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Kirby Primer v1.0

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Jan 29th, 2015
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  1. Kirby Primer by: Langston ver. 1.0
  2.  
  3. ---------
  4. Intro
  5. ---------
  6. poyo~
  7.  
  8.  
  9. ---------
  10. Overview
  11. ---------
  12.  
  13. Kirby, the puffball from Dreamland, returns to the fray and is now more viable than
  14. any other game! ... Sort of. He's not great, but he's cute and fun. He specializes
  15. in fast moves, on ground and air, mixing up his approaches and blending fundamentals
  16. and shield pressure to terrorize your opponent. His niche is his copy ability that
  17. he's known for in his games - copying the "Neutral B" move of any character in the
  18. roster - using their own weapons against them.
  19.  
  20. PROS:
  21. - Fast ground and air game, many juggling options
  22. - 5 Jumps
  23. - True combos
  24. - 50/50 throw setups
  25. - a command grab and copy ability
  26. - aerial endlag is nonexistent
  27. - Superb offstage game
  28. - OP crouch game
  29. - fucking cute
  30.  
  31. Cons:
  32. - Shit reach. it's shit.
  33. - Shitty projectile (outside of some Copies)
  34. - 3rd lightest character in the game
  35. - Punishable and difficult to land kill moves
  36. - Grapple characters will give you aneurysms.
  37. - Relies heavily on run up shields to safely approach
  38.  
  39.  
  40.  
  41. -----------------
  42. Moveset Analysis
  43. -----------------
  44.  
  45. ---GROUND GAME---
  46.  
  47. Jab:
  48. Fast, last hit knocks the opponent 45 degrees away from Kirby, and can be jab canceled
  49. putting Kirby in a 50/50 position. The jab is a good move to beat any OoS grab
  50. attempt since Kirby can be quite difficult to shield grab in the first place. The
  51. fact that it comes out so fast means that it will also catch other moves that aren't
  52. as fast. After the first two hits of the jab, you can drop the full jab combo and
  53. decide to reset to neutral, and follow up with a grab or attack depending on how your
  54. opponent is reacting.
  55. (a move like Dolphin slash will beat the reset, but it's quite difficult to react in
  56. time since Kirby's jab is so fast anyway.)
  57.  
  58. Ftilt:
  59. Decent range (for Kirby), and can be angled but to little use. You won't be using
  60. this move outside of a safe followup from dair.
  61.  
  62. Utilt:
  63. This move is the shits. Fast, combos at low percents and actually hits in front of
  64. Kirby if the opponent's on top of him. A good alternate "get off me" if your opponent
  65. ends up behind you or is trying to roll into you often. Can be shieldgrabbed at the
  66. right range though, so use it smartly.
  67.  
  68. Dtilt:
  69. This move is what ftilt wishes it could be. Not only is Kirby's hitbox vertically
  70. decimated to a pancake level but this move trips 30% of the time and combos into
  71. Fsmash until the opponent's at a percent where he's knocked far enough away. If
  72. that's the case you can follow up with a grab, aerial, or dash attack. Characters
  73. with fast jabs have the frame advantage on block though, so if you're playing someone
  74. good, be wary of following up with something.
  75.  
  76. Dash attack:
  77. Multihitting and fast, this dash attack doesn't actually suck ass. Use it wisely and
  78. it will make your opponent respect your spacing options.
  79.  
  80. ---AERIAL GAME---
  81.  
  82. Nair:
  83. Kirby spins and attacks all around him. boatload of active frames. Catches rolls and
  84. pops them up into the air to lead into combos and strings. Somebody rolling into
  85. Kirby is just what he wants when he's using this move at a safe distance. This is
  86. basically, outside of combos, a defensive move.
  87.  
  88. Fair:
  89. Kirby's spacing tool and a good follow up option on a falling opponent. He kicks 3
  90. times in front of him, the last hit having decent knockback. If you can predict a
  91. greedy approach from an opponent, a short hop fair will smack them out of it.
  92.  
  93. Bair:
  94. Like most bairs in this game, it's strong, and a kill move. However it's quite
  95. lagless and can be used as a decent follow up on strings because of it's quick start
  96. up. One of Kirby's kill moves, thought not quite as strong as his smash attacks, an
  97. offstage bair is pretty powerful. Strong OoS option.
  98.  
  99. Dair:
  100. Kirby spins, hitting multiple times beneath him, and the last hit has a very weak
  101. meteor spike.
  102.  
  103. Offstage - Despite being weak, Kirby carries the opponent during every hit of the
  104. move, so this will carry the opponent down with Kirby before meteor spiking them.
  105. This move is just amazing for gimping at any percent, since if you fastfall during the
  106. active frames you can potentially footstool your opponent at low %s, following the
  107. weaker meteor smash. The lasting hitbox makes this pretty easy to land if your
  108. opponent doesn't know how to get around it. Just be careful of good opponent
  109. predicting this and hitting you out of it - it doesn't have great priority.
  110.  
  111. Onstage - This move will almost always combo into ftilt, dtilt, or utilt, depending on
  112. where the opponent lands. If you land before the last hit, it will sometimes combo
  113. into Usmash (this is dependent on rage and %, needs more testing). Good for mixing up
  114. approaches because of multiple hits.
  115.  
  116. Uair:
  117. Kirby flips backwards and kicks above his head. This move has misleadingly slow
  118. start up, but is more powerful than it seems and is good for juggling. This move can
  119. kill off the top if the opponent doesn't expect it. Outside of juggling an opponent
  120. above you, this move has little usage.
  121.  
  122. ---SPECIAL GAME---
  123. NeutralB:
  124. Inhale. Big risk, big reward. The actual grab box is right next to Kirby, but the
  125. vacuum will suck the opponent in towards Kirby and catch them with the grab box if
  126. they don't attack or escape in time. If you catch the opponent shielding right in
  127. front of you, there's no escaping once the drop the shield. This move has bad start
  128. up though, and terrible endlag. Don't use this at high %'s, and don't throw it out
  129. without a good guess. However, many copied abilities will definitely help Kirby even
  130. up some bad match ups, and spit is always a good way to get an opponent below and off
  131. the stage.
  132.  
  133. Get rid of an unwanted ability by taunting.
  134.  
  135. SideB:
  136. Hammer. This move is... very... inapplicable. The uncharged hammer is no stronger
  137. than any of your smash attacks and has really bad start up. A charged hammer will
  138. deal a point of damage to Kirby every second and is generally impossible to land on a
  139. player that knows what they're doing. Still, if you're playing for fun, you can jump
  140. with unexpected horizontal momentum while charging the hammer, so if a foolish
  141. opponent tries to jump into you to knock you out of it you can catch them in the air
  142. for a big hit.
  143.  
  144. DownB:
  145. Stone. Very unsafe move if used at a height that can't be canceled from before
  146. touching base. Can get you down from the top blastzone quickly though, and if you're
  147. lucky you'll catch an opponent overcommiting in the air too much and potentially kill
  148. them since it's pretty powerful.
  149.  
  150. Thanks to quick-stone tech though, this move has some unexplored uses punishing moves
  151. and approaches on platform stages like Battlefield or Halberd. It's scored me a few
  152. kills in the short time I've known about it - it's definitely worth looking into if you
  153. plan to win with Kirby.
  154. -Quick-Stone video: https://www.youtube.com/watch?v=bVPD10xOoFk
  155.  
  156. UpB:
  157. Kirby's recovery, final cutter. Sends a shockwave or blade or something when landing
  158. on ground with it. It sucks. If your opponent is retarded you can spike them on the
  159. ledge though like with Aether.
  160.  
  161.  
  162. -------------------
  163. How does Kirby play
  164. -------------------
  165.  
  166. Looking up videos is, IMO, the best way to learn a character easily and quickly. But
  167. if you prefer reading I'll try to break down what I know.
  168.  
  169. Kirby's range is shit. There's no sugarcoating it. But up close, the frame data is
  170. almost always in Kirby's favor. You want to be a master of run-up shielding and
  171. counterpoking. Kirby's ground speed isn't that bad, and he can do things that
  172. Jigglypuff can't. The more perfect shields you preform as Kirby, the more you're
  173. going to win. Kirby is a character that is almost always doing the approaching. It's
  174. very easy to catch terrible evasive habits like roll-ins and spotdodge spamming with
  175. Kirby because his neutral game is so quick and lagless. Just shorthopping nairs at
  176. roll-in distance can lead to a 20% combo effortlessly if your opponent tries to roll
  177. into Kirby. But Good players will be too busy keeping Kirby out to bother getting
  178. close to Kirby, because close to Kirby is where Kirby shines. Once you get in, do not
  179. let your opponent escape.
  180.  
  181. Also, as Kirby has little means of safely approaching outside of run-up shields, you
  182. might find yourself pulling Dahudges now and then. Don't even underestimate the
  183. validity of rolling behind your opponent now and again. With mix ups and patience,
  184. you can scare your opponent into leaving themselves wide open.
  185.  
  186.  
  187. --------------------
  188. Tech and tips
  189. --------------------
  190.  
  191. Quick-Stone: https://www.youtube.com/watch?v=bVPD10xOoFk
  192.  
  193. bthrow > bair combos on some characters at very low %. Doesn't sweetspot em all
  194. though. sourspotting will put you at a frame disadvantage. If you don't know who this
  195. works on I don't recommend bothering.
  196.  
  197. fthrow > fair can be difficult to escape for some characters at certain %s, usually
  198. range from 0-20%. The fair can immediately be confirmed into another dash grab for
  199. regrab shenanigans but characters with a fast jab will smack you out of it if you get
  200. greedy with it. In this case, follow up with an attack. This grab at early %'s puts
  201. the opponent close to Kirby so Kirby can instantly act on anything his opponent does,
  202. which is what is usually called a 50/50, since you can either attack or grab them.
  203.  
  204. utilt > utilt > sh nair is a legit combo at low percents. bair is a frame off but
  205. works as well if the opponent doesn't buffer a dodge correctly. uair > bair follows
  206. up as well but is an escapable string.
  207.  
  208. If you've ever played street fighter, you can sort of treat Kirby's dtilt like a
  209. crouching medium. It lowers Kirby's hitboxes making some jump-ins whiff, has
  210. low lag, is a good poke and will lead into things. Don't underestimate the
  211. power of crouching as Kirby.
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