nyuuzyou/wikis huggingface dataset:
Kirby (SSBM)/Neutral aerial

==Overview==
Kirby spins around repeatedly in midair, dealing 10%-6% damage depending on when it hits. This move is officially referred to as Twinkle Star, and was his up aerial in the previous game. The move is rather slow and has an unimpressive hitbox. The move is also very weak with its clean hit being an unreliable KO move even if the opponent is at 200%. It can lead into followups especially the late hit however, it is not super reliable. Overall, the move is not very useful and Kirby is better off using one of his other aerials. 
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-9
Early hit* 	
Clean hit 	10-17
Late hit 	18-29
Latest hit 	30-34
Ending autocancel 	38-
Interruptible 	50
Animation length 	79
|-
===Landing lag===
Animation length 	15
L-cancelled animation length	7
|Normal 
|-
|L-cancelled 
==Trivia==
* Due to what is presumably a programming error, the 10% hitbox is listed to start on frame 8 even though the hitboxes do not activate until frame 10. Because of this, the script immediately skips to the 10% hitbox and so the early 12% hit never occurs. It's likely that the early hit was meant to be active from frames 10-17 but due to a timing error (with a frame timer being used instead of a wait timer), it never comes out. This error was carried over from Smash 64 where it was his up aerial, suggesting the code was copied and the error was never caught despite the altered hitbox properties/durations.
* Kirby is programmed to have landing hitboxes on his Neutral aerial, however, they never appear in-game. Normally, they would activate for the span of one frame, but due to the landing animation playing too fast, the hitbox creation event never occurs.
Category:Kirby (SSBM)
Category:Neutral aerials (SSBM)
Kirby (SSBM)/Neutral attack

==Overview==
Kirby's neutral attack consists of 2 jabs followed by the Vulcan Jab.
For the technical data of each individual hit, see:
*Kirby (SSBM)/Neutral attack/Hit 1
*Kirby (SSBM)/Neutral attack/Hit 2
*Kirby (SSBM)/Neutral attack/Infinite
==Quickest loop==
Jab 1 	3-4
Jab 2 	9-10
Rapid jab 	23-24, 27-28, 31-32, 35-36, 39-40
Interruptible 	16, 23
Animation lengths	17, 26, 51
|-
|-
|-
Category:Kirby (SSBM)
Category:Neutral attacks (SSBM)
Kirby (SSBM)/Neutral attack/Infinite

==Overview==
==Hitboxes==
|}
==Timing==
Animation length is only for the ending animation.
Hitbox 	9-10, 13-14, 17-18, 21-22, 25-26...
Animation length	10
Category:Kirby (SSBM)
Category:Neutral attacks (SSBM)
Kirby (SSBM)/Neutral special

==Overview==
Kirby opens his mouth and begins to inhale. The attack comes out on frame 17, is active on frames 17-60, and ends on frame 79. If successful, opponents will be dragged into his mouth. Kirby can then either exhale them as a star to deal damage depending on the opponent’s weight, or copy their neutral special attack. Although the move is difficult to land on its own, Kirby has a number of ways to set up. up tilt followed by inhale is important against fastfallers, jab reset are alternative options to land against a wider portion of the cast, as well as techchasing with prediction. Kirby can also try using the move on shielded opponents, though his grab is usually better for the job and more reliable due to its shorter lag.
Kirby does rather well at the ledge using the move, as ledgehopping forces opponents to tread more carefully when approaching him, as a mistimed advance can lead to Kirby successfully executing a Kirbycide. It should be noted that grounded version has a bigger hitbox than the aerial variation, though it is harder to pull off the former in practice due to the aerial version being more flexible.
==Copy Abilities==
A number of Kirby’s matchups generally favor Inhale over other copy abilities. For example, due to ’s moderate size, inhale is a more reliable way to tack on additional damage and opportunities for Kirbycides. ’s copy ability might appear to be necessary due to it giving Kirby an additional projectile; however, because it does not flinch opponents and Fox being easily able to close the gap between him and his opponent, Inhale is once again preferred. On the other hand, ’s Blaster is greatly appreciated due to its flinching properties, enabling Kirby to approach more easily on neutral stages such as Final Destination. Star Spit quite useful against the , as this leaves them more vulnerable to being separated.
==Techniques== 
===SECRAH (Shorthop Edge Canceled Reverse Aerial Hammer) with Inhale===
Shorthop Edge Canceled Reverse Aerial Hammer, or SHECRAH is one of Kirby’s fastest options for grabbing ledge from a dash, taking a total of 59 frames from the center of Final Destination to arrive there with optimal controls. However, Kirby can reach there even faster after he inhales one of the following characters:
*Fox
*
*
*
*
*
*
*
From the ledge, if Kirby initiates a short hop with an ability in hand, he can quickly use his neutral special once if he has copied Fox, Falco, Yoshi, Young Link, DK, or Mewtwo’s ability. However, Kirby would typically wavedash repeatedly to arrive there, taking a mere total of 42 frames in contrast to SECRAH.
==Throw data==
===Grab===
|}
===Inhale Throw===
|}
===Spit Throw===
|}
===Star===
The damage depends on the spat out character
|}
==Timing==
===Grab===
Grab startup 	17-19
Grab loop 	20-
Animation length (from release)	20
===Swallow===
Throw 	7
Animation length	29
===Spit===
Throw 	6
Star hitbox 	6-34
Animation length	29
|Lag 
|-
|Star 
==External links==
20XX Kirby Tools, Part 2 - Kirby Hat Advanced Techniques - CnB|Chandy
Category:Kirby (SSBM)
Category:Neutral special moves (SSBM)
Kirby (SSBM)/Side special

==Overview==
==Hitboxes==
===Ground===
|}
===Aerial===
|}
==Timing==
===Grounded===
Hitboxes 	22-28
Animation length	59
===Aerial===
Hits 1-5 	7-10, 11-14, 15-18, 19-22, 23-26
Hits 6-10 	27-30, 31-34, 35-38, 39-42, 43-46
Animation length	69
===Landing lag===
Animation length	16
Category:Kirby (SSBM)
Category:Side special moves (SSBM)
Kirby (SSBM)/Up aerial

==Overview==
Kirby does a bicycle kick in the air. One of the few saving graces of Kirby, being his best kill move (third strongest up aerial in the game) and also not having too slow a startup, with hitboxes coming out in ⅙ of a second, which has led to move having the nickname Better Knee. It's considered superior to his previous up air in Smash 64, which would be changed into his , replacing his sex kick.
==Hitboxes==
|}
==Timing==
Initial autocancel	1-10
Hitbox 	11-13
Ending autocancel 	17-
Interruptible 	36
Animation length 	39
|-
===Landing lag===
Animation length 	15
L-cancelled animation length	7
|Normal 
|-
|L-cancelled 
===Trivia===
* Kirby is programmed to have landing hitboxes on his Up aerial, however, they never appear in-game. Normally, they would activate for the span of one frame, but due to the landing animation playing too fast, the hitbox creation event never occurs.
Category:Kirby (SSBM)
Category:Up aerials (SSBM)
Kirby (SSBM)/Up throw

==Overview==
Kirby leaps to the upper blast zone with the opponent offscreen before plummeting them back to the ground, creating an explosion. This throw is unique in that, along with his forward throw and back throw, it is the only throw that can lead to a sacrificial KO. Moreover, unlike his back and forward throws, up throw cannot be mashed out of and can guarantee trading stocks. Up throw also has utility against opponents who do not DI, as Kirby can follow up with aerial Hammer and net some momentum. However, because Kirby loses all his jumps upon executing the throw, opponents can easily DI away while resetting back to neutral or even attack Kirby if their falling and attacking speeds are quick enough. Additionally, due to the Kirbycide requiring a heavy read, this means that opponents will often not fall for it and will instead wait for Kirby to make his move, meaning the strategy will be rendered less effective in that case. Kirby's down throw and back throw will more frequently lead to more progress due to how they are faster and therefore more flexible, with the former leading into tech-chase situations while the latter's quick duration often leads to opponents struggling to mash out in time at higher percentages. Kirby's combo potential with the throw is limited to lower percentages, as otherwise opponents will simply launched too far for them to be reliably comboed. As a result, Kirby's up throw usage, while narrow, can be used in practice as a mixup to initiate openings or as a surprise to trade stocks/keep a lead.
A novelty with Kirby's up throw is that, should he use an up throw on a Nana while Popo gets KOed, with proper timing, he would ascend up to forty-two Final Destinations high before plummeting down, a process that would have him be airborne for nearly two minutes .
==Throw data==
|}
==Timing==
Invincibility 	1-8
Throw Release 	51
Animation length	79
|-
Category:Kirby (SSBM)
Category:Up throws (SSBM)
Kirby (SSBU)/Back aerial

==Overview==
Kirby performs a dropkick behind him. It is his fastest aerial attack overall, coming out on frame 6. It consists of a clean hit on its first three active frames and a late hit from frames 9-12. It uses an extended hitbox that extends over Kirby's feet, especially in the clean hit, and this gives it impressive range for his size and makes the attack somewhat disjointed. It can also autocancel in a short hop. The clean hit deals 13% with good knockback, as it can KO at the edge of Final Destination at around 110%. Because of this mixture of range, speed, and power, Kirby's back aerial continues to be one of his best moves and a staple component for his metagame.
==Update history==
 
*
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-2
Clean hit 	6-8
Late hit 	9-12
Ending autocancel 	32-
Interruptible 	41
Animation length 	43
|-
===Landing lag===
Interruptible 	11
Animation length	33
Category:Kirby (SSBU)
Category:Back aerials (SSBU)
Kirby (SSBU)/Back throw

Kirby back throw hurtbox visualization	Kirby back throw hurtbox visualization	Kirby back throw hurtbox visualization	Kirby back throw hurtbox visualization	Kirby back throw hurtbox visualization
 	 	 	 	
==Overview==
The Big Suplex from the Suplex Ability. It has very low ending lag, but since Kirby jumps immediately after releasing the opponent and moves slightly forwards, its combo potential to back aerial at 0% has weakened compared to Smash 4. However, in spite of its low base knockback and average damage output, it has very high knockback scaling. Due to this, it has decent knockback overall, giving it moderate KO potential at the ledge.
==Throw Data==
|}
==Timing==
Invincibility 	1-41
Air transition 	13
Throw release 	41
Interruptible 	50
Animation length	62
|-
Category:Kirby (SSBU)
Category:Back throws (SSBU)
Kirby (SSBU)/Dash attack

==Overview==
Kirby covers himself with fire and lunges forward. It has decently fast startup on frame 9 and can be used as a burst option with significant range thanks to its long active duration, that consists of a clean hit, a mid hit, and a late hit. The clean hit deals 12% damage and has great knockback for a dash attack. It can cross-up shields, but its long animation makes it punishable if it misses the opponent or is not spaced carefully, and because of this, it must be used carefully to avoid punishment. Additionally, the move has transcendent priority, preventing it from trading with or beating out projectiles. It's best used as a whiff punishing option at high percents.
==Update History==
 
*
 
*
*
==Hitboxes==
|}
==Timing==
The move disables jostling during frames 9-34.
Clean hit 	9-17
Mid hit 	18-26
Late hit 	27-34
Interruptible 	52
Animation length	74
Category:Kirby (SSBU)
Category:Dash attacks (SSBU)
Kirby (SSBU)/Down aerial

==Overview==
A corkscrew dropkick. It has the slowest startup of Kirby's entire moveset on frame 18, but it has low ending lag. It consists of multiple hits, with the final hit being able to meteor smash. It has a landing hitbox on Kirby's sides that launches at a 60 degrees angle, which makes it a useful combo starter. It also has a large initial autocancel window. In spite of its low ending lag and ability to meteor smash in the final hit, it is unsafe on shield (being -12) and the final hit being unable to KO characters such as near the ledge offstage at 155%. Other aerials such as his neutral air or forward air possess faster frame data, stronger knockback, wider combo opportunities, and more versatility in general. In short, while serviceable against characters with bad recoveries and for starting combos, other aerials outclass down aerial in most aspects.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-17
Hits 1-5 	18-19, 21-22, 24-25, 27-28, 30-31
Hit 6 	34
Ending autocancel 	48-
Interruptible 	55
Animation length 	59
|-
===Landing lag===
Hitboxes 	1-3
Interruptible 	17
Animation length	30
Category:Kirby (SSBU)
Category:Down aerials (SSBU)
Kirby (SSBU)/Down smash

==Overview==
A spinning split kick. It has the fastest startup of Kirby's smash attacks (frame 7), but the highest amount of ending lag (FAF 51, 31 frames of ending lag). It is a semi-spike, with Kirby's feet being intangible, starting from frame 3 and lasting until the clean hit ceases at frame 11. The clean hit deals 14% and has above average power for a semi-spike, while the late hit deals 10%. Due to its long active duration, it's Kirby's best option for 2-framing. The first hit of forward aerial can also set up into down smash, although forward smash is generally preferred due to the latter’s higher knockback and more favorable angling.
As of patch 8.0.0, due to the changes of Kirby’s second and third hits of forward aerial, it can act as a consistent whiff punish kill confirm. Down smash’s higher knockback and faster frame data gives it more potency as a punish option, ledgetrapping option, and kill move.
==Update History==
 
*.
*
==Hitboxes==
|}
==Timing==
Charges between 	2-3
Feet intangible 	3-11
Clean hit 	7-11
Late hit 	12-19
Interruptible 	51
Animation length	60
!Hitboxes 
|-
!Feet 
Category:Kirby (SSBU)
Category:Down smashes (SSBU)
Kirby (SSBU)/Down special

==Overview==
Upon usage, Kirby transforms into a rock, which makes him invincible to attacks up to 25% damage in total, but he can still be grabbed. It deals high damage and knockback, especially in the air, and the aerial version has super armor frames, while the landing hit is a semi-spike, and it can also be useful for mindgames. It can combat juggles at high percents, but only if he is at a certain distance away from his opponent. Stone can also be used as an occasional landing or edgeguarding tool. However, due to its high startup and endlag, it can be punished for overusing the move. As such, stone is best used situationally.
==Update History==
 
*
 
*
==Hitboxes==
|}
==Timing==
The stone transformation (and subsequent protection) lasts a minimum of 18 frames and a maximum of 150 frames, depending on when the special move button is pressed again. The timings below are for the minimum stone duration.
===Grounded===
Landing hit 	11
Stone protection 	11-28
Interruptible (from cancel) 	60 (32)
Animation length (from cancel)	63 (35)
|-
===Aerial===
The move's damage-based armor has a threshold of 25%.
Damage-based armor 	19-28
Falling hit 	29-46
Stone protection 	29-46
Interruptible (from cancel) 	78 (32)
Animation length (from cancel)	81 (35)
|-
==Parameters==
If the move's HP is fully depleted, Kirby is knocked out of it and takes 0.5× damage from the attack that caused it to break.
Maximum stone duration 	150 frames
Period before the move can be canceled	18 frames
Stone HP 	25
Hitlag multiplier for blocked attacks 	1.2
Fall speed 	4.5
Slope angle range to slide down 	to 50°
Acceleration downhill 	0.1
Maximum horizontal speed downhill 	2
Category:Kirby (SSBU)
Category:Down special moves (SSBU)
Category:Special moves (SSBU)
Kirby (SSBU)/Down throw

Kirby down throw hurtbox and hitbox visualization	Kirby down throw hurtbox and hitbox visualization	Kirby down throw hurtbox and hitbox visualization	Kirby down throw hurtbox and hitbox visualization	Kirby down throw hurtbox and hitbox visualization
 	 	 	 	
==Overview==
The Fury Stomp from the Suplex ability. Due to its knockback and unfavorable angle, it launches too high for starting combos. This throw is most suited for racking up damage, since it has the highest damage of all of Kirby's throws, dealing 12%. It is among the strongest down throws in terms of knockback and damage; however, despite its knockback being high enough to KO middleweights at around 200%, Kirby's back and up throws possess much better KO potential, thus making them far better options unless Kirby is on top of the highest Battlefield platform.
==Update History==
 
*
==Throw and Hitbox Data==
|}
|}
==Timing==
Invincibility 	1-58
Hits 1-9 	9-10, 13-14, 17-18, 21-22, 25-26, 29-30, 33-34, 37-38, 41-42
Hit 10 	56-57
Throw Release 	58
Interruptible 	88
Animation length	94
|-
Category:Kirby (SSBU)
Category:Down throws (SSBU)
Kirby (SSBU)/Down tilt

==Overview==
A crouching shin kick. Due to coming out on frame 4 with a hitbox that lasts for three frames and is interruptible at frame 21, it's one of the fastest down tilts. It launches horizontally and has a 30% chance of tripping opponents if hit with the foot and a 35% trip chance if hit at the tip of the foot, and this can happen even at high percents due to its very low knockback overall. Since it can trip opponents, it can set-up into stronger moves such as dash attack, forward smash, and even Inhale. If the opponent does not trip, it has some combo potential at high percents. As a result of Kirby crouching from the move, he can low profile moves such as ’s Sun Salutation (all charges).
In addition to arguably being Kirby’s most effective neutral tool, it can also two-frame opponents at ledge. While it is safer than down smash, the latter is preferred due to its higher knockback and much better angling.
==Hitboxes==
|}
==Timing==
Hitboxes 	4-6
Interruptible 	21
Animation length	29
Category:Kirby (SSBU)
Category:Down tilts (SSBU)
Kirby (SSBU)/Edge attack

==Overview==
==Hitboxes==
|}
==Timing==
For each ledge grab without touching the ground or being hit, intangibility is reduced on subsequent ledge grabs, until it is lost entirely from the fourth grab onward. The hitbox visualization only shows intangibility for the first ledge grab.
Intangibility (1st grab)	1-22
Intangibility (2nd grab)	1-18
Intangibility (3rd grab)	1-11
Hitbox 	20-22
Interruptible 	56
Animation length 	55
!Hitboxes 
|-
!1st grab 
|-
!2nd grab 
|-
!3rd grab 
Category:Kirby (SSBU)
Category:Edge attacks (SSBU)
Kirby (SSBU)/Forward aerial

==Overview==
A series of three kicks in front of Kirby. It has the second slowest startup of his aerials due to it coming out on frame 10. It cannot autocancel in a short hop, but can do so in a full hop fast fall. It has good versatility: it has relatively large hitboxes, making it useful for spacing and approaching, it's good for extending combos and can combo into itself at low and mid percentages for a Wall of Pain with its low ending lag, it has minimal landing lag (8 frames), giving it some setups, and it's good for edgeguarding or racking up damage: it has highest damage output of his aerials, dealing 14% damage, and the final hit has decent knockback, allowing it to KO at high percents when used at the ledge. It's also a good out-of shield option due to these traits, especially if Kirby gets pushed too far to hit the opponent with a neutral or up aerial.
==Update History==
 
*
==Hitboxes==
|}
==Timing==
===Attack===
Initital autocancel	1-9
Hit 1 	10-11
Hit 2 	17-18
Hit 3 	25-27
Ending autocancel 	41-
Interruptible 	48
Animation length 	68
|-
===Landing lag===
Interruptible 	9
Animation length	30
Category:Kirby (SSBU)
Category:Forward aerials (SSBU)
Kirby (SSBU)/Forward smash

Kirby forward smash hitbox visualizations	Kirby forward smash hitbox visualizations	Kirby forward smash hitbox visualizations	Kirby forward smash hitbox visualizations	Kirby forward smash hitbox visualizations
↗ 	 	 	 	
→ 	 	 	 	
↘ 	 	 	 	
==Overview==
Kirby lunges forward and performs the Smash Kick. It has fast startup for a forward smash, as it comes out on frame 13. Since Kirby moves at a decent distance forward while using it, his forward smash has good range, with the clean hit being slightly disjointed. On the first three active frames, it deals 15% damage with great knockback overall, making it a reliable KO option when combined with its fast startup for a smash attack. It's also a powerful punish option. However, it has noticeable ending lag, it's unsafe on shield and the hitbox has a deceptively short duration.
==Hitboxes==
|}
==Timing==
Charges between 	4-5
Clean hit 	13-15
Late hit 	16-19
Interruptible 	48
Animation length	61
Category:Kirby (SSBU)
Category:Forward smashes (SSBU)
Kirby (SSBU)/Forward throw

Kirby forward throw hurtbox visualization	Kirby forward throw hurtbox visualization	Kirby forward throw hurtbox visualization	Kirby forward throw hurtbox visualization	Kirby forward throw hurtbox visualization
 	 	 	 	
==Overview==
The Piledriver from the Suplex Ability. Despite its damage output being unimpressive from the throw alone, its low knockback, ending lag, and favorable launch angle allows it to be a great combo throw at low percents. Although Kirby can land on platforms due to the jump he performs during the animation, patch 6.0.0 allows him to follow up with a neutral aerial or an up aerial due to their faster startup and larger hitboxes. Some of these combos are character and percentage-dependent, though, limiting its utility to perform this across the cast. In spite of this, though, new combos have been tested to be viable in competitive play, despite their tight timing. . 
==Throw Data==
|}
==Timing==
Invincibility 	1-45
Air transition 	9
Throw release 	45
Interruptible 	59
Animation length	72
|-
Category:Kirby (SSBU)
Category:Forward throws (SSBU)
Kirby (SSBU)/Forward tilt

Kirby forward tilt hitbox visualizations.	Kirby forward tilt hitbox visualizations.	Kirby forward tilt hitbox visualizations.	Kirby forward tilt hitbox visualizations.	Kirby forward tilt hitbox visualizations.
↗ 	 	 	 	
→ 	 	 	 	
↘ 	 	 	 	
==Overview==
A spinning roundhouse kick. It's one of the fastest forward tilts in the game, coming out on frame 5, with the hitbox lasting until frame 8 and having only 15 frames of ending lag (FAF 24), yet it has decent range and good power, giving it KO potential at high percents near the ledge. A powerful punish option. The tip of Kirby's foot is a sourspot that deals 1% less damage, although it's outprioritized by the other hitboxes.
==Update History==
 
*
==Hitboxes==
|}
==Timing==
Hitboxes 	5-8
Interruptible 	24
Animation length	32
Category:Kirby (SSBU)
Category:Forward tilts (SSBU)
Kirby (SSBU)/Grab

==Overview==
Kirby reaches out with one hand. It has rather short range, but it's among the fastest grabs in the game and is rather rewarding due to the utility of Kirby's throws.
==Grabbox Data==
===Standing Grab===
|}
===Dash Grab===
|}
===Pivot Grab===
|}
==Timing==
===Standing grab===
Grab 	6-7
Interruptible 	34
Animation length	41
===Dash grab===
Grab 	9-10
Interruptible 	42
Animation length	52
===Pivot grab===
Grab 	10-11
Interruptible 	37
Animation length	48
Category:Kirby (SSBU)
Category:Grabs (SSBU)