This article is about Kirby's appearance in Super Smash Bros. for Nintendo 3DS and Wii U. For other uses, see Kirby.

Kirby (カービィ, Kirby) is a playable character in Super Smash Bros. for Nintendo 3DS and Wii U. He was confirmed on June 11th, 2013 during the E3 2013 Nintendo Direct, along with six of the "Original 12".

Kirby currently ranks 50th on the tier list. He has great combo potential and good air game despite having one of the slowest air speeds in the game. However, his light weight makes him easy to KO. He also has problems with approaching opponents due to the low range of most of his moves.




  • Fifth lightest character in the game, tied with Olimar, Pikachu and Fox, giving him poor survivalbility.
  • Second lowest multi-jump height in the game, after King Dedede.
  • Somewhat weak neutral attacks, making it hard to launch opponents. He also has limited KO moves.
  • Fourth slowest air speed and falling speed.
  • Low range on most attacks.
  • Predictable and linear recovery.
  • Low priority on many attacks.
  • Very few moves that are safe on shield.
  • Hammer Flip deals recoil damage to Kirby the longer it is charged after reaching full charge. It is also very predictable and has considerable lag.


Kirby's stats by Kurogane Hammer.

Kirby is a Bait & Punish type of character. Being small and light, with a somewhat slow movement speed in both ground and air, but overall fast attacks, Kirby excels at using his short frame and multiple jumps to combo and juggle opponents that commit mistakes.

Kirby's greatest asset is the versatility of his moveset, with a good variety of multi-hit attacks, fast poking punches and kicks, and juggling tools.

His ground game is solid, with a very fast Neutral Attack and Rapid Jab, which can be cancelled into a grab or Tilts. Kirby's jab is fast and can rack up damage on an opponent effectively; it has a strong finisher capable of killing most characters at high percentages. Jab combos out of down aerial and up tilt, and the first two hits of jab can set up for a grab as well as combo into dash attack, forward smash, down tilt, down smash, up smash, down aerial, up tilt, forward tilt, and neutral aerial. Forward tilt is useful for spacing but not much else since it isn't terribly fast and has low launch power; at low percentages it combos into forward smash and dash attack and can set up for a grab; it combos out of down aerial as well. Down tilt has a high chance of tripping an opponent and is quite fast; at low percentages it can combo into itself, jab, forward smash, up smash, down aerial, and dash attack and easily combos out of down aerial; your best bet is to go for the forward smash or grab. Up tilt is one of Kirby's best combo starters on the ground; it combos into itself, up smash, forward smash, forward tilt, back aerial, up aerial, neutral aerial, forward aerial, down smash, and Final Cutter. Dash attack is a poor option for Kirby because it has a good amount of ending lag that makes it easy for opponents to punish if it misses or is blocked; at low percentages it can combo into forward aerial or up aerial but has little other utility, so it is greatly advised that you do not use dash attack as a combo finisher especially at mid-high percentages; it also quite useless as an approach option.

Kirby's smash attacks have low launch power at low percentages but are all great kill moves at higher percentages. His Smash Attacks are all straightforward moves, with Forward Smash being his strongest and second fastest one, with decent range. Forward smash is perhaps the best out of Kirby's smash attacks for killing opponents; it has a good number of set-ups in the forms of down tilt, up tilt, the first two hits of jab, and down aerial; it does not combo into much of anything. Up Smash is somewhat like Fox and Yoshi's Up Smashes, but lacks power, being more useful to finish Up Tilt combos. Kirby's up smash is a good combo finisher and kill move; it combos out of down aerial, up tilt, down tilt, and the first two hits of jab; at low percentages it can combo into up aerial and forward aerial. Down Smash is his fastest smash attack and covers a decent ground. Its horizontal knockback is great for edge-guarding, especially against opponents with poor recovery; it can also punish rolls, as well as kill opponents at high percentages. It combos out of up tilt, the first two hits of jab, and down aerial.

Kirby's air game is greatly complemented by his ground moves, and vice-versa. Kirby has a lot of jumps that allow him to chain together a good number of aerials, though his poor air speed can make it difficult for him to follow-up sometimes. Neutral Aerial is a Sex Kick that covers all around his body, and despite the low range, it is fast with a good number of active frames. Neutral aerial is good for edge-guarding, but has low priority, so be sure to watch out for up specials particularly those that deal damage or have Super Armor (or both). Fast falling a neutral aerial can combo into jab, down tilt, forward tilt, forward smash, dash attack, and grab; jab, forward smash, or grab are the best options out of these. Forward Aerial is very fast and strings easily into other moves, specially at low percentages. Forward aerial has low landing lag which allows it to be used closer to the ground to set up for other moves; forward aerial can set up for a grab or jab at lower percentages or a dash attack; forward aerial is another move that is good for edge-guarding and even for killing opponents off-stage; it combos out of up tilt, dash attack, and forward throw. In the air, forward aerial can combo into and out of itself and up aerial. Back Aerial is another Sex Kick, and his fastest and strongest aerial, with a decent range. Kirby's back aerial is his best kill move in the air; it has high launch on it that makes it good for edge-guarding and can wall out opponents off-stage; it is also safe on shield and therefore an effective spacing tool; back aerial combos out of up tilt, but very little else, so a player will have to just watch for an opportunity to use it. Up Aerial is his juggling tool, able to chain from many of his other moves, mostly Up Tilt. Up aerial can kill off of the ceiling of the stage at high percentages; it combos out of up smash, up tilt, forward throw, and dash attack and can combo into forward aerial. Finally, Down Aerial is a multi-hit drill attack that can Meteor Smash opponents reliably, despite lacking power compared to other Meteor Smashes; this move specially useful considering Kirby's multiple jumps, which allows him to chase down opponents with multiple Down Aerials to secure the KO. Kirby's down aerial is quite possibly his best aerial move; it is an incredible combo starter; use it on a grounded opponent and once Kirby reaches the ground he can throw out virtually any ground attack and it will combo reliably; the best follow-ups for down aerial are up tilt and down tilt at low percentages since these can combo very easily into many other attacks; forward smash will be the best combo finisher out of a down aerial and down aerial also sets up very nicely for a down smash or forward smash for use as a kill move. Down aerial can meteor smash but must sweetspot in order to do so; it has little use higher up in the air as it doesn't combo into any other aerials, but close to the ground down aerial is an excellent move.

Kirby's grab game is rather versatile; he is also one of the few characters to have a down throw that isn't a reliable combo starter. At low percentages down throw can combo into forward aerial, up smash, or dash attack, unless the opponent jumps away in which case all it is good for is damage. Kirby's back throw is a kill throw at the edge of the stage at high percentages while at other percentages it is good for getting an opponent off stage. Kirby's up throw is a potent kill throw especially on stages that have platforms like Battlefield or Dream Land 64; it doesn't combo into anything but using moves that can set up for grabs when the opponent is at high percentages is a good way to get the up throw. Forward throw is Kirby's best combo throw; it combos into forward aerial at low percentages while at mid percentages it can still combo into forward aerial but requires Kirby to jump once before executing it; at mid percentages it also combos into up aerial.

His Special Attacks add even more versatility to his game.

Inhale, Kirby's signature move, allows him to copy the opponent's Neutral Special move, or spit them as a projectile, that is unaffected by weight. Its sound like it did in kirbys adventure Kirby can spit out the opponent and then attack them with a forward aerial, up aerial, or down aerial. If Kirby copies the opponent's ability, he can then jump and hit them with a back aerial or up aerial since they end up above or behind Kirby after being swallowed by him. Inhaling specific powers allows Kirby to cover many of his weaknesses. Monado Arts, for instance, is one of the most valuable Special Moves Kirby can absorb, as it allows him to temporarily negate some of his flaws. Kirby can use his down aerial to combo into some of the powerful projectile attacks he might get such as Charge Shot, Shadow Ball, Aura Sphere, or Robo Beam. Kirby can also use his forward throw to set up for these as well as some other copy abilities such as Shield Breaker or Flare Blade. Inhale can also be used for the infamous, although not as effective, "Kirbycide" strategy, which consists of swallowing opponents and dragging them to the bottom blast line, essentially a suicidal KO. However, this tactic can be used differently by swallowing the opponent and spitting them below the stage (assuming it is possible), in an attempt to prevent them from recovering.

Hammer is a surprisingly powerful move which can be charged, on both the ground and in the air. When fully charged, it deals massive knockback and can break shields in a single hit. However, the move overall is very slow and Kirby's movement is drastically reduced. In addition, overcharging the move deals recoil damage to Kirby, similar to King Dedede's Jet Hammer. Hammer Flip is a slow move that is amazingly good at killing an opponent at early percentages but has few set-ups and can be punished or even interrupted easily by an opponent; it has Super Armor frames during the hammer swing, so it can't be interrupted during the attack itself, but if Kirby is hit while charging it, he will have to charge it up again from the beginning; on top of this, Kirby can only jump once while charging it and moves more slowly along the ground in addition to taking recoil damage if he charges it for too long. Hammer Flip does have some great uses though; breaking an opponent's shield, baiting and punishing a counter or roll, and punishing an opponent's landing lag are all great opportunities that Kirby can take advantage of using the Hammer Flip.

Final Cutter is Kirby's only recovery move, covering decent vertical range, as well having small disjointed hitboxes that can protect Kirby. The projectile released is also a good way to keep away opponents when trying to recover. If used correctly, it is a good finisher for his juggling combos. Final Cutter isn't the best recovery since using it too far from an edge can cause Kirby to SD. As an out of shield option it is quite useful since it can launch an attacking opponent away from Kirby for some breathing room. It can combo out of up tilt but doesn't combo into anything. It can meteor smash opponents but it requires good timing to do so, though if pulled off this makes it a good edge-guarding method.

Stone is a powerful defensive move that can grant Kirby invulnerability, allowing him to ignore damage and knockback from any move that deals less than 30%. Its ability to be cancelled at any time allows for powerful mindgames. It is not the best move but like Hammer Flip it does have its uses. It can be used as a landing option or to get Kirby closer to the edge after being launched high into the air off stage. Kirby has Super Armor after transforming which protects him from being launched by enemy attacks, though a smart opponent will either grab Kirby or wait until Kirby transforms back. After transforming back, Kirby is in the air a very short distance above the ground, so throwing out a forward or back aerial is a good way to launch opponents away from Kirby so that they can't punish him. Stone can also kill opponents off the ceiling, which makes it a good answer to opponents who are reckless or consistently juggling Kirby, though Kirby should still be careful as most players will be smart enough to roll, dash, or DI away from him as he drops; if Stone is clearly not going to hit the opponent, cancel it by mashing the special move button. Stone is incredibly effective on shields when used both on the ground and in the air.

Kirby's primary disadvantage, however, lies in his light weight, which, when combined with his sluggish falling speed, makes him easy to knock back (although it does make him harder to combo when combined with his small size). This also gives him trouble when approaching opponents, as many of his attacks lack range. Furthermore, he has few reliable KO moves, with none of his Tilts and few of his Aerials dealing reliable knockback for KO; because of this he relies mostly on his Smash Attacks to finish off opponents, and Down Aerial to Meteor Smash airborne enemies.

Kirby can dish out an impressive amount of damage if he gets close to his opponent, thought doing so can be a difficult task. A good Kirby player must learn to capitalize opponents mistakes rather than charging head on, although playing too defensively can be dangerous considering how poor his survivability is.

Differences from Brawl

Kirby has received a mix many buffs and nerfs, balancing him further than in Brawl. His down aerial and Inhale have been improved and can be used more often. Kirby's combo game has improved due to changes in hitstun cancelling, and his forward throw has been improved. However, his smaller feet and overall size have both resulted in smaller hitboxes in attacks, and his grab range has greatly decreased. Kirby's patch history has granted him with further buffs to compensate his exploitable flaws and a greater improvement to his combo game.

Appearance-wise, Kirby's design is based off of Kirby's Return to Dream Land. His skin has more diffuse shading. Kirby is more expressive in his attacks, which are based off of Return to Dream LandKirby 64: The Crystal Shards, and Kirby: Triple Deluxe. Kirby's voice is also slightly higher than it was in Brawl.


  • Notice.png Lighter and slightly smaller than in Brawl, making him easier to die but harder to hit.
  • Buff.png Faster walk, dash and air speed.
  • Nerf.png Slightly lower base jump.
  • Nerf.png Slightly smaller feet, resulting in lower range for some moves that involves kicking.

Ground Attacks

  • Notice.png The third hit of his Neutral Attack can transition between rapid jabs and a finisher. The finisher counts as a projectile.
  • Buff.png Down Tilt is faster.
  • Nerf.png Up Tilt and Dash Attack deal slightly less damage.
  • Notice.png Forward Smash is faster, however it has less range and knockback.
  • Buff.png Up Smash is faster and deals more knockback.
  • Buff.png Down Smash is slightly faster.

Aerial Attacks

  • Nerf.png Neutral, Up and Down Aerials deal slightly less damage.
  • Notice.png Back Aerial deals slightly more damage and knockback. However it has a sourspot that causes lower damage.
  • Buff.png Down Aerial's Meteor Smash is slightly stronger and faster.

Grabs and Throws

  • Nerf.png Grab range is slightly lower.
  • Buff.png Pummel is faster.
  • Notice.png Forward and Down Throws are slightly faster, but deal less damage and more knockback.
  • Nerf.png Back Throw is much slower.
  • Buff.png Up Throw is slightly faster and causes more knockback.

Special Attacks

  • Notice.png Inhale deals more damage when used to copy abilities, and less damage when used to spit enemies, and enemies are launched slower. It also has slightly more vertical range, with the wind effect being in a cone. Additionally, the very first frame of Inhale can, in some instances, flip opponents before swallowing due the pushbox present on it.
  • Notice.png Hammer Flip (known as Hammer in Melee and Brawl) can now be charged on both ground and air for increased damage and knockback, and once reaches full charge it starts causing recoil damage to Kirby, similar to King Dedede's Jet Hammer. However, it has higher startup and ending lag, and causes decreased damage and knockback when uncharged.
  • Notice.png Final Cutter deals more damage with both sword and energy wave. The projectile travels much less than before, though, about half of the original distance. The second hit has higher knockback scaling, being able to Meteor Smash opponents more reliably.
  • Buff.png Stone has slightly stronger invincibility frames and also has slightly less ending lag. It also can turn Kirby into a Thwomp.
  • Notice.png New Final Smash, Ultra Sword, replacing his old one, Cook Kirby. It is a multi-hit long range Final Smash based on the same power from Kirby's Return to Dream Land.


Ground Attacks


◾Jab – Vulcan Jab: Punches the opponent twice, then unleashes a flurry of punches that end in a stronger one. This is inspired by Fighter Kirby's standard combo attack. 2%, 3%, 1% each hit, 3% finisher


◾Up Tilt – Stands on one foot and lifts the other quickly. 5% at the beginning of the move, 4% at the top.

◾Down Tilt – Kicks forward, low to the ground. Is able to trip the opponent you hit with this attack. 6%

◾Forward Tilt – Does a spin kick which can be tilted. 8%

Smash Attacks

◾Up Smash – Does a backflip, kicking upwards. Power gradually decreases as the move ends. Uncharged: 15% to 11%. Fully charged: 21% to 15%

◾Forward Smash – Smash Kick: Powerfully kicks forward. The attack is less powerful if you hit the enemy with the very tip of Kirby's foot. Uncharged: 15%, 11% at the tip. Fully charged: 21%, 15% at the tip.

◾Down Smash – Does a split and spins around. 14-19%

Other Attacks

◾Dash Attack – Breakdance Spin: Spins forward, kicking with his feet in a breakdance-like way. Inspired by Yo-Yo Kirby's running attacks, 9% when all hits connect.

◾Ledge Attack – Quickly climbs the edge and kicks in front of him.

◾Get-Up Attack – Gets up kicking both sides of him.

Aerial Attacks

◾Up Aerial – Kicks upward in a loop. 9%

◾Down Aerial – After charging for a split second, spins around with his feet outstretched, hitting multiple times, like a drill. 7% when all hits connect.

◾Neutral Aerial – Does a cartwheel. Loses power gradually. 4-10%

◾Forward Aerial – Kicks thrice in front of him. 4%, 3%, 5%. 12% when all hits connect.

◾Back Aerial – Kicks backwards with both of his feet. 13% sweet spotted, 8% if not.

Grabs and Throws

◾Pummel – Punches opponent with his free hand. Really fast, but weak. 1% each hit

◾Forward Throw – Based on Pile Driver from Kirby's Suplex ability. Lifts opponent, spins with them in the air, then body slams them on the ground. 7%

◾Back Throw – Based on German Suplex from Kirby's Suplex ability. Lifts the opponent, then jumps backwards, slamming them on the ground. 8%

◾Down Throw – Based on Fury Stomp from Kirby's Suplex ability. Lays the opponent on the ground then rapidly stomps them multiple times. 6%

◾Up Throw – Based on Air Drop from Kirby's Ninja ability. Flies upwards with the opponent, disappearing from the stage for a moment, then comes back and slams the opponent on the ground. 10%

Special Moves

Kirby's Special Moves
SSB Melee Brawl SSBWU/3DS Ultimate
Standard Special Inhale
Side Special Hammer Hammer Flip
Up Special Final Cutter
Down Special Stone
Final Smash Cook Kirby Ultra Sword

Kirby's Custom Special Moves
Custom 1 Custom 2
Standard Special Ice Breath Jumping Inhale
Side Special Hammer Bash Giant Hammer
Up Special Wave Cutter Upper Cutter
Down Special Grounding Stone Meteor Stone


Kirby's taunts are also used to give up his current copied ability.

  • Up Taunt: Does his famous "stage clear" dance. At the end, a little star pops out.
  • Side Taunt: Spins around and makes a pose.
  • Down Taunt: Smiles at the camera saying "Hi!" and waving his hands.

In competitive play

Tips for Kirby Players

  • Stone and Hammer Flip do a great amount of shield damage.
  • Stone can be used to punish if the opponent tries to Up Smash you when you're in midair.
  • Up Tilt is great for juggling fast-falling characters such as Fox.
  • Up Throw can kill at around 130%. But there is an exception:
    • Certain stages like Battlefield can give you and advantage when using Up Throw since landing on a platform above the stage with Up Throw can kill earlier due to the platforms being higher than the stage.
  • Dash Attack can be used as a Semi-Anti Air attack

Trophy Description



Pudgy, little Kirby lives in the peaceful hills of Dream Land on the Planet Popstar. He can inhale things with his big mouth, either copying their abilities or spitting them out again. In Smash Bros., Kirby can inhale opponents and copy their standard specials. He gets launched easily but recovers well.

  • Game Boy - Kirby's Dream Land (08/1992)
  • SNES - Kirby Super Star (08/1996)

Kirby (Alt)

Holding the special button left or right will charge up Kirby's Hammer Flip attack. Charging too long hurts Kirby! The hammer strikes twice in the air, but landing the single blow on the ground is more powerful. Kirby's up special Final Cutter slices up and down, firing a shock wave upon landing.

Kirby's Copy Abilities

Sword Kirby

That green cap sure does make Kirby look heroic, doesn't it? Maybe wearing it just inspired Kirby, but while he's wearing it, he gets all kinds of neat moves, like Spin Slash, Multisword Attack, and Sword Dive. He's even able to pull off these moves in the air, on the ground, or underwater!

  • NES - Kirby's Adventure (05/1993)
  • 3DS - Kirby: Triple Deluxe (05/2014)

Beam Kirby

Waddle Doo can fire beams form his eye. Does that make you green with envy? Then inhale him and copy that ability! You'll then be able to shoot beams from a wand, and the attack can even be charged up for greater effectiveness. You can also use a beam to push switches or to grab and toss your foes.

  • NES - Kirby's Adventure (05/1993)
  • SNES - Kirby Super Star (08/1996)

Ice Kirby

The perfect ability to copy in the summer--Kirby gains freezing breath when he copies the Ice ability. Enemies frozen by his arctic blasts can be launched at other foes too. Perfect for a tough fight or when you need some ice for your iced coffee. Kirby isn't busy saving Dream Land or anything...

  • NES - Kirby's Adventure (05/1993)
  • SNES - Kirby Super Star (08/1996)

Needle Kirby

Kirby normally looks tasty as a big ol' marshmallow, but he's significantly less appetizing when he's copied the Needle ability. Those pokey spikes won't add any flavor at all. With this ability, Kirby can bash into enemies or launch the spikes at them. A great, easy-to-use ability!

  • NES - Kirby's Adventure (05/1993)
  • 3DS - Kirby: Triple Deluxe (05/2014)

Tornado Kirby

Who needs hats when you can have an actual tornado coming out of your head? That's our Kirby--always the trendsetter. And with the Tornado ability, he can go one step further, turning his whole body into a cyclone to go on a wild rampage. His rapid spinning isn't exactly easy to control, but that's all part of the fun!

  • NES - Kirby's Adventure (05/1993)
  • Wii - Kirby's Return to Dream Land (10/2011)

Mike Kirby

Curious what Kirby's singing voice sounds like? Then track down and inhale Mr. Tick-Tock or a Walky! Kirby can copy the Mike ability and then use a mike or megaphone to really let 'er rip. Sometime he sounds as cute as he looks, but he can also hit those low notes when he wants to rock.

  • NES - Kirby's Adventure (05/1993)
  • Wii - Kirby's Return to Dream Land (10/2011)

Sleep Kirby

You don't get to see sleeping heroes very often. They're so busy rescuing princesses or saving the world, they just don't have time for a little nap. Not so with Kirby! The moment he inhales the snooze-prone enemy Noddy, he pops on his sleeping cap and dozes right off. Ah, Kirby, what dreams might you be having today?

  • NES - Kirby's Adventure (05/1993)
  • SNES - Kirby Super Star (08/1996)

Bomb Kirby

When he copies the Bomb ability, Kirby gets to don a stylish hat just like Poppy Bros. Jr. The hat's appearance varies a little from game to game, but the ability itself is always pretty much the same: pull out a bomb, throw it, BOOM! Careful, though--if you hand onto the bomb for too long, you'll go BOOM yourself!

  • SNES - Kirby Super Star (08/1996)
  • 3DS - Kirby: Triple Deluxe (05/2014)

Fighter Kirby

"Show me your moves!" Wait--that's not Kirby's line! Regardless, he's really fired up and ready to become a fighting machine with that red headband. He knows the basics, like kicking and tossing, but he can also muster his fighting spirit to blast distant foes.

  • SNES - Kirby Super Star (08/1996)
  • Wii - Kirby's Return to Dream Land (10/2011)

Wing Kirby

Kirby doesn't need copy abilities to bop through the air, but actually having wings gives his aerial skills a definite boost. They even let him use some extra attacks, like the acrobatic Shuttle Loop and the mighty Condor Head. He can also fire at foes with his Feather Gun! Thought Kirby was just a squishy puffball? Surprise!

  • SNES - Kirby Super Star (08/1996)
  • Wii - Kirby's Return to Dream Land (10/2011)

Ninja Kirby

Making his debut in Kirby's Return to Dream Land, the Moonja enemy looks about as ninja as you can get. If you copy its ability, Kirby can become a master of the ninja arts! With a variety of useful skills like Knife Throw and Blossom Storm, you might want to remain a ninja forever!

  • SNES - Kirby Super Star (08/1996)
  • Wii - Kirby's Return to Dream Land (10/2011)

Plasma Kirby

What does the aurora borealis have in common with lightning? Plasma! And what does Plasma Kirby have in common with them? Hrm. Maybe that was too easy... Anyway, Plasma Kirby can build up plasma using the +Control Pad and fire it with the B Button. You can look up more about plasma if you want, but firing plasma is what's important here.

Other features

To be added

Costume Gallery

Kirby Palette (SSB4).png



External links