Super Smash Bros. Brawl/Kirby: Difference between revisions

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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]]
{{floatingtoc}}
[[File:SSBB Kirby.jpg|thumb|Kirby|left]]


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)
 
* Powerful Special attacks
;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]], although you can punish a missed Tech and Jab Lock an opponent at any percent.
|-
|-
|{{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 rarely used.
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.
|-
|-
|{{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, setting up combos nicely.   
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.   
|-
|-
|{{SSBB Move|d|a}}
|{{SSBB Move|d|a}}
|(5-6%)
|(5-6%)
* Urgency: '''Normal'''
* Urgency: '''Medium'''
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: '''Very High'''
* Urgency: '''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.  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.
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.


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, 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).
|-
|-
|{{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, (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 (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.


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.
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.
|-
|-
|{{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 when you're surrounded by foes, or if you're faced by an opponent who rolls too much.
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.
|-
|-  
|{{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: '''High'''
* Urgency: '''Low-Medium'''
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.
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.
|}
|}
* '''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.   


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.
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.  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.
|-
|-
|{{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: '''High'''
* Urgency: '''Very High'''
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.
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.
|-
|-
|{{SSBB Move|u|a|air}}
|{{SSBB Move|u|a|air}}
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|Final Cutter
|Final Cutter
|
|
* 8,2,5% / 25% if all hits connect
* 8,2,5% / 15% if all hits connect
* 6% from projectile
* 6% from projectile
* Urgency: '''Low'''
* Urgency: '''Low'''
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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 ASAP, Final Cutter is generally considered a safer alternative to Stone.
If for some reason you need to hit the ground quickly, 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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* Urgency: '''Very Low'''
* Urgency: '''Very Low'''


Kirby turns to an impenetrable stone, and drops to the ground at high speed, then turns back to normal after a few seconds or when you press an attack button.  The original drop attack is often overused by less experienced players.  It's starting lag and ending lag are undeniably horrible, and it is one of the most easily punished moves in the game.
Kirby turns to an impenetrable stone, and drops to the ground at high speed, then turns back to normal after a few seconds or when you press an attack button.  The original drop attack is often overused by less experienced players.  It's starting lag and ending lag are undeniably horrible, and it is one of the most easily punished moves in the game by those who know what they're doing.


Some Kirby users think they can get away with it if they launch an aerial or Hammer right out of the stone, but that only has a chance of working if someone tries to grab you (in which case you could still be grabbed successfully if they have half-decent timing), or if your foe has embarrassingly bad range.  It is safer to cancel the stone and air dodge just before or immediately after landing, as it can throw off an opponent's timing.
Some Kirby users think they can get away with it if they launch an aerial or Hammer right out of the stone, but that only has a chance of working if someone tries to grab you (in which case you could still be grabbed successfully if they have half-decent timing), or if your foe has embarrassingly bad range.  It is safer to cancel the stone and air dodge just before or immediately after landing, as it can throw off an opponent's timing.
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#Rapidly stoning and de-stoning can slow your ascent, but it isn't a safe tactic if your foe can reach you quickly.
#Rapidly stoning and de-stoning can slow your ascent, but it isn't a safe tactic if your foe can reach you quickly.


Being able to cancel the Stone in midair creates many possibilities for mindgames.  Using the stone as a feint, cancelling 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 can somehow break through your seemingly-impenetrable guard.  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.
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]]
[[File:SSBB Kirby screenshot.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 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%.
'''Down Aerial into Forward Tilt''' (10-21%) - Land into your foe and the ground with a Down Aerial, and quickly 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. Also, this can be initiated twice (from 0%) against heavier characters for 36%, and then a Forward Smash can be linked afterwards for 51%. However, there are quite a few points of possible escape.


'''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 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]]).
Kirbycide, as in Kirby suicide, 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]]. Kirbyciding can be an excellent move to use if your opponent is inexperienced or has a poor recovery.
 
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]]).
 
Variations exist that involve using attacks to keep the enemy from recovering, such as the cuttercide, and exploiting Kirby's recovery flight/jumps to spit an enemy out underneath the stage and return safely, known as "underciding". See [[#Advanced Kirbyciding Tactics|Advanced Kirbyciding Tactics]] for more info.


===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.


====Underciding====
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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Since this technique is so risky, you're better off using it when you have high damage and are therefore close to being KO'd anyway.  It's also optimal if your opponent has little damage, because then the hits you traded to get them up to higher damage won't be wasted.  Ideally, this should be performed right after you KO your opponent and they drop back off the recovery platform.
Since this technique is so risky, you're better off using it when you have high damage and are therefore close to being KO'd anyway.  It's also optimal if your opponent has little damage, because then the hits you traded to get them up to higher damage won't be wasted.  Ideally, this should be performed right after you KO your opponent and they drop back off the recovery platform.


Please don't erase any more of my work. Okay, there is a technique that works almost anywhere and on anyone. It's called "suicide drink" because you nearly commit suicide and your enemies are flushed to the drink where they sleep with the fishes. Kirbycide, only at the last second spit the guy out and fly away. If you are near the edge, it works quite well. If they manage to escape, use your meteor smash or use a footstool jump.
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===
====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.
If you can find an opening, there is a great 0% combo you can preform against the Captain. Down throw into up-tilt into down throw into another up-tilt and then inhale and copy. be careful though as this may leave him behind you, but that may be countered with a reverse Falcon Punch.


===[[Super Smash Bros. Brawl/Diddy Kong|Diddy Kong]]===
===[[Super Smash Bros. Brawl/Diddy Kong|Diddy Kong]]===
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===[[Super Smash Bros. Brawl/Donkey Kong|Donkey Kong]]===
===[[Super Smash Bros. Brawl/Donkey Kong|Donkey Kong]]===
As always, only a threat in the hands of a good player, but he really can't dish out much damage to you quickly. His attacks hit hard, so you'll need to fight it hard. One thing can be used though. He is a heavyweight, so he's slow. Fight him like Captain Falcon, with quick attacks, and one strong one after he's stunned. Just eating him turns the tide of the game! After eating him, hide in a corner while charging up your attack, then unleash it on him. Underciding works well, so that's always an option. Remember that one hit from him can finish you.
As always, only a threat in the hands of a good player, but he really can't dish out much damage to you quickly. His attacks hit hard, so you'll need to fight it hard. One thing can be used though. He is a heavyweight, so he's slow. Fight him like Captain Falcon, with quick attacks, and one strong one after he's stunned. Just eating him turns the tide of the game! After eating him, hide in a corner while charging up your attack, then unleash it on him. Underciding works well, so that's always an option. Remember that one hit from him can finish you.
It's a good idea to fight him in the air to.  He is suprisingly suceptible.  However don't do this too often as any good player will punish you for it.  When he is charging his punch try to hit him with final cutter.


===[[Super Smash Bros. Brawl/Falco|Falco]]===
===[[Super Smash Bros. Brawl/Falco|Falco]]===
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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 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.
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 second most powerful attacks in the game (losing just to Bowser), 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 and, when landing, use it. Usually, is you position yourself right, you got it.
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. Splitting them up is your only defense, and individually they will only be half as strong.
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. If you grab one of them, use your up throw immediately in order to evade the other Ice Climber's attacks. 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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This guy is pretty easy. Just remember to stay away from his hammer, and fight more in the air. He may be able to fly, but he flies like he's made of metal. Your hammer moves faster than his in the air, so use it.
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. If your facing a skilled Dedede player you'll find KOing him a pain. Dedede has more range and KO power than Kirby at the cost of speed (although he has some quick hard-hitting moves with good range). Dedede is hard to fight when in the air because of his Bair and Fair that can kill easily. Stick to quick attacks so you won't leave yourself vulnerable to some of his quick hard-hitting moves.


===[[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 pretty straightforward, and usually on the easy side for KirbyThe 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 one of your counters, as he has better mobility on the ground and air alike, outshines you at a distance, and his attack speed is as fast as yours. You may have high power, but so does Mario. Your light weight attribute, combined with your foe's powerful attacks, makes you easy for Mario to KO if you're carelessWatch out for his quick smashes (almost on par with yours), and the cape, in addition to the previous stuff.  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.
You can also try kirbyciding. This is especially useful on inexperienced opponents. Since Mario has poor recovery (one of your few advantages against him), he will most likely fall off the stage and you can jump back to safety.


===[[Super Smash Bros. Brawl/Marth|Marth]]===
===[[Super Smash Bros. Brawl/Marth|Marth]]===
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Marth's poor lateral recovery makes him a prime target for Undercide, but his long and quick sword makes inhaling him surprisingly difficult.
Marth's poor lateral recovery makes him a prime target for Undercide, but his long and quick sword makes inhaling him surprisingly difficult.
(New guys opinion) Marth was never branded hard. He's easy if you just remember one thing. His attacks are faster than Ike's, but his blows are weaker. You can withstand a lot before you die. So, roll around and hit him with  a powerful attack. He's a fighting prince while your a king-fighter hammer-wielder sword-fighter speed-eater dreamland-saving super-tough pink puff. Let him have it.


===[[Super Smash Bros. Brawl/Meta Knight|Meta Knight]]===
===[[Super Smash Bros. Brawl/Meta Knight|Meta Knight]]===
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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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he's not that hard. You just need to dodge around him and hit him with a hammer and what-not.
Mr. Game & Watch is a character that has mostly strong and fast hitting moves on the ground and on the air. Your greatest chance at defeating Mr. G&W is to attack from a distance or to quickly go in for grabs.


===[[Super Smash Bros. Brawl/Ness|Ness]]===
===[[Super Smash Bros. Brawl/Ness|Ness]]===
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===[[Super Smash Bros. Brawl/Olimar|Olimar]]===
===[[Super Smash Bros. Brawl/Olimar|Olimar]]===
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Olimar attacks by using Pikmin. When killed, Olimar must waste time to pull more out of the ground. Use that to your advantage. At the start of the battle, charge him.  He is more than likely picking Pikmin. When fighting him while he has his entire arsenal, rush him. He can't defend himself well when your up in his face. Doing your best to use your hammer on him, blast him out of the arena.
His pikmin are his survival. Take it, and he needs help. Smash his pikmin out of there and the work on him.
 
Take the risk and use your hammer. Slice him with your sword. Fall on him with your rock. Do anything that can KO him because his Pikmin will be seperated and scattered. Think of it from a more strategic matter. He is a captain commanding his squad. But he is unarmed. So charge him and keep him busy. Also, try some ways to have him lose Pikmin. Killing them on front is a technique that is hard to master, so try getting him to kill them. Taunting him from the edge of a cliff and jumping at the last second leaving the Pikmin to fall off the stage.
 
If you wish to fight from a guerrilla tactic, fine. Fight like this: charge out, send all you have to leave Olimar dazed and confused, and then run for your life. Or grab him, rack up a handful of damage by hitting him down, and then snag him with an air hammer. If fighting on teams, grab him when your friend is close and have him hit Olimar with a strong attack.


===[[Super Smash Bros. Brawl/Peach|Peach]]===
===[[Super Smash Bros. Brawl/Peach|Peach]]===
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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 Onions, but doing so leaves you very vulnerable.
You can eat her Turnips, 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 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.
Pikachu is is light and quick, but possesses rather weak attacks, making him a rather easy foe. The only move you really have to watch 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). At the slightest misuse of this move, you can punish the little rodent with a potent attack of your choice.
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). His down special can also be used as a powerful but risky opportunity. If you fly above him, he will attempt to use his down special, but you may use your down special, damaging pikachu, and tearing through the lightning without taking damage. 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/Pit|Pit]]===
===[[Super Smash Bros. Brawl/Pit|Pit]]===
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Pit is easy to pummel if you are on the ground. His forward B will grind you to pieces, but if you are on his blind side, you have him. Pit's main thing on Kirby is that he can match him in air. His main move is sniping and grinding on the ground. But if you use his blind side, his way of grinding is over. His arrow aren't really that good when he is sniping at you, so charge at his blind side when he is sniping. He can turn around, but he has to wait for you to
Stay in the ground and pummel him with your hammer. Forward smash wins it all.


===[[Super Smash Bros. Brawl/Pokémon Trainer|Pokémon Trainer]]===
===[[Super Smash Bros. Brawl/Pokémon Trainer|Pokémon Trainer]]===
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Pretty simple, If Charizard uses rock smash, use rock Kirby to defend or jump up to his head and attack simply jump to his head and use rock Kirby to send him to heaven. When his damage gets high, or Charizard gets exhausted, Hammer him to finish him off.
 
Vs Ivysaur, watch out for long range vines. Rock NOT Shield. If he grabs you, Button mash, because if Ivysaur uses a throw, you can be humiliatingly be Flying to the oblivion. Really, if you ask me, getting thrown off-screen is pretty embarrassing. so watch out. Hammer a few times and Ivysaur go bye-bye. :)
 
Squirtle is easy. Grab him, Grab punch him till you lose your grip, keep grabbing him,then when his damage is high, Change grab-punching into forward throws. Don't be afraid to attack with an F-air or 2, you should be able to recover. BUT! If his damage is 150% or more, Try D-air instead. METEOR SMASH! :D


===[[Super Smash Bros. Brawl/R.O.B.|R.O.B.]]===
===[[Super Smash Bros. Brawl/R.O.B.|R.O.B.]]===
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R.O.B. is a heavy hard hitter, but nevertheless quickly get as close as you can to him as fast as possible because his laser projectile and close-range spinning attack can wrack up the percentage points. At close range they aren't much of a problem. When he is in the air, pressure him so that his {{gc|Up|Control}}{{plus}}{{gc|B}} move is used up, then take every bolt out of his body by juggling him. On the ground, Kirby is faster than R.O.B., so use that to your advantage to rack up the percentage points. Counter as much as possible. When he leaves the stage, but survives touching the edge, don't underestimate R.O.B.'s ability to come back. He will be able to take a lot of damage before being knocked off of the stage.


===[[Super Smash Bros. Brawl/Samus|Samus]]===
===[[Super Smash Bros. Brawl/Samus|Samus]]===
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Samus is a heavyweight and yet still has great speed and jumping abilities. She also has a wide range of different projectiles as well as a grapple and her Down-B to assist with her decent recovery. Remember though, she is still a heavyweight, making her a big target as well as being a floaty character.
The biggest mistake a Kirby player could make while fighting Samus is to keep their distance. If taken with little seriousness, you'll be meteor-smashed off the stage before you know it. All of Samus's moves have no landing lag, so you should do your best to stay out of the air and keep your head down to avoid most of her missiles. Use your Down-A whenever you get close and eventually you will trip her. From there Samus is stuck in the deadly palm of your hand.
Don't forget to get close and copy her Charge Shot early on.


===[[Super Smash Bros. Brawl/Sheik|Sheik]]===
===[[Super Smash Bros. Brawl/Sheik|Sheik]]===
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Fight well, and you should win.


===[[Super Smash Bros. Brawl/Snake|Snake]]===
===[[Super Smash Bros. Brawl/Snake|Snake]]===
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snake  has one major flaw: he is slow
most of snakes moves are either low range,slow,or stuck in the ground,
the only chance snake has is to use regular smash moves you just have to dodge, use rapid punch and other smash moves to lower his attack, then hammer your way to victory


===[[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) 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.
If Toon Link decides to use aerial down-a (his sword thrust into the ground) a large window of opportunity is open.  Spotdodge (press down while shielding) at the right time and you'll be able to punish the landing lag.  Don't be afraid to hit him with an short hop hammer, forward smash, or a grab.


===[[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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Yoshi is predicatble in these sorts of match ups. Just keep close to the edge, get rid of yoshis double jump and spike. That simple. Of course, if your with an opponent that likes centre, make what i call a brake and make yourself look like your going to centre but instead stop motion completely. This makes yoshi jump half the time as when you stop, they think you are charging a smash. Now yoshis in the air. Join him and back air him to the edge of the stage, edge guard if needed, and simply repeat the process above.


===[[Super Smash Bros. Brawl/Zelda|Zelda]]===
===[[Super Smash Bros. Brawl/Zelda|Zelda]]===
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Zelda has a way of fighting with close combat magic followed by a range of distance attacks followed by turning into Sheik and finishing you off by throwing you away and using the whip so you stay down. The way to fight her is simple: don't let her take a breath of fresh air! Keep her as occupied as possible and never back down no matter what. Keep charging and smashing her, and duck when she uses her magical attacks. Her physical body is boosted by magic, but is not as strong as the magic itself. Keep fighting and stay in her face. Her distance attacks usually are stronger when at a distance, so force her into your face, and pound her with the hammer. If she is doing the transformation with Sheik, make sure that you are close. Sheik has a habit of doing this pose when you see her. That's her weakness, but you need to have that smashing hammer ready.


===[[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 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.
Zero Suit Samus generally out-reaches you; most of her hits 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.
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