Going a little out of oder here, but w/e. As per request:
11. Kirby
~Stages of Choice:~
1. BF I love battlefield in this matchup because it really allows you to move around kirby. The top platform is very high, and it takes kirby a minute to get up there, Pichu also moves from platform to platform a little too fast for kirby to keep up with.
2. DL pretty much the same concept as battlefield. Preference comes a little into play here. There is more room run around, and it takes kirby a long time to trap you, but on that stage, this matchup takes forever because neither character can really kill the other one very easily. I prefer battlefield, but this one accomplishes the same thing.
3. PS Stadium is nice because there is a lot of ground space, low ceiling, which benefits you much more than the kirbster, and kirby gets kinda screwed by the transformations (they can also mess you up too if you don't have a lead though). You have to deal with not having a top platform though.
YS and
FoD are very
small stages, which kirby is able to control a
lot better. He also tends to kill on these stages faster than you do with things like uair and bair due to the closer side blastzones.
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So general stuff with kirby, the old matchup chart says pichu wins this mu (iirc, it's the only one it says he wins), I think this matchup is super even, very stage dependent, and the outcome depends heavily on who gets the lead first. But Pichu can camp the hell out of kirby.
Kirby's moves have a lot more range than yours, which is a bit irritating to learn how to handle. This makes getting in on him pretty hard most of the time.
That said, most of kirby's moves have a fair amount of
cooldown, which is your opening to approach with
shffl nairs.
You have to watch how low he is to the ground though, because if he lands quick enough he'll throw out a
tilt to stuff you.
Kirby on the ground is much more threatening.
Utilt, up angled
ftilt, and
jab are amazing at stopping pichu's approaches. I don't know many kirbys other than myself who use pivot jab->grab, but that's actually incredibly effective against pichu.
In the air, his moves all have big hitboxes to control air space with, but like I said, there is cooldown that lets you get in if he tries to threaten you with those.
So a big thing that makes this matchup hard for kirby is that Pichu is a lot
faster than him, so he has to try and control the space Pichu wants to approach him from.
This doesn't work if Pichu
doesn't approach.
It takes kirby a decent amount of time to reach the
top platform, then it takes him awhile to get back down from up there.
Pichu can abuse this weakness pretty hard.
When you're up on the
top platform, kirby pretty much just tries to poke at you with his moves underneath the platform (usually uair or fade back fair). Because these moves have cool down, you can straight
light shield on the platform (to avoid being shield poked) when he comes up there, then
shield drop through when he hits you.
If he uses uair, you can just shield drop
nair or
uair him (I like uair a lot because kirby really
does not want to be
above you).
If he fairs, then fades back (which is safer than uair), you can either
drop to the ground, or
agility OoS onto one of the side platforms. I like to use agility OoS onto a platform he's fading back towards so I can punish him, but
you have to watch for the remaining hits of his fair. (This is most effective on
battlefield because of the distance between the platforms).
Going to the ground is still really effective since you're
underneath kirby, and also safer, but the reward isn't always as great (with the agility, you can often
usmash while he tries to pass you or something, which can get you kills).
Kirby can
theoretically jump bellow the platform then edgecancel an
aerial hammer on the platform you are standing on, but that's super difficult, so you
probably don't have to worry about it. If he goes for that and
misses, he'll either be stuck on the platform with 16 frames of landlag (
WD OoS to punish), or he'll miss the platform and have to deal with aerial hammer's crazy cooldown (
agility to the side platform or
shield drop to the ground bellow him).
Another powerful tool pichu has is
jolt. Jolt is irritating for kirby because it travels at an awkward angle
his moves don't cover that well. I like
full hop retreating jolts, landing
on platforms as a response to kirby jumping at me. His
uair will cover this, but it still doesn't do him any good aside from getting center stage (which still isn't much
if you have the top platform to retreat to).
Getting grabbed sucks. This is a huge problem for Pichu, because he gets
tech chased haaard by kirby's dthrow. Like... kirby can just stand there and react to either tech in place or missed tech, then wait for either of Pichu's tech rolls. It's one of the
hardest tech chases for Pichu to escape.
Once you're above like 40%, you can escape my
missing your tech, then
SDIing the jab reset
up and away and either
jumping out or
nairing.
Kirby can just start down angle
ftilting or
dsmashing you instead of jab reseting though, which kinda sucks, but isn't that bad because you still escape.
Kirby actually doesn't really have an answer to
thunder walls if he's in the air.
This is useful not just for creating space between you, but also for annoying kirby
while he tries to recover (thunder wall over the ledge).
He either has to
waste jumps waiting for thunder to end (
kirby has 5 aerial jumps. Remember that, it's important), air dodge through it if he's high enough, or get hit.
It's actually really nice, because if you space it far enough out, and kirby runs out of jumps, he
has to airdodge because his upB doesn't have enough aerial mobility to reach the ledge.
I'm pretty sure you can marth slayer kirby's upB too, but don't quote me on that one.
Last thing, regarding swallow and swallocides; if kirby tries to absorb pichu's power to get a projectile, you can attack as soon as you get popped out, which sucks a but for kirby.
When he tries to swallocide, if you have even stocks and a fair chunk of percent (or kirby has no %), if you don't mash, kirby has to die, if you mash out, he can recover.
That said, Pichu is able to if he mashes out, so keep that in mind.
In regards to suicide throws, you just mash the stick back and forth for bthrow and fthrow (or in circles if you want to escape hella fast).
For uthrow, kirby dies first and you can upB as soon as he does. It's weird. If you got grabbed out of your double jump, you won't have it back though.
On the subject of double jumps, if kirby ever uthrows you on stage, he does not have any jumps after the throw completes and he's stuck in the air. Sometimes you can agility underneath him and usmash or utilt to pop him up then just hit him a bunch because he can't really avoid you without his jumps.