Kirby
Difficulty: 55:45
"The kirby matchup can be a little difficult, but IMO its not too hard if you know what to look out for. SH f-airs can be beaten out by a rising or a ff kirby b-air, so use it to punish missed air attack. Generally, ground approaching is usually more effective. Tilts are great for poking at kiby, and grounded shuttle loop (due to its invunerabillity frames) shuts down kirbys b-air approach. Also at maximum inhale range shuttle loop will hit as well.
Its not good to use grounded tornado as it is destroyed by powerful kirby f-smash (use only at close range or near the ground in the air), and if he uses it MT on you a f-air or d-air will shut that up fairily painlessly. Also his b-air can poke a approaching (only) tornado as well if it hits at a certiaen point close to the top.
Watch when edge guarding so you dont run into a hammer or a back air, and I would say try to land d-airs and n-airs, because f-air and u-air can knock kirby up higher making it easier for him to recover.
When he is edgeguarding you his d-air can beat out SL if it is spaced correctly and stone can as well if he predicts SL so if you can use your jumps to recover or if he chases you in the air you can get above him and tornado or drill directly back on to the stage.
If he grabs you and f-throws, DI towards the upper left corner to avoid followups or if he down throws, if you jump at the right time meta will fly up, thus avoiding an up-tilt combo.
Its not good to attack a grounded kirby from above with d-air because he can shield it and grab you if your close to the ground, 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.
In this match try to save you d-smash if possible. It will be key to be able to KO kirby fairily early as normally he can live 10-20% more than meta can. Kirby f-smash will generally kill once you are in triple digits."
-DJ Iskascribble
"Kirby can be a really hard match up, if the kirby knows how to play it.
Let's face it Kirby has good ground game, good air game, good edgeguard very, etc.
Kirbys bair has insane priority and can go through our aerials if they time it correct, fsmash is ridiculous good and can hit through tornado.
So basically watch out for:
- Bair
- Fsmash
- Grabs
While recovering you should know that kirby can edgeguard your upB with bair and your nado with fsmash, so side b and sweetspot the edge would be the safest thing to do, but remember to switch up because they can always punish you if they know what you are doing.
iirc mks ftilt goes through kirbys bair if you time it correct (3rd hit?), we also have more range so we should be safe on the ground. If MK is in the air you should space your fairs extremely well, because good kirbys will space their bairs just as well.
Generally i would suggest playing a good ground game is safer in this matchup."
-Tero
"Kirby has a couple things going for him.
- Multiple jumps
- Decent range on bair
- Decent grab range
- Good damage output
Keeping Kirby from approaching should be the main idea. If a Kirby player wants to approach, he shouldn't be able to win. Kirby's main form of approach is dashing into a shield, which is countered very well by a dash grab. It's also rendered ineffective by tippered fairs, retreating or otherwise.
Don't let approaching work for your opponent.
Spacing fairs and dtilts is a great way to handle most match-ups. However, be aware that Kirby can actually shield-grab a dtilt if he's able to get close enough, and any of his short-hop approaches can make contact while going above your dtilt. It's a good spacing tool as always, so you should still try to use it, only not while your opponent may get into the air.
Aerial opponent
Remember shielding is safe on aerial opponents, since they cannot grab you, only air-dodge, perform aerials, or in Kirby's case, possibly stay in the air. Power-shielding the moment an attack can possibly hit you allows safe, easier, and less predictable punishment than regular shielding. If they didn't strike the moment you expected them to, you can keep moving anyway. This is very effective since you can punish an air-dodge into you with the use of a nair, one onto the ground next to you by grabbing them, or hold your position if they keep jumping. Shy Kirby players may mispace their bairs so they don't actually reach you even if you don't move, these errors in spacing are easily punished by a quick ftilt.
You can make use of the amazingly potent tool in Meta Knight's grounded Shuttle Loop for very easy hits on air-jump camping opponents. It's better to perform this if you have a platform above you, to make it very hard to punish, thanks to quick glide cancellings. Remember however, that it only does around 9% damage from the start, and it keeps getting worse. Possible punishment is not worth spamming it, as each of Kirby's most used moves do more damage than the Shuttle Loop, and it's as easy for him to punish as performing an air-dodge, one more jump to bair you out of your glide, or dair'ing into you from directly above. Shuttle Loop works best performed less often, SPECIALLY considering that you can KO with it from around 130% if you keep it fresh, and the aerial one can get weak enough not to allow any surprise aerial Shuttle Loop KO's.
To counter Kirby's potent air-jump camping game, which seems to be the best way to play Kirby, possibly in most, if not all of that character's match-ups, a Meta Knight player can keep up a good ground game, limited to mostly short-hops, baiting and taking advantage of each time the Kirby opponent touches the ground.
This is not the only option, however. One can also perform full hop fairs as an approach, and from there continue performing dairs and fairs, airjumped or not, to fight the opponent in an air-jump approach similar to his air-jump camping tactics.
Aerial Meta Knight.
Camping aerials is a good idea to avoid Kirby's options to land hits, aerial or otherwise. Kirby players will sometimes shield in the place they think you will land, to possibly punish a falling aerial by shield-grabbing you. This is easily baited by performing one extra jump right before touching the ground. If they miss a grab, you can then fall on them with a dair to safely regain your position.
Recovery.
Drill rush is your safest option. It out-prioritizes most of Kirby's moves, including all of the ones which pose a threat. I don't know about his hammer, but I haven't witnessed any Kirby player perform it on drill rush yet, and I don't think it's likely for it to land, due to its slow start-up and short range. Be careful to glide back on-stage. Your opponent's most reliable option against your glide is bair. If a Kirby opponent jumps offstage towards you, you should expect this. The opponent can also down-B, which is easy to see coming and calls for the cancelling of your glide. If your opponent tries to edge-guard in an unsafe way and is directly above you, you can perform a Shuttle Loop in hopes of it sending the opponent backwards and away from the stage, for a quick way to put the momentum of the match on your side.
Once you hang on the edge, be wary of attacking your opponent directly with an aerial as they can bair or shieldgrab. Be also wary of performing Mach Tornado in hopes of going back on-stage, as your opponent can bair the top of the move to land a safe hit on you, or perform a forward smash, which out-prioritizes the Mach Tornado. It is still a safe move, specially if performed from above the range of forward smash, or the opposing character altogether, so they can't punish it.
By the way, Mach Tornado isn't a great tool during the on-stage fight, due to Kirby's tendency to quickly pop out of it, his ability to bair you out of it (they can also shield it, as always), and the fact that the low damage output on a short MT isn't more damage than what Kirby can land on you. It's good to perform it if you feel confident that you'll trap your opponent in it during the entire move, or if you know it will hit, since it's relatively safe due to Kirby's unability to punish after popping up, since his falling speed isn't quick enough.
Edge-guarding.
You can charge a forward smash against Kirby's up-B, and release it when he's in the falling part of it. It's safe to perform this, and it works if the rising part of Kirby's up-B doesn't make contact with you. You also have the option to edge-hog the up-B, the opponent if forced to land on-stage (unless they don't, and they lose a stock), so you can easily ledge-hop a nair from there, or a fair in the unlikely case of nair not being able to reach the opponent.
Besides that, your opponent will over-B to head towards the stage without losing altitude, and air-dodge or perform aerials on your edge-guard attempts. You can bait air-dodges and land aerials afterwards, it's also good to try performing off-stage fairs and dairs, air-jumped or fast-falled. Fast-falling nairs from above may also work, which isn't as effective against Kirby as it is against other characters due to his multiple jumps, but it's still easy to land and an option you can consider. You can mix a Shuttle Loop in now and then, in hopes it connects, making recovery a chore for your opponent.
KO-ing.
I've found keeping dsmash fresh to KO at above 110%, not to be as effective in the Kirby match-up as in others. It seems that dsmash is harder to land on Kirby than on other characters, due to your opponent being mostly either in the air, or on the ground shielding. It's still good to keep it as an option, but if you like to perform dsmash even if it doesn't KO, go ahead (I like ftilt better, because of the better range, less punishability, and similar damage output though).
The absolute safest KO move in most matchups is a grounded Shuttle Loop. It's effective from around 130% on light/mid-weight characters, and Kirby is fortunately one of them. If it's fresh, you know what to do. If they DI and it doesn't KO, there's no problem. If they don't DI next time you hit, it's still a KO. A move keeps getting weaker each time you land it, but landing one move repeatedly will result in similar knock-back, due to the opponent having more damage each time.
Remember that trying to perform long edgeguards can allow you to land extra damage to make it easy to KO. If you can land a forward smash onto Kirby's falling animation during his up-B at high percentages, more power to you. Another option is nair at very high %, specially if fresh.
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 in hit Mach Tornado. It even has a much smaller range, 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).
About Kirby-ciding, it's easily avoidable if you maintain proper spacing throughout the match, and its range is not so good as to catch you during your aerials or specials (except Dimensional Cape, of course)."
-TKD