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Old 09-18-2009, 11:01 AM   #796
Triple R
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Quote:
Originally Posted by Kewkky View Post
..... What? How does this happen?

So, you inhale someone, swallow them, then another character (who's close enough) gets damaged and knocked back the same way as spitting out a character and hitting him (starshot)?
I never realized it was the same damage as getting star shot at, but yeah I've noticed this in teams. When you swallow someone and people are next to you they get hurt. It's a nice breather after copying someone.
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Old 09-18-2009, 11:09 AM   #797
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Quote:
Originally Posted by Triple R View Post
I never realized it was the same damage as getting star shot at, but yeah I've noticed this in teams. When you swallow someone and people are next to you they get hurt. It's a nice breather after copying someone.
Interesting, never knew that. I dunno how I'd apply it to my teams experiences, but a little practice wouldn't hurt, right? Plus, today I'm going to a smashfest to sync with my teammate, a perfect time to check that out...
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Old 09-19-2009, 07:10 PM   #798
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Yo
Tomorrow I'm probably vs a really good Falco for a crew battle, so I will use Kirby for sure ; I've searched a bit but the matchup thread's people keep arguing over a number I don't really care about instead of what can/can't be done vs him, what to avoid etc. I searched for vids in both boards but found none where the Kirby wins it.

The only stuff I know so far ->
-We can duck under lazers, and if the SHDL is not perfect we don't even have to crouch.
-He gets CGed pretty bad
-He CGs us too T_T
-We rape him offstage, kinda.
-Falco's hat is great but Falco still has a reflector. It helps at edgeguard vs phantom if I'm unsure whether he'll go onstage directly or target the ledge.

Am I missing something ?
Also, where to CP him, and what stages should I avoid ?

Thx =)
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Old 09-19-2009, 11:10 PM   #799
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I have yet to see a Falco main chain grab Kirby well. Sadly, I don't know the Falco match up to say.

Also the Star Shot from Kirby's back side has been found out for a while, though surprising, it's only useful in doubles for a surprise attack.
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Old 09-19-2009, 11:42 PM   #800
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-Falco can CG us only to about 25%, then we can get out of it by DIing up and towards Falco and jumping (even the walking CG).
-Yes, our bair destroys all his recovery options offstage. It even goes through his phantasm! And if he decides on using his upB, spike it with dair then edgehog when he's low enough... You have enough jumps to do this safely.
-Lasers are good as an edgeguard, but I personally prefer NOT having a power. A single mistake by Falco would mean an inhale, which would lead to kirbicide>footstool, or inhale>spit under stage>uair stage spike.
-Yes, we can rape him with our grabs since his ground and aerial game is THAT close range. If we shield an attack of his (unless it's a spaced fsmash), we're almost assured a shieldgrab, and we all know how Kirby gets when he grabs someone...!

Last edited by Kewkky; 09-19-2009 at 11:45 PM..
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Old 09-20-2009, 01:09 AM   #801
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Check the discussion about this MU on the Falco boards. It is more informative than ours.

Also, they can CG us to 25%, but after that can follow up with other stuff.
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Old 09-21-2009, 01:25 PM   #802
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Is Kirby's Bair his best momentum cancel?
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Old 09-21-2009, 02:00 PM   #803
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Yes

10yeses
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Old 09-21-2009, 09:42 PM   #804
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what are kirby's good and bad stages?
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Old 09-21-2009, 10:19 PM   #805
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Quote:
Originally Posted by tekkie View Post
what are kirby's good and bad stages?
Rainbow Cruise, Jungle Japes and Brinstar are 3 of his best stages, but you have to be careful who you take there (like mk on RC, or Falco on Jungle Japes, or a bunch of characters on Brinstar, typically those who have crappy recoveries and get saved by the lava). Brinstar, in general, is a better Kirby stage than RC or JJ, but it offers advantages for more opponents (You will often be in situations where it is a better idea than RC or JJ, but you will almost equally often be in a situation where is a worse idea than RC or JJ). Pokemon Stadium 1 is also a GREAT Kirby stage, no other character is better there than him IMO. It should be a huge part of your stage roster. Delfino is also a good Kirby stage. Some stages you should avoid...Kirby is good on all stages in general, just stay away from stages where your opponent is helped more than you. Halberd is something you typically don't want to choose, but I guess it could be helpful vs some chars.

Kirby doesn't really have any "bad" neutrals, it all depends on your personal preferences and who you're playing against (NEVER take a snake to FD...).

For more stage info, go to Viper's Awesome Stage Guide Thread Thing with every legal stage covered and counterpicks for a bunch of characters.

tl;dr version: Rainbow Cruise, Jungle Japes, Brinstar are your 3 main counterpicks. PS1 should be one of your most-used counters (especially vs most A/S tiers, like MK or G&W, who you have nowhere else to take). Delfino is also good, but there are a few people you don't wanna take there. No bad neutrals, just be careful who you take where. Read Viper's thread.

"tl;dr version" is tl;dr version: When in doubt, choose Pokemon Stadium 1.

Hope I answered your question, and good luck.
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Last edited by A1lion835; 09-21-2009 at 10:28 PM..
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Old 09-22-2009, 02:16 AM   #806
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A1, take me out of your sig >=(

Tekkie, stages with Kirby mainly come down to personal preference. A1 and I will tell you Brinstar's a great Kirby stage, but a lot of people disagree. Most people agree that Rainbow Cruise is a great stage for Kirby, but I hate it and never go there if I can help it. Jungle Japes is also a decent Kirby stage.

There's also Frigate Orpheon, every neutral, Lylat Cruise (if it's not neutral), Pokemon Stadium (Melee) has an amazing amount of tricks Kirby can do there, Pictochat (same as Pokemon Stadium, lots of tricks), Delfino is good unless your opponent is one that can spike you in the water easily, yeah.

Any stage you feel comfortable on with Kirby is a good stage.
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Old 09-22-2009, 02:37 AM   #807
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Quote:
Originally Posted by Asdioh View Post
Pokemon Stadium (Melee) has an amazing amount of tricks Kirby can do there, Pictochat (same as Pokemon Stadium, lots of tricks)
can you elaborate/direct me to a thread about this?
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Old 09-22-2009, 04:14 AM   #808
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I posted this like a dozen times in the stage guide. I'll try to dig that up for you tomorrow.

Also, Pictochat is amazing as well.
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Old 09-22-2009, 08:23 AM   #809
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Quote:
Originally Posted by Asdioh View Post
A1, take me out of your sig >=(
I forgot I even sigged that. Plus, it's buried by other parts of my sig and only visible in smash blue (which I do use).

Quote:
Originally Posted by Asdioh
Any stage you feel comfortable on with Kirby is a good stage.
This is true.

Quote:
Originally Posted by tekkie View Post
can you elaborate/direct me to a thread about this?
http://www.smashboards.com/showthread.php?t=221595

^^Kirby's Warpstar Adventure, a stage guide created by Viper.
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Old 09-22-2009, 11:42 AM   #810
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Okay, whole bunch of quotes from the stage thread (which honestly needs links to discussion pages!):

Pictochat:


Quote:
Originally Posted by Asdioh View Post
post edited with transformations I forgot

How can you not know how to do the Stone glitch? Just turn into a Stone the middle/upper left part of the right side, either on the ground or from the air. I'm not sure if you can fall off the stage if you transform too far to the right. And this only works on the right ledge, and I think another random part or two of the stage's transformations.

For the stage itself, it's actually really good for Kirby. He can take advantage of most of the transformations pretty well, though I personally like some of them less than others. I find the wind-blowing guy to be annoying, for example.





on the left: pretty good for Kirby. You can Stone someone pretty easily if you're on the head, and they're stuck to the right of the head.

roller coaster thing: annoying, but Kirby can make use of it. I wonder what would happen if you upthrow through the hitbox? Kirby is invincible, but it might hit his opponent...
edit: what fromundaman said. That's what I thought happened: Kirby just kind of stops in midair, and the opponent gets hit by it.

fire: pretty annoying, but each hit only does 1% damage so whatever...

whale: it's ok. Stone can slide around, so you can use it with less chance of being punished. Stone glitch might work on the right part of the spout's water, I don't know, I haven't memorized all the Stone glitch spots in this game ._.

boxes: can be annoying to me, but overall not too bad. I think Final Cutter can go through the walls, at least if you're on the inside. Not sure.

bullets (or rockets or whatever they are
): I hate these things O_O inhale->starshot into them could work pretty well...or you could Bair someone or fsmash them into it. Again, I wonder what happens if you Upthrow through one....

wind blowing guy: ANNOYING. (imo) ... maybe you could use it to your advantage. It might cause someone to mess up (like doing an aerial if you push them off the stage or something) I dunno.

Ladder thing: pretty basic. A long line on top, and a ladder on the right and left. You can taunt your opponent by climbing up one ladder, running across the top, and then sliding down the other ladder. That just looks funny.

Springs on the side: yeah, you can go through them with stone. That's about it...DON'T KILL YOURSELF by turning into a Stone right before they disappear, or you'll look like a noob.

house or whatever it is that creates ledges on the sides: prevents you from doing the Stone glitch. Darn.

spikes on the sides:
makes for good laughs.

piranha plant: upthrow into it...heck, do anything into it. duh. it's pretty good.

the clock hands: you can do the stone glitch at a CERTAIN time on one of the hands, but it's not really useful. Good for combos and stuff.



These are all the ones I could think of. o_O

I actually don't use the Stone glitch much in an actual match, I feel like it's almost "cheating." Kinda like planking with MK.

But now that I think about it, it's not banned, and I've never seen anyone complain about it. I should abuse it as an edgeguard, to its fullest potential :]

I can just see myself winning a game because of the Stone glitch on a recovering Falco or whatever XD


Overall, 4 stars, possibly MORE if you really know how to use the stage changes to your advantage.

The Infinite stone on the clock hands that Asdioh mentions works at certain times can be used more to stall your stone, since if timed right, it'll slide to the stone glitch spot, glitch right when it should have fallen, then fall a second or two later. This can punish people who run in to try and punish you after you *should* have landed.


Quote:
Originally Posted by fromundaman View Post
This is a pretty good Kirby stage.

-We get the infinite stone glitch and sliding stone in a lot of places on this level.
-The hands of the clock can occasionally create combos.
-The wind makes Kirbicides easier to pull off.
-You can shark through a lot of these transformations.
-If you're inside the block pyramid and do FC, you teleport to the block right above and do an instant FC shockwave. You can do this until you get to the top block. I believe we also have the infinite stone on the edge of the second block on the right side.
-The fire sucks... It knocks people around but does **** for damage and doesn't kill... It;s really just annoying.
-Springs and the house don't help us at all (well, the house allows stone slides, but that's it.).
-Bullets are meh... I usually manage to hit someone into them.
-If you Uthrow on the roller coaster thing, the cart hits your enemy and you just kind of stop on the track. It looks funny and is a good way to get a kill.
-Spikes: If you're lucky you can land a Uthrow on them as they appear (you really can't plan it, but it looks funny when it happens) to cause a double kill. Otherwise, I believe FC shockwave goes through them, allowing you to camp.


Quote:
Originally Posted by Percon View Post
Pictochat is amazing; it's my favorite stage for Kirbzz. Stone glitch, uthrow on a lot of formations for low % kills, high ceiling otherwise, small side boundaries and walls, which Kirby can do tons of damage on with his jab flurry. Just know the stage and know where the "safe zones" are for transformations. It transforms every 13.3 seconds.

You can get really creative on this stage...

Also, the low bottom boundary is great for messing up other characters like GAW and DDD.

This stage is great against many characters, like ones Kirby has trouble with (Meta, ROB, GAW). Of course, you need to know the stage better than them to get a sizable advantage on it...


PS1:


Quote:
Originally Posted by fromundaman View Post
Arg, wait! I have things to say!

This stage is amazing besides the fact that it allows us to do pretty much every glitch or exploit that Kirby can do in this game (Stone glitch, FC through stage obstacles, one, and possibly two infinites, Ninja spikes, suicide throws, etc.).

Anyway, on the neutral stage, we can ninja spike, and... that's about all we have for exploits. Otherwise, it has a high ceiling, somewhat far sides, and a few platforms to aid with comboing. This basically makes us hard to kill and helps with our gimping. This stage also screws over a lot of characters due to that lip, and we can easily stage spike. As an added bonus, people can't go under the stage to avoid us.

Next, Fire stage:

-If you're good at teching the tree you can survive a while longer.
-Uthrow with your back to the tree can kill earlier than normal Uthrows.
-FC's sholckwave travels through the tree, regardless of the direction you're spamming in.
-Doing FC under the branch on the left side of the tree allows you to spam it fairly fast, and pretty much free of punishment.
-I *believe* you can Dtilt lock people under the branch of that tree.
-The top of the branch is pretty good for combing as well.


The water stage:

-Windmill allows for more combos, and allows you to spam FC without fear of punishment.
-Suicide throws.
-The windmill allows for some interesting stone slides.
-I've managed to do Uthrows that result in landing on the windmill in such a way that they bounce directly into one of the blades and spikes them down, creating a weird stagespike.
-I don't really play on the other side of this form much, so I can't say much about it. That windmill is too good!


Grass stage:

-You can do the stone glitch on the right side of the tree branch. It is amazingly useful since few people know it, and due to the angle, it hits above and below the branch.
-The platforms can help with combos as well.
-Not much to say on this one.


The Earth stage:

-This is the best stage IMO.
-We can camp in the middle, since FC shockwave can go through the rock as long as the blade is touching the rock, and we can regulate the height by landing on different platforms.
-If the try to stop us by camping by coming in the middle to attack us (or attempt to set up for wall infinites), we can jab infinite them (just be careful to end it before 300%, because it takes a little bit to end the jabs, and far too often I've accidentaly had it end at like 320% instead of 300%. **** it racks up damage too fast...
-The left side is pretty cool for us too. We can Uthrow with our back to the mountain and get quick kills, FC camp there too, and possibly even get stone kills, since it can be hard to avoid there.



Yeah, this stage is amazing.
Also, I didn't know at the time of the quote, but you can do the infinite stone glitch on the windmill as well.
Oh, and just so you know, if you play a Sonic on this stage, his SideB glitches on the same part of the grass stage that your rock does, and turns him into an immobile invincible hitbox. Wait it out or try to clash with it (Waiting it out is better).
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Last edited by fromundaman; 09-22-2009 at 11:45 AM..
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