![smash ultimate frame data out of shield smash ultimate frame data out of shield](https://i.ytimg.com/vi/e9XI3KQPgR4/maxresdefault.jpg)
The weak hit of neutral air can lead into tilts, grab, or even a smash attack. Neutral aerial has a long-lasting hitbox, high knockback on the clean hit, very low landing lag, and good coverage, making it a safe landing option. Kirby's air game is also notable in spite of his poor air speed again due to the versatility of his aerial attacks. Lastly, down throw is reliable for racking up damage when the other throws fail to perform. Up throw is the strongest throw in Kirby's kit, able to KO almost all characters around 170% (or even earlier if it lands on a platform). Back throw can be followed up by a back aerial at 0% on certain characters, is a kill confirm at high percents, and can send opponents offstage. His forward throw has actual combo potential as opposed to its counerparts, leading into aerials from low to mid percentages. Though lacking in range, they are among the fastest, while his pummel's low damage output is counterbalanced by its very fast speed. The usefulness of Kirby's ground game also extends to his grab game. Overall, he has an excellent ground and defensive game thanks to his quick frame data and evasive crouch, requiring opponents to be careful when approaching him in a neutral stage. Kirby's small hitbox and very low crouch allows him to avoid almost all grabs and several attacks. His smash attacks have good range, high power, and great speed, making them excellent kill options. Dash attackās early hit is excellent for punishing and KOing (able to do so to opponents starting at 90%), while the late hit can set up into an Inhale. Down tilt may have low power, but its very fast and launches opponents at the Sakurai angle, which allows it to trip most opponents even over 80%,which can lead to follow ups with a variety of attacks (a dash attack, grab, or forward smash). Up tilt's low knockback and high speed allow it to be a combo starter, that leads into multiple moves (like itself, an aerial attack, or Inhale). Neutral Attack and forward tilt are fast and have acceptable range, allowing Kirby to quickly distance himself from his opponents, with the latter being used for tech chase setups. The majority of Kirby's attacks are characterized by their speed: his tilts are among the fastest in the game, while his slowest moves instead boast high power as a trade-off, while still being quite fast for their power. Kirby's greatest strengths are his fast frame data, high combo potential, and the versatility of his moveset overall. That said, Kirby's recovery is rather versatile in spite of his slow air speed and low jump height, as his five midair jumps, slow falling speed, long vertical airdodge, and Final Cutter's decent distance give him good stalling capabilities and decent safety. Due to these statistics, Kirby's approach is easily one of the poorest, making it easily exploitable. Much like in his home series, Kirby is a slow, yet floaty character:possessing the 26th slowest walking speed, 33rd fastest dashing speed, 37th slowest initial dash, the 5th slowest air speed, 15th highest air acceleration, 3rd lowest gravity, the 5th lowest falling and fast falling speeds, and above average traction. Kirby is known for being a small lightweight, as he is tied for the eighth-lightest character in the game.
![smash ultimate frame data out of shield smash ultimate frame data out of shield](https://pbs.twimg.com/ext_tw_video_thumb/1437601507361370112/pu/img/moTiNsw-_BG7_JqP.jpg)
It is also very predictable and has considerable lag.
#Smash ultimate frame data out of shield full
Hammer Flip deals recoil damage to Kirby the longer it is charged after reaching full charge.Very few moves that are safe on shield.Somewhat weak neutral attacks, making it hard to launch opponents.Down Aerial and the second hit of Final Cutter can both Meteor Smash.It cannot be cancelled by opponents, allowing easy hits on enemies below you and can be manually cancelled in mid-air to confuse enemies. Stone has strong Super Armor and invincibility frames at the start, and inflicts considerable shield damage.Final Cutter grants him an additional jump and a projectile, being also a decent tool for combos.It also inflicts considerable shield damage. Hammer Flip can lead to low percentage KO's if fully charged.Both Hammer Flip and Final Cutter have Transcending Priority in their hitboxes.Inhale allows him to copy the opponent's Neutral Special, granting him versatility and helping to cover weaknesses.Has two Sex Kicks with Neutral Aerial and Back Aerial.Can do Up Tilt combos on fast-falling characters at low percents.Small hitbox makes him difficult to hit.Excellent recovery, with 6 jumps, tied with Jigglypuff and Meta Knight.