Super Smash Bros. Brawl/Kirby: Difference between revisions

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===[[Super Smash Bros. Brawl/Mario|Mario]]===
===[[Super Smash Bros. Brawl/Mario|Mario]]===
He's a rather straightforward opponent, 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 Forward Smashes and especially Hammers can leave you open if you're caped.
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 it to go any real distance.  Though usually not worth the trouble, its angle can manage to help with recovery.  Mario can't down-air you out of a copy either.
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.


===[[Super Smash Bros. Brawl/Luigi|Luigi]]===
===[[Super Smash Bros. Brawl/Luigi|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, but you'll be giving up your ability to counter his missile attack.
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.


===[[Super Smash Bros. Brawl/Peach|Peach]]===
===[[Super Smash Bros. Brawl/Peach|Peach]]===
Her Neutral Special is a counter ability.  COPY IT.  COPY IT NOW.   
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 or Kirby's quick Up Smash.
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.
You can eat her Onions, but doing so leaves you very vulnerable, and they don't heal damage like Diddy's peanuts.


===[[Super Smash Bros. Brawl/Bowser|Bowser]]===
===[[Super Smash Bros. Brawl/Bowser|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.
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, 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.  You'll practically never get less than three hits with Kirby's Forward-Air, and you can ''occasionally'' even hit him with both aerial Hammer strikes.
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.


Expert Bowsers you probably won't be able to hit into the ground with a Down Aerial, but if you can, follow up with Forward Tilt for about 20% True Combo damage.  This is one of the few guys that will practically always work on, so make use of it if you can.
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% [[Super Smash Bros. Brawl/Kirby#True Combo|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, this ability could be worth it.  His massive size and slow aerials make it harder than usual 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, he can't stay in it as long with higher levels of damage
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


===[[Super Smash Bros. Brawl/Fox|Fox]]===
===[[Super Smash Bros. Brawl/Fox|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 the time to land through you with a Down Air, then hit you with an Up Tilt or a Down Smash (his Down Air leads to various True Combos of his own).  Plus he moves so fast in comparison with you, he'll land, run wherever you falling to in a split second, and own you with some sort of owning own-attack.  So, you're best off sticking to the ground more than usual with this one.
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 [[Super Smash Bros. Brawl/Kirby#True Combo|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 attack you after the copy with a Down Air (followed by another attack of some sort).  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.
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.
Fox was heavily nerfed from Melee, while Kirby was heavily buffed, but this match-up doesn't make it seem that way.


===[[Super Smash Bros. Brawl/Jigglypuff|Jigglypuff]]===
===[[Super Smash Bros. Brawl/Jigglypuff|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.  Getting sent in the air won't kill you, but you can drop down fast with Final Cutter.  Avoid Rest... keep range... if you somehow find yourself overlapping, shield hard and shield fast.
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 a copy either.
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.


===[[Super Smash Bros. Brawl/Ike|Ike]]===
===[[Super Smash Bros. Brawl/Ike|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 see through your simple scheme rather quickly.
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 with your mouth dangling).  It opens slow, and does little damage uncharged.  The only time it could come in handy during a one-on-one match is if their shield breaks, in which case you could easily get a KO from less than 20 damage... but... good luck finding someone stupid enough to break their own shield.
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.


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 an Ike-user would have killed you with something else sooner, so it will probably never come in handy.
Ike is surprisingly easy to [[Super Smash Bros. Brawl/Kirby#Kirbycide|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.


===[[Super Smash Bros. Brawl/Marth|Marth]]===
===[[Super Smash Bros. Brawl/Marth|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.  Best of all, 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, bombard him with Final Cutters.
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 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.
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 these attacks, it generally leaves open enough room for a Forward Smash, which can reach Marth from almost any point he can each you.
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.
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.


===[[Super Smash Bros. Brawl/Lucas|Lucas]]===
===[[Super Smash Bros. Brawl/Lucas|Lucas]]===
While he has certain moves you're better off note of, 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.
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%).
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%).
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