SapphSabre777
Smash Journeyman
- Joined
- Oct 7, 2014
- Messages
- 398
- 3DS FC
- 4742-5094-9684
As per popular demand, this is the Kirby Move Analysis thread, looking at each move that Kirby has to offer and judging and determining its overall usefulness and utility. I'll try to make things as organized as possible (and forgive me for the template layout for the moves), and get things rolling as soon as possible. Throws and specials are also included, since they are moves as well. (Double post from me will be inbound to give my opinion of jab.)
In judging these moves, a scale of 1-5 should be used:
1) Deplorable; a move that has such serious risk and repercussions, or design flaws and little reward, that this move is near useless or too much risk to attempt in a competitive setting, even when used intelligently. Utilize this move as least as possible.
2) Sub-Par; a move that, while has some niche benefits in terms of rewards and use, has a multitude of negatives that outweigh the positives, but not enough to completely invalidate use of this move thanks to its niche benefits. Utilize this move sparingly.
3) Average; a move that is up-the-middle, has nearly as much benefits as flaws, or vice versa, maybe a little bit more benefits than flaws. A decent move that can do damage when used smart. Utilize this move somewhat in key situations.
4) Good; a move that has a sizable amount of rewards with some risks, but not enough to outweigh the positives. Intelligent use of the move allows the character's potential to increase significantly, but not dramatically. Utilize this move often.
5) Excellent; a move that has a massive amount of reward with comparatively minimal risk. Intelligent use of this move opens up the character's potential dramatically. Utilize this move as much as possible.
Jab: [2/24/16 - 2/26/16] 3 [placeholder for explanations via hyperlinks]
F-Tilt: [2/27 - 2/29] 3
U-Tilt:[3/1 - 3/3] 5
D-Tilt: [3/6 - 3/8]
F-Smash:
U-Smash:
D-Smash:
N-Air:
F-Air:
U-Air:
D-Air:
B-Air:
F-Throw:
U-Throw:
D-Throw:
B-Throw:
Inhale:
Hammer Flip:
Final Cutter:
Stone:
In judging these moves, a scale of 1-5 should be used:
1) Deplorable; a move that has such serious risk and repercussions, or design flaws and little reward, that this move is near useless or too much risk to attempt in a competitive setting, even when used intelligently. Utilize this move as least as possible.
2) Sub-Par; a move that, while has some niche benefits in terms of rewards and use, has a multitude of negatives that outweigh the positives, but not enough to completely invalidate use of this move thanks to its niche benefits. Utilize this move sparingly.
3) Average; a move that is up-the-middle, has nearly as much benefits as flaws, or vice versa, maybe a little bit more benefits than flaws. A decent move that can do damage when used smart. Utilize this move somewhat in key situations.
4) Good; a move that has a sizable amount of rewards with some risks, but not enough to outweigh the positives. Intelligent use of the move allows the character's potential to increase significantly, but not dramatically. Utilize this move often.
5) Excellent; a move that has a massive amount of reward with comparatively minimal risk. Intelligent use of this move opens up the character's potential dramatically. Utilize this move as much as possible.
Jab: [2/24/16 - 2/26/16] 3 [placeholder for explanations via hyperlinks]
F-Tilt: [2/27 - 2/29] 3
U-Tilt:[3/1 - 3/3] 5
D-Tilt: [3/6 - 3/8]
F-Smash:
U-Smash:
D-Smash:
N-Air:
F-Air:
U-Air:
D-Air:
B-Air:
F-Throw:
U-Throw:
D-Throw:
B-Throw:
Inhale:
Hammer Flip:
Final Cutter:
Stone:
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