Jem-Fury
Smash Rookie
- Joined
- Feb 11, 2019
- Messages
- 6
So I might be a stupid little boy, but I play Kirby. I have to say, we all have been underrating our pink little friend over here. You see for the past couple of weeks I have been labbing this character to see what works, what sticks, and what will help the meta grow into something insane enough not to be bottom tier. My progress, well it's already paying off. Within the last five days I have found some potential game ending combos that start at 0-15 percent and can kill the opponent off of one stray hit. Keep in mind these inputs are extremely hard and all of these combos you can DI in to avoid the kill, however you cannot avoid the massive damage that will be steamrolling your character in many moons.
I am but a newcomer when it comes to labbing so please go easy on me.
https://www.youtube.com/watch?v=BeAV7E_OPis The Battlefield Ladder
This is the first one I came up with and it is the most jank set up out of the three I am about to show. This can be done on BattleField and Dreamland and can be started off of Down Air, Up tilt (Both hit boxes), Landing up air, Tripping down tilt, and the first two hits of forward air. This same start up can be applied to the second combo I will show. The basic run down of the Touch of death is to catch your opponent at low percents with any of your neutral tools (that isn't grab) and go wild with up tilt > up air loops. (It is true if you Short hop, fast fall, and autocancel Up air into an immediate up tilt.) You generally want to get the opponent to around 0-15%, 20% for most big bodied characters (Except Ridley), before you go for your first loop (Which I will be calling Rising Upper). I haven't had enough time to test out which characters this works on, due to me having some bad Joycons, but it's all good. But I have only had troubles with floaty lightweights such as another kirby or Jiggles.
https://www.youtube.com/watch?v=1ziC7bBC9f8 The True Rising Upper
This second combo is basically an easier/harder version of the battlefield ladder and can be started in the exact same ways as it. That being Tripping down tilt, landing up air, both hit boxes of up tilt, the first two hits of fair, and down air. Unlike the first one, there is not platform you can fall off of to gain that little bit of distance downwards between your opponent after the second Rising Upper, so you'll have to do Rising Upper a lot more to gain your footing and boy is it a doosy. In the video you can tell I had to do this to Peach a lot more then I had to do it for Ryu during the Battlefield Ladder. CRUTAL STEP FOR BOTH COMBOS. You'll need to touch the stage one last time before you get to the blast zone if you want to secure your safe return. You can do this by ignoring one loop and just going for two up airs. Again these combos start from 0-15 percent depending on the character, and 20% for most big bodied characters (Except Ridley).
What if the opponent DI'S IN Can't they escape the combo like you said. And to an extent, yes they can. However you can easily follow it if you've been preforming the Rising Uppers correctly and Kirby has a pretty nice aerial turnaround that can usually catch an opponent trying to escape. I once caught a DI IN and did 94% to my labbing partner.
Now what was this third combo? Well it's pretty stupid, but it can catch a lot of people off guard.
https://www.youtube.com/watch?v=sxkGq9IoR74 THE POOR MANS EASY WIN
Now this. THIS IS THE PINNICAL OF MY CARRER RIGHT HERE! (Can only be done on characters that can connect F throw > F air at 0%. Can be DI'd in but you take an obscene amount of damage if you are read like a book.)
Anyway. I hope you all found this helpful. I'm gonna keep pushing the Kirby meta in the background. If you want more, I'll happily oblige to give you more. But I'm trademarking these names RIGHT NOW. I just wanna see my hard work be put into good hands. Have a nice day :3
Okay, so I got asked why the combo counter keeps resetting, it's because it DOESN'T WORK. I did this, then labbed it all immediately after recording. All but the last thing checks out! DI'ing in just leads to more up airs which leads to a heck of a lot more damage. The last combo is a meme.
I am but a newcomer when it comes to labbing so please go easy on me.
https://www.youtube.com/watch?v=BeAV7E_OPis The Battlefield Ladder
This is the first one I came up with and it is the most jank set up out of the three I am about to show. This can be done on BattleField and Dreamland and can be started off of Down Air, Up tilt (Both hit boxes), Landing up air, Tripping down tilt, and the first two hits of forward air. This same start up can be applied to the second combo I will show. The basic run down of the Touch of death is to catch your opponent at low percents with any of your neutral tools (that isn't grab) and go wild with up tilt > up air loops. (It is true if you Short hop, fast fall, and autocancel Up air into an immediate up tilt.) You generally want to get the opponent to around 0-15%, 20% for most big bodied characters (Except Ridley), before you go for your first loop (Which I will be calling Rising Upper). I haven't had enough time to test out which characters this works on, due to me having some bad Joycons, but it's all good. But I have only had troubles with floaty lightweights such as another kirby or Jiggles.
https://www.youtube.com/watch?v=1ziC7bBC9f8 The True Rising Upper
This second combo is basically an easier/harder version of the battlefield ladder and can be started in the exact same ways as it. That being Tripping down tilt, landing up air, both hit boxes of up tilt, the first two hits of fair, and down air. Unlike the first one, there is not platform you can fall off of to gain that little bit of distance downwards between your opponent after the second Rising Upper, so you'll have to do Rising Upper a lot more to gain your footing and boy is it a doosy. In the video you can tell I had to do this to Peach a lot more then I had to do it for Ryu during the Battlefield Ladder. CRUTAL STEP FOR BOTH COMBOS. You'll need to touch the stage one last time before you get to the blast zone if you want to secure your safe return. You can do this by ignoring one loop and just going for two up airs. Again these combos start from 0-15 percent depending on the character, and 20% for most big bodied characters (Except Ridley).
What if the opponent DI'S IN Can't they escape the combo like you said. And to an extent, yes they can. However you can easily follow it if you've been preforming the Rising Uppers correctly and Kirby has a pretty nice aerial turnaround that can usually catch an opponent trying to escape. I once caught a DI IN and did 94% to my labbing partner.
Now what was this third combo? Well it's pretty stupid, but it can catch a lot of people off guard.
https://www.youtube.com/watch?v=sxkGq9IoR74 THE POOR MANS EASY WIN
Now this. THIS IS THE PINNICAL OF MY CARRER RIGHT HERE! (Can only be done on characters that can connect F throw > F air at 0%. Can be DI'd in but you take an obscene amount of damage if you are read like a book.)
Anyway. I hope you all found this helpful. I'm gonna keep pushing the Kirby meta in the background. If you want more, I'll happily oblige to give you more. But I'm trademarking these names RIGHT NOW. I just wanna see my hard work be put into good hands. Have a nice day :3
Okay, so I got asked why the combo counter keeps resetting, it's because it DOESN'T WORK. I did this, then labbed it all immediately after recording. All but the last thing checks out! DI'ing in just leads to more up airs which leads to a heck of a lot more damage. The last combo is a meme.
Last edited: