Maraphy
Smash Ace
I've been seeing a lot of these threads.... so we are now going to compile them all into this one single topic for accessability and convienience.
If you have any trouble with a certain character and want advice, post here.
Also, since getting a response from someone may take a while, in addition to making this a topic to ask for advice, I'm going to compile an organized list here of quotes that contain most of the information stated so that you can simply look it up withought having to ask. (Although, if you still need more tips I encourage you to ask) Eventually this will turn into a big hub of advice for anyone having trouble.
If you have any trouble with a certain character and want advice, post here.
Also, since getting a response from someone may take a while, in addition to making this a topic to ask for advice, I'm going to compile an organized list here of quotes that contain most of the information stated so that you can simply look it up withought having to ask. (Although, if you still need more tips I encourage you to ask) Eventually this will turn into a big hub of advice for anyone having trouble.
Bowser said:Nothing
Captain Falcon said:Nothing
Diddy Kong said:Nothing
Donkey Kong said:Nothing
Falco said:Nothing
Fox said:Nothing
Game & Watch said:Nothing
Ganondorf said:Nothing
Ice Climbers said:Nothing
Ike said:Nothing
Jigglypuff said:Nothing
King Dedede said:Nothing
Kirby said:Your strategy is to counter what the other Kirby is trying to counter onto what you're trying to counter that Kirby with...... (Campier Kirby wins... W00T)
-Cereal Rabbit
Link said:Nothing
Lucario said:Nothing
Lucas said:Nothing
Luigi said:Nothing
Mario said:Nothing
Marth said:As much as people say that he's one of the worst match ups for Marth, he really isn't >_>. In fact Marth mostly has the disadvantage cause your a really small target and most of Marth's knockback and power comes from tipping, which is hard since Kirby height and length wise isn't that big.
As Kirby, you'd really have to be a certain and almost an exact distance from where Marth is standing to get tipped by his forward smash which can kill at 50% on the first try if you aren't careful. Tipping from his forward air isn't that bad if you're on the ground and you could easily punish Marth by blocking since he has to use his f-air when he's about to hit the ground. Marth's recovery is easy to edge guard cause if you can get a back air on him when he's off the stage and he's already done his midair jump, there's a low chance he'll make it back on stage and you can just grab the edge at the right time to stop marth from grabbing the edge.
-Plasmaexe
Meta Knight said:Nothing
Ness said:The tail on PK thunder is a lot bigger than it was in Melee and it goes faster than Lucas's so it's a bit harder to dodge. You could try rolling it and even if the tail hits you, you can go after Ness and hit him if he's still controlling the thunder. Fast falling while air-dodging also works if you're trying to get back on stage and Kirby has a good enough recovery to do that, plus multiple jumps which make it possible to air dodge many times in the air. An easier solution would be to guard it, but you probably won't be able to punish Ness after unless you're close enough to him, which I wouldn't see why he'd do that when you're up-close.
Though if you're talking about PK Bodyslam (lol that's what I call it ><), just guard it and punish him after that with a smash or grab. If he's not under the edge or in range of meteor smashing with Kirbys Down air or you are not next to him at all in the air, do NOT go after him cause he can easily kill you at 50% and he performs that a lot faster than he ever did in Melee, plus it's more deadly.
-Plasmaexe
Peach said:Nothing
Pikachu said:Nothing
Pikmin & Olimar said:Man this guy is nuts, best camper in the game powerful etc. However Kirby can take advantge of the fact that most of his attacks are ranged, being the small target he is. However at the same time be careful and if you must keep your distance until you find an opening to attack. Olimar is powerful in many ways but close combat is his weakness keep the pressure on Olimar and don't give him a chance to attack. If you can try to Juggle Olimar and keep him in the air for that is where he is weakest, try to set it up so you can use your hammer on him to knock him over the edge and then just edgehog him so he can't get back on. However this does not put you at an advantage if you leave yourself open Olimar can chuck his pikmin at you to rack up damage, and if you're clumsy or predictable in your approach he can simply ken kombo you until your easy pikings to take out with a down or F-Smash. Just watch yourself keep track of what pikmin's next in line for him (as it could help you predict his pattern* of attack) and don't keep to close for too long.
*Red Pikmin usually are used for smash attacks and are dangeous.
Yellow Pikmin can paralize you and are deadly mid-air.
Blue Pikmin grant Olimar the strongest trows in the game bar none and are usually used to start up comobs.
Purple Pikmin are melons huge hitboxs and are very deadly when used for spiking and smashing generally used for down-smashes.
White Pikmin WATCH OUT FOR THESE if Olimar side-b's one of these at you dodge or kill them imediatly they deal a whopping 54% if they complete their attack despite this they are rare and are devastating when used mid air Dodge them at all costs.
Oh I forgot the pikmin rarity from most common to rarist goes like this Red>Blue>Yellow>Purple>White the average and troop of pikmin will consist of 1-2Blues/Reds, 1 Yellow, 1 Purple and 0-1 White Pikmin.
-Blade Knight
Just want to add a note about this, don't let your opponent onto the fact that you're trying to predict his attacks from the pikmen he has. A good Olimar player will try to switch things up (As in throwing red and yellow pikmen, grabbing with purple pikmen, etc), so always keep your guard up as to what he's going to do.
Also, Olimar's up-smash is one of the most ****-tastic smashes in the game. Don't attack him from above.
-Clai
Pit said:Nothing
Pokemon Trainer said:General: Nothing
Squirtle: Nothing
Ivysaur: Nothing
Charizard: Nothing
R.O.B said:Nothing
Samus said:What you got to watch out with samus are a few things, Her screw ball attack, her down A in the air and of course her gun.
First of all, Kirby is a very aerial player. so you got to watch out for that screw ball attack. Though it doesnt have a gigantic knock back it will just layer damage on you fast. Especially when your edgegaurding, dont go in for the screw kick, its possible to pull it off but its most likely youll get hit with the screw attack unintentionally just but being in the wrong place. Samus isnt aiming for you, your just in the way of her recovery. Usually down B is pretty good off the map so make your self comfortable with falling fast off the map and getting out of Down B and recovering safetly.
Also, make note that her aerial down A has a meteor effect. even at 40% watch out for this off the map, hell even at 0% its quite a threat. Just make sure your not under her while off the map. the best way to handel this is either air dodge through her and try to Wall of pain her or anything else you think may work, just play around with it. Basicly the sides of samus are the best places to be.
Lastly, Her lazers can be a problem. dont be afraid to let her charge up. This could be quite her undoing, but you have an advantage, your very small. An uncharged lazer will go right above you if you duck. you can even dodge. But when she cracks off the big one, just roll through it (not away!) and go for a grab or antyhing you got in your arsenal. Dont be afraid to provoke her in doing so, cause a good samas is gonna hang onto the charge and hit you with it at the right moment, so be on your toes to roll through it.
thats all i cna think of right now. just remeber to be on the side of her in the air when you attack, make good use of the air dodge, be ware of her screw attack and down aerial A and dont be afraid to steal her power and use it against her!
~┼Syn┼~(Synerate)
The key to Samus is to not let her advancing tricks work on you. Most of the time, a good Samus will slowly advance with missles and charge shots. For this situation, just jump over them (Airdodging if you need to) and get right in there. Samus doesn't like to fight up close a lot, so she will try to run. Follow her again and use Kirby's better hand-to-hand combat.
Also, there is a variation of this tactic, that you do NOT want to fall for. Samus will charge up her charge shot, and then use that missle-advancing technique I told you, and they'll use maybe 3-5 missles, and then throw a charge shot. WHAM! It's hard to see coming! So be on your toes, and always be aware if she has a charge shot when she is missle-advancing you. If you can evade it, then she will either be forced to redo the whole thing, or pick a different strategy.
Another kind of Samus likes to camp her missles at the side of the stage. She'll jump up and do that Triple-missle or whatever it's called. If this happens, do not jump into the air, because that is just giving her more influence over you. Instead, stay to the ground, because most of the time, they won't realize you aren't jumping, and they will continue jumping into the air sending missles to nowhere. So, just get in close, and dodge-roll the missles that come to you. Again, be wary of the charge shot. Once you get close to her, it's likely she'll either run, or try to rack up damage on you and then smash you to the other side of the stage. Just keep following her.
Also, one more note I have to make. Stay close to the ground during this fight, because Samus is tricky in the air. She has a nasty meteor smash that you want to avoid, and when you're above her she can rack up damage with the screw attack. Another thing, if you are coming at her from below with an attack, sometimes she will use a screw attack to avoid it. This is mainly for annoyance. If she does this, use your jumps and U-air the heck out of her.
-Maraphy
Sheik said:Nothing
Snake said:Nothing
Sonic said:I had trouble with sonic at first too, but he's actually pretty easy. If the user has a personal joy for spinning around stage nonstoped, inhale can take priority over the spin. Also, vs a soni player, shiled spam a bit more than dodgeing. It's more effective to just block against sonic when he spins all over the place. Kirby shines vs Sonic at close range, so when you get the chance, jump in there and let him have it! If he rolls into your inhale, and you see it fit, you can kirbycide, sonic has high jump ability though so I wouldn't sugjest trying to spit him out and recover, mash the jump button in case he escpaes though. (have to give credit to the other kirby mains that gave me this help vs sonic )
-Jester Kirby
The most dangerous kind of Sonic is a spazzy Sonic. By this, I mean the kind of Sonic that runs back and forth, run-attacking you on each pass-by. If you jump, he'll use side-B and jump out of it to smack you; if you stay on the ground you're pretty much dead. Inhaling him is utterly useless; yay you get a crappy attack with more startup lag than the Hammer OR the Stone! The only possible excuse for eating Sonic is to help recovery on stages like FD where Kirby can continually use the B move to stick to the bottom of the stage.
His only decent kill moves, even for the light Kirby, are his FSmash and his USmash right next to the edge. When fighting near an edge, AVOID HIS USMASH LIKE THE PLAGUE! It has little startup lag, covers his entire body in a hitbox, and can sometimes spike you over the edge. Sonic's FSmash has deceptive range, ESPECIALLY if your opponent knows how to stutter step - watch out for that.
Seems pretty bleak, right? Wrong. Sonic is, however good he may seem, inherently flawed. He has VERY low priority; and his hitboxes are for the most part very small since most of his attacks focus on his ball form. Aside from the two moves I mentioned; he has very little killing potential. His throws SUCK. Royally. His grab range, however, is huge thanks to his sliding - you're likely to get grabbed a lot.
If you get a "spazzy" Sonic, you have two options. You can use an aireal approach with liberal use of airdodging, or you can fsmash him out of his run attack. This is the best option - lands one of Kirby's kill moves with little risk, because it comes out fast and has decent priority. Hammer is best used after a Fthrow at the start of each stock; then never again - Sonic moves too fast to be hit by it. Same with stone, for that matter. Final Cutter is slightly more useful - if you miss with the swing the projectile is still useful; and at the least it'll force him into the air or into a shield, which will end his running temporarily and give you time to reach him.
Finally, a quick note - NEVER knock Sonic upwards diagonally if you can help it, and if you can't get a guaranteed kill. He'll recover every single time with a side-B to the stage. That thing moves REALLY far in the air.
-Trexxen
Toon Link said:Toon Link is top tier. He is the best camper in this game, his aerials protect his body like a shield, and his smashes are quick and painful. I will be suggesting ways to fight him, but I want to reiterate that Toon Link has the advantage this battle and it will take some serious mindgames to overcome him.
First, there's the campy Toon Link that doesn't know how to fight up close, but makes up for it by guaranteeing that the other guy never gets to approach him. This type of fighter isn't too bad because Kirby is one of those characters that can get past the barrage of projectiles and get at him. Due to its tiny frame, Kirby only has to worry about the eight inches of roundness getting hit by projectiles, and fortunately that can be protected by aerials. Cancel out arrows and boomerangs with f-airs or b-airs, or simply spot-dodge them or short-hop air dodge. Jump and airdodge TL's bombs, and press A when you do so to try and catch them. Nothing throws off a camper's game more than getting attacked with projectiles.
When you're up close, take notice about what your enemy does. Down-smashes can be jumped over and follwed up with f-airs. Rolling can be beat by good reflexes and tech-chasing. Spot-dodging can be controlled by grabbing, any grab works at this point since you can't follow up your down throws before he has a chance to counter attack. Sheild the first hit of his foward smash and try to roll behind himbetween hits; this is the most punishable technique TL has and if you can catch him trying to use the second hit, smash him be all circumstances. If Toon Link is in the air, try to bait him into a d-air and then dodge to a side and try to punish the attack. Fighting him in the air is a dangerous ordeal, though, as all of his other aerials come out quickly and use that dang disjointed hitboxes of his. As in the Zelda match-up, fighting him from below is the best way to go, as TL users know that d-air can be punished, and they won't use it unless they think they will hit you.
I forgot to mention, you want to swallow Toon Link in this matchup. Get back at the projectile camper by shooting arrows right at him. And his recovery isn't too hard to edgeguard. If he has to use his up-B (after using the d-air recovery o_O), you can d-air him right above his head. It may take some tries to get him down, but the success of meteoring him is a sweet one. Of course, you can go, "the heck with this" and Kirbycide him after he used up his jumps. Then it just gets funny and throws off the match on unimaginable levels.
-Clai
Wario said:Nothing
Wolf said:Wolf's lasers are the most broken attack in the game. They do at least 5% to you every time, they cannot be cancelled out by any of Kirby's attacks (Only bombs and such can cancel them), and the bayonet gun thing makes it even more damaging up close. The worst part of it- you won't have any help if you swallow Wolf and take his lasers because his reflector turns back lasers at twice the speed and twice the power. So in this matchup, save the inhalation for Kirbycides. Stay to the ground, spotdodge, roll, short-hop air dodge, do anything that can prevent you from getting hit by the lasers.
In hand-tp-hand combat, Wolf's f-smash outranges you, so keep an eye for it and try to roll behind it. Remember, nost attacks have no recovery in this game, and even if it misses/gets shielded, it can come right to an AAA combo (this is for further ranting). You want to create enough spacing that his foward smash can miss, while you can approach him with an aerial or your own f-smash. You can approach Wolf from above because unlike Zelda, Toon Link, Marth or Olimar, Wolf does not have a retardedly powerful upsmash. It actually is punishable, so try and bait him into an upsmash and then attack him. I'm not sure about his tilts or down-smash, but I think his down-smash is one of those sweeping ones, so just jump over it and aerial attack him. Wolf is also one of the fastest falling guys out there (that's not saying much in this game), so you can chaingrab him with your down throw or rack up damage with up-tilts.
I can't say how powerful Wolf's aerials are, but I know that uair kills at around 120%, while fair kills off the top at similar percents. However, the range of these attacks is short, so go get him in the air. It will be better for you to go either in front of him or below him, as Wolf's fair is really short and his dair takes some startup time. In regards of his b-side and b-up attacks, they are hard to punish initially, but once you take the time to find your sweetspot, Wolf will be easy pickings for edgeguarding. Added mention: short recoveries means easy Kirbycide
-Clai
Wolf's down smash comes out insanely quick and his forward smash could easily follow it up if you're still close enough to him. If you manage to block his F-smash, but he's ends up still in front of you, get away or shield grab him if you're able to. If he ends up behind you, immediately down smash.
Tripping wolf does help quite a bit if you can pull that off and if he's getting back on stage, predict where he's going to be when he uses his Forward-B and use rock, or meteor smash him with your drill kick if you can. The best way to approach a laser spamming/camping Wolf is to fly toward him while air dodging, but have your back faced towards him so you can back air and find the right time to back air him cause if he ends up block you, he'll pretty much get a free attack on you pretty much x_x. Clearly I think the hardest match up I've come across a little below Snake >__>.
-Plasmaexe
Yoshi said:Yoshi isn't too bad, he has some lag after his B+Down move, so if you shield that, grab him or smash works well in my yoshi fights. Watch his tackle though, recovery is easy though b/c he can't really chase you in the air.
-Jester Kirby
Try and get a grab early for early chain grabbing damage. Then space your back airs and play hit and run(This works too well in this game). Just hit him with back air, then space far enough so he can't counter attack. He might try and grab when you land, so be sure to spot dodge a lot when you land. :O
when he double jumps, try and follow him through his double jump and hit him when it ends.
-Laijin
Zelda said:Zelda...my oh my zelda. To those who havent fought this char yet. Be warned. This will be by far one of your hardest challenges ever. T_T
Zelda seemed like crap compared to melee but be warned: she is gonna be a counter to everything kirby does. Be very careful of her U-smash. That takes priority over all but kirby's down-B attack. DO NOT UNDER ANY CIRCUMSTANCES TRY TO ATTACK HER FROM ABOVE. Also, her forward-B is a trap. Not only is it hard to dodge but will set you up for many different attacks once you land. The plan here is dodge dodge dodge. Wait for a moment to either grab, D-smash, or B-air. I extremely recommend making this a ground game as trying to fight in the air will get rack up an extraordinary amount of dmg to you. There will be a time where she will try a d-smash. That is your opportunity to attack. Either use a d-smash after dodging or a f-smash after blocking. Also, her F-smash is a counter to kirby's b-air and f-air. Also neutral-A is also a good way of racking up some dmg, but DONT spam this. There will be a time where you will dodge her U-smash and youll wanna hit. Dont try it. Either grab or move the hell out of the way. She can consecutively spam this attack and it will hit you if you try to attack her. Her U-smash is killer. It can hit you going toward her or trying to pre-emptively dodge. STAY AWAY FROM IT at all costs.
-SmileyStation
There are some pretty good Zelda players I've played out there and she is kinda hard for me, but she isn't the hardest ><. Don't forget Zelda's a light weight and she is a big enough target to land many hits in the air with Kirby when she's getting back on stage.
Rock, into back air or air dodge really helps cause they'll try going after you to grab you and you could back air them, though just don't get dins fired upon since that thing damages like crazy ><. You're just going to have to be good at dodging Dins fire, I really recommend just air dodging them and approach her by flying in the air, air dodging over and over since Kirby has so many jumps that he can continously do that and end with a back air.
If you're going to fight her in the air, just don't get sweet spotted and let her stay on top of you, but don't stay over her head either unless you're going to use rock on her. Primarily if you can, you should try KOing her with your F-smash or Down smash if they try rolling next to you or behind you since both of those can easily kill her at around 80% +.
-Plasmaexe
Din's Fire sucks. It has such a huge hitbox now and it has no startup time after Zelda pinpoints the location. If you're on the ground and she's using Din's Fire on you, I suggest running towards her and then rolling when the fire is almost at your body. It should avoid the massive hitrange and give you less distance to cover when you try to get in melee range. It's important to know where your opponent likes to taget these flameballs- most of the time they will try to aim it right at you, which you can airdodge to get past it. Be careful of mind games, though.
If you want to attack her in the air, you want to stay below Zelda. Her up-air is nastily fast and kills off the top extremely easy, and everyone knows what happens when you get a sweetspotted f-air or b-air in the face. Zelda's down-air does have a sweetspot now, but it's harder to connect with that than with her side-airs and your up-air outreaches her sweetspot. Try to chain up-airs together to get some combos on her, the stale-move negation will allow you to use it multiple times if you get the timing right.
This mindgame I recommend on all levels, but it can be incredibly effective against Zelda: Approach her and then... stand there. Dodge her Din's fires, but don't attack. Zelda is one of the most defensive-oriented fighters in this game, any aggressive approach will be swallowed up by her smashes. Let her come to you, and take advantage of any recovery time that she has to use after her attacks. Then you can follow up and get aggressive again, but make sure to get her airborne because her smash attacks are so much more dangerous than her aerials (but even those present problems... I don't understand how she got so good.)
-Clai
FILL IT UP! >=DZero Suit Samus said:Nothing