Super Smash Bros. for Nintendo 3DS/Kirby: Difference between revisions

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air attacks
(ground and smash attacks)
(air attacks)
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|dsmashdesc=Kirby spins and kicks on both sides. This move is Kirby's fastest smash attack, but also the weakest. An early hit of Down Smash is significantly stronger than the late hit. Since Kirby kicks in either direction, you can use it to cover both sides around you, especially when punishing rolls.
|dsmashdesc=Kirby spins and kicks on both sides. This move is Kirby's fastest smash attack, but also the weakest. An early hit of Down Smash is significantly stronger than the late hit. Since Kirby kicks in either direction, you can use it to cover both sides around you, especially when punishing rolls.
|aira=Twinkle Star
|aira=Twinkle Star
|airadesc=Kirby spins around with limbs outstretched.
|airadesc=Kirby spins around with limbs outstretched. The attack is strongest at the start, but gradually weakens. This move is usually used to clear some space between you and your opponent, as it's quick to come out, hits on all sides and has good knockback at the start. It has many uses outside of that, such as to end combos, edgeguard or to clear a safe landing.
|airfa=Triple Kick
|airfa=Triple Deluxe Kick
|airfadesc=Kirby kicks three times in front of him.
|airfadesc=Kirby kicks three times in front of him. This move is great for zoning or as a poke due to its long duration and good range. It can also be used to punish dodges and for knocking foes offstage due to its decent horizontal knockback. It has low enough landing lag that you can possibly follow-up with another attack is you land during the first few kicks. Its long duration also gives it some use offstage, where you can punish airdodges and knock foes further from the ledge.
|airba=Amazing Back Kick
|airba=Amazing Drop Kick
|airbadesc=Kirby kicks with both feet behind him.
|airbadesc=Kirby kicks with both feet behind him. This move is both fast and strong, making it a great poke when spaced well. Use this in conjunction with Forward Air to zone your opponents in the air. It also has great knockback, and can be used as a pseudo Wall-of-Pain when used to edgeguard. If unstaled, it is also a strong offstage KO option, but you must be sure to hit with the stronger early sweetspot of the attack.
|airua=Rainbow Flip
|airua=Rainbow Flip
|airuadesc=Kirby does a midair flip kick.
|airuadesc=Kirby does a midair flip kick. This move has a good arc and has decent comboability, but is hampered with poor range and somewhat sluggish speed. It can juggle decently well, but it's not a guaranteed combo. It has low landing lag, so you can also use it as a combo starter when using it near the ground, landing and then taking to the skies again for more hits.
|airda=Pinpoint Drill
|airda=Pinpoint Drill
|airdadesc=After a short delay, Kirby extends both leg and drill down.
|airdadesc=After a short delay, Kirby extends both legs and drills down. This is a great attack both onstage and off. It is a weak meteor smash with very low landing lag, and you can drag foes down with its multiple hits. To strike consistently, time your attack to account for the initial delay. If you land while drilling, you can follow-up with a variety of moves, even the occasional smash attack. Offstage, this is an amazing move for edgeguarding, and with good timing, you can land consecutive Down Airs as your opponent struggles to recover, securing the KO.
|holda=Puffball Punch
|holda=Puffball Punch
|holdadesc=Kirby punches the grabbed opponent. Kirby's Grab Attack is one of the best in the game. While it does average damage, it is very fast. Don't hesitate to use it 3 or 4 times at high percentages to do free extra damage.
|holdadesc=Kirby punches the grabbed opponent. Kirby's Grab Attack is one of the best in the game. While it does average damage, it is very fast. Don't hesitate to use it 3 or 4 times at high percentages to do free extra damage.