
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 dangerous task and means that he can effectively control space with ease. If he wins neutral, Kirby can dish out high amounts of damage through his combos and take stocks early with his potent edge guarding game, supplemented by his floatiness, multiple jumps and DAir
His specials are slow and have very niche uses 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. 'Safe' characters, such as projectile users like Samus and swordfighters like
Lucina, can abuse these weaknesses to deal heavy damage without giving him an opportunity to answer back.
Kirby's floatiness and low airspeed makes his disadvantage state difficult to work around, but his multiple jumps and Stone special allow him to mix-up his landings.
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.
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Pros | Cons |
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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 |
Pretty decent jab. The only really special thing about it is that it’s frame 2. Other than that it’s pretty standard
- Kirby's fastest move at frame 2
- Good for jablocks when DTilt no longer works for it
- Both Jab 1 and Jab 2 which allows for some mix ups with Rapid Jab
- Avoid using Rapid Jab versus
Kazuya and
Bowser, as their Tough Guy mechanic grants them an easy punish(Jab 1 and Jab 2 still works fine).
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 |
An amazing poke that’s decently safe on shield, frame 5, and leads to techchase scenarios. An important move in his neutral
- Kills at Higher Percents
- Can be angled
- 2 frames when angles down
- Sets up for techchases at around 25% generally
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 |
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 |
- 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.
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 or swallow them to copy their neutral special He can also 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.
Swallow
Swallowing characters will grant Kirby their neutral special in the form of a Copy Ability. The usefulness of the Copy Ability gained varies with 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.
- Copied Neutral Special has 1.2x damage multiplier
- Damage healed from swallowing items and projectiles is 1%
- Inhaled explosives deal 5%
Spit
The size and strength of the star spat out is dependent on the weight and power of characters and projectiles inhaled respectively.
- Spat out projectiles have 0.8x damage multiplier
- Minimum damage 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 sometimes useful move in Kirby's arsenal. Hammer Flip can be charged, increasing it's power to an absurd level. Kirby can move, turn around and jump while charging the move but not cancel it. Can hit hard but is committal, especially if fully charged. Ideally used for flashy reads during advantage state and ledge trapping scenarios.
Rarely used and often considered to be Kirby's worst move due to requiring an overwhelming amount of commitment for what is essentially a situational smash attack at best.
- 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
There's not much use for an uncharged Hammer Flip beside being used as a jab lock finisher.
Becomes more useful the longer the move is charged, and can be rewarding when used as a call out option. Smash attacks are preferred in most cases, though they can be less rewarding than a successful mid-charged Hammer Flip.
- 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 as a viable edge guarding option.
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 can't act out of it in time.
- Stops all horizontal momentum 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) 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.
- Kirby receives 1.2% in self damage every 26 frames if the full charge is held, until he reaches 100%.
- Loses all horizontal momentum 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 |
Not a particularly great Up Special compared to the rest of cast's but still has some uses. Is disjointed and Kirby's only projectile move outside of Copy Abilities, but is 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, as long as it comes out in time. The powerful descending spike hitbox makes Final Cutter an intense offstage tool capable of performing reversals or edgeguards. Gives a good amount of vertical distance when used in recoveries, but is easily intercepted. Best used when mixed up with Kirby's multiple jumps and directional air dodges.
- Shock wave projectile lasts 19 frames and has transcendent priority, going through everything the opponent throws.
- Capable of spiking for the first 9 frames of descending.
- Has a 14 frame gap between his ascending and descending hitboxes (frame 27-40), leaving Kirby vulnerable when the move reaches it's peak.
- Can grab ledges starting on frame 33.
- Pushing Kirby off the stage or a platform 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 you greatly if it catches opponents off guard but also greatly punish you 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 make Kirby transform back into 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.
- 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 should never be used on ground, as it will only give your opponent an opportunity that just might cost you a game.
- 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 often used as an edgeguarding tool since Stone's armor will pass through any hitboxes the opponent might throw out while recovering. Can be used to get past juggle situations if Kirby stones and goes under the stage(though they have to watch out for counters during the fall and low edgeguards afterwards). In some scenarios, it can be used to callout the opponent for overextending. It is very telegraphed and unsafe on shield and whiff, potentially netting the opponent a free hard punish, SO NEVER USE IT AS A LANDING TOOL(unless you read an overextension). Great option for reads and calling out opponents hard.
- 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.
- Is -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 |
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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 |
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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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