Affinity
Smash Hero
The Kirby-MK match-up is easily 55-45 or 60-40.
Kirby section is up; waiting for input.
Kirby section is up; waiting for input.
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That was horrible gameplay on ChuDat's part, he didn't know how to play the matchup at all. I'll try to get to play MogX so I can record it. He's the best Kirby player in WC. I'm not gonna expand and say EC too just yet, because the matches from those vids did happen some months ago.mk vs. kirby
http://www.youtube.com/watch?v=7MqavPwRTB4
http://www.youtube.com/watch?v=aNe7NOnufps
The matchup isnt the worst thing for kirby. An kirby can has some nados. xD
Asdioh, assuming you main Kirby:
You have a good match-up against MK. It's funny because Kirby is also a character that doesn't have many weaknesses: he's small, hard to hit, has a quick grab with crazy grab range, one of the best f-smashes in the game, a b-air that goes through almost all of MK's moves, a nice 0% - 35%+ combo, great recovery, and very useful tilts.
Here's what you do.
1.) Perfect the timing for nailing f-smashes or grabs on MK's that air dodge toward the ground from the air. The only thing MK can do against Kirby when he's above him is spaced d-airs; besides that, he's completely vulnerable. When an MK is trying to attack from above, just shield and respond with an up-tilt or a quick b-air.
2.) Once MK's stop trying to attack from above, they'll realize they have a better chance coming at you face to face. However, since MK is always in the air (or can be knocked in the air), it's good for you always position yourself under MK by running under him and trying to stay under him. The reason for this is because when MK -really- wants to land to get his ground game going, the most habitual tactic is to air dodge to the ground. As said before well-timed f-smashes and grabs will get you either an early kill, or a grab that will put MK back into the air to repeat the process.
3.) Speaking of grabs, always f-throw at 0%. At low %'s, do d-throw. If the MK doesn't DI correctly, you CAN combo this into an aerial.
4.) Space your b-airs. It's almost IMPOSSIBLE for a MK to break Kirby's WOP since he can immediately follow up his b-air with an up-tilt. If you space correctly and patiently, most MK's will switch to a style where they come dash in range and shield in order to make you whiff. If you can SEE this play style developing, be a step ahead and go in for a dash grab.
5.) Once they feel uncomfortable with the ground/shield game, MK's will then attempt to space their f-airs either defensively or offensively. If it's defensively, it's a WOP battle, but if its offensively... hooray! Your b-air goes through his f-air each time if you space it correctly.
6.) Edgeguard MK. Again, your b-air is awesome. It goes through his glide attack. If he tries to smarten up and tries to use tornado, have a f-smash prepped because guess what...? F-smash also goes through tornado. This is how you can get so many kills against MK because most of them won't be DI'ing correctly and/or expecting it.
Asidioh, I could go ON and ON and ON about this match-up. The most important thing I can tell you is that you're not losing to MK just because MK is a better character. You're mainly losing to MK because you're not thinking ahead enough steps in the future. Great players find patterns and habits before the end of the first stock. If you get better at this (mindgames), it will make your matches against MK infinitely easier. Guaranteed.
*To Everyone Else*
If I wanted to beat MK's without using MK, I would choose between Snake, Diddy, Olimar, Kirby, and Wario. I would also try to use MK ALOT so I could understand his pros and cons a little better.
That first video was uploaded back in August. Be sure to check the upload date before posting up a link to a match vid.mk vs. kirby
http://www.youtube.com/watch?v=7MqavPwRTB4
http://www.youtube.com/watch?v=aNe7NOnufps
The matchup isnt the worst thing for kirby. An kirby can has some nados. xD
High tier > decent IMO. That said, I think he should move up two spots on tomorrow's tier list.Exactly. One's very old, the other is just less old.
OK. Best MK player in Mexico vs the best Kirby player in Mexico, 2/3 matches. I'm gonna start uploading the matches tomorrow and post them up here =)
I think Kirby is a decent character with not enough good players to rep him appropriately.
Is he officially going? He'll have to get through the amateur brackets first. If he and M2K play and it isn't recorded, I'll punt a baby.I can't wait until this weekend when everyone sees Ally face all the top MKs in the nation and see clearly that the matchup is in Snake's favor, and there isn't much MK could do about it.
Seriously, it's retarted. Just wait and see![]()
M2K probably won't want it recorded.Is he officially going? He'll have to get through the amateur brackets first. If he and M2K play and it isn't recorded, I'll punt a baby.
Yeah, you're right. If it's the finals or semifinals will he even have a choice?M2K probably won't want it recorded.
fix'dIts not good to attack a grounded kirby from above with d-air because he can shield it and grab you if yourclose to the groundspacing is horrendous , or shield and roll away if your out of grab range. but if kirby is in the air then get above and d-air assault, just watch out because if you miss he can hit you with an u-air before you can attack again.
Who would use the infinite jab on purpose anyway ?[...]
for exemple: (from what I've read) if we DI out well of their jab (the infinite punch one), we can land a safe ftilt before they end their jab.
We can stop their dash attack (since hitbox and hurtbox are the same) with our tilts.
Their fsmash has longer range, but, here again, we can, if timed correctly, interrupt it with ftilt...
So, according to what I've read, we can erase almost all of their grounded approaches with it.
(so, if ftilt works, dtilt should, but since ftilt deals more, and is easier to time, why would we use dtilt? dtilt may be useful for grabs, though).
[...]
I meant that as directly above kirby from the air, but I can see how that was misconstrued.fix'd
You can also jump first and then do a dair, you should be safe if you space it correctly.
@TKD: first i thought your text was mostly general knowledge (like that shield approach stuff) but it keeps getting better with every line, eventhough it's not that much new informationGood summary.
Who would use the infinite jab on purpose anyway ?
Oh and you can interrupt almost everything with ftilt if you time it correctly.
The problem with using dair is that kirbys will be mostly in the air, so low chance for dair to hityou can dair them if they are on the ground ofc and its still good, but yeah they are mostly in the air
You might be right... More top mk players definitely means that the gameplay will evolve in a better way for mk than the others... That helps him to keep his ss rank;Maybe most Meta Knight players are just better haha.
-Be careful about spamming SL... a shielded SL isn't too hard to punish.Dair beats out SL as long as you position yourself so that the front of the arc doesn't touch you. If it does, then you trade hits (though you don't go flying very far), which can be useful A) offstage: It frustrates your opponent and causes them to expend more jumps. No, you aren't going to gimp MK, and that's not what I'm getting at, but it is easier to hit a recovering MK with fewer jumps than one who's not worried about falling offastage. B) On BF, Lylat, or any other stage where the Dair will spike them into a platform and you can attempt to follow up with one of your faster moves (I usually do Bair or FFed Nair>something).
See, I don't understand why so many Kirby mains can't understand this... While inhale is situational, it can hit, and at worst, it's still better than a move that's going to deal 2-3% before you break out and hit me with a Dair/Fair (I don't know what percent that is, but it's definitely higher than what Kirby-nado does...). If Kirby DOES take that, I'd let him keep it; he's the one losing out...Kirby's Swallow.
...Is useless. Seriously, when Kirby performs Mach Tornado, only one third of his hits actually have hit-stun, the rest don't. So you can air-dodge, or actually hit him, even while inside the Mach Tornado. It even has a much smaller range than Meta Knight's Mach Tornado. Fair, ftilt, up-B...anything that has more range hits him out of it (since Meta Knight's moves don't clash and hit the opponent directly), and you can make him lose the ability easily, because a lot of Meta Knight's moves have multiple hits (not that you should worry about him losing the ability or not, since it's not all that useful).
You basically answered your own question, but also you can make the dtilt a Mach Ftilt if they aren't knocked back too far.So, according to what I've read, we can erase almost all of their grounded approaches with it.
(so, if ftilt works, dtilt should, but since ftilt deals more, and is easier to time, why would we use dtilt? dtilt may be useful for grabs, though).
I <3 mach f-tiltYou basically answered your own question, but also you can make the dtilt a Mach Ftilt if they aren't knocked back too far.
The matchup thingies should ultimately represent top level from both players, so it shouldn't matter who it is. If something can't work on someone, it should be noted.We need to add a little disclaimer under the Snake matchup.
NOTE: Everything above is void when facing Ally's Snake. Good ****ing luck.
Why not Stone? You mean during the juggle to escape it? Or do you just mean that they will be able to dodge the Stone?- Nothing beats MK's uair juggle from above
I feel like "absolutely HORRIBLE" is quite an exaggeration. Getting back on-stage is really only terrible for Snake when he's not particularly high up and is approached in a way that he can't use to spike.Snake's a more extreme character. He's actually good while Meta Knight's not in control, and has a good damage output, but he's absolutely HORRIBLE at regaining control of the match (or touching the ground again, however you want to call it).
Beat me to it.The matchup thingies should ultimately represent top level from both players, so it shouldn't matter who it is. If something can't work on someone, it should be noted.