Prima Games eGuides Super Smash Bros. WiiU/3DS

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Super Smash Bros. WiiU/3DS CHARACTERS

Kirby

Trophy Description

Round little Kirby lives in the peaceful hills of Dream Land on the Planet Popstar. He can inhale things with his big mouth, either copying their abilities or spitting them out again. In Smash Bros., Kirby can inhale opponents and copy their standard Specials. He gets launched easily but recovers well.

Statistics

Maximum Number of Jumps: 6

Can Wall Jump: No

Can Wall Cling: No

Can Crawl: No

Alternate Colors

Smash Attacks

SIDE SMASH DAMAGE 11~15%

Kirby charges forward with a kick attack. This can be aimed up or down.

DOWN SMASH DAMAGE 10~14%

Kirby spins, attacking with his feet. This hits both in front of and behind Kirby. When Kirby begins rotating, both feet have a little invincibility.

UP SMASH DAMAGE 4~5%

Kirby launches himself up and does a flipkick attack. The foot that goes above his head is invincible.

Basic Attacks

Standing Attack DAMAGE 2~3% RAPID JABS 7% : 6 Hits

Kirby quickly jabs in front of him. Leads into rapid jabs with an ender.

Side Tilt DAMAGE 7~8%

Kirby spins and kicks horizontally. This can be aimed up or down.

Up Tilt DAMAGE 4~5%

Kirby shows his flexibility by bending forward and sending his leg up behind him to kick forward! This foot has some invincibility.

Down Tilt DAMAGE 6%

Kirby gets low and performs a leg sweep.

Dash Attack DAMAGE 1~4% MAX DAMAGE 9% : 6 Hits

After running, Kirby flips onto his hands and spins himself, kicking anyone around him. Hits multiple times and pops the opponent up.

Edge Attack

Kirby pops back up to the stage and delivers a kick to the opponent.

Air Attacks

Neutral Air Attack DAMAGE 4~10%

Kirby spins vertically multiple times in the air, hitting anything around him.

Up Air Attack DAMAGE 9%

Kirby does a flipkick attack similar to his Up Smash.

Down Air Attack DAMAGE 1~2% MAX DAMAGE 9% : 7 Hits

Kirby kicks downward multiple times. This has a small meteor effect.

Forward Air Attack DAMAGE 3~5% MAX DAMAGE 12% : 3 Hits

Kirby does three quick spinning kicks forward.

Back Air Attack DAMAGE 8~13%

A reverse dropkick that deals solid damage for Kirby.

Special Attacks

Inhale (Neutral Special) DAMAGE 6~20%

Kirby sucks his opponent into his mouth. Hit the Special button to copy your opponent’s Neutral Special ability and deal 10% damage or hit attack to spit that opponent out as a star that can hit other opponents! Spitting out the opponent deals 6% damage to that opponent. The heavier the opponent, the higher damage they deal to others when spit forward. You can use the copied ability by using the Special button. Use Kirby’s Taunts to toss away the copied ability quickly. Down Taunt is your fastest option to toss it away.

Ice Breath DAMAGE 1.2~6% MAX DAMAGE 14.4% : 5 Hits

Instead of inhaling opponents, Kirby instead blows cold breath and freezes his opponents in ice to stop them. The closer to Kirby’s mouth an opponent, the higher the damage is. This move recovers slower than the regular version.

Jumping Inhale DAMAGE 5~8%

Kirby jumps and inhales his opponent but doesn’t have the strong vaccuum effect. Stars that are spit out do not deal damage, but copying behaviors works the same. This is most useful for its ability to hold opponents in Kirby’s cheeks longer. Jump off-stage with this and drop opponents far away before using your multiple jumps to get back up.

Hammer Flip (Side Special) ON LAND 19~35% : IN AIR 15~27%

This hammer attack can be charged up to unleash massive damage and launch opponents. When fully charged, however, Kirby continuously takes damage, so be aware of this! If you are over 100% damage, though, you won’t be damaged any further! At full charge, the swing is super armored, so you won’t flinch.

Hammer Bash ON LAND 18~21% : IN AIR 4~17%

This version slams the opponent straight up with the hammer. This has high damage, but you cannot charge it up. When you use this in the air, you can time it to swing once in each direction.

Giant Hammer ON LAND 22~40% : IN AIR 20~32%

This hammer is enormous and deals incredible damage. Though it is slower to startup and to swing, the damage potential is incredible. Additionally, while charging the hammer, Kirby will be super armored and will not flinch. While charging, Kirby retains the super armor while walking and jumping, though both movements are slower than normal. Note this racks up damage at a faster rate than the regular version and doesn’t have any invincibility at the start of the swing when grounded.

Stone (Down Special) ON LAND 14% : IN AIR 18%

Kirby transforms into one of three heavy objects and drops to the ground. In this form, he does not flinch or take damage up to a certain limit (approximately 25%). Kirby can be thrown out of this form, so try not to stay in it too long. Once you reach the damage limit, the transformation is canceled, and you receive half the additional damage. These objects can push opponents, if they’re close enough.

Grounding Stone ON LAND 6% : IN AIR 10~12%

Opponents hit by this stone are buried in the ground. Opponents hit by the shockwave or when this is used on land are not buried. These stones can withstand less punishment (approximately 15%) before having the transformation canceled.

Meteor Stone DAMAGE 12%

These stones have a meteor effect. When Kirby uses this from the ground, he rises up before transforming and dropping. These stones can take up to 20% damage before the transformation is canceled.

Final Cutter (Up Special) DAMAGE 2~6% MAX DAMAGE 12% : 3 Hits

Kirby swings his sword upward before leaping into the air, then striking downward to the ground with a shockwave upon landing. This will meteor on the way down, so be sure you are over the stage when using it. You can move this left or right while attacking.

Wave Cutter DAMAGE 5~10% MAX DAMAGE 15% : 2 Hits

This variation doesn’t attack on the way up or down. The strike to the ground, though, is much stronger and sends rocks flying up!

Upper Cutter DAMAGE 10%

Swing up with a higher jump, but you are defenseless as you fall back down. During your ascent, you have some invincibility.

Final Smash

Ultra Sword

Kirby pulls out the Ultra Sword and swings at your opponent. All opponents caught by the initial swing are pulled in and trapped for the onslaught. The range on the first hit is just under half of the Final Destination form. After the initial swing, the range of the attack extends and hits other opponents who are nearby. If you are immediately beside your opponent when starting the attack, that opponent receives a few extra percentage points of damage. If they’re at the side of a stage, most characters will be KO’d after about 40% damage, so look for this opportunity!

Strategy

Tied for lightest character in the game, Kirby is also one of the smallest. So, while he will be launched away relatively easily, it’s also a little harder to hit him! When he does get knocked off-stage, his multiple jumps assist greatly in his return. With these multiple jumps and good aerial attacks, his air game is above-average. In the air, though, he moves slowly, so you don’t have a ton of control over maneuverability. Because of his small size, Kirby’s primary issue is his attack range. Against characters who rack up damage from a distance or have good long-range attacks, this could pose a problem.

Because one of Kirby’s offensive weaknesses is his range, try to use Inhale on an opponent who has a good ranged attack or projectile: Palutena, Robin, Mario, Link, Fox, etc. If you inhale someone whose ability you don’t want, shoot that character out at another opponent for more damage. Alternatively, if that character has weak recovery, consider jumping off stage and shooting that character out then! Inhaling items can restore some health, but if you inhale explosive items, they hurt! Hammer Flip does a lot of damage, and if you charge it up all the way, it gains some super armor and invincibility, but you take damage. Since Kirby is so light, added damage is not the safest route to go! Final Cutter is fairly useful, as it doesn’t leave you in a fall state, but it does meteor, so you must be over the stage when using it. Final Cutter also has fairly good mobility to the left and right, so you can use it upon landing to push opponents away with its shockwave. Finally, Kirby’s Stone is a great way to prevent taking damage, but remember that Kirby can be grabbed from this form. Again, because Kirby is tied for lightest character, the less damage you take, the better off you are.

When looking to KO opponents, Kirby’s best options are his Back Air attack and his Side Smash and Up Smash. Additionally, Hammer Flip and Stone can also be used to KO opponents. Down Air has a small meteor effect, but if you’re looking to meteor smash, your best bet is Final Cutter, as long as you’re still going to land on the stage. On the ground, his attacks are quick with good recovery, and he has decent throws, so don’t be afraid to fight on the ground. His Up Tilt, Up Smash, and Down Smash all have some invincibility. In the air, Down Air and Forward Air are good for pressure, especially when combined with Kirby’s multiple jumps. When edge-guarding opponents, don’t be afraid to chase off the stage with your Back Air, Forward Air, and Up Air. Most characters won’t be able to recover as well as you do, so just save enough jumps to get back to the stage!

Recovery

Kirby’s primary recovery tool is his multiple jumps. Additionally, for vertical recovery, Kirby can use his Final Cutter, which can be aimed slightly to the right or left during the input. If you don’t reach the stage with this attack, though, Kirby will self-destruct! Horizontally, you have to rely on Kirby’s jumps. Remember not to be too predictable with your jumps. Use as many as you can, and be sure to move left and right with each jump!