Kirby
Basic Moves
On the ground basics
Controls |
Description |
Damage
|
Launch meter
|
A |
Jab |
3%
|
X
|
Forward or back + A |
Lunging kick |
14%
|
3
|
Forward or back , A |
High kick |
9%
|
X
|
Forward , forward , A |
Running headbutt |
8%
|
X
|
Up + A |
Flip kick |
12%
|
2
|
Up , A |
Overhead kick |
8%
|
X
|
Down + A |
Spinning low kick |
14%
|
4
|
Down , A |
Low kick |
7%
|
X
|
B |
Swallow* |
5-10%
|
X
|
Up + B |
Final cutter |
10%
|
X
|
Down + B |
Stone** |
0%
|
X
|
R, R or Forward |
Jumping smash throw |
10%
|
1
|
R, Back |
Back suplex throw |
14%
|
X
|
In the air basics
Controls |
Description |
Damage
|
Launch meter
|
A |
Kick |
8%
|
X
|
Forward + A |
Side drill kick*** |
2-9%
|
X
|
Back + A |
Back kick |
9%
|
X
|
Up + A |
Spinning kick attack |
8%
|
X
|
Down + A |
Downward drill kick*** |
3-13%
|
X
|
B |
Swallow* |
5-10%
|
X
|
Up + B |
Final cutter |
10%
|
X
|
Down + B |
Stone stomp |
15%
|
5
|
*Swallow them and press A to cause 10% damage. Swallow
them and press down to take their powers and cause 5% damage.
**Move to protect you from attacks.
***Depends upon how many times you hit opponent.
1) Jumping smash throw
This throw is actually a very good vertical launcher.
As soon as you land from jumping, you send your opponent flying almost
straight up and, as it has been documented, vertical launchers are better
than horizontal launchers in most situations. But the jump, that's the
added bonus. If you are below a platform and, considering all the platforms
in the SSB stages, you often will be, Kirby will jump up and smash your
opponent on the highest platform that you were vertically lined up with
during the execution of the move. This means that you will have a chance
to add up to half a screen of verticality to the move if executed at the
correct time and position and that will increase the odds of it causing
a KO.
2) Flip kick
This is an intriguing launcher because, even if your
opponent is behind you, though Kirby is kicking down at them when he flips
over, they'll still be launched almost straight up. It's a vertical launcher
(which is obviously good) and it has pretty good range since it will hit
opponents in front of, above, and behind Kirby all in the same manner.
The only problem is that the flip kick really isn't all that powerful and
necessitates a rather high damage level to KO.
3) Lunging kick
This move has good horizontal range and is pretty quick
so that you don't really have to worry about recovery or setup time and
counters. However, much like the flip kick, it really just doesn't have
much power and will only launch at high damage levels.
4) Spinning low kick
If this move had a bit more range, it would be a heck
of a move. As it stands though, Kirby's legs, if he has any, really don't
have much range and so you'll really have to be very close to your opponent
to connect. You can try getting them as they're running in on you but,
besides that, it's rather hard to connect with. However, if you do connect,
expect your opponent to very horizontal which means, if you're near
a ledge, your opponent will have a difficult time returning to the playing
field.
5) Stone stomp
The problem with this move is just that it's always going
to be blocked. Since Kirby has that awesome downward drill kick, your opponents
had better be thinking about blocking when they see Kirby floating above
them. The stone stomp takes a much longer time to execute than the downward
drill kick since Kirby has to first transform into a stone. Therefore,
even if your opponent is late in blocking, they still should get the block
in time anyway. Then, since Kirby must transform back from the stone after
he lands, he'll probably get countered pretty easily. Note to opponents:
if you block the stone stomp, throw Kirby as soon as he lands since regular
attacks don't hurt him when he's in the stone form.
Combos
2-move combos
Damage level of opponent
|
Damage inflicted
|
Description
|
Above 75%
|
22%*
|
At the height of your jump, use the downward drill kick
so that you end it before you land on the ground and require no recovery
time. This should also knock your opponent straight in to the air. It is
rather difficult to time and judge but once your opponent goes straight
up you can use either the flip kick, the final cutter, the throw, or the
swallow and spitting move. |
Any level
|
19%
|
Start with the swallow move and then press down to steal
your opponent's powers. Your opponent will pop up into the air behind you
so quickly jump and then use the back kick to finish off the combo. If
you are near an edge, before you press down, if you are not facing away
from the edge, do so. Then, when you hit the back kick it will turn into
a very effective launch. |
*Depends on how many hits you get with the downward drill
kick.
3-move combos
Damage level of opponent
|
Damage inflicted
|
Description
|
Above 75%
|
34%*
|
At the height of your jump, use the downward drill kick,
then, if your opponent pops straight up, use the swallow. Face your back
to the closest edge and then press down followed by a jumping back kick. |
*Depends on how many hits you get with the downward drill
kick.
Strengths
With Kirby, you really have two very potent multiple hit
moves that you want to take advantage of. Kirby's downward drill kick is
what my friend calls the downward screw attack, not only because it gains
multiple hits, but more importantly because it probably has the highest
downward priority of any downward move in the game. The screw attack has
probably the highest upward priority of any upward move in the game. In
any event, the downward drill kick combined with the side drill kick are
great moves to use beyond the fact that they have great priority and are
multiple hit attacks. They also both mini-launch your opponent away from
you. Therefore, unlike Fox, Mario, etc., whose downward spin kicks just
leave the opponent standing there for a possible counterattack, Kirby's
moves bounce your opponent into the air and eliminate such a threat almost
all of the time. To further take advantage of these strengths, remember
that, if you use one move all of the time, your opponents will catch on
and learn to counterattack much better. Therefore, if you mix Kirby's downward
drill kick with his stone stomp (which is a great launcher btw), you should
have tremendous success with him.
-
Kirby's Down + A move is only matched by perhaps the Down
+ A move of Jigglypuff. However, Kirby's move has higher priority than
Jigglypuff's, plus Kirby has a great Down + B launcher which makes him
the most dominant air player in the game.
-
Much like Jigglypuff, Kirby can further dominate the air
through his five jump capability. If you feel an upward attack coming from
below, simply do a quick jump, which should be small enough for you to
then quickly press down and into the downward drill kick. Plus, Kirby usually
has a pretty easy time getting back to the platforms with such jumping
range. Yet, do not forget that, with five jumps, Kirby can choose better
positions for coming back into the game. For example, with five jumps,
you shouldn't necessarily just use however many jumps you might need to
get back to an edge. You might want to get more towards the center of the
stage or away from the lowest platform where an opponent is guarding the
edge from those coming back from launches.
-
Kirby is the only character that can actually steal another
character's B special move with his own swallow B move. This is usually
not all that effective since Kirby can have the power beat out of him (or
press L to get rid of it through his own choice). But, with characters
such as Falcon and DK having great B launchers, as well as other characters
such as Ness, Fox, and Samus having great B projectiles, it's a good way
for Kirby to gain a power he might need and not have (launchers and projectiles).
Furthermore, with usually at least two opponents per game, Kirby can steal
different powers in the same game to suit his needs.
-
Kirby's Up + B move has tremendous vertical range which is
helpful when needing to go through the bottom of platforms to attack or
to come back from a launch.
-
Kirby's jumping smash throw makes for an excellent vertical
launcher but can be even more effective on stages where there are multiple
platforms. Since ko's are determined by that certain area that surrounds
each playing level, that, if you are hit into it, you are ko'ed, you want
to be as close to it as possible when you launch someone towards it. Kirby's
jumping smash throw is ideal for putting your opponent in this position.
Try your best to do this throw when you are below another platform. When
you come down from jumping, Kirby will smash your opponent into the platform
that was above you, a platform that is closer to that "ko void" and which
will make a ko much more possible.
-
Edge Strategies: Whether you are coming back from
a launch, or whether you are standing on the ledge waiting for an opponent
to come back, Kirby must dominate the edges. Why? Because he has
way too many weapons to use when near the edge for him not to. First of
all, if you've been launched and you're coming back, use this little, totally
nasty strategy. If you haven't used too many jumps yet, as you're nearing
the edge, if you're vertically higher up than an opponent who is waiting
at the edge, press B. If you time it right, you will suck in your opponent
and begin falling down with him. And, if you are on either Fox's, Yoshi's,
or Kirby's stage, you can then press A once you are low enough to spit
your opponent out and underneath the stage. Since your opponent will not
be able to get through the bottom of the stage, it will be virtually impossible
for him to get back. You can also use this move when you are guarding the
edge of a board. Just jump at your opponent and press B. If you eat them,
you have a few possibilities. You can turn and spit them under the board,
or fall and then spit them away from the platforms again. Either option
presents you with an almost certain KO. Another move you should mix in
when you are guarding the edge is the final cutter. If you hit your opponent
while directly on the edge, it will act as a beautiful downward launcher
and a definite kill. And, if you miss, you'll be backed up by the projectile
that the move creates during its execution. Very useful indeed.
-
Kirby also has one really specific edge move that makes him
a great asset to use. If an opponent ever gets a DK Hammer, simply move
to lowest platform and the closest edge. Face away from it and wait for
your opponent to come to you. If they simply walk at you or make a poor
jump at you, press B. You'll suck them into your body. Then all you have
to do is turn to face the edge and press A. With no jumps, they won't be
coming back.
Weaknesses
Kirby's biggest weakness is that he is a very launchable
character despite the fact that he has five jumps for coming back from
a launch. The fact of the matter is that usually towards 75%+ damage on
Kirby, if you're near an edge and launch Kirby, he will head into that
black void and die. This is especially true if you try to launch Kirby
to the sides instead of straight up. Thus, when fighting against Kirby,
you want to pay attention to gathering damage on him until he is primed
to go. If he doesn't have enough damage to be launched then, with his five
jumps, he'll probably be able to elude your attempts at preventing him
from getting back onto the platform. However, if you can get enough damage
on him and launch him near an edge, he should be as good as gone. Finally,
try to come from above when attacking Kirby unless you have very quick
upwards attacks. This is because Kirby has such a great air advantage with
his downward attacks. However, most of his downward attacks take just the
slightest bit of time to start and so you should take advantage of this
with quick upward attacks that will hit Kirby's bloated body as sucks in
the air to float around.
-
Just like Jigglypuff, Kirby's jumps cause him to inflate
and therefore make him more susceptible towards being hit by attacks.
-
Kirby's Up + B move has almost no horizontal range so, if
you need to make up the ground on a launch with it, you'll almost certainly
fall to your death instead.
-
Kirby's Down + B move makes him turn into a stone and this
leaves you very susceptible to counterattacks if your opponent blocks or
is missed. However, another problem with this move is that, if you use
on a slanted platform, you will slide down and possibly off of it before
you revert out of the stoned form.
-
Kirby's Down + A move also often has a large recovery time.
If your opponent blocks, he should easily be able to counterattack your
most powerful move. Thus, players of Kirby really should not overuse Kirby's
downward drill kick.