• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

Obscure useful knowledge and Common misconceptions for Melee Kirby

Ten of Nine

Smash Apprentice
Joined
Mar 6, 2016
Messages
172
Location
South
Here's some obscure/underrated Kirby information (this could even be useful to people that have mained Kirby for a long time but don't experiment)
I'll be giving examples of each feel free to add if you guys want.

- Kirby's aerial inhale has about 70% the horizontal reach as his grounded version (the grab hitbox actually shifts inward)

- Fair and Dair both have landing hitboxes that have a high initial KB, they can shield poke and set up for follow ups

- Spaced Bair > Dsmash can shield poke many characters but it risky since Dsmash has a lot of recovery.

- Kirby's grab range is almost the same exact range as Roy's, it has the added advantage of grabbing lower as well. His Dash JC grab can cover a surprising amount of distance since his initial dash is good.

- Dash Dtilt is a bit slower than WD Dtilt, Dash - WD > tilt is the best for covering distance quickly.

- when Kirby lands, Dtilts, or preps for a jump he has the same profile as when crouching. This make dash WD in neutral very useful since it can mean WDing under an aerial approach, a grab, lasers or projectiles, etc. When one WD length away from an opponent in neutral the last thing they expect from a Kirby is a WD straight in. Often can be better than Roll to tilts and such, since a predicted roll is punishable

- Bair can absorb/deflect projectiles from the front. Sometimes for edge guarding a forward moving reverse Bair is better if they have no hitbox to challenge you.

- Nair is underrated for edge guarding, it lasts long and you can drift while it's active. Dash SH Nair off stage initially can stop early recoveries to ledge, then you can turn air jump Bair them after the late Nair connects.

- When edge guarding Inhale is terribly under used at the moment. Near the edge Inhale can catch a LOT of recoveries, then you just walk off. As you Bair them while off stage edge-guarding, you can turn mid air jump Inhale to end a stock early. There are many other ways to gimp with inhale but they are character specific (e.g. Marth goes low to Up-B, you can SH a bit off stage and inhale him from behind avoiding the sword hitbox as you descend with Marth in tow).

Here are some misconceptions I hear quite often from commentators and non-Kirby players -

"Up Air hits hard but only does like 12 percent though.."

"Yea his back air is good but every other aerial beats it out and it only does like 12-13 damage..."

"Kirby's D tilt is pretty good but it doesn't hit under the stage and it's like frame 6..."

"The only moves Roy has are spaced Fairs and D tilts, and Dtilt at the tip only does like 4% and it somehow loses to Kirby's D tilt. Kirby's Dtilt does like 7% so it's a bad trade everytime" - PewPewU paraphrased

"Kirby's Upthrow can be escaped during the animation..."

"Kirby's B and F can easily be escaped at any percent with any input"

"Kirby has a bad shield"
 
Last edited:

Hiiro

Smash Rookie
Joined
Nov 24, 2015
Messages
6
Location
Berlin
inhale is the poor mans rest.

Also do you have any frame data for the mid air inhale? I've been looking for ages.
 

Weenuk

Smash Cadet
Joined
Feb 4, 2018
Messages
36
people also say a lot that kirby's smash attacks all have little knockback which is not true (as long as you sweetspot fsmash/usmash they do a good amount of knockback at high percent whereas dsmash always has good knockback since there's no sweetspot iirc)
 
Top Bottom