Greetings everyone. I am iDaire, a player trying to reach top 100 on Smash 4 in the competitive scene. I'd say I'm coming closer and closer to this goal every time that I log onto these forums, and I want to thank you all for that. In any case, I'm trying to figure out more Kirby combos as I already know, since anyone who mains Kirby knows that he/she is a combo-orientated character and is very good at doing combos from low percent to mid percent and is able of chaining off some more hits even at high percent. Just as a disclaimer, I am far from the best Kirby player as I don't even main Kirby. These are just some combos that I've observed while using Kirby and some combos that others have pointed out. These are the combos that we currently have:
Grab to Forward Throw:
Fair (Low to Mid)
Uair (Low to High)
Nair (Opponent DI's toward you; Low)
Grab to Back Throw:
Bair (Low)
Reverse Uair (Fastfall and Land) -> Utilt -> Uair (Low, Heavies Only)
RAR Fair (Run and Reverse; Very Quickly; Low)
Down Tilt with Trip:
All grab combos can be used if the trip is successfully done
Fsmash (Low to Mid)
Foxtrot/Dash -> Usmash (Low to Mid)
Up Tilt:
Uair (Low)
Nair (Low)
USmash (Low)
Slightly Charged DSmash (Low)
UTilt (Can be used repeatedly; Low)
Falling Auto-Cancel Up Air:
Auto canceling is when a player uses an aerial move and lands during the frames of the move when auto canceling can be done. During this time period, the player suffers normal landing lag as if they jumped and simply landed back down (Player suffers two frames worth of landing lag). In other words, when a player lands with an aerial move and receives what appears to be no landing lag.
Uair (Low to Mid)
Fair (Low to Mid)
Bair (Low to Mid)
Nair (Low to Mid)
Final Cutter (Low to High)
Usmash (Low)
Utilt (Low)
Inhale (Low)
Falling Auto-Cancel Nair:
Dtilt (Can't trip; Low)
Utilt (Low)
Ftilt (Forward Tilt can be angled higher to guarantee a hit; Low to Mid)
Fair (Low)
Combos (w Difficulty):
Grab -> Forward Throw -> Fastfall Fair -> Dtilt -> Grab -> Forward Throw -> Uair (Easy)
Grab -> Forward Throw -> Fastfall Fair -> Dtilt -> Grab -> Forward Throw -> Fair (Easy)
Grab -> Forward Throw -> Fastfall Uair -> Uair (Slightly Difficult)
Grab -> Forward Throw -> Jump & Dair (Slightly Difficult)
Grab -> Backward Throw -> Reverse Uair -> Utilt -> Uair (Only works on heavies; Difficult)
Grab -> Backward Throw -> Nair -> Utilt -> Uair (Only works on heavies; Difficult)
Utilt -> Utilt -> Utilt -> Uair (Easy)
(While opponent is next to ledge) Fair -> Fair -> Fair -> Fair (Easy)
(While opponent is next to ledge) Dtilt -> Dair (Slightly Difficult)
(While opponent is next to ledge) Fair (Kirby lands on ledge) -> Dair (Ken Combo; Difficult; DI - Dependent)
None of these combos are guaranteed and some characters evade these combos simply due to their weight, fall speed, or jump height. Some of these combos can also be countered if the opponent were to air dodge at just right moment and as such, these combos may have to be adjusted to work optimally for each character. Floaty characters like Jigglypuff easily evade almost all of these combos.
Dtilt (Failed Trip):
So, when you use Kirby's Dtilt, most times, you want to get the trip which combos into anything, but when you fail to trip the opponent, most of the times, the opponent will have the reflexes required to evade your attempt to grab or your attempt to do anything. At times like this, you must read what the opponent will do next and capitalize on the advantage. Here are some things you could do in case you whiff the trip:
Grab to Forward Throw:
Fair (Low to Mid)
Uair (Low to High)
Nair (Opponent DI's toward you; Low)
Grab to Back Throw:
Bair (Low)
Reverse Uair (Fastfall and Land) -> Utilt -> Uair (Low, Heavies Only)
RAR Fair (Run and Reverse; Very Quickly; Low)
Down Tilt with Trip:
All grab combos can be used if the trip is successfully done
Fsmash (Low to Mid)
Foxtrot/Dash -> Usmash (Low to Mid)
Up Tilt:
Uair (Low)
Nair (Low)
USmash (Low)
Slightly Charged DSmash (Low)
UTilt (Can be used repeatedly; Low)
Falling Auto-Cancel Up Air:
Auto canceling is when a player uses an aerial move and lands during the frames of the move when auto canceling can be done. During this time period, the player suffers normal landing lag as if they jumped and simply landed back down (Player suffers two frames worth of landing lag). In other words, when a player lands with an aerial move and receives what appears to be no landing lag.
Uair (Low to Mid)
Fair (Low to Mid)
Bair (Low to Mid)
Nair (Low to Mid)
Final Cutter (Low to High)
Usmash (Low)
Utilt (Low)
Inhale (Low)
Falling Auto-Cancel Nair:
Dtilt (Can't trip; Low)
Utilt (Low)
Ftilt (Forward Tilt can be angled higher to guarantee a hit; Low to Mid)
Fair (Low)
Combos (w Difficulty):
Grab -> Forward Throw -> Fastfall Fair -> Dtilt -> Grab -> Forward Throw -> Uair (Easy)
Grab -> Forward Throw -> Fastfall Fair -> Dtilt -> Grab -> Forward Throw -> Fair (Easy)
Grab -> Forward Throw -> Fastfall Uair -> Uair (Slightly Difficult)
Grab -> Forward Throw -> Jump & Dair (Slightly Difficult)
Grab -> Backward Throw -> Reverse Uair -> Utilt -> Uair (Only works on heavies; Difficult)
Grab -> Backward Throw -> Nair -> Utilt -> Uair (Only works on heavies; Difficult)
Utilt -> Utilt -> Utilt -> Uair (Easy)
(While opponent is next to ledge) Fair -> Fair -> Fair -> Fair (Easy)
(While opponent is next to ledge) Dtilt -> Dair (Slightly Difficult)
(While opponent is next to ledge) Fair (Kirby lands on ledge) -> Dair (Ken Combo; Difficult; DI - Dependent)
None of these combos are guaranteed and some characters evade these combos simply due to their weight, fall speed, or jump height. Some of these combos can also be countered if the opponent were to air dodge at just right moment and as such, these combos may have to be adjusted to work optimally for each character. Floaty characters like Jigglypuff easily evade almost all of these combos.
Dtilt (Failed Trip):
So, when you use Kirby's Dtilt, most times, you want to get the trip which combos into anything, but when you fail to trip the opponent, most of the times, the opponent will have the reflexes required to evade your attempt to grab or your attempt to do anything. At times like this, you must read what the opponent will do next and capitalize on the advantage. Here are some things you could do in case you whiff the trip:
- If you think the opponent is going to spot dodge, you could Dash Attack or run and charge Usmash
- If you think the opponent is going to roll forward, you could Fsmash
- If you think the opponent is going to roll backward, you could try for a Dash Attack
- If you think the opponent is going to shield, Grab
- If you think the opponent is going to jump out of your next move, Fair or Uair
If you have any thoughts on this list of combos or you have something that you want to see added, I'd be more than happy to add it into this list. Thanks guys.
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