I've noticed a bunch of threads recently with people posting videos of their Kirby and asking for critique. I figure this thread will be a good way to organize things so it doesn't get confusing and clogged up.
So basically, if you want people to help you, post your videos here, or possibly request a match. (messaging people for matches also works)
Also, since maybe there won't be a ton of "rate/help with my Kirby!" requests anytime soon, this thread is also intended for SHORT matchup discussion. Refer to the big matchup discussion (http://www.smashboards.com/showthread.php?t=195032 ) as a place to discuss, or look for matchups in detail, but ask here if you have a couple simpler questions about a matchup that need to be addressed.
For example: If you wanted to know how to fight Meta Knight in general, go to the other thread. If you want to learn how to deal with a Meta Knight that spams Mach Tornado, ask here. (Fsmash is a good counter to that, by the way. That, or Inhale/use your own Tornado)
edit: Tomato Kirby requested that I put the following into this post, but it was TL;DR (too long, didn't read ) but I'll post it here for now
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A Mini-Guide on Organized Rating: How to Critique!
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Gone are the days of:
Instead, we can suggest something more useful! The categories are listed with a quick description of what Kirby could be doing for each move. For a better, more complete summary of moves, visit T1mmy’s “Kirby and the Amazing Guide” Thread – Did you know he made an UPDATE?
I. General Impression
Good:
What qualities and habits about the Kirby’s technique are good?
Bad:
What qualities and habits about the Kirby’s technique are bad?
What are the settings of the match (e.g., stage, time, opponent(s), items, Wi-fi…)?
(Comment if out of the ordinary, such as suggesting standard rules)
II. Ground Technique
How does the Kirby utilize jabs, tilts, dash, crouching, and smashes?
Jab – Brief poking or comboing against a wall.
Crouching – Kirby can avoid some attacks by crouching. This easily leads into d-tilt
U-tilt – The choice move in close ranges when the opponent is behind Kirby. Follow up with an aerial. Use it liberally.
D-tilt – A nice attack to set up for an f-smash. Current recommendation is to buffer it after SHAD or while crouching.
F-tilt – an attack similar to d-tilt but easier to create spacing, can angle, and hit opponents in the air. Has more range but sweetspot is close to Kirby.
U-Smash – launches the opponent vertically and more powerful if the opponent is closer to Kirby. Are you doing dash-canceling this?
F-Smash – Great KO power. This attack is Kirby’s ground-based KO move. Do not spam at low percentages.
D-Smash – Decent for punishing roll spammers. The closer the opponent is, the more horizontal they go and vice versa. Other than that, use sparingly.
Dash – The standard dash attack. Use as a surprise of if you think it will likely hit. It slows down at the end, so it must count.
III. Grabbing
Does the Kirby utilize grabs effectively?
Pummel – Kirby is likely to get several in before he must throw.
Grab Release – It benefits some characters; however, Kirby is not one of them. Throws lead into something useful.
F-throw – leads into u/f-air and aerial hammer. Most likely to use this throw
B-throw – Only for getting the opponent off-stage.
U-throw – Good for positioning the opponent above you. Being under an opponent = advantage!
D-throw – Racks up the most damage after the opponent is out of combo percents.
IV. Aerial Technique
How does the Kirby utilize aerials and air dodging?
Remember your aerial attack DI!
F-air – good for building up damage
B-air – a very safe move and a likely kill move.
D-air – Off-stage spikes and ledge-hopping on the stage surprise move.
U-air – Good for punishing opponents stuck on the ledge above you.
V. Specials
How does the Kirby use them?
Ground Hammer – If you break an opponent’s shield…otherwise, use as a surprise. Used sparingly.
Aerial Hammer – Two chances. Can use during recovery. Effective killer.
Final Cutter – Use to return to the ledge. Against some characters like King Dedede, it can cut through projectiles. No other use on the stage.
Stone – Downwards recovery, punishes opponents off the stage to build up damage. Lose 10 points for most on-stage uses. This is not Smash 64.
VI. Character Match-Up Comments
Was there anything the Kirby did correctly or failed to do in this fight?
VII. Technique
How precise is the Kirby’s mastery of the game (such as AT usage like hugging, auto-canceling, SHFFing, buffering…)?
Does the Kirby’s actions show sufficient knowledge of what to do in each situation?
-Priority?
VIII. Character Control
How precise and in control is the Kirby?
-Is there minimal lag of input for the next move?
-A thorough understanding of Kirby helps alleviate thought lag
IX. Approach
In SSBB, camping is good. Unfortunately, Kirby has to become the approacher. Can the Kirby approach correctly and make it unpredictable?
-Kirby should be spacing his attacks
-Aerial attack DI is a key for good approach (anti-shield grab)
-Platform-drop aerials
-Poke with f/b-air, jab, tilts
-Try running ~~> dodging/shielding to mix for a refreshing change.
X. Defense
Does the Kirby know how to defend? Can they predict oncoming attacks and punish appropriately?
-Keep track of your shield
-Camp the opponent if possible.
-Keep aerials close to the ground.
-U-tilt in close range combat.
-Out-of-Shield attacks!
-Defend with shield grabs, retreating b-air, crouching, u/d-tilt.
XI. Recovery
Can the Kirby get back on?
Off-stage
-Use aerials and hope to punish timing.
-Kirbycides for more punishment.
-Fast-fall some hops for distractions
-Sweetspot that ledge with Final Cutter!
-Be careful with air-dodging; it risks easy punishment.
-Air-dodge! Multiple times!
Ledge
-A pseudo-waveland is risky unless you plan on buffering something.
-If you roll or simply jump back on, count on getting knocked around some more. DO NOT DO IT!
-Instead, let go of the ledge WITHOUT fast-falling, jump and poke with an aerial.
-Try fast-falling and re-grabbing the ledge for disorientation. Use as a surprise
XII. Edge-guarding
-Ledge-hogging: grab ledge, fast-fall, jump to grab ledge, repeat. Not as effective with Kirby, although it keeps him in a position for edge-guarding with b-air and other fun moves.
-D/B-airs are wonderful for stopping recovering foes.
-Chase them off the stage! Kirby is deadly off-stage.
-Look out for pesky air-dodges; it can make Kirby into the one recovering!
-Ledge-hopping opponents are shut down with aerials or possibly even a Kirbycide
-Do whatever you want with rolling opponents
XIII. Subtlety
What are some other minor things to take note? Here is an example list:
1. DI
2. Human input lag for aerial attack after jumping
3. Out of shield attacks
4. Incorrect follow-up move
5. Mind-games
6. ???
This should help Kirby mains new and old to critique themselves and each other!
As always, feel free to make comments. Critique the critique! I will probably move some of this information into the FAQ.
================================================== ===
So basically, if you want people to help you, post your videos here, or possibly request a match. (messaging people for matches also works)
Also, since maybe there won't be a ton of "rate/help with my Kirby!" requests anytime soon, this thread is also intended for SHORT matchup discussion. Refer to the big matchup discussion (http://www.smashboards.com/showthread.php?t=195032 ) as a place to discuss, or look for matchups in detail, but ask here if you have a couple simpler questions about a matchup that need to be addressed.
For example: If you wanted to know how to fight Meta Knight in general, go to the other thread. If you want to learn how to deal with a Meta Knight that spams Mach Tornado, ask here. (Fsmash is a good counter to that, by the way. That, or Inhale/use your own Tornado)
edit: Tomato Kirby requested that I put the following into this post, but it was TL;DR (too long, didn't read ) but I'll post it here for now
================================================== ===
A Mini-Guide on Organized Rating: How to Critique!
================================================== ===
Gone are the days of:
O_O;…ow, my head…Useless Comment said:lu1ol u troped n2 da chrownd! dn dat kaptUHn fhvlkan p0wnhzd u wiht deh fulcin p0wnch u r teh luz00rrx git mynejaems1! 1m4iul hym fer de filkun pawzh11
Instead, we can suggest something more useful! The categories are listed with a quick description of what Kirby could be doing for each move. For a better, more complete summary of moves, visit T1mmy’s “Kirby and the Amazing Guide” Thread – Did you know he made an UPDATE?
I. General Impression
Good:
What qualities and habits about the Kirby’s technique are good?
Bad:
What qualities and habits about the Kirby’s technique are bad?
What are the settings of the match (e.g., stage, time, opponent(s), items, Wi-fi…)?
(Comment if out of the ordinary, such as suggesting standard rules)
II. Ground Technique
How does the Kirby utilize jabs, tilts, dash, crouching, and smashes?
Jab – Brief poking or comboing against a wall.
Crouching – Kirby can avoid some attacks by crouching. This easily leads into d-tilt
U-tilt – The choice move in close ranges when the opponent is behind Kirby. Follow up with an aerial. Use it liberally.
D-tilt – A nice attack to set up for an f-smash. Current recommendation is to buffer it after SHAD or while crouching.
F-tilt – an attack similar to d-tilt but easier to create spacing, can angle, and hit opponents in the air. Has more range but sweetspot is close to Kirby.
U-Smash – launches the opponent vertically and more powerful if the opponent is closer to Kirby. Are you doing dash-canceling this?
F-Smash – Great KO power. This attack is Kirby’s ground-based KO move. Do not spam at low percentages.
D-Smash – Decent for punishing roll spammers. The closer the opponent is, the more horizontal they go and vice versa. Other than that, use sparingly.
Dash – The standard dash attack. Use as a surprise of if you think it will likely hit. It slows down at the end, so it must count.
III. Grabbing
Does the Kirby utilize grabs effectively?
Pummel – Kirby is likely to get several in before he must throw.
Grab Release – It benefits some characters; however, Kirby is not one of them. Throws lead into something useful.
F-throw – leads into u/f-air and aerial hammer. Most likely to use this throw
B-throw – Only for getting the opponent off-stage.
U-throw – Good for positioning the opponent above you. Being under an opponent = advantage!
D-throw – Racks up the most damage after the opponent is out of combo percents.
IV. Aerial Technique
How does the Kirby utilize aerials and air dodging?
Remember your aerial attack DI!
F-air – good for building up damage
B-air – a very safe move and a likely kill move.
D-air – Off-stage spikes and ledge-hopping on the stage surprise move.
U-air – Good for punishing opponents stuck on the ledge above you.
V. Specials
How does the Kirby use them?
Ground Hammer – If you break an opponent’s shield…otherwise, use as a surprise. Used sparingly.
Aerial Hammer – Two chances. Can use during recovery. Effective killer.
Final Cutter – Use to return to the ledge. Against some characters like King Dedede, it can cut through projectiles. No other use on the stage.
Stone – Downwards recovery, punishes opponents off the stage to build up damage. Lose 10 points for most on-stage uses. This is not Smash 64.
VI. Character Match-Up Comments
Was there anything the Kirby did correctly or failed to do in this fight?
VII. Technique
How precise is the Kirby’s mastery of the game (such as AT usage like hugging, auto-canceling, SHFFing, buffering…)?
Does the Kirby’s actions show sufficient knowledge of what to do in each situation?
-Priority?
VIII. Character Control
How precise and in control is the Kirby?
-Is there minimal lag of input for the next move?
-A thorough understanding of Kirby helps alleviate thought lag
IX. Approach
In SSBB, camping is good. Unfortunately, Kirby has to become the approacher. Can the Kirby approach correctly and make it unpredictable?
-Kirby should be spacing his attacks
-Aerial attack DI is a key for good approach (anti-shield grab)
-Platform-drop aerials
-Poke with f/b-air, jab, tilts
-Try running ~~> dodging/shielding to mix for a refreshing change.
X. Defense
Does the Kirby know how to defend? Can they predict oncoming attacks and punish appropriately?
-Keep track of your shield
-Camp the opponent if possible.
-Keep aerials close to the ground.
-U-tilt in close range combat.
-Out-of-Shield attacks!
-Defend with shield grabs, retreating b-air, crouching, u/d-tilt.
XI. Recovery
Can the Kirby get back on?
Off-stage
-Use aerials and hope to punish timing.
-Kirbycides for more punishment.
-Fast-fall some hops for distractions
-Sweetspot that ledge with Final Cutter!
-Be careful with air-dodging; it risks easy punishment.
-Air-dodge! Multiple times!
Ledge
-A pseudo-waveland is risky unless you plan on buffering something.
-If you roll or simply jump back on, count on getting knocked around some more. DO NOT DO IT!
-Instead, let go of the ledge WITHOUT fast-falling, jump and poke with an aerial.
-Try fast-falling and re-grabbing the ledge for disorientation. Use as a surprise
XII. Edge-guarding
-Ledge-hogging: grab ledge, fast-fall, jump to grab ledge, repeat. Not as effective with Kirby, although it keeps him in a position for edge-guarding with b-air and other fun moves.
-D/B-airs are wonderful for stopping recovering foes.
-Chase them off the stage! Kirby is deadly off-stage.
-Look out for pesky air-dodges; it can make Kirby into the one recovering!
-Ledge-hopping opponents are shut down with aerials or possibly even a Kirbycide
-Do whatever you want with rolling opponents
XIII. Subtlety
What are some other minor things to take note? Here is an example list:
1. DI
2. Human input lag for aerial attack after jumping
3. Out of shield attacks
4. Incorrect follow-up move
5. Mind-games
6. ???
This should help Kirby mains new and old to critique themselves and each other!
As always, feel free to make comments. Critique the critique! I will probably move some of this information into the FAQ.
================================================== ===