SSBU/Kirby

From Dragdown


Overview

Kirby
Weight:79
Spotdodge:The duration and intangibility of this character's on-spot dodges.26F (3~17F intangible)
Air Dodge:The intangibility of this character's air dodges, both neutral and directional.3~29F intangible (Neutral)
3~21F intangible (Directional)
Unique Recovery Options:Recovery options that this character may have other than their Up Special.5 Double Jumps
Fastest OOS:BAir (9F)
Overview
Kirby's simplistic design and play style perfectly encapsulates the design philosophy fittingly coined 'Kirbyism'. He is easy to pick up and understand from the get-go, making him very appealing to beginners, but carries a surprising amount of depth to entice and challenge more experienced players.

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.

Summary
Kirby is a straightforward fighter that excels at dealing damage and controlling space within his short range, both onstage and offstage.
Pros Cons
  • Great Combos: Kirby's punish game can be very terrifying, since he can turn most stray hits into 60% combos.
  • Amazing Normals: Kirby has some of the best tilts in the entire game, as they're all very fast and generally safe on shield, a rarity in Smash. His aerials and smash attacks aren't too shabby either.
  • Low Profile: Kirby has one of the best crouches in the game, which allows him to low profile most common options or make landing aerials safer than they should.
  • Great Edgeguarding: Thanks to his six midair jumps and slow falling speed, Kirby can easily edgeguard his opponents.
  • Adaptability: The Inhale (Neutral-B) allows him to steal the opponent's Neutral-B. Depending on the opponent's character, this can completely turn the tides of the MU.
  • Platforms: Having a platform near Kirby can slightly hinder his punish game and damage output.
  • Struggles to Land: Due to Kirby's floaty nature and sluggish air speed, getting out of juggles will be more difficult than with other characters, though he still has five midair jumps, decent air acceleration, and potential landing mixups with Stone.
  • Struggles against Zoning: Kirby lacks any kind of ranged attack. This, on top of having a sluggish air speed, can make his approaches very predictable.
  • Stubby Moves: None of Kirby's attacks are disjointed. This, coupled with the two previous cons, makes sword characters some of Kirby's worst MUs.
  • Relies on the Opponent: Inhale's strength entirely relies on which character Kirby is facing. While it can net him some of the best moves in the entire game, it can also give him some very useless ones.
  • Dies Early: Kirby is tied with Mewtwo, Olimar, Pikachu and Sephiroth for the position of sixth-lightest character in the game.
Copy
Kirby after consuming Mario

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

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 where 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.

  • 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.


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 decently safe on shield. It can set up techchases at around low to mid percentages (around the 25% mark) and at high percents it can kill at ledge. 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. By Pivot Canceling a run into FTilt, Kirby's burst range increases drastically, allowing him to approach more effectively and improve his already solid ground control)


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

Twinkle Star is 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. The move'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. It also carries the highest end lag of all his aerials, making it highly unsafe on whiff, especially when used while rising.


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


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


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


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

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, allowing him to take an inhaled opponent off stage and 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 explosive 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.

  • Inhale is Kirby's only special move capable of being B-reversed.

Swallow

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.

  • 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%.
  • Inhaled explosives deal 5% to Kirby.

Spit

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.

  • Spitting out opponents deals 6%.
  • Spat out projectiles have a 0.8x damage multiplier.
    • Minimum damage dealt by spat out stars is 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
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

A potentially hard-hitting move in Kirby's arsenal. By holding the special button, Hammer Flip can be charged, increasing it's power to an extreme level. Kirby can move slowly, turn around and jump while charging the move but not cancel it. 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.

  • 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.
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 ledgejumps, and drop down to catch all other options, including ledgehang, as Hammer Flip hits below ledge.


Aerial

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, as they will trapped in shieldstun.

  • Stops horizontal momentum completely when swung.

Full charge

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 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.
  • 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

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.

  • 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.


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

A poor version of Stone that lacks the strong aerial hit. 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.

  • 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

Aerial

A high risk, high reward move capable of being used as an edgeguarding tool since Stone's 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, potentially netting the opponent a free hard punish, both on- and offstage, and should be used with caution.

  • 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.


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


Navigation

To edit frame data, edit values in SSBU/Kirby/Data.
Kirby


Character Select

System Explanations

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The Basics
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Detailed & Advanced Information
Damage/KnockbackFrame Data ExplanationsStates of PlayUniversal StrategyEsoterica
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Mechanics Glossary

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