Well everyone, its been a long time since I've done this, so hopefully I'm not too out of practice! Without further ado, here is the discussion for the next few weeks (I'm gonna move this to every two weeks due to time constraints on my part).
U-air
Ah, the u-air. The move comes out on frame ten, hits directly above Kirby and ends slightly behind him in an arcing fashion. The move is versatile despite how slow it comes out due to some very interesting properties. First and foremost is the ever present, always useful and always used string of f-throw -> u-tilt. This little combo deals out a good chunk of damage (18%) against a good portion of the cast with the chance to follow up at lower percents. Although solid, the ability putters out after the opponent gets a few % on them. This is where the other properties of u-air can come into play. It's somewhat low knock-back at mid percents allow for juggling against characters that have no quick response to attacks from below (a weakness that a good portion of the cast has), and at the higher percents can even act as a surprise finisher off the top (though granted, the opponent's percent has to be substantially high and Kirby needs to be close to the top). The ending hit behind Kirby is what makes this move really unique though. The move has no ending lag if done right, and the ending hit behind Kirby can lead to follow ups. Though not the best move in Kirby's arsenal, its a solid move that should still be used frequently throughout the course of a match.
D-throw
Though usually in the shadow of the f-throw in the eyes of an opponent, the d-throw should always be on the mind of any Kirby player worth their salt. The move does a solid chunk of damage on its own, but that isn't the best part. The move also pops the enemy directly above Kirby, allowing for a number of powerful follow-ups. At lower percentages, the move can lead to u-tilts and on the rare occasion, it can lead to another grab right out of itself! At mid percentages, the move takes on a mind-game type of function. Very few characters have anything beyond a second mid-air jump, and Kirby can take full advantage of this. If Kirby can stay close to directly below an opponent after they are popped into the air, he can shield-grab any attempts to land, resulting in a d-throw chain! Though the tactic isn't fool-proof, it can lead to an even larger percentage advantage than a simple f-throw -> u-air combo and should always be taken into consideration, especially if the opponent isn't familiar with it.
I hope that's a good start! Feel free to add whatever you would like! I'll leave the floor open for a bit, and try to catch up with the summaries a bit later.
Now...
ON TO DISCUSSION!!!