Dee-SmashinBoss
Smash Ace
- Joined
- Feb 12, 2015
- Messages
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Fox MU 55:45 in our favor Pika 40:60 in his favor (its really not as bad as you think, well from how I played online)
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Online, don't determine match-ups from For Glory and stuff. I have beat plenty of Pikachu's on FG, but I still think its a bad MU.Fox MU 55:45 in our favor Pika 40:60 in his favor (its really not as bad as you think, well from how I played online)
Excellent summary, it's really no worse then 60:40 for us, I mean I feel like Kirbys approach(on ground mainly) isn't as bad as most people may think.Pikachu definitely wins vs Kirby. I haven't played Triple R with my Pikachu unfortunately [the best Kirby I know] as that was a while back when the game was new and I was still unsure of my main, but I can tell just from briefly messing around with Kirby that Pikachu is going to win the MU.
People can feel free to disagree with me [or just tell me off, as it's very well possible ESAM or timmy or whomever might], as I might be overlooking something important. However, I'll post a nice wall of text since I have the time and it might be useful to someone.
First things first, neither character is easy to gimp, but Kirby is surprisingly *slightly* more gimpable [a rarity in most of his MUs]. If you knock out Pikachu's double jump, things reverse quickly, but Quick Attack [hereafter QA, noting this in case people here aren't familiar with the abbreviation] is very difficult to edgeguard if Pikachu has a jump, and even QA alone is tricky to actually gimp [there is ALWAYS the basic mixup of "Do I go angle 1 angle 2 or angle 2 angle 1, OR do I just do angle 1 to the ledge or angle 2 angle 3 to the ledge OR angle 4 angle 5 onstage" which can often let Pikachu avoid determined edgeguarders... plus it's just so fast and Pikachu can fall really really far before doing it, especially if he's near the wall since he has a walljump]. This, combined with Pikachu's not-that-bad airspeed (it's not high but there's worse) and Thunder being better than ever offstage, means that while you certainly can get dair or bair gimps [that's what I use as Kirby at least], it's not easy.
Meanwhile, Kirby's default up+B doesn't autosweetspot the ledge [or else I'm doing it horribly wrong -__-], so misspacing by even a little is a nice fsmash for us [although I think most would use upper cutter (dolphin slash custom), so I think this problem goes away], and Pikachu's neutral B (hereafter t-jolts) and all offstage aerials sans uair provide fantastic offstage coverage due to Kirby's relatively low airspeed. Our dair and bair can also eat airdodges alive if we time them well. My GUESS is that you should recover about ledge height and hopefully sweetspot with the double jump - recovering low is not easy due to t-jolt, bair, and maybe thunder shenanigans [Kirby's recovery ability is probably enough that these aren't worth doing, especially since inhale is an easy reversal tool], while recovering high leaves you vulnerable to a thunderspike and likely makes landing onstage difficult [fsmash and heavy skull bash [hereafter HSB] are both strong with mild-moderate startup and good range, while Pikachu's high ground speed allows Pikachu just to regrab you and possibly just throw you offstage again]. Pikachu's bthrow is a perfect tool to quickly knock anyone offstage (poor Little Mac), so if you are struggling to recover this MU can quickly become a nightmare.
That said, edgeguards to KOs shouldn't be frequent unless there is a skill gap [as far as I can tell... maybe ESAM is a god at it or whatever but I'd think even he wouldn't be able to efficiently beat Kirby offstage], and it may occur that neither of you even really attempts to do much offstage - applying pressure at the ledge is obviously safe and low risk, but they are both strong offstage and if you are consistently ahead vs a Pikachu it might be best not to push your luck, lest a reversal happen [which I think both characters are very capable of in this MU].
Both characters also get a nice chunk of damage off grabs - I know Pikachu has strong throw followups off dthrow and fthrow [I think fthrow dash attack works at 0% and is 21% if we land the sweetspot, 16% otherwise, while dthrow can often lead to uair nair and more if we read the landing or have a platform], while Kirby at least has bthrow bair [I don't understand how Kirby players follow up on fthrow, I just know it happens and it looks cool]. So grabs are probably the most punishing option in this MU at low percents [besides our fully charged HSB and your fully charged hammer, but those shouldn't be happening unless there is a shield break, which I'm pretty sure shouldn't happen unless y'all have secret shield break tech I'm unaware of]. At mid-percents however, I think Kirby's options tend to fall off outside of pummels and the buffed dthrow [was very happy to see that buff... new dthrow just made me sad inside], while Pikachu still has a good pummel of its own and uair followups off mid-percent dthrow [and the ability to kick you offstage with bthrow on a whim].
At really high percents we each can KO with uthrow [it's my last resort, usually KOing Sheiks around 175% as Pikachu... I think Kirby's is like 20% earlier?], but be forewarned - if you miss the DI on a uthrow and we guess that [or godlike reactions?], anywhere from about 70% - 110% depending on rage and whatnot, we can thunder, and it will spike you into the ground hitbox. Combined with fresh uthrow, this amazing combo does 25%, with decent KO power to boot. IF you miss the DI on uthrow but react in time to Thunder, try to see which side of Pikachu you end up on and hold toward the stage to avoid death - or depending on your percent, hold no direction at all [I see people die to this early because they hold toward a direction, which (from videos I've seen) ends up raising their knockback in that direction and KOing them early...]. At higher percentages, we have to jump for this to work, but it's a potent option nonetheless.
IMPORTANT: You can DI uthrow. IF you choose to DI behind Pikachu AND we guess this and dthrow, you still pop straight up and can easily be hit without moving. If you DI in front of us, we just have to chase you, BUT we are more likely to do that anyway because we often pocket the dthrow mixup for the end. I recommend either always DIing forward and just trying to airdodge, OR always DIing behind until you really need it, then DIing forward [this may cost you early stocks, but if it's a long set and you need to condition someone, always DIing forward game 4 or 5 [or 9 or 10] could frustrate them tremendously if they're not understanding that you were playing along the whole time].
Ok, we've gone over why each character wants grabs. That said, both characters have strong options outside of grabs - both have sweet utilts and some solid SH aerials that can lead into said utilts or grabs or whatever. I'd need a check on this, but I'm pretty sure Kirby SH fair and bair outrange our aerials, HOWEVER I think Pikachu can duck these and it's possible that up-angled ftilt beats them (and I think Kirby's up-angled ftilt beats out most of our attacks, utilt might as well, I know ducking does). Since both of us are hard to hit with SH aerials, grounded spacing matters. Both have reasonably good dtilts for this - Kirby's is faster according to the data I've seen, but I believe Pikachu's is slightly longer, and both are low lag, so grounded spacing is pretty obnoxious for both of us, since our dtilts outrange grabs if I'm not mistaken. I think both characters are frankly pretty fairly matched up in the boxing game as far as I can tell.
However, Pikachu wins neutral slightly for two reasons - t-jolt forces Kirby to approach, and quick attack. You can steal our t-jolts which is something of a godsend for Kirby as far as I know (since you can possibly camp with them better thanks to all those jumps), but quick attack is Pikachu's ace In the hole in a lot of MUs and this one is no exception. Quick Attack is relatively low startup (15 frames, a quarter of a second) and has HUGE mixup potential, while being a zone-breaker and combo starter - I know for certain QA -> uair is a combo at certain percents, if not it at least forces an immediate airdodge [and near the ground, that's dangerous with dsmash and grab being oh so fast on landing]. You can DEFINITELY call out quick attack approaches with utilt and bair [among other moves], but I can see this move being a bit of a headache for Kirby users to deal with - we can QA through/above you to reset spacing, QA in as an approach, QA in place to see if you react, and we can also ledge cancel it on any stage at the ledge and on basically all platforms [Battlefield in particular]. Fun fact: The second half of this move can take away Little Mac's KO Punch! Basically, we have a sweet burst movement option that lets us be almost anywhere in like half a second. You... don't.
I think I might be accidentally overstating how bad this is for the MU (it's probably decidedly less worse for y'all than like Sonic Spin Dash - it's certainly easier to intercept... I think holding jab beats it outright, not sure though), but I think QA is an exceptionally good tool that allows Pikachu to somewhat comfortably control where he is and allows us to mostly avoid bad situations while also being able to be used once in a while to go in.
As far as KOing goes, we're both lightweights with moderate commitment smashes, so stocks can drop quickly but if played carefully, can also go on for a while (but if they're pushing 150%, grabs become a good KO tool because of those pummels and uthrows). Pikachu's aerials KO better in this game (or rather, bair and fair KO much better, dair is similar, nair is actually way worse for KOing but that's ok), while Kirby's bair is still nice and juicy. I'm sure Kirby players have looked into jab lock setups... note that Pikachu players have found that fthrow can work at low percents if you miss the tech, same for dair, and nair at mid percents + dtilt at high percents need to be teched... if you don't, it's a few jabs and one HSB or fsmash to clean up your stock [or tack on hefty percent]. As far as stages... Pikachu loves slopes, because of QAC (I don't understand all the details, but less lag than even just QA on flat ground), so Lylat, Kongo Jungle 64, and Castle Siege are places you should ban or expect to be taken [unless they don't use QA onstage much, at which point either avoid stages with temporary walkoffs (lol bthrow) or just... do whatever]. I think Pikachu probably wins it maybe 60-40? It's not like Kirby is horribly outclassed as far as I can see, but it mostly feels like the Brawl MU except that QA is even better than before for combos and HSB (if customs) can allow for stupid early KOs [though the dolphin slash custom may be good for these as well, I don't know].
DISCLAIMER: I am not familiar with Kirby's customs beyond jumping inhale (don't know how that affects the MU), upper cutter [which I personally like but I'm not sure is relevant], and the hammers (and frankly, I don't think Pikachu should be getting hammered more than once every best of 5 set, tops). So I did this post with just those and HSB (basically a strict upgrade) in mind. The ONLY other custom I predict you'll see from Kirby is the Thunder Wave jolt, the one that's used in the infinite (by the way Meteor Quick Attack sucks and we don't have an EVO set for the infinite anyway), but if they're using that, point blank t-jolt when you're around 40% links into itself until you're at the edge where you die to HSB, so... avoid that. It also can set up usmashes and such which basically gives us another kill set up at the cost of camping powers. If the Pikachu opts for "stun jolt", (barring a necessary Kirbycide) STEAL OUR T-JOLT! You get the regular one, but the custom one has SUPER short range, so you'll actually force us to approach.
Again, feel free to critique or add comments or whatever.
I did address this briefly somewhere in there, but Pikachu's QA can do this thing called Quick Attack Cancel, or QAC, on slopes. I'm not 100% on the details, but basically, QAing into a slope (or moving platform I think) causes Pikachu to have EVEN LESS endlag than just QAing onto the ground (anywhere not the edges of FD), which isn't to be confused with QA ledge cancel where we QA off the edge of a platform and end up airborne with no endlag.So if we did face you, what stages would be best to fight you on?
Mainly because Pika generally has more options and mobility then kirby is what gives him the upper hand, but yea its nothing much worse then that.I thought this'll never get updated.
Anyways, for the Matchups...
For Fox :
Pros:
Kirby can crouch under his lasers, which makes Fox almost unable to force Kirby's approach with it.
Pretty sure Kirby can crouch his side smash, dash attack, side tilt and others.
Using the copy ability will give Kirby another projectile to use.
Fox is a fast faller, which can make Kirby have a long Up-tilt string on him.
Fox's fast falling can make Kirby combo him easier, specially since Kirby is floaty.
Kirby's Dair can meteor smash Fox, and Fox completely lacks any meteor smash (I think).
Kirby can Final Cutter meteor Fox if he tries to recover with illusion.
Cons:
Fox's smashes are really strong, and Kirby si very light, which can potentially cause early stock loss.
Fox's blaster is weak, which makes the copy ability very situational,
Fox is really fast, outrunning Kirby, which makes Kirby have a hard time retreating on ground.
Despite beign a fast faller, Fox has an impressive recovery, beign able to use his Fox Illusion and then Fire Fox, or wall jumping back on stage.
Kirby's floatiness can make him vulnerable to Fox's Up air, which is very strong and can KO Kirby quickly.
I'd say it's 60:40 , although Fox can KO Kirby quickly, Kirby can combo Fox a lot, racking up a lot of damage, eventually reaching into a smash attack and kill Fox.
Fo Pikachu :
Pros:
Kirby can get Pikachu's Thunder Jolt, which gives him an useful projectile that can potentially be used for Edge guarding.
Kirby can crouch Pikachu's Thunder Jolt with good timing.
Pikachu can get hit by a fully charged Hammer Flip while he's using Quick Attack if done with good timing.
Kirby is not vulnerable to Down-throw -> Thunder
Pikachu is relaly light, making him easy to kill with either Kirby's Smash attacks, Hammer Flip, or Up-Throw/Back-Throw (Up-throw can kill at 170% on an Omega Stage with no rage and no DI, Back-Throw can kill at 140% at the edge of an Omega Stage with no Rage and no DI).
Kirby is not so vulnerable to Pikachu Up-Tilt strings due to his floatiness, meanwhile Pikachu seems to be vulnerable to Kirby's.
Pikachu's back air cannot kill as early as most back air, meanwhile Kirby's can.
Cons:
Kirby is really vulnerable to Up-Throw -> Thunder, specially since Kirby is really light and can get killed by it quickly.
Pikachu can combo Kirby really easily with his aerials, specially Forward air.
Pikachu's Thunder Jolt can Edge guard Kirby easily if the stage is not a floating platform (i.e. Willy's Castle, Omega Pac-Land etc.), which can make him waste his jumps, and lose all of his horizontal recovery, only staying with his Upper Cutter, which doesn't have much reach, and cna only snap on the ledge if facing it.
Pikachu has an impressive recovery, both horizontally, and vertically, attempting to gimp can potentially aid him unless meteor smashed into the lower blast line.
Thunder Jolt can only be crouched by Kirby if he crouches on the middle of the arc it makes, aswell as Pikachu can quickly go and attack Kirby as he's crouching.
Pikachu's Side-Smash is disjoined, which can punish Kirby approach (Not like Kirby has any viable approach options...)
Every of Pikachu's aerials (except Up Aerial) is multihit, with Forward Aerial probably killing.
Both Kirby and Pikachu are the same size, not giving either an advantage.
I'd say it's 45:55 , despite Kirby's comboing ability, Pikachu has greater comboing, however, most of Pikachu's KO moves are really punishable, while Kirby's aren't mostly.
Pretty sure his Dair and Nair are tooMainly because Pika generally has more options and mobility then kirby is what gives him the upper hand, but yea its nothing much worse then that.
Im almost positive only Pikas Bair and Fairare multihit
Well technically, d-air is multi-hit if you count the hitbox during the landing lag. I'm pretty sure n-air isn't, however.Pretty sure his Dair and Nair are too
...........um.........sure go with that overall score.......it's opinions after all -_-Alright, here's my Fox write-up.
Pros - We can kill him pretty easily if we land the hit; he's really light and easily gimpable. He's also a fast-faller, so we can combo him super easily.
Cons - He's strong. He can KO us just about as soon as we can KO him, minus the gimps. He's also much, MUCH faster than Kirby and can get in with dash attack/nair/pivot ftilt/dash grab very quickly and then escape before Kirby has too much of a chance to retaliate.
Copy Ability - Meh. It can rack up some extra percent, but if the Fox is smart, he'll use his reflector or just punish you on the endlag of the move.
Custom Moves - 3231. Meteor stone is pretty much worthless in this matchup, as dair gimps Fire Fox way better. Ice breath is useless, but Inhale can be taken if you like it more than Jumping Inhale. Hammer Bash is the only viable choice against Fox imo, as is Upper Cutter.
Stage Picks - Fox tends to KO off the top, so I'd recommend stages with high ceilings and close side blast zones. Also, being above Fox is terrifying, so platforms are risky, but not necessarily a terrible idea. Duck Hunt is a good choice, as is Final Destination.
Additional Notes - I'm honestly very surprised how you guys are rating this matchup in Kirby's favor. Fox is stronger, faster, and heavier than Kirby, and he can combo us almost as much as we can combo him. However, if the combo goes into the air, we can't whiff any of our moves; Fox will fall MUCH faster than us if we whiff an air combo, and punish with uair or usmash, depending on the height. As far as I can tell from my experience in the matchup, the only things Kirby has going for him are a nice, easy 40% off of utilts, and the fact that Fox is basically dead if he ever uses Fire Fox offstage. If the Fox player is smart, he will camp after getting the percent lead, and there honestly isn't much Kirby can do about it. Fox can run circles around Kirby while still going in for the occasional grab or nair to still pressure you. TL;DR - Kirby has to take way more risks in this matchup than Fox. Because of this, Fox can play relatively safe to make the matchup very difficult to play for his opponent.
Overall Score - Gotta go with 30:70. I'm not sure what Foxes you guys are playing, but his speed and power are really overwhelming in this matchup and he shouldn't lose unless he's playing recklessly or the players' skill levels are uneven.
Note that that's my personal score, not the final score for the matchup thread. I haven't compiled everyone's input into a final score yet. And yes, I do believe it's that bad of a matchup for Kirby. I would actually put Fox in Kirby's worst 5 matchups: Yoshi, Diddy, Fox, Marth, and Luigi. I will update with specifics later, when I have the game in front of me to test some things............um.........sure go with that overall score.......it's opinions after all -_-
There's no reason to whiff an air combo aside from mere inexperience, which shouldn't factor into matchup discussion. Up air, back air, and upper cutter are the main moves I can think of for aerial combos on Fox, and the first two are essentially unpunishable on whiff while the latter should only be used as a true combo, airdodge bait, or the like. Also, we do have our jumps and airdodges for when we're above Fox.Alright, here's my Fox write-up.
Pros - We can kill him pretty easily if we land the hit; he's really light and easily gimpable. He's also a fast-faller, so we can combo him super easily.
Cons - He's strong. He can KO us just about as soon as we can KO him, minus the gimps. He's also much, MUCH faster than Kirby and can get in with dash attack/nair/pivot ftilt/dash grab very quickly and then escape before Kirby has too much of a chance to retaliate.
Copy Ability - Meh. It can rack up some extra percent, but if the Fox is smart, he'll use his reflector or just punish you on the endlag of the move.
Custom Moves - 3231. Meteor stone is pretty much worthless in this matchup, as dair gimps Fire Fox way better. Ice breath is useless, but Inhale can be taken if you like it more than Jumping Inhale. Hammer Bash is the only viable choice against Fox imo, as is Upper Cutter.
Stage Picks - Fox tends to KO off the top, so I'd recommend stages with high ceilings and close side blast zones. Also, being above Fox is terrifying, so platforms are risky, but not necessarily a terrible idea. Duck Hunt is a good choice, as is Final Destination.
Additional Notes - I'm honestly very surprised how you guys are rating this matchup in Kirby's favor. Fox is stronger, faster, and heavier than Kirby, and he can combo us almost as much as we can combo him. However, if the combo goes into the air, we can't whiff any of our moves; Fox will fall MUCH faster than us if we whiff an air combo, and punish with uair or usmash, depending on the height. As far as I can tell from my experience in the matchup, the only things Kirby has going for him are a nice, easy 40% off of utilts, and the fact that Fox is basically dead if he ever uses Fire Fox offstage. If the Fox player is smart, he will camp after getting the percent lead, and there honestly isn't much Kirby can do about it. Fox can run circles around Kirby while still going in for the occasional grab or nair to still pressure you. TL;DR - Kirby has to take way more risks in this matchup than Fox. Because of this, Fox can play relatively safe to make the matchup very difficult to play for his opponent.
Overall Score - Gotta go with 30:70. I'm not sure what Foxes you guys are playing, but his speed and power are really overwhelming in this matchup and he shouldn't lose unless he's playing recklessly or the players' skill levels are uneven.
You're wrong (´・ω・`)vs.
Pros: We got combos, we duck needles, we're hard to edgeguard, we're small, Sheik is light and usually has a hard time killing us, Upper Cutter in general.
Cons: She has combos, too. Spaced fairs can be difficult to punish on shield. Vanish kills pretty well. She's fast and we're not. Bouncing Fish seems pretty good here.
Copy Ability: It's great because she can't duck it, giving us a better neutral game.
Custom Moves: 3232 is likely the best here. Jumping Inhale and Upper Cutter are self-explanatory. Hammer Bash is likely the only viable side special, as Hammer Flip is susceptible to needles and Giant Hammer's ground movement is too slow to hit Sheik without a hard read on a ledge option. At least Hammer Bash offers a nice punish option for every now and then. Meteor Stone will probably not work since Sheik becomes invincible when she uses Vanish, and Bouncing Fish makes landing it even more complicated. Grounding Stone offers a way to escape juggles, which is something. Additionally, if we somehow get a hard read and connect with it on stage, that's a big punish in our favor.
Stage Picks: FD is good because her camping and approach are weakened with no platforms. Kirby doesn't have an approach or a camp, so he doesn't care. Delfino gives our up throw a huge boon thanks to its high platforms and low ceilings. Upper Cutter, of course, works great on Delfino. I'm likely to ban Halberd and Town & City because I prefer other stages, but I'm not really sure what the ideal bans against her are. Smashville is always a suitable choice.
Additional Notes: Kirby seems to have an answer to much of what Sheik is good at, and vice versa. I can't think of any killing blows to the matchup for either character. Just play comfortably, copy when you can, and don't get hit by Vanish or Bouncing Fish. Crouching is important and you can stuff dashes with aerials or tilts, or maybe even a forward smash if you're confident. Get as many up tilt, up air, and upper cutter combos as you reasonably can, as they're fantastic for damage and upper cutter can kill. Get out of juggles with grounding stone,
Overall Score: I'm going to leave this at a clean 50:50. Neither character has an outright advantage as far as I can tell, though I could see it going 45:55.
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There's no reason to whiff an air combo aside from mere inexperience, which shouldn't factor into matchup discussion. Up air, back air, and upper cutter are the main moves I can think of for aerial combos on Fox, and the first two are essentially unpunishable on whiff while the latter should only be used as a true combo, airdodge bait, or the like. Also, we do have our jumps and airdodges for when we're above Fox.
Obviously, our combos are far superior due to Fox being a fast faller and Kirby being a floaty. I don't think I've even been hit by Fox's dthrow to aerial above 0%, which is basic stuff I feel. Fox does have his unduckable custom laser here, which gives him a better chance in the matchup as we can no longer force him to approach by pressing downwards. Still, this is avoidable, and Kirby does have very nice defensive options for dealing with Fox's approach.
Up tilt to upper cutter kills Fox at about 98% (sweetspotted up tilt) and 107% (soursotted up tilt). Upper Cutter in general should make edgeguarding very low-effort for us, so that's something to keep in mind. I'm perplexed by your immediate dismissal of Meteor Stone, as it's a very easy way to catch Fox and kill him at 10%. What do you think regular Stone does better in this matchup?
You're getting outplayed rather hard if you let him gain a lead and then fail to land many hits for the rest of the match, especially with upper cutter. How, specifically, do you think Fox avoids Kirby entirely on any legal stage?
Sorry for rambling, I just don't see the merit in most of these points in Fox's favor.
You're wrong (´・ω・`)vs.
Pros: We got combos, we duck needles, we're hard to edgeguard, we're small, Sheik is light and usually has a hard time killing us, Upper Cutter in general.
Cons: She has combos, too. Spaced fairs can be difficult to punish on shield. Vanish kills pretty well. She's fast and we're not. Bouncing Fish seems pretty good here.
Copy Ability: It's great because she can't duck it, giving us a better neutral game.
Custom Moves: 3232 is likely the best here. Jumping Inhale and Upper Cutter are self-explanatory. Hammer Bash is likely the only viable side special, as Hammer Flip is susceptible to needles and Giant Hammer's ground movement is too slow to hit Sheik without a hard read on a ledge option. At least Hammer Bash offers a nice punish option for every now and then. Meteor Stone will probably not work since Sheik becomes invincible when she uses Vanish, and Bouncing Fish makes landing it even more complicated. Grounding Stone offers a way to escape juggles, which is something. Additionally, if we somehow get a hard read and connect with it on stage, that's a big punish in our favor.
Stage Picks: FD is good because her camping and approach are weakened with no platforms. Kirby doesn't have an approach or a camp, so he doesn't care. Delfino gives our up throw a huge boon thanks to its high platforms and low ceilings. Upper Cutter, of course, works great on Delfino. I'm likely to ban Halberd and Town & City because I prefer other stages, but I'm not really sure what the ideal bans against her are. Smashville is always a suitable choice.
Additional Notes: Kirby seems to have an answer to much of what Sheik is good at, and vice versa. I can't think of any killing blows to the matchup for either character. Just play comfortably, copy when you can, and don't get hit by Vanish or Bouncing Fish. Crouching is important and you can stuff dashes with aerials or tilts, or maybe even a forward smash if you're confident. Get as many up tilt, up air, and upper cutter combos as you reasonably can, as they're fantastic for damage and upper cutter can kill. Get out of juggles with grounding stone,
Overall Score: I'm going to leave this at a clean 50:50. Neither character has an outright advantage as far as I can tell, though I could see it going 45:55.
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There's no reason to whiff an air combo aside from mere inexperience, which shouldn't factor into matchup discussion. Up air, back air, and upper cutter are the main moves I can think of for aerial combos on Fox, and the first two are essentially unpunishable on whiff while the latter should only be used as a true combo, airdodge bait, or the like. Also, we do have our jumps and airdodges for when we're above Fox.
Obviously, our combos are far superior due to Fox being a fast faller and Kirby being a floaty. I don't think I've even been hit by Fox's dthrow to aerial above 0%, which is basic stuff I feel. Fox does have his unduckable custom laser here, which gives him a better chance in the matchup as we can no longer force him to approach by pressing downwards. Still, this is avoidable, and Kirby does have very nice defensive options for dealing with Fox's approach.
Up tilt to upper cutter kills Fox at about 98% (sweetspotted up tilt) and 107% (soursotted up tilt). Upper Cutter in general should make edgeguarding very low-effort for us, so that's something to keep in mind. I'm perplexed by your immediate dismissal of Meteor Stone, as it's a very easy way to catch Fox and kill him at 10%. What do you think regular Stone does better in this matchup?
You're getting outplayed rather hard if you let him gain a lead and then fail to land many hits for the rest of the match, especially with upper cutter. How, specifically, do you think Fox avoids Kirby entirely on any legal stage?
Sorry for rambling, I just don't see the merit in most of these points in Fox's favor.
So does every other character. Fox can practically punish airdodges on reaction with how quickly he jumps and falls.Also, we do have our jumps and airdodges for when we're above Fox.
Fox has other combos besides dthrow fair.. this makes me think you've never played against a good Fox. Dash attack, utilt, utilt bair/nair is a basic combo of Fox's. He can also sourspot nair, pivot ftilt reset, usmash as a kill combo. Honestly, Fox has some of the best custom combos in the game; his nair links into almost any of his quick moves, and his dash attack sets up aerials really well.I don't think I've even been hit by Fox's dthrow to aerial above 0%, which is basic stuff I feel.
Regular stone kills better on stage. For offstage, dair exists, and is better in almost every single way if Fox is forced to use Fire Fox. It comes out just as quick, doesn't risk a suicide, kills disgustingly well offstage on Fox, and frees up your down b for one of the better on-stage variants. I'm not sure why you mention Upper Cutter as the prime edge guarding tool when using dair in response to Fire Fox is a kill 100% of the time if you land it; Upper Cutter can stage spike IF he misses the tech, which he will have plenty of time to prepare for (again something that makes me think you don't play against good Fox mains; Fire Fox takes forever and no good Fox will miss the tech from Upper Cutter's stage spike).Upper Cutter in general should make edgeguarding very low-effort for us, so that's something to keep in mind. I'm perplexed by your immediate dismissal of Meteor Stone, as it's a very easy way to catch Fox and kill him at 10%. What do you think regular Stone does better in this matchup?
Pretty much by running away, shielding his attacks, and throwing out dash attack, grabs, or nair when it's safe. It probably won't go to time, but Fox can play REALLY campy if he wants to against slower characters on FD, SV, T&C, DH, Halberd's deck, CS transformation 2, and on DP's transformations. Lylat and Battlefield make the strategy more difficult to utilize.How, specifically, do you think Fox avoids Kirby entirely on any legal stage?
I think thats a problem we usually have. I'm sure that there are people like myself that do not have a tournament scene nearby, or if they have one, it's pretty small. There's a new scene starting our in my area, but before that I did not have a place where I can test the matchups besides For Glory or just pure analysis.This matchup is 40:60 if I'm being really optimistic, but is more likely 30:70 or 35:65. This is my opinion and my experience playing against high-level Fox mains in and out of a tournament setting. Bad Fox's are really, really easy for Kirby because they tend to not utilize his kit efficiently and play the matchup super rushdown, which results in Kirby comboing Fox to oblivion and then destroying him offstage. It's definitely a matchup that changes based on the skill levels of the players involved, and I think that Fox has a distinct advantage at high level play, which is the level of play these matchup ratios will ideally reflect.
This, lol utilt to uair kills Kirby at like 85% from the middle of FD, it's really easy to link together too.Fox has other combos besides dthrow fair.. this makes me think you've never played against a good Fox. Dash attack, utilt, utilt bair/nair is a basic combo of Fox's. He can also sourspot nair, pivot ftilt reset, usmash as a kill combo. Honestly, Fox has some of the best custom combos in the game; his nair links into almost any of his quick moves, and his dash attack sets up aerials really well.
I would really like to discuss sleepers too, but I think we should stick to top tiers until EVO for a few reasons:When it comes to the next matchup, could I suggest some sleeper hits like Wario, Shulk, Robin, or Jigglypuff (heh)?