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{{cleanup|King Dedede & Zero Suit Samus sections}} | {{cleanup|King Dedede & Zero Suit Samus sections}} | ||
{{Header Nav|game=Super Smash Bros. Brawl}} | {{Header Nav|game=Super Smash Bros. Brawl}} | ||
[[Image:SSBB Kirby.jpg|thumb|Kirby]] | |||
[[ | |||
Kirby is best described as a light and speedy fighter. Although his speed can't quite match the likes of characters like [[Super Smash Bros. Brawl/Fox|Fox]], he's considerably more powerful and has greater recovery. | Kirby is best described as a light and speedy fighter. Although his speed can't quite match the likes of characters like [[Super Smash Bros. Brawl/Fox|Fox]], he's considerably more powerful and has greater recovery. | ||
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* Amazing Forward Smash: excels in range, priority, speed, and (to a lesser extent) power | * Amazing Forward Smash: excels in range, priority, speed, and (to a lesser extent) power | ||
* Back Aerial can be used as a Wall of Pain (albeit not as effective as Jigglypuff) | * Back Aerial can be used as a Wall of Pain (albeit not as effective as Jigglypuff) | ||
;Disadvantages | ;Disadvantages | ||
* On the lighter side, making him easier to KO with less damage, and labelling him a target in timed Free-for-alls | * On the lighter side, making him easier to KO with less damage, and labelling him a target in timed Free-for-alls | ||
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* His Final Smash is considered one of the worst, especially when other items are turned off | * His Final Smash is considered one of the worst, especially when other items are turned off | ||
==Standard Attacks== | ==Standard Attacks== | ||
Kirby's tilts are lightning-fast, but although the smashes open quick, they have disappointing ending lag compared to his other moves. The strength of his attacks 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 compared to larger fighters. | Kirby's tilts are lightning-fast, but although the smashes open quick, they have disappointing ending lag compared to his other moves. The strength of his attacks 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 compared to larger fighters. | ||
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|(2,3,1,1,1,1...%) | |(2,3,1,1,1,1...%) | ||
* Urgency: '''Low''' | * Urgency: '''Low''' | ||
A quick flurry of punches. It has a very low range and is easily punishable, making grabs usually more effective in close combat situations. It should be reserved for pinning your foe against a wall in stages like [[Super Smash Bros. Brawl/Stages#Shadow Moses Island|Shadow Moses Island]] | A quick flurry of punches. It has a very low range and is easily punishable, making grabs usually more effective in close combat situations. It should be reserved for pinning your foe against a wall in stages like [[Super Smash Bros. Brawl/Stages#Shadow Moses Island|Shadow Moses Island]]. | ||
|- | |- | ||
|{{SSBB Move|r|a}} | |{{SSBB Move|r|a}} | ||
|(8%) | |(8%) | ||
* Urgency: '''Low''' | * Urgency: '''Low''' | ||
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 | 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 rarely used. | ||
|- | |- | ||
|{{SSBB Move|u|a}} | |{{SSBB Move|u|a}} | ||
|(5-7%) | |(5-7%) | ||
* Urgency: '''High''' | * Urgency: '''High''' | ||
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. This is Kirby's quickest back-attack, so it can come in handy against opponents who like to roll behind you. It is extremely useful after a Down Throw | 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. This is Kirby's quickest back-attack, so it can come in handy against opponents who like to roll behind you. It is extremely useful after a Down Throw, setting up combos nicely. | ||
|- | |- | ||
|{{SSBB Move|d|a}} | |{{SSBB Move|d|a}} | ||
|(5-6%) | |(5-6%) | ||
* Urgency: ''' | * Urgency: '''Normal''' | ||
Kirby crouches and kicks low. This has a roughly 50% chance of tripping targets if it hits. Considering Kirby essentially becomes a pancake when he ducks and kicks, this can be used to counter certain attacks that hit high. This can be used to set up a Forward Smash or certain copy abilities. | Kirby crouches and kicks low. This has a roughly 50% chance of tripping targets if it hits. Considering Kirby essentially becomes a pancake when he ducks and kicks, this can be used to counter certain attacks that hit high. This can be used to set up a Forward Smash or certain copy abilities. | ||
|- | |- | ||
|{{SSBB Move|fs}} | |{{SSBB Move|fs}} | ||
|(15% C-Stick / 21% Fully Charged) | |(15% C-Stick / 21% Fully Charged) | ||
* Urgency: '''High''' | * Urgency: '''Very High''' | ||
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, is comparatively fast for a smash, and has amazing priority for a smash. | 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, is comparatively fast for a smash, and has amazing priority for a smash. This is overall Kirby's best attack, and you should be seeing use of it quite often once the opponent is at higher damage levels. | ||
Although it's still fast, keep in mind it's just fast ''for a forward smash'', so still be careful how you use it | Although it's still fast, keep in mind it's just fast ''for a forward smash'', so still be careful how you use it. | ||
|- | |- | ||
|{{SSBB Move|us}} | |{{SSBB Move|us}} | ||
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Kirby backflips, unleashing the fury of his foot in the process, striking in an overhead arc. The most damage is unleashed in front of Kirby, some is dealt above, and the least is dealt behind. This does the job most Up-Smashes are supposed to do, rocket your opponent upwards. | Kirby backflips, unleashing the fury of his foot in the process, striking in an overhead arc. The most damage is unleashed in front of Kirby, some is dealt above, and the least is dealt behind. This does the job most Up-Smashes are supposed to do, rocket your opponent upwards. | ||
This is best reserved for three situations: (1) If you can ''only'' knock your opponent up for a KO | 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 | 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 grabs, a dash attack, jumps, or any number of fake-outs you can pull. | ||
|- | |- | ||
|{{SSBB Move|ds}} | |{{SSBB Move|ds}} | ||
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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. | 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. | ||
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 | 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. | ||
|- | |- | ||
|{{SSBB Move||a|dash}} | |{{SSBB Move||a|dash}} | ||
|(2-2-2-2-2-4% / 14% if all hits connect) | |(2-2-2-2-2-4% / 14% if all hits connect) | ||
* Urgency: ''' | * Urgency: '''High''' | ||
Kirby spins on his head as his legs twirl through the air like helicopter blades. Getting all six hits is rather unusual, range on this isn't too great, and has a dangerously long duration, but that same duration can come in handy against side-steppers. | Kirby spins on his head as his legs twirl through the air like helicopter blades. Getting all six hits is rather unusual, range on this isn't too great, and has a dangerously long duration, but that same duration can come in handy against side-steppers or shield-flash-grabbers. One of Kirby's best choices of approach. | ||
|} | |} | ||
* '''Ledge''' - (6%) | * '''Ledge''' - (6%) | ||
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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 his air attacks. | 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 his air attacks. | ||
Down Throw, Up Tilt (at mid-to-high damage), and Up Smash are some of Kirby's best moves to open for air combos. | Up Throw, Down Throw, Up Tilt (at mid-to-high damage), and Up Smash are some of Kirby's best moves to open for air combos. | ||
{{SSBB Move Header}} | {{SSBB Move Header}} | ||
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Kirby spins. Strikes on all sides, but has low damage and knockback, and has dangerously long duration combined with pathetic range and low priority. (So you're left open for decent-range, decent-priority attacks.) | Kirby spins. Strikes on all sides, but has low damage and knockback, and has dangerously long duration combined with pathetic range and low priority. (So you're left open for decent-range, decent-priority attacks.) | ||
Do not use unless your life depends on it: Since it hits on all sides, opens fast enough (in the air, only his Back Aerial is notably faster), and has such a long duration, it works decently as a spacing move. | Do not use unless your life depends on it: Since it hits on all sides, opens fast enough (in the air, only his Back Aerial is notably faster), and has such a long duration, it works decently as a spacing move. | ||
|- | |- | ||
|{{SSBB Move|r|a|air}} | |{{SSBB Move|r|a|air}} | ||
|(4,3,5% / 12% if all hits connect) | |(4,3,5% / 12% if all hits connect) | ||
* Urgency: '''Normal''' | * Urgency: '''Normal''' | ||
Three successive kicks; it isn't too difficult to hit with all three, but is hard enough to make this move somewhat unfavorable. The last strike can potentially KO if you're edgeguarding, though his Back Air is preferred. | Three successive kicks; it isn't too difficult to hit with all three, but is hard enough to make this move somewhat unfavorable. The last strike can potentially KO if you're edgeguarding, though his Back Air is preferred. | ||
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. | 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. | ||
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|{{SSBB Move|l|a|air}} | |{{SSBB Move|l|a|air}} | ||
|(9-12%, more damage at the beginning) | |(9-12%, more damage at the beginning) | ||
* Urgency: ''' | * Urgency: '''High''' | ||
A quick kick behind him with | A quick kick behind him with good range, knockback, and damage - all-around his best aerial, and has potential to KO at 100%+ damage. It can be used as a Wall of Pain (jumping off the edge to repeatedly hit an enemy, forcing them off the screen, and then recovering using Kirby's multiple jumps). As with the Forward Air, this can be short hopped out of a dash. | ||
|- | |- | ||
|{{SSBB Move|u|a|air}} | |{{SSBB Move|u|a|air}} | ||
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Final Cutter is a very safe recovery move once you've mastered its height, but can still be edgeguarded by a skilled opponent. | Final Cutter is a very safe recovery move once you've mastered its height, but can still be edgeguarded by a skilled opponent. | ||
If for some reason you need to hit the ground | If for some reason you need to hit the ground ASAP, Final Cutter is generally considered a safer alternative to Stone. | ||
This can be surprisingly useful against projectile-spammers. The falling-slash will usually cancel out a projectile headed towards Kirby, while the wave will charge through the distance towards your opponent, which will hopefully offset them enough for you to approach. | This can be surprisingly useful against projectile-spammers. The falling-slash will usually cancel out a projectile headed towards Kirby, while the wave will charge through the distance towards your opponent, which will hopefully offset them enough for you to approach. | ||
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Being able to cancel the Stone in midair creates many possibilities for mindgames. Using the stone as a feint, canceling it before you're close enough for the enemy to take advantage of you, and transitioning into aerials or Final Cutter is a viable option. | Being able to cancel the Stone in midair creates many possibilities for mindgames. Using the stone as a feint, canceling it before you're close enough for the enemy to take advantage of you, and transitioning into aerials or Final Cutter is a viable option. | ||
However, Stone ''is'' useful for invincibility in boss battles, though a few super-powerful attacks (anything that normally does more than 25% in a single blow) can somehow break through your seemingly-impenetrable guard. In these cases | However, Stone ''is'' useful for invincibility in boss battles, though a few super-powerful attacks (anything that normally does more than 25% in a single blow) can somehow break through your seemingly-impenetrable guard. In these cases however, Kirby will only take the knockback, and not the damage. 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. | Kirby will slide down slopes while in Stone form. | ||
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== Final Smash == | == Final Smash == | ||
[[ | [[Image:SSBB_kirby_boil_mario.jpg|thumb|150px|Cook Kirby]] | ||
* '''Cook Kirby''' - (34%) | * '''Cook Kirby''' - (34%) | ||
Kirby tosses nearby enemies and items into a giant pot and cooks them, then launches them upwards when the meal's done. Items will be 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. | Kirby tosses nearby enemies and items into a giant pot and cooks them, then launches them upwards when the meal's done. Items will be 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. | ||
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When performed correctly, these combos cannot be escaped by dodging, shielding, attacking, moving, or anything you could ever think of. Most can be extended into "false" combos with other moves. | When performed correctly, these combos cannot be escaped by dodging, shielding, attacking, moving, or anything you could ever think of. Most can be extended into "false" combos with other moves. | ||
'''Down Aerial into Forward Tilt''' (10-21%) - Land into your foe and the ground with a Down Aerial, and | '''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. | '''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 means you can KO earlier | '''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 means you can KO earlier. | ||
'''Down Throw into Down Throw into Down Throw''' (36-48%) - Although this works as an effective false combo against nearly anyone, it's only true on Fox because he falls so freaking fast. You'll need this edge against him. 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. | '''Down Throw into Down Throw into Down Throw''' (36-48%) - Although this works as an effective false combo against nearly anyone, it's only true on Fox because he falls so freaking fast. You'll need this edge against him. 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== | ||
Kirbycide | Kirbycide is a complex (and often labelled as cheap) technique which could only be performed using Kirby's Inhale in [[Super Smash Bros. Melee|Melee]], but this time around it can be utilized by both Kirby and [[Super Smash Bros. Brawl/King Dedede|Dedede]]. To perform the basic Kirbycide, inhale your opponent and dive off the edge into oblivion, so you both lose a stock (similar to [[Super Smash Bros. Brawl/Bowser#Special Attacks|Bowser's Flying Slam]]). | ||
To perform the basic Kirbycide, inhale your opponent and dive off the edge into oblivion, so you both lose a stock (similar to [[Super Smash Bros. Brawl/Bowser#Special Attacks|Bowser's Flying Slam]]) | |||
===Advanced Kirbyciding Tactics=== | ===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 plummet to your death (especially if the ledge is quite a distance). Only tilting the analog stick helps your victim escape, so if they're just repeatedly mashing buttons, or doing nothing at all, Kirbycide becomes ''much'' easier. | 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 plummet to your death (especially if the ledge is quite a distance). Only tilting the analog stick helps your victim escape, so if they're just repeatedly mashing buttons, or doing nothing at all, Kirbycide becomes ''much'' easier. | ||
When you're falling, be sure to be mashing the jump button. If the 'cide succeeds, great. If not, you'll start your second jumps the moment your foe breaks free. If you can, try to footstool them as you recover. If you can master Kirbyciding and footstooling, you might as well have beat the game. | When you're falling, be sure to be mashing the jump button. If the 'cide succeeds, great. If not, you'll start your second jumps the moment your foe breaks free. If you can, try to footstool them as you recover... If you can master Kirbyciding and footstooling, you might as well have beat the game. | ||
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. | 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. | 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. | ||
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Also, there is a form of both underciding and kirbyciding, but is not able to be performed on certain platforms and stages. It is called "superciding" because while you survive, you cut off most chances of your opponent surviving. You start off like you are kirbyciding, but instead of leaving yourself to die, you spit them out at the edge of the screen. Even a flier won't recover, partially because when you spit them out they are thrown so far away that they are KO'd. This can be performed on stages where there is falling space such as the Corneria. If they escape, using your meteor smash will ensure you chances of them being KO'd. You should have enough jumps that with the added bonus of the final cutter, should bring you home. | Also, there is a form of both underciding and kirbyciding, but is not able to be performed on certain platforms and stages. It is called "superciding" because while you survive, you cut off most chances of your opponent surviving. You start off like you are kirbyciding, but instead of leaving yourself to die, you spit them out at the edge of the screen. Even a flier won't recover, partially because when you spit them out they are thrown so far away that they are KO'd. This can be performed on stages where there is falling space such as the Corneria. If they escape, using your meteor smash will ensure you chances of them being KO'd. You should have enough jumps that with the added bonus of the final cutter, should bring you home. | ||
===Cutterciding=== | |||
The second hit of Final Cutter, when Kirby's falling, has spike potential that can KO recovering opponents when used properly. The safest application is to hit the opponent when close enough to the ledge that you can grab on, cancelling your fall, while the opponent continues to plummet to their demise. | The second hit of Final Cutter, when Kirby's falling, has spike potential that can KO recovering opponents when used properly. The safest application is to hit the opponent when close enough to the ledge that you can grab on, cancelling your fall, while the opponent continues to plummet to their demise. | ||
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===[[Super Smash Bros. Brawl/Captain Falcon|Captain Falcon]]=== | ===[[Super Smash Bros. Brawl/Captain Falcon|Captain Falcon]]=== | ||
You will never find someone better to play against. His signature move is the one you can copy. The problem is getting to it. He is fast, and he can smash you from any direction. What you can try to do is attack him diagonally, as he can't block anything from there. Try to stun him with a move, then eat him. It's no cakewalk though. However, if you can manage to eat him, spam the move repeatedly. Throw in a quick move to refresh the stale move negation, but spam the move. By doing so you'll turn the game into a slugfest, and who's more likely to recover. Just launch him off the stage, and your problem is solved. | You will never find someone better to play against. His signature move is the one you can copy. The problem is getting to it. He is fast, and he can smash you from any direction. What you can try to do is attack him diagonally, as he can't block anything from there. Try to stun him with a move, then eat him. It's no cakewalk though. However, if you can manage to eat him, spam the move repeatedly. Throw in a quick move to refresh the stale move negation, but spam the move. By doing so you'll turn the game into a slugfest, and who's more likely to recover. Just launch him off the stage, and your problem is solved. | ||
===[[Super Smash Bros. Brawl/Diddy Kong|Diddy Kong]]=== | ===[[Super Smash Bros. Brawl/Diddy Kong|Diddy Kong]]=== | ||
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However, beware of his side-special grabbing attack. If you push him off the stage's edge, he can hit you with this attack, then kamikaze-kill both you and himself. Just be extremely cautious that you don't leave yourself open to this attack -- don't linger parallel to him, when you're both in mid-air. | However, beware of his side-special grabbing attack. If you push him off the stage's edge, he can hit you with this attack, then kamikaze-kill both you and himself. Just be extremely cautious that you don't leave yourself open to this attack -- don't linger parallel to him, when you're both in mid-air. | ||
His only real strengths are his incredible heaviness and raw power. His weight can make it harder to push him off the stage's edge. Though he may just have the | His only real strengths are his incredible heaviness and raw power. His weight can make it harder to push him off the stage's edge. Though he may just have the most powerful attacks in the game, they're all incredibly slow. Just keep attacking him with your quickest blows, and he won't have much of an opportunity to fight back. | ||
Copying his Warlock Punch is almost useless. Though it's practically a one-hit KO, it's virtually impossible to land cleanly, even against someone as slow as Ganondorf, and will leave you open to punishment. The only times you can land this are when you break his shield (which is impossible to do against any skilled player), you freeze him with an item of some sort (which may not always be an option), or you begin Kirby's copied Warlock Punch immediately after he starts one, landing somewhere where you can dodge his punch, but still strike with your own. The last scenario can be risky, considering Ganondorf can turn his punch around in the middle of the attack. Or, use it like a falcon punch when landing. | Copying his Warlock Punch is almost useless. Though it's practically a one-hit KO, it's virtually impossible to land cleanly, even against someone as slow as Ganondorf, and will leave you open to punishment. The only times you can land this are when you break his shield (which is impossible to do against any skilled player), you freeze him with an item of some sort (which may not always be an option), or you begin Kirby's copied Warlock Punch immediately after he starts one, landing somewhere where you can dodge his punch, but still strike with your own. The last scenario can be risky, considering Ganondorf can turn his punch around in the middle of the attack. Or, use it like a falcon punch when landing. | ||
===[[Super Smash Bros. Brawl/Ice Climbers|Ice Climbers]]=== | ===[[Super Smash Bros. Brawl/Ice Climbers|Ice Climbers]]=== | ||
This fight can be hard if you don't separate the two ice climbers. Grabbing one leaves you open to the other's attacks, and they are hard to edgeguard when they're together | This fight can be hard if you don't separate the two ice climbers. Grabbing one leaves you open to the other's attacks, and they are hard to edgeguard when they're together. Splitting them up is your only defense, and individually they will only be half as strong. | ||
Comparing their attacks, there's really only one true threat in their arsenal: chain-grabbing. While one grabs you, the other can hit you with ''multiple'' smash attacks. Then you'll be thrown, and potentially grabbed again before you can even move. This might even end up getting you meteor-smashed off the stage's edge. | Comparing their attacks, there's really only one true threat in their arsenal: chain-grabbing. While one grabs you, the other can hit you with ''multiple'' smash attacks. Then you'll be thrown, and potentially grabbed again before you can even move. This might even end up getting you meteor-smashed off the stage's edge. | ||
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===[[Super Smash Bros. Brawl/King Dedede|King Dedede]]=== | ===[[Super Smash Bros. Brawl/King Dedede|King Dedede]]=== | ||
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Dedede is easy if you face him in the right direction. In other words, attack him from below. His method of defence against that is his jump, but if you swing your sword, you can finish him off. The second you cancel out his fighting, smash him in the air with your own hammer. He'll take some damage, if not then he'll be KO'd | Dedede is easy if you face him in the right direction. In other words, attack him from below. His method of defence against that is his jump, but if you swing your sword, you can finish him off. The second you cancel out his fighting, smash him in the air with your own hammer. He'll take some damage, if not then he'll be KO'd. | ||
===[[Super Smash Bros. Brawl/Link|Link]]=== | ===[[Super Smash Bros. Brawl/Link|Link]]=== | ||
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===[[Super Smash Bros. Brawl/Mario|Mario]]=== | ===[[Super Smash Bros. Brawl/Mario|Mario]]=== | ||
Mario's | 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 would seem 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, although a lost attempt at a mid-air Kirbycide might have been just as valuable. Mario can't down-air you out of a copy. | Mario's copied ability would seem 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, although a lost attempt at a mid-air Kirbycide might have been just as valuable. Mario can't down-air you out of a copy. | ||
===[[Super Smash Bros. Brawl/Marth|Marth]]=== | ===[[Super Smash Bros. Brawl/Marth|Marth]]=== | ||
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===[[Super Smash Bros. Brawl/Mr. Game & Watch|Mr. Game & Watch]]=== | ===[[Super Smash Bros. Brawl/Mr. Game & Watch|Mr. Game & Watch]]=== | ||
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===[[Super Smash Bros. Brawl/Ness|Ness]]=== | ===[[Super Smash Bros. Brawl/Ness|Ness]]=== | ||
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That move aside, 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. | That move aside, 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 | You can eat her Onions, but doing so leaves you very vulnerable. | ||
===[[Super Smash Bros. Brawl/Pikachu|Pikachu]]=== | ===[[Super Smash Bros. Brawl/Pikachu|Pikachu]]=== | ||
Pikachu is is light and quick, but possesses | Pikachu is is light and quick, but possesses strong attacks, making him a potentially formidable foe. One of the key moves to look out for is his down smash. It's lightning quick and has a long hitbox duration, making it easy to hit with, yet also has considerable knockback and damage. It's almost the sole reason you'll want to use your slightly superior range to your advantage. | ||
If you're watching for it, Thunder is predictable and easy to dodge, but is nonetheless a fearful move you should watch for (especially if you're high above Pikachu, as it will hit you sooner and can more easily knock you off the top). | If you're watching for it, Thunder is predictable and easy to dodge, but is nonetheless a fearful move you should watch for (especially if you're high above Pikachu, as it will hit you sooner and can more easily knock you off the top). At the slightest misuse of this move, you can punish the little rodent with a potent attack of your choice. | ||
Copying Pikachu can be worthwhile, as the additional range of Thundershock can be surprisingly valuable in Kirby's game when used from a safe vantage point. Like Mario's Fireball, it can also used to clear the way for a safer recovery when used at the right angle. Although normally Pikachu can't knock you after he's copied, it's possible for an expert, with the right directional influence. | Copying Pikachu can be worthwhile, as the additional range of Thundershock can be surprisingly valuable in Kirby's game when used from a safe vantage point. Like Mario's Fireball, it can also used to clear the way for a safer recovery when used at the right angle. Although normally Pikachu can't knock you after he's copied, it's possible for an expert, with the right directional influence. | ||
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===[[Super Smash Bros. Brawl/Pokémon Trainer|Pokémon Trainer]]=== | ===[[Super Smash Bros. Brawl/Pokémon Trainer|Pokémon Trainer]]=== | ||
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===[[Super Smash Bros. Brawl/R.O.B.|R.O.B.]]=== | ===[[Super Smash Bros. Brawl/R.O.B.|R.O.B.]]=== | ||
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===[[Super Smash Bros. Brawl/Samus|Samus]]=== | ===[[Super Smash Bros. Brawl/Samus|Samus]]=== | ||
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===[[Super Smash Bros. Brawl/Sheik|Sheik]]=== | ===[[Super Smash Bros. Brawl/Sheik|Sheik]]=== | ||
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===[[Super Smash Bros. Brawl/Snake|Snake]]=== | ===[[Super Smash Bros. Brawl/Snake|Snake]]=== | ||
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===[[Super Smash Bros. Brawl/Sonic|Sonic]]=== | ===[[Super Smash Bros. Brawl/Sonic|Sonic]]=== | ||
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Toon Link is a bit of a challenge. Because of his smaller size (compared to Link) his boomerang, arrows, and bombs are more prone to hitting you. You're better off using close combat. Most Toon Link users tend to keep their distance and use only projectiles, and save the melees for the kills. If you get up in their faces, they are forced to use the slow sword attacks. | Toon Link is a bit of a challenge. Because of his smaller size (compared to Link) his boomerang, arrows, and bombs are more prone to hitting you. You're better off using close combat. Most Toon Link users tend to keep their distance and use only projectiles, and save the melees for the kills. If you get up in their faces, they are forced to use the slow sword attacks. | ||
If Toon Link decides to use aerial down-a (his sword thrust into the ground) a large window of opportunity is open. | If Toon Link decides to use aerial down-a (his sword thrust into the ground) or a hookshot, either of them missing, a large window of opportunity is open. They both take about two seconds to recover from, so quickly get in their faces and use a hammer. | ||
===[[Super Smash Bros. Brawl/Wario|Wario]]=== | ===[[Super Smash Bros. Brawl/Wario|Wario]]=== | ||
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===[[Super Smash Bros. Brawl/Yoshi|Yoshi]]=== | ===[[Super Smash Bros. Brawl/Yoshi|Yoshi]]=== | ||
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===[[Super Smash Bros. Brawl/Zelda|Zelda]]=== | ===[[Super Smash Bros. Brawl/Zelda|Zelda]]=== | ||
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===[[Super Smash Bros. Brawl/Zero Suit Samus|Zero Suit Samus]]=== | ===[[Super Smash Bros. Brawl/Zero Suit Samus|Zero Suit Samus]]=== | ||
Zero Suit Samus generally out-reaches you; most of her | Zero Suit Samus generally out-reaches you; most of her tilts and smashes are fast and long-ranged, even more so than your forward smash. However, her damage and knockback is fairly low overall--the only KOing move to really watch out for is her side-special which, thankfully, is arguably the slowest move in her arsenal. Other, lesser, threats to your stock include her back aerial and forward smash. Note that the latter hits both in front and behind. Although rarely seen in use, the tip of her up-special can spike pretty hard. | ||
Her stun-gun is capable of paralyzing you in her neutral special and down smash. The latter in particular can set up for some brutal combos from her, so of course, be wary. | Her stun-gun is capable of paralyzing you in her neutral special and down smash. The latter in particular can set up for some brutal combos from her, so of course, be wary. |