Super Smash Bros. Brawl/Kirby

Standard Attacks
Kirby's attacks tend to open quick, but the powerful ones have disappointing after-lag. The strength of his moves could be considered average in terms of knockback, but perhaps a little weak when speaking of damage. With the exception of Forward Smash, he lacks much range. Yes, marry his Forward Smash, because you'll love its range, power, and quick opening.

Quick, but its range is pitiful and you'd be safer grabbing this close. Letting the enemy get caught up in a multi-strike usually results in an aerial or a smash sent your way. It should be reserved for pinning your foe against a wall in stages like Shadow Moses Island. Roundhouse kick, a quick basic move with little knockback. It can be used defensively, and can KO in a Sudden Death match, but is otherwise useless. Kirby kicks behind and above him. Deals most damage and has most range in the back and above, but has a tiny bit of range in front as well. It's a good quick way to send your opponent in the air, which will allow you to unleash some aerial juggling.
 * (2,3,1,1,1,1...%)
 * Priority: Low
 * (2,3,1,1,1,1...%)
 * Priority: Low
 * (8%)
 * Priority: Low
 * (8%)
 * Priority: Low
 * (5-7%)
 * Priority: High
 * (5-7%)
 * Priority: High

This is Kirby's quickest back-attack, so it can come in handy against opponents who like to roll behind you. Kirby crouches and kicks low. This has a roughly 50% chance of tripping if it hits. Considering Kirby essentially becomes a pancake when he ducks, this can be used to counter certain attacks. A leaping kick; the range on this is ridiculous and vastly underrated, rivaling even Ike's or Marth's Forward Smashes. Thankfully it's also Kirby's second-strongest strike in terms of both damage and knockback, and is comparatively fast for a smash. This is overall Kirby's best attack, and you should be seeing use of it quite often. Kirby flips, unleashing the fury of his foot in the process, striking every side in one smooth motion. The most damage is unleashed in front of Kirby, some is dealt above, and the least is dealt behind.
 * (5-6%)
 * Priority: Normal
 * (5-6%)
 * Priority: Normal
 * (15% C-Stick / 21% Fully Charged)
 * Priority: Very High
 * (15% C-Stick / 21% Fully Charged)
 * Priority: Very High
 * (11-15% C-Stick / 16-21% Fully Charged)
 * Priority: High
 * (11-15% C-Stick / 16-21% Fully Charged)
 * Priority: High

This does the job most Up-Smashes are supposed to do, rocket your opponent upwards. It could KO if you sweetspot, but any area of his Forward Smash has basically the same chance of a KO if you know what you're doing.

This is best reserved for three situations: (1) If you can only knock your opponent up for a KO, (2) when your opponent is temporarily vulnerable at a distance so you dash up for an Up Smash before they regain ground, or (3) to knock your foe into the air to trigger some of Kirby's aerial combos.

If you're looking to cover both sides, his Down Smash is usually better suited, as more significant damage is dealt and more range is offered. If a fighter's dive bombing you, it's usually safer and more effective to roll out, then hit them with a Forward Smash as they land (or alternatively, to shield, then grab as they land, IF they land in front of you). If you're looking for a dashing strike, don't use this unless you're a master of mind games... it's far too predictable, and easy to dodge compared to his grab or dash attack. Kirby splits, kicking on both sides simultaneously. It's his weakest of smashes. At the very tips of Kirby's feet, it knocks in a perfect horizontal direction (as opposed to the typical 45-degree angle), making it harder to recover from for some characters, and makes it easier to spike or Kirbycide the recovering target.
 * (14% C-Stick / 19% Fully Charged)
 * Priority: High or Normal, depending on your skill
 * (14% C-Stick / 19% Fully Charged)
 * Priority: High or Normal, depending on your skill

You'll love this if you're a master of spacing who can nail foes with the edge of Kirby's foot. Otherwise, try to stay away from using it as a general attack, since the risks are greater and damage weaker than his other smashes. No matter who you are, this can be useful in Free-For-Alls when you're surrounded by foes, or if you're faced by an opponent who rolls too much. Kirby spins on his head as his legs twirl through the air like helicopter blades. Getting all six hits is rather unusual, and the range on this isn't too great, but it's long duration can come in handy against side-steppers. Compared to most characters, Kirby's ledge attack doesn't slow down as much after peaking 100% damage.
 * (2-2-2-2-2-4% / 14% if all hits connect)
 * Priority: Normal
 * (2-2-2-2-2-4% / 14% if all hits connect)
 * Priority: Normal
 * }
 * Ledge - (6%)

Aerials
Kirby's aerials offer up a decent variety, and the air is generally where he's best piling up damage for a KO (especially against slow fallers or enemies with weak aerial game), partially thanks to his multi-jump. Landing lag is practically nonexistent for any of these moves. These are some of Kirby's best moves to open for aerial juggling: Up Throw, Down Throw, Up Tilt (at mid-to-high damage), and Up Smash.

Kirby spins. Strikes on all sides, but has low damage, is moderately slow, and is equipped with pathetic range. Do not use unless your life depends on it. Three successive kicks; it isn't too difficult to hit with all three, but is hard enough to make this move unfavorable. The last strike can potentially KO if you're edgeguarding, though his Back Air is preferred.
 * (6-12%, more damage at the beginning)
 * Priority: Very Low
 * (6-12%, more damage at the beginning)
 * Priority: Very Low
 * (4,3,5% / 12% if all hits connect)
 * Priority: Normal
 * (4,3,5% / 12% if all hits connect)
 * Priority: Normal

You'll probably be finding yourself using this as a defensive recovery sooner or later... and it can sometimes keep an enemy at bay... sometimes. It's a solid move to be sure, but not something you'll be looking to hit with. A quick kick behind him with good range, knockback, and damage - all-around his best aerial, and has potential to KO at high percentages when you can't land a Smash or a Hammer. Flip-kick, hits above. It sends the target vertically, and doesn't hit very far, but is fast. It's perfect for aerial juggling, but can be countered if don't mix in other aerial moves. Drill-kick. The start-up lag is pretty bad, but the last hit can weakly spike the enemy, so it's worth it in the right situation. This is also your best attack if a foe flies below you, but it's usually better to dodge if possible, as most characters have a fast and strong Up Aerial.
 * (9-12%, more damage at the beginning)
 * Priority: High
 * (9-12%, more damage at the beginning)
 * Priority: High
 * (10%)
 * Priority: High
 * (10%)
 * Priority: High
 * (2,2,2,2,2,2 / 12% if all hits connect)
 * Priority: Low
 * (2,2,2,2,2,2 / 12% if all hits connect)
 * Priority: Low

NEVER use this to dive-bomb. Most foes worth fighting will guard against it easily.
 * }

Throws
Kirby's grab is short-ranged and quick. Each of his grab-hits only deal 1% each, but they're very fast.

Suplex. Do not use this, use Up Throw (foe is launched in same direction, makes Kirby less vulnerable in Free-For-Alls, does more damage, and has more knockback).
 * (8%)
 * (8%)
 * (8%)

If for some reason the Up Throw isn't your best option, this has the second-greatest knockback of Kirby's throws, although you'll probably only get a KO out of it in a Sudden Death match. Backdrop. Weak, doesn't hit very far, but the only move outside Inhale which can send your foe behind Kirby. Only use if you're tossing your foe into a trap or over the stage's edge. "Ninja Throw". Knocks back more than any of his throws, but it can't normally KO. Kirby's victim is launched from the highest platform directly above Kirby, so on certain stages like Rumble Falls or New Pork City, the KOing potential increases dramatically.
 * (8%)
 * (8%)
 * (8%)
 * (10%)
 * (10%)
 * (10%)

Both Kirby and his foe are left in the air after this attack, so you could try to build up damage with aerial attacks. Final Cutter or aerials are surprisingly effective to chain out of this, but most opponents will catch on after one or two uses and learn to double jump or air dodge after the initial knockback. Kirby repeatedly stomps on a grounded foe, which eventually sends the target directly above Kirby. There's a little after-lag with this move, so you can't land a Up Smash or Up Tilt right out of this, or at least not very effectively.
 * (1-1-1-1-1-1-1-1-1-1-2 / 12%)
 * (1-1-1-1-1-1-1-1-1-1-2 / 12%)
 * (1-1-1-1-1-1-1-1-1-1-2 / 12%)

Most mildly-experienced foes will know this vulnerability and attempt to down-air you right after they're launched (especially at low damage when they aren't launched far). Against these guys, you should be able to roll out of their coming attack and counter with a Forward Smash as they land. That fake-out won't work repeatedly, and not at all on some experts.

Although this only works as a perfect chainthrow against Fox, you can sometimes get two or even three tosses out of a careless opponent. Just toss, shield, then grab 'em again as they land.
 * }

Special Attacks
Kirby's special attacks are definitely varied... but most of them are gimmicks, only useful if used correctly in the right situations. Hammer possesses his greatest KOing power.


 * Inhale
 * 6% if Copy
 * 10% if Spit
 * Anyone hit by spit star gets 9-18% (more damage if the bullet enemy is heavier)
 * Priority: Varies
 * 10% if Spit
 * Anyone hit by spit star gets 9-18% (more damage if the bullet enemy is heavier)
 * Priority: Varies

Kirby sucks in air and objects as long as you hold the button down, or until something finds its way into his mouth. This has two basic uses: consuming items and consuming opponents. Wario and King DeDeDe are the only other characters who can consume items in this fashion.

The pink puffball can consume and destroy most items by 'eating' them via Inhaling them. This includes Diddy Kong's peanuts, Link's bombs, and other special-move produced items, but neither Smash Balls nor Mr. Saturns. Large items like Springboards, Crates, and Party Balls take considerably longer to eat and can leave you very vulnerable in almost any situation. Explosives will deal 5% damage to Kirby if he eats them, and will also leave him vulnerable for longer than usual. He can consume Dragoon Parts, food, and other healing items this way (including DDK's peanuts), but just tapping the attack button is faster.

The more important use of Inhale is eating enemies. This move has almost cripplingly low speed, but can definitely pay off when used correctly. After Kirby eats an opponent, he can still slowly walk around and jump - As with a throw, its easier for the foe to get out of this grapple if they have low damage and rapidly press buttons. Once an enemy has been entrapped in Kirby's mouth, you have three basic options: Copy their Neutral B ability by pressing the special attack button (or down), spit them out for damage by pressing the standard attack button, or attempt a Kirbycide (see Kirbycide for detail).

Copy replaces Kirby's Inhale ability with the targeted foe's Neutral Special, until Kirby either taunts or accumulates a certain amount of damage since the ability was copied. This can be useful on some foes, but all-together prevents Inhaling and Kirbycides. Most fighters know being copied will leave them directly above an exposed Kirby, so it's best to have a plan to counter or block their Down Air (especially if they're Marth or Lucas). Many copied moves will be slightly weakened to fit Kirby's size and strength.

Spitting the foe is a useful way to launch your foe into any bomb-type items, as the star will ignite the explosives for you. Of course it's also effective to get them into stage-based traps like the lava on Norfair or Lion-tamers in Flat Zone 2. In a Free-For-All, the star resulting from a spit can be decently damaging, but there's still much better moves if you're looking to just pile on punishment. Unlike in Melee, the star can be reflected by Fox/Falco/Wolf/Franklin Badge or neutralized by Link's/Toon Link's shield.
 * Hammer
 * 23% Ground
 * 17,15% Aerial
 * Priority: High
 * 23% Ground
 * 17,15% Aerial
 * Priority: High

On the ground, this is for KOs and taking advantage of vulnerability, but that's it. It surpasses his Forward Smash in terms of both Damage and Knockback, but is dreadfully slow in both start-up and after-lag, and has significantly less range.

It's much faster in the air and deals two hits instead of one, but both hits are weaker than the grounded version. The first swing deals a little more damage and knocks back at a 45 degree angle, but the second strike shoots them at a 0 degree angle, which can be harder to recover from. It's next to impossible to hit with both aerial swings, as the first strike will always knock the foe out of range. The aerial Hammer's a solid attack and should be used when necessary, but too much will make it predictable and easy to counter.

Some Kirby-users use a dash, forward mini-hop, then the aerial Hammer. It can be used to fake out some players, but most experienced fighters will eat you alive if this strategy is attempted straight out.

The Hammer is Kirby's best option for fighting bosses, whether used either in air or on ground.
 * Final Cutter
 * 8,2,5% / 25% if all hits connect
 * 6% from projectile
 * Priority: Low
 * 8,2,5% / 25% if all hits connect
 * 6% from projectile
 * Priority: Low

In Melee, this move was renowned for being ridiculously effective against CPU players for how bad it actually was. Use it at close-range against a veteran Brawler and you'll die. The start-up lag is atrocious, and even if the first strike hits, the second and third strikes can be evaded with a quick air dodge. The projectile is easily predictable, but unless Kirby has copied, it's the only projectile he has.

Its attack value aside, this is actually an effective recovery move. The cutter's downward strike can also function as a meteor smash to anyone clinging on the ledge, but just be careful not to hit them with the wave or they'll just be weakly pushed off horizontally...

If for some reason you need to hit the ground ASAP, Final Cutter is considered a safer alternative to Stone.
 * Stone
 * 18% Above Drop
 * 14% Nearby Drop or if used on ground
 * Priority: Very Low
 * 18% Above Drop
 * 14% Nearby Drop or if used on ground
 * Priority: Very Low

Kirby turns to an impenetrable stone, and drops to the ground at high speed, then turns back to normal after a few seconds or when you press an attack button. The original drop attack.... is very overrated. It's starting lag and ending lag are undeniably horrible. You're impenetrable to most attacks, sure, but even if a foe doesn't grab you straight out, timing an attack on you for when you emerge is usually easy.

Some Kirby users think they can get away with it if they launch an aerial or Hammer right out of the stone, but that only has a chance of working if someone tries to grab you (in which case you could still be grabbed successfully if they have half-decent timing), or of your foe has embarrassingly bad range (Jigglypuff, anyone?).

There is... one rare instance in which this is actually a good option in a one-on-one fight: when you're high in the air, your opponent is a ways beneath you, but still far enough away from both you and the ground. Stone, fall down. If they air dodge, too bad, but you probably won't be owned through recovery (unless they have a drop attack as well). If they don't air dodge on time, you could get a KO, since they're already in the air and Stone usually knocks upward.

However, Stone is useful for invincibility in boss battles, though a few super-powerful attacks can somehow break through your seemingly-impenetrable barrier. It can also be used to block or partially-block certain Final Smashes, like Mario's or Peach's (though you'll still need excellent timing due to Stone's ridiculous starting time), but with any of the Final Smashes you can do this with, it's often just as effective to float out of the way or roll-dodge.

Kirby will slide down slopes while in Stone form.
 * }

Taunts
''Note: If Kirby has a copied ability, using a taunt will remove it. The down taunt is most effective for this purpose, as it has the shortest duration and therefore leaves you less vulnerable.''


 * He does a dance, a reference to part of the victory dance seen in several Kirby games.
 * He spins around, then poses.
 * He turns toward the camera, waves, and says "Hiiii!" This taunt was introduced as part of his victory dance in Kirby 64, and has since been used as his taunt in both SSB and Melee.
 * }
 * He spins around, then poses.
 * He turns toward the camera, waves, and says "Hiiii!" This taunt was introduced as part of his victory dance in Kirby 64, and has since been used as his taunt in both SSB and Melee.
 * }
 * He turns toward the camera, waves, and says "Hiiii!" This taunt was introduced as part of his victory dance in Kirby 64, and has since been used as his taunt in both SSB and Melee.
 * }
 * }

Final Smash
Kirby tosses nearby enemies and items into a giant pot and cooks them, then launches them upwards when the meal's done. Items will replaced with new items, and an extra item will appear for each enemy cooked. The items are generally food, which Kirby can consume -- it's the real advantage of this attack. Needless to say, this Final Smash isn't quite as valuable when items (especially healing items) are turned off, or if Kirby only has one opponent.
 * Cook Kirby - (34%)

With a little practice, this Final Smash becomes easy to dodge by rolling at the right moment, which leaves Kirby and his items open to attack/stealing after the cooking scene ends. Not only that, but it has VERY little KO power for a Final Smash. Kirby can float to top edge of the stage before using this so enemies are launched closer to the edge, but that just makes it even more predictable and easier to dodge.

True Combos
When performed correctly, these combos cannot be escaped by dodging, shielding, attacking, moving, or anything you could ever think of.

Down Aerial into Forward Tilt (10-21%) - Land into your foe and the ground with a Down Aerial, and ASAP, hit Forward Tilt (hitting the Tilt input repeatedly works). This can usually work up to near-KOing damage for larger and heavier guys like Bowser, but lighter characters like Fox won't even work from 0%.

Up Tilt into Up Tilt (10-14%) - This generally only works from under 20% damage, or maybe nothing higher than 0% on super-light characters like Game & Watch. It can hit from either in front or behind, but does more damage behind. Fourteen damage isn't too great, even for Kirby, but it can be useful in situations you're attacking the rear. This attack loses it's TC label after the second Up Tilt, but the third and fourth attacks still aren't easy to dodge.

Forward Throw into Up Aerial (18%) - This only seems to be True-Combo material against Ganondorf, Fox, and Wolf, and only from 0%. Still, grabbing for 18% isn't too shabby. It only does 6% more than Kirby's most damaging throw (Down Throw), but every percentage is important.

Down Throw into Down Throw into Down Throw (36-48%) - This works on Fox and Fox alone, because he falls so freaking fast, and you'll need this edge. Unfortunately, the full effect only works from about 0%. Just throwing gives you 36%, but grab-hitting the maximum amount can give you an additional 12%. He'll typically be flailing so much you won't be able to get that full amount of grab-hits, but you should at least be able to get one hit on the first and two on both the second and third. But make sure you don't press grab again until the last throw animation has ended, or you'll end up shielding.

Kirbycide
Kirbycide is a complex (and often labeled as cheap) technique which could only be performed using Kirby's Inhale in Melee, but this time around it can be utilized by both Kirby and Dedede. To perform the basic Kirbycide, inhale your opponent and dive off the edge into oblivion, so you both lose a stock (similar to Bowser's Flying Slam).

Advanced Kirbyciding Tactics
First, you should realize an enemy will stay in Kirby's stomach for the same duration regardless of how much damage they have, unlike other grabs in the game. The only determining factor is how much they flail around inside you, which is beneficial for you, because that means this technique can be performed just as well from 0% as from 300%. With enough squirming, they'll easily be able to escape before you can leap off the edge (especially if the ledge is quite a distance). Perhaps the only surefire way is to float just beyond the ledge, then inhale towards the stage as you fall down. Ideally your opponent will be right on the edge, and you'll be able to suck them in as you both drop towards your death. If you miss however, recovery can be a bit tricky, as they're likely to be right on the edge waiting for you -- Final Cutter will usually clear the edge for you, but a tricky opponent might be able to edgeguard you at the last second.

Once your opponent is captured, you have the choice of just falling to your death, or exhaling them out under the stage. Characters with poor recovery, like Ike or Bowser, won't be able to get back out from under the stage and recover. Kirby however, is not only closer to the edge, but his godly recovery would allow him to float gracefully back on his feet from almost any point of the map if you haven't wasted some of his jumps. Fliers like Meta Knight or ROB will usually be able to recover from one of these "Undercides", so you're probably better off killing both you and your foe.

Of course, Kirbyciding only works on stages where you can fall to your death. Undercides won't work on stages where you can pass through the floor or maps where the stage doesn't have an underside.

Since this technique is so risky, you're better off using it when you have high damage and are therefore close to being KO'd anyway. It's also optimal if your opponent has little damage, because then the hits you traded to get them up to higher damage won't be wasted. Ideally, this should be performed right after you KO your opponent and they drop back off the recovery platform.

Throwciding
On stages with horizontally moving platforms, primarily Smashville, Kirby's Up Throw or Forward Throw can kill both you and your opponent. After starting the throw, the platform moves out from under Kirby and his victim as the two crash back down towards the earth.

Cutterciding
The second hit of Final Cutter, when Kirby's falling, has spike potential. It can possibly KO recovering opponents, but you're more likely to end up just killing yourself. This aspect of Final Cutter is better suited to owning ledge-hoggers, whether you're on the stage or are reaching for the ledge.

Mario
Mario's pretty straightforward, and usually on the easy side for Kirby. The only thing to watch out for are his quick smashes (almost on par with yours), and the cape. You might want to use more Down and Up Smashes for KOs, as they can still attack the rear, where as Forward Smashes and especially Hammers can leave you open if you're caped.

Mario's copied ability seems decent, but Kirby's arm is so close to the ground you are required to jump for the fireball to go any real distance. Though it's usually not worth copying, the fireball's angle can manage to help with defensive recovery. Mario can't down-air you out of a copy.

Luigi
WATCH OUT FOR THE JUMP, never overlap with him at any cost, and if you do, shield immediately. Other than that, Luigi's mostly a straightshooter. You can suck him in if he tries to Green Missle you (unless he managed to get juuuuuuuuuust the right angle), and he usually can't Down-Air you after being copied. The fireball works as a decent projectile or diversion.

Peach
Her Neutral Special is a counter ability. COPY IT. COPY IT NOW.

Other than that move, she should be pretty easy. Her one true KO attack, forward air, is rather difficult to hit Kirby with if he's grounded (let alone if he's ducking) due to his size, though an expert Peach-user should be able to crown-smack when it matters, so don't go sacrificing your air game. Some Peachers will try to advance on you with a mini-hop-float, which is usually easy to cancel with Final Cutter. She can fake out Up Smashes with good timing, and Kirby's mini-hop-into-an-attack can give her a moment of opportunity.

You can eat her Onions, but doing so leaves you very vulnerable, and they don't heal damage like Diddy's peanuts.

Bowser
In the right hands, he can be tough, but the only thing you really need to look out for is his suiciding side-special. DO NOT SHIELD. Roll, sidestep, jump, but do NOT shield, or his 'cide will rape you. Keep as far away from ledges as possible. If he camps, just feed Final Cutters or copied Bowser Breath.

Although some of his moves are quick, all of Kirby's are just as fast. But Kirby's light, while Bowser's the heaviest around, so you'll have to get him to practically twice the damage he needs to get you to for a KO. That seems like a disadvantage, until you remember how big and slow of a target Bowser is.

If you can hit into the ground with a Down Aerial (not always the easy to get in with Bowser's Up Tilt and Up Smash), follow up with Forward Tilt for about 20% True Combo damage. This is one of the few foes the combo will always work on, so make use of it if you can.

It's easy to get Bowser in your belly considering his size, but he'll usually be able to crush you with Down-Air or the Bowser Bomb after copying. Even so, his ability could be worth it. Bowser's massive size and slow aerials make it harder than usual for him to escape Fire Breath, and Kirby's version isn't downgraded to the extent you would expect. Using it at the right angle will usually land you at least 20%, but, of course, Bowser can't stay in it as long with higher levels of damage

Fox
Fox is... not easy, never easy. He's super fast (like Reflector fast), and hits where it hurts. But if you can engage him in the Triple Down Throw True Combo, you'll be able to get 36%+ damage on him with your first hit, which should definitely turn the tide in your favor. His ridiculous falling speed could normally be used to your advantage, but the Reflector allows him to halt momentarily in the air, which is enough to break up most of your juggling, and allow him to obliterate you with a True Combo. So, you're best off sticking to the ground more than usual with this one.

Don't bother copying his blaster. For one, his ludicrous dropping speed will ALWAYS allow him to down-air you after the copy (followed by a True Combo, usually). His Reflector will end up blocking most of your blaster shots anyway. On Final Destination, you'll only get maybe four of five hits off in the time it takes him to dash across the stage and hit you with a vicious Up Smash.

Fox was heavily nerfed from Melee, while Kirby was heavily buffed, but this match-up doesn't make it seem that way.

Jigglypuff
She's one of the few foes who can own Kirby's aerial game, so try to stick to the ground and whore Forward Smash and Throws. Kirby's aerials have a tiny bit more range, but Jiggly's are faster and hit harder, plus she falls at a slower rate and has faster lateral movement in the air. Getting sent to the sky for a bit won't kill you, but you can drop down fast with Final Cutter just in case. Avoid Rest... keep range... if you somehow find yourself overlapping, shield hard and shield fast.

You can eat her with Inhale if she tries to use Rollout, and copying this ability can give you another weapon in your ground-attacking belt (though you'll sacrifice Rollout-canceling). She floats downward so slowly you'll never get hit after the copy.

Ike
Kirby has one good move with range, Forward Smash, and all of the others are either average or pathetic. Against Ike's ridiculous range, you're put at a strong disadvantage. Ike's easy to take on if you can shield-grab him regularly; his range is mighty, but falls weak to a shield, his throws are pathetic, you can grab faster than him, and your grabs can penetrate his counter. Just be sure to mix in enough rolls, sidesteps, or jumps within those shields, or he'll probably see through your simple scheme rather quickly and start grabbing when you least expect it.

Copying Ike's Eruption is useless, and a significant waste of making yourself open with Inhale (most of his attacks are too slow to hit you after the copy, but with Ike's range it comes easy to beat you before he gets sucked in). Eruption opens slow, and does little damage uncharged. The only time it could come in handy during a one-on-one match is (1) if their shield breaks, in which case you could easily get a KO from less than 20 damage, or (2) mix-up.

Ike is surprisingly easy to Kirbycide. This is especially true if you're shooting him under the stage, as he has potentially the worst recovery for that sort of situation. Don't bother copying him if you've mastered this technique and are on a suitable stage.

A rather useless trick, but you can Inhale Ike if he Quick Draws towards you. You'll still receive the damage, but won't be knocked back. Even a fully-charged Quick Draw will only KO from damage so high that a decent Ike-user would have killed you with something else sooner, so it will probably never come in handy.

Marth
Kirby has one good move with range, Forward Smash, and all of the others are either average or pathetic. Against Marth's's ridiculous range and wide sweeps, you're put at a strong disadvantage. Marth's throws are weak, so shielding often seems like a good idea at first... But Shield Breaker (Neutral Special) somewhat throws this strategy out the window (though an uncharged breaker won't instantly shatter a perfectly healthy shield). Still, it's best to keep wary and mix it up more than you would with Ike.

Marth doesn't have any projectile attacks (or Ike's long-ranged Quick Draw), so camping comes easy here. Marth's one of the hardest foes to dash straight in towards, so play defensively and let him come to you.... or if you get impatient, start to throw Final Cutters his way. Cutter'ing him might not be the safest strategy, but diehard campers usually won't leap towards you over Kirby's projectile; it would require a mental shift from total defense to potentially reckless offense in a split-second reaction, a skill hard to embrace (unless of course, your opponent predicted you ahead of time).

Throwing Marth into the air can be effective, since he falls rather slowly. He also loses most of his quicker-than-you attacks in the air, where as most of your aerials are not only stronger but faster than his. Just make sure you don't give him a moment to nail you with one of his ridiculously-wide-spanned aerials. Yours are faster and stronger, but his reach further.

One thing most players seem to forget about Marth is that although his best attacks open quickly, their ending lag is easily punishable, particularly so with his Forward Smash (something all Marth-user's love to spam), Forward Tilt, Up Smash, and Up Tilt. If you can sidestep a smash, it generally leaves open enough room for a Forward Smash, which can reach Marth from almost any point he can each you. For the tilts, you're much better off grabbing him out of your sidestep.

Copying Marth's Shield Breaker is rather pointless, and his Down-Air can smack you after the copying. The range is decreased for Kirby as well, and it opens slowly for the amount of damage it gives. Even if you had all the time in the world to charge it up, Hammer hits further and harder. Pretty much the only time it comes in handy is to shatter shield-spammers, or mind game your foe into using shields less.

Lucas
While he has certain moves you're better off noting, this match shouldn't be too confusing. His Up Smash, Down Special, and Up Special are all rather cheap if your foe knows how to use them right. There's no true way to escape them entirely, but just be wary, and above all, try to avoid becoming predictable. Take note of his down-tilts and up-tilts, and also note if your opponent is the type to spam these or use them wisely; If the former is the case, you can Forward Smash through them quite easily. Perhaps what's most annoying about Lucas... is how many moves he can potentially KO you with for such a small guy.

Lucas' down air can kill your juggling if you aren't watching out for it, and it can counter you after a copy (not that PK Freeze is that great of a steal; he can absorb it with PK Magnet). As with Ike's Quick Draw, you can inhale Lucas out of his self-thunder-projectile and not be knocked back, but still receive the damage (approximately 14%).

It's a little cheap, but if Lucas falls off the edge, you can hover over him so he wastes PK Thunder hitting you for a tiny amount of damage instead of hitting himself for recovery.

Ness
WATCH OUT for PK Fire, especially at low damages. He can hit you with that, then follow with a Forward or UP Smash, sometimes up to KOing damage. He only has a real shot at KOing you with forward smash, which is surprisingly easy to evade if you aren't PK Fired. That's not his only method of KOs, but it easily trumps anything else in his arsenal. Unlike Lucas, you can't Inhale Ness out of his self-thunder.

PK Flash isn't too great of a move to begin with, and surprisingly enough, Ness can absorb it with PK Magnet. Even if his Neutral Special sucks, Ness can't counter you after a copy, and it might be worth eating him just to get that awesome baseball cap...

It's a little cheap, but if Ness falls off the edge, you can hover over him so he wastes PK Thunder hitting you for a tiny amount of damage instead of hitting himself for recovery.