Super Smash Bros. Galaxy Deluxe/Kirby Moveset

Kirby (カービィ, Kirby) is a playable character in Super Smash Bros. Ultimate. Like all veterans, he was confirmed on June 12th, 2018. Kirby is classified as Fighter #06.
Kirby is voiced in all regions once again by Makiko Ōmoto, using a combination of new voice clips and ones recycled from Super Smash Bros. 4.
Kirby is currently ranked 76th out of 82 on the Ultimate tier list, placing him in the upper half of D+ tier, a slight drop from his placement in the previous game. Kirby possesses fast tilts and low ending lag on his aerials, granting him access to quick and powerful combos, while his back air and dash attack grant him strong KO options. Kirby's relatively small size and low crouch also makes him hard to hit; his crouch especially allows him to avoid most grabs and some attacks. Finally, Kirby's Inhale grants him his opponent's neutral special move, which not only deals more damage than the opponent's, but can also be used to alleviate some of Kirby's weaknesses. 
However, Kirby has poor endurance, as his light weight makes him susceptible to early KOs. His poor air and ground speed, as well as a lack of projectiles and ranged attacks, presents a host of problems in neutral and offstage, as Kirby has trouble approaching and fighting those that can outrange him. Finally, Kirby's recovery, though far-reaching, is rather predictable, and his poor air speed and floatiness make Kirby very vulnerable to edgeguarding.
Overall, Kirby's weaknesses undermine some of his strengths, and as a result he has consistently placed near the bottom in terms of competitive representation. Nevertheless, Kirby has still seen some success from dedicated mains such as JeJaJeJa, Jesuischoq, and Konokururu.
== Moveset ==
 	 	Name 	Damage 	Description
Neutral attack 	Neutral attack 	Punch (パンチ) / Follow-Up Punch (追いパンチ) / Vulcan Jab (バルカンジャブ) / Vulcan Finish (バルカンフィニッシュ) 	1.8% 	A one-two combo. When button mashed, Kirby performs the Vulcan Jab from the Fighter ability before concluding with the Smash Punch. It is very quick due to coming out on frame 2, and its first two hits have very minimal ending lag. These traits make it effective for jab canceling or as an out of shield option. Both hits can also jab lock.
Neutral attack 	Neutral attack 	Punch (パンチ) / Follow-Up Punch (追いパンチ) / Vulcan Jab (バルカンジャブ) / Vulcan Finish (バルカンフィニッシュ) 	1.6% 	A one-two combo. When button mashed, Kirby performs the Vulcan Jab from the Fighter ability before concluding with the Smash Punch. It is very quick due to coming out on frame 2, and its first two hits have very minimal ending lag. These traits make it effective for jab canceling or as an out of shield option. Both hits can also jab lock.
Neutral attack 	Neutral attack 	Punch (パンチ) / Follow-Up Punch (追いパンチ) / Vulcan Jab (バルカンジャブ) / Vulcan Finish (バルカンフィニッシュ) 	0.2% (loop), 3% (last) 	A one-two combo. When button mashed, Kirby performs the Vulcan Jab from the Fighter ability before concluding with the Smash Punch. It is very quick due to coming out on frame 2, and its first two hits have very minimal ending lag. These traits make it effective for jab canceling or as an out of shield option. Both hits can also jab lock.
Forward tilt 	Forward tilt 	Spinning Kick (スピニングキック) 	8% (base), 7% (tip) 	Throws a spinning roundhouse kick. It is quick, due to coming out on frame 5, having very little ending lag and can be angled. The tip of Kirby's foot is a sourspot, but it's outprioritized by the other hitboxes. Due to its above average knockback, it can KO middleweights starting at around 140% at the edge of Final Destination when sweetspotted; this makes it a useful 2-framing option when angled downwards.
Up tilt 	Up tilt 	Kirby Tail (カービィテイル) 	5% (clean), 4% (late) 	A scorpion kick. Although its damage output is low, it is a very useful combo starter at low percents, especially on fast-fallers, due to it coming out on frame 4 and having both very minimal ending lag and disjointed range which additionally reaches behind him. It also renders Kirby's foot intangible throughout its duration, which can give him protection above him and allows it to be used as an anti-air tool despite its rather poor range.
Down tilt 	Down tilt 	Squish Kick (ローキック, Low Kick) 	6% 	A crouching shin kick. It is fairly spammable due to coming out on frame 4 and having minimal ending lag. When coupled with its tripping potential, and the fact that Kirby's crouch allows him to dodge many attacks with high hitboxes, it can be a very useful set-up option especially after a crouch.
Dash attack 	Dash attack 	Burning (バーニング) 	12% (clean), 9% (mid), 6% (late) 	The Burn attack from the Burning ability from Kirby's Adventure. It has decent startup at frame 9 with a long-lasting hitbox that grows weaker over time. Its clean hitbox is one of the strongest dash attacks in the game, KOing middleweights at around 100% from the edge of Final Destination, though it is extremely punishable on shield due to its endlag. Unlike Melee, it does not slide off of edges.
Forward smash 	Forward smash 	Smash Kick (スマッシュキック) 	15% (clean), 11% (late) 	Based on the Spin Kick from the Fighter ability from Kirby Super Star. Due to becoming active at frame 13, it's fast for a forward smash. It can be angled and moderately moves Kirby forward, giving it deceptively good range. Its clean hitbox also deals respectable damage and has very high knockback growth, which makes it a powerful and reliable KOing option. While near the edge of Final Destination, it KOs middleweights starting at around 70%. However, its late hitbox lacks reliable KO potential due to its high base knockback but very low knockback scaling. The hitbox also has a deceptively short duration compared to what it seems, and has noticeable ending lag (29 frames), making it unsafe on shield and punishable if not used correctly. A powerful punish option that is also capable of 2-framing reliably if angled downwards.
Up smash 	Up smash 	Somersault Kick (サマーソルトキック) 	15%/14% (clean), 14%/13% (mid), 13%/12% (late) 	A bicycle kick. It can hit behind Kirby, while its clean hitbox deals respectable damage and has very high knockback growth akin to forward smash, KOing middleweights at around 100% from anywhere on Final Destination. Kirby's foot is also rendered intangible throughout its duration. Has moderate startup and ending lag, coming out on frame 12 and having 27 frames of ending lag, which gives it the fastest interruptibility of Kirby's smash attacks. Its late hitbox is noticeably weaker but still has very respectable KO power for an up smash, KOing middleweights at around 120% from anywhere on Final Destination.
Down smash 	Down smash 	Propeller Kick (プロペラキック) 	14% (clean), 10% (late) 	A spinning split kick. It hits in front of and behind Kirby, and its clean hitbox deals respectable damage and has very high knockback growth like his forward and up smashes. Comes out on frame 7, with the fastest startup of his smash attacks. It semi-spikes with above average power, with its clean hitbox KOing middleweights starting at around 100% from the edge of Final Destination, and is additionally a reliable 2-framing option that is very useful for edgeguarding as a result. It also renders Kirby's feet intangible for 10 frames starting from frame 5 until the clean hit ceases at frame 14. However, its late hitbox has significantly lower KO potential due to its lower damage, not KOing middleweights on the ledge of Final Destination until around 140%. Due to it having 31 frames of ending lag, it has the highest ending lag of Kirby's smash attacks, and combined with its long duration, it's extremely punishable if shielded or whiffed.
Neutral aerial 	Neutral aerial 	Twinkle Star (ティンクルスター) 	10% (clean), 8% (mid), 6% (mid-to-late), 4% (late) 	A cartwheel that also appears in the Smash Bros. ability. Its very low landing lag makes it a decent set-up option at low percents or a tool for shield pressure when short hopped, while its high knockback growth makes it a decent anti-pressure and out of shield option. In addition, on Final Destination, it can KO middleweights under 160% at center stage and at around 110% at the ledge if hit cleanly, making it one of the strongest neutral aerials in the game. It has large hitboxes that cover Kirby's body, especially at the beginning, giving good protection and coverage around him. It can also edgeguard, but it has the highest amount of ending lag out of Kirby's aerials, although still significantly less than in SSB4. It has sex kick properties and autocancels in a full hop. Due to coming out on frame 8, it has the second fastest startup of Kirby's aerials, although this also makes it slower in comparison to other sex kicks.
Forward aerial 	Forward aerial 	Triple Attack (トリプルアタック) 	4% (hit 1), 4% (hit 2), 6% (hit 3) 	A series of multiple aerial kicks. Due to coming out on frame 10, it has the second slowest startup of Kirby's aerials. The first two hits have low knockback, which allows them to connect reliably into the third hit; however, they are notably inconsistent and the move will frequently experience fallouts as a result. Its low landing lag also allows the first or second hit to be used as set-up options into other moves, such as an up smash or forward smash at high percents. A versatile aerial that is good for combos and edgeguarding, it is capable of connecting into itself for a wall of pain in certain instances. The third hit has enough knockback to KO middleweights near the edge of Final Destination at around 140% with no rage, making it fairly efficient for edgeguarding despite its average knockback. It can also be used as an out-of-shield option if Kirby is too far away to hit the opponent with neutral aerial or up aerial instead. Autocancels in a full hop.
Back aerial 	Back aerial 	Drop Kick (ドロップキック) 	13% (clean), 8% (late) 	A fast backwards dropkick. It functions as a sex kick, but also has the lowest amount of start-up lag out of Kirby's aerials, due to it coming out on frame 6. It can autocancel in a short hop and its clean hitbox also deals the most damage out of his aerials, and possesses very high knockback growth, which make it a viable KOing option. While near the edge of Final Destination, its clean hitbox KOs middleweights at around 105-110%, which is around the same KO percentages of Kirby's clean neutral aerial. It also boasts good range due to its slightly disjointed hitbox, which makes it a viable edge-guarding option, and allows it use in a wall of pain, as well as a good approach option if used in a reverse aerial rush.
Up aerial 	Up aerial 	Air Cutter (エアカッター) 	10% 	An aerial flip kick similar to his up smash. Comes out on frame 8, tied with neutral aerial for having the second lowest startup of Kirby's aerials. A decent juggling option, it can also be used for continuing a combo due to its low landing lag. Can be used as an out-of-shield option if the opponent has a large enough hurtbox. Due to its decent damage and knockback, it's strong enough to KO middeweights at around 150% on Final Destination on ground level, making it a useful KO option after a full hop, or above platforms. It can autocancel in a short hop fast fall.
Down aerial 	Down aerial 	Screwdriver (スクリュードライバー) 	1.3% (hits 1-5), 2% (hit 6), 2% (landing) 	A diagonal corkscrew dropkick. A decent combo starter on grounded opponents and due its low ending lag, and the final hit is a weak meteor smash, which makes it useful for edgeguarding and allows it to gimp characters with short recoveries. It can even lead into a footstool jump on fast-fallers and heavyweights. While it has the highest amount of start-up lag out of Kirby's aerials and of his moveset due to coming out on frame 18, and not autocanceling in a short hop, it can be auto-canceled on landing, giving Kirby a decent window to safely land while tumbling. While having a rather good autocancel window, and being good for edgeguarding, its usage offstage is only serviceable against characters with slow or exploitable recoveries, as the final hit cannot reliably KO characters even as high as 180% offstage.
Grab 	Grab 	Grab (つかみ) 	— 	One of the fastest grabs, but has short range. Based on the startup animation of the Torent Lariat from the Suplex ability from Kirby Super Star.
Pummel 	Pummel 	Grab Slap (つかみビンタ) 	1% 	A sequence of punches. Has average damage output, but is one of the fastest pummels.
Forward throw 	Forward throw 	Power Bomb (パワーボム) 	5% 	A throw resembling the Rock Drop from the Suplex ability from Kirby Super Star. Unlike the majority of forward throws, it possesses combo potential. Its most reliable follow-ups are neutral, forward and down aerials at low percents, and up aerial and Final Cutter at medium percents. Using it below a Battlefield platform will have Kirby land on said platform, hindering followups at lower percents, but extending them at higher percents.
Back throw 	Back throw 	Brain Buster (ブレーンバスター) 	8% 	A back throw resembling the backwards dive from the Backdrop ability from Kirby's Adventure. Despite having an average damage output and very low base knockback, it has very high knockback growth. As a result, it has decent KO potential. While near the edge of Final Destination, it KOs middleweights at around 140%.
Up throw 	Up throw 	Air Drop (いずな落とし, Izuna Drop) 	10% (throw), 7% (landing) 	The Air Drop from the Ninja ability from Kirby Super Star. Like Meta Knight's up throw, it can damage and launch bystanders upon landing. It is weaker than his back throw when used at the edge, but it is consistently strong regardless of where it's used on the stage. Great knockback, KOing middleweights at around 160% from anywhere on Final Destination without rage; though it is extremely susceptible to DI. Because Kirby jumps up to perform it, he can land onto platforms above him upon descending, which enables it to KO even earlier.
Down throw 	Down throw 	Fury Stomp (もうれつストンピング, Fury Stomping) 	1% (hits 1-10), 2% (throw) 	The Fury Stomp from the Suplex ability from Kirby Super Star. It is Kirby's most damaging throw at 12%, which makes it useful for damage racking when his other throws can't do so. It can also damage nearby opponents. Due to its high knockback and unfavorable angle in comparison to other down throws, it launches too high for followups, so it's his most situational throw. However, it has enough knockback to KO middleweights at around 200% on Final Destination if Kirby has no rage, so it can be used as a situational KO option, but only on certain high platforms. On the top platform of Battlefield, it will KO middleweights at around 170-175% without rage.
Floor attack (front)	Floor attack (front)	 	7% 	Performs a spin kick before getting up.
Floor attack (back) 	Floor attack (back) 	 	7% 	Kicks on one side and then the other before getting up.
Floor attack (trip) 	Floor attack (trip) 	Break Spin 	5% 	The Break Spin from the Yo-yo ability from Kirby Super Star.
Edge attack 	Edge attack 	 	9% 	Performs a cartwheeling kick while climbing up. It has surprisingly good range compared to many other characters' edge attacks.
Neutral special 	Neutral special 	Inhale 	10% (swallow), 6% (spit) 	Inhales the opponent. It has a grabbox and can be held indefinitely. Upon Inhaling an opponent, Kirby can spit them out as a star to deal damage to them and any nearby opponents, copy their neutral special move, or walk around slowly and/or perform a short hop. However, the opponent can escape from Kirby's mouth via button mashing. Some characters will give Kirby a slight variation of their neutral special due to mechanics that would not work properly when copied, such as Luma Shot and Pikmin Pluck. When inhaling projectiles, Kirby will heal off a small amount of percentage, and when inhaling large projectiles, such as Samus's fully charged Charge Shot, it can be spat out as a star. Kirby's copied neutral special's damage output has a x1.2 multiplier compared to the opponent's version.
Side special 	Side special 	Hammer Flip 	19% (grounded uncharged), 16% (aerial uncharged), 35% (grounded fully charged), 28% (aerial fully charged)	The attack of the same name from the Hammer ability. It is chargeable and, when fully charged, Kirby's hammer will ignite and deal recoil damage. He can also slowly walk and jump while charging. When it is used in midair, Kirby will swing his hammer twice, with each hit being equally powerful. While near the edge of Final Destination, uncharged Hammer Flip KOs middleweights at around 65%. Fully charged Hammer Flip KOs middleweights at around 6%. Although weaker, aerial Hammer Flip nevertheless possesses impressive KO potential. While near the edge of Final Destination, it KOs middleweights at around 86%. Its fully charged version KOs them at around 33%. When fully charged and on the ground, it makes Kirby invincible from frame 2-10 and gives him super armor from frame 11-17. To counteract its power, it has lengthy startup and endlag, making its usage in competitive play outside of shield break punishes or covering get-up options from ledge very limited.
Up special 	Up special 	Final Cutter 	5% (ascent), 2% (descent), 5% (landing), 6% (shockwave) 	The attack of the same name from the Cutter ability. It weakly meteor smashes any opponents he comes into contact with upon descending, which is somewhat useful as a sacrificial KO or to edgeguard opponents who run out of ledge invincibility, though not to the extent of similar moves like Aether. The sword also emits a shockwave upon hitting a solid surface, which is Kirby's only projectile aside from spitting out an Inhaled opponent. Solid vertical recovery distance and has serviceable horizontal distance when angled. Can also punish improper aerial approaches, but overuse will render Kirby vulnerable to punishment due to the high start-up. Kirby cannot sweetspot the edge until he starts to descend, and if the platform beneath him disappears or if he is pushed off while he is still in the landing animation, he will be rendered helpless.
Down special 	Down special 	Stone 	18% (impact), 14% (shockwave) 	The Stone Change (while Kirby is on the ground) and the Stone Smash (while Kirby is in the air) from the Stone ability. While transformed, Kirby gains armor that can withstand at least 25%, though he can be grabbed while transformed. Stone Smash also grants super armor during startup (frames 19-28), and can also be canceled in midair by pressing the special button, which can be used for mindgames. Thanks to its high damage output, Stone Smash KOs middleweights at around 100% and deals considerable shield damage. Although Stone Change is considerably weaker, it is still a relatively potent semi-spike and comes out much faster thanks to its shockwave (frame 11 instead of 29). Stone's usage include combating juggles, or being used as a landing/edgeguarding tool; however, due to its high overall lag and predictability, it is not often used in competitive play.
Final Smash 	Final Smash 	Ultra Sword 	3% (stun), 5% (hit 1), 2.5% (hits 2-9), 16% (hit 10) 	The Super Ability of the same name. Kirby wields a gigantic sword to repeatedly slash the opponent before enlarging the sword and then concluding with a powerful downward slash. While near the edge of Final Destination, it KOs middleweights at around 15%.
== Appearing ==
Kirby rides in on his classic Warp Star, followed by a small explosion while flipping off of it.
== Taunt ==
Up taunt: Smiles and poses, producing a star.
Side taunt: Spins around playfully, then says "Yeah!" while standing on one foot. Based on his "character chosen" animation in the original Super Smash Bros.
Down taunt: Leans toward the screen and says "Hi!" while waving his arms.
== Idle ==
Dozes off, then shakes his head awake.
Turns to face away from the screen, then turns back.
== Victory Pose ==
Left: Moonwalks to the left, twists, slides to the right, and jumps into a pose where he stands on one foot. Based on Kirby's dances in Kirby's Return to Dream Land and ends with a pose similar to his Brawl render and his character select animation in Super Smash Bros.
Up: Cartwheels to the left twice, wiggles, and does a front flip before posing. The ending pose originated from the Kirby Dance in Kirby's Adventure.
Right: Jumps twice, shuffles backwards, does a breakdance, and poses while facing away from the camera. Based on Kirby's dances in Kirby's Return to Dream Land, with the ending pose also appearing in said game.
== Victory Theme ==
Kirby: Kirby Victory Theme
== Classic Mode: Gourmet Clash ==
ound 	Opponent 	Stage 	Music
1 	Pac-Man 	Pac-Land 	PAC-MAN
2 	Giant  Yoshi 	Yoshi's Island 	Ground Theme - Super Mario World
3 	Donkey Kong 	Jungle Japes 	Jungle Hijinxs
4 	Giant  Wario 	Gamer 	WarioWare, Inc.
5 	King K. Rool 	Kongo Jungle 	Mangrove Cove
6 	Giant  King Dedede	Fountain of Dreams 	Gourmet Race (64)
Bonus Stage	Bonus Stage 	Bonus Stage 	Bonus Stage
Final 	Marx 	Mysterious Dimension	Vs. Marx
== Character unlock tree ==
# Claus
# Slippy
# Pac-Man
# Pichu
# Robin
# Sora
# Pyra/Mythra
# Viridi
# Pit's Body
# Peppy
== Palutena's Guidance ==
: Pit: It's always easy to pick Kirby out of a crowd.
: Viridi: Aww! He's so squishy and adorable!
: Palutena: True, but he's still a formidable foe.
: Pit: He's got all kinds of moves, and he's top notch at recovering! Does this guy have ANY weaknesses?
: Viridi: Just what you'd expect: his weight. Or rather, his lack of weight.
: Pit: So it shouldn't be hard to send him flying, huh?
: Palutena: Right. The question is how to do that.
: Viridi: Oh, that part's easy. Just keep whaling on him. Then we'll see who's stronger: that little puffball...or Kirby!
== Color ==
# Original
# Yellow
# Blue
# Red
# Green
# Grey
# Orange
# Shadow Kirby
== Story Mode ==
Kirby Was Vaporized By Oleander When She unleashed Her beams of stars. and imprisoned alongside the rest of the fighters, with the exception of Girl & Dog.
In Opening Scene, Kirby Almost To Escape Beam Of Stars With Warp Star. But Before He Warping Away, Beam Of Stars Cut Part Of Warp Star And Vaporized Kirby Before He Escape Away and placed under Oleander's imprisonment along with the rest of the fighters (excluding Girl & Dog).
No.	Name 	Type 	Power	Stage 	Music
06 	Kirby	Attack	5,100	Green Greens (Ω form)	Gourmet Race (64)
== Spirit ==
Category:Character Movesets