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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]], although you can punish a missed Tech and Jab Lock an opponent at any percent.
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 usually inferior to Kirby's other attacks, namely back aerial.
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 at low percent, setting up combos nicely.  Can also combo into itself multiple times at low percent, often possible to get three or more, depending on the opponent's weight.   
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: '''Medium'''
* 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.  You should be seeing use of it relatively often once the opponent is at higher damage levels.
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, as if you spam it, it is very easy to shield and punish, not to mention it will stale and lose power.  Use it mainly to punish lag of some sort, but it is a much greater of a punish than many forward smashes due to its speed.  Also keep in mind that the end of the hitbox has more vertical knockback, but is quite weak (it's around the tip of Kirby's foot just when he starts to slow down from the leap).
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 (or when you can KO vertically more effectively due to a low ceiling, such as on Halberd), (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.
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 much 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 shield and grab them if they land in front or OOS back aerial if they land behind 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.
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 or teams when you're surrounded by foes, or if you're faced by an opponent who rolls too much.  Also keep in mind this actually has quite good vertical knockback, so if you find your up smash is stale, this is a very good alternative.
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: '''Low-Medium'''
* 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.  Still isn't too useful, but can be good for pushing opponents too the ledge, and can even be good by pushing a shielding opponent off the ledge so he/she gets hit by it.
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-grabbersOne 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.  It could be used as a landing move, as its lag is so short you usually won't even notice it, but back aerial is usually better, and you normally shouldn't land in front of an opponent since they could just shield and grab if you do.
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: '''Very High'''
* Urgency: '''High'''
A quick kick behind him with great disjointed range, very good knockback (for a light character's aerial), and good damage - all-around his best aerial, and also his best move, 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.  One of its best uses is abusing the disjointed range and high speed to space, and also to play defensively.  You can short hop and back aerial towards an opponent while moving backwards, away from the opponent.  Using this over and over can make it very difficult to approach a Kirby for some opponents, and the move won't even stale unless you hit with it.  Just don't spam it and get predictable, as then they can find a way to get in and hit you.
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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