Yarn Kirby
Kirby's yarn form joins the fray! Oh and avoid the old woman who likes sowing. She might tie you up! Err... that wasn't funny wasn't it? Oh well damn. He's not likely but he has great potential to have an interesting and unique movesets.
Stats:
Kirby relies on two things. Combos and his long range. His yarn whip attacks and his special (Yarn catch) is extremely useful for Kirby. He does well against rushdown and zoning characters thanks to his long ranged attacks. Unfortunately, his weight (As light as Jigglypuff's) and falling speed makes him easy to kill.
STR: ---
WEIGHT: -
SPEED: -------
ATK SPD: ------
SHIELD: -----
SIZE: ---
JUMP: --------
RANGE: ---------
AIR MOBILITY: ---------
FALLING SPEED: --
Specials
Neutral Special : Yarn grab
Kirby catches the enemy with his yarn whip. He can pull the enemy towards him or away from him. It deals 6% damage. The whip can be aimed.
Against those characters to try to run, try to zone and try to camp, this move is the one of the most handy and useful tools in the game. The range is SUPER long and the the priority is extremely high. It can even put Meta Knight out of his mach tornado. This isn't really only useful for zoning but its great for continuing combos.
Forward Special : Yarn Train
Kirby transforms into a train and rams the opponent. Kirby follows the train tracks which are drawn by the analog stick. It deals 9% damage.
In train form, Kirby gains Super Armor that can resist attacks dealing below 10%. Unfortunately, it travels slowly (As fast as Snake's dash speed). It can help Kirby in recovering. Usually, you'll end up using this as a rushdown and recovery. After all, you can resist some attacks with super armor despite the train form having slow speed.
Downward Special : Yarn Snake
Kirby transforms into a Snake. In his Snake form, he's 5 times quicker. Clicking A will make Kirby stretch himself to the enemy and strangles him/her using his (Kirby's) own yarn body dealing 5% damage each hit until the enemy successfully struggles to break away..
This isn't really similar to his yarn whip. He goes towards the enemy instead of the enemy going towards him. It also functions as a rush down move since Kirby is extremely hard to hit plus he's faster than his normal speed. There are some cautions to take in this form. Kirby is lighter than even jigglypuff during this form. He is capable of being killed at low percents such as 70% or worse.
Upward Special : Pendulum
Kirby throws a pendulum, grapples it and swings. The thrown pendulum deals only 4% damage. You can aim where you want to throw pendulum.
Kirby's main recovery but it's not like the usual tether recoveries. It disappears after 5 seconds. Using a whip-like move or pressing up B aiming at the pendulum will make Kirby grapple it. Other characters with long ranged grapples or tether recoveries can using the pendulum too.
Standard attacks
Neutral combo : Whip flurry
Kirby whips endlessly. It's like Meta Knight's neutral a except it faces one direction and it has long range. It deals 2% per damage.
Great attack unlike the other rapid attacks. Most rapid attacks have a big cool down. This one does not. It has less cool down enough to follow it up to another attack. Think of it like Chun Li's rapid kicks.
Forward attack : Whip punch
Kirby whips the enemy. It deals 9% damage.
One of Kirby's best attacks. It has the range and priority. Unlike yarn whip, it does not catch the enemy. It hits them. It deals less damage and it has weak knockback. The range and priority can be taken advantage of against rushdown and zoning situations.
Upward attack : Whip up!
Kirby whips upwards. It deals 6% damage.
Are you facing aerial masters like Wario and Jigglypuff? This move works well against them. This move serves as an anti-air attack. Take advantage of the weak knockback and damage by chaining it repeatedly.
Downward attack : Twirling the whip!
Kirby twirls the whip downwards. It deals 4% damage per hit.
It isn't like the neutral a where in it has minimal recovery. In fact, it's unsafe as a stand alone attack. It's best if you do this from a safe range since this attack has good range.
Smash attacks
Forward Smash : Whip SMASH
Kirby smashes the enemy with his whip. It deals from 11 - 18% damage.
Whip smash is Kirby's best smash. It covers a huge area plus it deals good knockback. Not as much as most smashes but its still good for Kirby. This is suitable for finishing combos and countering rush downs and zoners. The start up is fast but the ending is quite noticeable but its not slow. It has some cool down so fast characters like Toad and Meta Knight may react quickly.
Upward Smash : Mega whip frenzy
Kirby repeatedly whips insanely upwards. He whips upwards 7 times. The speed is extremely fast and it deals from 18 - 33% damage (No charge: 3% - 2% - 2% - 2% - 3% - 2% - 4% damage).
Kirby's most powerful move. Once you miss with this attack, your open for a huge punishment even though the whip movement is fast. This can be followed up by u-tilt but it's also good against aerial attacks. However, characters such as Jigglypuff and Wario can use their aerial mobility to evade the attack easily so be wary of the enemy's aerial mobility.
Downward Smash : Bidirectional whip
Kirby whips in a Lemniscate motion (Infinity sign). It deals from 15 - 24% damage (No charge: 2% - 3% - 5% - 5% damage) The direction of the knockback is as follows: 1st - None, 2nd - Back, 3rd - None, 4th - Front (Strong).
Kirby's jack of all trades smash. It has good range both horizontal and vertical. Nothing much to say. The range says it all.
Aerial attacks
Neutral aerial : Round whip
Kirby whips around (Remember Zero's heavy attack in TvC?). It deals 10% damage in total (2% - 3% - 5%)
How do I say this? Err..... Its one of Kirby's most versatile attacks attacks. You can use it for both ground and aerial combos. It doesn't really deal much knockback which means it's not a suitable combo finisher. Maybe in the air I guess but there are always better options. On the ground, it has many uses as a combo starter if fast fell or short hopped and a follow up.
Forward aerial : Whip spike
Kirby spikes the enemy with his whip. It's a weak meteor smash. It damages 9%.
Just because it's a weak meteor smash, doesn't mean it's useless. For one, it's a long ranged attack and the start up and cool down is quick. That means it can be used as a combo starter and finisher. Finisher because it can meteor smash. It is weak but that doesn't make the meteor smash effect useless. At high percents such as 150% up, the meteor smash effect is stronger than usual.
Downward aerial : Weight
Kirby morphs into a weight and smashes his enemy! It deals 16% damage.
A stall - then - fall attack. It's EXTREMELY predictable so if you miss then your gonna die. In trade for the predictability and the terrible speed, it's ridiculously powerful but there's always the u-smash. I only put this because every character needs a useless move. Yes. All characters in brawl has some useless moves.
Upward aerial : Again....... Whip up!
Kirby whips upwards. It deals 6% damage.
Same as the whip up (Up tilt) except with more uses----- Wait a minute. It's just the same attack except it's the aerial version. Lol.
Backward aerial : Back slap (Suppose to be whip but that word was starting to get repetitive)
Kirby whips backwards. It deals 9% damage.
No. It's not like the f-tilt. In fact, it's nothing like it. Maybe the concept is like the f-tilt but not the hitbox. It has good horizontal range and BOTTOM (Not vertical) range. YES. It SLIGHTLY extends to the bottom. All around great move.
Throws
Grab : Yarn grab
Kirby grabs the enemy with his yarn. No. It's not like the yarn catch. There's a huge difference. In this one, he grabs the enemy. In the other one, it just pulls the enemy towards him.
Pummel : Top
Kirby morphs into a top and twirls the enemy around. Each spin or hit damages 4%.
Up, Down, Forward, Backward throw : Throw
Kirby throws the enemy. It deals 9% damage.
FINAL SMASH
Kirby grabs the smashball! A metamortex appears in front of him and transforms him into a tank bot! Here are the controls in this form (Lol.... I keep using this sentence)
A - Rocket
B - Spinning punch
X/Y - Fly
PLAYSTLYE
Yarn Kirby's attacks are long ranged. All of them have good priority. He's known to being an adaptive character. He can adapt to being a zoner or a rush down. Most or even all of them can be used in both ways. He does well against characters with short range and characters with shorter range than him. He has a glaring problem though. His attacks aren't powerful so he'll have a hard time killing. Most of his killing attacks are unsafe. Even if it's followed up, it can be possibly DI'd so expect to kill enemies at around over 150%. Another bad thing is that he's the lightest character in the game along with Jigglypuff so he's gonna be really easy to kill. He's like ghost rider except he's cute and weak.
His yarn catch mixes well with all his standard attacks. You can follow up any attack once you pull the enemy towards him. His train is a decent rush down but it travels slow so it's gonna be easy to react to. His Snake form moves fast on ground. Use the speed to your advantage to retreat or rush down the enemy. His pendulum is his main recovery so there's nothing much to say about this.
Overall, Yarn Kirby relies on his long range in the end. If you like long ranged characters that can adapt to both styles such as zoning and rush down, then Yarn Kirby is the character for you!