06-
Kirby
Last Updated:
February 3rd, 2021
Notes on the Young Link vs Kirby MU
Attributes
Air Acceleration: 0.095 (#15)
Air Speed: 0.84 (#84)
Fall Speed: 1.23/1.968 (#84)
Dash Speed: 1.9 (#46)
Run Speed: 1.727 (#42)
Walk Speed: 0.977 (#59)
Weight: 79 (#78)
Wall Jump: No
Wall Cling: No
Crawl: No
Jumps: 6
Win Conditions
Kirby's Win Conditions:
Whiff punish projectiles directly or by entering the dead zone. Trap landings and shield pressure. Use inhaled Fire Arrows to catch dash backs/short hops. Capitalize on edgeguards.
Young Link’s Win Conditions:
Accumulate damage through projectiles and zoning/platform camping intermittently (they are options in neutral, not something different from neutral). Make use of slight disjoints to win boxing interactions. Constrict air space in advantage state.
Out of Shield
Rapid Jab (-10):
NAir (Frame 7)
Jab Finisher (-32):
FSmash (Frame 26)
FTilt (-11):
NAir (Frame 7)
GSA (Frame 9)
UTilt (-10):
NAir (Frame 7)
DTilt (-10):
NAir (Frame 7)
Dash Attack (-31):
FSmash (Frame 26)
FSmash (-23):
GSA (Frame 9)
USmash (Frame 10)
DAir (Frame 16)
USmash (-23):
GSA (Frame 9)
USmash (Frame 10)
DAir (Frame 16)
DSmash (-33):
FSmash (Frame 26)
NAir (-2):
Unpunishable
(Safe on shield)
FAir (-5):
Unpunishable
(Safe on shield)
BAir (-5):
Unpunishable
(Safe on shield)
UAir (-3):
Unpunishable
(Safe on shield)
DAir (-13):
GSA (Frame 9)
USmash (Frame 10)
Inhale:
Command Grab
Hammer Flip (-19):
GSA (Frame 9)
USmash (Frame 10)
DAir (Frame 16)
Final Cutter (-13):
GSA (Frame 9)
USmash (Frame 10)
Stone (-35):
FSmash (Frame 26)
Neutral
What Moves To Watch Out For, When Neutral Is Happening, Main Strategies and Mix-Ups, Spacing, Stage Control.
Neutral Moves: Tilts, Aerials, Grab, Fire Arrow (if Inhale is successful).
Kill Moves: BAir, Dash Attack, Hammer Flip, Stone, Smash Attacks, UAir, NAir.
Kill Confirms: DTilt/FAir1 > FSmash, Front Hit UTilt > UAir.
If Kirby gets Fire Arrows, Kirby can kill confirm Fire Arrow into BAir, alongside gaining a valuable neutral tool. This gives Kirby a way to kill from a distance, but brings with it a dead zone in Kirby's neutral, one similar to Young Link’s. Being out of range of Kirby’s normals and close enough to punish a Fire Arrow.
Projectiles and zoning is the main gameplan vs Kirby. He doesn’t threaten damage and kill moves from afar, and has to get in with stubby limbs and limited attributes. This combination of factors should be taken advantage of.
Kirby has a higher ground speed, but a low air speed. His most imminent and threatening approaches will be low to the ground and with short hop pressure.
Kirby’s shield pressure/up close boxing game is quite strong. He has great moves, but is held back by attributes. Between a -2 NAir, a -5 BAir, a low-profiling DTilt, and an intangible USmash, being in shield vs Kirby is troubling.
Platform camping in moderation is strong for avoiding ground-level interactions with Kirby.
The same does apply vice versa though. Most of Young Link's shield pressure options are safe, only a few are safe when in front of Kirby shielding (so that BAir doesn’t hit).
Kirby will avoid projectiles through narrowly dodging, clanking with an aerial (especially for Boomerang), and shield dashing. Each can be punished accordingly once baited, by either catching the landing or with shield pressure.
Boomerang is high-risk, because Kirby is a small target to hit that can maneuver around rang and clank with it. Best for reads and advantage state in this MU.
Kirby’s DTilt can low profile and has a high chance of tripping.
The disjoint of the Kokiri Sword can come into effect in this MU when using FTilt and FAir namely, as well as ZAir. FAir is especially strong for this reason, since Kirby is stubby. (short hop rising FAir, fast fall on FAir 2, or landing FAir1).
Disadvantage
Above Stage, Ledgetrapping, Edgeguarding
Boxing
(How do I escape this situation?):
Kirby’s strongest boxing tools include NAir, BAir, and DTilt.
As mentioned before, Kirby has strong normals, though stubby. Using moves such as FTilt and FAir when the space is available outranges Kirby.
Rolling isn’t much of an option for Young Link normally, but in the corner vs a character like Kirby who doesn’t have a threatening Grab game and is stubby, it is a bit stronger of an option in this MU than usual.
Option coverage and viability changes as Kirby has more or less stage control in advantage. If he’s cornering you, DTilt and Jab are stronger aggressive options, whereas if he’s holding stage control ZAir and FAir are stronger aggressive options.
Platform Pressure
(What tools do they have? How can we escape this pressure?):
His USmash has intangibility on the feet, making it a strong anti-air tool. It reaches PS2 platforms.
Jumping away can work since Kirby’s double jumps are low, meaning you can escape but he can catch your landing.
Landing
(How do they cover it? What are my best options):
Kirby can safely anti-air with UTilt, which has invincibility on his legs.
USmash, as mentioned before, is also a strong anti-air.
Kirby isn’t a character that can chase down the opponent in the air. As such, Kirby will opt for catching landings more often, which he can do. Not only can he do this with his direct anti-airs, but also shield pressuring upon landing with DTilt, which can trip confirm into FSmash.
Mix up landings and landing timings in response.
Offstage:
(How Do I Escape This Position And What Do I Look Out For?):
Be careful when directly below the ledge, as Kirby could edgeguard with DAir or Stone. Move away from the ledge and then recover at the new angle. DAir and Stone are incontestable from directly below. Avoid recovering low if possible.
Space ASA to avoid trades with BAir/FAir.
When using tether, Kirby can interrupt the reel to ledge with a NAir.
Ledge:
Kirby will shift positions mainly between roll distance, short hop height, and the ledge. He looks for high-reward punishes (FSmash/USmash, DTilt, BAir) or to reset ledge trapping (FTilt, NAir, Grab).
Double jump FAir is an option when Kirby is at roll distance because of the disjoint in comparison to stubby limbs.
Advantage
What are my best options? What does advantage look like? What mix-ups are available?
Juggling/Boxing:
Kirby’s range is short (outside of a burst Dash Attack), which makes corner pressure strong vs Kirby. To escape back to neutral, he needs to make a read.
Boomerang in boxing is best for constricting air space, as aiming it at Kirby on the ground doesn’t exert as much pressure. For catching landings, use it to constrict horizontal airspace or frame trap landings.
Push advantage to exert the most amount of pressure through stage control, since Kirby’s range is shorter.
Kirby can mix up his landing timings with multiple jumps.
Kirby’s slow in the air and slow to fall. Constrict his air space to confine his landing position.
UAir is good for juggling Kirby, as he has nothing to challenge it besides Stone (which is reactable).
Pressure landings with shield pressure/spaced moves.
Offstage:
Kirby’s recovery tools include his 5 double jumps, Stone to recover at a lower angle, and Final Cutter.
Using FAir as an edgeguard lessens the risk of a trade/losing an exchange.
Kirby can use his Final Cutter or Inhale as a stock trade. Be wary of Final Cutter going past the ledge and hitting onstage.
Ledge:
XLR8’s Spreadsheet Young Link Ledge Info:
DTilt: Hits
DSmash: Hits
FTilt: Hits
Most Reliable Move: All
Animation Info: N/A
Note: FTilt reaches farthest
Outspace Kirby’s options from the ledge.
Miscellaneous
Other Tips/General Notes, Move Kill Percents
FD DTilt > ASA %s: 102, 89
FD FThrow @ Ledge %s: 156, 140
FD Milkshake %s; 90-120, 79-104
Kirby can use crouch to avoid the following:
Fire Arrow (varies on charge + distance)
Jab1
Bomb (varies on distance)
FAir1
BAir1
Stages
Battlefield:
Great. Triplats mess with Kirby’s combos and opens the option of platform camping vs Kirby.
Final Destination:
Indifferent. Kirby has an easier time catching landings and getting in, but can still get camped.
Smashville:
Bad. Kirby has a much easier time approaching on this stage than any other in the MU.
Town & City:
Indifferent. Still possible to camp Kirby.
Lylat Cruise:
Good. Kirby’s combos work more often, however.
Pokémon Stadium 2:
Indifferent. Kirby doesn’t struggle as hard getting in but can still be camped. Kirby USmash hits the platforms here.
Kalos Pokémon League:
Great. There’s plenty of space to camp Kirby. Not much he can do about it.
Yoshi’s Story:
Great. Also messes with combos and it’s also easy to camp Kirby.
Sets & Resources