SirKibble
Smash Champion
- Joined
- May 2, 2008
- Messages
- 2,400
~ BUTTERFLY KIRBY ~
Butterfly Kirby…is Kirby with butterfly wings.
His origin? A random avatar that appeared here on SmashBoards.
His capabilities? Well, we’re about to find out!
~ STATS ~
Butterfly Kirby…is Kirby with butterfly wings.
His origin? A random avatar that appeared here on SmashBoards.
His capabilities? Well, we’re about to find out!
~ STATS ~
Size: Small ~ The same size as Kirby
Weight: Light
Power: Weak
Jumps: 9
Jump (1): Mid-High
Jump (2-9): Mid-High
Speed (Walk): Mid-Slow
Speed (Run): Mid
Traction: Mid
Speed (Attack): Mid
Speed (Falling): Slow
Range: Mid
Crouch: Mid-Low
Crawl: No
Wall-Kick: No
Wall-Cling: Yes ~ Butterflies clings to walls, hence Kirby as a butterfly can cling to walls.
Glide: Absolutely!
~ STANDARD ATTACKS ~
Standard Combo – Flap – Butterfly Kirby faces the screen and flaps his wings rapidly, creating hitboxes to both sides of him. These are roughly half the size of the hitbox for Meta Knight’s Standard Combo, but they extend to both sides. They also deal damage similarly, giving opponents who touch them 2% damage and flinching knockback. Butterfly Kirby is completely vulnerable from above, and the wings also have worse-than-average priority. Executing this move works just like Meta Knight’s—all you have to do is hold the button down and Butterfly Kirby will keep flapping. There is relatively little startup and ending lag for this move.
[2% per hit]
Forward Tilt – Dust Clap – Butterfly Kirby throws his wings forward, clapping them together and releasing some kind of magical dust. The dust quickly accumulates in a cloud that covers an area similar to the flames of a Fire Flower. The cloud remains there for the next three seconds, and deals constant damage (1% every quarter-second) to anyone touching it, though it deals no knockback at all. This move has moderate startup and ending lag.
[Variable Damage]
Up Tilt – Wing Stretch – Butterfly Kirby lifts his wings up over his head and stretches them. This does no damage, but once he finishes stretching them, his brings them down fast, slapping the ground with them. He stretches for about a second, giving this move a good amount of startup lag, but he brings his wings down fast, with virtually no ending lag. The slap of the wings reaches a fairly average distance, and deals 7% damage with moderate knockback.
[7%]
Down Tilt – Slow Powder – Butterfly Kirby, hunched over, subtly pats the ground with his wings, releasing a light coat of a mysterious powder over an area about the width of one Stage Builder block. This has moderate startup and ending lag, but can be difficult to see performed, as it’s a very subtle move. The powder remains on the ground until an opponent touches it, or until Butterfly Kirby is KOed. If an opponent touches the spot, they’ll kick up the powder and be covered in it for the next five seconds (though controller input can shorten this), during which time they will move slowly, as if affected by the Timer item.
[0%]
Dash Attack – Whirlwind Spin – Dashing forward, Butterfly Kirby tucks his wings in and spins, somewhat like Meta Knight’s Drill Rush. He travels about one-fourth the length of Final Destination, dealing multi-hit damage up to 8%. The final hit knocks enemies a short distance away, to clear some breathing room. The startup lag on this attack is minimal, but some noteworthy ending lag exists.
[Up to 8%]
~ SMASH ATTACKS ~
Forward Smash – Gust – Butterfly Kirby pulls his wings back, then flaps them both forward together, creating a powerful rush of air that shoots forward. The gust, which is about the size of a Party Ball, travels forward until it strikes a wall, and has a similar push effect to Mario’s F.L.U.D.D. or Squirtle’s Water Gun. However, it deals no damage, and the lag times on this move are something to be aware of.
[0%]
Up Smash – Takeoff – Butterfly Kirby faces the screen and shoots into the air, flapping his wings to get him up. He gets up about the height of the higher Battlefield platform, and takes about a second to do so. If he strikes anyone while going up, they’ll take 5-8% damage, depending on the charge. The real power of this move lies in his wings. As he’s flapping to get up, his wings are pushing air downward at an alarming rate. Opponents caught in the gusts will be forced downward hard. Chances are they’ll hit the ground, then, taking 12-20% damage upon impact. Of course, if you’re tricky enough, you could use this to Meteor Smash a recovering opponent. Lag times are moderate.
[5-8% or 12-20%]
Down Smash – Dirt Spray – Butterfly Kirby faces the screen and flaps both wings once, very hard. Dust sprays up from the ground as an effect of this, shooting off in both directions. The range for the dust is similar to a Fire Flower’s flames by default, though it can be increased by charging, and the attack deals multi-hit damage up to 10%. There is moderate lag at the beginning and the end of this move.
[Up to 10%]
~ AERIALS ~
Neutral Aerial – Tuck Spin – Butterfly Kirby tucks into a tight ball and begins spinning. His body becomes a hitbox for this move, and he’ll keep doing it until you cancel out of it into something else, whether that be a Jump, an Attack, a Dodge, etc. Anyone who contacts the spinning Butterfly Kirby will take 5% damage and relatively weak knockback. Startup lag is minimal, but there is a little ending lag as you cancel into something else.
[5%]
Forward Aerial – Air Rush – Butterfly Kirby stalls in the air for about a second, stretching his wings back, then rushes forward in a straight line, damaging enemies he hits. He moves forward about half the length of Final Destination, dealing 6% damage and moderate upward knockback to anyone he strikes. This move has considerable ending lag as well as startup lag, so although it can be used for recovery, it should be employed with some forethought, as Butterfly Kirby will fall a fair distance after using the move before becoming mobile again.
[6%]
Backward Aerial – Shrink Powder – Butterfly Kirby starts this move out just like his Forward Aerial, by hovering in the air with his wings stretched back. The move he executes is different, though. Butterfly Kirby leans forward, as if ready to dash forward, then ducks his head down and turns upside-down as he blows a mystical powder from his lungs. The affected area is about twice as long as that of a Fire Flower’s flames, but only about half as tall. Enemies struck by the powder will shrink, similar to the effect of a Poison Mushroom, though they’ll only remain in that state for about five seconds. This attack, like the Forward Aerial, has quite a bit of lag attached to it. This powder, unlike many of his others, does not linger.
[0%]
Up Aerial – Light Powder – Butterfly Kirby stalls in the air a bit to use this move as well, though not as strongly as he does for his Forward and Backward Aerials. For this, he basically just falls more slowly while using the move. As he’s floating in the air, he turns toward the screen and flaps both wings upward, releasing yet another sparkling powder into the air above him, in a cloud about the size of a Party Ball. The cloud remains for about two seconds, and enemies who touch it during that time will become very lightweight and floaty, making them easier to knock around. This effect lasts for five seconds after the opponent stops touching the cloud. This Aerial has moderate startup lag, but a fair amount of ending lag.
[0%]
Down Aerial – Heavy Powder – This attack functions essentially the same as the Up Aerial, only Butterfly Kirby releases the powder downward, creating a cloud that makes enemies heavy and less mobile. The effect of this also lasts for five seconds, and the lag is also similar.
[0%]
~ SPECIAL ATTACKS ~
Neutral Special – Camouflage – This is a chargeable move that charges over time, similar to R.O.B.’s Laser or Wario’s Wario Waft. Butterfly Kirby begins the match with it fully charged, and it reaches full charge every minute. When used, this move will cause Butterfly Kirby to face the background goes semi-transparent, blending into the background! In this state, he cannot be hit by any attacks, and that included Grabs. Essentially, he’s completely invulnerable. At full charge, he can hold this state for five seconds before becoming exhausted and reverting back to normal. The less charge you have, the shorter the time he can hold the camouflage for. There isn’t much startup lag on this move, and the ending lag is moderate, so with proper use, you won’t find yourself being punished for this too often. If used in the air, this will stop you in mid-air, as Butterfly Kirby somehow latches onto the backdrop!
[0%]
Side Special – Leech – Butterfly Kirby reaches forward with both hands, attempting to grab his opponent. The range is the same as his regular Grab, and the lag time is similar to Bowser’s grab in his Flying Slam attack. If Butterfly Kirby is successful in grabbing his opponent, he’ll latch onto them, holding them in place and draining their energy. Every half-second he’s latched on, he’ll deal the opponent 2% damage, recovering 1% every time he does. The victim will have to mash buttons to try to shake Butterfly Kirby off, which is easier at higher percentages. At moderate damage levels and button mashing levels, this move will usually hit 3-5 times.
[2% per hit]
Up Special – Current Ride – A rush of wind sweeps Butterfly Kirby high into the air, taking him along roughly the same trajectory as Marth’s Dolphin Slash, though about twice as far in either direction. He goes this distance in about a second total, while the startup and ending lag for this move are moderate. Opponents who get close to Butterfly Kirby during this will not take damage, but will be thrust off to the sides violently by the air current. Like Sonic and Snake, Butterfly Kirby still has access to all his non-Special moves after using this Up Special.
[0%]
Down Special – Magic Coat – Butterfly Kirby closes his eyes and his wings begin vibrating, spreading a coat of sparkling dust all over him. As long as you hold the button down, he’ll keep doing this for up to 5 seconds. When you stop, Butterfly Kirby returns to normal, but he’s now coated in this magical dust, which remains for twice as long as you used the move for (5 seconds of use = 10 seconds of dust). While the dust covers him, every time he touches an enemy, they have a 20% chance of falling asleep. If they’re in the air, the enemy will enter a helpless state for a brief time, as if they were Footstool Jumped. This attack cannot be reused until the previous dust wears off. Startup and ending lag for this move are above average, but not painfully so.
[0%]
~ FINAL SMASH ~
Final Smash – The Butterfly Effect – Butterfly Kirby faces the screen and flaps his wings once, smiling as he does. The chaos that ensues is something no opponent will want to deal with. A massive tornado suddenly covers the playing field, and for the next 10 seconds, all opponents will repeatedly take moderate knockback in random directions. If the victims of this Final Smash are thrown into solid objects, such as the stage, by the winds, they’ll take 10% damage every time they strike it. Otherwise, this move has potential to throw your opponent clear off the stage, or may have a net effect of absolutely nothing.
[10% per hit]
~ GRAB & THROWS ~
Grab – Normal – Butterfly Kirby grabs exactly like Kirby does, only with both hands. Same range, same lag times, etc.
Pummel – Slap – Butterfly Kirby brings one wing forward to slap the opponent with it. He’ll alternate wings if you use this multiple times, so it can be repeated at a very fast rate, but each hit deals only 1% damage.
[1%]
Forward Throw – Sleeper – Butterfly Kirby tosses his opponent to the ground, then flaps his wings, releasing a powder onto them that puts them to sleep. There is a fairly long startup and ending lag for this Throw. Note that all of his Throws are performed essentially the same way, but with varying damages and different effects. This Throw does no damage, and puts the opponent to sleep.
[0%]
Backward Throw – Shrinker – This Throw is much like the other, except that it shrinks the target for three seconds, rather than putting them to sleep, and it also deals an accompanying 4% damage.
[4%]
Up Throw – Floater – Once again, this is a very similar Throw to the previous two. The effect of this one is to make the opponent very lightweight for three seconds. The effect of this is stronger than simply shrinking the opponent, but it deals no accompanying damage.
[0%]
Down Throw – Dropper – This Throw is just like the one before it, but it works the opposite way, making the victim extremely heavy for three seconds. This deals an accompanying 5% damage.
[5%]
~ PLAYSTYLE SUMMARY ~
Butterfly Kirby is no powerhouse, so you’ll need to capitalize on his great aerial game and his effect-based moves to win a match. His KO moves are few and far between, even more so than any character on the roster, so you’ll probably need to get your opponent(s) to higher damage than almost anyone else before you’ll be KOing them.
Heavy reliance on Butterfly Kirby’s various status-affecting moves is recommended. Put your opponents to sleep, shrink them, make them lighter, whatever. Just make sure you don’t let them stay normal. Butterfly Kirby is a fragile and easily-knocked-around character, so you need to keep your opponent at a constant handicap with these various status ailments.
Damaging enemies is most easily done by putting them to sleep first, then employing an attack like the Side Special or Down Smash. When your opponent is ready to be KOed, try shrinking them or making them heavy before using a Side Smash to shove them off the side of the stage. If you use your Down Special at this point, you can probably gimp them as they try to recover. If you don’t have the time, try to learn the timing of the Up Smash to keep your opponents from making it back.
You’ll most likely be doing a lot of gimping if you want to win as Butterfly Kirby, given how little knockback the vast majority of his moves do. The strategy should usually be to damage opponents a lot so that they can be pushed off the stage a suitable distance, then keeping them from coming back. And don’t forget, damaged opponents stay asleep longer, so they’re even easier to put more damage on!