More actions
Kirby is equipped with fantastic normals, most of them being quick and hard to punish. His safe tilts and aerials allow Kirby to immediately exert pressure to halt an opponent's approach and open them up for a potential follow up. Kirby is also able to low-profile many moves when he crouches or lands, limiting the amount of options his opponent has when attempting to hit the jolly fellow. This makes approaching Kirby a bothersome task and means that he can effectively control space with ease.
Kirby's advantage state can be destructive, as by utilizing his FThrow and normals, most notably UTilt, he can deal huge amounts of damage in a short amount of time. He's also equipped with a plethora of strong kill moves, a potent edge guarding game, supplemented by his floatiness, multiple jumps and DAir, and a gimping tool in the form of Inhale, giving him plenty of opportunities to close out stocks at all percentages
His specials are slow with limited capabilities and the usefulness of his signature Inhale and Copy can vary between matchups. Against some characters Copy will grant him an invaluable tool that can turn a matchup in his favor, but against others a move with no purpose.
Kirby is forced to rely on capitalising on his opponent's mistakes to approach, as his slow speed, short range and lack of a fast projectile means that he can be easily walled out and camped. As such, he has a hard time facing ranged characters, such as those with disjointed attacks and/or projectiles, as they can capitalize on Kirby's weaknesses to deal heavy damage without giving him an opportunity to answer back.
Kirby's sluggish airspeed and stubby normals make his disadvantage state difficult to work around, as paired with his light weight and low gravity, he can struggle to evade juggles and get back on the ground. He can alleviate this somewhat with his multiple jumps and Stone.
Those who are capable of utilising Kirby's arsenal to it's fullest extent and adapting around their opponents habits will be rewarded with highly satisfying gameplay that some can only dream of.
Kirby is a straightforward fighter that excels at dealing damage and controlling space within his short range, both onstage and offstage. | |
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Kirby's Copy allows him to replicate his opponent's Neutral-B after inhaling them. Kirby will also gain visual characteristics matching the opponent copied (most often in the form of a hat).
The copied special will also inflict 1.2x more damage than their normal counterpart.
Normal Moves
Jab
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Jab 1 | 1.8 | 2 | 14 | 361/180 | -9 | N/A |
Jab 2 | 1.6 | 3 | 15 | 361 | -9 | N/A |
Rapid Jab | 0.2 | 2/4/6/8/10/12/14 | 17 | 361 | NaN | N/A |
Rapid Jab Finisher | 3.0 | 3-4 | 39 | 361 | -32 to -31 | N/A |
- Holding the attack button will make Kirby throw out hit 1 jab continuously until the button is released or the attack lands.
- Holding the button will also automatically transition Kirby's jab into the following stages, similar to if the button were to be pressed consecutively.
- Jab 1 can transition into jab 2 as early as frame 4 and Jab 2 into rapid jab as early as frame 5.
An average jab that is Kirby's fastest move. The move consists of two standard jabs followed by a rapid jab that can be held indefinitely. Kirby will end his rapid jab with a finisher that launches the opponent after the attack button is released.
The first 2 hits can function as jab locks, working at higher percentages when DTilt won't, and can be followed up with an uncharged Hammer Flip as a lock finisher.
Jab's extremely fast startup allows it to easily stuff out an opponent's slower option when at point blank distance, clanking with other frame 2 jabs and only being beaten by frame 1 options like shield. Jab can also be used to catch spotdodges with lenient timing. At high percentages it can even take stocks at the ledge.
Kirby's jab is unsafe on shield and whiff, and has stubby range, resulting in it being easily punishable with combo starters and kill moves. It can often be substituted with his tilts, as they're safer and more beneficial on hit, without having significantly slower startup.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Jab 1 | 20 | 25/20 | N/A | N/A | 3 | ||||||||
Jab 2 | 25 | 15 | N/A | N/A | 3 | ||||||||
Rapid Jab | 7 | 35 | N/A | N/A | 3 | ||||||||
Rapid Jab Finisher | 70 | 115 | N/A | N/A | 4 |
Forward Tilt
/ + (angleable)
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
8.0/7.0 | 5-8 | 23 | 361 | -10/-11 | N/A |
FTilt is an excellent spacing tool and poke that’s noncommittal and safe on shield when spaced correctly.
Approaching with FTilt is Kirby's quickest and safest way to apply pressure and gain ground. A successful hit can set up techchases at around low to mid percentages (around the 25% mark) and kill at ledge at high percentages. If shielded, Kirby can keep the pressure up using his excellent grounded options (which of course include FTilt).
A down angled FTilt is Kirby's quickest and most reliable 2 frame option in Kirby's arsenal, despite being noticeably less rewarding than DSmash or Dash Attack.
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
40 | 100 | N/A | N/A | 8/7 |
Up Tilt
+
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Early | 5.0 | 4-5 | 20 | 100/98 | -10 to -9 | right foot intangible 4-10 |
Late | 4.0 | 6-10 | 20 | 88/86 | -9 to -5 | right foot intangible 4-10 |
One of the best UpTilt in the game. Frame 4, Combos forever, intangible on the leg making it a great anti-air, safe on both the back and forward hit. This move is ridiculous and very important to Kirby’s neutral due to its risk reward.
- Due to its speed it’s one of Kirby's best moves out of parry.
- Due to the late hit hitting on frame 10 it means that UpTilt at it’s safest is -3 on shield
- Sets up for Kirbys Dair Ride at mid percents
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Early | 30/26 | 132/125 | N/A | N/A | 6 | ||||||||
Late | 26 | 130/119 | N/A | N/A | 5 |
Down Tilt
+
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
6.0 | 4-6 | 20 | 361 | -10 to -8 | N/A |
Arguably Kirby’s best grounded move. It’s a fast, safe and deceptively long range poke that has a chance to trip and lead to damaging combos. DTilt also jablocks and is preferred over Jab 1 due to its better range. What makes this move amazing however is the low profile it grants you. It low profiles Kirby on frame 1, faster than he would by just crouching. This allows him to abuse a lot of characters on shields due to him avoiding rising aerials and some grabs while crouched. It drastically improves his mix-up game and proper use can make your opponents scared to be in shield
- Trip chance of 30% (close) and 35% (tip), stops tripping >= 90%
- Stops jablocking at 85% after which Jab 1 is preferred
- Can 2 frame but FTilt is more preferred for 2-framing.
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
30 | 43 | N/A | N/A | 6 |
Dash Attack
while dashing or running
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
12.0 | 9-17 | 51 | 46 | -31 to -23 | N/A |
9.0 | 18-26 | 51 | 76 | -24 to -16 | N/A |
6.0 | 27-34 | 51 | 76 | -18 to -11 | N/A |
At frame 9, Kirby’s Dash Attack is pretty average in terms of speed and although it can kill it doesn’t do it particularly early, starting to kill around 120% with good di. It’s very unsafe at -31 on shield but it can easily cross-up shielding opponents which can add a bit of mix-up to this unsafe move but if seen coming it can still be punished hard. It’s best use cases are as a combo ender in Kirby’s bnbs and for ledge trapping because it hit’s ledge and last for 26 frames. Overall a pretty average Dash Attack, nothing particularly amazing but not bad either.
- If Dash Attack hits at the very end of the move it can combo into an upair
- Dash Attack can hit bad 2-frames at ledge
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
82 | 71 | N/A | N/A | 11 | ||||||||
80 | 50 | N/A | N/A | 9 | ||||||||
80 | 50 | N/A | N/A | 6 |
Smash Attacks
Forward Smash
/ +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Early | 15.021.0 charged | 13-15 | 47 | 361 | -24 to -22-19 to -17 charged | N/A |
Late | 11.015.4 charged | 16-19 | 47 | 60 | -23 to -20-20 to -17 charged | N/A |
Kirby’s most important smash attack. Kirby lunges forward with a kick. At frame 13, it’s one of the fastest Fsmashes in the game, it covers a large range since it’s a lunge while boasting amazing kill power. By utilizing the trip of Dtilt or Fair 1 you are able to combo into Fsmash for a kill confirm
- Fsmash when angled down can 2 frame
- Fsmash has the ability to low profile some moves during it’s lunge
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Early | 32 | 109 | N/A | N/A | 1014 charged | ||||||||
Late | 90 | 69 | N/A | N/A | 810 charged |
Up Smash
+
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Early | 15.0/14.021.0/19.6 charged | 12-14 | 45 | 75 | -23 to -21-18 to -16/-19 to -17 charged | right foot intangible 12-17 |
Late | 14.0/13.019.6/18.2 charged | 15-16 | 45 | 88 | -20 to -19/-21 to -20-16 to -15/-17 to -16 charged | right foot intangible 12-17 |
Latest | 13.0/12.018.2/16.8 charged | 17 | 45 | 50 | -19/-20-15/-16 charged | right foot intangible 12-17 |
It’s a pretty classic Up Smash, not super fast like fox or mii brawler but frame 12 isnt too bad considering its strength. Nothing special but it’s still good
- Up Smash, like many others like it, has invincibility on the leg making a reliable anti-air
- Similar to Fsmash, Up Smash allows kirby to low profile during certain frames of the move
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Early | 36 | 104 | N/A | N/A | 10/1014/13 charged | ||||||||
Late | 20 | 98 | N/A | N/A | 10/913/12 charged | ||||||||
Latest | 10 | 52 | N/A | N/A | 9/812/11 charged |
Down Smash
+
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Early/Late | 14.019.6 charged | 7-11/12-19 | 50 | 29 | -33 to -21-29 to -17 charged | right foot intangible 2-11 |
A surprisingly underrated part of kirby’s kit, Down Smash is a primer of it's category. At frame 7, it’s Kirby's fastest smash attack and boasts good kill power to boot. The real golden part of this move is its 2 framing. The hitbox reaches pretty far below the ledge and sends at an awful angle for the opponent. Even though it’s super unsafe on shield it’s still a very good tool for Kirby’s edge guarding and ledge trapping game
- Down Smash has invincibility on Kirby’s feet
- Down Smash also low profiles but this is the worst offender
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Early/Late | 25 | 94/89 | N/A | N/A | 1013 charged |
Aerials
Neutral Aerial
Airborne
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Earliest | 10.0 | 8-9 | 52 | 46 | -2 | N/A |
Early | 8.0 | 10-13 | 52 | 46 | -2 | N/A |
Late | 6.0 | 14-18 | 52 | 46 | -3 | N/A |
Latest | 4.0 | 19-32 | 52 | 46 | -3 | N/A |
- Autocancels out of fullhop
A strong and long lasting aerial that functions as an excellent anti-projectile and quick OoS move.
Its high knockback scaling makes it one of the game's strongest Neutral Airs. The move beats weak projectiles and, alongside FAir, can be used to approach zoners.
NAir's latest hit lasts 14 frames, deals very little knock back and can be used to gimp opponents with lenient timing, or potentially lead into tech chase scenarios at high percent.
NAir is also Kirby's safest move on shield. Paired up with his low profile landing animation and crouch, Kirby can avoid some grabs and rising aerials OoS.
While NAir is somewhat disjointed, covering Kirby's entire body, its reach is quite short. Also, its total duration makes it highly unsafe on whiff, especially when used while rising. As such Nair should be used with caution to avoid potentially opening Kirby up for strong hits.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Earliest | 35 | 117 | 6 | 1-2, 49+ | 4 | ||||||||
Early | 30 | 90 | 6 | 1-2, 49+ | 4 | ||||||||
Late | 30 | 90 | 6 | 1-2, 49+ | 3 | ||||||||
Latest | 30 | 90 | 6 | 1-2, 49+ | 3 |
Forward Aerial
Airborne +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Hit 1, Base/Tipper | 4.0 | 10-11 | 47 | 53/84 | -5 | N/A |
Hit 2 | 4.0 | 17-18 | 47 | 367 | -5 | N/A |
Hit 3 | 6.0 | 25-27 | 47 | 361 | -5 | N/A |
- Autocancels out of fullhop
A fantastic defensive and offensive tool, and contender for Kirby's best move overall.
FAir boasts solid disjointed range and beats weak projectiles to help close the gap against zoners. Its range also allows it to be used OoS when NAir and FAir won't reach.
Kirby can drift backwards while attacking with FAir, creating distance while dissuading the opponent from approaching. This is especially useful to pressure shields from a safe distance.
The move has three hits and allows Kirby to catch spot dodges and most ledge getups with lenient timing. Despite not being as strong as his best kill options, doing so with FAir is a simple way to take stocks at high percentages.
FAir also functions as a strong edgeguarding option offstage and is even capable of wall of pains in certain situations.
Kirby can fastfall and land after hitting either hit 1 or 2 of FAir and combo into various combo extenders or kill moves. Hit 1 is the go-to confirm for links until the opponent reaches a high percentage. At that point hit 2 should be used instead.
Unfortunately, the lack of an autolink angle results in landing the move fully be inconsistent, especially at high percentages, potentially screwing up interactions that could've netted Kirby a stock. This however, should not deter Kirby from using the move liberally.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hit 1, Base/Tipper | 43/35 | 39/38 | 8 | 1-9, 41+ | 3 | ||||||||
Hit 2 | 28 | 30 | 8 | 1-9, 41+ | 3 | ||||||||
Hit 3 | 24 | 148 | 8 | 1-9, 41+ | 3 |
Back Aerial
Airborne +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Early | 13.0 | 6-8 | 40 | 361 | -5 | N/A |
Late | 8.0 | 9-12 | 40 | 361 | -6 | N/A |
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Early | 15 | 104 | 10 | 1-2, 32+ | 5 | ||||||||
Late | 0 | 112 | 10 | 1-2, 32+ | 4 |
Up Aerial
Airborne +
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
10.0 | 8-13 | 35 | 70 | -3 | N/A |
- Autocancels out of shorthop, fullhop, shorthop fastfall and fullhop fastfall
A quick aerial useful for its low commitment and consistency.
UAir is tied with Nair as Kirby's second fastest aerial, and is effectively his second safest one overall. It functions as a solid OoS option, boasting better range than NAir, at the cost of having less knockback, killing only at high percentages when near ground level.
It serves as the best move to catch opponents high above Kirby, and to quickly get out of tumble as it has the shortest total duration of all his air moves. Its very lenient autocancel window effectively allows Kirby to throw out the move at any point before landing, without suffering from too much lag.
UAir can be used in combos, either as a combo starter against grounded opponents at low percentages, or to catch opponents when they get thrown up too far for other follow ups. Hitting opponents with the move's later active frames (when the hitbox is behind Kirby) if possible during combos is recommended.
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
20 | 115 | 7 | 1-7, 20+ | 4 |
Down Aerial
Airborne +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Linking Hits | 1.3 | 18 - 19/21 - 22/24 - 25/27 - 28 | 54 | 367 | -14 | N/A |
Final Hit | 2.0 | 34 | 54 | 270 | -14 | N/A |
Landing | 2.0 | 1-3 | 16 | 60 | -12 to -10 | N/A |
- Autocancels out of fullhop
A widely useful yet flawed multihit aerial in Kirby's arsenal.
DAir can be used as a linker in combos, often following an UTilt, and kill confirms. It's Kirby's slowest and most unsafe on shield aerial by a noticeable amount though, so using the move often outside advantage state is not recommended.
DAir's landing lag is also the longest of all of Kirby's aerials, but its pancake animation can make him low profile certain punishes, and the move's landing hitbox can take opponents by surprise if they release their shield too early. The landing hitbox's fixed knockback lends itself to potential combo opportunities.
DAir is Kirby's primary option when it comes to edgeguards. Its 16 active frames and meteor smash are exceptional when paired with Kirby's multiple jumps. The move is singlehandedly able to checkmate characters with poor and/or exploitable recoveries offstage. However, DAir is too weak to reliably kill characters with far reaching recoveries offstage unless used near the bottom blast zone.
Opponents can also SDI out of DAir to cut combos short or escape being sent downwards offstage. It is important to pay attention to an opponent's SDI and adjust accordingly, especially in Dair Ride combos.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Linking Hits | 20 | 100 | 16 | 1-17, 48+ | 2 | ||||||||
Final Hit | 20 | 110 | 16 | 1-17, 48+ | 2 | ||||||||
Landing | 40 FKB | 100 | N/A | N/A | 3 |
Special Moves
Inhale
(Hold OK)
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Start/Grab | N/A | 10-44+ | 63 | N/A | N/A | N/A |
Loop, Windbox | 0.0 | 1-18 | 19 from release | 160 | N/A | N/A |
Loop, Grabbox | N/A | 1-18 | 19 from release | N/A | N/A | N/A |
- B-reversable
A command grab with a varying amount of use depending on the matchup. Kirby will keep inhaling until he catches something or the special button is released. If Kirby successfully inhales an opponent, he can either spit them out as a projectile in the form of a star or swallow them to copy their Neutral Special. Kirby can also walk and jump while storing something in his mouth. He can take an inhaled opponent off stage to potentially take a stock, but not without great risk of losing one of his own.
Kirby can also inhale items and projectiles. Inhaled items and weak projectiles are automatically swallowed, stronger projectiles can be spat out as stars and explosives will detonate inside of his mouth, dealing slight damage.
It is recommended to inhale only fighters and strong projectiles, as swallowing has a copious amount of endlag.
- Inhaled explosives deal 5% to Kirby.
Swallow
- Swallowing opponents deals 10%.
- A copied Neutral Special has a 1.2x damage multiplier if applicable.
- Damage healed from swallowing items and projectiles is 1%.
Swallowing characters will grant Kirby their Neutral Special in the form of a Copy Ability. The usefulness of the Copy Ability gained varies depending on matchups. Inhaled items and weak projectiles are automatically swallowed and will heal Kirby by a small amount. Swallowing food items functions the same way as if Kirby would eat them by picking them up.
Spit
- Spitting out opponents deals 6%.
- Spat out projectiles have a 0.8x damage multiplier.
- Minimum damage dealt by a spat out star is 10%
The size and strength of the star spat out is dependent on the weight and power of characters and projectiles inhaled respectively. The distance of opponents spat out is dependent on their percentage, and they can shorten the duration of their projectile state by mashing.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Start/Grab | N/A | N/A | N/A | N/A | N/A | ||||||||
Loop, Windbox | 30 FKB/25 FKB | 100 | N/A | N/A | 2 | ||||||||
Loop, Grabbox | N/A | N/A | N/A | N/A | N/A |
Hammer Flip
/ + (Hold OK)
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Grounded, Uncharged | 19.0 | 11-12 from release | 40 from release | 48 | -11 to -10 | N/A |
Grounded, Max | 35.0 | 11-12 from release | 60 from release | 361 | -18 to -17 | all invincible 2-10/super armor 11-17 |
Aerial, Uncharged | 16.0 | 11-12/25-26 from release | 71 from release | 50 | -29 to -14 | N/A |
Aerial Max | 28.0 | 11-12 from release | 71 from release | 50 | -24 to -23 | N/A |
- Holding the special button will charge the move. Kirby can move slowly, turn around and jump while charging the move but not cancel the charge.
- Starts charging on frame 15, adding 0.085% to the move's damage every frame until fully charged.
- It takes 30 frames to enter mid-charge state and 135 frames to reach full charge.
- Kirby's walk speed and jump speed multiplier when charging is 0.4 and 0.6 respectively.
A potentially hard-hitting move in Kirby's arsenal.
The moves power is offset by it's long startup (which can be made longer if held) and endlag, which could be taken advantage of by the opponent, either by quickly poking Kirby before he can swing, or by evading/shielding and punishing him when he does. Ideally used for flashy reads during advantage state and ledge trapping scenarios.
Hammer Flip's utility is impacted by it's required commitment, and is often outclassed by Kirby's smash attacks.
- Grounded
An uncharged Hammer Flip is practically inferior to FSmash in most situations due to it's less desirable knockback angle, duration and reach. It's slightly stronger damage output makes it a viable jab lock finisher that's easier to input following a jab.
Hammer Flip becomes more useful the longer the move is charged, and can be rewarding when used as a call out option. The ability to move around while charging allows Kirby to mixup the opponent and take a stock. Platforms makes Kirby's mixup more potent when ledgetrapping, as he can stay on a platform to catch ledge jumps, and drop down to catch all other options, including ledge hang, as Hammer Flip hits below ledge.
- Aerial
- Stops horizontal momentum completely when swung.
Kirby swings his hammer twice when the move is used in midair. Unless the opponent is shielding, only one swing can land, as the first swing will launch the opponent before the second swing hits. Comes out only one frame slower than FAir and can be used to close out stocks early offstage.
At mid-charge the move becomes a solid pressure tool capable of fully breaking shields if both swings connect. If the opponent shields the first hit, they will have to shield the second swing, since the first swing will trap them in shieldstun.
- Full charge
- Kirby receives 1.2% in self damage every 26 frames if the full charge is held, until he reaches 100%.
- Stops horizontal momentum completely when swung midair.
Kills as early as ~25% if successfully hit on centre stage. Grants intangibility frame 2-10 and invincibility frame 11-17, but only on ground. It's power is offset by being committal and is best used when Kirby is ledge trapping (as it can cover all options excluding ledge jumps without a platform) or after a shield break.
While the move swings just as fast in midair, it loses quite a bit of power alongside a second swing and is in practice inferior to the aerial mid-charge version.
Despite Hammer Flip's full charge swing animation showing Kirby swing upwards, the move only hits in front of him, as the hitbox stays the same throughout all versions of the move. This can lead to situations where the Hammer Flip's intangibility/super armor frames let Kirby ignore an opponents aerial attack only for the move to whiff! Womp Womp
- Kirby will receive intangibility and invincibility from the aerial version if he lands before frame 10.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Grounded, Uncharged | 60 | 78 | N/A | N/A | 17 | ||||||||
Grounded, Max | 60 | 78 | N/A | N/A | 30 | ||||||||
Aerial, Uncharged | 60 | 78 | N/A | N/A | 14 | ||||||||
Aerial Max | 60 | 78 | N/A | N/A | 24 |
Final Cutter
+
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Rising | 5.0 | 23-24 | - | 85/93/90 | -29 to -26 | N/A |
Falling, Early | 2.0 | 41-49 | - | 275 | -14 to -6 | N/A |
Falling, Late | 2.0 | 50-58 | 58 | 361 | -5 to 3 | N/A |
- Shock wave projectile lasts 19 frames and has transcendent priority, going through everything the opponent throws.
- Kirby starts rising on the rising hitbox's first active frame (23), stops on frame 37 and begins descending on the falling hitbox's first active frame (41).
- Capable of spiking for the first 9 frames of descending.
- Final Cutter has a 14 frame gap between his ascending and descending hitboxes (frame 27-40), leaving Kirby vulnerable when the move reaches its peak.
- Kirby can grab ledges starting on frame 33.
- Pushing Kirby off the stage or a platform to force him into an airborne state before Final Cutter's landing animation finishes will put him in freefall.
In line with Kirby's special moveset, Final Cutter carries few practical applications, but as an Up Special, it's usefulness as a recovery tool is appreciated.
Final Cutter is disjointed and Kirby's only projectile move, excluding Copy Abilities, but is relatively slow and unsafe. The slow startup means that it is practically unusable OoS. It's Disjointed reach allows it to challenge both grounded and aerial approaches, provided it comes out in time.
The powerful descending spike hitbox makes Final Cutter an intense offstage tool capable of performing reversals or edgeguards.
Final Cutter gives Kirby a good amount of vertical distance when recovering but sends Kirby plummeting downwards after reaching its peak. Kirby can drift forward and back freely while using the move, albeit with barely any horizontal momentum. Final Cutter is also easily intercepted, and is best used when mixed up with Kirby's multiple jumps and excellent directional air dodge.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Rising | 117 FKB/102 FKB/60 FKB/50 FKB | 100 | 30 | N/A | 6 | ||||||||
Falling, Early | 96 FKB | 100 | 30 | N/A | 3 | ||||||||
Falling, Late | 30 | 180 | 30 | N/A | 3 |
Stone
+
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Falling | 18.0 | 29+ | 31 from cancel | 70 | NaN | N/A |
Landing/Grounded | 14.0 | 1/11 | 31 from cancel | 25 | NaN | N/A |
A situational move that will reward Kirby greatly if it catches opponents off guard but also greatly punish him if overused or the opponent anticipates it.
Has a unique form of damage based armor which allows Kirby to completely ignore damage taken from weak hits. Damage taken from attacks breaking Stones armor will be halved, though Kirby will still receive full knockback from them.
- Inputting the special button while in Stone form will transform Kirby back to normal, taking 31 frames to do so.
- Otherwise Kirby will stay in his Stone form for 150 frames (2.5 seconds) on ground and indefinitely in air.
- Stone can be exited out of starting on it's 18th active frame.
- Stone form slides down slopes, but doesn't deal damage when doing so.
- Grounded
- Stone armor kicks in on the moves first active frame, with a threshold of 25%.
- Minimum amount of total frames is 60.
- Only hits grounded opponents
A poor version of Stone who's usage should be avoided.
Stone used on the ground lacks the strong aerial hit, is extremely unsafe and has little to no payoff if successfully landed. An incredibly inferior option to FTilt and DSmash.
Stone armor may assist Kirby by tanking low damage punished from the opponent, but the overall situation of Kirby being in his Stone form on ground will benefit them more than Kirby.
- Aerial
- Stone armor kicks in on frame 19 with a threshold of 30% until frame 29 onwards, where it is lowered to 25%.
- Minimum amount of total frames is 78.
- -17 on shield if Stone is exited out of immediately after hitting.
A high risk, high reward move.
Stone is capable of being used as an edgeguarding tool as its armor will pass through any hitboxes the opponent might throw out while recovering.
Stone can be used to get past juggle situations and increase Kirby's fall speed. Offstage it can reposition Kirby for low recoveries where edgeguarding him may prove to be tricky. In some scenarios, it can callout the opponent for overextending and take their stocks early due to it's power.
Stone is very telegraphed and unsafe on shield and whiff. It can potentially net the opponent a free hard punish, both on- and offstage and should be used with caution.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Falling | 69 | 76 | N/A | N/A | 16 | ||||||||
Landing/Grounded | 86 | 24 | N/A | N/A | 13 |
Grabs & Throws
Grab
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Standing | N/A | 6-7 | 34 | N/A | N/A | N/A |
Dash | N/A | 9-10 | 41 | N/A | N/A | N/A |
Pivot | N/A | 10-11 | 36 | N/A | N/A | N/A |
Pummel | 1.0 | 1 | 5 | 361 | -2 | N/A |
- Standing Grab
- Pivot Grab (While Dashing, / > )
- Dash Grab (While Dashing, )
- Pummel (After grabbing, )
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Standing | N/A | N/A | N/A | N/A | N/A | ||||||||
Dash | N/A | N/A | N/A | N/A | N/A | ||||||||
Pivot | N/A | N/A | N/A | N/A | N/A | ||||||||
Pummel | 30 FKB | 100 | N/A | N/A | 2 |
Forward Throw
After grabbing,
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
5.0 | 45 | 58 | 75 | N/A | all invincible 1-45 |
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
40 | 125 | N/A | N/A | N/A |
Back Throw
After grabbing,
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
8.0 | 41 | 49 | 130 | N/A | all invincible 1-41 |
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
30 | 120 | N/A | N/A | N/A |
Up Throw
After grabbing,
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Hit 1 | 7.0 | 45-46 | 84 | 65 | -32 to -31 | all invincible 1-51 |
Throw | 10.0 | 51 | 84 | 78 | N/A | all invincible 1-51 |
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hit 1 | 85 | 95 | N/A | N/A | 7 | ||||||||
Throw | 75 | 74 | N/A | N/A | N/A |
Down Throw
After grabbing,
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Multihits | 1.0 | 9 - 10/13 - 14/17 - 18/21 - 22/25 - 26/29 - 30/33 - 34/37 - 38/41 - 42 | 79 | 361 | NaN | all invincible 1-58 |
Collateral? | 1.0 | 56-57 | 79 | 270 | -21 to -20 | all invincible 1-58 |
Throw | 2.0 | 58 | 79 | 63 | N/A | all invincible 1-58 |
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Multihits | 60 | 100 | N/A | N/A | 2 | ||||||||
Collateral? | 10 FKB | 100 | N/A | N/A | 2 | ||||||||
Throw | 60 | 180 | N/A | N/A | N/A |
Misc. Attacks
Ledge Attack
while holding the ledge
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
9.0 | 20-22 | 55 | 45 | -26 to -24 | all intangible 1-22 |
- PlaceHolder
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
90 | 20 | N/A | N/A | 9 |
Getup Attack
after getting knocked down
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Facing Up | 7.0 | 16-21 | 45 | 48 | -22 to -17 | all intangible 1-21 |
Facing Down | 7.0 | 16-21 | 45 | 48 | -22 to -17 | all intangible 1-21 |
It's a Getup Attack.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Facing Up | 80 | 48 | N/A | N/A | 7 | ||||||||
Facing Down | 80 | 48 | N/A | N/A | 7 |
Trip Attack
after tripping
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
5.0 | 19-28 | 49 | 361 | -24 to -15 | all intangible 1-7 |
- PlaceHolder
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
60 | 50 | N/A | N/A | 6 |
To edit frame data, edit values in SSBU/Kirby/Data. |
Essentials
• Controls • FAQ •
The Basics
• Movement •
Offense •
Defense •
Detailed & Advanced Information
• Damage/Knockback • Frame Data Explanations • States of Play • Universal Strategy • Esoterica •
Archived Information
• Patch Notes • Tier Lists • Alternate Resources • Discords •
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