----- DYNA BLADE -----
Dyna Blade, who made her first appearance in Kirby Super Star, is a large armored bird who’s found laying waste to Dream Land’s crops. In the end, it is discovered that her primary purpose for this is to feed her newborn children. After Kirby discovers this and provides an alternate solution (Whispy Woods' apples), as well as helping to teach the babies to fly, Kirby becomes friends with Dyna Blade and her hatchlings. In “The Revenge of Meta Knight,” Dyna Blade helps Kirby return to the Halberd after he’s brutally blown off it by Meta Knight’s crew.
----- STATS -----
Size: Large ~ Dyna Blade is a little taller and wider than Bowser.
Weight: Heavy
Power: Mid
Jumps: 5
Jump (1): High
Jump (2-5): Mid-High
Speed (Walk): Slow
Speed (Run): Mid-Fast
Traction: Mid
Speed (Attack): Mid-Slow
Speed (Falling): Mid
Range: Mid
Crouch: Mid-High
Crawl: No
Wall-Kick: No
Wall-Cling: No
Glide: Yes
Note: Dyna Blade is incapable of grabbing ledges as most fighters do, so she relies solely on her five jumps and glide to recover all the way back onto the stage. Luckily, she is also incapable of entering freefall, so you could glide into an attack and then hold the jump button again to reenter the glide, even if you’ve already used all your jumps.
On that same note, Dyna Blade does not have a Grab and Throw system. Her Side Special functions as a special grabbing attack, but attempting to employ the standard Grab mechanism will resort immediately to a shield.
----- STANDARD ATTACKS -----
Standard Combo – Rapid Flap – Dyna Blade stands facing the screen and flaps her wings at a rate of about one flap per quarter second as long as you hold the button down. There is little startup lag, and also little ending lag, but this attack is relatively weak. The hitbox extends about one Stage Builder block to each side of Dyna Blade, and is as tall as her, so it’s fairly large, but deals only 2% damage with weak horizontal knockback to anyone it hits. Dyna Blade is also still vulnerable from overhead. This attack should mainly be used to clear some breathing room around Dyna Blade.
[2%]
Forward Tilt – Wing Slap – Dyna Blade hooks her right wing forward, slapping in front of her with it. The lag on this attack is pretty average, and Dyna Blade covers a pretty mediocre range, since her wing is curled and not fully extended. Again, the hitbox is pretty tall, but isn’t anything special horizontally. This attack deals 7% damage and fairly weak horizontal knockback.
[7%]
Up Tilt – Shudder – Dyna Blade shakes as if shaking water from her feathers. The hitbox for this move only consists of Dyna Blade’s body, and lasts for about a second while she shakes. The shaking causes multi-hit damage up to 8%. This move comes out lightning-quick, but Dyna Blade suffers some noteworthy lag at the end, as she recovers from the tremor.
[Up to 8%]
Down Tilt – Quick Peck – Dyna Blade, hunched over, pecks at the ground directly in front of her. This attack has moderate amounts of lag on both the front and the back, but opponents are given no signal that the move is going to be performed, and Dyna Blade performs the actual attack very quickly. The peck deals only 4% damage, with fairly weak diagonal knockback.
[4%]
Dash Attack – Sand Blast – Dyna Blade, soaring low over the ground, plants her feet and stops on a dime, kicking up sand in front of her. The sand covers a distance about one-fourth the length of Final Destination, and is as high as Mario is tall. The sand deals multi-hit damage up to 7% to anyone caught in it. This attack has virtually no startup lag, but the ending lag is something to be wary of, as Dyna Blade enjoys watching the sand she kicks up.
[Up to 7%]
----- SMASH ATTACKS -----
Forward Smash – Power Slam – Dyna Blade leaps forward, then crashes to the ground, not unlike King Dedede’s Up Special. However, she doesn’t go nearly as high. Dyna Blade focuses on moving forward, covering a horizontal distance about one-third as long as Final Destination, but only getting about one Stage Builder block off the ground. She can jump over edges like this, and the move won’t finish itself until she hits solid ground, but fortunately, you can jump at any time during the move to cancel it and flap your wings, performing a mid-air jump. Dyna Blade turns herself into a large hitbox during this move, dealing 10-20% damage with moderately strong diagonal knockback to anyone she contacts. This move, while useful, does come with one major drawback. The lag times are akin to Ike’s Forward Smash, both before she jumps and after she lands. The actual attack portion of this move takes about a second to perform.
[10% to 20%]
Up Smash – Sonic Shriek – Dyna Blade lowers her head to charge this move, then rears it back and lets out an ear-piercing shriek. This affects an area about three Stage Builder blocks high and wide, but only above her head, meaning that opponents on the ground or anywhere below her head won’t be affected. The shriek does only 2-5% damage, but has rather strong knockback, directly upward. This move is a major strength of Dyna Blade’s in KOing airborne opponents, but unfortunately has lag very similar to that of her Forward Smash.
[2% to 5%]
Down Smash – Trample – Dyna Blade stomps on the ground 1-5 times, depending on how long you charge this move. This only affects the area directly underneath her, burying opponents she hits and also damaging them. Each hit does 3% damage, making a possible total of 15% if it’s fully-charged and hits an opponent from the beginning. This Smash Attack, like her others, has a lot of lag attached to it. Fortunately, the burial often allows you to score an easy follow-up hit on your opponents.
[3% to 15%]
----- AERIALS -----
Neutral Air – Full Spread – Dyna Blade spreads her wings to full wingspan and stretches her talons, once again, making her entire body a large hitbox. This isn’t unlike King Dedede’s Neutral Air, but Dyna Blade has a larger hitbox and suffers decent amounts of lag on the front and back ends of the move. This move also slightly slows her descent while her wings are spread. She does 6% damage and weak horizontal knockback to anyone she hits while in this state.
[6%]
Forward Air – Gyro Gust – Dyna Blade stretches her head forward, then spins around, similar to Falco when he uses his Forward Air. This move has slightly above-average lag on both ends. Dyna Blade’s spinning body does multi-hit damage up to 5%, but the real strength of this move is the wind that builds up around her while Dyna Blade is spinning. When she finishes the move, as she spreads back to her normal position, the wind flings nearby opponents away from Dyna Blade in a random directly, with moderate knockback. This is a useful move for clearing some space around you while you’re in the air.
[Up to 5%]
Backward Air – Whirlwind Spin – Dyna Blade spins horizontally, making a 270 degree turn. Yes, that means she ends facing the opposite direction, which is useful for her glide when recovering back to the stage. As she spins, her body becomes a hitbox that deals 8% damage and moderate horizontal knockback to anyone she touches. Unfortunately, this move has a lot of lag attached to it on both ends. Dyna Blade hovers in place while turning around, so you don’t need to worry about falling from the lag, but you could very well be attacked by a foe during the lag times.
[8%]
Up Air – Sky Stab – Dyna Blade stretches her wings backward, over her head, to damage opponents. This executes faster than most of her moves, with lag times slightly under average. The bulk of the wings does 4% damage, with weak knockback, but the tips are sweetspots, dealing 10% damage and pretty strong upward knockback. They’re a little obscure, since they’re not directly above Dyna Blade, but the fact that there are two of them makes it a little easier to nail that sweetspot.
[4% or 10%]
Down Air – Blustery Burst – Dyna Blade hovers in place while she powerfully flaps her wings downward. This does not propel her upward, but shoots a massive gust of wind downward, which does no damage, but functions similar to Squirtle’s Water Gun, blowing opponents downward. The affected area is similar to that of Dyna Blade’s Up Smash, but downward instead of upward, and it’s only about half as powerful. The lag on this move is, once again, something to be aware of.
[0%]
Glide Attack – Divebomb – Dyna Blade divebombs at about a 45 degree angle, for about the distance of three Stage Builder blocks, both down and forward. She has good priority and deals 10% damage to anyone she hits like this, although it’s got more lag time than other Glide Attacks, like Pit’s or Meta Knight’s. This lag is only on the front, as Dyna Blade pauses in the air and shrieks before rushing forward. There is almost no lag at the end of this attack. After she shoots forward, she ends the attack simply falling,
not freefalling, so you can resume a glide again by holding the Jump button.
[10%]
----- SPECIAL ATTACKS -----
Neutral Special – Squall Shot – Dyna Blade rears her head back and takes a deep breath (this takes about as long as Falcon Punch does to charge), then spits forward five powerful bursts of air. One travels directly forward from her mouth, and the others spread evenly around it, the furthest most two shooting at 45 degree angles away. These travel about as fast as PK Thunder, going indefinitely until they hit something. They deal only 6% damage, with moderate knockback, but are still a useful projectile in Dyna Blade’s arsenal. The ending lag is moderate, but nothing too overwhelming.
[6%]
Side Special – Predator Sweep – Dyna Blade shrieks, then spreads her wings and rushes forward. She goes about one-third of Final Destination before turning upward and performing a quick shuttle loop back to where she started. Any opponent hit by her talons while she’s rushing forward are carries with her, and she then holds onto them, damaging them. She can hold up to two opponents, having two feet. This has a fair amount of startup lag, about two-thirds that of a Falcon Punch, but Dyna Blade rushes rather quickly, finishing the entire sweep in the process of about a second. If used in the air, her descent will be slowed during the startup lag.
If she grabs any opponents, she will hover where she returns to, gripping them in her talons and dealing 3% damage per half-second that she’s holding them. Thus ensues a battle between Dyna Blade and her victim(s). The player controlling Dyna Blade should mash the B button to hold onto her victims, while the victims should struggle (via normal struggling methods in the world of Smash Bros.) to escape before they receive too much damage. As is common with these type of attacks, it is also easier to hold onto an opponent for a long time if they are heavily damaged prior to being grabbed. Unless your opponent is at extreme damages, or either of you are significantly better at mashing, it’s normal for a single use of this move to hit 3-4 times, for 9 or 12% damage. Victims are released independently from each other, and fall straight down upon release, remaining immobile for about half a second afterward.
[3% per Hit]
Up Special – Steel Up – Dyna Blade pauses in mid-air (she will perform her first jump if this is used on the ground), shrieking loudly and donning a more metallic appearance. She remains in this state until she lands on the ground again. While in this state, she is unable to perform any attacks, but can still jump and glide freely. On the positive side, she receives no knockback at all, and half damage from all attacks that hit her. While this serves as a good recovery option, it should only be used when it needs to be, as it will add about half a second of landing lag to Dyna Blade’s touching the ground, as she stretches her wings and disposes of the armored effect.
[0%]
Down Special – Razor Wind – Dyna Blade rears back, as in her Neutral Special (and with similar lag), then pushes her head forward and flaps her wings wildly, creating a powerful storm wind similar to Ridley’s in his boss battle in the Subspace Emissary. The affected area is as tall as Dyna Blade, and about five Stage Builder blocks forward horizontally. This does no damage, but consistently pushes opponents to the edge of the hitbox. It will also catch any items, pushing them forward the same distance, as if they had been thrown. While it’s sometimes risky to use this move in the air because of the lag, this can often be an effective way of pushing your opponents of the sides of the screen for KOs. Dyna Blade maintains this wind for about a second before stopping, at which point she suffers significant ending lag, as she shakes her feathers and resumes normal posture.
[0%]
----- FINAL SMASH -----
Final Smash – Mother’s Wrath – Dyna Blade shrieks and rushes to the background of the stage, out of sight. A nest (about the size of Kirby’s pot) with three of her chicks in it then appears in the center of the stage. If, at any point during the Final Smash, someone touches one of her chicks, Dyna Blade will shriek (as a brief warning), then rocket through the stage at the location of the person who touched the chick, similar to the Dragoon item, though dealing only 15% damage and high (but not OHKO) knockback.
Avoiding the chicks is easy at first, as they simply sit in their oversized nest. However, after five seconds, the three of them will all flutter out of the nest and start flying around. They travel about as fast as PK Thunder, and cannot go through walls. They have a sense of curiosity that will cause them to home in on opponents, but only slightly, and only if they are in a fairly close proximity to begin with. After almost 15 seconds of this, the chicks are strong enough to venture out on their own, exiting the field the same way Dyna Blade did to begin the Final Smash. Dyna Blade then drops in from the top of the stage, like Snake does after his Final Smash is over.
[15%]
----- TAUNTS AND VICTORY POSES -----
Up Taunt – Dyna Blade flaps furiously, shaking off a few loose feathers, then calms down again.
Side Taunt – Dyna Blade strikes a pose with her wings outstretched and shrieks proudly.
Down Taunt – Dyna Blade pulls a wing close and preens her feathers briefly.
Up Victory Pose – Dyna Blade falls in from above the screen, slamming to the ground and shrieking loudly.
Side Victory Pose – A monstrous cloud of sand covers the screen, then Dyna Blade flaps her wings and clears it in one powerful swoosh! She then stands proudly with her wings outstretched.
Down Victory Pose – Dyna Blade stomps furiously on the ground around her, then faces the screen and bends over, as if threatened.
Loss Pose – Dyna Blade stands in the background, occasionally flapping her wings or shifting her feet..
----- EXTRAS -----
Entrance – Dyna Blade glides in from above the screen, thunderously slamming to the ground.
Alternate Costumes
(Default Costume is Red)
Kirby Hat – Kirby gains a yellow mohawk, as well as the Squall Shot ability, which functions exactly the same as Dyna Blade’s.
----- PLAYSTYLE SUMMARY -----
Dyna Blade’s playstyle is an interesting one, as many of her key attacks do little (or no) damage, but high knockback. Attacks like the Up Smash, Down Air, and Down Special are quite important to a good Dyna Blade player’s game, though they may seem difficult to incorporate at first.
To begin with, Dyna Blade’s Tilts will be her major source of initial damage. Since they’re among her only attacks that aren’t laggy, she’ll need to use them to rack up a bit of damage before proceeding to attacks that are more likely to score KOs. Others like the Down Smash and Neutral Air can be used as well, but will only be especially effective against slower opponents.
For scoring KOs, Dyna Blade has a few options. Her Up Smash is a great way to star KO opponents who like to stay airborne, and her Forward Smash is effective on those who won’t get airborne. Naturally, though, you’ll have opponents who know how to play both, so employing Special Attacks and Aerials becomes important. Aerials like the Forward Air, Backward Air, and even the Up Air can be useful for making your opponents feel it, and the Neutral and Side Specials are also good ways to give a little extra damage to your opponents.
One of Dyna Blade’s great strengths is gimping. Both her Down Air and her Down Special are powerful tools for keeping your opponents gone. She’s got plenty of Jumps, too, so don’t be afraid to chase an opponent off the screen. If things get too difficult, your Up Special guarantees you a free ride back to the stage, so long as you haven’t exhausted too many Jumps already.
Keeping the battle airborne is always a plausible option for Dyna Blade players. Her Up and Down Air attacks will be your key KO scorers if you choose this route, while you’ll find that the Forward and Backward Airs, as well as the Glide Attack, will serve most of the rest of your purposes. Specials like the Side and Down Specials can also be helpful for those same purposes in the air.