Super Smash Bros. Ultimate

Kirby (SSBU)

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This article is about Kirby's appearance inSuper Smash Bros. Ultimate. For the character in other contexts, seeKirby.
Kirby
inSuper Smash Bros. Ultimate
Kirby SSBU.png
KirbySymbol.svg
UniverseKirby
Other playable appearancesinSSB
inMelee
inBrawl
inSSB4
AvailabilityStarter
Final SmashUltra Sword
TierC- (65)
Kirby (SSBU)

Kirby (カービィ,Kirby) is a playable character inSuper Smash Bros. Ultimate and is one of the eight starting characters. Initially teased in the then-unnamedUltimate's announcement trailer, he was confirmed on June 12th, 2018, alongside all of the other veterans. Kirby is classified asFighter #06.

Kirby is voiced in all regions once again by Makiko Ōmoto, using a combination of new voice clips and ones recycled fromSuper Smash Bros. 4.

Kirby is currently ranked 65th out of 82 on theUltimatetier list, placing him in the C- tier. This is a moderate improvement to his placement in the previous game, where he was ranked 49th out of 54. Kirby possesses fast tilts and low ending lag on his aerials, granting him access to quick and powerfulcombos, 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'sInhale grants him access to his opponent'sneutral 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 lightweight makes him susceptible to early KOs. His poor air speed and merely average ground mobility, as well as a lack of reliable projectiles and ranged attacks, presents a host of problems inneutral and offstage, as Kirby has trouble approaching and fighting those that can out-range him. He also has a poor set ofspecial moves that fails to help with his weaknesses, as they are situational and suffer from high startup and/or ending lag and inconvenient attributes. Finally, Kirby's recovery, though far-reaching, is rather predictable. Final Cutter grants decent distance, but it can only snap to the ledge at either the start or peak of Kirby's ascent and lacks coverage directly above or behind him. To compound this, Kirby's poor air speed andfloatiness make him highly vulnerable to edgeguarding, juggling, and other forms of pressure.

Overall, Kirby is a fighter with many good moves that can rack up impressive damage at close range, but struggles to make use of his strengths due to his unimpressive reach, slow air speed, and lightweight properties. As a result, Kirby is once again a rarity in the metagame. Nevertheless, he has still seen success from dedicated mains such asGuilheww,JeJaJeJa, andKonokururu.

Attributes[edit]

Kirby is known for being a smalllightweight, being tied for the eighth-lightest character in the game. True to his franchise, Kirby is a slow, yet floaty character. He has a slightly below-averagewalk speed (31st slowest), averagedashing andinitial dash (42nd fastest and 43rd slowest). He also has the 5th slowestair speed, above-averageair acceleration, 3rd lowestgravity, the 5th lowestfalling andfast falling speeds, and above averagetraction. Due to these statistics, Kirby has difficulty approaching opponents. Kirby'srecovery is versatile: despite his slow air speed and low jump height rendering him susceptible to edgeguarding, his five midair jumps, slow falling speed, long vertical airdodge, andFinal Cutter's decent distance give him good stalling capabilities and decent safety.

Kirby's greatest strengths are his quick frame data, high combo potential, and the versatility of his moveset. The majority of Kirby's attacks are characterized by speed, with his tilts being among the fastest in the game, while his slowest moves instead boast high power as a trade-off, while still being quite fast for their power. Neutral attack and forward tilt are fast and have decent range, allowing Kirby to quickly distance opponents, with the latter being used for tech chase setups. Up tilt's low knockback and high speed allow it to combo into multiple moves, such as itself, an aerial attack, or an Inhale. Down tilt's low power is compensated by its very fast speed and it launching opponents at theSakurai angle, which allows it totrip most opponents even over 80%. Should he trip his opponents with it, he can follow up with a variety of attacks, such as a dash attack, grab, or forward smash. Dash attack’s early hit is excellent for whiff punishing and scoring a KO, potentially KOing opponents starting at 90%, while the late hit can set up into an Inhale. Hissmash attacks have good range, high power, and great speed, making them excellent at scoring a KO. Kirby is also very small, making him hard to hit, and his very low [crouch]] allows him to avoid almost all grabs and several attacks. As a result, Kirby has an excellent ground and defensive game thanks to his quick frame data and evasive crouch, requiring opponents to be careful when approaching him in neutral.

The usefulness of Kirby's ground game also extends to hisgrab game. His grabs have short range but are among the fastest inUltimate, while his pummel's meager damage output is counterbalanced by its very fast speed. Hisforward throw, unlike most other forward throws in the game, has combo potential, leading into aerial attacks from low to mid percentages.Back throw can be followed up by a back aerial at very low percentages on certain characters, can KO at high percents, and can send opponents offstage.Up throw is his strongest throw and is able to KO almost all characters around 170%, or even earlier if it lands on a platform. Lastly, whiledown throw has no combo potential, it is reliable for damage-racking when no other throw can yield better results.

Kirby's aerial game is also notable. Despite his poorair speed, hisair acceleration is high and his aerial attacks also have great versatility.Neutral aerial has a long-lasting hitbox, the clean hit is disjointed and relatively strong, very low landing lag, and good coverage, making it a safe landing option. The weak hit of neutral air can combo into his tilts, grab, or even a smash attack, while the strong hit doubles as a combo finisher and a KO move at high percents. Due to the move lasting longer compared to his other aerials, it can safely pressure shields.Forward aerial is Kirby’s most reliable approaching tool. Despite its moderately slow startup, it has disjointed hitboxes on Kirby’s feet, has a long lasting hitbox that can lead to a wall of pain at low percents, the final hit can lead to a KO at high percents, and has very little landing lag, which makes it very safe on shield and hard to punish.Up aerial has good vertical knockback, low landing lag and a fairly quickauto-cancel window, allowing for several potential follow-ups and even opportunities to KO when near the upper blast line.Back aerial has decent range, high knockback on the clean hit, and is Kirby's fastest aerial, making it one of his strongest options overall. Lastly,down aerial has considerable startup, but has multiple hits that drag opponents downward before the final hitmeteor smashes them and has low ending lag, making it a deceptively powerfuledgeguarding tool as well as a reliable combo starter with follow-ups on grounded opponents.

Kirby'sspecial moves can provide some unique strengths.Inhale is his most notable example; it allows him to eithercopy theneutral special move of any character he inhales, or spit them out as a weight-dependentprojectile. Depending on what character he inhales, the copy ability can give Kirby a move that helps him in matchups to various degrees, such as useful projectiles to counter-camp his opponent (Needle Storm,Charge Shot,Wolf'sBlaster), powerful punish options (Giant Punch,Homing Attack), a reflector (Nayru's Love), or other benefits (Monado Arts). In addition, Kirby's version of the opponent's neutral special has a 1.2× damage multiplier. Kirby can also inhale projectiles; smaller projectiles will be swallowed, allowing him to heal himself, while larger ones (such as a fully-charged Charge Shot) can be stored in his mouth and spat out, essentially giving Kirby a reflector. The spat projectiles can be used to punish opponents at mid-range and can launch them away with high knockback. Inhale can also be used toKirbycide or spit the opponent out offstage, although the opponent can escape bymashing.Hammer Flip is very powerful, especially when fully charged, and Kirby can move and jump while charging. However, its high startup and endlag, along with its short range and Kirby's already-sluggish movement being further slowed when charging, makes it difficult to land outside of ashield break, covering ledge options, or after a jab lock. Outside his jumps, Final Cutter is his primary means ofrecovery, granting good vertical distance, as well as a disjoint in front of him during his ascent and descent. It also emits a shockwave projectile upon landing, making it difficult topunish if the opponent is not behind Kirby. Lastly,Stone causes Kirby to turn into an object and ignore up to 25% damage. It is also a strong attack, especially in the air, and can be canceled shortly after Kirby begins his descent, although these benefits are limited by its slow startup and ending lag, and Kirby is still vulnerable to grabs while transformed. It can also be used on the ground, where it has faster startup due to creating a shockwave and it launches at a semi-spike angle.

Kirby's most notable flaw, however, is his poor approach. Characters who have high mobility or who can camp with projectiles can wall out Kirby, such asSonic andSamus. Kirby's lack of reliable burst options makes his approach in these matchups problematic and sometimes predictable. In addition, characters with longdisjointed hitboxes such asCloud can outrange and wall out Kirby since his range is short relative to the cast. Final Cutter's projectile has decent range and moves quickly, but Kirby cannot use it until he falls back to the ground, and he lacks other projectiles outside of spitting inhaled projectiles/opponents, or from a copy ability. This requires conscientious use to avoid punishment. Kirby's great acceleration is undermined by his poor air speed, hindering his aerial approach and recovery despite possessing five midair jumps. While Kirby has several KO moves, some can be hard to land without a setup or correct reads due to their short range.

In addition, Kirby also has poor endurance. While being light and floaty can help him escape combos from other characters, this also means he risks getting KOed earlier.Rage further compounds these issues, as Kirby will be launched even further by a high-damage opponent, and his low weight means he will sometimes not survive long enough to take advantage of his own rage. He is also vulnerable tojuggling, due to his aforementioned slow falling and air speeds. This imposes as a risk in approaching opponents in the air, while also preventing Kirby's aerials from being used effectively when in a disadvantage state, often forcing him to rely on the timing of his jumps, Stone, or neutral aerial to escape and return to the ground or ledge.

Kirby's weaknesses are also pronounced by his special moves, as their high start-up and ending lag and inconvenient combinations of attributes result in situational moves that have poor synergy with the rest of his moveset. Inhale gives Kirby access to his opponent's neutral special, but it has noticeable ending lag, the utility of the move he gains access to depends on the character, recovering health by eating small projectiles has extreme ending lag and gives him minimal healing, spitting out larger projectiles to reflect them is situational and Kirby has a random chance of losing his Copy Ability if he gets hit after the first 20 seconds after he obtained it, losing out on tools to take on opponents. Hammer Flip has poor range for a disjointed hitbox, stops Kirby's horizontal momentum in the air and is too laggy to use effectively. Stone protects Kirby from attacks below 25% and has good power, but it has noticeable start-up and ending lag, especially in the air, and grabs will force him out of the transformation as if he's shielding; and Final Cutter covers a decent distance but it's linear and predictable, as it only snaps to the ledge at the start and at the end and it suffers from slow start-up, which makes it a poor out-of-shield option.

Overall, Kirby tends to run hot and cold. He can inflict an impressive amount of damage if he gets close to his opponent thanks to his excellent frame data and potent combo game, but doing so is challenging for him due to his poor approach. As such, Kirby functions well with a bait-and-punish playstyle, although being unprepared for an opponent's approach can be hazardous due to his low survivability.

Changes fromSuper Smash Bros. 4[edit]

Near the end ofSSB4's metagame, Kirby had been considered a low-tier character due to a combination of lackluster attributes and underwhelming specials. Likely owing to this, Kirby has been buffed overall in the transition toUltimate.

Most of Kirby's buffs lie in the increased utility of his moveset as a whole, with overall improved frame data and KO power on many of his moves. The first two hits of hisneutral attack can nowjab lock and connect better into the looping hits (albeit at the cost of reduced damage output), whileforward tilt is a stronger poke and KO option due to its reduced endlag and its increased knockback. Hisdash attack has been mostly reverted back to itsMelee iteration, however, it is significantly faster, stronger, has less startup, far longer duration compared to his previous dash attack inSSB4, can cross-up on shields, covers more ground, and is more reliable for catching opponents thanks to only consisting of a single, long-lasting hitbox—these changes make it a stronger punish tool and a much more versatile move overall. Hissmash attacks are now stronger punish options, withforward smash having much more range,up smash having faster start-up, anddown smash regaining its semi-spike angle, restoring its utility at edgeguarding. His smash attacks also have improved KO power, with forward and up smash dealing more knockback, and down smash's altered angle KOing earlier at the edge despite its reduced knockback. Several of Kirby's attacks, such as up tilt and all his aerials (except for up aerial) also have more range, partially alleviating one of his weaknesses fromSSB4.

The universal reduction tolanding lag has also greatly benefited his aerials, which already had among the lowest landing lag inSSB4; his aerials are not only safer, but now capable of leading into followups, withforward aerial's first two hits now being able to follow up into a grab or forward smash. His neutral aerial (being one of his most situational attacks) is now faster, has more range, has less endlag, and deals more knockback (the clean hit being one of the strongest neutral aerials inUltimate). Up aerial received many of the same buffs as neutral aerial and both it and forward aerial deal more damage, regaining some of their lost KO power fromMelee.

For Kirby's special moves,Inhale has been significantly buffed with faster startup, less ending lag, a much longer grace period in which Kirby cannot lose his Copy Ability, a lower probability of losing said ability after this period has ended, and a new 1.2× multiplier to his copiedneutral special compared to his opponent (albeit without a corresponding increase to knockback), giving him a greater incentive and a higher reward from inhaling opponents. Furthermore, he can now eat the projectiles he swallows to heal himself (and store certain ones in his mouth as well, enabling him to spit them out as stars).Hammer Flip now renders Kirby nigh-impossible to stop for a longer time as long as he's grounded.Final Cutter is faster, snaps to the ledge slightly sooner, and its landing hit is much more powerful, which improves its utility.Stone's aerial variant now has super armor during its startup, making it more difficult to interrupt Kirby out of the attack, as in previousSmash games he could be interrupted even when he fully transformed.

However, Kirby has also received several noteworthy nerfs. The most notable were to hisgrab game: his already mediocre grab range has been worsened (most notably on his pivot grab), andforward throw has him jump up higher after the throw, which runs the risk of possibly landing on top of a soft platform, potentially negating follow-ups when executed incorrectly, whileback throw has lost most of its combo setups due to changes to the animation. Altogether, this grants Kirby a less effective neutral game off of his grabs overall. Other nerfs include Stone no longer hitting shielding opponents twice, reducing its shield pressure considerably;back aerial deals less knockback (although it has more range and the clean hit now lasts for slightly longer to compensate); anddown aerial, one of his most reliable combo starters inSSB4, has more range on the looping hits, but slightly less on the final hit and is less advantageous on landing due to the removal offrame canceling, reducing the effectiveness of its follow-ups since its landing lag was not reduced enough to compensate properly. Furthermore, Kirby still retains many of the same issues that plagued him inSSB4, with the aforementioned mediocre range, sluggish aerial mobility and a high susceptibility to being camped.

Universal changes to the game's mechanics both benefit and hinder Kirby. The revampedair dodging mechanics have significantly improved his innate ability toedgeguard opponents more effectively, and directional air dodges have also given him a secondary recovery option, but this also makes him more susceptible to juggling and edgeguarding as well, due to his short-ranged aerials, predictable landing options, and his air dodges being among the slowest in the game. The changes to downwards velocity KOing opponents faster from the bottomblast line now render Final Cutter as a significantly more deadly edgeguarding andsacrificial KO option, further improving its utility. The increasedshieldstun and increased startup on shield grabbing notably benefits Kirby's safety on hit, due to his moveset's naturally high damage and low ending lag, making him harder to shrug off and punish accordingly. Conversely, the changes to grabs' ending lag make Kirby's own grab riskier to throw out, as their ending lag can prove more punishable. The increase in mobility is a mixed bag for Kirby, as while his mobility has improved overall relative to the cast (most notably his aerial mobility), his problems with camping from the previous incarnation remain, exhibited with the increased prevalence of zoners. Overall, his edgeguarding and defensive options have been improved at the cost of his range issues becoming even more prevalent than inSSB4.

In the end, Kirby's changes now render his punish game much more deadly, make him much harder to shake off once he gains the advantage, and allow him to seal stocks at much more varied percentages, but the universal changes to the game's engine have made it slightly easier for certain opponents to stay away from him or wall him, rendering his punish game slightly more inconsistent. Kirby has also received a myriad of buffs through game updates, which have further helped his punish game, though updates have also introduced strong DLC competition as well as also buffing other characters. As a result, Kirby performs better inUltimate than inSSB4, albeit not enough to significantly improve compared to the cast.

Aesthetics[edit]

  • Change Kirby's appearance is largely the same as it was inSSB4, though his model features a more subdued color scheme. His feet have a pinkish tint, and his blush marks are slightly blurred. These changes make Kirby more closely resemble his appearance in recentKirby games.
  • Change Like many other characters, Kirby is more expressive, both with his face and his movement.
  • Change Some of Kirby's animations, particularly his dash and initial jump, have been tweaked to closer resemble his appearance fromKirby's Return to Dream Land onward.
  • Change One of Kirby's voice clips when taking high knockback has been changed to his alternate KO sound fromSSB4.
    • Change As a result, he gains a new KO clip, which sounds similar to one of his unused high knockback voice clips fromBrawl.
    • Change Kirby's unused damage yell fromSmash 4 is used when he takes medium knockback.
  • Change Kirby'son-screen appearance has a more intense, fiery explosion than in previous games. The large, cartoony stars that appear have been removed, and while the sparkle effects are still present, they have been drastically toned down. All in all, it more closely resembles how it appeared inSuper Smash Bros.
  • Change Uptaunt has been shortened, with Kirby striking the ending pose without dancing first. The pose itself has been tweaked; Kirby raises one of his feet, resembling the pose he makes when gaining abilities in his games.
  • Change Kirby smiles during his side taunt.
  • Change Kirby'svictory poses have been modified. Two new dances are used, one with Kirby waving his arms and breakdancing, and another with Kirby moonwalking and sliding, both based onKirby’s Return to Dream Land and ending in a unique pose. Kirby also splits into three separate Kirbys when not in team battles, referencing his home series. This is the first and only game to have Kirby's victory poses finish differently.
    • Change Kirby's idle pose at the end of his victory animation is more animated, with a gentle squash-and-stretch effect leading to a more rubbery feeling.
    • Change Kirby faces forward instead of away when "wiggling" in one of his victory poses.
  • Change When Kirby gains a newCopy Ability, he briefly poses as he does in his home series. This animation can be canceled.
  • Change Some Copy Ability hats have been changed.
    • Change HisSamus helmet has a fully opaque visor, as it was inSuper Smash Bros.
    • Change HisCaptain Falcon helmet has triangular eyes, and the visor is opaque as inSuper Smash Bros.
    • Change UnlikeSmash 4, hisJigglypuff cap matches his costume color, as in previous games up toBrawl.
    • Change HisZelda cap has been changed from the wimple she wore as a child inThe Legend of Zelda: Ocarina of Time to a hairstyle matching her newA Link to the Past andA Link Between Worlds-inspired look.
    • Change HisGanondorf cap is consistent with Ganondorf'sOcarina of Time appearance, effectively reverting to its design inMelee.
    • Change HisIke cap uses the hairstyle from hisPath of Radiance design, as inBrawl.
    • Change HisWolf cap matches Wolf'sStar Fox Zero-based appearance.
    • Change HisRobin cap, upon exhausting theThunder tome, will disappear as it does in all other cases, instead of just disappearing with no animation.
  • Change Kirby no longer vocalizes when usingBowser'sFire Breath, though the relevant voice clip is still present inSound Test. He also has updated voice clips for usingNayru's Love andWarlock Punch when copingZelda andGanondorf respectively.
  • Change Kirby'sBoxing Ring alias has been changed to "The Pink Demon", a direct translation of the Japanese title, for consistency with its appearance inKirby: Planet Robobot.

Attributes[edit]

  • Buff Like all characters, Kirby'sjumpsquat takes 3 frames to complete (down from 4).
  • Buff Kirbyruns faster (1.57 → 1.727).
    • Buff His initialdash is noticeably faster (1.5 → 1.9).
  • Buff Kirbywalks faster (0.93 → 0.977).
  • Buff Kirby'sair speed is slightly faster (0.8 → 0.84).
  • Buff Kirby'straction is much higher (0.0493 → 0.116), going from below average to being tied for the 17th highest, making it easier for him to punish out of shield.
  • Buff The changes to taunt interruptibility benefit Kirby more than any other returning veteran, as he can act quicker after discarding a Copy Ability.
  • Nerf Forwardroll grants lessintangibility (frames 4-17 → 4-15).
  • Nerf Back roll has more startup with less intangibility (frames 4-17 → 5-16), and more ending lag (FAF 31 → 36).
  • BuffAir dodge grants more intangibility (frames 3-27 → 3-29).
  • Nerf Air dodge has significantly more ending lag (FAF 33 → 63), being tied withRosalina for the second slowest air dodge in the game duration-wise, only behindJigglypuff.

Ground attacks[edit]

  • Neutral attack:
    • Buff Neutral attack's first and second hits have altered angles (55° →361°/180° (hit 1), 70° → 361° (hit 2)) and knockback (8 base/30 scaling → 20 base/25/20 scaling (hit 1), 15/30 → 25/15 (hit 2)) to keep opponents close to Kirby, akin to other neutral attacks. This allows them tojab lock, and noticeably improves their previously poor linking ability.
    • Buff The first hit has less startup lag (frame 3 → 2), with its total duration reduced as well (FAF 16 → 15).
    • Buff The second hit transitions faster into the infinite (frame 8 → 5) and has a lowerSDI multiplier (1× → 0.3×), although with a slightly higherhitlag multiplier (1× → 1.2×).
    • Buff The infinite has shorter gaps between hits (4 frames → 2), a consistent angle (55°/68°/80° → 361°), a lower hitlag multiplier (1× → 0.5×) and SDI multiplier (1× → 0.4×), and deals less knockback (6/4/2 base/100 scaling → 7 base/35 scaling). This allows it to connect more reliably and makes it much harder to escape.
    • Buff The infinite's finisher has less startup (frame 5 → 3) and ending lag (FAF 51 → 40).
    • Buff The finisher deals more damage (2% → 3%) and launches at a lower angle (45° → 361°), with knockback not fully compensated (80 base/120 scaling → 70/115), improving its KO potential.
    • Nerf All hits except the finisher deal less damage (2% → 1.8% (hit 1), 3% → 1.6% (hit 2), 1% → 0.2% (infinite)).
    • Nerf The first hit has a higher hitlag multiplier (1× → 1.7×), giving opponents more time to SDI it.
    • Nerf The second hit and each hit of the infinite have a shorter hitbox duration (2 frames → 1), and the latter also has one frame more startup (frame 6 → 7), although this is compensated by its faster transition from the second hit.
    • Nerf The finisher has smaller hitboxes overall (4.5u/6.5u/5.5u → 5u/5u/5u).
    • Nerf The finisher has a much higher hitlag multiplier (1× → 3×), making it easier to DI after SDIing the infinite.
    • Change The infinite has gained ashieldstun multiplier of 7×. This allows it to lock opponents into their shields between each hit, and thus pressure them more effectively, but also allows them to cancel shieldstun and punish Kirby more easily if they shield 10 hits or more.
    • Change Kirby's punching hand disappears during his rapid jab; instead, the visual effects have been made thicker.
  • Forward tilt:
    • Buff Forward tilt has less ending lag (FAF 28 → 24). Combined with the increasedshieldstun for ground attacks, this makes it much safer on shield.
    • Buff It has much more base knockback (12 → 40), improving its KO potential.
  • Up tilt:
    • Buff Up tilt's closest hitbox is larger (4u → 4.8u), slightly surpassing the late hit inBrawl.
    • Buff The late hit and foot intangibility last one more frame (frames 6-9 → 6-10), matching its duration fromBrawl.
    • Buff It has less base knockback (40 → 30/26 (clean), 26 (late)) and more knockback scaling (116 → 132/125 (clean), 110 → 130/119 (late)), allowing it to combo better into his aerials from low to mid percents, while also improving its KO potential at very high percents.
    • Change The hitbox at the tip of Kirby's foot launches at a slightly different angle (100° → 98° (clean), 88° → 86° (late)).
  • Down tilt:
    • Buff Due to the increased traction across the cast, opponents do not slide back as much upontripping from down tilt, improving its reliability for starting combos.
    • Change It has more knockback scaling (30 → 43), causing it to stop tripping opponents sooner, but improving its combo potential at higher percents if it doesn't trip due to the aforementioned change.
  • Dash attack:
    • Change Dash attack has reverted to itsMelee iteration, where Kirby does a flaming tackle identical to the Burning copy ability from his home series, although it does not drop him off edges.
    • Buff It hits only once instead of six times, possessing a clean hit, mid hit and late hit. This makes it more reliable overall than the previous dash attack, which could sometimes miss its last hit due to the looping hits' poor linking ability.
    • Buff It propels Kirby a much farther distance forward, increasing its range.
    • Buff It has less startup lag with its hitboxes active fully throughout (frames 12, 15, 19, 24, 30, 35-37 → 9-17 (clean)/18-26 (mid)/27-34 (late)).
      • Nerf However, the total duration has not been fully compensated, giving it 1 frame more ending lag despite the shorter total duration (FAF 54 → 52).
    • Buff It has larger hitboxes (3.5u/3.5u/3.3u (hits 1-5), 3u (hit 6) → 5u (clean), 3.5u (mid & late)).
    • Buff It has lower hitlag multipliers (2× → 1.3× (clean)/1× (mid)/0.8× (late)). In combination with its faster startup and consisting of a single hit, this makes it harder toDI.
    • Buff The clean hit deals more damage (1% (hits 1-5), 4% (hit 6); 9% total → 12%), with knockback not fully compensated (100 base/70 scaling → 82/71), and launches at a more horizontal angle (65° → 46°). This turns it into a much stronger finisher, KOing opponents at around 160% from center stage and 105% near edges, compared to being unable to KO under 280% regardless of horizontal positioning.
    • Buff The mid and late hits deal more damage than the previous dash attack's last hit (4% → 9% (mid), 6% (late)), and the former launches at a higher angle (65° → 76°), allowing it to KO slightly earlier despite its lower knockback values (100 base/70 scaling → 80/50).
    • Nerf The late hit deals much less knockback (100 base/70 scaling → 80/50), hindering its KO potential despite launching at a higher angle (65° → 76°).
  • Forward smash:
    • Buff Forward smash's clean hit deals more knockback (30 base/102 scaling → 32/109), improving its KO potential.
    • Buff Kirby lunges farther forward, giving it more range.
    • Buff It deals more damage when angled down (14% → 15% (clean), 10% → 11% (late)).
    • Nerf It deals less damage when angled up (16% → 15% (clean), 12% → 11% (late)), although the clean hit is still slightly stronger than inSmash 4 due to its higher knockback values.
    • Nerf The clean hit has a higher hitlag multiplier (1× → 1.2×), making it easier to DI.
    • Change It has a different startup animation: Kirby pulls back before executing a thrust kick instead of performing a spin first, resembling Smash Kick, one of Smash Bros. Kirby's attacks inKirby: Planet Robobot.
  • Up smash:
    • Buff Up smash has less startup (frame 14 → 12), with its leg intangibility frames moved accordingly (frames 14-19 → 12-17) and its total duration reduced (FAF 48 → 46).
    • Buff The clean hit has a longer duration, with the late hit having a shorter duration instead (frame 14 (clean)/15-16 (mid)/17-19 (late) → 12-14/15-16/17). This improves its utility as an anti-air, as the clean hit remains active when the hitboxes go above Kirby.
    • Buff The clean hit deals more knockback (33/30 base/104/99 scaling → 36 base/104 scaling), improving its KO potential.
    • Buff The mid hit's sourspot (12% → 13%) and late hit (12%/11% → 13%/12%) deal more damage.
  • Down smash:
    • Buff Down smash launches at asemi-spike angle like its foot hitboxes inMelee andBrawl (69° → 29°), significantly improving its edgeguarding ability and allowing it to KO earlier near edges.
    • Buff It has less startup lag (frame 10 → 7) with its total duration reduced as well (FAF 54 → 51).
    • Nerf It has much less knockback scaling (110 → 94), hindering its KO potential from center stage and across the stage.

Aerial attacks[edit]

  • Buff All aerials have less landing lag (10 frames → 6 (neutral), 13 → 8 (forward), 17 → 10 (back), 12 → 7 (up), 17 → 16 (down).
  • Neutral aerial:
    • Buff Neutral aerial has less startup (frame 10 → 8) and significantly less ending lag (FAF 73 → 53).
    • Buff The clean hit deals significantly more knockback (30 base/90 scaling → 35/117), allowing it to KO reliably at around 150% from center stage.
    • Buff All hitboxes are bigger (8u → 9u (clean), 7u → 8u (mid), 6u → 7u (mid-to-late), 5u → 6u (late)).
    • Buff Itauto-cancels earlier (frame 56 → 51).
  • Forward aerial:
    • Buff Forward aerial's first hit launches at a higher angle (45°/80° → 53°/84°) and deals less knockback (35 base/50 scaling → 43/39 (close), 35/38 (far)), allowing it to connect into the second hit more reliably.
    • Buff The first and second hits have lower hitlag (1× → 0.8×) and SDI multipliers (1× → 0.5×), making them harder to escape.
    • Buff The first and third hits have larger hitboxes (4.3u/4.3u → 5u/4.4u (hit 1), 4.9u → 5.1u (hit 3)), with the latter extending further horizontally (Z offset: 8u-12u → 7u-13u) and vertically (Y offset: 3.9u-4.2u → 3u-4.2u), improving their range.
    • Buff Due to its reduced landing lag, and forward smash's improved range and knockback, the first hit has gained a KO setup into it at high percents.
    • Buff The second hit extends further outwards (Z offset: 8u-12u → 7u-13u) and below Kirby (Y offset: 3.7u-4.2u → 2.8u-4.1u), improving its horizontal range, and allowing it to hit short or crouching characters, even in a rising short hop.
    • Buff The second and third hit deal more damage (3% → 4% (hit 2), 5% → 6% (hit 3).
    • Buff The third hit has a longer duration (frames 25-26 → 25-27).
  • Back aerial:
    • Buff Back aerial has larger hitboxes (4u → 4.5u (clean), 3.4u → 3.5u (late)), and they extend further horizontally (Z offset: 7u-10.5u → 6u-13u (clean), 7u-10u → 6u-11u (late)), noticeably improving its range.
    • Buff The clean hit has a longer duration (frames 6-7 → 6-8).
    • Nerf The clean hit has slightly less base knockback (20 → 15), hindering its KO potential.
    • Nerf The clean hit has a higher hitlag multiplier (1× → 1.2×), making it easier to DI.
    • Nerf The late hit has a shorter duration (frames 8-14 → 9-12).
  • Up aerial:
    • Buff Up aerial has less startup (frame 10 → 8), less ending lag (FAF 40 → 36), and auto-cancels earlier (frame 22 → 20).
    • Buff It deals more damage (9% → 10%) and has noticeably more knockback scaling (100 → 115), greatly improving its KO ability, without worsening its combo ability due to its reduced lag.
  • Down aerial:
    • Buff Down aerial's looping hits deal more damage (1% → 1.3%, total: 7% → 8.5%), with knockback scaling compensated (107 → 100).
    • Buff The looping hits have a noticeably lower hitlag multiplier (1.5× → 0.8×), alongside a larger hitbox (5u → 6u), increasing their range and making them harder to escape from.
    • Nerf It can no longer beframe canceled, with its landing lag not reduced enough to compensate. As a result, it has more landing lag relative toSmash 4 if the landing hit connects, hindering its combo potential.
    • Nerf The last hit has a smaller hitbox (6.2u → 5.6u).

Throws and other attacks[edit]

  • Grabs:
    • Nerf All grabs have more ending lag (FAF 28 → 34 (standing), 39 → 42 (dash), 33 → 37 (pivot)), albeit they are still among the fastest in the game.
    • Nerf All grabs have less range (Z2 offset: 10.2u → 9.4u (standing), 12.1u → 11u (dash), -17.9u → -15.7u (pivot)).
    • Nerf Dash grab has slightly more startup lag (frame 8 → 9).
  • Pummel:
    • Nerf Pummel deals less damage (1.55% → 1%).
    • Nerf It has less startup (frame 9 → 1) and ending lag (FAF 10 → 6), but deals considerably more hitlag (4 frames → 11), increasing its effective duration.
  • Forward throw:
    • Nerf Forward throw has Kirby jump slightly higher and further backwards at the end of the animation, able to reach the height ofBattlefield's lower platform. The additional height weakens its combo potential at low percents, while the additional backwards distance prevents him from benefitting from the extra height at higher percents.
  • Back throw:
    • Nerf Back throw has Kirby jump immediately after releasing the opponent, as opposed to a few frames later, causing him to be much higher in the air after the move ends. Additionally, Kirby lands a short distance forward relative to where the throw is initiated from, rather than in the same spot. This almost completely removes the throw's followups at low percents, and weakens its edgeguarding potential, as it pushes Kirby away from edges.
    • Change It has an altered animation where Kirby doesn't squish as much upon slamming the opponent to the ground.
  • Up throw:
    • Buff Up throw has gained a collateral hitbox upon landing that deals 7%, similar toMeta Knight's up throw, increasing its effectiveness in battles with multiple opponents.
  • Down throw:
    • Buff Down throw's first nine hits deal more damage (0.8% → 1%, total: 10.2% → 12%).
  • Edge attack:
    • Buff Edge attack deals more damage (7% → 9%).
    • Nerf It no longer inflicts 4 frames of hitlag on the opponent upon release, slightly reducing its hit advantage.

Special moves[edit]

  • Inhale:
    • Buff Inhale has less startup lag (frame 14 → 10), making it much easier to combo into.
    • Buff It has a larger vortex hitbox (7u → 8.5u) with altered hitbox placements (Y offset: 7.5u → 7u, Z offset: 13u → 15.5u), and an additional vortex hitbox, increasing its range.
    • Buff It has less ending lag when failing to inhale anything (FAF 73 → 64), and after copying an opponent (FAF 30 → 21), preventing the copied opponent from being able to hit Kirby before he can move.
    • Buff The swallowing hitboxes are larger (4.2u/4.6u → 5.3u/5.8u), increasing the safety of copying an opponent when others are nearby.
    • Buff It can catch projectiles to heal Kirby, albeit with noticeable ending lag.
      • Buff Kirby can keep certain projectiles, like a fully chargedCharge Shot, inside his mouth and then choose to spit them out as a star that deals damage or swallow them to heal himself.
    • Buff Kirby dies later when performing aKirbycide, though he still dies first. This gives the opponent less time to recover after Kirby is KO'd.
    • Buff Kirby receives a 1.2× damage multiplier for hisCopy Abilities compared to the copied opponent's neutral special.
    • Buff Kirby cannot lose his Copy Ability by getting hit for 20 seconds after receiving it, allowing him to keep it much more efficiently.
    • Buff The distance an opponent travels in a star scales with damage, allowing Kirby to KO spat opponents near edges more effectively at higher percents.
    • Nerf Rather than a 3.125% chance regardless of move, the chance for Kirby to lose his Copy Ability by getting hit is equal to the damage % taken, thus increasing it for hits that deal more than 3.125% damage.
      • Buff This also means moves that deal less than 3.125% (like some multi-hit moves) are less likely to make Kirby lose his ability.
    • Change Inhale has a more opaque visual effect.
    • Change Kirby mouth's now uses the same texture used for his mouth. As a result, with the exception of both his default and P8 alternate costume, the color of Kirby's mouth no longer matches the color of his feet.
  • Hammer Flip:
    • Buff Hammer launches at a lower angle when not fully charged (53° → 48° (grounded), 55° → 50° (aerial)), slightly improving its KO potential.
    • Buff The grounded version has intangibility (frames 2-10) and more super armor (frames 11-13 → 11-17) when fully charged.
    • Buff The aerial version deals slightly more damage (15%-27% → 16%-28%) with no compensation on knockback.
    • Nerf The aerial version sends at a higher angle when fully charged (45° → 50°), slightly reducing its KO potential despite its increased damage.
    • Change Kirby may use his uncharged or fully charged voice lines fromSmash 4 when swinging an uncharged Hammer.
    • Change A fully charged Hammer triggersSpecial Zoom.
  • Final Cutter:
    • Buff Final Cutter has less landing lag (34 frames → 30).
    • Buff It can snap to the ledge earlier (frame 36 → 33).
    • Buff The rising hit has a longer duration (frames 23-24 → 23-26). The set knockback during the additional active frames is lower (117/102 → 60/50) to link into the falling hit as well.
    • Buff The landing hit no longer has set knockback (120 set/100 scaling → 85 base/95 scaling).
    • Buff The shockwave projectile has a higher initial velocity (4.5 → 4.8), increasing its range.
    • Nerf The falling hit has smaller hitboxes (6.5u → 6u (meteor), 6u → 5.5u (late)).
    • Nerf The falling hit'smeteor smash portion has slightly less set knockback (100 → 96), making it less effective forSacrificial KOs.
    • Change The projectile has a lower hitlag multiplier (1× → 0.7×), although this is compensated by the universal increase tohitlag.
  • Stone:
    • Buff Aerial Stone hassuper armor during startup (frames 19-28).
    • Buff It deals more knockback while falling (65 base/70 scaling → 69/76).
    • Buff The landing hit launches at a higher angle (0° → 25°) and has much more base knockback (40 → 86), although with its knockback scaling partly compensated (40 → 30), allowing it to set up edgeguards more effectively, while also increasing its KO power.
    • Nerf The aerial hit can no longer combo into the landing hit, significantly decreasing its shield damage.
    • Change If Stone is hit with a reversing move such asCape, the transformation will visually spin around.
    • Change Stone can transform into aTreasure Chest found inThe Legend of Zelda: Breath of the Wild's shrines.
    • Change If Kirby ismetal when using Stone, the transformation will also be metal.
    • Change Kirby doesn't change back to normal if he lands underwater.
    • Change Kirby briefly does his guarding pose in the startup animation, referencing the animation that plays after obtaining the Stone ability inKirby Super Star.
  • Ultra Sword:
    • Nerf The final hit has less knockback scaling (100 → 95), hindering its KO potential.
    • Change It features a special background effect upon usage, in a similar fashion to the use of Super Abilities inKirby's Return to Dream Land.

Update history[edit]

Aside from glitch fixes, Kirby has been buffed significantly via game updates. Update 2.0.0 improved his ground game by reducing the ending lag of his forward tilt, along with granting it increased base knockback, giving it newfound KO potential at very high percentages, while also boosting its safety at low percents. Dash attack's clean hit was also given a larger hitbox, and its damage output was increased overall. Update 3.0.0 improved the duration of his up smash's clean hit, making it easier to land on aerial opponents, and reduced the ending lag on his neutral aerial.Inhale's Copy Ability grace period was also extended, allowing Kirby to safely keep his abilities for longer, and the probability of him losing them when receiving damage was also reduced. Furthermore, his down throw's damage output was increased, andFinal Cutter can grab ledges earlier, making it safer for recovery.

Update 6.0.0 granted Kirby some of his most significant improvements. Both neutral and up aerials had their startup reduced and their knockback increased, improving their combo and KO potential. Inhale had its startup reduced as well, and the grace period for Copy Ability was further increased, along with a further reduction to the probability of losing his abilities. Up smash's sourspot had its knockback increased, improving its consistency, and neutral attack's startup was reduced by 1 frame. Following this, update 7.0.0 enlarged Kirby's shield, making him much less susceptible to shield pokes.

Kirby has been buffed once more in update 8.0.0, strengthening a handful of his finishers such as down smash, back aerial, andStone, with the former having decreased start-up, alleviating the nerfs they initially received in the transition toUltimate. Dash attack had its clean hit's knockback increased and its previously high endlag reduced, with cross-ups now being much safer and as well as giving the late hit follow-up potential. Although forward aerial's increased damage output and knockback on the final hit makes it harder for him to follow up with his combos at low percents, it is an overall benefit since it renders his finishers to be more potent, while indirectly giving his other combo tools more flexibility. Update 13.0.1 added a minor buff/bug fix of Kirby's version ofLightning Buster less ending lag to matchMythra.

Overall, Kirby fares significantly better than he did at the launch ofUltimate, with his combo potential and mobility being greatly improved, as well as his combos doing more damage, which makes his neutral game more viable and leaves him less reliant on correct reads to consistently close stocks.

Super Smash Bros. Ultimate1.1.0

  • Buff Up aerial has less ending lag (FAF 40 → 38).
  • Change The animation forFinal Cutter has been adjusted.

Super Smash Bros. Ultimate1.2.0

  • Bug fix After copying Pac-Man'sBonus Fruit, Key will no longer be discarded when it is recycled.

Super Smash Bros. Ultimate2.0.0

  • Buff Kirby'sDash attack has greater range and all hitboxes deal 2% more damage (10%/7%/4% → 12%/9%/6%), with knockback not fully compensated.
  • BuffForward tilt has increased base knockback (12 → 40) and reduced ending lag (frame 28 → 24). This improves its safety as a spacing tool, and even allows it to KO at higher percents.
  • BuffStone now has damage-based armor starting on frame 19 when used in the air. This makes the move harder to intercept.

Super Smash Bros. Ultimate3.0.0

  • Buff Up smash's clean hit has a longer duration, with the late hit having a shorter duration instead (frame 12 (strong)/13-14 (mid)/15-17 (late) → 12-14/15-16/17).
  • Buff Neutral aerial has less ending lag (FAF 63 → 55) andauto-cancels earlier (frame 56 → 51).
  • Buff The first 9 hits of down throw deal more damage (0.8% → 1%, total: 10.2% → 12%).
  • Inhale
    • Buff Kirby dies later when performing aKirbycide with Inhale, though he still dies first (distance from the blastzone: (-10 → -4). This gives the opponent less time to recover after Kirby is KO'd.
    • Buff Kirby cannot lose Copy Abilities received by Inhale for a longer period of time (5 seconds → 10).
    • Buff Kirby is less likely to lose Copy Abilities when getting hit (Chance to lose: Damage Received/70 * 1.3 → Damage Received/70).
    • Bug fix Fixed multiple Inhale Glitches:
      • Bug fix Fixed a visual glitch where Kirby would retain parts ofMetal status withWii Fit Trainer.
      • Bug fix Fixed a visual glitch where Kirby’s Bandana fromSnake would move during the camera view of each frame.
      • Bug fix Opponents now properly gain intangibility when caught by Inhale; previously opponents would become stuck in a hitstun during Inhale.
      • Bug fix Removed Infinite floating glitch that occurs when Kirby uses multiple copiedMii Swordfighter'sGale Strikes in the air after perfoming a throw that left him in the air.
      • Bug fix Removed Gliding glitch when Kirby uses a copied andB-reversed Mii Swordfighter's Gale Strike while running.
  • BuffFinal Cutter can snap to the ledge earlier (frame 36 → 33).

Super Smash Bros. Ultimate3.1.0

  • Nerf Kirby can no longer perform the initial dash cancel toPikmin Throw.
  • Bug fix Fixed an issue that resulted in Kirby being unable to perform air dodges, shield and crouch after attempting to change then losing the chosenMonado Art.
  • Bug fix Scenarios where the opponent would not escape from Inhale after Kirby gets hitstunned at a specific frame has been fixed.

Super Smash Bros. Ultimate6.0.0

  • Buff Neutral attack's first hit has less startup (frame 3 → 2), with its total duration reduced as well (FAF 16 → 15).
  • Buff Up smash's clean sourspot deals more knockback (30 base/99 scaling → 36/104), with the knockback values matching the sweetspots.
  • Buff Neutral aerial has less startup (frame 10 → 8) with its total duration reduced as well (FAF 55 → 53), and the clean hit has more knockback scaling (100 → 117), KOing under 150% from the center ofFinal Destination.
  • Buff Up aerial has less startup (frame 10 → 8) with its total duration reduced as well (FAF 38 → 36), and deals more damage (9% → 10%) with more knockback scaling (108 → 115), KOing under 160% from ground level.
  • BuffInhale has less startup (frame 14 → 10) with its total duration reduced as well (FAF 68 → 64).
  • Buff Kirby cannot lose Copy Abilities received by Inhale for a longer period of time (10 seconds → 20).
  • Buff Kirby is less likely to lose Copy Abilities when getting hit (Chance to lose: Damage Received/70 * 100% → Damage Received/70 * 70%).

Super Smash Bros. Ultimate7.0.0

  • Buff Overall shield size has been increased.

Super Smash Bros. Ultimate8.0.0

  • Dash attack:
    • Buff Dash attack has less ending lag (FAF 60 → 52).
    • Buff The clean hit has more knockback scaling (66 → 71).
  • Down smash:
    • Buff Down smash has less startup (frame 10 → 7), with its total duration reduced as well (FAF 54 → 51).
    • Buff It has more knockback scaling (89 → 94).
  • Buff Forward aerial's second and third hit deal more damage (3% → 4% (hit 2), 5% → 6% (hit 3); total: 12% → 14%), with base knockback on the third hit not fully compensated (30 → 24).
  • Buff Back aerial's sweetspot has more knockback scaling (100 → 104).
  • BuffStone deals more knockback (65 base/70 scaling → 69/76 (aerial), 24 scaling → 30 (shockwave)).

Super Smash Bros. Ultimate13.0.1

  • Buff Kirby's version ofLightning Buster has less ending lag (FAF 71 → 69), now matching Mythra's.

Moveset[edit]

For a gallery of Kirby's hitboxes, seehere.

Note: All numbers are listed as base damage, without the1v1 multiplier.

 NameDamageDescription
Neutral attackPunch (パンチ)
Chase 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%Aone-two combo. When button mashed, Kirby performs the Vulcan Jab from theFighter 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 forjab canceling or as anout of shield option. Both hits can alsojab lock.
1.6%
0.2% (loop), 3% (last)
Forward tiltSpinning 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 isout-prioritized by the other hitboxes. Due to its above average knockback, it can KO middleweights starting at around 140% at the edge ofFinal Destination when sweetspotted; this makes it a useful 2-framing option when angled downwards.
Up tiltKirby 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, due to it coming out on frame 4 and having both very minimal ending lag and disjointed range which also reaches in front of him. It also renders Kirby's footintangible 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 tiltSquish 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. It also moves Kirby marginally forward when using it. When coupled with itstripping 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 attackBurning (バーニング)12% (clean), 9% (mid), 6% (late)The Burn/Burning Attack attack from theBurning ability fromKirby's Adventure or from the Fire ability in otherKirby games. 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. UnlikeMelee, it does not slide off of edges.
Forward smashSmash Kick (スマッシュキック)15% (clean),11% (late)Based on the Spin Kick from the Fighter ability fromKirby Super Star. Due to becoming active at frame 13, it is quite fast for a forward smash. It can be angled, moderately moves Kirby forward, and the clean hit is slightly disjointed, 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 at the expense of very low knockback scaling. The hitbox also has a deceptively short duration, and it 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 smashSomersault 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 middle hit is noticeably weaker, but still has surprisingly respectable KO power for an up smash and launches at a more favourable angle, KOing middleweights at around 120% from anywhere on Final Destination. The late hit has extremely low knockback, not KOing opponents even at Sudden Death percentages, and the move has a sourspot at the tip of Kirby's foot that deals less damage.
Down smashPropeller 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 starting from frame 3 until the clean hit ceases at frame 11. 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 very punishable if shielded or whiffed.
Neutral aerialTwinkle 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 theSmash 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 very high knockback growth makes it a decent anti-pressure option. In addition, on Final Destination, it can KO middleweights under 160% at center stage and at around 110% at the ledge if landing the clean hitbox, making it one of the strongest neutral aerials in the game, which also makes it a powerfulout of shield option. It has large hitboxes that cover Kirby's body, especially at the beginning, giving good protection and coverage around him, and it can also edgeguard. It has properties of asex kick 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 aerialTriple Attack (トリプルアタック)4% (hit 1),4% (hit 2),6% (hit 3)A series of three consecutive 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 first hit doesn't use theautolink angle, meaning that it might 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 awall of pain in certain instances. As of update 8.0.0, it deals the highest damage of Kirby's aerials and, while this makes it more difficult to connect two forward aerials at low to mid percents, is able to KO middleweights near the edge of Final Destination around 130% or 170% near the center. 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, and its multiple hits can pressure shields when retreating. It auto-cancels in a full hop.
Back aerialDrop Kick (ドロップキック)13% (clean),8% (late)A dropkick. It functions as a sex kick, but it 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 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 awall of pain, as well as a good approaching option if used in a reverse aerial rush. These attributes make it one of Kirby's best finishers.
Up aerialAir Cutter (エアカッター)10%A bycicle 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 enoughhurtbox. Due to its decent damage and knockback, it is strong enough to KO middlweights at around 150% on Final Destination on ground level, making it a useful KO option after a full hop, or above platforms. It can auto-cancel in a short hop fast fall.
Down aerialScrewdriver (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 due to its low ending lag. 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 afootstool jump on fast-fallers and heavyweights. While it has the highest amount of start-up lag out of Kirby's aerials due to coming out on frame 18 and can't auto-cancel in a short hop, it has landing hitboxes, giving Kirby a decent window to safely land. The landing hit has low fixed knockback, giving it some combo potential. While possessing a rather good auto-canceling 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 due to its weak damage output. It has the highest landing lag of of Kirby's aerials and, despite its low endlag, it's unsafe on shield due to the final hit's low damage output, making it punishable when used recklessly.
GrabGrab (つかみ)Reaches out with one hand. Based on the startup animation of the Torrent Lariat from the Suplex ability fromKirby Super Star. It's one of the fastest grabs, but has somewhat short range.
PummelGrab Slap (つかみビンタ)1%A punch. Fast but weak.
Forward throwPower Bomb (パワーボム)5%A throw resembling the Rock Drop from the Suplex ability fromKirby 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 andFinal Cutter at medium percents. Using it below aBattlefield platform will have Kirby land on said platform, hindering followups at lower percents. However, as of patch 6.0.0, the faster start-up on neutral and up aerials allow him to combo with them if he lands on a platform, but those follow-ups depend on the character.
Back throwBrain Buster (ブレーンバスター)8%A back throw resembling the backwards dive from the Backdrop ability fromKirby'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 throwAir Drop (いずな落とし,Izuna Dropper)10% (throw), 7% (landing)The Air Drop from the Ninja ability fromKirby Super Star. LikeMeta 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 is used on the stage. Great knockback, KOing middleweights at around 160% from anywhere on Final Destination without rage, though it is extremely susceptible toDI due to the long duration. Because Kirby jumps up to perform it, he can land onto platforms above him upon descending, which enables it to KO even earlier.
Down throwFury Stomp (もうれつストンピング,Vehement Stomping)1% (hits 1-10), 2% (throw)The Fury Stomp from the Suplex ability fromKirby Super Star. It is Kirby's most damaging throw at 12%, which makes it useful for damage-racking when his other throws cannot 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 is 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.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
 7%Performs a spinning kick before getting up.
Floor attack (back)
Floor getups (back)
 7%Performs a Kicks on one side and then the other before getting up.
Floor attack (trip)
Floor getups (trip)
Break Spin5%The Break Spin from theyo-yo ability fromKirby Super Star.
Edge attack
Edge getups
 9%Performs a cartwheeling kick while climbing up. It has surprisingly good range compared to several other characters' edge attacks.
Neutral specialInhale10% (swallow), 6% (spit)Inhales the opponent. It has agrabbox 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 asLuma Shot andPikmin Pluck. When inhaling projectiles, Kirby will heal off a small amount of percentage, and when inhaling large projectiles, such asSamus's fully chargedCharge 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 specialHammer Flip19% (grounded uncharged), 16% (aerial uncharged), 35% (grounded fully charged), 28% (aerial fully charged)The attack of the same name from theHammer ability. It is chargeable and, when fully charged, Kirby's hammer will ignite and dealrecoil 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 long startup and endlag, making its usage in competitive play very limited outside of shield break punishes or covering get-up options from ledge.
Up specialFinal Cutter5% (ascent), 2% (descent), 5% (landing), 6% (shockwave)The attack of the same name from theCutter 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 likeAether. The sword also emits a shockwave upon hitting a solid surface, which is Kirby's only projectile aside fromspitting 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. Because the attack doesn't have hitboxes covering Kirby when ascending and he cannotsweetspot the edge until the peak, he is vulnerable to edgeguarding. If the platform beneath Kirby disappears or if he is pushed off while he is still in the landing animation, he will be renderedhelpless.
Down specialStone18% (impact), 14% (shockwave)The Stone Change (while Kirby is on the ground) and the Stone Smash (while Kirby is in the air) from theStone 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 formindgames. Thanks to its high damage output, Stone Smash KOs middleweights at around 100% and deals considerableshield damage. Although Stone Change is considerably weaker, it is still a relatively potentsemi-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 SmashUltra Sword3% (stun), 5% (hit 1), 2.5% (hits 2-9), 16% (hit 10)TheSuper 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%.

Stats[edit]

Kirby's gravity and falling speed are set to 0.068544 and 1.8, respectively, duringhitstun when launched atangles between 70°-110°.

StatsWeightDash speedWalk speedTractionAir frictionAir speedAir accelerationGravityFalling speedJumpsquatJump heightDouble jump height
Value791.9 – Initial dash
1.727 – Run
0.9770.1160.0150.840.03 – Base
0.065 – Additional
0.0641.23 – Base
1.968Fast fall
325.37 - Base
12.24 -Short hop
21.06378125, 18.528125, 15.931125, 13.34569531, 10.82288281

Announcer call[edit]

Sound.pngThis article could use additional or higher-quality audio files.
The editor who added this tag suggests:Needs announcer calls from other languages.
If you have a good audio file for this article, upload ithere.

On-screen appearance[edit]

  • Kirby rides in on his classicWarp Star, followed by a small explosion while flipping off of it.
  • Kirby's on-screen appearance

    Kirby's on-screen appearance

Taunts[edit]

All taunts remove Kirby's Copy Ability if he has one.

  • Up taunt: Smiles and poses, producing a star.
  • Side taunt: Spins around playfully, then says "Nyum!" while standing on one foot. Based on his "character chosen" animation in the originalSuper Smash Bros.
  • Down taunt: Leans toward the screen and says "Hi!" while waving his arms.
  • Kirby's up taunt.

    Kirby's up taunt.

  • Kirby's side taunt.

    Kirby's side taunt.

  • Kirby's down taunt.

    Kirby's down taunt.

Idle poses[edit]

  • Dozes off, then shakes his head awake.
  • Turns to face away from the screen, then turns back.
  • Kirby's first idle pose.

    Kirby's first idle pose.

  • Kirby's second idle pose.

    Kirby's second idle pose.

Crowd cheer[edit]

Cheer (English)Cheer (Japanese/Chinese)Cheer (Italian)Cheer (Dutch)Cheer (French)
Cheer
NTSC

PAL
DescriptionKir - by!Ka - a - bii!Kir - by!Kirby! Kirby! Kirby!Kir - by!
Cheer (German)Cheer (Spanish)Cheer (Russian)Cheer (Korean)
Cheer
NTSC

PAL
DescriptionKir - by!Kir - by!Kir - by! Kir - by!Keo - bi!

Victory poses[edit]

Note: Outside of team battles, Kirby's victory poses have three separate Kirbys, referencing theKirby Dance from his home series.

  • 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 inKirby's Return to Dream Land and ends with a pose similar to hisBrawl render and his character select animation inSuper Smash Bros., albeit much more subtle.
  • Up: Cartwheels to the left twice, wiggles, and does a front flip before posing. The ending pose originated from the Kirby Dance inKirby's Adventure.
  • Right: Jumps twice, shuffles backwards, performs a breakdance, and poses. Based on Kirby's dances inKirby's Return to Dream Land, with the ending pose also appearing in said game.
The victory theme of theKirby universe is a cover of the short recurring theme that plays whenKirby completes a stage or defeats a boss, debuting inKirby's Dream Land, though the shortened version that this track is based on debuted inKirby's Adventure.
  • KirbyVictoryPose1SSBU.gif
  • KirbyVictoryPose2SSBU.gif
  • KirbyVictoryPose3SSBU.gif

Incompetitive play[edit]

Most historically significant players[edit]

See also:Category:Kirby players (SSBU)
  • Mexico Guilheww - One of the two greatest Kirby players of all time and one of the best Mexican players in 2024. He was the first and only solo-Kirby player to rank in the top 100 on a global ranking, ranking 93rd on theLumiRank 2024.1. He was also the first Kirby player to win a superregional, doing so atTrick or Fortune. In addition, he notably placed 13th atS Factor 11, defeatingAsimo, and has also defeated several of Mexico's greatest players, including double-eliminatingMkLeo atWarlock's Dark Renewal andMaister at several events, such as atHooters Ultimate Tournament.
  • USA JeJaJeJa - One of the two greatest Kirby players of all time. He is the second-highest ranking Kirby player, having ranked 115th on theLumiRank 2024.1. Though successful prior, his performances were first recognized in 2024, where he became the first Kirby player to win a ranked event, doing so at the C-tierAfterburner 2024. He has since been recognized for winning the superregionalRing Out and for placing 9th atLuminosity Makes BIG Moves 2025, where he also defeatedKola,BeastModePaul, andJakal; the latter event was the first and only time a Kirby player placed single-digits at a major.
  • France Jesuischoq - The best Kirby player in the early metagame. He is best known for placing 2nd atSmash4Glory - Ultimate Edition defeatingGlutonny along the way, which was the best Kirby performance at a tournament for several years. In addition, he found success at several of Europe's largest events in the early metagame, including placing 13th atVCA 2019, 25th atUltimate WANTED 2, and 33rd atAlbion 4. He saw respectable performances in the post-pandemic metagame but was never able to achieve the same results he saw prior.
  • Japan Konokururu - The best Kirby player in Japan in the post-pandemic metagame. He is best known for a series of notable performances at smaller events in theOrionRank 2022 season, including placing 3rd atDAWN 3 defeatingNoi and 13th atSeibugeki 10 defeatingHuto. Alongside his 17th-place finish atKagaribi 7, these performances made him a contender for the best Kirby player in the early years of this metagame. Though incredibly inconsistent since then, he has achieved several other notable placements and wins, such as placing 9th atWAVE Champions 6 defeatingAkakikusu andMunekin, placing 25th atKowloon 12 with Kagaribi defeatingEik, placing 49th atKOWLOON 9 with Sumabato defeatingM0tsunabE, and placing 49th atKagaribi 13, making him the first and only Kirby player to ever make top 64 at a superpremier.

Tier placement and history[edit]

Upon the release ofUltimate, several professionals immediately noticed Kirby's significant flaws from the previous installment had been retained, in spite of the buffs he received and the new mechanics suiting him better in comparison toSSB4. In addition, players notified his vulnerability to being camped, poor range, slow air speed, as well as platforms potentially negating all follow-ups should he start a combo with a forward throw. Some early performances received recognition, such asJesuischoq's win overGlutonny atSmash4Glory - Ultimate Edition andFerretkuma's 17th-place finish atUmebura SP 7, which became the best placement for a Kirby player at a major for many years, but in spite of these moments of success, most of the community considered Kirby to be one of the worst characters in the game.

Kirby later received many significant buffs in balance patches, more than almost every other character, especially in patches 6.0.0 and 8.0.0. These patches greatly improved his overall frame data, KO power and versatility to many of his attacks, allowing him to be more consistent in closing stocks and starting combos. Though Kirby's representation remained rather small and was often in the bottom 10, he gradually began gathering several notable performances from dedicated mains such asGuilheww,Konokururu andJeJaJeJa. In spite of Kirby having little impact on the metagame at that time, these small positives were enough to slightly improve Kirby's viability among the community, and as such many no longer considered the character to be one of the worst in the game. This is reflected in Kirby's placement on the first two tier lists, where he was ranked 76th as a low-tier character and rose a spot to 75th on the second tier list.

Following the second tier list, Kirby's representation improved thanks to Guilheww and JeJaJeJa. This sudden improvement began with JeJaJeJa's win atAfterburner 2024, which was Kirby's first ranked tournament win, and since then both players have won a few other ranked events. In addition, both players made noticeable impacts at majors, starting with Guilheww, whose 13th-place finish atS Factor 11 marked the first time a Kirby player outplaced Ferretkuma's placement at Umebura SP 7. Though it took several years to break this milestone, it only took half a year for someone else to surpass Guilheww, as JeJaJeJa placed 9th atLuminosity Makes BIG Moves 2025. Finally, both Kirby players were ranked or mentioned on the twoLumiRank rankings of 2024, with Guilheww notably becoming the first Kirby player to rank in the top 100. While Kirby's impact on the overall metagame weren't significant, his representation was nevertheless better than many characters ranked around him, and were especially good for a character ranked in the bottom ten. With these positive developments, Kirby rose by ten placements in the third tier list, ranking 65th in the C- tier, a notable improvement from the early metagame.

Classic Mode: Gourmet Clash[edit]

Kirby's opponents are characters who, like him, are known for their gluttonous appetites in their respective series. For each battle, Kirby and his opponent each spawn with 35% damage and several food items appear on the stage as the match begins.

RoundOpponentStageMusic
1Pac-Man (SSBU)Pac-ManPac-LandPAC-MAN
2GiantYoshi (SSBU)YoshiYoshi's IslandGround Theme - Super Mario World
3Donkey Kong (SSBU)Donkey KongJungle JapesJungle Hijinxs
4GiantWario (SSBU)WarioGamerWarioWare, Inc.
5King K. Rool (SSBU)King K. RoolKongo JungleMangrove Cove
6GiantKing Dedede (SSBU)King DededeFountain of DreamsGourmet Race (64)
Bonus Stage
FinalMarxMysterious DimensionVs. Marx

Credits roll after completing Classic Mode. Completing it as Kirby hasStaff Credits - Kirby's Dream Land accompany the credits.

Character unlock tree[edit]

Kirby's Classic Mode character unlock tree includes the following characters in order:

  1. Ness
  2. Jigglypuff
  3. Pac-Man
  4. Zelda
  5. Robin
  6. Corrin
  7. Lucas
  8. Palutena

Each character can be unlocked by clearing Kirby's Classic Mode, or the Classic Mode of any preceding character, if all preceding characters have been unlocked. Once all the above characters are unlocked, clearing Classic Mode with any of them will default toMario's character unlock tree, starting withSonic.

Role inWorld of Light[edit]

Kirby facing the World of Light, from the mode's opening cutscene.
Kirby in the start of World of Light's gameplay

Kirby was among the fighters summoned to the cliffside to assist in defeating an army ofMaster Hands.

AfterGaleem absorbed all of the Master Hands during the opening cutscene, he began to unleash beams of light that vaporized all of the fighters and later imprisoned all of them. Kirby was the sole survivor after escaping on hisWarp Star, barely warping away from the beams before they could engulf him. Despite being the sole survivor, Kirby is still seen as a puppet in a few areas of the mode. It was later explained that Galeem had analyzed Kirby at some point during the story and was able to make puppet fighters in his image without needing Kirby himself.

Kirby crash-lands in a canyon area, and begins his quest to save the other fighters as the initial starting protagonist.

He is later seen alongside several other fighters, preparing their final stand against Galeem andDharkon.

Spirits[edit]

Kirby's fighter spirit can be obtained by completingClassic Mode as Kirby. It is also available periodically for purchase in the shop for 300 Gold. Starting World of Light and playing as Kirby allows the player to preview the first spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. His fighter spirit has an alternate version that replaces it with his artwork inUltimate.

Additionally, Kirby makes an appearance in various support spirits.

  • 323. Kirby

    323.Kirby

  • 326. Warp Star

    326. Warp Star

  • 327. Star Rod

    327. Star Rod

  • 328. Ultra Sword

    328. Ultra Sword

  • 329. Robobot Armor

    329. Robobot Armor

In Spirit Battles[edit]

As the main opponent[edit]

SpiritBattle parametersInspiration
No.ImageNameSeriesEnemy Fighter(s)TypePowerStageRulesConditionsMusicCharacter
48
SSBU spirit Boo.png
BooSuper Mario SeriesKirbyKirby (SSBU)
Neutral
1,800Mushroom Kingdom U (Slide Lift Tower)•Invisibility•The enemy is invisible
•The enemy's shield has extra durability
Main Theme - Luigi's Mansion (Brawl)
50
SSBU spirit Bob-omb.png
Bob-ombSuper Mario SeriesKirbyKirby (SSBU)×3
Grab
3,500Mushroom Kingdom•Item: Bob-omb•The enemy's throwing-type items have increased power
•The enemy has increased move speed
Airship Theme - Super Mario Bros. 3
66
SSBU spirit King Bob-omb.png
King Bob-ombSuper Mario Series•GiantKirbyKirby (SSBU)
Attack
4,100Peach's Castle•Item:Bob-omb•The enemy is giant
•The enemy is easily distracted by items
Main Theme - Super Mario 64
69
SSBU spirit Piantas.png
PiantasSuper Mario SeriesKirby TeamKirby (SSBU)×2Kirby (SSBU)×2Kirby (SSBU)×2Kirby (SSBU)×2
Shield
1,600Delfino Plaza•Item Tidal Wave
•Item: Mushrooms
•Certain items will appear in large numbers after a little whileDelfino Plaza (Original)
71
SSBU spirit Luma.png
LumaSuper Mario SeriesKirby TeamKirby (SSBU)Kirby (SSBU)Kirby (SSBU)Kirby (SSBU)
Shield
3,500Mario Galaxy•Item: Stars•Take your strongest team into this no-frills battleRosalina in the Observatory / Luma's Theme
74
SSBU spirit Lubba.png
LubbaSuper Mario Series•GiantKirbyKirby (SSBU)
Shield
4,100Mario Galaxy•Hazard: Low Gravity
•Item:Super Launch Star
•Gravity is reduced
•The enemy starts the battle with a Super Launch Star
•The enemy is giant
The Starship Sails
116
SSBU spirit Viruses.png
VirusesDr. Mario SeriesKirbyKirby (SSBU)Kirby (SSBU)Kirby (SSBU)
Attack
4,000Mario Bros. (Battlefield form)N/A•Timed battle (1:30)FeverChill Virus (blue costume)
Weird Virus (yellow costume)
Fever Virus (red costume)
285
SSBU spirit X Parasite.png
X ParasiteMetroid SeriesKirby TeamKirby (SSBU)×10
Attack
2,100Lylat CruiseN/A•The enemy favors neutral specials
•Defeat an army of fighters
Sector 1
327
SSBU spirit Star Rod.png
Star RodKirby SeriesKirby TeamKirby (SSBU)×4
Attack
9,200Fountain of DreamsN/A•The enemy starts the battle with a Star RodGourmet Race (Melee)Kirby/Star Rod's shards
329
SSBU spirit Robobot Armor.png
Robobot ArmorKirby Series•MetalKirby TeamKirby (SSBU)×4 (40 HP)
Attack
4,000Halberd•Item:DrillStamina battle
•The enemy is metal
Pink Ball Activate!
331
SSBU spirit Dragoon.png
DragoonKirby SeriesKirbyKirby (SSBU)
Attack
13,500Pilotwings•Item: Dragoon Parts•Items will be pulled toward the enemy
•The enemy has increased move speed
The Legendary Air Ride MachineKirby
335
SSBU spirit Gooey.png
GooeyKirby SeriesKirbyKirby (SSBU)
Neutral
4,200Dream LandN/A•Timed battle (2:00)
•The enemy favors neutral specials
Gourmet Race (64)
339
SSBU spirit Whispy Woods.png
Whispy WoodsKirby SeriesKirby TeamKirby (SSBU)×5
Shield
9,300Green Greens•Hazard: Heavy Wind•Dangerously high winds are in effect
•Reinforcements will appear after an enemy is KO'd
Boss Theme Medley - Kirby SeriesWhispy Woods's apples
341
SSBU spirit Nightmare's Power Orb.png
Nightmare's Power OrbKirby Series•GiantKirbyKirby (SSBU)
Grab
4,000Fountain of Dreams•Assist Trophy Enemies (Nightmare)•Hostile assist trophies will appear after a little while
•The enemy is giant
•The enemy starts the battle with aStar Rod
Vs. Marx
360
SSBU spirit Waddle Dee.png
Waddle DeeKirby SeriesKirby TeamKirby (SSBU)×4
Neutral
3,700Dream Land GBN/A•Take your strongest team into this no-frills battleKirby Retro Medley (Green Greens)
362
SSBU spirit Waddle Doo.png
Waddle DooKirby SeriesKirbyKirby (SSBU)×3
Attack
2,500Dream Land•Hazard: Zap Floor•The floor is electrified
•The enemy starts the battle with aSuper Scope
Butter Building (for 3DS / Wii U)
366
SSBU spirit Scarfy.png
ScarfyKirby SeriesKirby TeamKirby (SSBU)Kirby (SSBU)×3
Shield
1,400Dream LandN/A•Reinforcements will appear after an enemy is KO'dGreen Greens (Melee)Angry Scarfy (red Kirby)
368
SSBU spirit Rocky.png
RockyKirby Series•MetalKirbyKirby (SSBU) (120 HP)
Shield
2,600The Great Cave Offensive (Battlefield form)N/A•Timedstamina battle (1:00)
•The enemy favors down specials
•The enemy is metal
The Great Cave Offensive
370
SSBU spirit Bomber.png
BomberKirby SeriesKirbyKirby (SSBU)
Attack
3,500Dream Land GB•Item: Bomber•The enemy starts the battle with a BomberButter Building (Brawl)
380
SSBU spirit Prince Fluff.png
Prince FluffKirby's Epic YarnKirbyKirby (SSBU)
Grab
1,900Super Happy TreeN/A•The enemy's throws have increased power
•The enemy favors grabs and throws
Green Greens (for 3DS / Wii U)
432
SSBU spirit Dugtrio.png
DugtrioPokémon SeriesKirbyKirby (SSBU)×3
Shield
1,500Pokémon Stadium 2 (Ground type)•Earthquake•Periodic earthquakes will shake the stage after a little whilePokémon Gym/Evolution - Pokémon Red / Pokémon Blue
438
SSBU spirit Geodude.png
GeodudePokémon SeriesKirby TeamKirby (SSBU)×4
Shield
1,400Pokémon Stadium 2 (Ground type)N/A•The enemy favors down specialsPokémon Gym/Evolution - Pokémon Red / Pokémon Blue
458
SSBU spirit Ditto.png
DittoPokémon SeriesKirbyKirby (SSBU)
Grab
3,400Pokémon StadiumN/A•The enemy favors neutral specials
•Only certain Pokémon will emerge from Poké Balls (Ditto)
Road to Viridian City - Pokémon Red / Pokémon Blue
470
SSBU spirit Marill.png
MarillPokémon SeriesKirbyKirby (SSBU)
Shield
1,700Pokémon Stadium 2N/A•Water and ice attacks aren't as effective against the enemyPokémon Gold / Pokémon Silver Medley
546
SSBU spirit Diancie.png
DianciePokémon Series•ReflectKirbyKirby (SSBU)×2
Grab
3,900Kalos Pokémon League (hazards off)N/A•The enemy reflects projectiles
•The enemy favors down specials
•The enemy takes less damage while in the air
Battle! (Champion) - Pokémon X / Pokémon Y
553
SSBU spirit Pyukumuku.png
PyukumukuPokémon Series•TinyKirby TeamKirby (SSBU)×4
Shield
1,600Wuhu Island (Frisbee Dog Park)N/A•Only certain Pokémon will emerge from Poké Balls (Pyukumuku)Battle! (Wild Pokémon) - Pokémon Sun / Pokémon Moon
559
SSBU spirit Nihilego.png
NihilegoPokémon SeriesKirbyKirby (SSBU)×3
Grab
4,100The Great Cave Offensive (Ω form)•Hazard: Poison Floor•The floor is poisonous
•The enemy loves to jump
•The enemy falls slowly
The Battle at the Summit!
623
SSBU spirit Wrys.png
WrysFire Emblem SeriesKirbyKirby (SSBU) (30 HP)
Shield
2,500TempleN/A•Timedstamina battle (1:30)
•The enemy tends to avoid conflict
•The enemy heals over time
Shadow Dragon Medley
806
SSBU spirit White Pikmin.png
White PikminPikmin Series•TinyKirby TeamKirby (SSBU)×13 (10 HP)
Grab
4,400Distant Planet (Battlefield form)•Item:POW Block
•Hazard: Poison Floor
•The floor is poisonous
•Timedstamina battle (1:00)
•The enemy favors dash attacks
Forest of Hope
809
SSBU spirit Rock Pikmin.png
Rock PikminPikmin Series•TinyKirby TeamKirby (SSBU)×8 (10 HP)
Grab
1,800Garden of Hope (hazards off)•Hazard: High GravityStamina battle
•Your jumping power decreases
•The enemy favors down specials
Garden of Hope (Original)
948
SSBU spirit Ghosts.png
GhostsPAC-MAN SeriesKirbyKirby (SSBU)
JigglypuffJigglypuff (SSBU)
SquirtleSquirtle (SSBU)
Pac-ManPac-Man (SSBU)
Shield
3,500Pac-Land (Battlefield form)•Assist Trophy Enemies (Ghosts)•Hostile assist trophies will appearPAC-MANBlinky
1,122
SSBU spirit Unira.png
UniraClu Clu Land SeriesKirby TeamKirby (SSBU)×4
Attack
1,80075m•Item Tidal Wave
•Item:Unira
•Certain items will appear in large numbers
•The enemy is easily distracted by items
Clu Clu Land
1,155
from the game's files
HakkunSutte HakkunKirbyKirby (SSBU)
Attack
2,100Yoshi's Island•Invisibility•Timed battle (2:00)
•You are invisible after a little while
Flower Field
1,180
Spirit of Tomatrio from Tomato Adventure
TomatrioTomato AdventureKirbyKirby (SSBU)Kirby (SSBU)Kirby (SSBU)
Attack
1,600Yoshi's Island (Melee) (Battlefield form)•Item:Maxim Tomato•The enemy is easily distracted by itemsMixed-Up Scramble
1,186
from the game's files
MattelThe Legendary Starfy SeriesKirbyKirby (SSBU)
Grab
1,800Delfino Plaza (Large Island)•Assist Trophy Enemies (Starfy)•Hostile assist trophies will appearTortimer Island Medley
1,226
from the game's files
MagkidSlide Adventure MAGKIDKirby TeamKirby (SSBU)×4
Neutral
1,800PictoChat 2•Assist Trophy Enemies (Devil)•Hostile assist trophies will appear
•The enemy can deal damage by dashing into you
•The enemy has increased move speed
PictoChat
1,278
from the game's files
QbbyBOXBOY! SeriesKirby TeamKirby (SSBU)×4
Grab
9,300Wii Fit Studio•Item Tidal Wave•Certain items will appear in large numbersIce Cream Island
1,330
SSBU spirit Slime (Dragon Quest).png
Slime (Dragon Quest)DRAGON QUEST SeriesKirby TeamKirby (SSBU)×5 (50 HP)
•GiantKirbyKirby (SSBU) (150 HP)
Grab
1,700Gaur Plain (Battlefield form)N/AStamina battle
•The enemy favors neutral air attacks
•Reinforcements will appear after an enemy is KO'd
Fighting Spirits - DRAGON QUEST IIIKing Slime (Giant Kirby)
1,336
SSBU spirit Liquid Metal Slime.png
Liquid Metal SlimeDRAGON QUEST Series•MetalKirbyKirby (SSBU) (8 HP)
Neutral
5,700The Great Cave Offensive (Battlefield form)•Move Speed ↑
•Defense ↑
•Attack Power ↓
•The enemy has super armor and is hard to launch or make flinch
•The enemy starts the battle with aFranklin Badge
•Timedstamina battle (0:30)
Battle for the Glory - DRAGON QUEST IV
1,343
SSBU spirit Jiggy.png
JiggyBanjo-Kazooie Series•GoldKirbyKirby (SSBU)×5 (10 HP)
Shield
2,000The Great Cave OffensiveN/A•Timedstamina battle
•The enemy falls slowly
Treasure Trove Cove
1,355
SSBU spirit O-Tetrimino.png
O-TetriminoTetris SeriesKirbyKirby (SSBU)
Shield
2,000Mushroomy Kingdom•Assist Trophy Enemies (Thwomp)
•Item:POW Block
•Hostile assist trophies will appear
•The enemy favors down specials in the air
Tetris: Type B
1,433
SSBU spirit Slime (Minecraft).png
Slime (Minecraft)Minecraft Series•GiantKirbyKirby (SSBU) (120 HP)
Kirby TeamKirby (SSBU)×3 (60 HP)
•TinyKirby TeamKirby (SSBU)×6 (30 HP)
Grab
3,300Minecraft World (Taiga)N/AStamina battle
•The enemy favors neutral air attacks
•Reinforcements will appear after an enemy is KO'd
Halland / Dalarna
1,473
SSBU spirit Kittens.png
KittensSuper Mario Series•TailKirby TeamKirby (SSBU)Kirby (SSBU)Kirby (SSBU)Kirby (SSBU)Kirby (SSBU)
Grab
1,900Delfino Plaza (Large Island)•Item: Balls•The enemy has increased move speed and reduced weight
•Defeat an army of fighters
Main Theme - Super Mario 64 (Remix)
1,490
SSBU spirit Tama.png
TamaSakuna: Of Rice and RuinKirbyKirby (SSBU)
•ClearKirbyKirby (SSBU)
Grab
1,500Garden of Hope (Ω form)N/A•The enemy favors air attacks
•Reinforcements will appear after an enemy is KO'd
•The enemy is invisible
The Mysterious Murasame Castle MedleyHoly Sword Tama (Clear Kirby)
1,517
SSBU spirit Oatchi.png
OatchiPikmin Series•GiantKirbyKirby (SSBU)
AlphOlimar (SSBU)
Shield
8,800Distant Planet (Ω form)•Item:Hocotate Bomb•The enemy favors dash attacks
•The enemy can deal damage by dashing into you
Garden of Hope (Original)
1,528
SSBU spirit Wonder Flower & Talking Flower.png
Wonder Flower & Talking FlowerSuper Mario Series•TinyKirbyKirby (SSBU)
•TinyKirby TeamKirby (SSBU)×20
Neutral
1,900Mushroom Kingdom U•Assist Trophy Enemies (Skull Kid)
•Item: Fire Flower
•Defeat the main fighter to win
•The enemy has super armor and is hard to launch or make flinch
•Hostile assist trophies will appear
PandemoniumWonder Flower (Blue Kirby)
Talking Flowers (Yellow Kirby)

As a minion[edit]

SpiritBattle parametersInspiration
No.ImageNameSeriesEnemy Fighter(s)TypePowerStageRulesConditionsMusicCharacter
67
SSBU spirit Shine Sprite.png
Shine SpriteSuper Mario SeriesRosalina & LumaRosalina (SSBU)
Kirby TeamKirby (SSBU)Kirby (SSBU)Kirby (SSBU)
Neutral
13,100Delfino Plaza (roof)•Temporary Invincibility
•Sudden Final Smash
•Item: Stars
•Defeat the main fighter to win
•The enemy will suddenly have a Final Smash
•The enemy will occasionally be invincible
Delfino Plaza (Remix)Coins
72
SSBU spirit Hungry Luma.png
Hungry LumaSuper Mario SeriesRosalina & LumaRosalina (SSBU)
KirbyKirby (SSBU)
Grab
1,900Mario Galaxy•Item:Super Launch Star•Take your strongest team into this no-frills battleEgg PlanetHungry Luma
104
SSBU spirit Geno.png
GenoSuper Mario RPG: Legend of the Seven StarsSheikSheik (SSBU)
PeachPeach (SSBU)
KirbyKirby (SSBU)
BowserBowser (SSBU)
MarioMario (SSBU)
Attack
13,700Mario Galaxy (Battlefield form)N/A•Defeat the main fighter to win
•Timed battle (2:30)
•The enemy's FS Meter charges quickly
Rainbow Road MedleyMallow
332
SSBU spirit Rick.png
RickKirby SeriesPikachuPikachu (SSBU)
KirbyKirby (SSBU)
Grab
4,100Green Greens•Hazard: Ice Floor•The floor is frozen
•The enemy starts the battle with aFire Flower
•The enemy has increased move speed
Planet PopstarKirby
333
SSBU spirit Kine.png
KineKirby SeriesSquirtleSquirtle (SSBU)
KirbyKirby (SSBU)
Shield
3,600Wuhu Island (Rocks at sea)•Buoyancy Reduced•You can't swim
•The enemy starts the battle with aFreezie
Kirby Retro Medley (Float Islands)Kirby
334
SSBU spirit Coo.png
CooKirby SeriesFalcoFalco (SSBU)
KirbyKirby (SSBU)
Grab
4,100Dream Land•Hazard: Heavy Wind•Dangerously high winds are in effect
•The enemy loves to jump
•The enemy falls slowly
Forest/Nature AreaKirby
690
SSBU spirit Ball.png
BallGame & Watch SeriesMr. Game & WatchMr. Game & Watch (SSBU)
Pac-ManPac-Man (SSBU)
JigglypuffJigglypuff (SSBU)
KirbyKirby (SSBU)
Grab
3,900Flat Zone X (hazards off)•Item: Balls•The enemy favors grabs and throws
•The enemy's throwing-type items have increased power
Flat Zone 2Ball
723
SSBU spirit Viridi.png
ViridiKid Icarus SeriesMii SwordfighterMii Swordfighter (SSBU) (Moveset1232, Viridi Wig, Viridi Outfit, High Voice Type 6)
•GiantKirbyKirby (SSBU)
Attack
13,700Reset Bomb ForestN/A•Defeat the main fighter to win
•The enemy's special moves have increased power
•Timed battle (0:55)
Wrath of the Reset BombCragalanche
1,107
SSBU spirit Fighting Alloy Team.png
Fighting Alloy TeamSuper Smash Bros. SeriesCaptain Falcon TeamCaptain Falcon (SSBU)×4
Zelda TeamZelda (SSBU)×4
Mario TeamMario (SSBU)×4
Kirby TeamKirby (SSBU)×4
Attack
3,300Final Destination (Battlefield form)N/A•Take your strongest team into this no-frills battleCruel SmashGreen Alloy
1,119
SSBU spirit Devil.png
DevilDevil WorldRidleyRidley (SSBU)
KirbyKirby (SSBU)×2
Shield
3,90075m (Battlefield form)•Assist Trophy Enemies (Devil)•Hostile assist trophies will appear25m ThemeMedaman
1,197
Munchymonk
Munchy MonkRhythm Heaven SeriesNorth America
Rhythm Paradise SeriesPAL
KenKen (SSBU)
•TinyKirbyKirby (SSBU)×3
Shield
1,500Spirit Train•Item:Food•Defeat the main fighter to win
•The enemy favors up specials
•The enemy is easily distracted by items
Fruit BasketDumplings
1,216
drlube
Dr. LobeBig Brain Academy SeriesDr. MarioDr. Mario (SSBU)
KirbyKirby (SSBU)Kirby (SSBU)
Neutral
3,400PictoChat 2•Hazard: Low Gravity
•Hazard: High Gravity
•All fighters have reduced jump ability
•Gravity is reduced after a little while
Title Theme - Big Brain AcademyFloating Objects (Shadow Shift)
1,286
Snipclip
Clip & SnipSnipperclips - Cut it out, together! SeriesPac-ManPac-Man (SSBU)
KirbyKirby (SSBU)
Attack
3,600PictoChat 2N/A•The enemy starts the battle with aKilling EdgeNoisy NotebookSnip
1,301
SSBU spirit River Survival.png
River SurvivalSuper Mario SeriesBowserBowser (SSBU)
KirbyKirby (SSBU)
YoshiYoshi (SSBU)
Rosalina & LumaRosalina (SSBU)
Shield
5,500Kongo Falls (Ω form)Bob-omb Festival
•Item Tidal Wave
•Item:Food
•Survive until the timer runs out (1:00)
•Bob-ombs will rain from the sky after a little while
SlideGoomba
1,411
SSBU spirit Duran & Angela.png
Duran & AngelaMana SeriesRoyRoy (SSBU)
ZeldaZelda (SSBU)
•Tiny BunnyKirbyKirby (SSBU)×2
Attack
9,200Gaur Plain (Ω form)•Item:Ramblin' Evil Mushroom•Reinforcements will appear after an enemy is KO'dFilled with HopeRabites
1,450
SSBU spirit Chocobo & Moogle.png
Chocobo & MoogleFINAL FANTASY SeriesMii BrawlerMii Brawler (SSBU) (Moveset3122, Isaac Wig, Yellow Tracksuit)
KirbyKirby (SSBU)
Neutral
1,600Garden of Hope•Item:Cucco•Take your strongest team into this no-frills battle
The enemy starts the battle with a Bob-omb
Flower FieldMoogle
Mii BrawlerMii Brawler (SSBU) (Moveset3122, Chocobo Hat, Yellow Tracksuit)[SB 1]
KirbyKirby (SSBU)
1,524
SSBU spirit Sprigatito, Fuecoco, & Quaxly.png
Sprigatito, Fuecoco, & QuaxlyPokémon SeriesIvysaurIvysaur (SSBU)
SquirtleSquirtle (SSBU)
KirbyKirby (SSBU)
Neutral
3,700Delfino Plaza (Courtyard)N/A•The enemy favors side specialsBattle! (Trainer) - Pokémon Sun / Pokémon MoonFuecoco
1,525
SSBU spirit Peach & Stella.png
Peach & StellaSuper Mario SeriesPeachPeach (SSBU)
•TinyKirbyKirby (SSBU)
Grab
12,800Luigi's Mansion•Assist Trophy Enemies (Lyn,Chef Kawasaki,Akira Yuki)•Hostile assist trophies will appear
•The enemy favors up smash attacks
Fossil FallsStella
  1. ^This alternative occurs when the corresponding DLC has been purchased and downloaded.

Alternate costumes[edit]

Alternate costume (SSBU)
Kirby (SSBU)Kirby (SSBU)Kirby (SSBU)Kirby (SSBU)Kirby (SSBU)Kirby (SSBU)Kirby (SSBU)Kirby (SSBU)

Gallery[edit]

Fighter Showcase Video[edit]

Trivia[edit]

  • Kirby's stock icon is one of only six to show eyes (the others beingMeta Knight,R.O.B.,Sonic,Zombie, and Enderman). The most likely reason is to actually tell that it is his stock icon, as it is otherwise a simplistic pink circle.
  • Kirby's pose resembles his character artwork inKirby Super Star, but rotated to slightly face the screen. Coincidentally, this was also used for his character select artwork in the originalSuper Smash Bros.
    • Coincidentally, his pose is also used for his Wrestler artwork in Kirby Fighters 2 (with the difference between the mask and the angry frown).
  • Kirby is the onlyKirby series character to keep his Final Smash betweenSmash 4 andUltimate.
  • Since Kirby is the starter character ofWorld of Light and part of the starter roster, he is the only character that is not unlockable in the game for any mode.
    • This makes Kirby the only character in the entire series that is never unlocked in any mode.
      • This also means it is impossible to see the message saying that "Kirby Joins the Battle!". Modding the game to display this message (through setting Kirby's fighter spirit to rematchable) will reveal that Kirby does not have a text string for this instance, andthe message will simply read "Joins the Battle!"
    • Despite his status as the mode's starter character and the closest thing to the main character, Kirby's depiction in marketing or artwork forUltimate is no more prominent than any of the otherstarter characters, apart fromMario andLink who collectively serve as the game's mascots.
  • Due to his various Copy Abilities, Kirby has the highest amount of voice clips for any character in the game, with 95 clips (121 if DLC is included).
  • Because of the copy ability, Kirby has the most unique character models for any character in the game. There are 81 different models, with 648 models if alternate costumes are counted.
  • BarringYoshi who is the only fighter of theYoshi series, Kirby is the only starter character inUltimate whoseuniverse has more than one character to not include any characters in theirClassic Mode unlock table, as Meta Knight is in Link's, andKing Dedede is inDonkey Kong's.
  • Unlike other characters, Kirby can actually taunt online when playing outside of arenas, but only to discard his copy ability.
  • As a result of not being captured, Kirby is one of the few characters that doesn't have copies of him produced by Dharkon or Galeem during their boss fights.
  • Kirby's neutral item swing when using battering items has 2 fewer frames of ending lag, with an FAF of 24 as opposed to 26 for the rest of the cast.
  • Since Kirby was never possessed by Galeem like everyone else, his presence in many spirit battles went unclear for some time, until Masahiro Sakurai addressed this in an interview; stating that Galeem managed to analyze Kirby halfway through the story, making it possible to create puppets of him.[1]
    • Ironically, Kirby has the most spirit battle appearances of all characters, with 64 total.
  • Kirby is one of the five veterans fromSmash 4 to have theirBoxing Ring alias changed inUltimate, the others being Link, King Dedede,Mega Man, andRyu.
  • If the spirits in the collection are in numerical order, Kirby is the last character to be in a spirit battle as the main opponent, which is Wonder Flower & Talking Flower.
    • It is also the last character to be in a spirit battle as a minion, which is Peach & Stella.
  • Masahiro Sakurai revealed in aYouTube video that Kirby'sSora copy ability initially had hair that clipped into his eyes, and this was adjusted before the final release.[2]

References[edit]


v • d • e
Fighters inSuper Smash Bros. Ultimate
VeteransBayonetta ·Bowser ·Bowser Jr. ·Captain Falcon ·Cloud ·Corrin ·Dark Pit ·Diddy Kong ·Donkey Kong ·Dr. Mario ·Duck Hunt ·Falco ·Fox ·Ganondorf ·Greninja ·Ice Climbers ·Ike ·Jigglypuff ·King Dedede ·Kirby ·Link ·Little Mac ·Lucario ·Lucas ·Lucina ·Luigi ·Mario ·Marth ·Mega Man ·Meta Knight ·Mewtwo ·Mii Fighter (Mii Brawler ·Mii Gunner ·Mii Swordfighter) ·Mr. Game & Watch ·Ness ·Olimar ·Pac-Man ·Palutena ·Peach ·Pichu ·Pikachu ·Pit ·Pokémon Trainer (Charizard ·Ivysaur ·Squirtle) ·R.O.B. ·Robin ·Rosalina & Luma ·Roy ·Ryu ·Samus ·Sheik ·Shulk ·Snake ·Sonic ·Toon Link ·Villager ·Wario ·Wii Fit Trainer ·Wolf ·Yoshi ·Young Link ·Zelda ·Zero Suit Samus
NewcomersBanjo & Kazooie ·Byleth ·Chrom ·Daisy ·Dark Samus ·Hero ·Incineroar ·Inkling ·Isabelle ·Joker ·Kazuya ·Ken ·King K. Rool ·Min Min ·Piranha Plant ·Pyra /Mythra ·Richter ·Ridley ·Sephiroth ·Simon ·Sora ·Steve ·Terry
v • d • e
Kirby (universe)Kirby universe
FightersKirby (SSB ·SSBM ·SSBB ·SSB4 ·SSBU) ·Meta Knight (SSBB ·SSB4 ·SSBU) ·King Dedede (SSBB ·SSB4 ·SSBU)
Assist TrophiesKnuckle Joe ·Nightmare ·Chef Kawasaki
BossesGiant Kirby ·Marx
StagesDream Land ·Fountain of Dreams ·Green Greens ·Halberd ·Dream Land GB ·The Great Cave Offensive
ItemsMaxim Tomato ·Star Rod ·Parasol ·Warp Star ·Apple ·Dragoon ·Superspicy Curry ·Bomber
EnemiesBonkers ·Bronto Burt ·Gordo ·Parasol Waddle Dee ·Plasma Wisp ·Shotzo ·Tac ·Waddle Dee ·Waddle Doo
OtherGourmet Race ·Whispy Woods
Trophies,Stickers andSpiritsTrophies (SSBM ·SSBB ·SSB4) ·Stickers ·Spirits
MusicBrawl ·SSB4 ·Ultimate
MasterpiecesKirby's Dream Land ·Kirby's Adventure ·Kirby Super Star