A complete summary of Kirby’s performance in Super Smash Bros. Ultimate can be found on the character’s information page. It includes strengths and weaknesses, AI quirks, and an archive of tournament representation and results.
Stats & Spirit Effects
In terms of stats, Kirby is versatile; using a balanced spread (2100 / 2100) or a fully defensive (0 / 4200) are fine options that work well on the character. It all comes down to your personal preference as a trainer.
Armor Knight & Move Speed ↑ is always an option. Armor Knight increases its user’s defense and attack, but reduces mobility; Move Speed ↑ corrects this by slightly offsetting the mobility reduction. That being said, Move Speed ↑ does not completely negate the speed loss, so Kirby’s recovery will be slightly worsened.
An amiibo becomes strongest if it is mirror matched all the way to Level 50 with its Learn button switched on. Playing a best-of-five match (configurable via the rules menu) will cause it to level up much faster.
Kirby plays best if he stays close to his opponent and uses several fast moves and combos to rack up damage. He can also afford to go off-stage and gimp enemies, but if the Figure Player has Armor Knight, this becomes a bit more risky as his recovery is reliant on jumps. Here is an individual breakdown of Kirby’s attacks and how each one should be used during training:
- Neutral attack (Vulcan Jab): An infinite jab that comes out very quickly. Certainly not a move to focus on; only use it infrequently and at point blank range.
- Forward tilt: One of Kirby’s fastest moves and a great close-ranged “get-off-me” attack. It has surprisingly high KO power and can kill opponents past 130% on the edge of flat stages.
- Up tilt: A great combo starter that can link into itself and lead to an up aerial. Use it to catch landings and to start combos into aerial moves.
- Down tilt (Squish Kick): A crouching kick that can trip opponents. This can then lead into a multitude of options including dash attack or forward smash.
- Dash attack (Burning): One of Kirby’s premier KO options. It’s just a bit on the slow side, but can kill its victims very early at the edge of stages. It doesn’t fall off platforms, so it’s safe to use.
- Forward smash (Smash Kick): Kirby’s strongest non-special move and one of his most reliable finishers. It moves Kirby forward, which helps it to cover additional range. Use it against the amiibo at high percentages.
- Up smash: Kirby’s greatest aerial punish. Use it to catch the amiibo when it is falling from above. Best used on high platforms.
- Down smash: It’s not quite as strong as forward smash or up smash, but it sends opponents at a horizontal angle that can make recovering difficult. Especially effective against characters with poor recoveries.
- Neutral aerial (Twinkle Star): A spin attack that deals moderate damage and knockback. It’s somewhat slow, making it a bit outclassed compared to Kirby’s other aerial moves. Still fine to use, just a bit less than the other aerials.
- Forward aerial: A spin kick that hits three times. It can be used after a forward throw at low percentages, or off-stage to gimp enemies.
- Back aerial: A surprisingly fast backwards kick that can get quick KOs. Kirby’s strongest aerial attack. Should be used rather often.
- Up aerial: It can juggle opponents, especially at low percentages. Up tilt can lead into multiple up aerials. It can also KO opponents if used near the top blast zone.
- Down aerial: Kirby’s most reliable combo starter and gimping tool. It links into literally anything and should be used repeatedly against off-stage opponents. Use this one a lot.
- Forward throw: It can lead into a forward aerial at low percentages. Other than that, it’s somewhat weak and cannot KO reliably.
- Back throw: Can combo into back aerial at very low percentages. It can KO highly damaged opponents at the edge of the stage.
- Up throw (Air Drop): Most effective on stages with raised platforms. Doesn’t have any follow-ups, but can KO at high percentages.
- Down throw: Kirby’s strongest throw – in terms of damage, at least. Use it at low percentages to rack up damage on the opponent.
- Neutral special (Inhale): It’s been notably buffed from Smash 4. Not something to focus on, though, as the amiibo still can’t use all of the Copy Abilities effectively. Only use it infrequently during training.
- Side special (Hammer Flip): Mostly useless unless the opponent’s shield breaks. Kirby’s amiibo does not know to punish a shield break with Hammer Flip; this must be explicitly taught to it.
- Up special (Final Cutter): The AI uses this a bit too often. Only use it when recovering, and try not to get hit by the Figure Player’s Final Cutter in the meantime.
- Down special (Stone): It’s fine to use this move every once in a while when launched far upwards, but don’t use it too often, as it leaves its user vulnerable to being grabbed.
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