Super Smash Bros. Brawl/Kirby: Difference between revisions

From StrategyWiki, the video game walkthrough and strategy guide wiki
Kirbyciding and such
(Kirbyciding and such)
Line 44: Line 44:
|(14% C-Stick / 19% Fully Charged)
|(14% C-Stick / 19% Fully Charged)
* Priority: '''High''' or '''Normal''', depending on your skill
* Priority: '''High''' or '''Normal''', depending on your skill
Kirby splits, kicking ob both sides simultaneously.  It's his weakest of smashes and leaves him most vulnerable if it misses. 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 (perhaps even more so than Hammer), and makes it easier to weak-spike the target with Kirby's down-air.
Kirby splits, kicking on both sides simultaneously.  It's his weakest of smashes and leaves him most vulnerable if it misses. 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 (perhaps even more so than Hammer), and makes it easier to weak-spike the target with Kirby's down-air.


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, as 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 (though Up Tilt is often better choice).
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, as 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 (though Up Tilt is often better choice).
Line 213: Line 213:


==Kirbycide==
==Kirbycide==
{{sect-stub}}
Kirbycide is a complex (and often labeled 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]]).
Essentially, you suck up an enemy, then make a dash for the edge. You'll die, but so will your opponent.
 
===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 can leap off the edge (especially if the ledge is quite a distance).  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.
 
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 (unless you've wasted some of his jumps).  Fliers like Meta Knight or ROB will usually be able to recover, so you're probably better off killing both you and your foe.
 
Of course, Kirbyciding only works on stages where you can fall to your death.  Under-stage 'cides won't work on maps where you can pass through the floor, or maps where the stage extends below the screen.
 
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.
 
===Throwciding===
On stages with horizontally moving platforms, prmarily [[Super Smash Bros. Brawl/Stages#Smashville|Smashville]], Kirby's Up Throw or Forward Throw can kill both you and your opponent.  After starting the throw, the platform moves out from under Kirby and his victim as the two crash back down towards the earth.


==Match-Ups==
==Match-Ups==
{{sect-stub}}
{{sect-stub}}


===Mario===
===[[Super Smash Bros. Brawl/Mario|Mario]]===
He's a rather straightforward opponent, and usually on the easy side for Kirby.  The only thing to watch out for are his quick smashes (almost on par with yours), and the cape.  You might want to use more Down and Up Smashes for KOs, as they can still attack the rear, where Forward Smashes and especially Hammers can leave you open if you're caped.
He's a rather straightforward opponent, and usually on the easy side for Kirby.  The only thing to watch out for are his quick smashes (almost on par with yours), and the cape.  You might want to use more Down and Up Smashes for KOs, as they can still attack the rear, where Forward Smashes and especially Hammers can leave you open if you're caped.


Mario's copied ability seems decent, but Kirby's arm is so close to the ground you are required to jump for it to go any real distance.  Though usually not worth the trouble, its angle can manage to help with recovery.  Mario can't down-air you out of a copy either.
Mario's copied ability seems decent, but Kirby's arm is so close to the ground you are required to jump for it to go any real distance.  Though usually not worth the trouble, its angle can manage to help with recovery.  Mario can't down-air you out of a copy either.


===Luigi===
===[[Super Smash Bros. Brawl/Luigi|Luigi]]===
WATCH OUT FOR THE JUMP, never overlap with him at any cost, and if you do, shield ''immediately''.  Other than that, he's mostly a straightshooter.  You can suck him in if he tries to Green Missle you (unless he managed to get juuuuuuuuuust the right angle), and he usually can't Down-Air you after being copied.  The fireball works as a decent projectile or diversion, but you'll be giving up your ability to counter his missile attack.
WATCH OUT FOR THE JUMP, never overlap with him at any cost, and if you do, shield ''immediately''.  Other than that, Luigi's mostly a straightshooter.  You can suck him in if he tries to Green Missle you (unless he managed to get juuuuuuuuuust the right angle), and he usually can't Down-Air you after being copied.  The fireball works as a decent projectile or diversion, but you'll be giving up your ability to counter his missile attack.


===Peach===
===[[Super Smash Bros. Brawl/Peach|Peach]]===
Her Neutral Special is a counter ability.  COPY IT.  COPY IT NOW.   
Her Neutral Special is a counter ability.  COPY IT.  COPY IT NOW.   


Line 234: Line 245:
You can eat her Onions, but doing so leaves you very vulnerable, and they don't heal damage like Diddy's peanuts.
You can eat her Onions, but doing so leaves you very vulnerable, and they don't heal damage like Diddy's peanuts.


===Bowser===
===[[Super Smash Bros. Brawl/Bowser|Bowser]]===
In the right hands, he can be tough, but the only thing you really need to look out for is his suiciding side-special. DO NOT SHIELD.  Roll, sidestep, jump, but do NOT shield, or his 'cide will rape you.   
In the right hands, he can be tough, but the only thing you really need to look out for is his suiciding side-special. DO NOT SHIELD.  Roll, sidestep, jump, but do NOT shield, or his 'cide will rape you.  Keep as far away from ledges as possible.  If he camps, just feed Final Cutters.


Although some of his moves are quick, all of Kirby's are just as fast.  But Kirby's light, while Bowser's the heaviest, so you'll have to get him to practically twice the damage he needs to get you to for a KO.  That seems like a disadvantage, until you remember how big and slow of a target Bowser is.  You'll practically never get less than three hits with Kirby's Forward-Air, and you can ''occasionally'' even hit him with both aerial Hammer strikes.
Although some of his moves are quick, all of Kirby's are just as fast.  But Kirby's light, while Bowser's the heaviest, so you'll have to get him to practically twice the damage he needs to get you to for a KO.  That seems like a disadvantage, until you remember how big and slow of a target Bowser is.  You'll practically never get less than three hits with Kirby's Forward-Air, and you can ''occasionally'' even hit him with both aerial Hammer strikes.
Line 243: Line 254:
It's easy to get Bowser in your belly considering his size, but he'll usually be able to crush you with Down-Air or the Bowser Bomb after copying.  Even so, this ability could be worth it.  His massive size and slow aerials make it harder than usual to escape Fire Breath, and Kirby's version isn't downgraded to the extent you would expect.  Using it at the right angle will usually land you ''at least'' 20%, but, of course, he can't stay in it as long with higher levels of damage
It's easy to get Bowser in your belly considering his size, but he'll usually be able to crush you with Down-Air or the Bowser Bomb after copying.  Even so, this ability could be worth it.  His massive size and slow aerials make it harder than usual to escape Fire Breath, and Kirby's version isn't downgraded to the extent you would expect.  Using it at the right angle will usually land you ''at least'' 20%, but, of course, he can't stay in it as long with higher levels of damage


===Fox===
===[[Super Smash Bros. Brawl/Fox|Fox]]===
Fox is... not easy, never easy.  He's super fast (like Reflector fast), and hits where it hurts.  But if you can engage him in the Triple Down Throw True Combo, you'll be able to get 36%+ damage on him with your first hit, which should definitely turn the tide in your favor.  His ridiculous falling speed could normally be used to your advantage, but the Reflector allows him to halt momentarily in the air, which is enough to break up most of your juggling, and allow him the time to land through you with a Down Air, then hit you with an Up Tilt or a Down Smash (his Down Air leads to various True Combos of his own).  Plus he moves so fast in comparison with you, he'll land, run wherever you falling to in a split second, and own you with some sort of owning own-attack.  So, you're best off sticking to the ground more than usual with this one.
Fox is... not easy, never easy.  He's super fast (like Reflector fast), and hits where it hurts.  But if you can engage him in the Triple Down Throw True Combo, you'll be able to get 36%+ damage on him with your first hit, which should definitely turn the tide in your favor.  His ridiculous falling speed could normally be used to your advantage, but the Reflector allows him to halt momentarily in the air, which is enough to break up most of your juggling, and allow him the time to land through you with a Down Air, then hit you with an Up Tilt or a Down Smash (his Down Air leads to various True Combos of his own).  Plus he moves so fast in comparison with you, he'll land, run wherever you falling to in a split second, and own you with some sort of owning own-attack.  So, you're best off sticking to the ground more than usual with this one.


Line 250: Line 261:
Fox was heavily nerfed from Melee, while Kirby was heavily buffed, but this match-up doesn't make it seem that way.
Fox was heavily nerfed from Melee, while Kirby was heavily buffed, but this match-up doesn't make it seem that way.


===Jigglypuff===
===[[Super Smash Bros. Brawl/Jigglypuff|Jigglypuff]]===
She's one of the few foes who can own Kirby's aerial game, so try to stick to the ground and whore Forward Smash and Throws.  Getting sent in the air won't kill you, but you can drop down fast with Final Cutter.  Avoid Rest... keep range... if you somehow find yourself overlapping, shield hard and shield fast.
She's one of the few foes who can own Kirby's aerial game, so try to stick to the ground and whore Forward Smash and Throws.  Getting sent in the air won't kill you, but you can drop down fast with Final Cutter.  Avoid Rest... keep range... if you somehow find yourself overlapping, shield hard and shield fast.


You can eat her with Inhale if she tries to use Rollout, and copying this ability can give you another weapon in your ground-attacking belt (though you'll sacrifice Rollout-canceling).  She floats downward so slowly you'll never get hit after a copy either.
You can eat her with Inhale if she tries to use Rollout, and copying this ability can give you another weapon in your ground-attacking belt (though you'll sacrifice Rollout-canceling).  She floats downward so slowly you'll never get hit after a copy either.


===Ike===
===[[Super Smash Bros. Brawl/Ike|Ike]]===
Kirby has one good move with range, Forward Smash, and all of the others are either average or pathetic.  Against Ike's ridiculous range, you're put at a strong disadvantage.  Ike's easy to take on if you can shield-grab him regularly; his range is mighty, but falls weak to a shield, his throws are pathetic, you can grab faster than him, and your grabs can penetrate his counter.  Just be sure to mix in enough rolls, sidesteps, or jumps within those shields, or he'll see through your simple scheme rather quickly.
Kirby has one good move with range, Forward Smash, and all of the others are either average or pathetic.  Against Ike's ridiculous range, you're put at a strong disadvantage.  Ike's easy to take on if you can shield-grab him regularly; his range is mighty, but falls weak to a shield, his throws are pathetic, you can grab faster than him, and your grabs can penetrate his counter.  Just be sure to mix in enough rolls, sidesteps, or jumps within those shields, or he'll see through your simple scheme rather quickly.


Line 262: Line 273:
A rather useless trick, but you can Inhale Ike if he Quick Draws towards you.  You'll still receive the damage, but won't be knocked back.  Even a fully-charged Quick Draw will only KO from damage so high that an Ike-user would have killed you with something else sooner, so it will probably never come in handy.
A rather useless trick, but you can Inhale Ike if he Quick Draws towards you.  You'll still receive the damage, but won't be knocked back.  Even a fully-charged Quick Draw will only KO from damage so high that an Ike-user would have killed you with something else sooner, so it will probably never come in handy.


===Marth===
===[[Super Smash Bros. Brawl/Marth|Marth]]===
Kirby has one good move with range, Forward Smash, and all of the others are either average or pathetic.  Against Marth's's ridiculous range and wide sweeps, you're put at a strong disadvantage.  Marth's throws are weak, so shielding often seems like a good idea at first... But Shield Breaker (Neutral Special) somewhat throws this strategy out the window (though an uncharged breaker won't ''instantly'' shatter a perfectly healthy shield).  Still, it's best to keep wary and mix it up more than you would with Ike.  Best of all, Marth doesn't have any projectile attacks (or Ike's long-ranged Quick Draw), so camping comes easy here.  Marth's one of the hardest foes to dash straight in towards, so play defensively and let him come to you.... or if you get impatient, bombard him with Final Cutters.
Kirby has one good move with range, Forward Smash, and all of the others are either average or pathetic.  Against Marth's's ridiculous range and wide sweeps, you're put at a strong disadvantage.  Marth's throws are weak, so shielding often seems like a good idea at first... But Shield Breaker (Neutral Special) somewhat throws this strategy out the window (though an uncharged breaker won't ''instantly'' shatter a perfectly healthy shield).  Still, it's best to keep wary and mix it up more than you would with Ike.  Best of all, Marth doesn't have any projectile attacks (or Ike's long-ranged Quick Draw), so camping comes easy here.  Marth's one of the hardest foes to dash straight in towards, so play defensively and let him come to you.... or if you get impatient, bombard him with Final Cutters.


Line 271: Line 282:
Copying Marth's Shield Breaker is rather pointless, and his Down-Air can smack you after the copying.  The range is decreased for Kirby as well, and it opens slowly for the amount of damage it gives.  Even if you had all the time in the world to charge it up, Hammer hits further and harder.  Pretty much the only time it comes in handy is to shatter shield-spammers, or mind game your foe into using shields less.
Copying Marth's Shield Breaker is rather pointless, and his Down-Air can smack you after the copying.  The range is decreased for Kirby as well, and it opens slowly for the amount of damage it gives.  Even if you had all the time in the world to charge it up, Hammer hits further and harder.  Pretty much the only time it comes in handy is to shatter shield-spammers, or mind game your foe into using shields less.


===Lucas===
===[[Super Smash Bros. Brawl/Lucas|Lucas]]===
While he has certain moves you're better off note of, this match shouldn't be too confusing. His Up Smash, Down Special, and Up Special are all rather cheap if your foe knows how to use them right.  There's no true way to escape them entirely, but just be wary, and above all, try to avoid becoming predictable.  Take note of his rapid succession down-tilts and up-tilts, and if your opponent is the type to spam these ore use them wisely; If the former is the case, you can Forward Smash through it quite easily.  Perhaps what's most annoying about Lucas... is how many moves he can potentially KO you with for such a small guy.
While he has certain moves you're better off note of, this match shouldn't be too confusing. His Up Smash, Down Special, and Up Special are all rather cheap if your foe knows how to use them right.  There's no true way to escape them entirely, but just be wary, and above all, try to avoid becoming predictable.  Take note of his down-tilts and up-tilts, and also note if your opponent is the type to spam these or use them wisely; If the former is the case, you can Forward Smash through them quite easily.  Perhaps what's most annoying about Lucas... is how many moves he can potentially KO you with for such a small guy.


Lucas' down air can kill your juggling if you aren't watching out for it, and it can counter you after a copy (not that PK Freeze is that great of a steal; he can absorb it with PK Magnet).  As with Ike's Quick Draw, you can inhale Lucas out of his self-thunder-projectile and not be knocked back, but still receive the damage (approximately 14%).
Lucas' down air can kill your juggling if you aren't watching out for it, and it can counter you after a copy (not that PK Freeze is that great of a steal; he can absorb it with PK Magnet).  As with Ike's Quick Draw, you can inhale Lucas out of his self-thunder-projectile and not be knocked back, but still receive the damage (approximately 14%).
Line 278: Line 289:
It's a little cheap, but if Lucas falls off the edge, you can hover over him so he wastes PK Thunder hitting you for a tiny amount of damage instead of hitting himself for recovery.
It's a little cheap, but if Lucas falls off the edge, you can hover over him so he wastes PK Thunder hitting you for a tiny amount of damage instead of hitting himself for recovery.


===Ness===
===[[Super Smash Bros. Brawl/Ness|Ness]]===
WATCH OUT for PK Fire, especially at low damages.  He can hit you with that, then follow with a Forward Smash, sometimes up to KOing damage.  He only has a real shot at KOing you with forward smash, which is surprisingly easy to evade if you aren't PK thundered.  That's not his only method of KOs, but it easily trumps anything else in his arsenal.  Unlike Lucas, you can't Inhale Ness out of his self-thunder.   
WATCH OUT for PK Fire, especially at low damages.  He can hit you with that, then follow with a Forward or UP Smash, sometimes up to KOing damage.  He only has a real shot at KOing you with forward smash, which is surprisingly easy to evade if you aren't PK Fired.  That's not his only method of KOs, but it easily trumps anything else in his arsenal.  Unlike Lucas, you can't Inhale Ness out of his self-thunder.   


PK Flash isn't too great of a move to begin with, and surprisingly enough, Ness can absorb it with PK Magnet.  Even if his Neutral Special sucks, Ness can't counter you after a copy, and it might be worth eating him just to get that awesome baseball cap...
PK Flash isn't too great of a move to begin with, and surprisingly enough, Ness can absorb it with PK Magnet.  Even if his Neutral Special sucks, Ness can't counter you after a copy, and it might be worth eating him just to get that awesome baseball cap...
401

edits