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

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HUP Canceling!
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|airuadesc=Kirby's up aerial.  Kirby does a midair flip kick. This move has a good arc and may be able to combo or juggle, but is hampered with poor range.  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.  The move does 9% damage.
|airuadesc=Kirby's up aerial.  Kirby does a midair flip kick. This move has a good arc and may be able to combo or juggle, but is hampered with poor range.  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.  The move does 9% damage.
|airda=Pinpoint Drill
|airda=Pinpoint Drill
|airdadesc=Kirby's down aerial.  Kirby extends both legs and drills downward.  It has some delay with low ending lag, which makes timing the move critical.  In the air, Kirby can hit multiple times and can push opponents slightly downwards, making this great for edge-guarding.  On the ground, Kirby can combo it to almost every attack, grab, and even a smash attack.  Depending on the number of hits, the move does 1-9% damage.
|airdadesc=Kirby's down aerial.  Kirby extends both legs and drills downward.  It has some delay with low ending lag, which makes timing the move critical.  In the air, Kirby can hit multiple times and can push opponents slightly downwards, making this great for edge-guarding.  On the ground, Kirby can combo it to almost every attack, grab, and even a smash attack.  Depending on the number of hits, the move does 1-9% damage.<br>
One important note: this attack is Kirby's main combo starter, so opponents can eventually catch on and shield, dodge, or counter.  Luckily, Kirby has a way to mix it up: The HUP Cancel.  If Kirby can autocancel his down aerial very early (usually after Kirby says, "HUP!"), then he would have no hitboxes, which makes counters useless and have less landing lag than performing the attack, allowing Kirby to follow up with another move.  HUP Cancel can be used to land after tumbling so you don't have to tech and reduce landing lag if you air dodge near the ground.  Best of all, Kirby can bait the opponent's shield and follow up with other moves since it causes Kirby to have less lag.  Mix HUP Cancel with his standard down aerial, and you can really confuse your opponent.  See this video: https://www.youtube.com/watch?v=d6FESNoR7SA
|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.  Each punch does 1-2% 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.  Each punch does 1-2% damage.
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|db1desc=Kirby's down special.  Kirby turns into an invincible stone and drops down, striking foes with powerful upward knockback. He will transform back after a while or by pressing the button again. Transformation time takes a while.  While Kirby is in stone form, he will completely shrug off damage and won't take damage. However, once the stone takes 40% or more damage, Kirby will be forcefully knocked out of stone form, taking half of the knockback from the last move he is stricken with. Grabs can instantly take Kirby out of Stone. The move is best used when opponents are in the air, after an aerial footstool, or even after a down aerial on certain characters.  Stone is also capable of shield-breaking.  The move gives opponents 14-18% damage.
|db1desc=Kirby's down special.  Kirby turns into an invincible stone and drops down, striking foes with powerful upward knockback. He will transform back after a while or by pressing the button again. Transformation time takes a while.  While Kirby is in stone form, he will completely shrug off damage and won't take damage. However, once the stone takes 40% or more damage, Kirby will be forcefully knocked out of stone form, taking half of the knockback from the last move he is stricken with. Grabs can instantly take Kirby out of Stone. The move is best used when opponents are in the air, after an aerial footstool, or even after a down aerial on certain characters.  Stone is also capable of shield-breaking.  The move gives opponents 14-18% damage.
|db2=Grounding Stone
|db2=Grounding Stone
|db2desc=Kirby takes slightly longer to turn into stone, but he will bury and grounded foes on impact. He also takes less time to transform back than the original.  Grounding Stone can bury opponents upon impact.  Once opponents are grounded, use quick attacks like his jab.  Because of the starting transformation time, opponents can easily dodge the move, so use sparingly.  The move only does 6-12% damage and has reduced knockback.  Overall, Grounding Stone requires more skill than the default Stone.
|db2desc=Kirby takes slightly longer to turn into stone, but he will bury and grounded foes on impact. He also takes less time to transform back than the original.  Grounding Stone can bury opponents upon impact.  Once opponents are grounded, use quick attacks like his jab.  Because of the starting transformation time, opponents can easily dodge the move, so use sparingly.  The move only does 6-12% damage and has reduced knockback.  Grounding Stone is best for multiplayer matches, especially when one foe is busy fighting another.
|db3=Meteor Stone
|db3=Meteor Stone
|db3desc=The stone meteor smashes any opponent it hits, but he takes longer to transform back. The delay before voluntary transformation is allowed is also increased. This move is a high risk, high reward edgeguard attack. As a meteor smash, it is obviously meant for offstage play, but the long delay before reverting out of stone form can cause self-destructs if you miss. You'll need to be very precise when using it offstage, and transform the instant you hit your opponent. Meteor stone deals 8-12% damage.
|db3desc=The stone meteor smashes any opponent it hits, but he takes longer to transform back. The delay before voluntary transformation is allowed is also increased. This move is a high risk, high reward edgeguard attack. As a meteor smash, it is obviously meant for offstage play, but the long delay before reverting out of stone form can cause self-destructs if you miss. You'll need to be very precise when using it offstage, and transform the instant you hit your opponent. Meteor stone deals 8-12% damage.
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