hippiedude92
Smash Hero
HAH! our dtilt trip to fsmash can work too =]. lolz good ****
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Er....
This is the stupidest thing I've ever said, but what's this "Shoryuken" thing I keep hearing about in Luigi discussion?
Kirby and Luigi are quite similar. His aerials **** ours though. I think we have a better gimp/ground game though.I find it a 50-50 at best or 55-45 in either way or through the use of CPs. Can't be anywhere 60-40 unless its a beastly CP. Airgames are pretty equal, kirbys fsmash is godly just to as luigi's fsmash lolz. its funny how all the boards are starting to do luigi since he seems to be last now lmfao
That's perfectly fine. The more people that contribute, the better. We need all the help we can get with all the newer members flooding the Kirby boards. :3This matchup thread is very interesting. Keep it up, Kirby community. I hope to contribute as well... but my contributions would probably just be from theory instead of matchup experience.
Hope that helps.Character: Steak
Difficulty rating: 3/5
OverSwarmview: Sonic does not and I would think could not camp, although he probably could and should play patiently in certain circumstances. Sonic is mainly an offensive character because that's just what he is, what with his Speed and all, so it's best not to get too comfortable in one set place. Kirby I would think has no projecttile to force an approach or a good one at that, so it's up to the players what they want to do.
Pros+Cons: Speed...
+18th heaviest character as well as momentum-cancels to allow him to live just as long as Kirby if not longer... maybe.
+Mindgames, they do apply when you have the magnitude of Sonic's.
+Very good grab game.
+Great recovery/offstage game.
+The ability to pursuit any character at any point of the map and within a reasonable time as well as having a couple of methods of running away or retreating/retracting and recoiling for the assault again.
-Commited aerial approaches.
-Mediocre shield pressure (though I heard Kirby has one of the best shields in the game, I don't know you're character to that extent).
-Lack of reliable K.O. moves.
-When you can punish him, he can get punished hard and it's very hard for him to turn the tide of war if he loses the upper hand.
-Dare I say range to a degree.
Watch out for:
His spin attacks, and yes it will cost you if you have to ask the question "what's the difference between the attacks?" This applies to all of his attacks that make that trademark noise of his because it adds to his mindgames and fakeouts.
Bair, his most ranged aerial, 3rd best K.O. move when not decayed, gimps/stagespikes, can still kill if he hits you offstage with it. It is amazing it is, and to mention some more things about it is that it is lagless when used right, good damage, can be followed up from some stuff/ leads into things. An example what some would call "Boxobairs", where if it is decayed can be constantly used and chains into more Bairs.
Dair can pseudo-spike, get Sonic down to the ground quickly from a Spring-Jump, lagless on landing if done from such a height.
Speaking of Spring-Jump, it gets very good vertical distance and reasonable horizontal distance, even moreso with a little extra boost from using an AD/aerial that isn't Dair. Although usually used as a last resort, it can be used a little commonly as well, afterall the Spring itself is a projectile that has many uses, the most obvious being that extra 4% damage while getting Sonic out of a tight spot... like some of these CGs I heard Kirby has, though I am unaware of it really works or a lot of Kirbies are just not frame perfect with such stuff. Oh my God I'm going to fill up this page with all the uses, but I suppose you want to know everything so you can be fully prepared. Anyway the Spring projectile can lead into a follow-up Dair, or if the Dair doesn't connect and though very situational can set you up for a jab-lock. Don't get careless with recovery from a low angle or you might end up getting stage-spiked by a Spring.
Fair just has some decent knockback, still not enough to kill but anyway racks up damage nicely and a little bit of shield pressure of you count that. Better hold that R button for the whole attack.
Nair... simply just his aerial GTFO move, but some other small tidbits are that it has the least landing lag of all his aerials, is his sex-kick even though he isn't sticking out his leg like Mario would.
Uair can Star K.O. from a Spring-Jump, another spacing tool that has decent horizontal range and can outprioritize things like your Dair if spaced correctly if not trade hits at worst... which is not hard to do since it is very fast.
FSmash is his best K.O. move. Little bit disjointed at the tip of the fist. Can be stutter-stepped and angled up or down. Not his fastest attack but it's okay.
DSmash is great for punishing roll/spotdodges and bad habits of the like. His second best K.O. move although leaves him quite vulnerable if the hit doesn't connect.
FTilt is his best spacing tool on the ground, and does 10% damage if both hits connect (yes it does have two hitboxes, the one farther away from his body does 7% damage).
UTilt can stop most aerial approaches with it's disjoint at the shoes. Not used too often due to it's major ending lag.
DTilt is another spacing while not as great as FTilt in terms of range, does lead into chain attacks.
Beware his pummels, only Lucas has a better DPS (Damage per Second) ratio. Refreshes his K.O. moves thanks to it's speed, and does 3% per pummel so it makes it all the more easier to kill you. Speaking of his grabs, U-Throw does 12% damage and can kill when you just won't die.
D-Throw leads to follow-ups if you don't tend to DI down and tech it.
B-Throw is just a terrible throw that does only 8% damage and is a bad offstage setup at that.
Never expect F-Throw to be used except on that rare occasion they want to try to trick you. Don't even worry about it at low %s. Simple 9% damage.
How to win:You spam DTilt!Use those fantastic CGs that are always guaranteed to rack-up damage, as well as harassing Sonic when he recovers. Sure you won't kill him often but you mgiht as well try to do SOMETHING. You have an easier time landing your K.O. moves, as well as being able to kill Sonic with such attacks. Don't panic, stay calm, and pay a lot of attention to the particular player's habits. If you can grab Sonic out of his Spring jump and don't hit him, just let him fall to his doom.
Spit out or Swallow?: Do whatever you want, unless Sonic is at a very high %age to the point where you have to end up taking you with him with a Swallow-cide, you will not be killing Sonic this way as long as he has his jump and the Spring... or he didn't do it right. His Homing attack is a very bad move and you should only steal this ability as some kind of terrible mindgame or as a joke. At least Kirby has a better HA then Sonic does because when Kirby hits something that isn't the ground, he bounces high enough where he can't be punished. I use HA as a stall in the air when I am recovering and it doesn't lock-on to an opponent, maybe you can too. If you must swallow Sonic though, make sure you have the Blue Kirby, because that just looks so BA.
What NOT to do: Mindlessly throw out attacks and/or whiff them. Actually let me save you the trouble and never take the advice of the false SBR and you're G2G.
Stages:
Jungle Japes.
If that's not available, just go with whatever stage Kirby/you do good on.
Synopsis: I really don't know the matchup, but my opinion is just that it is even. Of course there will be people who refute but eh...
Edit: I took out the obvious wrong stuff.Character: Sonic vs Kirby
Difficulty rating: 55:45 Sonic to 45:55 Kirby
Overview: Sonic has at least 4 different playstyles that I see him use. I see run emphasis ala bait/punish, SDC emphasis outside your range as another form of b/p, SH U-air and then there's the grab game we have / powershield / techchase. While Sonic can't really camp [lol no horizontal projectiles], he can hit and run like a b if he has to. Basically ... Sonic is a very mobile character, and he can basically do whatever he wants whenever.
Pros+Cons: Take advantage of knowing we'll be going after you as soon as you do something laggy. your jab beats out ours. U/S-smash is your friend. If we're above you, well that's what you want; your U-air will beat our Dair plus we're waay slower in the air than on the ground.
Watch out for: most of our approaches are gonna either be: 1) canceled or 2) lead to a grab. SH Bair should work pretty well.
How to win:DtiltI mean play re-actively I guess.
Spit out or Swallow?: Sonic can recover from ... everything. That said, Blue Kirby with the sonic hat takes the 2nd spot on the Steak Tier.
What NOT to do: Our power rating goes over 9000 when you try to Side Taunt. Seriously though ... Don't try too hard to air combo us. Because we'll spring out of it. Easily.
Stages: CP Jungle Jungle hands down. Close Side blast zones for Fsmash, we can't run too well, our gimp game is destroyed. Plus ... Kirby -> Inhale kirbycide on that stage is the lulz. We will ban Brinstar. Otherwise I'd say take sonic there. We're not too bad there though.
Synopsis: Don't fall for the **** we try to do.
heheheOh and apparently you can't quote inside a QuoteO RLY?