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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 | Kirby is one of the lightest characters in Super Smash Bros. Even though Kirby gets launched farther than the average character, he has five mid-air jumps and slow fall speed, which makes him useful for recovery. Kirby has decent running speed and poor air speed, so he relies more on good spacing with his moves. Kirby's rolls have average length and average end lag, but the rolls are slightly slower. Also, Kirby has one of the best crouches, so he can duck under high attacks and projectiles. | ||
{{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 may be able to combo or juggle, but is hampered with poor range. It has low landing lag, so you can also use it as a combo starter when using it near the ground, landing and then taking to the skies again for more hits. The move does 9% damage. | ||
|airda=Pinpoint Drill | |airda=Pinpoint Drill | ||
|airdadesc=Kirby's down aerial. Kirby extends both legs and drills downward. It has some delay with low ending lag, which makes timing the move critical. In the air, Kirby can hit multiple times and can push opponents slightly downwards, making this great for edge-guarding. On the ground, Kirby can combo it to almost every attack, grab, and even a smash attack. Depending on the | |airdadesc=Kirby's down aerial. Kirby extends both legs and drills downward. It has some delay with low ending lag, which makes timing the move critical. In the air, Kirby can hit multiple times and can push opponents slightly downwards, making this great for edge-guarding. On the ground, Kirby can combo it to almost every attack, grab, and even a smash attack. Depending on the amount of hits, the move does 1-9% damage. | ||
|holda=Puffball Punch | |holda=Puffball Punch | ||
|holdadesc=Kirby punches the grabbed opponent. Kirby's Grab Attack is one of the best in the game. While it does average damage, it is very fast. Don't hesitate to use it 3 or 4 times at high percentages to do free extra damage. Each punch does 1-2% damage. | |holdadesc=Kirby punches the grabbed opponent. Kirby's Grab Attack is one of the best in the game. While it does average damage, it is very fast. Don't hesitate to use it 3 or 4 times at high percentages to do free extra damage. Each punch does 1-2% damage. | ||
|fthrow=Pile Driver | |fthrow=Pile Driver | ||
|fthrowdesc= | |fthrowdesc=Kirby jumps forward and slams the grabbed opponent into the ground, knocking them forward with little knockback. This is an ordinary sideways throw, and is mostly used to send foes offstage when you're facing the closer edge. At extremely low percentages, Kirby may be able to follow with a forward aerial. The move gives opponents 7% damage. | ||
|bthrow=Big Suplex | |bthrow=Big Suplex | ||
|bthrowdesc=Kirby's back throw. Kirby jumps backward and slams the grabbed opponent into the ground, knocking them backward. At very early percentages, Kirby 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. The attack deals 8% damage. | |bthrowdesc=Kirby's back throw. Kirby jumps backward and slams the grabbed opponent into the ground, knocking them backward. At very early percentages, Kirby 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. The attack deals 8% damage. | ||
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|uthrowdesc=Kirby's up throw. Kirby leaps up offscreen with the opponent and plunges down, landing with an explosion that sends foes upward. 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. The move does 10% damage. | |uthrowdesc=Kirby's up throw. Kirby leaps up offscreen with the opponent and plunges down, landing with an explosion that sends foes upward. 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. The move does 10% damage. | ||
|dthrow=Fury Stomp | |dthrow=Fury Stomp | ||
|dthrowdesc=Kirby's down throw. Kirby stomps the grabbed opponent relentlessly, with the last hit sending foes diagonally upward. This attack is meant | |dthrowdesc=Kirby's down throw. Kirby stomps the grabbed opponent relentlessly, with the last hit sending foes diagonally upward. This attack is not meant for combos because of too much knockback, but you can start a combo if you read your foe's response correctly. It does a total of 10% damage. | ||
|b1=Inhale | |b1=Inhale | ||
|b1desc=Kirby's standard special and his signature move. Kirby opens his mouth wide and starts sucking, forming a vacuum effect in front of him. The grab-type move can be done in the air, but it can easily be interrupted because | |b1desc=Kirby's standard special and his signature move. Kirby opens his mouth wide and starts sucking, forming a vacuum effect in front of him. The grab-type move can be done in the air, but it can easily be interrupted because Kirby can not move. As a result, the move is best used when the foe is vulnerable or during edge-guarding. After inhaling an opponent, you can press down or the special attack button to have Kirby swallow the opponent, copying his foe's neutral attack, popping them up, and dealing 10% damage (see below for Copy Abilities). Kirby can spit them out by pressing the standard attack or grab button, where they briefly turn into a star that acts as a projectile against foes and gives distance. Star-spitting deals 6% to the one inhaled and 17% to the ones that got hit by the star. Kirby can also make a risky sacrificial KO by walking off the edge with the foe inside (AKA "Kirbycide"). | ||
|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 damaging 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. Kirby can still be attacked if missed because of immobility, but it works well on ground-based foes and during edge-guarding. Ice Breath causes 6-12% depending on the number of hits. | |b2desc=Instead of inhaling, Kirby breathes out a gust of chilly air, giving up his copy abilities entirely. The cold breath does multiple damaging 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. Kirby can still be attacked if missed because of immobility, but it works well on ground-based foes and during edge-guarding. Ice Breath causes 6-12% depending on the number of hits. | ||
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|b3desc=Kirby jumps forward when he inhales. Copying abilities deals 8% damage, and star-spitting deals 5% to the one inside. The star projectile will not harm other players. 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 recovery because Kirby has poor lateral air speed and next to no horizontal recovery with all of his Up Special variants. | |b3desc=Kirby jumps forward when he inhales. Copying abilities deals 8% damage, and star-spitting deals 5% to the one inside. The star projectile will not harm other players. 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 recovery because Kirby has poor lateral air speed and next to no horizontal recovery with all of his Up Special variants. | ||
|fb1=Hammer Flip | |fb1=Hammer Flip | ||
|fb1desc=Kirby's side special. Kirby busts out a hammer and swings it. Kirby does two swings in the air, or one strong swing on the ground. Kirby can charge and even walk and jump, but the charge can't be saved or canceled. 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 | |fb1desc=Kirby's side special. Kirby busts out a hammer and swings it. Kirby does two swings in the air, or one strong swing on the ground. Kirby can charge and even walk and jump, but the charge can't be saved or canceled. 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 slow and can be interrupted. It is best used when the opponent is easily open to attacks (sleeping, shield breaks). Hammer Flip deals 15-37% damage depending on charge time. Depending on the foe's weight, Hammer Flip can KO at 95-135% uncharged and at 25-45% fully charged. | ||
|fb2=Hammer Bash | |fb2=Hammer Bash | ||
|fb2desc=Kirby cannot charge his hammer attack up, but it's quicker than Hammer Flip and easier to attack. This move is similar to its Brawl version. 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 best used for hard punishes or unsafe recoveries and landings, and it is powerful enough to serve as a KO move. Hammer Bash can help with vertical recovery because it will give Kirby a vertical boost, but it can be intercepted, so use it far from opponents. Hammer Bash deals | |fb2desc=Kirby cannot charge his hammer attack up, but it's quicker than Hammer Flip and easier to attack. This move is similar to its Brawl version. 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 best used for hard punishes or unsafe recoveries and landings, and it is powerful enough to serve as a KO move. Hammer Bash can help with vertical recovery because it will give Kirby a vertical boost, but it can be intercepted, so use it far from opponents. Hammer Bash deals 21% damage and can KO upwards at 70-100% depending on the opponent's weight. | ||
|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 starting, charging, and ending the move is slower. Using this move requires foresight and positioning. Kirby gains super armor while charging, shrugging off attacks as a surprise counter until he swings. A hammer swing at full charge is unblockable, meaning it will ignore shields and counters. Also, self-damage when fully charged is faster. Giant Hammer causes | |fb3desc=Kirby swings an enormous hammer, with the resulting strike having a greater area and being much more powerful, but starting, charging, and ending the move is slower. Using this move requires foresight and positioning. Kirby gains super armor while charging, shrugging off attacks as a surprise counter until he swings. A hammer swing at full charge is unblockable, meaning it will ignore shields and counters. Also, self-damage when fully charged is faster. Giant Hammer causes 22-40% damage depending on charge time. Depending on the foe's weight, it KOs at 80-115% uncharged and at 15-30% uncharged. | ||
|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. This is Kirby's recovery special. Along with Kirby's many jumps, its long vertical recovery gives Kirby good survivability offstage. However, note that Kirby cannot grab the ledge while rising, and he will not grab the ledge if his back is facing the stage. Therefore, always try to recover directly below the stage, at the max range of Final Cutter. If you miss the ledge, you'll plummet helplessly to your doom. This move is a favorite attack of many novices, but using it in combat is inadvisable. It is fairly weak and its hits don't combo well into each other. Its meteor smash is risky and unreliable, and Down Air is usually a better meteor edgeguard. Finally, its projectile only comes out at the end of the move, making it telegraphed and easy to dodge. | ||
|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. This move can be thought of as the power variant of Final Cutter. While Final Cutter isn't reliable in direct combat, Wave Cutter certainly has its uses. The shockwave is very useful for edgeguarding, as it has decent range and great horizontal knockback. You can knock opponents recovering horizontally further from the stage, and even get early KOs on smaller stages. As a recovery, Wave Cutter offers a little less protection, as you cannot hit enemies on your way up. Since it is often safest to recover vertically, it is easier for foes to intercept your recovery, so you'll need to be more cautious when offstage. | ||
|ub3=Upper Cutter | |ub3=Upper Cutter | ||
|ub3desc=Kirby performs a great leap with his blade. This move | |ub3desc=Kirby performs a great leap with his blade. The move is stronger and travels further, but has no descending strike. This variant is quite different from Final Cutter, but it is a great move both as a recovery move and an attack. It has greater vertical distance and allows ledge grabs while ascending, so you are generally safer while recovering. Most importantly, it gives Kirby an extra KO move off the top. Use it to end juggles or punish airdodges when you're near the ceiling of the stage. Although it lacks a downward strike or a projectile, as long as you are accurate with the Upper Cutter, neither feature is required for this move to be an excellent replacement to Final Cutter. | ||
|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. While Kirby is in stone form, he will completely shrug off damage and won't take damage. However, once the stone takes 40% or more damage, Kirby will be forcefully knocked out of stone form, taking half of the knockback from the last move he is stricken with. This is another flawed attack favored by novices, but has very exploitable weaknesses against smarter players. Grabs ignore the invincibility provided by Stone, and the transformation animation is long enough to be punishable. It does have a use for edgeguarding, mainly to safely attack opponents with damaging recoveries. At that position, landing a Stone hit can result in early KOs. | ||
|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. This move is a rather poor variant of the default Stone. As Kirby takes longer to enter stone form, it is easier for enemies to anticipate and react to the move, making it harder to hit. It also does less damage and knockback than the default Stone. Its selling point is the ability to bury foes on hit, but as with all burying moves, it doesn't incapacitate foes long enough for you to take advantage of the feature. Avoid this Stone variant; you have better options. | ||
|db3=Meteor Stone | |db3=Meteor Stone | ||
|db3desc=The stone meteor smashes any opponent it hits, but he takes longer to transform back. The delay before voluntary transformation is allowed is also increased. This move is a high risk, high reward edgeguard attack. As a meteor smash, it is obviously meant for offstage play, but the long delay before reverting out of stone form can cause self-destructs if you miss. You'll need to be very precise when using it offstage, and transform the instant you hit your opponent. | |db3desc=The stone meteor smashes any opponent it hits, but he takes longer to transform back. The delay before voluntary transformation is allowed is also increased. This move is a high risk, high reward edgeguard attack. As a meteor smash, it is obviously meant for offstage play, but the long delay before reverting out of stone form can cause self-destructs if you miss. You'll need to be very precise when using it offstage, and transform the instant you hit your opponent. If you manage to land a successful hit, your KO is all but guaranteed. | ||
|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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==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. | ||
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