Kirby: Paradox Hour/Abilities

==Controls Overview==
Each of Kirby's returning abilities are adapted from their most recent appearance. Only the specific changes to those abilities are listed below. There are a few universal changes:
*Due to being in a 3D environment, and are used exclusively for lateral movement. Moves that previously required Up or Down inputs now utilize or , unless otherwise stated below.
*Many of Kirby's moves already possessed elements of 3D movement in past games, such as the Fire ability's Fireball Inferno occupying 3D space, or the Yo-Yo ability's Yo-Yo Orbit circling around Kirby on the ground. The 3D components of such moves are fully utilized in this control scheme.
*Projectiles, whenever possible, will home in slightly on targets they get close to. This is to make aiming and attacking in 3D space more forgiving. Some charged projectiles can also be locked onto foes using a reticle. 
==Basic Controls==
KIRBY 	KIRBY
Standard Controls	Standard Controls
or : Movement
 : Duck
 : Inhale or Ability
 with full meter : Star Technique
 : Block	: Jump
 + : Slide
 : Discard Ability
 : Pause
 + ( or ) : Dodge
Note: Button commands assume Kirby is facing right.
==New Abilities==
JEWEL 	
DESERT
Wield the power of precious gemstones with this flashy ability! Turn gems into sharp projectiles and reflective shields, or channel energy through them to create light beams! Light up the battlefield with your Crystal Cannon!	Your foes don't sand a chance against this rough ability! Get up close and personal with devastating sand blasts, or bury foes in massive sand traps! Unleash the spirit of the desert with Sand Storm!
:Jewel Gun (): Kirby fires a jagged jewel projectile ahead. Travels through enemies with stopping, dealing multiple hits to larger ones.
:Flash Fractal (Hold ): Kirby releases a damaging blast of light in front of him, which can temporarily stun enemies.
:Gem Drill (Dash + ): Kirby dashes forwards while spinning, drilling into foes he hits.
:Crown Bomb ( + in the air): Kirby extends spiky crystals from his hat, and drops downwards.
:Lens Flare (Spin + ): Kirby spins around on the ground while firing a laser from his hat, striking the ground in a circle around himself.
:Lens Wave (Forwards + in the air): Kirby floats briefly in the air, firing a laser along the ground from his hat.
:Jewel Case (Shield): While shielding, Kirby raises a jewel barrier around himself. The barrier remains for a while after lowering his guard, reducing his damage and dealing a few extra hits on contact.
: Crystal Cannon has Kirby charge up energy by spinning crystals around himself; he then fires off a massive laser across the stage. Breaks strong barriers, and can be focused through crystal objects onstage to activate mechanisms.	
:Desert Wind (): Kirby breathes a damaging burst of sand forwards. The blast can break ice.
:Desert Flurry (Mash ): Kirby uses hot sand to strike multiple times in front of him, ending with a small sand wave launched forwards. 
:Sink Hole ( + ): Kirby sinks into a giant sand pit, dealing rapid damage to foes who touch it.
:Dust Devil ( + ): Kirby summons a small sandy tornado, flinging it forwards. It picks up and carries enemies, dealing more damage to larger foes and bosses if it contains more objects.
:Whirling Scimitars (Dash + ): Kirby launches forwards while engulfed in spinning sand blades. Kirby can jump while dashing to strike foes above him.
:Hot Spray ( in the air): Kirby flips forwards and releases a burst of hot sand from his hat.
:Hot Dive ( + in the air): Kirby gathers sand into a fist on his hand, then dives down at an angle to punch the ground. He creates a burst of sand when he lands that hits the space above and in front of him.
: Sand Storm summons a giant wave of sand from behind Kirby that sweeps across the arena, blasting foes and covering the stage in sand. Breaks barriers in the ground, as well as making it safe to walk on grounded spikes.
CYBER 	
CHRONO
Subdue your enemies with the power of technology! Run analysis and diagnosis programs to raise your power and defense! Once you've reached your limit, wipe the system with a devastating Reset Ripple! 	Control the flow of time with this cosmic power! Skip ahead to teleport, freeze enemies in time, or rewind to undo damage! When the time is right, unleash Temporal Trap to briefly freeze all time, but only once!
:Binary Beam (): Kirby launches a pair of energy blasts forwards. The two blasts move slowly, homing in on foes they get close to.
:Multi Binary Beam (Dash + in air): Kirby spins while releasing three pairs of Binary Beams forwards, which travel in the same fashion as before.
:Calibration (Hold ): Kirby generates energy around himself, damaging foes around him. Kirby will eventually become calibrated, and glow with green energy - while calibrated, Kirby’s Binary Beam and Multi Binary Beam can be fired much faster, travel and home in faster, and deal more damage. The state wears off after 20 seconds.
:Hard Driver (Dash + ): Kirby generates a plug on his hand and dashes forwards, dealing multiple electrical attacks.
:Rising Spark ( + ): Kirby sends up an electric sphere that hits multiple times. If used while calibrated, the sphere is much larger and deals more damage, but also ends Kirby’s calibration.
:Diagnostics ( + ): Kirby releases a blue scanner forwards, dealing slight electrical damage. If it hits a foe, Kirby will enter diagnosis state, and helmet antenna will glow blue. While in this form, Kirby takes less damage from all attacks, and has more invincibility frames. Kirby can repeat this move up to three times, stacking the effects each time.
:Analytics ( + ): Kirby releases a red scanner forwards, dealing slight electrical damage. If it hits a foe, Kirby will enter analysis state, and helmet antenna will glow red. While in this form, Kirby’s attacks all do more damage. Kirby can repeat this move up to three times, stacking the effects each time.
:Data Breaker (Hold + Mash Stick): Kirby releases an electric explosion around himself. Deals more damage if he is in diagnosis or analysis state, and is stronger if either has been stacked. Removes both of these states.
: Reset Ripple: Kirby charges a cyber storm around himself, releasing it as a ring of energy. Enemies hit by the ring take immense electrical damage. The move can destroy electrical obstacles, as well as activate wires.	
:Rewind (): Reverses time for Kirby by 10 seconds - if Kirby has taken damage during the past 10 seconds, it will be restored. Kirby will flash for several seconds afterwards, during which he cannot Rewind again.
:Pause ( when near an enemy): Kirby releases a burst of energy from his hand, freezing the opponent in time. Using the move foes who are paused will only deal damage. The enemy is unpaused after 10 seconds, receiving all damage dealt to them at once. Has a 30 second cooldown.
:Skip ( + ): Kirby teleports away, skipping ahead in time to reappear in the desired location. Kirby releases an energy clock around himself when reappearing, damaging enemies near him. If used repeatedly, Kirby takes longer to skip again, leaving him vulnerable.
:Cosmic Hand (Hold ): Kirby generates a glowing clock hand in front of him. It can be aimed at enemies, dealing constant damage to them.
:Whirling Cosmic Hand (Hold in air): Kirby generates a glowing clock hand that slowly turns around him. The hand damages enemies it hits. Kirby’s descent is slowed for as long as is held. 
:Timeline Dash (Dash + ): Kirby charges forwards and punches with a burst of energy. The energy transforms into a clone of Kirby, which also punches forwards while dashing. Four clones are created this way, with the last one attacking with a rising uppercut.
:Chrono Clone ( + ): Kirby creates a duplicate of himself that remains frozen in time for 10 seconds. During this time, Kirby can freely move and attack, but cannot use Rewind or Chrono Clone. Once the time expires, the copy will replicate Kirby’s actions, using the same attacks and interacting with the same objects.
:Chrono Counter ( just after taking damage): Kirby releases a burst of energy and freezes time for three seconds. Kirby can freely move and attack during this time. Once time expires, the attacker is hit by the energy burst, as well as any attacks Kirby used during frozen time.
: Temporal Trap has Kirby freeze time around himself, bringing all enemies and objects to a stop. Kirby can still move freely and attack the frozen enemies, and all of Kirby’s attacks are stronger during this time. Can be used to bypass fast obstacles and dodge attacks at the last moment. Kirby loses the Chrono ability after using this move.
==Ally Abilities==
PAINTER	Adeleine enters the fray with her assortment of artistic tricks! Combining moves from Artist, Water, and Poison creates a unique skillset ideal for stage control! Your power culminates in the fabulous Maximum Masterpiece!
:Brush Splash (): Adeleine swings her brush, splashing paint forwards.
:Brush Flurry (Mash ): Adeleine attacks multiple times with her brush, then leaps into the air and slams it down, sending a large splash of paint upwards.
:Paintbow (Hold ): Adeleine summons an explosion of paint that forms a rainbow in the air above her. The rainbow lingers in the air for several seconds, or until she uses the move again.
:Skate Artist (Dash): Adeleine rides forwards on a pair of skates, dragging her brush along the ground to create a trail of damaging paint.
:Splash Art ( during Skate Artist): Adeleine flings he brush forwards, creating a wave of paint she can ride. The wave bursts and forms a puddle after a second.
:Powder Paint (Spin + ): Adeleine spins in place while flinging colored power around her. The powder hangs in the air and damages foes for a while.
:Paint Riser ( + ): Adeleine thrusts her brush upwards, dealing damage with it. Any puddles of paint on the ground also release damaging bursts upwards before vanishing.
:Paint Geyser ( + in the air): Adeleine shoots a stream of paint out of her brush that slows her fall. Paint that strikes the ground forms damaging puddles.
:Paint Bomb (Dash + in air): Adeline throws a sphere of paint forwards. Once it lands, it rolls for a moment before bursting into a paint puddle.
: Maximum Masterpiece summons a canvas, and draws a portal on it. The portal sprays out paint until it covers the entire stage and screen, dealing massive damage to all opponents. The move can extinguish fires or fill pits - Adeleine is also invincible until the paint fades.	
:Brush Splash (): Adeleine swings her brush, splashing paint forwards.
:Brush Flurry (Mash ): Adeleine attacks multiple times with her brush, then leaps into the air and slams it down, sending a large splash of paint upwards.
:Paintbow (Hold ): Adeleine summons an explosion of paint that forms a rainbow in the air above her. The rainbow lingers in the air for several seconds, or until she uses the move again.
:Skate Artist (Dash): Adeleine rides forwards on a pair of skates, dragging her brush along the ground to create a trail of damaging paint.
:Splash Art ( during Skate Artist): Adeleine flings he brush forwards, creating a wave of paint she can ride. The wave bursts and forms a puddle after a second.
:Powder Paint (Spin + ): Adeleine spins in place while flinging colored power around her. The powder hangs in the air and damages foes for a while.
:Paint Riser ( + ): Adeleine thrusts her brush upwards, dealing damage with it. Any puddles of paint on the ground also release damaging bursts upwards before vanishing.
:Paint Geyser ( + in the air): Adeleine shoots a stream of paint out of her brush that slows her fall. Paint that strikes the ground forms damaging puddles.
:Paint Bomb (Dash + in air): Adeline throws a sphere of paint forwards. Once it lands, it rolls for a moment before bursting into a paint puddle.
: Maximum Masterpiece summons a canvas, and draws a portal on it. The portal sprays out paint until it covers the entire stage and screen, dealing massive damage to all opponents. The move can extinguish fires or fill pits - Adeleine is also invincible until the paint fades.
MONARCH	King Dedede rules supreme with his collection of powerful abilities! Combining moves from Hammer, Fighter, and Hi-Jump creates a unique skillset perfect for devastating melee combat! Assert dominance with the royal Sledge Supreme!
:Quick Mallet (): King Dedede strikes the ground with his hammer.
:Smash Mallet (Hold ): King Dedede charges up power in his hammer while holding it overhead. He slams the ground with it once is released, dealing a stronger hit.
:Combo King (Mash ): King Dedede executes five strikes with his Hamer, with the last one knocking foes upwards.
:Final Combo King ( during Combo King): King Dedede leaps upwards while swinging his hammer, then strikes the ground as he lands, launching a shockwave forwards. 
:King Dive (Dash ): King Dedede leaps forwards in a tackle, dealing high damage if he hits a foe while landing.
:Force Hammer (Dash + Hold ): King Dedede charges up power in his hammer, then throws it forwards when is released. The hammer explodes on contact with an enemy.
:Hammer Swing (Spin + Hold ): King Dedede begins spinning rapidly with hammer outstretched, gaining invincibility while doing so. He will continue to spin until is released, and can move around with while spinning. If the move is held for too long, he will stop spinning and be be left vulnerable while he recovers from dizziness.
:Dedede Jump ( + ): King Dedede leaps into the air, dealing damage to foes he hits on his way up. He also damages foes as he falls, dealing the most when landing. His path in the air can be adjusted slightly.
:Dedede Quake ( during Dedede Jump): King Dedede slams straight down after hovering in the air for a moment, creating twin shockwaves that travel outwards on either side of him.
:Giant Swing (Hold in air): King Dedede flips forwards while spinning his hammer in front of him. Once he begins spinning, he won’t stop until he hits the ground.
: Sledge Supreme has King Dedede charge up immense energy in his hammer, before leaping up off the screen. He slams back down with a giant hammer, creating a massive explosion. Can hammer in massive stakes and break barriers on the ground.	
:Quick Mallet (): King Dedede strikes the ground with his hammer.
:Smash Mallet (Hold ): King Dedede charges up power in his hammer while holding it overhead. He slams the ground with it once is released, dealing a stronger hit.
:Combo King (Mash ): King Dedede executes five strikes with his Hamer, with the last one knocking foes upwards.
:Final Combo King ( during Combo King): King Dedede leaps upwards while swinging his hammer, then strikes the ground as he lands, launching a shockwave forwards. 
:King Dive (Dash ): King Dedede leaps forwards in a tackle, dealing high damage if he hits a foe while landing.
:Force Hammer (Dash + Hold ): King Dedede charges up power in his hammer, then throws it forwards when is released. The hammer explodes on contact with an enemy.
:Hammer Swing (Spin + Hold ): King Dedede begins spinning rapidly with hammer outstretched, gaining invincibility while doing so. He will continue to spin until is released, and can move around with while spinning. If the move is held for too long, he will stop spinning and be be left vulnerable while he recovers from dizziness.
:Dedede Jump ( + ): King Dedede leaps into the air, dealing damage to foes he hits on his way up. He also damages foes as he falls, dealing the most when landing. His path in the air can be adjusted slightly.
:Dedede Quake ( during Dedede Jump): King Dedede slams straight down after hovering in the air for a moment, creating twin shockwaves that travel outwards on either side of him.
:Giant Swing (Hold in air): King Dedede flips forwards while spinning his hammer in front of him. Once he begins spinning, he won’t stop until he hits the ground.
: Sledge Supreme has King Dedede charge up immense energy in his hammer, before leaping up off the screen. He slams back down with a giant hammer, creating a massive explosion. Can hammer in massive stakes and break barriers on the ground.
GALAXIA	Meta Knight dives into battle with his arsenal of dangerous techniques! Combining moves from Sword, Wing, and Ninja creates a unique skillset designed for both agility and power! Finish the fight with the swift Galaxia Gale!
:Golden Slash (): Meta Knight slashes forward with his sword.
:Golden MultiSlash (Mash ): Meta Knight strikes rapidly with his sword, ending with a downwards slash.
:Knight Spin (Hold and Release ): Meta Knight builds up energy before spinning rapidly with his sword, striking all around him. If is pressed before releasing , Meta Knight will rise upwards as he spins.
:Meta Shock (Hold near enemy): Meta Knight strikes twice with his sword, sending out a shockwave with the second hit.
:Drill Rush (Dash ): Meta Knight spirals forwards with his sword pointing ahead, dealing multiple hits to foes.
:Drill Bomb ( during Drill Rush): Meta Knight rises briefly, before spiraling downwards with his sword. He strikes the ground at an angle, sending a shockwave outwards along the ground.
:Mach Tornado (Spin + Hold ): Meta Knight rises into the air while spinning rapidly, creating a tornado around himself that slows his falling speed. He will continue spinning until he reaches the ground or is released, and can move around with .
:Knight Spin ( in air): Meta Knight flips forwards with his sword. If he lands while spinning, he sends a burst of energy along the ground.
:Meta Kick ( + in air): Meta Knight dives downwards at an angle, blasting through enemies until he reaches the ground.
:Shuttle Loop (Hold in air): Meta Knight swoops upwards in a loop, before gliding forwards at high speed. Hitting foes while looping deals immense damage.
:Dimensional Cape ( + ): Meta Knight vanishes into his cape. While concealed, he can move around with . He reappears after a couple of seconds, or when is released.
:Knight Drop ( + near enemy): Meta Knight grabs his foe and leaps into the air, slamming them into the ground.
: Galaxia Gale has Meta Knight strike with his sword multiple times. Each strike sends a cutting edge made of wind straight ahead of Meta Knight, with the final strike being the largest and strongest. The move can cut through any rope or chain, destroy most obstacles, and activate wind-based mechanisms.	
:Golden Slash (): Meta Knight slashes forward with his sword.
:Golden MultiSlash (Mash ): Meta Knight strikes rapidly with his sword, ending with a downwards slash.
:Knight Spin (Hold and Release ): Meta Knight builds up energy before spinning rapidly with his sword, striking all around him. If is pressed before releasing , Meta Knight will rise upwards as he spins.
:Meta Shock (Hold near enemy): Meta Knight strikes twice with his sword, sending out a shockwave with the second hit.
:Drill Rush (Dash ): Meta Knight spirals forwards with his sword pointing ahead, dealing multiple hits to foes.
:Drill Bomb ( during Drill Rush): Meta Knight rises briefly, before spiraling downwards with his sword. He strikes the ground at an angle, sending a shockwave outwards along the ground.
:Mach Tornado (Spin + Hold ): Meta Knight rises into the air while spinning rapidly, creating a tornado around himself that slows his falling speed. He will continue spinning until he reaches the ground or is released, and can move around with .
:Knight Spin ( in air): Meta Knight flips forwards with his sword. If he lands while spinning, he sends a burst of energy along the ground.
:Meta Kick ( + in air): Meta Knight dives downwards at an angle, blasting through enemies until he reaches the ground.
:Shuttle Loop (Hold in air): Meta Knight swoops upwards in a loop, before gliding forwards at high speed. Hitting foes while looping deals immense damage.
:Dimensional Cape ( + ): Meta Knight vanishes into his cape. While concealed, he can move around with . He reappears after a couple of seconds, or when is released.
:Knight Drop ( + near enemy): Meta Knight grabs his foe and leaps into the air, slamming them into the ground.
: Galaxia Gale has Meta Knight strike with his sword multiple times. Each strike sends a cutting edge made of wind straight ahead of Meta Knight, with the final strike being the largest and strongest. The move can cut through any rope or chain, destroy most obstacles, and activate wind-based mechanisms.
==Returning Abilities==
FIRE 	
ICE
Get fired up with the power of fire! Light fuses, melt ice, burn grass - anything is possible with fire! Turn up the heat and roast your enemies with Final Flare! 	Chill out and play it cool with this slick ability! Skate freely across earth and water alike, and freeze enemies solid with a blast of air! Charge up enough, and put foes on ice with Big Blizzard!
Fire is relatively unchanged, but a few moves gain some new functionality.
:Fireball Inferno now creates a slightly larger burst of fire, which covers Kirby from all directions; however, it will burn out if held for too long.
:Fireball Spin will roll Kirby left or right automatically, but Kirby can be steered towards or away from the screen while rolling.
: Final Flare creates a massive blast of fire breath in front of Kirby that lasts for several seconds. Covers a cone-shaped space in front of him, and burns flammable objects normal fire breath cannot ignite. Can also light massive fuses and melt icebergs.	Ice is relatively unchanged, but a few moves gain some new functionality.
:Ice Sprinkle and Super Ice Sprinkle can hit enemies who are not on the same plane as Kirby. Ice Sprinkle can also be used on the ground while skating.
:Ice Ball will roll Kirby left or right automatically, but Kirby can be steered towards or away from the screen while rolling. Kirby also rolls further the longer is held.
: Big Blizzard covers the entire screen with a white haze, freezing water and enemies solid. It lasts for several seconds, and will affect any new terrain or enemies than enter the same screen as Kirby.
STONE 	
SPARK
Take on the power to manipulate the earth itself! Transform into stone for defense, or project rocky spires from the ground! Draw on the energy from the planet, and unleash Gaia Grounder! 	Thunder and lightning, use Spark for fighting! Generate a shield of plasma energy, or use sparks to activate power plugs! Take command of a devastating storm from atop your Thunder Throne!
Stone has received minor alterations, as well as new moves.
:Stone Spire (, then + ): Kirby summons a rocky spike from the ground. The spike spins as it rises, dealing multiple hits of damage.
:Rolling Spire ( again after Stone Spire): Kirby thrusts the spire forwards. It spins as it travels, eventually shattering on impact with a wall.
: Gaia Grounder has Kirby draw energy from the ground, before slamming the earth. This creates a damaging quake that only strikes foes on the ground, but deals massive damage to them. Can also break certain obstructions on the ground.	Spark is relatively unchanged, but a few moves gain some new functionality. One new move is also added.
:Thunderjolt (Dash + ): Kirby transforms into electricity and teleports forwards a short distance, creating an electric burst upon reappearing. The burst deals more damage and is larger if he has charged a Spark Barrier.
: Thunder Throne summons an electric throne for Kirby to sit in. While Kirby is on the chair, he can control a fast thunder cloud that moves along the top of the screen. Pressing makes the cloud send electric bolts downwards. The cloud and chair dissipate after a few seconds. Can power distant plugs.
SWORD 	
PARASOL
The undisputed king of weapons returns! Wield this blade with lightning speed and accuracy, and use it to sever ropes and slice grass! Finish the fight with the Sonic Sword technique! 	Weather the elements with this handy tool! Float through the sky, block attacks from above, and batter foes with your bumbershoot! Become a Weather Wizard to spread destruction everywhere!
Sword has received minor alterations, but no new moves.
:Spin Slash and Twister Slash both strike in all directions around Kirby.
:Sky Energy Sword homes in slightly on foes if aimed close enough to them.
: Sonic Sword causes Kirby's sword to grow larger, and he will use a multi-hitting sword combo that deals immense damage. The final strike sends a strong Sword Beam flying forwards. Can cut giant wires and ropes.	Parasol has received minor alterations, but no new moves.
:Parasol Shield can now be aimed 360 degrees around Kirby.
: Weather Wizard summons a massive storm cloud above Kirby, showering down rain and ice from above. The storm follows Kirby wherever he goes, with the parasol protecting him from harm. The move can extinguish fires and freeze water at the same time.
CUTTER 	
HAMMER
A trusty weapon with plenty of utility! Throw rebounding cutters in all directions, and master powerful close-range combos! Take aim, and hurl the immense Crisis Cutter! 	Crush the opposition with your mighty hammer! Slam foes away with powerful strikes, and pound in stakes with ease! Nothing can stand against the Maxima Mallet!
Cutter has received moderate alterations, but no new moves.
:Hyper Boomerang now spins horizontally rather than vertically, and can be curved towards or away from the screen while in motion. Cutter Boomerang retains its traditional controls.
:Final Cutter now release an arc-shaped shockwave upon landing, covering a wider area in front of Kirby.
: Crisis Cutter charges a massive cutter boomerang that is then thrown forwards. It is thrown the same way as Hyper Boomerang, but cannot be aimed after throwing it. It is large enough to cover the entire width of the stage, and can cut giant chains and cables.	Hammer has received minor alterations, but no new moves.
:Hammer Swing covers Kirby in all directions.
:Hammer Flip can now be charged, but will eventually burn out if held for too long.
:Hammer Throw no longer makes Kirby lose his hammer, instead ending with a lenghty cooldown animation. The hammer explodes when it hits something.
: Mega Mallet has Kirby charge his hammer up, causing it to become massive. He then slams it in front of him, flattening all enemies before him. The move can crush massive stakes.
WHIP 	
WHEEL
Take up this weapon and indulge your inner adventurer! Grab treasure from afar, or snag foes and toss them around! Charge up and go wild with Lariat Limit! 	Roll up and rule the road! Ram foes as a speedy wheel, and leave flames in your wake! At top speed you are completely unstoppable! Show 'em what real speed is with Wild Wheel!
Whip has received minor alterations, as well as a new move.
:Whirling Strike (Dash + in midair): Kirby spins horizontally, striking in all directions with his whip. Also slows his descent for as long as he spins.
:Whip Grab can now be locked onto enemies. A reticle appears while charging that can be aimed at a target - as long as they are in range, the whip will grab them when released.
: Lariat Limit has Kirby charge up briefly before striking out with his whip. If he hits an enemy small enough to grab, he will slam them into the ground rapidly, also damaging anything he hits. It is capable of lifting larger enemies than a normal grab, but will still execute a high-damage combo on enemies that are too big. Can be used to pull giant hooks or throw boulders.	Wheel has received significant alterations, including a new move.
:While using Dash, Kirby can now travel in any direction. Hitting a wall in the background will change Kirby's direction rather than stop him if he doesn't strike it head on.
:Rocket Start now leaves flames behind while moving at top speed.
:Fiery Donut (Hold , then ): Kirby drives rapidly in a circle, creating a ring of fire around his position, before resuming his dash.
: Wild Wheel has Kirby dash forward at high speed. He will dash across the screen several times, appearing on the opposite side he left from. He eventually travels so fast the path he is on erupts in flames. Deals massive damage to enemies, and can ram down barriers or send him over ramps, in which case he only crosses the screen once.
BEAM 	
BOMB
Take control of these strange electric bursts! Fashion energy into extendable whips, bouncing spheres, or destructive blasts! Unleash a Burning Beam for an explosive attack! 	You're all set to have a blast! Toss bombs, throw bombs, drop bombs, roll bombs - you can even lay proximity mines! Embrace the chaos, and let loose with Fireworks Frenzy!
Beam has received several new moves, with no major changes to existing ones.
:Bounce Beam ( + ): Kirby shoots a sphere of energy upwards. The projectile will bounce along until it hits an enemy or loses its energy.
:Air Bounce Beam ( + in midair): Kirby shoots a sphere of energy downwards. Once the projectile strikes the ground, it will bounce forwards at a random angle.
:Air Beam Combo ( repeatedly after Air Bounce Beam): Kirby will continuously launch weaker electric spheres downwards. Each one behaves the same as the Air Bounce Beam. Kirby will gradually fall while using the move, which ends once he touches the ground or is no longer being pressed.
: Burning Beam fires a giant sphere of flaming electricity upwards in an arc. The projectile hits foes continuously until it touches the ground and bursts. Can light fuses, activate plugs, or destroy large obstacles.	Bomb has received minor alterations, with some new moves replacing old ones.
:Multi-Bomb ( repeatedly): Kirby quickly throws five bombs forwards, which explode as soon as they hit anything. The bombs land in random locations in the area in front of Kirby.
:Bomb Set ( during Bomb Bowl): Kirby quickly drops a bomb while running. The bomb explodes after a short time has passed. Kirby can drop multiple bombs while running.
:Ground Mine ( + ): Kirby takes a second to bury a bomb, with its fuse still visible. The mine explodes once an enemy touches it, or after several seconds have passed. The burst can detonate other nearby mines.
: Fireworks Frenzy has Kirby plant a box of explosives. The box ejects fireworks that fly in random directions, exploding on contact. Kirby can move and attack while this is happening. The box itself also explodes after a few seconds, or if Kirby attacks it. Can destroy massive obstacles.
TORNADO 	
BALL
Ride the wind with this speedy power! Fly all over the place from within a twister, and harness the wind to throw enemies! Leave a path of destruction in your wake with Cyclone Striker! 	A strange old power returns - with a fresh new spin! Take aim and fire yourself as a rubber projectile, timing jumps to bounce all over the place! Grow to massive proportions and flatten your enemies with Boulder Bowl!
Tornado has received minor alterations, as well as several new moves.
:Tornado Attack can now be steered around in 3D. Mashing causes the tornado to rise.
:Rising and Falling Gust increase in size as they travel.
:Hyper Tornado is now activated by pressing just before Tornado Attack ends. Hits all around Kirby.
:Tornado Kick (Dash + ): Kirby spins rapidly while kicking forwards. Hits foes multiple times and rises slightly as it travels.
:Whirlwind Throw ( + Hold on ground): Summons a tornado around Kirby that catches projectiles and enemies that get close. The tornado lasts for several seconds, or until is released, launching everything caught in all directions.
: Wind Whirl allows Kirby to become a massive twister, and move around the screen to pick up enemies and objects. These are ejected by the twister once the move ends. Kirby can float above gaps quickly in this form, and is not affected by wind. It can also clear fog or smoke.	Ball has received a massive overhaul, with multiple new moves.
:Roll Up (): Kirby transforms into a ball for as long as is held. Kirby can roll with and bounce with .
:Bounce ( while landing in Ball form): Kirby will bounce very high, gaining invincibility while moving quickly. He will also damage foes he hits. Kirby can also bounce off foes by pressing on contact to keep up his speed.
:Dribble ( + in the air): Kirby flies downwards in ball form, bouncing off foes or surfaces he hits. Can be repeated quickly to deal rapid damage.
:Pinpoint Shot ( + on the ground): Kirby rolls into ball form, and a reticle appears allowing him to be aimed. Kirby can lock onto a specific enemy, or be launched much like in Dream Course.
:Skip Shot (Dash + ): Kirby turns into a ball and is launched forwards at a slight upwards angle. While spinning, Kirby deals multiple hits to enemies.
:Rope Loop ( after Skip Shot): Kirby travels along a loop made of paint, dealing damage to foes he hits. Launches Kirby forwards afterwards.
: Boulder Bowl transforms Kirby into his ball form, then he swells to become much larger. Kirby is invincible in this form, and can smash into obstacles or flatten enemies. Can be used to roll through rings. smash through obstacles, or activate items like gongs.
JET 	
MIRROR
Take to the sky and fly in style with these powerful jets! Charge your engines to power your dashes and strikes, or overcharge them for an immense boost of energy! The sky's the limit when you take off with Jet Jump! 	Humble glass becomes a mystical relic with this unique power! Use mirrors to reflect attacks, or even spawn clones in various formations! Unleash the mirror's inner power with the cutting-edge Shatter Shard!
Jet has received minor alterations, with a new overcharge mechanic.
:Jet Cracker now strikes in a wider area in front of Kirby.
:Kirby’s jets charge over time, rather than requiring him to charge. Kirby can still charge his jets by guarding to speed up the process. Kirby’s full charge is on longer lost if he gets hit.
:Overcharge (Hold after jets fully charge): Kirby can charge his engines beyond the maximum limit. While overcharged, Kirby’s jets glow with red energy. Every move that requires a full charge now has a faster and stronger overcharged variant.
:Jet Buster (Take damage while Overcharged): Kirby releases an explosion of fiery energy, dealing massive damage around himself. The jet’s charge is reset, and can’t be recharged for a few seconds.
: Jet Jump has Kirby fly upwards with his jets, slamming down with immense force, creating a flaming explosion. If Kirby is near an enemy or object, he can grab them before leaping, slamming them downwards for a larger explosion. Can destroy large obstacles on the ground, and burn massive obstacles.	Mirror has received minor improvements, and a new move.
:Mirror Body can be aimed in the moments before it activates. By holding during the attack, Kirby can choose to remain in his new position, rather than return to where he split.
:Mirror Body Ring now forms around Kirby laterally, rather than vertically.
:Smash Pane ( + ): Kirby raises a large ornate mirror above himself, then slams it downwards, sending a burst of glass shards around him. If used in the air, Kirby launches the mirror downwards like a projectile, producing the same burst when it hits a foe or the ground.
: Shatter Shard creates a massive mirror in the background, which remains in place for a few seconds. The mirror shatters after this time, sending shards of glass raining down on all enemies. While the mirror is up, it reveals hidden objects in the foreground, as well as piercing certain hazards after it breaks.
NINJA 	
FIGHTER
Strike unseen from the shadows with this ancient art! Throw ninja stars, drop smoke bombs, and slice foes with your katana! Finish off with a flourish - execute a magnificent Blossom Bomb! 	Enter the ring and get ready to fight! You have tons of devastating moves at your disposal - punches, kicks, energy blasts! Unleash one of two finishing moves - Final Force and Ultra Upper!
Ninja has received major alterations, with new and returning moves replacing old ones.
:Blossom Storm ( + while jumping) is replaced with Smoke Screen (New). It lasts longer, covers a wider area, and grants Kirby invincibility while inside the cloud.
:Smoke Screen (Old) ( + ) is replaced with Explosive Star. Kirby throws a ninja star forwards that vanishes when released. It will reappear if it hits something, freezing its victim in place before it explodes.
:Elemental Jutsu (Hold ) returns from Squeak Squad. The move now creates a ring of fire around Kirby. He will only use Elemental Jutsu if outside melee range of an enemy - otherwise he uses Quad Shock.
: Blossom Bomb has Kirby create a massive explosion of smoke using rose petals. The smoke obscures the ground of the entire stage, granting Kirby invincibility while he is in it. Allows Kirby to pass safely through certain hazards.	Fighter has received few significant alterations, but has two Star Techniques rather than one.
:The charged variants of Force Blast can be aimed before firing, but only in the 90 degree space in front of Kirby.
: Final Force activates when Kirby isn't close to an enemy. Kirby will charge up a massive Force Blast, and fire it forwards. The flaming blast will travel across the screen, dealing damage to anything it hits, as well as leaving a trail of fire behind it. Can light fuses and break most barriers.
: Ultra Upper activates when Kirby is close to an enemy. Kirby will charge up power in his fist, before flying upwards with a devastating punch. Kirby slams down afterwards with a second punch, creating an electric burst when landing. Both deal massive damage to the enemy targeted, as well as any struck when he lands. Can activate electric plugs and break most barriers.
MAGIC 	
DOCTOR
Dazzle your audience with these fabulous show-stopping moves! You can summon surprises from your hat, but the main attraction is your famous card trick! End your performance with a bang, and unleash Magic Mania! 	The doctor is back in business, and ready to put his knowledge to the test! Fling bouncing pills across the battlefield, or cook up some chemical concoctions to aid you in battle! Prepare your ultimate creation, and craft a Chemical Crusher!
Magic has received major improvements and several new moves.
:Doves now releases five homing doves rather than three.
:Card Trick now launches cards out in a lateral spread rather than forwards.
:Clown Spring now strikes in three specific places in front of Kirby.
:Card Draw (Hold ): Kirby summons 5 cards that spin around him, damaging foes. He can choose the one above him by releasing , or cancel the move by guarding. Drawn cards are activated by pressing again, with the exception of Reaper, which is automatically activated. Possible outcomes of drawing a card are shown below, from most to least common.
::Blank- Kirby throws the card forwards, dealing slight damage.
::Sun- Kirby summons an expanding flaming orb in front of him that continuously burns foes.
::Moon- Kirby hurls a massive crescent blade offscreen - the blade returns a moment later.
::Star- Kirby summons five powerful stars around him that bounce erratically about the stage.
::Comet- Kirby summons a massive comet that strikes the ground in front of him, dealing immense damage and freezing enemies.
::Clock- Kirby slows down time temporarily, allowing him to attack foes much more easily.
::Reaper- A ghastly skull appears and pursues Kirby for a few seconds. The skull damages Kirby if it catches him, but also harms enemies it strikes.
: Magic Mania has Kirby summon an explosion of confetti from his hat, filling the air around the arena. After a few seconds, the confetti explodes, dealing damage to all enemies on screen. While the confetti is still swirling through the air, Kirby is invincible, allowing him to bypass certain obstacles - the following explosion also destroys tough obstacles.	Doctor has received minor alterations, changing the properties of a few moves.
:The pills thrown by Kirby now last much longer, continuing to bounce until they hit something or disappear.
:Bandage Spin now slows Kirby's descent, and strikes all around him. It can also be used to strike bouncing pills, allowing them to deal more damage on contact.
:Spray Medicine reaches much higher than before, but its range shrinks drastically as the move continues. It can also be aimed horizontally around Kirby by moving after the move starts.
:Science Lab creates a larger explosion when released early, as well as blasting pills away if it strikes them. In addition, it can produce three new concoctions:
::Toxic (Purple) - The beaker releases a thick cloud of toxic smog that hangs in the air for several seconds, dealing constant damage to foes inside.
::Bubble (Pink)- The beaker releases a spray of bubbles that spiral upwards while moving forwards. Covers a wide area, but the bubbles themselves do little damage.
::Bomb (Black)- Kirby drops the beaker to the ground, as it begins to swell. The beaker explodes after a few seconds, dealing massive damage to foes nearby, but also damaging Kirby if he is too close. 
: Chemical Crusher sees Kirby set up a massive beaker over a Bunsen burner, letting the chemicals inside come to a boil. Once this happens, the beaker releases a thick oily foam that streams across the entire stage, dealing massive damage to foes on the ground. The foam actually cleans away gunk on the ground, as well as melting ice.
CLEAN 	
ANIMAL
Tighten your kerchief, and get ready for a cleaning spree! Sweep up dirt and leaves with your broom, or call in some old friends to help speed up the work! Mop up your remaining foes with a blusterous Leaf-Blower Launch! 	Unleash your wild side and go on the hunt! Run faster and leap farther, strike through earth and foe alike with your devastating claw swipes, and let loose a mighty roar! Tap into your Primal Power to deal a fatal blow!
Clean has received minor alterations, and a few new moves.
:Clean Nago can be steered in all directions once the move starts.
:Charged Clean Pitch can be aimed in front of Kirby by moving a reticle along the ground. 
:Clean ChuChu cannot be moved towards or away from the screen, only up and down. The pair can turn around by inputting a dash in the opposite direction.
:Clean Rick (Mash after Sweep): Rick appears from underneath Kirby, waving a duster in front of him. Has decent range, and is a continuous attack while is being mashed.
:Clean Coo ( + in the air): Kirby summons Coo as a feather duster, spinning rapidly as he falls to damage foes.
:Clean Kine ( when near enemy): Kine appears, grabs an enemy with a plunger, and throws them forwards. Kine acts independently during the throw, so Kirby can move elsewhere to attack.
: Leaf-blower Launch has Kirby pull out a leaf blower, blasting the area in front of him with air. The wind deals damage to enemies caught in it, and can push obstacles and extinguish fires.	Animal has received minor alterations, as well as several new moves.
:Maul (Dash + B) now unleashes a rapid volley of slashes. The attack is triggered on contact with an enemy, rather than acting as a grab, so it can now damage bosses.
:Drill Dive (Dash + Hold ): Kirby dives into the ground as he lands, traveling through the ground. Once is released, or after a few seconds pass, Kirby remerges with an upwards slash attack.
:Heavy Slash (Hold ): Kirby charges up power, then strikes with a larger, stronger slash.
:Wild Heavy Slash (Mash after Heavy Slash): Kirby rushes forwards while swiping with both claws, continuing to attack for as long as is mashed.
:Mighty Roar ( + ): Kirby lets loose a roar, damaging foes in front of him and destroying projectiles and obstacles in his path.
: Primal Power has Kirby emanate a wild energy for a brief moment, then dashes in the chosen direction. Kirby slashes through any enemies he hits, dealing immense damage. The move can cut giant ropes or chains, and if aimed at certain diggable surfaces, Kirby will burrow through it to a new area.
BEETLE 	
WATER
Harness the power and speed of the mighty beetle! Fly freely with your quick wings, and grab projectiles or enemies with your horns! Take to the sky with the impressive Scarab Spiral! 	Go with the flow with this fresh power! Launch bubbles, ride waves, and manipulate geysers of water - perfect for cooling fires! Create a Flash Flood, and wash away your enemies!
Beetle has received minor alterations, but no new moves.
:Spiral Horn deals damage to enemies all around Kirby as he rises. Has slightly more range than before.
:Pinpoint Throw (Hold after Catching Horn): Kirby charges up power as a reticle appears in the air. Kirby can use it to lock onto enemies. When is released, Kirby will hurl the object at the targeted enemy. The object will continue bouncing for a few seconds after being thrown.
: Scarab Spiral has Kirby dash forwards until he hits an enemy or is pressed a second time. Kirby will fly upwards while spinning his horn, catching enemies nearby and dealing damage. He then slams then back down. Can pound in giant stakes on the downward trip, and cut giant cables.	Water has received minor alterations, as well as a new move.
:Kirby can now Surf in any direction. Wave Surf can also be angled towards or away from the screen.
:Big Wave Attack (Hold ): Kirby charges up water, then spits it out as a larger wave. The flow of water covers a wider area moving forwards than Wave Attack, and carries enemies a short distance.
: Flash Flood summons a giant wave of water from the background, flooding the entire screen temporarily. This carries away smaller enemies, and deals massive damage to larger ones. A flow of water remains on the ground for several seconds afterwards, extinguishing flames on the ground and dealing constant damage to grounded foes.
ARCHER 	
ESP
Take aim with this deadly weapon - arrows can lock onto foes in any direction, or even strike multiple targets! Afterwards, take cover behind a handmade disguise! Deal the final blow with Assassins Arrow! 	Tap into mysterious powers and become a mind-master! Remotely control electric bursts, or throw enemies with you mind! Break the barrier between dimensions with Psychic Shatter!
Archer has received minor alterations, as well as new moves.
:A reticle appears while charging an arrow, which can be locked onto an enemy. Releasing quickly after it locks fires Snipe Shot, while charging longer after locking fires Magic-Star Arrow.
:Chain Shot (Lock reticle onto multiple targets while holding ): Kirby will quickly fire arrows at multiple foes. Each arrow has the same strength as Snipe Shot, regardless of how long it has charged.
: Assassins Arrow has Kirby duck behind cover, before appearing in the foreground. He can aim a reticle to lock onto multiple foes, before firing a single powerful arrow that strikes them all. The aiming reticle can also be locked onto ropes in the background or foreground, severing them.	ESP has received major alterations, including several new moves.
:The vertical movement of PK Shift and PK Electroshift cannot be controlled, as both descend gradually over time. They can be moved freely laterally, and will not dissipate until is released or they hit the ground.
:Psycho Hold ( + while near an enemy): Grabs a foe with psychic energy. Can also be used to grab stars.
:Psycho Push ( during Psycho Hold): Launches an enemy straight forwards, dealing damage to anything they hit.
:Psycho Blast (Hold during Psycho Hold): Causes the enemy to explode into psychic energy, dealing immense damage to nearby foes.
: Psychic Shatter has Kirby unleash an sphere of dimensional energy around himself. Anything caught in it is levitated around an electric sphere - once it shatters, they are scattered in all directions, damaging foes they hit. Can be used to activate plugs and lift giant obstacles.
STAFF 	
YO-YO
Take hold of this simple yet versatile weapon, and prepare for battle! Use the pole to jab at high speed from a distance, or vault over your enemies heads for a tactical advantage! Execute a fiery flurry of blows with Rapid Rod! 	Execute fancy, hip moves with this toy turned weapon! Fling it high, fling it low, and spin it all around! Perform your final technique, and execute the Cradle Crusher to end the battle!
Staff has received minor alterations, as well a new move.
:Unrelenting Staff has a fire effect when mashed quickly enough.
:Spinning Staff travels further the longer is held.
:Whirling Strike (Mash ): Kirby plants the staff into the ground, spinning around it for as long as the control stick is mashed.
: Rapid Rod has Kirby strike multiple times with his rod, with the rod reaching further each time. Eventually Kirby strikes so quickly that the rod catches fire, finishing of by extending the rod offscreen with a powerful flaming blast. The attack can destroy barriers and burn obstacles in Kirby's way.	Yo-Yo has received minor alterations, but no new moves.
:Gazer Spiral hits all around Kirby as he rises.
:Yo-Yo Orbit can now hit all around Kirby. Holding while during this move will let Kirby spin it around him multiple times.
:Down Throw Attack can be used by pressing Down + in the air.
: Cradle Crusher has Kirby perform the Baby’s Cradle yo-yo trick, then charge up the yo-yo, causing it to grow in size. Kirby then launches the yo-yo at high speed, causing it to bounce erratically about the screen. It’s initial direction can be influenced with the Stick before launching. Can smash through strong barriers.
MIKE 	
CRASH
Rock on! Take on the power of music with this remixed ability! Attack with mike stands, guitars, and your own voice! With the volume up to the max, end your concert with a magnificent Swan Song! 	An old favorite returns with devastating new moves! Project spikes of energy, and create small-scale explosions! Charge up enough power, and spread destruction with Atomic Apocalypse - but only once!
Mike has received major alterations, now becoming a full ability.
:Beat (): Kirby shouts into a mike, creating a burst of sound in front of him.
:Hot Beat ( rhythmically during Beat): Kirby shouts each time is pressed. The size of the sound burst is larger if the timing is correct.
:Powerslide (Dash + ): Kirby slides forwards while playing an electric guitar. He is invincible while sliding, and deals electric damage on contact with enemies.
:Electroslide ( during Powerslide): Kirby lets off a particularly loud riff on his guitar, creating a large burst of electricity. It also ends Kirby's slide if he is still moving.
:Stand Mike (Hold , then release): Kirby pulls out a stand mike and shouts into it, sending electric music notes bouncing around him.
:Twirling Stand Mike (Mash before releasing Stand Mike): Kirby spins around with his stand mike, striking foes around him in all directions. He then shouts into it, scattering more electric notes around.
:Amplifier ( while midair): Kirby summons two amps on either side of him while shouting into a mike. The amps deal electric damage to whatever they hit before vanishing.
:Drop Amplifier ( + in midair): Kirby summons two larger amps than before, and slams downwards with them. He shouts when he lands, causing the amps to explode into electric energy.
: Swan Song has Kirby summon a stage to stand on, complete with lights and amplifiers. He then sings very loudly, dealing immense damage to all enemies around him. His final scream makes the entire stage explode, dealing even more damage to foes near it. The sound can shatter barriers, as well as glass objects in the background or foreground. Kirby loses the Mike ability after using this move.	Crash has received major alterations, now becoming a full ability.
:Fireball (): Kirby creates a small explosion around himself, burning the ground and enemies.
:Force Fireball (Hold ): Kirby charges up a larger explosion around himself. The blast sends Kirby upwards a little.
:Firestorm ( in midair): Kirby releases a quick explosion in the air, launching him upwards and sending a burst of fire downwards.
:Plasma Burst ( + ): Kirby shoots a spike of energy from his palm, burning foes in front of him. The spike remains for as long as is held, but has much less range after the initial burst.
:Upwards Plasma Burst ( + ): Kirby shoots a long spike of energy upwards, burning foes it hits. The spike remains for as long as is held, but has much less range after the initial burst.
:Mushroom Cloud (, then + ): Kirby throws up his hands, creating a massive mushroom cloud above him. It strikes foes in a cone-shaped area above him, with his hands being the point of the cone.
:Doom Missile (Dash + ): Kirby creates an explosion at his feet, flying forwards. He burns foes he comes in contact with, and is invincible while flying.
:Detonate Missile ( during Doom Missile): Kirby explodes while flying forwards, sending a wave of fire forwards and knocking him upwards.
: Atomic Apocalypse has Kirby charge up all his power, and release a massive explosion that fills the whole screen. Foes in the explosion take multiple hits of fire damage before being destroyed. The blast is also capable of destroying almost any obstacle, regardless of the ability needed to remove it. Kirby loses the Crash ability after using this move.
UFO 	
UFO
Gain the abilities of a mysterious galactic traveler! Fly freely through the air, command the power of advanced technology, and abduct foes to power an electric blast! When you are ready to end your journey, fire the final weapon: Galactic Gun!	Gain the abilities of a mysterious galactic traveler! Fly freely through the air, command the power of advanced technology, and abduct foes to power an electric blast! When you are ready to end your journey, fire the final weapon: Galactic Gun!
Mike has received major alterations, now becoming a full ability.
:Kirby can fly in all directions with , ascend with , and descend with .
:Mystery Catch ( + ) now powers an electric blast, activated after grabbing enough enemies and objects.
:EMP ( + after full Mystery Catch): Kirby releases an electric explosion around himself, dealing high damage to enemies nearby.
: Galactic Gun has Kirby fly offscreen, reappearing in the foreground. He can aim and fire a massive laser beam multiple times - the beam has both fiery and electric properties. Once Kirby returns to the foreground, he crashing onto the stage as a final attack. Kirby loses the UFO ability after using this move.	Mike has received major alterations, now becoming a full ability.
:Kirby can fly in all directions with , ascend with , and descend with .
:Mystery Catch ( + ) now powers an electric blast, activated after grabbing enough enemies and objects.
:EMP ( + after full Mystery Catch): Kirby releases an electric explosion around himself, dealing high damage to enemies nearby.
: Galactic Gun has Kirby fly offscreen, reappearing in the foreground. He can aim and fire a massive laser beam multiple times - the beam has both fiery and electric properties. Once Kirby returns to the foreground, he crashing onto the stage as a final attack. Kirby loses the UFO ability after using this move.
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Category:Kirby (series)
Category:PlayRight Games Inc.