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- Kirby Primer by: Langston ver. 1.0
- ---------
- Intro
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- poyo~
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- Overview
- ---------
- Kirby, the puffball from Dreamland, returns to the fray and is now more viable than
- any other game! ... Sort of. He's not great, but he's cute and fun. He specializes
- in fast moves, on ground and air, mixing up his approaches and blending fundamentals
- and shield pressure to terrorize your opponent. His niche is his copy ability that
- he's known for in his games - copying the "Neutral B" move of any character in the
- roster - using their own weapons against them.
- PROS:
- - Fast ground and air game, many juggling options
- - 5 Jumps
- - True combos
- - 50/50 throw setups
- - a command grab and copy ability
- - aerial endlag is nonexistent
- - Superb offstage game
- - OP crouch game
- - fucking cute
- Cons:
- - Shit reach. it's shit.
- - Shitty projectile (outside of some Copies)
- - 3rd lightest character in the game
- - Punishable and difficult to land kill moves
- - Grapple characters will give you aneurysms.
- - Relies heavily on run up shields to safely approach
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- Moveset Analysis
- -----------------
- ---GROUND GAME---
- Jab:
- Fast, last hit knocks the opponent 45 degrees away from Kirby, and can be jab canceled
- putting Kirby in a 50/50 position. The jab is a good move to beat any OoS grab
- attempt since Kirby can be quite difficult to shield grab in the first place. The
- fact that it comes out so fast means that it will also catch other moves that aren't
- as fast. After the first two hits of the jab, you can drop the full jab combo and
- decide to reset to neutral, and follow up with a grab or attack depending on how your
- opponent is reacting.
- (a move like Dolphin slash will beat the reset, but it's quite difficult to react in
- time since Kirby's jab is so fast anyway.)
- Ftilt:
- Decent range (for Kirby), and can be angled but to little use. You won't be using
- this move outside of a safe followup from dair.
- Utilt:
- This move is the shits. Fast, combos at low percents and actually hits in front of
- Kirby if the opponent's on top of him. A good alternate "get off me" if your opponent
- ends up behind you or is trying to roll into you often. Can be shieldgrabbed at the
- right range though, so use it smartly.
- Dtilt:
- This move is what ftilt wishes it could be. Not only is Kirby's hitbox vertically
- decimated to a pancake level but this move trips 30% of the time and combos into
- Fsmash until the opponent's at a percent where he's knocked far enough away. If
- that's the case you can follow up with a grab, aerial, or dash attack. Characters
- with fast jabs have the frame advantage on block though, so if you're playing someone
- good, be wary of following up with something.
- Dash attack:
- Multihitting and fast, this dash attack doesn't actually suck ass. Use it wisely and
- it will make your opponent respect your spacing options.
- ---AERIAL GAME---
- Nair:
- Kirby spins and attacks all around him. boatload of active frames. Catches rolls and
- pops them up into the air to lead into combos and strings. Somebody rolling into
- Kirby is just what he wants when he's using this move at a safe distance. This is
- basically, outside of combos, a defensive move.
- Fair:
- Kirby's spacing tool and a good follow up option on a falling opponent. He kicks 3
- times in front of him, the last hit having decent knockback. If you can predict a
- greedy approach from an opponent, a short hop fair will smack them out of it.
- Bair:
- Like most bairs in this game, it's strong, and a kill move. However it's quite
- lagless and can be used as a decent follow up on strings because of it's quick start
- up. One of Kirby's kill moves, thought not quite as strong as his smash attacks, an
- offstage bair is pretty powerful. Strong OoS option.
- Dair:
- Kirby spins, hitting multiple times beneath him, and the last hit has a very weak
- meteor spike.
- Offstage - Despite being weak, Kirby carries the opponent during every hit of the
- move, so this will carry the opponent down with Kirby before meteor spiking them.
- This move is just amazing for gimping at any percent, since if you fastfall during the
- active frames you can potentially footstool your opponent at low %s, following the
- weaker meteor smash. The lasting hitbox makes this pretty easy to land if your
- opponent doesn't know how to get around it. Just be careful of good opponent
- predicting this and hitting you out of it - it doesn't have great priority.
- Onstage - This move will almost always combo into ftilt, dtilt, or utilt, depending on
- where the opponent lands. If you land before the last hit, it will sometimes combo
- into Usmash (this is dependent on rage and %, needs more testing). Good for mixing up
- approaches because of multiple hits.
- Uair:
- Kirby flips backwards and kicks above his head. This move has misleadingly slow
- start up, but is more powerful than it seems and is good for juggling. This move can
- kill off the top if the opponent doesn't expect it. Outside of juggling an opponent
- above you, this move has little usage.
- ---SPECIAL GAME---
- NeutralB:
- Inhale. Big risk, big reward. The actual grab box is right next to Kirby, but the
- vacuum will suck the opponent in towards Kirby and catch them with the grab box if
- they don't attack or escape in time. If you catch the opponent shielding right in
- front of you, there's no escaping once the drop the shield. This move has bad start
- up though, and terrible endlag. Don't use this at high %'s, and don't throw it out
- without a good guess. However, many copied abilities will definitely help Kirby even
- up some bad match ups, and spit is always a good way to get an opponent below and off
- the stage.
- Get rid of an unwanted ability by taunting.
- SideB:
- Hammer. This move is... very... inapplicable. The uncharged hammer is no stronger
- than any of your smash attacks and has really bad start up. A charged hammer will
- deal a point of damage to Kirby every second and is generally impossible to land on a
- player that knows what they're doing. Still, if you're playing for fun, you can jump
- with unexpected horizontal momentum while charging the hammer, so if a foolish
- opponent tries to jump into you to knock you out of it you can catch them in the air
- for a big hit.
- DownB:
- Stone. Very unsafe move if used at a height that can't be canceled from before
- touching base. Can get you down from the top blastzone quickly though, and if you're
- lucky you'll catch an opponent overcommiting in the air too much and potentially kill
- them since it's pretty powerful.
- Thanks to quick-stone tech though, this move has some unexplored uses punishing moves
- and approaches on platform stages like Battlefield or Halberd. It's scored me a few
- kills in the short time I've known about it - it's definitely worth looking into if you
- plan to win with Kirby.
- -Quick-Stone video: https://www.youtube.com/watch?v=bVPD10xOoFk
- UpB:
- Kirby's recovery, final cutter. Sends a shockwave or blade or something when landing
- on ground with it. It sucks. If your opponent is retarded you can spike them on the
- ledge though like with Aether.
- -------------------
- How does Kirby play
- -------------------
- Looking up videos is, IMO, the best way to learn a character easily and quickly. But
- if you prefer reading I'll try to break down what I know.
- Kirby's range is shit. There's no sugarcoating it. But up close, the frame data is
- almost always in Kirby's favor. You want to be a master of run-up shielding and
- counterpoking. Kirby's ground speed isn't that bad, and he can do things that
- Jigglypuff can't. The more perfect shields you preform as Kirby, the more you're
- going to win. Kirby is a character that is almost always doing the approaching. It's
- very easy to catch terrible evasive habits like roll-ins and spotdodge spamming with
- Kirby because his neutral game is so quick and lagless. Just shorthopping nairs at
- roll-in distance can lead to a 20% combo effortlessly if your opponent tries to roll
- into Kirby. But Good players will be too busy keeping Kirby out to bother getting
- close to Kirby, because close to Kirby is where Kirby shines. Once you get in, do not
- let your opponent escape.
- Also, as Kirby has little means of safely approaching outside of run-up shields, you
- might find yourself pulling Dahudges now and then. Don't even underestimate the
- validity of rolling behind your opponent now and again. With mix ups and patience,
- you can scare your opponent into leaving themselves wide open.
- --------------------
- Tech and tips
- --------------------
- Quick-Stone: https://www.youtube.com/watch?v=bVPD10xOoFk
- bthrow > bair combos on some characters at very low %. Doesn't sweetspot em all
- though. sourspotting will put you at a frame disadvantage. If you don't know who this
- works on I don't recommend bothering.
- fthrow > fair can be difficult to escape for some characters at certain %s, usually
- range from 0-20%. The fair can immediately be confirmed into another dash grab for
- regrab shenanigans but characters with a fast jab will smack you out of it if you get
- greedy with it. In this case, follow up with an attack. This grab at early %'s puts
- the opponent close to Kirby so Kirby can instantly act on anything his opponent does,
- which is what is usually called a 50/50, since you can either attack or grab them.
- utilt > utilt > sh nair is a legit combo at low percents. bair is a frame off but
- works as well if the opponent doesn't buffer a dodge correctly. uair > bair follows
- up as well but is an escapable string.
- If you've ever played street fighter, you can sort of treat Kirby's dtilt like a
- crouching medium. It lowers Kirby's hitboxes making some jump-ins whiff, has
- low lag, is a good poke and will lead into things. Don't underestimate the
- power of crouching as Kirby.
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