Dancing pink marshmellows - Kirby Thread

first of all kirby is tied with diddy in tier(Mid-Top)

BEST MOVE - b-air A(good damage and KO ability)

also d-B special is retarded-in a good way. after tranforming back which is wicked fast you can do another B special. I caught alot of ppl off guard with mid air d-B cancel to side B or up B special. possible combo ability have to test it. and its really hard to KO Kirby.

okay i want some opinions on this i did a few match online and was testing out short jump or low jump to rock(down b)… i like it alot but it’s easy to read… i recomemd throughing it out every blue moon… kirby jumps shorts with this so it won’t reach most but if they roll or if you get just close enough it will hit… when he hits the ground it’s similar to koopa, yoshi, and ddd, just a liltel small… so help me test this out try it in a few match… plus when kirby comes out of it he can attack freely…

i’m the only one in here and it seems i’m talking to myself but…

had to come up with a new play for a falco i played today… the foward a is strong but i use it to much so it becomes very predictible… i started anticipating his roll and doing the foward a or a hammer in the opposite direction… catching him as he attemped to roll behind me… thought it help alot

Two things I don’t like about stone:

  • People can grab you while you’re a stone (at least I’m pretty sure of this)
  • pretty predictable

I thought the ground hammer only attacked in front of Kirby now?

D-Air spiked back in the original SSB, and it was mad overpowered. I don’t think you’ll ever see it again.

How are people setting up the mallet? I can see that short hop-mallet is much faster (and thus easier to land) than the ground mallet, but you have to have some distance from the opponent to avoid whiffing it, and so it’s easy to see coming.

I’ve found that using the air hammer is nice when combined with fakeouts. I like to use a Full jumped Bair over the opponents head, then DI back and immediately air hammer. If they jump up to attack you they will often get hit by the first hammer swing, and if they stay on the ground and attack the second will sometimes catch them.

The information in this thread is pretty sparse, so I’d like to add my input to this, if you guys don’t mind.

First of all, Kirby is a very combo-driven character. He is probably the best at stringing hits together next to Lucario and Diddy. The problem with his combos is that they’re damage dependant - they’re really only guarenteed when your opponent has low-damage; we’re talking 20% or less. The good news is that his combos can rack up damage quite easily doing at least 18% but as much as 50% or more.

Kirby has some strong hits to help finish off his opponents. His Forward Smash (F-smash) is a prime example. It routinely KOs around the 100% mark depending on the weight of your opponent and how close to the edge of the screen you are. His Up Smash (U-smash) can KO light characters around 90%, and heavier characters from 110% to 120%. His Down Smash (D-smash) is the weakest of them all. It’s best used either to KO light characters around 120% when sweet-spotting it (near his body), or as an edge-guard to knock an opponent horizontally to their doom (near his toes).

Kirby has two Special Attacks that are great at finishing off the opponent. The Stone (D-Speical) and the Hammer (F-Special).

The Stone is best used when you know your opponent is going to over extend their aerial attack from below. They think they might get that hit in first, or they’re using a long-reaching attack (like Marth’s sword), but you plummet down on their head dealing 18%. This can usually KO vertically around the 100% mark also. When used from the ground, Kirby’s Stone can still create a shockwave (like when it lands from the air), but it will only deal 14% and send the opponent in a horizontal direction.

Kirby’s Hammer can deal massive damage and is easily his strongest attack. On the ground it will deal 23% damage and send the opponent at a diagonal angle upward. The speed is slow, the reach is short, and the lag is bad, but that’s what you get with a 23% attack. Because of this, it’s best used ONLY when your opponent has left themselves so wide-open to attacks that hitting them is guarenteed. Instances include someone landing back on the stage after using their Up Special to recover (Marth, Peach, etc), a Jigglypuff who has fallen asleep, someone stunned after breaking their shield, etc.

The properties of Kirby’s Hammer when used in the air give you additional options! These include: faster start-up, aerial mobility back/forth, and a double-swing. Since the Aerial Hammer has obvious speed/mobility buffs, it makes a lot of sense that it is also much weaker. The first hit does 17% and the second swing can deal 15%. Don’t assume right away that the first hit is better simply because it deals more damage! Yes, it does 2% more damage, but it will send the opponent away in diagonal arc. The second swing will send the opponent away in an almost horizontal trajectory.

The ramifications of a horizontal trajectory can make big difference - it will send an opponent straight off the screen whereas someone being sent upward has more distance to travel and is more likely to surivive the hit. Additionally, many characters will have a much more difficult time returning to the stage from below than from above - coming down from above is like starting off with a free jump where coming from below uses up jumps and is easier to intercept.

Now, the truth of Kirby’s offensive faults should be obvious from what I have written. He can build up damage, but his main finishers are slow, laggy, or easy to see coming. This makes KOing inexperienced opponents a walk in the park, but against players of higher skill it can be difficult to find an opening to land a Smash attack, Hammer or Stone. You’re faced with the dilemma that if you launch a strong attack there’s a high probability of a good opponent seeing it coming and putting up a Shield or successfully Dodging. You will then leave yourself wide-open for a counter attack for a short amount of time - long enough for even a mediocre player to take advantage of with a variety of attacks.

To mitigate this fault, Kirby players will have to play an extremely patient game and will utilize attacks that don’t comprimise his defenses (weak attacks) while waiting for an opening to land a KO. Often times this will lead to the Kirby player relying on simply building damage from small hits until the opponent is off the stage and can be KO’d with aerial attacks.

Because of these tactics, Kirby is at odds against characters who either out-range him or do not leave themselves open when going offensive. A Kirby player will be unable to pressure his opponent with weak attacks if the opponent can out-do Kirby in offense. This will force a Kirby player to go defensive, getting fewer damage building attack in, and in turn will likely be the one taking the hits. Being a light-weight this is dangerous because most characters will not have to resort to using their strongest attacks to finish Kirby off.

Characters who are most dangerous to Kirby are the ones that have strong, long-reaching attacks with little lag. This includes Marth, Snake, Zelda and Mr. G&W. Meta Knight is perhaps the toughest match-up of them all because he is all about reach and speed which will completely beat out anything Kirby has, and even without powerhouse attacks he still has no problems finishing off Kirby.

Remember to work with your strengths and try to mitigate your weaknesses. Don’t leave yourself open, get your opponent off the stage, and maximize the damage you do stringing combos together.

Here are some useful combos to work with (remember, Kirby’s combos work best at 0 - 20%)

Basic Combos (only a little practice in Training Mode)

Vs. Floaties (e.g. Marth, Toon Link, Peach, etc)
Grab, D-throw, U-smash
U-tilt, B-air
D-air, F-smash (also works at higher percents if they don’t shield!)

Vs. Heavies/Fast Fallers (e.g. Bowser, Fox, Snake, Falcon, etc)
Grab, D-throw, U-tilt, U-tilt, B-air
Grab, F-throw, Grab, F-throw, F-smash
U-air, U-tilt, U-tilt, U-smash

Intermediate Combos
(a little practice in Training Mode, but also some experience in actual fights)

Vs. Floaties
Dashing Jump into U-air, U-tilt, B-air
F-throw, U-air, “reverse” U-tilt, B-air
F-air, D-tilt into Trip, Dash into Grab, D-throw, B-air

Vs. Heavies/Fast-Fallers
D-air, Dash into Grab, F-throw, up-angled F-smash
B-air, U-tilt, U-tilt, (full-jumped) B-air, Aerial Hammer
F-throw, U-air, F-throw, U-air, “reverse” U-tilt, B-air

Notes:
U = up, D = down, F = Foward, B = Backward, N = Neutral
All Aerial attacks are assumed Short-Hopped unless labled “full-jumped”.
Fast-Falling your attacks is based on your level of skill.

Dair spikes stop saying it doesn’t. it also combos into fsmash if spaced properly, its amazing

Yes, D-air has a downward trajectory but it can hardly be called a ‘spike’ anymore. This was once true in SSB-64 and Melee, but the D-air in Brawl has very little knockback. What you can do with it off-stage is that since the opponent does not get spiked you can follow-up a D-air into a Footstool Jump if you’re positioned well enough.

And the D-air to F-smash combo is included in my previous post (at the bottom under “Basic Combs” and “vs. Floaties”). Note that I already included the fact that most people will be able to shield/Perfect Shield the F-smash so it’s not a true combo. However, if the DI is poor or if they are not prepared for the F-smash, you can catch them with it at practically any level of damage they have.

Most characters can be comboed at 0% or a little higher with Fthrow, Uair. On heavier characters, you can regrab after this and repeat. On other characters, you can go for a shieldgrab, tunraround Utilt, or double jump Fair/Dair after the Uair.

Also been experimaenting some with UpB. If done from the ground you have a decent amount of vertical movement, so you can do a retreating Final Cutter to take you out of hit range and give them something to deal with. You can also use it as an air stall or sorts, say you FJ and do a Fair, and someone expects the hammer followup and shields. Once you reach their shield you can UpB back and hit their shield, and move out of hit range.

It was mentioned that Kirby has a tougher time finishing the job when it comes to enemies with higher percentages, and I totally agree with that. What would you recommend doing to try and build up damage. I could be wrong, but I think his Bair has the most launch potential and it’s a quick move to use, though I could be horribly wrong.

At low % you can fthrow > uair > fthrow > uair > dbl jump > mallet.

I do this sometimes, and it was done to me, and you can’t really DI out, but that really depends on the weight of the character…

oh god. for a second I thought this was the Ike thread. D-air comboing into F-smash would be fantastic for him…

to build up damage, I use Kirby’s Swallow, opponent’s B move, or the cutter.

?

What do you mean he has trouble killing at higher %? He kills much easier at higher % rather than lower %, most characters do. If they’re at higher (120%+), Bair, Fsmash, airhammer all do a good job of finishing, or at least put them off the edge to edgeguard. If you’re talking above 200%, Uthrow can kill.

You can build early damage really well with Fthrow combos, Utilt combos, and poking with Ftilt, Dair, etc.

I build early damage pretty easily, especially against heavy characters where fthrow to airhammer connect and then i can get them in this random uair frenzy (could be that it combos, or the fact that the people i’m playing don’t know how to get out of it. the latter is probably the more likely). I just have a harder time being able to finish the job when fsmash and airhammer become predictable and punishable, so it usually ends up with me playing a floating game where i hit them with assortmets of bair, fair, and uair.

But, for all intensive purposes, I’m not very skilled at the game so what I’m saying could be completely and utterly retarded so please correct me >.>

At low %, Fthrow into Uair is pretty much guaranteed on all characters. There are a few that can get out, but it requires somewhat tight timing, so it’s pretty universal. On heavier/larger characters, you can do Fthrow, Uair, Fthrow, Uair, then work into turnaround Utilt/ airhammer, Bair.

When that stops working Dthrow starts setting up well. If they come down on you with an attack, shield and regrab. If they jump, you can chase with Uair, if they DI to the side, you can B/F air or wait on the ground with regrab.

As far as kills, Dair sets up really well for Fsmash, or you can wait and try to space and punish with Fsmash, or set up airhammer fakeouts. I don’t use airhammer all that much, so I fid it easy to work in at high % once in a while to throw them off and get a kill.

Anyone try edge guarding with his rock move?

It works pretty well, especially on stages like FD and battlefield that have slanted edges, since if you hit them right you’ll stagespike. Since you’re basically invincible you can plaw through a lot of recoveries on your way down. Just try to get high up first so you don’t fall to far and get edgeguarded yourself.

Kirby seems to have a lot of reach when it comes to grab, moreso than some other characters.

This could be true of any character and I just got lucky, but my friend picked up the hammer with each of us having one stock left. He walked towards me and I literally grabbed him while he had the hammer, fthrow and air hammered him to get the KO.