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{{Header Nav|game=Super Smash Bros. for Nintendo 3DS}} | {{Header Nav|game=Super Smash Bros. for Nintendo 3DS}} | ||
HAL Laboratory's pink puffball returns for another bout in Smash! Kirby's familiar moveset remains mostly unchanged, with only minor stat adjustments. Kirby is certainly a character for novices, a jack of all trades that is easy to pick up. Although being one of the lighter characters, he boasts multiple jumps, | HAL Laboratory's pink puffball returns for another bout in Smash! Kirby's familiar moveset remains mostly unchanged, with only minor stat adjustments. Kirby is certainly a character for novices, a jack of all trades that is easy to pick up. Although being one of the lighter characters, he boasts multiple jumps, decent combos, fair reach, strong attacks and unique special attacks. At low level play, Kirby is one of the easiest and most forgiving characters to use, but he is no slouch against advanced players either. Learn to utilize Kirby's tools on the ground and in the air, and you'll be a solid contender in any match. | ||
==Basic Attributes== | ==Basic Attributes== | ||
Kirby is one of the lightest characters in the | Kirby is a lightweight character, one of the lightest characters in the roster. As a result, Kirby has below average survivability. However, Kirby's small size and 5 midair jumps compensate for this weakness to some extent. Kirby has poor movement speed, both on the ground and in the air, so he relies more on good spacing with his moves than on flexible mobility. Kirby has multiple jumps as stated before, and he has floaty physics with his slow fall speed. Kirby's rolls shift him decently far, but is relatively slow. Kirby has one of the best crouches in the entire game, flattening his body low enough to dodge most horizontal projectiles and even some ground attacks. | ||
{{SSB3DS Move List | {{SSB3DS Move List | ||
|a=Vulcan Jab | |a=Vulcan Jab | ||
|adesc=Kirby punches two times, following up with a continuous flurry of punches. He finishes with a downward hook that knocks foes away. This move is very quick, | |adesc=Kirby punches two times, following up with a continuous flurry of punches. He finishes with a downward hook that knocks foes away. This move is very quick to come out, but doesn't have a lot of range. It can be used to stuff slower attacks at close-range, or just to rack up damage. All hits should chain into each other if you don't extend the rapid-fire jabs. | ||
|fa=Dream Land Roundhouse | |fa=Dream Land Roundhouse | ||
|fadesc= | |fadesc=Kirby performs a roundhouse kick. The attack can be angled up or down. This move is primarily used for zoning and quick punishes, as it has decent range and knockback. Use its angling feature well to strike at foes from different directions. Always space to hit with the tip, as this move is punishable at close range. | ||
|ua=Epic Kick | |ua=Epic Kick | ||
|uadesc= | |uadesc=Kirby kicks up from behind him. This attack is one of Kirby's best moves. Its weak upward knockback and short duration makes it an excellent move at juggling, and it reliably combos into itself even into the higher percentages. It is also a great anti-air and a pretty safe combo starter in the neutral game. Due to the animation of the move, the attack doesn't hit in front of Kirby until near the end. Keep that in mind when positioning yourself against your target. | ||
|da=Super Star Sweep | |da=Super Star Sweep | ||
|dadesc= | |dadesc=Kirby does a sweep kick low to the ground. This is a good move to use for spacing and poking, with good reach and a very low hitbox that can be used to stab through shielding foes. However, its most useful feature is its animation. During the move, Kirby flattens himself to the height of his crouch while kicking. His low profile can actually let him graze under opponent's attacks while hitting back. It also has a high trip rate, which can lead to other moves and a grab whenever you trip your opponents. | ||
|dasha=Break Spin | |dasha=Break Spin | ||
|dashadesc= | |dashadesc=Kirby spins forward on his head, kicking foes multiple times. For a dash attack, this move is rather slow, so its not so good at punishing whiffed attacks and is very punishable itself when shielded. However, it does have a long duration and keeps Kirby moving forward, making it an excellent move for punishing a predicted roll or an opponent's landing. As it also drags foes forward, you can often knock foes offstage with Dash Attack, setting up for an edgeguard. | ||
|hanga= | |hanga= | ||
|hangadesc= | |hangadesc=Kirby crawls up and does a kick. | ||
|fsmash=Spin Kick | |fsmash=Spin Kick | ||
|fsmashdesc= | |fsmashdesc=Kirby spins and lunges forward with his foot out. The move can be angled up or down with the control stick. This is one of Kirby's best KO moves in terms of KO power. It's not Kirby's fastest KO option and can be punished if used haphazardly, but it has deceptive range as Kirby lunges forward a small distance with his foot. It has enough priority to stuff a surprising number of attacks, and can even be used as an anti-air if angled up. Keep it fresh for decisive punishes to get the KO. | ||
|usmash=Puffball Flip | |usmash=Puffball Flip | ||
|usmashdesc= | |usmashdesc=Kirby performs a powerful flip kick. This move has about the same power as Side Smash, just upward, with the strongest hit at the start of the attack. While it has a good angle, it doesn't have a lot of reach and is punishable if whiffed. Like Side Smash, it is best to save this move for punishes to KO. Timed right, you can use it to punish unsafe landings and airdodges. | ||
|dsmash=Breakdance Split | |dsmash=Breakdance Split | ||
|dsmashdesc= | |dsmashdesc=Kirby spins and kicks on both sides. This move is Kirby's fastest smash attack, but also the weakest. An early hit of Down Smash is significantly stronger than the late hit. Since Kirby kicks in either direction, you can use it to cover both sides around you, especially when punishing rolls. | ||
|aira=Twinkle Star | |aira=Twinkle Star | ||
|airadesc= | |airadesc=Kirby spins around with limbs outstretched. The attack is strongest at the start, but gradually weakens. This move is usually used to clear some space between you and your opponent, as it's quick to come out, hits on all sides and has good knockback at the start. It has many uses outside of that, such as to end combos, edgeguard or to clear a safe landing. | ||
|airfa=Triple Deluxe Kick | |airfa=Triple Deluxe Kick | ||
|airfadesc= | |airfadesc=Kirby kicks three times in front of him. This move is great for zoning or as a poke due to its long duration and good range. It can also be used to punish dodges and for knocking foes offstage due to its decent horizontal knockback. It has low enough landing lag that you can possibly follow-up with another attack is you land during the first few kicks. Its long duration also gives it some use offstage, where you can punish airdodges and knock foes further from the ledge. | ||
|airba=Amazing Drop Kick | |airba=Amazing Drop Kick | ||
|airbadesc= | |airbadesc=Kirby kicks with both feet behind him. This move is both fast and strong, making it a great poke when spaced well. Use this in conjunction with Forward Air to zone your opponents in the air. It also has great knockback, and can be used as a pseudo Wall-of-Pain when used to edgeguard. If unstaled, it is also a strong offstage KO option, but you must be sure to hit with the stronger early sweetspot of the attack. | ||
|airua=Rainbow Flip | |airua=Rainbow Flip | ||
|airuadesc= | |airuadesc=Kirby does a midair flip kick. This move has a good arc and has decent comboability, but is hampered with poor range and somewhat sluggish speed. It can juggle decently well, but it's not a guaranteed combo. It has low landing lag, so you can also use it as a combo starter when using it near the ground, landing and then taking to the skies again for more hits. | ||
|airda=Pinpoint Drill | |airda=Pinpoint Drill | ||
|airdadesc= | |airdadesc=After a short delay, Kirby extends both legs and drills down. This is a great attack both onstage and off. It is a weak meteor smash with very low landing lag, and you can drag foes down with its multiple hits. To strike consistently, time your attack to account for the initial delay. If you land while drilling, you can follow-up with a variety of moves, even the occasional smash attack. Offstage, this is an amazing move for edgeguarding, and with good timing, you can land consecutive Down Airs as your opponent struggles to recover, securing the KO. | ||
|holda=Puffball Punch | |holda=Puffball Punch | ||
|holdadesc=Kirby punches the grabbed opponent. Kirby's Grab Attack is one of the best in the game. While it does average damage, it is very fast. Don't hesitate to use it 3 or 4 times at high percentages to do free extra | |holdadesc=Kirby punches the grabbed opponent. Kirby's Grab Attack is one of the best in the game. While it does average damage, it is very fast. Don't hesitate to use it 3 or 4 times at high percentages to do free extra damage. | ||
|fthrow=Pile Driver | |fthrow=Pile Driver | ||
|fthrowdesc= | |fthrowdesc=Kirby jumps forward and slams the grabbed opponent into the ground, knocking them forward. This is an ordinary sideways throw, and is mostly used to send foes offstage when you're facing the closer edge. It's not very damaging, can't be comboed out of, and doesn't do a lot of knockback, so it rarely sees any use. | ||
|bthrow=Big Suplex | |bthrow=Big Suplex | ||
|bthrowdesc= | |bthrowdesc=Kirby jumps backward and slams the grabbed opponent into the ground, knocking them backward. This is the closest thing Kirby has to a combo throw, as well as a weak KO throw. At very early percentages, you can usually follow up with an immediate Back Air on most characters. You can also use it to send foes offstage when your back is to the ledge, or as a desperate KO move at extremely high percentages. | ||
|uthrow=Air Drop | |uthrow=Air Drop | ||
|uthrowdesc= | |uthrowdesc=Kirby leaps up offscreen with the opponent and plunges down, landing with an explosion that sends foes upward. This is Kirby's most damaging throw as well as a KO throw. Its use is situational, as Kirby's side throws have more utility by setting up edgeguards. It is best used to get KOs off the top if there is a platform above you, such as on stages like Battlefield or Boxing Ring. | ||
|dthrow=Fury Stomp | |dthrow=Fury Stomp | ||
|dthrowdesc= | |dthrowdesc=Kirby stomps the grabbed opponent relentlessly, with the last hit sending foes diagonally upward. This is arguably Kirby's least useful throw. While it is probably meant to be a combo throw, it simply does too much knockback to allow for guaranteed follow-ups. It also does the least damage out of Kirby's throws. You can start a combo if you manage to read your foe's response correctly after the throw, since it leaves them above you close by. | ||
|b1=Inhale | |b1=Inhale | ||
|b1desc= | |b1desc=The signature move of the Kirby series. Kirby opens his mouth wide and starts sucking, forming a vacuum effect in front of him. If he sucks in another player, he can spit them out by pressing the standard attack button, where they briefly turn into a star that acts as a projectile against foes. Press down or the special attack button to have Kirby swallow the opponent, copying his foe's neutral attack and popping them up. See below for more info on copy abilities. </br> | ||
Inhale is one of the few grab-type moves usable in the air, so it can go through shields and counters. It is fairly difficult to utilize, since you can't move once you start sucking. It also has a fairly long minimum duration where you are a sitting duck to attacks if you miss, so its best used for straight punishes when your foe is clearly vulnerable. After inhaling, swallowing is more damaging than spitting, but some fighters can get a guaranteed hit on you after being swallowed, and you may not want your target's copy ability. Spitting them out is the safer but less rewarding option. It will never KO, but it leaves opponents a safe distance away and can also be used to hit other players. Finally, a very risky strategy is to inhale someone while offstage, then plunge to death while they're stuck within Kirby. This technique is known as the Kirbycide or Swallowcide and is difficult to do on experienced players, but it is a very flashy and satisfying way to get KOs. | |||
|b2=Ice Breath | |b2=Ice Breath | ||
|b2desc=Instead of inhaling, Kirby breathes out a gust of chilly air, giving up his copy abilities entirely. The cold breath does multiple | |b2desc=Instead of inhaling, Kirby breathes out a gust of chilly air, giving up his copy abilities entirely. The cold breath does multiple hits and will freeze opponents with a high percent. The air closer to Kirby are very weak and is made to do multiple hits, while the air at max range is strong and launches foes away. This move is easier to use than the default Inhale, as Kirby can directly harm opponents while the move is active. You are still immobile while blowing, and the breath doesn't have a lot of range, so it isn't a big game-changer. Generally, it is most useful against ground-based foes like Sonic, as it creates a short wall that hinders grounded approaches. You can also use it by the ledge to rack up damage on recovering opponents. | ||
|b3=Jumping Inhale | |b3=Jumping Inhale | ||
|b3desc=Kirby jumps forward when he inhales. | |b3desc=Kirby jumps forward when he inhales. However, if he chooses to spit foes out, the star projectile will not harm other players. The damage dealt by Jumping Inhale is also weaker than the Inhale. Jumping Inhale resolves many flaws of the original Inhale, as it is easier to suck in foes from a distance with the ranged leap. It also helps with your recovery, especially since Kirby has poor lateral air speed and next to no horizontal recovery with all of his Up Special variants. Overall, Jumping Inhale's utility outweighs its reduced damage from the default Inhale, and is a very attractive substitute for custom move users. | ||
|fb1=Hammer Flip | |fb1=Hammer Flip | ||
|fb1desc= | |fb1desc=Kirby busts out a hammer and swings it. Kirby does two swings in the air, or one strong swing on the ground. The move can be charged but the charge can't be saved or canceled, though Kirby can still walk slowly and jump while charging. Charging increases the move's damage, but Kirby will start taking damage above full charge when the hammer starts burning, with self-damage stopping above 100%. Kirby also gains super armor while swinging at full charge. This move is very strong, but very impractical to use due to how sluggish it is. It is a very slow attack even uncharged, and opponents can easily interrupt your charge. Use it only for punishes or to put pressure on foes that are recovering high. If you hit, you can potentially get some very early KOs, as early as 30% at full charge. | ||
|fb2=Hammer Bash | |fb2=Hammer Bash | ||
|fb2desc=Kirby cannot charge his hammer attack up, but it's quicker than Hammer Flip | |fb2desc=Kirby cannot charge his hammer attack up, but it's quicker than Hammer Flip. This move functions identically to its Brawl version, although slightly slower. This variant is slightly easier to land as it activates faster. However, you cannot delay the attack by holding the charge or reposition yourself, so you still need good positioning to land this attack consistently. It is used much like Hammer Flip, usually for hard punishes or unsafe recoveries and landings, and it is powerful enough to serve as a KO move. One unique benefit of Hammer Bash is that it can help with recovery. Using it immediately after a jump will give Kirby a vertical boost. It is punishable though, so you should only use this technique when far from the stage. | ||
|fb3=Giant Hammer | |fb3=Giant Hammer | ||
|fb3desc=Kirby swings an enormous hammer, with the resulting strike having a greater area and being much more powerful, but | |fb3desc=Kirby swings an enormous hammer, with the resulting strike having a greater area and being much more powerful, but significantly slower. Kirby gains super armor while charging, shrugging off attacks until he swings. A hammer swing at full charge is unblockable, meaning it will ignore shields and counters. Giant Hammer takes Hammer Flip's properties and amplifies it to the extreme. Every swing packs humongous power, and crushing fully-charged strike can KO foes below 20%. However, it is extremely sluggish, so it requires amazing foresight and positioning to use well. The super armor during the charge can let it function as a surprise counter, and a flaming hammer can add an extra fear factor it your opponents know it cannot be blocked. | ||
|ub1=Final Cutter | |ub1=Final Cutter | ||
|ub1desc= | |ub1desc=Kirby leaps up with a boomerang blade, then slices down, sending an energy wave forward when he lands. | ||
|ub2=Wave Cutter | |ub2=Wave Cutter | ||
|ub2desc=When Kirby lands, the blade pounds the ground, causing a wave of dirt and rocks to shoot out. | |ub2desc=When Kirby lands, the blade pounds the ground, causing a wave of dirt and rocks to shoot out. Stronger than Final Cutter, but only hits on the way down. | ||
|ub3=Upper Cutter | |ub3=Upper Cutter | ||
|ub3desc=Kirby performs a great leap with his blade. | |ub3desc=Kirby performs a great leap with his blade. The move is stronger and travels further, but has no descending strike. | ||
|db1=Stone | |db1=Stone | ||
|db1desc= | |db1desc=Kirby turns into an invincible stone and drops down, striking foes with powerful upward knockback. He will transform back after a while or by pressing the button again. There is a delay before you can voluntarily transform back, but hitting a foe lets you do so prematurely. | ||
|db2=Grounding Stone | |db2=Grounding Stone | ||
|db2desc=Kirby takes | |db2desc=Kirby takes longer to turn into stone, but he will bury and grounded foes on impact. | ||
|db3=Meteor Stone | |db3=Meteor Stone | ||
|db3desc=The stone meteor smashes any opponent it hits, but he takes longer to transform back. The delay before voluntary transformation is allowed is also increased | |db3desc=The stone meteor smashes any opponent it hits, but he takes longer to transform back. The delay before voluntary transformation is allowed is also increased. | ||
|utaunt=Kirby performs his classic level clear dance. | |utaunt=Kirby performs his classic level clear dance. | ||
|ftaunt=Kirby spins around and poses while standing with one leg. | |ftaunt=Kirby spins around and poses while standing with one leg. | ||
|dtaunt=Kirby waves at the screen and yells "Hi!" | |dtaunt=Kirby waves at the screen and yells "Hi!". | ||
}} | }} | ||
==Copy abilities== | ==Copy abilities== | ||
Copy abilities are Kirby's signature skill. Using Inhale, Kirby can copy any character's neutral special move, gaining a hat that signifies the character of the ability he copied from. Trying to use Inhale while he has a copy ability will result in Kirby using the copied ability instead. Unfortunately, Kirby cannot copy custom moves, only the default version of every neutral special move. Kirby can lose his copy ability if he is hit with a powerful attack, is KO'd | Copy abilities are Kirby's signature skill. Using Inhale, Kirby can copy any character's neutral special move, gaining a hat that signifies the character of the ability he copied from. Trying to use Inhale while he has a copy ability will result in Kirby using the copied ability instead. Unfortunately, Kirby cannot copy custom moves, only the default version of every neutral special move. Kirby can lose his copy ability if he is hit with a powerful attack, is KO'd or when he taunts. | ||
* '''Mario: Fireball''' - Kirby throws a fireball that bounces along the ground. A projectile ability is always a nice addition to Kirby's skillset, and the Fireball's range and trajectory makes it a worthwhile ability to hold on to. | * '''Mario: Fireball''' - Kirby throws a fireball that bounces along the ground. A projectile ability is always a nice addition to Kirby's skillset, and the Fireball's range and trajectory makes it a worthwhile ability to hold on to. | ||
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* '''Ike: Eruption''' - Kirby builds up power, then slams into the ground, creating an explosion around him. Like Shield Breaker, this move is basically an immobile Hammer Flip with a much wider hitbox. It's decent for punishing rolls and to punish recoveries that missed the ledge. With Kirby's multiple jumps, you can also afford to land offstage Eruptions more boldly. | * '''Ike: Eruption''' - Kirby builds up power, then slams into the ground, creating an explosion around him. Like Shield Breaker, this move is basically an immobile Hammer Flip with a much wider hitbox. It's decent for punishing rolls and to punish recoveries that missed the ledge. With Kirby's multiple jumps, you can also afford to land offstage Eruptions more boldly. | ||
* '''Robin: Thunder''' - Kirby uses a tome to execute electric elemental attacks. With no charge, it shoots Thunder, a fast, weak projectile that takes up 1 charge. Slight charging results in Elthunder which is stronger and has more range but with less speed, consuming 2 charges. After significant charging, it turns into Arcthunder, which travels slow but stuns enemies when hits. Arcthunder uses up 4 charges. Fully-charged Thunder unleashes Thoron, a screen-wide beam attack, burning away 8 charges. When Kirby uses up all 20 charges, he automatically loses the copy ability. This unique ability gives you a mix of different projectiles. 4 different projectiles result in more flexibility with 1 ability. It's just a pity you can't keep it as long as the others. | * '''Robin: Thunder''' - Kirby uses a tome to execute electric elemental attacks. With no charge, it shoots Thunder, a fast, weak projectile that takes up 1 charge. Slight charging results in Elthunder which is stronger and has more range but with less speed, consuming 2 charges. After significant charging, it turns into Arcthunder, which travels slow but stuns enemies when hits. Arcthunder uses up 4 charges. Fully-charged Thunder unleashes Thoron, a screen-wide beam attack, burning away 8 charges. When Kirby uses up all 20 charges, he automatically loses the copy ability. This unique ability gives you a mix of different projectiles. 4 different projectiles result in more flexibility with 1 ability. It's just a pity you can't keep it as long as the others. | ||
* '''Kirby: Inhale''' - Identical to Kirby's normal Inhale. If you happen to swallow a Kirby with a copy ability, you steal that Kirby's ability. | * '''Kirby: Inhale''' - Identical to Kirby's normal Inhale. If you happen to swallow a Kirby with a copy ability, you steal that Kirby's ability. | ||
* '''King Dedede: Inhale''' - Similar to Kirby's normal Inhale, but with slightly greater range. You can only spit out enemies when you suck them in. | * '''King Dedede: Inhale''' - Similar to Kirby's normal Inhale, but with slightly greater range. You can only spit out enemies when you suck them in. | ||
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* '''Jigglypuff: Rollout''' - Kirby spins in place, then rolls forward to strike foes. As with Jigglypuff's Rollout, this ability is hard to control, yet easy to dodge. It's an ability you don't need to keep, although you can still attempt to net yourself some KOs if the battle is chaotic enough that no one is paying attention at you. | * '''Jigglypuff: Rollout''' - Kirby spins in place, then rolls forward to strike foes. As with Jigglypuff's Rollout, this ability is hard to control, yet easy to dodge. It's an ability you don't need to keep, although you can still attempt to net yourself some KOs if the battle is chaotic enough that no one is paying attention at you. | ||
* '''Greninja: Water Shuriken''' - Kirby charges up a watery ninja star and throws it forward. It's a decent projectile ability, although Kirby has better choices. You can't save the charge for later, so choose when to charge wisely. Repeated usage of uncharged shurikens is often good enough for zoning. | * '''Greninja: Water Shuriken''' - Kirby charges up a watery ninja star and throws it forward. It's a decent projectile ability, although Kirby has better choices. You can't save the charge for later, so choose when to charge wisely. Repeated usage of uncharged shurikens is often good enough for zoning. | ||
* '''Ness: PK Flash''' - Kirby unleashes an explosion of PSI energy. It is a very slow projectile that leaves Kirby vulnerable for its whole duration, so you're better off with another copy ability. If you want, you can still try to strike recovering opponents with it, although experienced players will usually recognize your tactics and punish with ease. | * '''Ness: PK Flash''' - Kirby unleashes an explosion of PSI energy. It is a very slow projectile that leaves Kirby vulnerable for its whole duration, so you're better off with another copy ability. If you want, you can still try to strike recovering opponents with it, although experienced players will usually recognize your tactics and punish with ease. | ||
* '''Captain Falcon: Falcon Punch''' - After a moderate delay, Kirby delivers a powerful, fiery punch. This ability is slow, but very strong. It is very difficult to land and quite impractical in a serious battle, but it is immensely satisfying if you get a successful hit. Kirby has many jumps, so it is easier to go for midair or offstage KOs with it. | * '''Captain Falcon: Falcon Punch''' - After a moderate delay, Kirby delivers a powerful, fiery punch. This ability is slow, but very strong. It is very difficult to land and quite impractical in a serious battle, but it is immensely satisfying if you get a successful hit. Kirby has many jumps, so it is easier to go for midair or offstage KOs with it. | ||
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==Final Smash - Ultra Sword== | ==Final Smash - Ultra Sword== | ||
Kirby swings a huge sword from [[Kirby's Return to Dream Land|Return to Dream Land]]. If he strikes one enemy, he will follow up with a brutal sword combo, slicing at foes from multiple angles, before finishing off with a final cleave to send foes flying. This Final Smash belongs to the category of trapping final smashes, in that it is only activated when the initial hit connects. Ultra Sword's unique quirk is its absurd range. The initial strike has huge horizontal reach, and even sizable vertical reach due to the animation. Kirby can easily strike multiple foes with the first strike on smaller stages. Even during the rest of the Final Smash, opponents not trapped can still be hit by Kirby's slashes, which still have a lot of range, so you can expect to do some collateral damage as well. | Kirby swings a huge sword from [[Kirby's Return to Dream Land|Return to Dream Land]]. If he strikes one enemy, he will follow up with a brutal sword combo, slicing at foes from multiple angles, before finishing off with a final cleave to send foes flying. This Final Smash belongs to the category of trapping final smashes, in that it is only activated when the initial hit connects. Ultra Sword's unique quirk is its absurd range. The initial strike has huge horizontal reach, and even sizable vertical reach due to the animation. Kirby can easily strike multiple foes with the first strike on smaller stages. Even during the rest of the Final Smash, opponents not trapped can still be hit by Kirby's slashes, which still have a lot of range, so you can expect to do some collateral damage as well. The tradeoff of the move is its disappointing power, and it usually doesn't KO until around 50-60%, well below average for a Final Smash. Nevertheless, its sheer range make it one of the most practical Final Smashes in the entire game. | ||
{{Footer Nav|game=Super Smash Bros. for Nintendo 3DS|prevpage=Robin|nextpage=King Dedede}} | {{Footer Nav|game=Super Smash Bros. for Nintendo 3DS|prevpage=Robin|nextpage=King Dedede}} |