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Again, haven't dabbled much yet, but first impressions were very positive.

The on-the-ground cutter works much better than I'd expected, and the two dash attacks are an interesting touch. Forgot to check his dtilt, but the inhale / grab cancel works nicely. Is he faster or is my friend imagining things?

Only gripe at the moment: I know that earthquake-rock needed to go, but if I'm not mistaken we're back to vBrawl rock, damage/kb not withstanding. Are the mechanics of it at all changed?
You can airdodge out of the rock pop out.
Ah, the airdodge is out of the pop-out? The way it was worded in that youtube video I half assumed he could airdodge out of the descent. No wonder xD
My apologies for the double post, but what became of the dtilt change that was mentioned on the vid? The dtilt in 2.0 seems to be unaltered.
It has a tight window to hold A. This will be something we'll look into fixing.
Yeah, that move has a... "feature." When I attempt to use Kirby's down tilt repeatedly, he frequently enters the t-pose.
I have a lot more to say about this pink fluffball so please excuse my double posting all the way across this thread. If I just edited my old post, no one would ever read it. Ever.

So anyway...

The rock: Earthquake is gone and it makes everyone sad, but frankly the replacement is well worth it. Near-complete safety on using and coming out of the rock is a bigger boon the the quake was in almost every circumstance and not a chunk of retarded nonsense where it is not. Rock is now a very viable move but no one sane will be considering it broken. Kudos!

The Hammer: As an adept philosopher in the proper timing and usage of the Falcon Punch and similarly laggy moves, I gotta say that a short-range move of this lag level that can be used only on the ground isn't exactly a huge addition to Kirby's movepool. However, one simple change would make it an awesome one: set it on fire. Not as a Falcon homage, but as a Kirby homage! Super Star's hammer power had a flaming strike that unleashed a mighty, fiery blow that was by far and large the strongest single-hit move in Kirby's arsenal, and the only move in Kirby's arsenal with that kind of charge time. Simply adding the fire element will take this move from a mediocre punish to a clever reference, and that's big in my book! Every game with Kirby needs more Kirby Super Star!

Dtilt: Has a patch for this thing been made yet? Kirby t-poses all over the place! Also, I really liked it back when it slid forward. Kirby has a slide move, you know, and it's his only method on non-inhale non-copy damage in his games. Also, he just so happens to pop up into the air when he hits enemies with it! You should combine 1.6 dtilt and 2.0 dtilt like Voltron! Slide demonstrated at about 6:09 of this video!

...I have more, but I need to leave now, so... Ta-ta! This chest-high wall of text will do for now.
The hammer is actually useful for finishing after a jab lock. I do like the idea for the fire effect. I still never use the rock, but I think that's just me.
Ah, jab locks. Of course. Out of dair, I'm guessing? That's as good as any, I suppose. But still, FIRE!

The rock is useful for getting back to the stage now, since you're not really left open. Also great for hitting people recovering with moves that you're not pro enough to dair, (Spinning Kong), that out-prioritize diar (space animals) or that just generally scare the shiz out of you and you want to stay invincible for (post-grab Dark Dive). There are a lot of uses for a pseudo-invincible move that's (mostly) safe if you wiff, but thanks to the position you need to be in to use it it's still unspammable. Huzzah for checks and balances!

That dtilt, though... something must be done.
Quick tapping d-tilt should make Kirby slide, and it does, with fairly strict timing. I've not experienced any T-stances with Kirby yet.
To make Kirby slide, I hold down on the dpad and c-stick down.

My main problem with Kirby is the new hammer. It's really not very useful, because it was pretty much only previously useful out of a jablock. The fully charged hammer lets them shield, and if you try to get it as charged as you can before they stand, it will not release when you want, it will wait until it's fully charged. Point is, it's not useful.
So I've done the grounded up+b by accident but can't find anything telling me how to do it.

How do you?
You hold down during the startup of grounded upB.
I've been playing Kirby since 64. He's always been a really solid, reliable character. I wouldn't main with him but as a secondary he's a great choice. What I love about Kirby now is how good he is on the ground. When most people think about Kirby, they think air combos. But the speed of his A's on the ground is awesome. A good jab combo leading into a fsmash is a great setup for a kill. His fireball dash is awesome as well. It's a great move for spaming and will spike when the opponent is on the edge.

He also has some killer defense. The most obvious of his defensive moves is his jumping ability. He has the most jumps out of every character in the game and with every jump he can air dodge. So if you're playing against a Sheik for example, her up B is easily avoided by well timed air dodges. Another great defense is the down B rock drop. I may be weird for doing this but I'll do it on the ground as a guard for a strong fsmash or other powerful kill move.
Um. You don't want to waste your jumps, because Kirby has a hard time landing, other than his Down-B, which either leads to a grab or an aerial in general. Using Down-B on the ground might be a bad idea because it has and end time in which you're helpless to grabs. I'm not sure that jab to F-smash is a combo. Unless it's a jablock, in which case, it is.

With Kirby, you want to use FFfair chains involving u-tilt, grab, and d-tilt. His f-throw tech chases at low percents, and at mid ranges has the f-throw -> u-air chain from vBrawl. Also, his bair is a great move for preventing recoveries. Since Kirby has one of the best recoveries in the game (if the enemy can't attack him), gimping by continuously b-air'ing to interrupt their recovery works amazingly against characters whose recoveries are easily gimpable (Marth, Snake). U-air chains also work reasonably well, but generally, that's SHFFu-airs.

Kirby's main problem is his size. Lucario's Neutral-B and Falco's Up-B are practically impenetrable.
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