This is a list created from the Krazy Kirby Kid "the best kirby in the nation/ world?".
Kirby is all I play.
I've fought and beated many of the top players from which I derived this list from.
Easy = Kirby has the advantage (from slight to major)
Medium = Fair match up (either character as about an equal chance of winning)
Hard = Kirby is at a slight disadvantage (winning this match requires putting your fate in uncertain "forbiden" tecs, or out thinking your opponent) Also shows my inexperience with the match up (aka Luigi).
Very Hard = So unfair that I don't enjoy playing the match on any level
Character --> Kirby's Advanges -->
Easy
Pichu --> Pichu? This match is already a joke..... just make it fun.
Kirby --> The Smarter Player will always win in this match. Kirby still has flaws even fighting another kirby. I've never had a problem even with 2 kirbys against only me.
Ness --> Good moves in a bad character does NOT equal good character. Though Ness might have the disjointed hit boxes, his get back is so atrocious, that a simple jump into the PK ends his life. Not to mention that he can't handel dynamic levels. Ness's moves don't flow together because he's horizontal speed and smashes don't work.
Donkey Kong --> Both characters are slow and quick depending on the situation. However, Donkey's size is a major disadvantage. Kirby can duck a lot of his attacks. His large size also makes him easier to grab and swollow for advantageous situations. The RANGE can be countered with proper triangle dodging.
Mewtwo --> two low tiers battling it out. Nobody plays mewtwo competitively so ... whatever.
Bowser --> Seriously.... one move..... BOWSWER BREATH. Bowswer can't jump around it or roll through it. Once kirby gets these powers (which is an extremely easy task) it's burn for the win. Forward tilt bowswer off the edge and BOWSWER BREATH. Back throw and BOWSER BREATH.
Yoshi --> Overwhelm with air moves and L cancel to avoid crouch canceling attacks. Yoshi has speed close to the ground, but not a lot of range with his air attacks. Also, he can't leave the stage to off guard you. Kirby's grabs and forward air will stop a lot of Yoshi's efforts. Also, if Yoshi crouch cancels, a down smash will send him off and down from the edge. This is a major danger zone for Yoshi.
Medium
Captain Falcon --> C.F's love to run and jump around and overwhelm the enemy with his speed. However, the faster the player plays, the less he/she has time to activley anayze the game. This is where Kirby can easily counter all of C.F.'s moves with simple grabs and up tilts. C.F. players are used to hitting bigger targets that kirby, so with the help of wave sliding, triangle dodging, and just normal dashing kirby can easily dodge the oncoming attacks. Sweep C.F. to the edge and use a MATRIX to finish him off eaisly.
Samus --> Samus's projectiles aren't dynamic enough for a well dodged kirby. Crouch canceling doesn't beat Kirby's clean L canceling. Samus's bomb jumping is so EASY to hit. Absorbe her flying kill move and suddenly the match up is evened out.
Marth--> Marth is too good FOR his own good. Triangle dodge into up tilt / down smash and ALL of his sword swinging will do him no good. Forward tilt off the edge and follow up with a MATRIX called the MARTH TRICK, and he won't be coming back. Duck his grabs, and soon you will see that marth is not really that good.
Falco --> Don't let falco's nonsense kill you. His drills can be up tilted. His lasers can be stolen and used against him. Kiby lasers are the best power in the game. A single jump and unlease 3 lazers that can't even be countered by a held reflector. Edgarding is a easy with MATRIX like the FALCO trick.
Young Link-->The speed and Ylink's small size make him considerable harder to fight. Good thing he's lighter. Hope for the best.
Link--> Link doens't have enough speed to stop kirby. His ducks under up B's and grabs make link nervous. Off guarding is also easy. If link graples the edge, a matix from the edge can finish him off.
Ice Climbers--> Use the 17th hit on the forward air to DIVIDE AND CONQUER. The 17th his is that extra little *umph* when the forward air hits the ground. This counts as an additional GROUND attacks which is ideal for stopping ground attacks. Use a wall of pain to finish off nana with simultaneously fighting popo. Use the drill into Lcanceled whatever and chances are nana will take the hits even if popo blocks. These battles are wonderful.
Zelda--> This is a lame battle waiting to happen. Keep chasing Zelda down, eventually you'll get her. She's light also. Otherwise, you'll be eating a lot of strong air moves.
Roy--> Roy is a loser. Howabout that. I beat kens roy. Now NO ROY can't challege ME. lol. On a serious note. Roys kill moves naturally bring kirby close to killing him. Beat him like a marth.
Pikachu --> Pikachu has a lot of strength in strange places and a lot of air mobility, HOWEVER, using a matrix Pikachu is easy to edge guard. Take Pickachu's powers are fun to use considering Kirby has more range with them. Pikachu's lack of attacking range is your strongest advantage.
Game & Watch --> All of his moves out prioritize Kirby's. Good thing he's light weight and easy to edge guard with him limited options of getting back. G&W typically likes to overwhelm the enemy with low to the ground l canceled air attacks Lcanceled into down tilts. This is deadly but not to hard to avoid. The more effort someone puts into hitting your character, the move dependent they become on your fixed position. Stay mobile, and G&W won't be able to keep up with your speed.
Ganondorf --> Gdorf can l cancel to increase his power by spamming strong air moves. However, his jumping speed and lag at the beginning of his air moves is still his weakness. Cut up his range and his moves by moving in with an air hammer. Though this move has lag when you land on the ground, don't worry. The naturally dodge (squishing animation) is enough to prevent you from being grabbed, jabbed, tilted, and worlock-anything. Once inside Gdorfs "personal space" his options for attack are extremely limited if he can't grab the ducking kirby. This gives kirby the advantage for low tilting, or simply attacking attack of Gdorf's attempts to roll or jump or dodge away. ALSO, he is easy to edge guard. Kick the wizard's foot. Kick him away from the edge. Down smash the edge. Or (my personal favorite) drop down into his up b, tech it, and use that extra time to drill Gdorf into oblivion.
Mario --> Watch out for this fast crazy character. His abilities were desgined for a medium tier range. Therefore, he can't exploid any one area of offense to perfection. This makes for a well rounded THINKING game. Think around mario and you win. Go off the edge to finish him off. Use a back kick forwards so caps can't counter your moves.
Dr. Mario --> Mario with kill moves and a good close up game. You can use pills if you want, but chances are they won't phase the Doc. Watch out for neutral air, forward air, forward smash, down smash, ect.
Hard
Luigi --> Strong feet, floating air, crazy moves, unpredictable explosions.... watch out for this green beast of konoha. Just try not to piss him off.
(Sheik)--> Kirby's wall of pain and natural dodging can put sheik on alert. Natural dodges to duck sheiks grabs also put sheik on edge. She's also light which helps. Sheiks lack of a good air to ground combo keeps kirby safe. DON"T GET GRABBED.
Peach-->Though peach has the power, projectiles, and priority.... she's still light. Forward air can take peach out from the ground or in the air. If yo'ure stuck on a flat huge stage... I'm sorry. But that's not a good place for you to be. Smaller levels with some platforms are ideal.
Fox--> Fox is everything you wish you were. He stole your up tilt and your forward smash. So what's left. Kill hlim of course. If you can out think fox's speed you have a great advantage. Fox's are so used to hitting very precise targets that when you move they don't have a backup for their attacky. They rely on TOP speed to back them up, however this requires more thinking. In this way, a little fore thought from Kirby can go a long way. If you dno't let fox grab you, the game is yours with a few FOX TRICS.
Very Hard
Jigglypuff--> Jigglypuff = Kirby + real moves. They contructed jigg's move set with a proper flow coupled with her EXTREME air mobilitiy. Ouch. You're just a kirby. Kiby's WALL of pain vs Jiggs's wall is pretty even. Jiggs moves in and out. Kirby moves up and down. But when it comes down to it, jigglypuff has move kill moves.
Kirby is all I play.
I've fought and beated many of the top players from which I derived this list from.
Easy = Kirby has the advantage (from slight to major)
Medium = Fair match up (either character as about an equal chance of winning)
Hard = Kirby is at a slight disadvantage (winning this match requires putting your fate in uncertain "forbiden" tecs, or out thinking your opponent) Also shows my inexperience with the match up (aka Luigi).
Very Hard = So unfair that I don't enjoy playing the match on any level
Character --> Kirby's Advanges -->
Easy
Pichu --> Pichu? This match is already a joke..... just make it fun.
Kirby --> The Smarter Player will always win in this match. Kirby still has flaws even fighting another kirby. I've never had a problem even with 2 kirbys against only me.
Ness --> Good moves in a bad character does NOT equal good character. Though Ness might have the disjointed hit boxes, his get back is so atrocious, that a simple jump into the PK ends his life. Not to mention that he can't handel dynamic levels. Ness's moves don't flow together because he's horizontal speed and smashes don't work.
Donkey Kong --> Both characters are slow and quick depending on the situation. However, Donkey's size is a major disadvantage. Kirby can duck a lot of his attacks. His large size also makes him easier to grab and swollow for advantageous situations. The RANGE can be countered with proper triangle dodging.
Mewtwo --> two low tiers battling it out. Nobody plays mewtwo competitively so ... whatever.
Bowser --> Seriously.... one move..... BOWSWER BREATH. Bowswer can't jump around it or roll through it. Once kirby gets these powers (which is an extremely easy task) it's burn for the win. Forward tilt bowswer off the edge and BOWSWER BREATH. Back throw and BOWSER BREATH.
Yoshi --> Overwhelm with air moves and L cancel to avoid crouch canceling attacks. Yoshi has speed close to the ground, but not a lot of range with his air attacks. Also, he can't leave the stage to off guard you. Kirby's grabs and forward air will stop a lot of Yoshi's efforts. Also, if Yoshi crouch cancels, a down smash will send him off and down from the edge. This is a major danger zone for Yoshi.
Medium
Captain Falcon --> C.F's love to run and jump around and overwhelm the enemy with his speed. However, the faster the player plays, the less he/she has time to activley anayze the game. This is where Kirby can easily counter all of C.F.'s moves with simple grabs and up tilts. C.F. players are used to hitting bigger targets that kirby, so with the help of wave sliding, triangle dodging, and just normal dashing kirby can easily dodge the oncoming attacks. Sweep C.F. to the edge and use a MATRIX to finish him off eaisly.
Samus --> Samus's projectiles aren't dynamic enough for a well dodged kirby. Crouch canceling doesn't beat Kirby's clean L canceling. Samus's bomb jumping is so EASY to hit. Absorbe her flying kill move and suddenly the match up is evened out.
Marth--> Marth is too good FOR his own good. Triangle dodge into up tilt / down smash and ALL of his sword swinging will do him no good. Forward tilt off the edge and follow up with a MATRIX called the MARTH TRICK, and he won't be coming back. Duck his grabs, and soon you will see that marth is not really that good.
Falco --> Don't let falco's nonsense kill you. His drills can be up tilted. His lasers can be stolen and used against him. Kiby lasers are the best power in the game. A single jump and unlease 3 lazers that can't even be countered by a held reflector. Edgarding is a easy with MATRIX like the FALCO trick.
Young Link-->The speed and Ylink's small size make him considerable harder to fight. Good thing he's lighter. Hope for the best.
Link--> Link doens't have enough speed to stop kirby. His ducks under up B's and grabs make link nervous. Off guarding is also easy. If link graples the edge, a matix from the edge can finish him off.
Ice Climbers--> Use the 17th hit on the forward air to DIVIDE AND CONQUER. The 17th his is that extra little *umph* when the forward air hits the ground. This counts as an additional GROUND attacks which is ideal for stopping ground attacks. Use a wall of pain to finish off nana with simultaneously fighting popo. Use the drill into Lcanceled whatever and chances are nana will take the hits even if popo blocks. These battles are wonderful.
Zelda--> This is a lame battle waiting to happen. Keep chasing Zelda down, eventually you'll get her. She's light also. Otherwise, you'll be eating a lot of strong air moves.
Roy--> Roy is a loser. Howabout that. I beat kens roy. Now NO ROY can't challege ME. lol. On a serious note. Roys kill moves naturally bring kirby close to killing him. Beat him like a marth.
Pikachu --> Pikachu has a lot of strength in strange places and a lot of air mobility, HOWEVER, using a matrix Pikachu is easy to edge guard. Take Pickachu's powers are fun to use considering Kirby has more range with them. Pikachu's lack of attacking range is your strongest advantage.
Game & Watch --> All of his moves out prioritize Kirby's. Good thing he's light weight and easy to edge guard with him limited options of getting back. G&W typically likes to overwhelm the enemy with low to the ground l canceled air attacks Lcanceled into down tilts. This is deadly but not to hard to avoid. The more effort someone puts into hitting your character, the move dependent they become on your fixed position. Stay mobile, and G&W won't be able to keep up with your speed.
Ganondorf --> Gdorf can l cancel to increase his power by spamming strong air moves. However, his jumping speed and lag at the beginning of his air moves is still his weakness. Cut up his range and his moves by moving in with an air hammer. Though this move has lag when you land on the ground, don't worry. The naturally dodge (squishing animation) is enough to prevent you from being grabbed, jabbed, tilted, and worlock-anything. Once inside Gdorfs "personal space" his options for attack are extremely limited if he can't grab the ducking kirby. This gives kirby the advantage for low tilting, or simply attacking attack of Gdorf's attempts to roll or jump or dodge away. ALSO, he is easy to edge guard. Kick the wizard's foot. Kick him away from the edge. Down smash the edge. Or (my personal favorite) drop down into his up b, tech it, and use that extra time to drill Gdorf into oblivion.
Mario --> Watch out for this fast crazy character. His abilities were desgined for a medium tier range. Therefore, he can't exploid any one area of offense to perfection. This makes for a well rounded THINKING game. Think around mario and you win. Go off the edge to finish him off. Use a back kick forwards so caps can't counter your moves.
Dr. Mario --> Mario with kill moves and a good close up game. You can use pills if you want, but chances are they won't phase the Doc. Watch out for neutral air, forward air, forward smash, down smash, ect.
Hard
Luigi --> Strong feet, floating air, crazy moves, unpredictable explosions.... watch out for this green beast of konoha. Just try not to piss him off.
(Sheik)--> Kirby's wall of pain and natural dodging can put sheik on alert. Natural dodges to duck sheiks grabs also put sheik on edge. She's also light which helps. Sheiks lack of a good air to ground combo keeps kirby safe. DON"T GET GRABBED.
Peach-->Though peach has the power, projectiles, and priority.... she's still light. Forward air can take peach out from the ground or in the air. If yo'ure stuck on a flat huge stage... I'm sorry. But that's not a good place for you to be. Smaller levels with some platforms are ideal.
Fox--> Fox is everything you wish you were. He stole your up tilt and your forward smash. So what's left. Kill hlim of course. If you can out think fox's speed you have a great advantage. Fox's are so used to hitting very precise targets that when you move they don't have a backup for their attacky. They rely on TOP speed to back them up, however this requires more thinking. In this way, a little fore thought from Kirby can go a long way. If you dno't let fox grab you, the game is yours with a few FOX TRICS.
Very Hard
Jigglypuff--> Jigglypuff = Kirby + real moves. They contructed jigg's move set with a proper flow coupled with her EXTREME air mobilitiy. Ouch. You're just a kirby. Kiby's WALL of pain vs Jiggs's wall is pretty even. Jiggs moves in and out. Kirby moves up and down. But when it comes down to it, jigglypuff has move kill moves.