Super Smash Bros. Ultimate – Kirby amiibo Guide (Competitive)

Near the beginning of Super Smash Bros. Ultimate’s competitive amiibo metagame, Kirby was overlooked and underrated. It wasn’t until fairly recently that a clear “strongest Kirby amiibo” emerged, and this caused the character’s tier list placement to shoot up significantly. These days, Kirby is actually considered high-tier! If you’re a Kirby main, hearing the words “Kirby is high-tier” might be strange. But it’s true, and it’s amazing! If you want to learn more about Kirby’s strengths, you can read all about them on his wiki page. Otherwise, let’s continue!

Please note that this particular training guide targets the amiibo-versus-amiibo format. If you’d like to learn how to train a Raid Boss Kirby amiibo (amiibo-versus-human), feel free to check out our corresponding guide instead. Thanks to Clockwerk66 for contributing Kirby’s training information! Feel free to check out their own Discord server by following this link.


If you’d like to enter a tournament that allows Spirits, you’re in luck — we’ve got a few recommendations for Kirby here! We’ve picked out some Spirit effects that pair well with the moves we recommend teaching the FP in our training section (which we’ll get to in just a moment). In the meantime, be sure to read our full Spirits guide if you haven’t done so already!

The best bonus setup Kirby can utilize is Armor Knight and Move Speed ↑. We’d normally suggest Trade-Off Ability ↑ over Move Speed ↑, but Trade-Off bonus effects start their user at 30% damage. Kirby’s a light little guy, so we don’t want to worsen his already-questionable durability. Armor Knight is banned in most tournaments; if you want to enter a Spirits tour that follows our ban list, you can use Hyper Smash Attacks, Physical Attack ↑, and Foot Attack ↑. Instadrop is another potential option, but Kirby’s AI can get a little crazy with it. As usual, you can balance your FP’s stats between attack and defense, and its Spirit type should be Neutral to avoid participating in Spirit-type matchup shenanigans.


Let’s get right into it. You’ll want to mirror match your Kirby amiibo until it reaches Level 50. In terms of movement, you should only walk when training Kirby, as this gives him faster access to defensive options. Off-stage play should be avoided; as we’ll soon discuss, walking up to the ledge and spamming Final Cutter actually works better against AI opponents! Here’s a full list of moves you should be using during training, sorted in descending order of priority:

  • Forward smash: This is definitely Kirby’s most important move. It’s fast, strong, and should be your go-to move for racking up damage and killing.
  • Up smash: Here’s an alternative KO move, and it should be used when your FP is directly above you. You can also just use it to build up damage and punish landings!
  • Dash attack: You should walk while training Kirby, but you can start running to use a dash attack. It’s quite strong and can be mixed in alongside forward smash and up smash as both a damage-racker and a kill move.
  • Final Cutter: Remember, don’t go off-stage! When your FP is launched away, walk up to the edge and start spamming Final Cutter (even if it doesn’t connect). As lame as it sounds, this is Kirby’s best edgeguarding option against other amiibo. Keep using Final Cutter until the FP recovers back or is KO’d by the descending hit.
  • Down tilt: More rarely, you can use a single down tilt to rack up damage. The AI will eventually learn to combo this into a forward smash. That’s helpful for building up damage! Down tilt can also lead into an up throw and then into Final Cutter, and this is a combo the AI can learn.
  • Neutral aerial: If you’re launched into the air, you can occasionally use a neutral aerial to land. Don’t use neutral airs too often, though, as Ultimate’s AI kind of likes spamming them.
  • Forward aerial: You can also use a forward air as you land. The AI can learn to combo its first few hits into a grounded forward smash. You don’t have to actually use this combo to teach the FP, though. Just hit it with a forward air every so often and you’re good to go!

There are two moves in particular that you should avoid: Inhale and down air. That being said, though, you only need to use the moves we listed in this guide. All Kirby really needs is forward smash, up smash, dash attack, and Final Cutter, and then the other moves are kind of like the cherry on top. If you’re new to competitive amiibo and want to learn more about it, you can read our introduction guide tailored for brand-new trainers!


Thanks so much for reading — use the moves we discussed above and your Kirby amiibo should be starting out on the right foot! Or shoe, in this case. As usual, if you have any questions during training, feel free to join our Discord server and ask. We’ll be happy to help! Thanks again to Clockwerk66 for contributing some of the training information included in this guide. If you’ve got a moment, you can check out their own Discord server here! In the meantime, thanks again for reading — happy training!

If you would like to read more amiibo training guides, please follow this link.


12 thoughts on “Super Smash Bros. Ultimate – Kirby amiibo Guide (Competitive)”

  1. Is there any good way to keep my Kirby from just flying away? Sometimes he just abandons the fight and tries to down b me from the sky like a six year old just starting out at the game. He is very close to lvl fifty so he shouldn’t be doing this.

    1. Yes! First, don’t worry about your amiibo’s flaws until it is exactly Level 50. But assuming it’s now Level 50, you’d need to not jump at all. Try hitting Kirby with up smashes while it’s flying, and definitely try not to get hit by its Stone. If the amiibo goes for Stone and never hits it, it’ll eventually stop on its own. If you need to, you can go into Slow Smash so you can react faster and get out of the way in time.

  2. My Kirby is spamming smash attacks. Is there any way to stop it? (Note: I’ve given him a super armor spirit, so punishing it just isn’t possible without another smash attack, with seems to encourage it more. Also, I’m not resetting him. It took me forever to get that spirit.)

    1. Your best bet is to not let him hit you. It’s a disappointing answer, but it’s true!

      amiibo learn most from their own successes and failures, not necessarily yours. The first step would be to try to stay out of Kirby’s smash attack range. After he misses over and over again, he will likely start relying on other moves. Try to let him hit you with his non-smash attack moves so that he sees something he is doing works. And throughout all this, don’t attack with any smashes of your own (even if you are not playing as Kirby).

      It’s going to take a good deal of patience to work this flaw out but as long as he keeps missing his smashes and landing his other moves, he should be on the right track!

    2. Nvm I figured it out just keep playing matches and punish with anything that’s a non smash attack (I used tilts) and he’ll start to mix up his move choices.

      1. Oh wait sorry I posted that before I reloaded the site and saw an answer sorry.

  3. Another tip I figured out: don’t teach Kirby to taunt. He tends to spam it at the worst possible time

    1. The best advice I can give is to never let Kirby hit you with it. amiibo seem to learn more from what attacks they connect, not necessarily the ones you use against it. If Kirby hits you with it I would recommend quitting the match.

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