jiovanni007
Smash Ace
So Kirbies, how many times do you press the "B" button during a match? How many times have you seen Chu or Y.b.M. hit the "B" button in a match? Very few if any. The purpose of this is to review two moves that have limited options, but prove to be the best by far in their own situational aspects.
First up is Neutral B.
This is Kirby's signature move from his games where it normally reigns supreme and strikes fear into its opponents. In SSBB it is but a watered down version of the super weapon that Kirby fans know it for. However, do not fret. I have found a very useful option for inhale that proves to be the best option in the situation. Shield campers. We hate them. We have no projectiles to pressure from afar so we must space bairs to pressure the shield. Unfortunately, this can prove to be predictable and against a full shield it only extends the stalemate that we obviously have against our opponent. With very few exceptions (RE: Marth, MK, ICs) an inhale will strike fear into your opponents as if they were a lone Waddle Doo in Kirby Superstar. Instead of simply pressuring the shield with a bair, you can bypass it totally with an inhale.
Let's take a quick second to review the numbers. A shield drop takes 7 frames to complete.
Inhale begins its hitbox on frame 19. Instead of approaching a known shield camper with a bair to pressure and make yourself predictable, give them some damage. They would not only have to predict an inhale, but also react and have the hitbox of a move come out within 12 frames. That's 0.2s to react and have an appropriate hitbox come out. That is just humanly impossible to be frank. The only downside is that it can be read. If someone reads a bair they are pressed for options and will usually shieldcamp. If they can read an inhale, then most characters can react with a jab, utilt or something similar. It does however beat those pesky spotdodgers. Falcos and Warios who find sanctuary in the backside of the Z-axis with cower in fear of returning to the front of it when they see the gaping maw of a baby star warrior ready to devour them.
Second is Side B:
Normally the most we see from this move is when a Kirby player uses it to recover as compensation for our rather average aerial mobility. In the air the damage is good, but the range is meh and the start up is meh-er. On the ground it has a slow start up, has a hitbox for only 2 frames and has horrendous lag. If you don't think you can mindgame someone into this then you can use these options to put it to maximum use. When someone grabs the edge pay attention to how they get back on the stage. The most important part here is what certain characters like to do or have habits of doing. If you see someone that loves to roll back onto stage then you need to punish them every single time with a grounded hammer. The invincibility frames on ledge rolls are not what you would expect and get worse when your opponent has over %100. Use this to your advantage and get a reliable kill easily.
Discuss?
First up is Neutral B.
This is Kirby's signature move from his games where it normally reigns supreme and strikes fear into its opponents. In SSBB it is but a watered down version of the super weapon that Kirby fans know it for. However, do not fret. I have found a very useful option for inhale that proves to be the best option in the situation. Shield campers. We hate them. We have no projectiles to pressure from afar so we must space bairs to pressure the shield. Unfortunately, this can prove to be predictable and against a full shield it only extends the stalemate that we obviously have against our opponent. With very few exceptions (RE: Marth, MK, ICs) an inhale will strike fear into your opponents as if they were a lone Waddle Doo in Kirby Superstar. Instead of simply pressuring the shield with a bair, you can bypass it totally with an inhale.
Let's take a quick second to review the numbers. A shield drop takes 7 frames to complete.
I'm not totally sure but I'm pretty sure Shuttle Loop and Dolphin Slash ignore this.
Second is Side B:
Normally the most we see from this move is when a Kirby player uses it to recover as compensation for our rather average aerial mobility. In the air the damage is good, but the range is meh and the start up is meh-er. On the ground it has a slow start up, has a hitbox for only 2 frames and has horrendous lag. If you don't think you can mindgame someone into this then you can use these options to put it to maximum use. When someone grabs the edge pay attention to how they get back on the stage. The most important part here is what certain characters like to do or have habits of doing. If you see someone that loves to roll back onto stage then you need to punish them every single time with a grounded hammer. The invincibility frames on ledge rolls are not what you would expect and get worse when your opponent has over %100. Use this to your advantage and get a reliable kill easily.
Discuss?