WootSnorlax
Smash Apprentice
The good man Solar Sonic translating some tweets by a Japanese Kirby Player coming from the Kirby Discord.
Although some of them were guesses I think most of the translations are at least decent.
Kirby impressions (revised edition)
Positives.
· Air mobility.
· Up-Smash is powerful, no matter where/when you hit it
· Because Sheik is a fast-faller Kirby can combo her well at low percents
· F-Smash is stronger.
· Ultimate's D-Smash sends horizontally towards the blastzone.
· If you send your opponent up, there's a good chance that you can keep juggling the opponent (likely with up-tilt or up-air)
· D-tilt/D-smash (not sure which) trips at low percents.
· Increased kill power due to charged smash attacks Negatives.
· Very similar performance to Sm4sh.
· You want something hard? Have the changes to the grab (hard guess)
· Because f-throw opens a lot of follow-up possibilities, which aerial will connect after the f-throw depends on the character (it is still possible to F-throw → Fair)
· Because of the upper blast zone's height, you need considerable percent to kill
· Charging a Smash Attack is punishable
· F-throw → Up-B isn't a true combo
· F-throw at the ledge → Dair → can't footstool
· Because of Dairs power, Dair → hard to footstool (but I think I can do it)
Q&A
Q1: How strong is the knockback of DA?
A1: Although it is powerful near the ledge, it will not be a killmove on FD or BF.
Q2: Can crouch reliably be used to dodge attacks?
A2: I think it can (although I am not a very confident)
Q3: At what angle does Nair send you?
A3: I think that it's diagonally down
Q4: What's the kill percent of Up Throw?
A4: I'm sorry, I couldn't get it. However, I didn't think it'd kill until past 140%.
Q5: Does the back throw → combo into aerials?
A5: It will be hard because the opponent can dodge in time so the timing will be strict after the throw