Super Smash Bros./Kirby

Kirby has a variety of strenghs that make him both one of the easiest players in the game for beginners to use as well as a very effective player for veterans.

Puff-Jumping
Kirby has five puff-jumps that make him arguably the easiest player in the game to return to the map with, especially for beginners. His five puffs allow him the greatest flexibility in his return path of any character (except perhaps Pikachu, whose return in unpredictable). By pushing the analog stick down quickly, Kirby can drop down to avoid an attack but still recover with his remaining puffs. When Kirby is knocked a long ways off the map, using his puffs with a second or two in-between the puffs allows for a greater distance to be covered. Also, when knocked far off the stage, Kirby can use his fair drill kick to increase the horizontal distance he can cover between puffs.

Juggling
Kirby can use his utilt to juggle quite effectively. Depending on the weight of the character, he can normally juggle about three to five times (more for heavier characters). This can be followed up with a down drill kick for a very effective combo.

Smashes
Kirby has the fastest recovery from his fsmash attack in the game. This speed can be used to pile up some very effective smash combos, especially on level surfaces or against walls.

His very wide dsmash is also very effective for clearing out the area around him and blocking attacks from underneath him.

Quick Punch
Like many other players in the game, Kirby has a quick punch attack that can break players' shields if they remain in range long enough. His quick attack (executed by very quickly button-mashing A) has one of the longest ranges of the quick attacks in the game.

Throws
His grab range is lamentable, but his throw is unique. Kirby flies to the top of the screen, off the screen, and then smashes the player he is holding onto the top-most surface on the way back down. The smash isn't incredibly powerful, but it's impressive to behold. One must be careful, however, that Pikachu's Thunderbolt attack doesn't hit him at the zenith of his throw, or he will fly straight off the map.

Drill Kick
Considered by some to be one of Kirby's cheapest moves, the Drill Kick (A + Down while in the air) acts as a spike kick and propels opponents to their deaths when over open space. Often times the recovery time for opponents after a Drill Kick is long enough for Kirby to execute another one, becoming a combo that can be quite powerful. The Drill Kick lasts a surprisingly long time and can often outlast other opponents' attacks when executed at the same time. The precedence of the Drill Kick, however, due to it not being a smash attack, can often hinder its usefulness. An important quality of the drill is that it can be R-Cancelled. If the player using Kirby taps R repeatedly through the drill, Kirby will finish the drill with no cool-down time and go straight into a grab.

Final Cutter
Considered by some to be the cheapest move in the game, a Final Cutter attack (Up + B) executed over open space results in an instant KO, no matter how much damage the opponent has. The Final Cutter attack can deal damage at three different points: the moment it is executed, at its zenith, and when he lands, shooting out a little projectile in the shape of Kirby with a sword. While executing the attack, however, Kirby is extremely vulnerable until the attack's zenith, where propelling downward occurs. The risk in using this move, is that kirby must land, if he goes off the edge using this to smash an opponent, he can not recover.