, which is extremely punishable. Using a standard ledge get-up or attack is risking even more than it already is, as B-Reverse Inhale grabs both of them off the stage, along with F-Tilt/D-Tilt knocking them off for Inhale/B-Air stage spikes.
Moving onto Kirby's edgeguarding, I finally found out how Stone's knockback trajectory is decided! It's actually quite simple, I just never took the time to really find out how it worked. It's a bit odd to explain, however, so bear with me. As a reference, pretend Kirby's Stone is exactly in the middle above an opponents' hurtbox. If you move it a pixel to the right, it'll start launching left. If you move it a pixel to the left, it'll start launching left. This is important information as you can use it to decide whether you'll try to stage spike an opponent with Stone, or outright kill them.
Next, let's go on to Kirby's B-Air, there's some good properties here. Anybody that isn't incredibly short (Pikachu, Kirby, Greninja, etc.) will get hit by Kirby's full hop B-Air (for example, it hits Ness and Mega Man), which is incredibly safe. While certainly not as effective, this is reminiscent of Kirby's SH Brawl B-Air. This is especially useful for getting B-Air kills, along with setting up for edgeguarding. Due to the speed on Kirby's B-Air, it's a very potent edgeguarding move, and helps tremendously when D-Air isn't a viable option, such as against Pac-Man. Sourspot B-Air frame traps into B-Air's strong hit, which can net kills at incredibly low percents (especially when Rage is involved!) or put the opponent in a terrible position off-stage. It should also be noted that Kirby's SH B-Air autocancels and snaps to the ledge if you use it on-stage, so it's a viable option to get the opponent off.
Last thing. Due to being multi-hit, Kirby can choose to use his F-Air instead of B-Air when stage spiking, as it allows him to move into the stage before the final hit spikes the opponent. This can be used to prevent the opponent from teching due to the "no tech" thing that was found a while ago. A bit unrelated, but Kirby's F-Air, B-Air and U-Air all autocancel when using ledge aerials.
Now, let's move onto combos!
First and foremost, the most important thing. I was wrong. Regardless of DI, F-Throw > FF U-Air is guaranteed on all characters (including Sheik!). The only characters that avoid this is Greninja and Fox, both of which start getting combo'd at around 5%~ with DI down.
Now, onto the important things with this new-found knowledge. F-Throw > FF U-Air > PP U-Tilt is going to be Kirby's BnB combo at low percents. The reason for this is because PP U-Tilt combos into a ton of moves, most notably U-Tilt, Grab, and Inhale. This allows Kirby to get an insane amount of damage off low percent grabs. For example, here are three combos against Sheik, one of which was discussed in a previous post...
Spoiler
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Also, this is actually noteworthy. F-Throw > Final Cutter combos until around 65%~ depending on the character with DI Away, and does 18%, giving Kirby a decent throw combo later on. This makes me like default Kirby a whole lot more, to be honest. There's also the general Copy Ability throw combos, such as Mach Tornado, Shield Breaker, Needles, Charge Shot, Giant Punch, Aura Sphere, Hadouken, etc. which is definitely helpful.
Going into Reverse U-Air, there's some more things found out about this! Reverse U-Air can combo into four notable moves. Reverse U-Air, B-Air, Sourspot B-Air and U-Tilt. For now, we'll focus on the former three. Being able to combo into B-Air is a kill set-up near the ledge, along with an easy way to get opponent into an edgeguarding situation. It generally deals good damage, too (22%). Being able to combo into Sourspot B-Air allows Kirby to frame trap into another B-Air, which can kill incredibly early near the ledge, does very high damage (30%) and puts the opponent in an unfavorable position. Being able to combo into Reverse U-Air, while it may seem a bit useless due to B-Air existing, is really good. Reverse U-Air > Reverse U-Air can combo into both B-Air and Sourspot B-Air, which gives Kirby the same applications listed above. This is DI dependent, as you can DI away, but if you do that and Kirby B-Air's you, you're dying much earlier. It should also be noted that U-Tilt/Sourspot U-Tilt combo into Reverse U-Air, which opens up the same options listed above, but is more character-dependant.
Kirby's Jab clashes with quite a large amount of projectiles in the game, such as Mario/Luigi's Fireballs, Paralyzer, Thunderjolt, Lloid Rocket, Water Shuriken (excluding fully charged), Hadouken and PK Fire (takes 2% then falls out before Ness can act). There's many, many more, but those are some of the more notable ones. Kirby can deal with almost all projectiles in the game through Jab/Crouch, which is good. This is especially helpful as walling out Kirby is much harder for characters than it would be if those two options didn't exist (unless your name is Mega Man, cri).
A bit anti-climactic and random way to end the post, but Star Shot has some interesting properties. The distance the opponent is launched is actually dependent on the percent difference compared to Kirby, using Nosferatu's rules in reverse, as the lower Kirby's % is compared to the opponent, the farther they'll be sent. For example, 0% Kirby against 999% opponent OHKOs, sending the opponent across the entirety of Final Destination and into the blast zone. Oddly enough, 999% Kirby against a 0% opponent ends up sending the opponent through Kirby's body, behind him. The main reason I'm bringing this up is because if Kirby uses Star Shot against a double jump or limited-use move (ie: Ryu's Helicopter Roleplay) it removes it from their arsenal until they get it back through regular means. While I haven't used this much in actual matches, this does have the potential to be good, especially against characters like Yoshi, Ness and Lucas.
ok thanks for reading it's 5AM and I'm tired byeeee~
no pretty pictures, .gifs or formatting makes me sad.
edit: fixed some dumb 5AM spelling mistakes
Reverse Uair is the safest yes, because the # of frames between the last of the hitbox and when you are able to move is the smallest. I think its safe on shield for most if not all characters if spaced right; I could be wrong tho since Im going off of feel and experience instead of actual frame data for this lol.Hmmm. It looks like reverse uair is really safe. So far for shield pressure I've been relying on well spaced fairs. What is the timing for the uair though? I remember trying to space it and end up getting shield grabbed almost every time. Does it have to be a reverse rising uair or do I have some time to input it?
Couple explanations of how to perfect pivot:I know I'm going to sound stupid for this, but how to reverse U-air and perfect pivot? Is it like a normal pivot?
Speaking of rage, does the extra knockback scale evenly across moves, and also include more hitstun? Probably worded that weird but here is an example.
Kirby can true combo kill Ike with Weak Utilt > Uncharged Eruption around 125% with no rage. With rage, Utilt will send higher at lower %s. This is most likely wrong but for the sake of the example say kirby with 100% rage, Weak Utilt sends Ike the same distance at 100% as it did at 125% (so yes assume both at 100%). Would Kirby's rage Utilt have the same amount of hitstun as the 125% example? And will eruption then kill Ike at that % with rage, or does moves with different kb scale different with rage meaning it wont kill?
Edit: Thats still probably very confusing. If someone who gets what I'm saying can say it simpler, do it plz.
It may be of note that dtilt trip to running up smash seems to work on some characters, like Villager, so if they're far away from the side of the screen or something it could be useful.So I was playing a Diddy Kong in tournament the other day, and I got him offstage. Nair is a great move against Diddy offstage, but I managed to get his barrels at some point, so he went into helpless and I managed to land Hammer Bash. There were so many better options but it felt good to confirm into that move~
Labbed a bit with Reverse Up Air, and yes, this is really really good. Not too difficult to get down, either, at least compared to most ATs in this game. Speaking of ATs, does Kirby get much out of Extended Dash Dancing? I feel like he gets enough out of U-Turning or Sliding Tilts or whatever you want to call it.
(Also Kara Forward Smash is very nice, if Down Tilt trips then it works even against opponents that are far away. You just need to make sure it trips!)
My goodness Phan7om... how often do you mess around in training mode? With a character like Kirby you'd think you would eventually hit a dead end...I think Kirby's Monado ability is pretty good... oh wait.
https://www.youtube.com/watch?v=A6Yn3ZZ5Rh8
WE LOVE YOU TOO, RESERVED, YOU MAKE SOO GOOD POSTS! <3OKBYE I LOVE YOU ALL I TYPED THIS ENTIRE THING ON MY PHONE~
I think I'll change considering my main kill set up is D-Air to D-smash and it's really really easy to pull of( well when i think about killing I use that, otherwise i just read the ledge get up, or my personal favourite, D-air off stage until they give up), and it'll open up alot more options for my play styleI'm pretty sure we all agree that it comes down to personal preference, but a lot of Kirby's like to use C Stick for tilts. I'm one of them, although you lose out on some nifty things by not having it as Smash Attack. You gain a lot having it for tilts, though.
The struggle. It's always so bad when they're at KO % and I flub a Forward Smash punish. ;__;(Like I do!)
It might take some getting used to, but I definitely feel that tilt-sticking is the optimal way to go."Stuff" is what truly motivated me in that message to use c stick tilt
thanks, I'll remember this in my battlesImportant Kirby tech: If you guys aren't angling your forward smashes upward, you should start doing it. Up-angled kills earlier, which could change the outcome of a set.
It does have a tiny bit less range, but this usually doesn't matter. As a side note, down-angled doesn't seem to have more range than normal, and it has the least knockback, so I advice against doing it.