Kirby's combos aren't insane and hard-hitting. They are also not really combos, but strings. Olimar and Peach can get me to like 50% in 3 hits. I can hit someone 4-5 times with Kirby and they're only at 30-35%.
Snake's Ftilt does 21% and pwns no matter what % your opponent is at. Kirby's Fthrow->Uair does 18%, and only works at 0%, and doesn't even work against some characters. You know what I mean? >_>
Fsmash is by no means ridiculously easy to land. By itself, it's stupidly easy to see coming, shield, and punish. Dair->fsmash and dtilt->fsmash are better I guess, I need to actually do that more. :[
Snake's uptilt, Meta Knight's Shuttle Loop, THOSE are ridiculously easy to land. Marth's Dolphin Slash (out of shield) is a great KO move. Falco's chaingrab->spike is stupidly easy to hit with against some characters. Olimar's....grabs....yeah, I don't need to elaborate. Dedede's uptilt is pretty easy.
Kirby's easiest KO move to land is Bair, and that doesn't work until higher %, and if it's fresh, which it usually isn't because it's a staple move. Kirby's BEST KO move is of course Fsmash, and it's a helluvalot easier to punish than some of the KO moves I mentioned above for the other characters.
I'm not saying Kirby's bad, but I stand by what I said:
No, he doesn't really have staple combos that are guaranteed to get you to high percents, but few characters do. For example, a lot of characters will NOT get comboed to 50% from Peach if they have good OoS options or great DI. Mario's Utilt chain to Uair chain isn't guaranteed on everyone, or even guaranteed at all either. However, these things USUALLY work and USUALLY tack on a good 50% or more.
Kirby has that too, though they are much less concrete (He has the Gonzo combo (which, if after the 2 Bairs you add a Ftilt, which usually works, you can get them to about 50%), but other than that it's more of a 'play it by ear' character.). We can Dthrow chase, combo out of Dthrow, combo out of Fthrow, combo out of Utilt, WoP, combo out of Dair and Fair, juggle with Uair, combo with a ACed Nair. Yeah, very few, if any, of the ones I just mentioned will tack on 50%, but guess what, there are a LOT of options. We aren't quite as limited in our combo abilities as a lot of other characters. If I see Peach start to hover right above my head, I know a Dair to Uair or FFed Fair followed by slaps are coming. I see Mario Dthrow, I know that there's going to be a Uair chase. With Kirby I don't always know what's coming, because he has a lot more combo options.
Also, for the KO options, yeah, you're right, they aren't as easy to land as some of the other ones, as they are easy to see coming BY THEMSELVES. HOWEVER, they shouldn't just be randomly thrown out by themselves just for the hell of it (though I have made that work before too, I think just because the opponent didn't think I'd actually keep using it so much... I crossed YI using it and hit them with it when I reached them. It was really kind of ********. They thought it was an advanced mindgame. I was just doing it for the hell of it.). Our Fsmash powers through a LOT of other moves (like Snake's Ftilt, or at least the first hit, and G&W's turtle, though maybe with better spacing the G&W's I face could beat it.), which is HOW we should get our kills (oh, and fun note, at a certain angle, our Bair does beat Snake Utilt, and I'm guessing we can't be the only ones, so it may not be AS easy to land as implied. I did it in the tourny on Saturday.). Also, our Fsmash has HUGE range and lasts a hell of a long time, which makes it good for punishing spot dodges.
On top of that, it combos really well with Dair, jab, Fair, Nair, and to a certain extent grab releases.
Finally, our aerial hammer is
excellent at punishing air dodges.
I know you're not saying he's bad, but I still disagree with what you said.