Difference between revisions of "Kirby's Return to Dream Land/Ability Info"

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** Hitlag is almost always 3 frames when hitting a breakable block. When hitting enemies (or enemy projectiles, like Sir Kibble cutters), the hitlag varies depending on which attack is used.
 
** Hitlag is almost always 3 frames when hitting a breakable block. When hitting enemies (or enemy projectiles, like Sir Kibble cutters), the hitlag varies depending on which attack is used.
  
* Co-Op Damage Reduction - Damage by all players is reduced as more players are added to the game.<ref name="RR"/>
+
* Co-Op Damage Reduction - Damage by all players is reduced as more players are added to the game.<ref name="RR"> An ability and damage guide at the Kirby's Rainbow Resort forums. It's mainly maintained by Plas Durock and contains contributions from several members of the Rainbow Resort forum and the GameFAQs KRtDL forum. http://www.gamefaqs.com/boards/935607-kirbys-return-to-dream-land/62398037</ref>
 
** For the 20 main abilities, ability-less Kirby, King Dedede, Meta Knight, and Waddle Dee, the damage reduction percentages are as follows:
 
** For the 20 main abilities, ability-less Kirby, King Dedede, Meta Knight, and Waddle Dee, the damage reduction percentages are as follows:
 
*** 2 players = -10% dmg
 
*** 2 players = -10% dmg
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** For Crash and Mike, damage reduction is calculated differently. After step 2 above, the damage reduction is then halved, then rounded again, and then deducated from the initial damage. This is NOT the same as merely halving the damage reduction percentage, due to rounding before and after halving the original damage reduction.
 
** For Crash and Mike, damage reduction is calculated differently. After step 2 above, the damage reduction is then halved, then rounded again, and then deducated from the initial damage. This is NOT the same as merely halving the damage reduction percentage, due to rounding before and after halving the original damage reduction.
  
== Kirby ==
 
  
=== Walking <ref name="FTY">Frame tests by Yoshifan. This involved DVD-recording a test run, and then analyzing the recording frame-by-frame in 60 FPS using VirtualDub. For detailed info on the setup, see [http://forum.speeddemosarchive.com/post/convenient_way_to_analyze_dvd_recordings_in_60_fps_9.html this SDA forum post]. The block measurements and frames/block tests are particularly prone to inaccuracy, because the human eye is used to count "blocks" in the terrain and figure out exactly how many frames it takes for Kirby to travel a certain amount of blocks. It is estimated that test results may be up to 0.5 frames/block off from the actual values, possibly more if block-counting or math mistakes were made. If one could test on emulator, using a memory value to see what is Kirby's x and y position (or even x and y speed) according to the game, that could result in much more robust tests than these.</ref> ===
+
== Standard Copy Abilities ==
* Flat ground: 13.4 frames/block
+
* Uphill (1/2): 14.7 frames/block
+
** While jumping repeatedly: 13.4 frames/block
+
* Downhill (1/2): 13.1 frames/block
+
  
=== Running <ref name="FTY"/> ===
+
Below is a list of the standard copy abilities in alphabetical order. Clink on the following to be directed to more information about that specific ability.
* Flat ground: 10.6 frames/block
+
* Uphill (1/2): 11.6 frames/block
+
** While jumping repeatedly: 10.6 frames/block
+
* Downhill (1/2): 10.3 frames/block
+
  
=== Sliding ===
+
[[Kirby's Return to Dream Land/Ability Info/Beam|Beam]]
* Attack properties <ref name="RR"> An ability and damage guide at the Kirby's Rainbow Resort forums. It's mainly maintained by Plas Durock and contains contributions from several members of the Rainbow Resort forum and the GameFAQs KRtDL forum. http://kirbysrainbowresort.net/forums/viewtopic.php?f=3&t=241379</ref>
+
** 15 dmg
+
  
* Distance <ref name="FTY"/>
+
[[Kirby's Return to Dream Land/Ability Info/Bomb|Bomb]]
** Flat ground: 3.8 blocks per slide
+
** Uphill (1/3): 3.5 blocks per slide
+
** Uphill (1/2): 3.3 blocks per slide
+
** Uphill (1/1): 2.6 blocks per slide
+
** Downhill (1/3): 3.8 blocks per slide
+
  
* Speed <ref name="FTY"/>
+
[[Kirby's Return to Dream Land/Ability Info/Crash|Crash]]
** Successive first-frame slides are 33 frames apart. That means 33/3.8 = 8.7 frames/block for flat ground.
+
*** When executed on the first frame, Kirby never un-crouches between slides.  When executed on the second frame or later, Kirby is seen standing up for at least one frame.
+
** If timed lazily, say 37 frames apart on average, then it's 37/3.8 = 9.7 frames/block for flat ground.
+
  
=== Spitting ===
+
[[Kirby's Return to Dream Land/Ability Info/Crash|Crash]]
  
* Tips
+
[[Kirby's Return to Dream Land/Ability Info/Cutter|Cutter]]
** Against bosses/minibosses, it is generally better to fire two single stars then a double star, or three single stars than a triple star. But if the boss only has time for Kirby to spit once, then spit the biggest combination possible.
+
** Single stars do not penetrate enemies nor blocks, but multi-stars do.
+
** Almost always dash (or be in the air from a dash-jump) while spitting
+
  
* Attack properties <ref name="RR"/>
+
[[Kirby's Return to Dream Land/Ability Info/Fighter|Fighter]]
** 1 star while standing - 52 dmg
+
** 1 star while dashing - 60 dmg
+
** Grazing/Ricocheted star - 40 dmg
+
** 2 stars while standing- 60 dmg
+
** 2 star while dashing - 65 dmg
+
** 3 stars while standing- 65 dmg
+
** 3 stars while dashing - 70 dmg
+
  
=== Fluttering <ref name="FTY"/> ===
+
[[Kirby's Return to Dream Land/Ability Info/Fire|Fire]]
* Horizontal movement
+
** Flutter up about 1 block -> air pellet -> drop about 1 block -> repeat: 18.3 frames/block
+
** Fluttering, always staying puffed up: 19.9 frames/block
+
** Constant air pellets during fluttering: 20.1 frames/block
+
  
* Upward movement
+
[[Kirby's Return to Dream Land/Ability Info/Hammer|Hammer]]
** Fluttering up at about 10.9 hz: 13.4 frames/block
+
** Fluttering up at about 8.5 hz: 13.8 frames/block
+
  
=== Falling <ref name="FTY"/> ===
+
[[Kirby's Return to Dream Land/Ability Info/Hi-Jump|Hi-Jump]]
* Downward movement
+
** Falling at top speed: 5.0 frames/block
+
  
=== Ladders <ref name="FTY"/> ===
+
[[Kirby's Return to Dream Land/Ability Info/Ice|Ice]]
* Upward movement
+
** Climbing up: 8.9 frames/block
+
** Climbing up with repeated jumps: 6.9 frames/block
+
  
* Downward movement
+
[[Kirby's Return to Dream Land/Ability Info/Leaf|Leaf]]
** Climbing down: 5.7 frames/block
+
*** This is slightly slower than [[#Falling|falling]] at top speed.
+
  
=== Swimming <ref name="FTY"/> ===
+
[[Kirby's Return to Dream Land/Ability Info/Mike|Mike]]
* Horizontal movement
+
** Underwater, swimming mostly straight horizontally: 16.6 frames/block
+
** Underwater, swimming diagonally up or down: 16.6 frames/block
+
** Swimming on the surface: 16.6 frames/block
+
** Walking underwater (on the sea floor): 22.0 frames/block
+
** Repeatedly jumping out of the water: 13.8 frames/block
+
*** This is comparable to [[#Walking|walking]] speed.
+
  
* Upward movement
+
[[Kirby's Return to Dream Land/Ability Info/Needle|Needle]]
** No block counts available, but swimming straight up and swimming up-diagonally make no difference in upward speed.
+
  
* Downward movement
+
[[Kirby's Return to Dream Land/Ability Info/Ninja|Ninja]]
** No block counts available, but swimming straight down and swimming down-diagonally make no difference in downward speed.
+
** Downward swimming is approximately 1.2 times faster than upward swimming.
+
  
=== On Ice <ref name="FTY"/> ===
+
[[Kirby's Return to Dream Land/Ability Info/Parasol|Parasol]]
* Walking at top speed
+
** Flat: 9.0 frames/block
+
** Uphill (1/2): 10.0 frames/block
+
** Downhill (1/2): 9.1 frames/block
+
  
* Running at top speed
+
[[Kirby's Return to Dream Land/Ability Info/Sleep|Sleep]]
** Flat: 7.3 frames/block
+
** Uphill (1/2): 8.3 frames/block
+
** Downhill (1/2): 7.4 frames/block
+
  
=== Invincibility ===
+
[[Kirby's Return to Dream Land/Ability Info/Spark|Spark]]
* Walking <ref name="FTY"/>
+
** Flat ground: 8.9 frames/block
+
  
* Running <ref name="FTY"/>
+
[[Kirby's Return to Dream Land/Ability Info/Spear|Spear]]
** Flat ground: 7.0 frames/block
+
  
* Sliding <ref name="FTY"/>
+
[[Kirby's Return to Dream Land/Ability Info/Stone|Stone]]
** Distance:
+
*** Flat ground: 4.9 blocks
+
** Speed:
+
*** Successive first-frame slides are 26 frames apart. 26/4.9 = 5.3 frames/block on flat ground.
+
*** If timed lazily, say 30 frames apart on average, then it's 30/4.9 = 6.1 frames/block on flat ground.
+
  
* Swimming (to do)
+
[[Kirby's Return to Dream Land/Ability Info/Sword|Sword]]
  
* Attack Properties <ref name="RR"/>
+
[[Kirby's Return to Dream Land/Ability Info/Tornado|Tornado]]
** Contact / Jump / Slide Attack / Freefall Bounce - 64 dmg
+
** Idling doesn't work on main bosses, but it does work on minibosses
+
  
== Other Characters ==
+
[[Kirby's Return to Dream Land/Ability Info/Water|Water]]
  
=== Meta Knight ===
+
[[Kirby's Return to Dream Land/Ability Info/Whip|Whip]]
  
Meta Knight is more or less a Sword/Wing Kirby Glass Cannon hybrid.
+
[[Kirby's Return to Dream Land/Ability Info/Wing|Wing]]
 
+
* Tips
+
** Because of his innate ability to fly, many co-op strategies involve the main Kirby riding on Meta Metaknight.
+
*** However, there is a misconception that flying over everything is the fastest strategy for levels. '''Meta Knight flying is still only horizontally as fast as running.''' This means Condor Head, Burning, Wave Surf, Tornado Attack, Cutter Dash, and even Slide Attacking are all faster than flying. Therefore, Kirby riding on Meta Knight's back should only happen when a Wing Kirby would fly in a solo-run.
+
** Generally, Meta Spin Slash gives the easiest, most consistent DPS against grounded bosses/minibosses.
+
** Shuttle loop is jump-cancellable. This means that Meta Knight can use shuttle loop, flap once, then shuttle loop again, giving excellent DPS better than Wing Kirby's Dive Bomb (but it is very difficult and straining), even factoring in damage reduction. This should be used against all aerial bosses/minibosses, and larger grounded bosses.
+
** Thanks to his excellent power in both spin attack and shuttle loop, and his innate ability to fly, Meta Knight is generally ideal co-op player to use for most co-op speedruns.
+
 
+
* Character Differences <ref name="RR"/>
+
** 10% less HP than Kirby
+
** Shuttle Loop forces Meta Knight to enter a glide state whereas Kirby can't glide after Upward Slash, but can optionally follow up with Sword Dive
+
** Can do Condor Dive whenever he wants whereas Kirby can only do Sword Dive after Upward Slash
+
** Can do Up Thrust
+
** Meta Knight has the same basic ground sword combo as Kirby plus an additional 2 attacks between Kirby's 1st and 2nd attack
+
** Flying as Meta Knight is identical to Wing Kirby's Hover Flap. Overall, this makes him vertically the fastest
+
** More damage on most attacks than Sword Kirby
+
 
+
=== King Dedede ===
+
 
+
King Dedede is most similar with Hammer Kirby, with less power but more health.
+
 
+
* Tips
+
** King Dedede does considerably less damage on all his attacks than Hammer Kirby, and Meta Knight is more powerful in every given scenario. Thus, Dedede should never used for combat in co-op runs.
+
** King Dedede always has a hammer. This makes him handy for energy spheres that require pounding stakes, destroying metal blocks, or firing a projectile (thanks to unlimited Hammer Throws) so Kirby will not have to discard his current ability.
+
 
+
* Character Differences<ref name="RR"/>
+
** Hammer Flip isn't fire type
+
** Can't do Giant Swing/Ultra Giant Swing like Hammer Kirby
+
** Less damage on most attacks than Hammer Kirby
+
** Dedede only appears larger than the other characters, however this isn't actually the case. Attacks to his head will do no damage.
+
** 25% more HP than Kirby
+
** More range on his attacks than Hammer Kirby
+
** Can do Hammer Throw as many times as he likes
+
 
+
=== Waddle Dee ===
+
 
+
Waddle Dee (or Bandana Dee) is the most similar to Kirby out of the three co-op characters. In fact, Bandana Dee is exactly the same as Spear Kirby in terms of stats and power, outside of the single difference listed below.
+
 
+
* Tips
+
** Because Waddle Dee is essentially Spear Kirby, and spear does not grant Kirby additional mobility, Waddle Dee's only niche is when an energy sphere requires spear to hit something through a wall underwater (levels 3-2 and 4-3), so Kirby will not have to discard his current ability.
+
** All movement tips for Kirby also apply for Waddle Dee, as they are literally exactly the same character outside of jumping in the air.
+
** Given spear's lack of overall power (relative to Metaknight), Waddle Dee should also never be used for combat purposes.
+
 
+
* Character Differences<ref name="RR"/>
+
** Instead of flying, he has an infinite number of jumps. Overall, this makes him vertically faster than King Dedede and Kirby, but slower than Meta Knight.
+
 
+
== Copy Abilities ==
+
 
+
=== Beam ===
+
 
+
===== Beam Whip (Press 1) =====
+
 
+
* Attack properties <ref name="RR"/>
+
** 8 dmg
+
** Can hit twice at mid-range; three times at close-range
+
** Attacks through walls
+
 
+
===== Cycle Beam (Dash + 1) =====
+
 
+
* Tips
+
** Use this move primarily against grounded bosses/minibosses
+
** Take advantage of its brief invincibility to 'tank' an attack without having to go out of the way to dodge it
+
 
+
* Attack properties <ref name="RR"/>
+
** 18 dmg per hit
+
** Can hit up to 3 times for a total of 54 dmg
+
** Brief invincibility upon startup
+
 
+
===== Beam Blast (Dash + 1 in midair) =====
+
 
+
* Tips
+
** Beam Blast gives a considerable vertical boost when used at the height of Kirby's jump; use this to reach higher ledges just out of reach (1 or 2 blocks about) of Kirby's full jump
+
** Beam Blast can be used multiple times within one jump, especially when used at the peak of the initial jump
+
** In most cases, use this against bosses/minibosses when you can't use Cycle Beam (i.e. when they're in the air)
+
 
+
* Attack properties <ref name="RR"/>
+
** 1st hit - 16 dmg
+
** 2nd & 3rd hit - 14 dmg per hit
+
** Max total - 44 dmg
+
** Brief invincibility upon startup
+
 
+
===== Revolution Beam (Mash 1 in air) =====
+
 
+
* Tips
+
** Beam Blast is much stronger than Revolution Beam as an aerial attack, and should be used over Revolution Beam
+
** Use this instead of Beam Blast when it is important to stay suspended to dodge while attacking (for example, when Fatty Puffer shoots a geyser of water), as Kirby descends when using Beam Blast
+
 
+
* Attack properties <ref name="RR"/>
+
** 20 dmg
+
** Kirby stays suspended in place
+
** Brief invincibility upon firing the beam
+
 
+
===== Wave Beam (Hold 1, Release) =====
+
 
+
* Tips
+
** This has weaker DPS than Cycle Beam thanks to the required charge-up
+
** Use this primarily during idling time against grounded bosses/minibosses (for example, when a miniboss is spawning, or a boss is in the background)
+
 
+
* Attack properties <ref name="RR"/>
+
** 32 dmg
+
** Brief invincibility upon firing the beam
+
 
+
===== Capture Beam (Up, Forward or Down next to foe + 1) =====
+
 
+
* Tips
+
** This is just about the fastest grab attack in the game with excellent power, and should be used against bosses/minibosses whenever there's an opportunity to use it
+
** This hits diagonally above Kirby in a roughly 45 degree angle, very quickly
+
 
+
* Attack properties <ref name="RR"/>
+
** Held object - 16 dmg
+
** Thrown object - 60 dmg
+
** Invulnerable while holding objects
+
** Can capture foes in mid air.
+
 
+
=== Bomb ===
+
 
+
===== Bomb Prep (Press 1) =====
+
 
+
* Tips
+
** Hold 1 to aim with a reticule for Bomb Throw
+
** Bombs are non-elemental, so they do not burn anything
+
** Explosions from bombs provide light in dark areas
+
** If kirby self destructs while Bomb Prepping, he takes no damage, but he takes mercy invincibility frames
+
 
+
===== Bomb Throw (Release 1 during Bomb Prep) =====
+
 
+
* Tips
+
** This is very spammable, and has reasonable DPS. It is excellent against aerial bosses
+
** It has yet to be tested whether Bomb Throw or Bomb Bowl have higher DPS
+
 
+
* Attack properties <ref name="RR"/>
+
** Direct Hit - 16 dmg
+
** Explosion Only - 26 dmg
+
 
+
===== Bomb Bowl (Dash + 1) =====
+
 
+
* Tips
+
** This is the strongest move against bosses/minibosses, though it isn't as applicable against aerial bosses
+
 
+
* Attack properties <ref name="RR"/>
+
** 32 dmg
+
** Do not need to Dash a second time to do continuous bowls after the first
+
** Kirby is boosted forward if he already has a bomb prepped
+
 
+
===== Bomb Drop (1 next to foe) =====
+
 
+
* Tips
+
** Though Bomb lacks a mobile ability, this partly makes up for that by allowing Kirby to finish a foe in the way and barely stopping. This allows Kirby to spam slide attacks, run up to an enemy, Bomb Drop, then continue slide attacking almost nonstop (or in the case of ice levels, running)
+
 
+
* Attack properties <ref name="RR"/>
+
** 26 dmg
+
** Can plants bombs on foes in midair
+
 
+
===== Bomb Set (Down + 1) =====
+
 
+
* Tips
+
** Thanks to its boost in the air, Kirby can move horizontally in the air reasonably quickly by alternating between Bomb Sets and puffing/unpuffing
+
** This also gives a minor vertical boost, which is particularly useful for jumps that Kirby's full jump can't make by a single block and require a puff/unpuff (which is slower)
+
** Both of the above are most notably useful in running the Bomb Challenge Room, whether it be outrunning the moving wall in the air without regarding score, or giving an extra bit of height to reach the last secret door; these applications were discovered by yoshifan28
+
 
+
* Attack properties <ref name="RR"/>
+
** 28 dmg
+
** Gives Kirby a minor horizontal and vertical boost when used in the air
+
 
+
=== Crash ===
+
 
+
Notes: <ref name="RR"/>
+
* Damage Reduction for Crash is different than for standard abilities
+
* Attacks are unaffected by boss/miniboss damage reduction moves.
+
* Attacks ignore boss/miniboss invincibility.
+
 
+
===== Crash Fireball (Press 1, release) =====
+
 
+
* Attack properties <ref name="RR"/>
+
** 99 dmg
+
 
+
===== Super Nova [1 + Waggle then release or 1 + Mash D-Pad then release] =====
+
 
+
* Attack properties <ref name="RR"/>
+
** 120 dmg
+
** Invincible during charge up.
+
** Waggle charges faster than mashing.
+
 
+
=== Cutter ===
+
 
+
* All attacks cut ropes
+
* Projectiles can travel up slopes
+
* Projectiles can be angled up or down; press up or down while the boomerang is tossed
+
 
+
===== Cutter Boomerang (Press 1) =====
+
 
+
* Attack properties <ref name="RR"/>
+
** 12 dmg
+
 
+
===== Hyper Boomerang (Hold 1, release) =====
+
 
+
* Attack properties <ref name="RR"/>
+
** No rebound hit - 24 dmg
+
** Rebound hit - 16 dmg
+
** Rebound combo hit - 14 dmg each
+
** Max total - 72 dmg
+
** Can rebound off walls up to 3 times.
+
 
+
===== Cutter Dash (Dash + 1) =====
+
 
+
* Tips
+
** Successive Cutter Dashes are faster than slide attacks, and also pierce through enemies, so it should be used over slide attacks.
+
** Cutter Dashes carry off past ledges, so they should frequently be used off of edges as well if dropping down or bypassing single-block gaps.
+
 
+
* Attack properties <ref name="RR"/>
+
** 16 dmg
+
** Invincible for the duration of the move
+
 
+
* Distance <ref name="FTY"/>
+
** Flat ground: 3.8 blocks
+
 
+
* Speed <ref name="FTY"/>
+
** Successive first-frame cutter dashes seem to be 32 frames apart. That's 32/3.8 = 8.42 frames/block.
+
*** This is harder to do than first-frame slides, because both the dash and the 1-button press must be perfectly timed.
+
** Slower timing, say 38 frames per cutter dash on average, would get somewhere between 32/3.8 and 38/3.8 = 10.0 frames/block.  It's not exactly 38/3.8 because there is a tiny bit of walking/running between imperfect cutter dashes.
+
 
+
* Hitlag: 3 frames for both enemies and breakable blocks. <ref name="FTY"/>
+
 
+
===== Sweep Cutter (Hold 1 in air) =====
+
 
+
* Attack properties <ref name="RR"/>
+
** 22 dmg
+
 
+
===== Cutter Drop (Down + 1 in air) =====
+
 
+
* Tips
+
** Use this for descending, as it's faster than just falling.
+
** Though it has a hitbox, Kirby is not invincible for the duration of the move, so be careful not when using this.
+
** If landed, can instantly be linked into any ground move. <ref name="RR"/>
+
 
+
* Attack properties <ref name="RR"/>
+
** 22 dmg
+
 
+
===== Cleaving Cutter (1 next to foe) =====
+
 
+
* Attack properties <ref name="RR"/>
+
** Slash 1 - 12 dmg
+
** Slash 2 - 8 dmg
+
** Leads into Final Cutter if 1 is mashed
+
 
+
===== Final Cutter (Mash 1 next to foe) =====
+
 
+
* Tips
+
** This is Cutter's best form of damage against grounded bosses/minibosses.
+
** Combo this from a landing Cutter Drop for a quick extra 22 dmg for even better DPS.
+
 
+
* Attack properties <ref name="RR"/>
+
** Rising Slash – 7 dmg
+
** Falling Slash- 8 dmg
+
** Shockwave Near - 35 dmg
+
** Shockwave Far - 40 dmg
+
** The shock wave does more damage to a foe the farther away it is.
+
** Entire combo (Cleaving cutter + Final Cutter) does 70 dmg
+
 
+
=== Fighter ===
+
 
+
===== Vulcan Jab (Press 1) =====
+
 
+
* Attack Properties <ref name="RR"/>
+
** 1st hit is an early hit - 10 dmg
+
** 1st hit is a late hit - 5 dmg
+
** Repeat hits – 4 dmg per hit
+
** Vulcan jab's first hit has early/late properties, meaning there's less damage for the hit if Vulcan jab is out longer as opposed to hitting immediately after execution.
+
** Mash 1 to continue jabbing
+
 
+
===== Smash Punch (Hold 1) =====
+
 
+
* Tips
+
** Very useful projectile on the ground. However, outclassed by the insta-hadouken.
+
 
+
* Attack Properties <ref name="RR"/>
+
** 20 dmg
+
 
+
===== Leg Sweep (Dash + 1) =====
+
 
+
* Tips
+
** Near useless move, as it slows you down dramatically. Only useful for its invincibility, and even then, you should use spin kick unless you don't want to move far.
+
 
+
* Attack Properties <ref name="RR"/>
+
** 1st hit – 6 dmg
+
** 2nd, 3rd, 4th hit - 5 dmg per hit
+
** Total max - 21 dmg
+
** Invincible for duration of move
+
 
+
===== Spin Kick (Dash + Hold 1) =====
+
 
+
* Tips
+
** Sliding is faster than Spin Kick along flat ground; however, spin kick is faster than running, and should be used when enemies and obstacles are in the path preventing sliding
+
** For maximum damage, start the move as close as you can to the foe; you shouldn't be using this against bosses/minibosses unless you need to reposition yourself while attacking simultaneously
+
 
+
* Attack Properties <ref name="RR"/>
+
** 1st hit is an early hit - 20 dmg
+
** 1st hit is a late hit - 18 dmg
+
** 2nd & 3rd hit - 15 dmg per hit
+
** Total max - 50 damage
+
** Invincible for the duration of the move
+
 
+
* Distance <ref name="FTY"/>
+
** 8.7 blocks for successive, well-timed Spin Kicks on flat ground, making sure to hold forward when falling as the move ends.
+
** When going uphill, there will generally be less falling distance as the move ends. Due to the reduced falling distance, the horizontal coverage going uphill is less than 8.7 blocks, but the next Spin Kick can be started more quickly. The latter fact probably means that Spin Kicks become faster when going uphill, but more testing is needed to confirm this.
+
 
+
* Speed <ref name="FTY"/>
+
** Flat ground
+
*** Successive first-frame Spin Kicks seem to be 80 frames apart (not so sure about this, though; it may be a frame or two lower). That's 80/8.7 = 9.2 frames/block.
+
*** Slower timing, say 86 frames per spin kick on average, would get somewhere between 80/8.7 and 86/8.7 = 9.9 frames/block. It's not exactly 86/8.7 because there is a tiny bit of walking/running between imperfect Spin Kicks.
+
 
+
* Hitlag <ref name="FTY"/>
+
** 1, 3, or 5 frames on enemies, depending on which part of the Spin Kick animation hits the enemy: 1 when early in the kick animation, 5 when in the middle, and 3 when late. Enemies are often comboed to be hit two times (one middle, one late) or three times (one early, one middle, one late).
+
** 3 frames on breakable blocks, regardless of which part of the Spin Kick animation hits.
+
 
+
===== Down Kick (1 in air) =====
+
 
+
* Attack Properties <ref name="RR"/>
+
** 18 dmg
+
 
+
===== Double Kick (Hold 1 in air) =====
+
 
+
* Tips
+
** Essentially the same as smash punch except in the air
+
** Excellent for defeating enemies while jumping, without stopping your horizontal movement. Use short-hop double kicks to continuously move while defeating generic enemies from far away.
+
 
+
* Attack Properties <ref name="RR"/>
+
** Foot - 26 dmg
+
** Projectile – 18 dmg
+
 
+
===== Rising Break (Up + Hold 1) =====
+
 
+
* Tips
+
** Invincible for duration of the move, plus slightly after. The invincibility frames at the end allow you to safely transition into another fast aerial move without taking damage. The best example is Rising Break into Sky Kick on a boss, as Sky Kick bounces you away from the boss to not take damage afterwards.
+
 
+
* Attack Properties <ref name="RR"/>
+
** 1st hit - 16 dmg
+
** 2nd, 3rd hit - 8 dmg per hit
+
** 4th hit - 14 dmg
+
** Max total - 46 dmg
+
 
+
===== Sky Kick (Down + 1 in air) =====
+
 
+
* Tips
+
** Like with Ninja Kicks, you can cancel a Sky Kick into a flutter to transfer the Sky Kick's horizontal momentum to the flutter; and by alternating Sky Kicks and flutters repeatedly, Kirby can move horizontally through the air more quickly than with just fluttering. See the [[#Ninja Kick (Down + 1 in air)|Ninja Kick]] section for more details on how to do this.
+
*** Unlike the Ninja Kick, the Sky Kick doesn't start descending immediately after the move is executed, so it is quite possible to flutter before Kirby kicks downward at all (and Kirby will still get the kick's horizontal momentum). Thus, it is actually easy to gain height during repeated Sky Kicks and flutters.
+
** Sky Kick falls faster than just falling normally.
+
 
+
* Attack properties <ref name="RR"/>
+
** 18 dmg
+
 
+
* Speed (to do)
+
 
+
===== Instant Mega Force Blast (Down, Forward + Press 1) =====
+
 
+
* Tips
+
** If the controls above confuse you, think of Hadouken and executing quarter-circle-forward. Or alternate between pressing down and forward+1 in a rhythmic fashion
+
** This is fighter's main DPS on the ground, as Insta-Hadoukens are very powerful and spammable, and completely outclass Spark Wave on the ground
+
** Avoid spamming this too quickly against bosses/minibosses, or else some Hadoukens will pass through the boss before its invincibility frames are finished. Practice the rhythm such that every Hadouken will hit the boss just as its invincibility finishes from the previous Hadouken
+
 
+
* Attack Properties <ref name="RR"/>
+
** 36 dmg
+
 
+
===== Force Blast (LVL 1 Charge, Down + Hold 1, release) =====
+
 
+
* Tips
+
** Never use this, as the instant version outclasses this
+
 
+
* Attack Properties <ref name="RR"/>
+
** 24 dmg
+
 
+
===== Mega Force Blast (LVL 2 Charge, Down + Hold 1, release) =====
+
 
+
* Tips
+
** Never use this, as the instant version outclasses this
+
 
+
* Attack Properties <ref name="RR"/>
+
** 36 dmg
+
 
+
===== Giga Force Blast (LVL 3 Charge, Down + Hold 1, release) =====
+
 
+
* Tips
+
** This is slightly stronger than Insta-Hadoukens, but requires significant charge-up. Though because it is stronger, it should be used during idle time (i.e. while a miniboss is spawning, or a boss is transitioning phases) then commence spamming Insta-Hadoukens
+
 
+
* Attack Properties <ref name="RR"/>
+
** 42 dmg
+
 
+
===== Moon Somersault Kick (Press 1 in air next to foe) =====
+
 
+
* Attack Properties <ref name="RR"/>
+
** 16 dmg
+
 
+
===== Foe Grab (Press 1 on ground next to object) =====
+
 
+
* Attack Properties <ref name="RR"/>
+
** Held Object - 36 dmg
+
 
+
===== Arm Throw (Press 1 + up, forward, or nothing) =====
+
 
+
* Attack Properties <ref name="RR"/>
+
** 45 dmg
+
 
+
===== Judo Throw (Press 1 + down or back) =====
+
 
+
* Attack Properties <ref name="RR"/>
+
** 52 dmg
+
 
+
=== Fire ===
+
 
+
===== Fire Breath (Press 1) =====
+
 
+
* Tips
+
** Use this only to attack while preparing for Inferno; otherwise Spinning Fire Breath is stronger and more mobile.
+
** Can be aimed by pressing the corresponding direction.
+
 
+
* Attack properties <ref name="RR"/>
+
** 1st Hit - 8 dmg
+
** Repeat hits - 7 dmg per hit
+
 
+
===== Fireball Inferno (Fire Breath + Hold Back) =====
+
 
+
* Tips
+
** Kirby is completely immobile and not invincible at all while using Fireball Inferno.
+
** It has a high vertical hitbox, meaning it can hit sphere doomers, Grand Doomer, Dubior, hopping Water Galboros and Mr. Dooter and sometimes Goriath, Landia, Magolor, and Magolor's Soul.
+
** This has one of the highest DPSs in the game, but is very difficult to set up and requires memorization of the boss/miniboss pattern. Further advice is mostly a case-by-case basis.
+
 
+
* Attack properties <ref name="RR"/>
+
** 40 dmg per hit
+
 
+
===== Burn (Dash + 1) =====
+
 
+
* Tips
+
** The main reason you'd use fire is this move. Great horizontal speed with invincibility frames. Essentially an inferior Wing's Condor Head.
+
** Can be aimed up or down with the control pad. However, during successive aerial Burns, the amount that it can be aimed up diminishes with each Burn.
+
** Between successive aerial Burns, holding forward on the control pad actually slows Kirby down. Not touching left or right between Burns will give maximum distance.
+
** Running, jumping, and slide attacking with invincible candy are all, on average, faster than using non-frame perfect burnings.
+
 
+
* Attack properties <ref name="RR"/>
+
** 20 dmg if initiated on the ground
+
** 22 dmg if initiated in the air
+
** Invincible for the duration of the move
+
** Can break metal blocks
+
 
+
* Distance <ref name="FTY"/>
+
** Successive, well-timed aerial Burns:
+
*** 9 blocks apart (not holding left or right between Burns)
+
*** 8.5 blocks apart (holding forward between Burns)
+
 
+
* Speed <ref name="FTY"/>
+
** Successive first-frame aerial Burns are 63 frames apart. That's 63/9 = 7.0 frames/block.
+
** Slower timing, say 67 frames on average, gets somewhere between 7.0 and 67/9 = 7.4 frames/block. Kirby is still traveling forward in between Burns, so it's not exactly 7.4 frames/block.
+
 
+
* Hitlag: 5 frames on enemies, 3 frames on breakable blocks. <ref name="FTY"/>
+
 
+
===== Burning Flame (Press 1 during Burn) =====
+
 
+
* Tips
+
** Not very applicable as an attack, as generally Kirby will fly over the enemies that Burning Flame will damage anyways.
+
** Discovered by yoshifan, the Burning Flame can hold down switches, which has its niche uses for certain energy spheres (primarily Level 2-4).
+
 
+
* Attack properties <ref name="RR"/>
+
** 1st hit - 6 dmg
+
** 2nd hit - 5 dmg
+
** Total max per flame - 11 dmg
+
 
+
===== Spinning Fire Breath (1 in midair) =====
+
 
+
* Tips
+
** To use this move most effectively, if possible, short-hop then press 1 to hit twice. Kirby can repeatedly do this very quickly.
+
*** Trying to get all 3 hits in is not recommended, as Kirby must do a full-jump and there is a period of time while he ascends that he is not attacking, whereas in the above method, Kirby is almost non-stop attacking.
+
** Use this primarily when Inferno is not viable, or when Kirby needs to move while attacking, as this is more versatile and also allows Kirby to be more mobile while attacking.
+
 
+
* Attack properties <ref name="RR"/>
+
** 1st hit - 12 dmg
+
** 2nd & 3rd hit - 10 dmg per hit
+
** Total max - 32 dmg
+
 
+
===== Fireball Spin (Down + 1 in midair) =====
+
 
+
* Tips
+
** To spin up vertical walls, press the direction against the wall after pressing down+1.
+
** Climbing straight walls is faster than floating, so use this to your advantage if there is a convenient wall nearby.
+
 
+
* Attack properties <ref name="RR"/>
+
** 24 dmg
+
** Invincible for the duration of the move
+
 
+
* Hitlag: 5 frames on enemies, 3 frames on breakable blocks. <ref name="FTY"/>
+
 
+
===== Fireball Roll (Hit ground during Fireball Spin) =====
+
 
+
* Tips
+
** When doing a Fireball Roll off of a ledge, get maximum midair distance by not touching forward or back on the control pad.
+
** Slower than burning, but handy to use if Kirby is not in running-mode while in the air for a quick boost across the ground (such as when Kirby just enters a room in the air), or when Kirby wants to fling himself across a ledge
+
 
+
* Distance <ref name="FTY"/>
+
** This is measured from touching the ground to the end of the move. The distance is the same regardless of whether the Fireball Spin is started just before touching the ground, or some time earlier.
+
** Note that doing successive Fireball Rolls along continuous ground (without ledges, stairs, or gaps) requires a short hop between Rolls. Each short hop adds about 34 frames of walking acceleration and speed, if the hop is timed perfectly.
+
** Flat ground (roll only): 7.9 blocks
+
 
+
* Speed <ref name="FTY"/>
+
** With flat ground and short hops between Rolls:
+
*** Successive first-frame Fireball Rolls are 74 frames apart. About 40 of these frames are the duration of the Fireball Roll itself, while the remaining frames (about 34) have Kirby accelerating and then moving at walking speed. Unfortunately, more testing is needed to figure out the overall speed this gives for successive Fireball Rolls.
+
 
+
=== Hammer ===
+
 
+
===== Hammer (Press 1) =====
+
 
+
* Tips
+
** Avoid using Hammer, as it is generally better to use Hammer Swing or Giant Swing, thanks to its extra moability, coming out faster, and better spammability. The only use it has is if the player cannot jump for some reason; the extra 2 dmg is negligible, especially for generic enemies.
+
** Hammer comes out when the player lets go of 1; this is due to the fact that the game also wants to give the option of holding 1 to charge for Triple Hammer. As a result, this move tends to be slow.
+
 
+
* Attack properties <ref name="RR"/>
+
** 28 dmg
+
** Star - 12 dmg
+
 
+
===== Hammer Swing (Dash + 1) =====
+
 
+
* Tips
+
** Use this in place of sliding, as it's a little faster and plows through enemies.
+
** Use this off ledges if falling off, as speed carries over past ledges, but be wary of bouncing off walls unintentionally.
+
** Doing Hammer Throw by pressing minus during this attack maintains full Hammer Swing speed, whereas pressing minus while dashing without using Hammer Swing considerably slows down Kirby at the end of the animation <ref name="RR"/>
+
** Use this against bosses/minibosses when you need to reposition yourself for Hammer Flip or Hammer Twirl spamming, as it damages anything in the way and has invincibility (should never be necessary against minibosses though).
+
 
+
* Attack properties <ref name="RR"/>
+
** 26 dmg per hit
+
** Invincible for the duration of the move
+
** Press '-' anytime to do Hammer Throw
+
 
+
* Distance <ref name="FTY"/>
+
** Flat ground: 6.8 blocks for successive, well-timed Hammer Swings, holding forward for the duration of the swing.
+
 
+
* Speed <ref name="FTY"/>
+
** Successive first-frame Hammer Swings are 51 frames apart. That's 51/6.8 = 7.5 frames/block on flat ground.
+
** Slower timing, say 56 frames on average, gets somewhere between 7.5 frames/block and 56/6.8 = 8.2 frames/block on flat ground. Closer to 8.2 though, since 56-frame swings don't get much extra walking distance between swings.
+
 
+
* Hitlag: 3 frames for both enemies and breakable blocks. <ref name="FTY"/> This move knocks enemies far away, so it generally does not get multiple hits on a single enemy.
+
 
+
===== Hammer Flip (Up + 1)  =====
+
 
+
* Tips
+
** Reverse Hammer Flips are stronger than Forward ones, thanks to the flames
+
** Never, ever use Triple Hammer, as Hammer Flip outclasses it in every way possible
+
** The hitbox on the flames and the flip itself goes higher than it visually seems. It can hit every miniboss and boss in the game with only three situational exceptions:
+
*** Goriath when he jumps around.
+
*** Fatty Puffer when he clings to the ceiling.
+
*** Mini-Landias that are high up.
+
** Sometimes it may be beneficial to use a forward hammer flip instead, as it deals more damage in one blow than reversed. This is a case-by-case basis, but situational examples include:
+
**# Hitting a boss when it's vulnerable for only a split moment (Mr. Dooter phase 2, Galacta Knight, Magolor's Soul)
+
**# Knocking a boss into phase 2 with as little health as possible (Whispy Woods, Metal General)
+
**# When Kirby has idling time, so the charge-up of the forward hammer flip can be used during the idle time (minibosses spawning, Grand Doomer)
+
 
+
* Attack properties <ref name="RR"/>
+
** Hammer hit only - 80
+
** Hammer hit after flame hits - 70 dmg
+
** 1st Flame hit - 8 dmg
+
** 2nd, 3rd, 4th Flame hit - 7 dmg per hit
+
** Total max - 99 dmg
+
** Fire property (melts ice and burns fuses)
+
 
+
===== Triple Hammer (Hold 1, release) =====
+
 
+
* Tips
+
** Never, ever use this attaack, as it takes longer, is weaker, and has less range than Hammer Flip. In other words, this is 100% outclassed by Hammer Flip.
+
** Kirby can jump-cancel the charge, in case you decide to not use Triple Hammer while charging, which is a good idea.
+
 
+
* Attack properties <ref name="RR"/>
+
** 1st & 2nd hit - 16 dmg per hit
+
** 3rd hit - 40 dmg
+
** Total max for hammer - 72 dmg
+
 
+
** 1st & 2nd Star - 12 dmg per hit
+
** 3rd Star - 28 dmg
+
** Total max for stars - 52 dmg
+
 
+
===== Hammer Twirl (Down + 1) =====
+
 
+
* Tips
+
** Can be used in the air, which is its best attack against anything high that Hammer Flip can't reach.
+
** To reach high, press down + 1 immediately after jumping.
+
** Used primarily for its huge amount of invincibility.
+
** Hold the guard button during the move on the ground, and Kirby will instantly guard after finishing Hammer Twirl with zero defenseless frames in between.
+
 
+
* Attack properties <ref name="RR"/>
+
** 1st Hit - 16 dmg
+
** 2nd, 3rd 4th hit - 14 dmg per hit
+
** Total max - 58 dmg
+
** Invincible for the duration of the move
+
 
+
===== Giant Swing (1 in air) =====
+
 
+
* Tips
+
** Very useful to use while running, as it doesn't slow you down
+
** Use this on generic enemies instead of Ultra Giant Swing, while its dashing counterpart causes more hitlag (1 hit vs 3 hits)
+
** On the other hand, Ultra Giant Swing is better for bosses as it does 4 more damage
+
 
+
* Attack properties <ref name="RR"/>
+
** 26 dmg
+
** Can be used on the ground if you execute the move just before landing.
+
 
+
===== Ultra Giant Swing (1 in air) =====
+
 
+
* Tips
+
** On generic enemies, the extra 4 damage isn't useful, so the 3 hits this attack deals causes more hitlag than Giant Swing. Avoid using this on generics if possible.
+
** On the other hand, this does more damage to bosses, so use this in place of Giant Swing.
+
 
+
* Attack properties <ref name="RR"/>
+
** 1st hit - 16 dmg
+
** 2nd hit - 14 dmg
+
** Max total - 30 dmg
+
 
+
===== Hammer Throw (Dash + (-) OR Hammer Swing + (-)) =====
+
 
+
* Tips
+
** Using it out of Hammer Swing maintains the momentum from Hammer Swing, so you don't lose speed
+
** You lose your hammer ability after using this move. Only theoretically useful as a finisher if you don't want hammer after a fight for some reason.
+
 
+
* Attack properties <ref name="RR"/>
+
** Spin - 26 dmg
+
** Thrown Hammer - 80 dmg
+
** Total max - 106 dmg
+
** Invincible during the spin and briefly during the throw
+
 
+
=== Hi-Jump ===
+
 
+
===== Hi-Jump (Press 1) =====
+
 
+
* Tips
+
** After a hi-jump ends, there is a delay until Kirby can hi-jump again. During this time, Kirby normally descends a little. However, at the end of the hi-jump, Kirby can puff and release to cancel the descent, and then use another hi-jump with almost no delay.
+
*** Puff-cancelling greatly benefits upward movement because Kirby does not descend between jumps.
+
*** Puff-cancelling does not allow Kirby to hi-jump more rapidly than normal, so puff-cancelling is actually slightly slower when using hi-jumps for horizontal movement (such as in the dark room of 7-2).
+
*** Most of the vertical rooms designed for hi-jump are built around not using puff-cancelling, which may cause Kirby to overshoot his target at the end of the room. Thus, even for vertical movement, whether to puff-cancel hi-jumps or not is a case-by-case basis.
+
 
+
* Attack properties <ref name="RR"/>
+
** 24 dmg
+
 
+
* Distance
+
** Horizontal movement <ref name="FTY"/>
+
*** No air pellets between jumps: 8.9 blocks between consecutive, well-timed Hi-Jumps, when continuously holding forward.
+
*** With air pellets between jumps: 8.9 blocks between consecutive, well-timed Hi-Jumps, when continuously holding forward.
+
** Vertical movement (to do)
+
 
+
* Speed
+
** Horizontal movement <ref name="FTY"/>
+
*** No air pellets between jumps
+
**** First-frame Hi-Jumps seem to be 74 frames apart. That's 74/8.9 = 8.3 frames/block.
+
**** With slower timing, perhaps 78 frames apart, it's 78/8.9 = 8.8 frames/block.
+
*** With air pellets between jumps
+
**** Fastest achieved during testing is a Hi-Jump every 78 frames, but due to the number of timed button presses required (1 to Hi-Jump, 2 to flutter, 1 for the air pellet), it's quite possible that it can be done faster. With 78, though, it's 78/8.9 = 8.8 frames/block.
+
**** With slower timing, perhaps 84 frames apart, it's 84/8.9 = 9.4 frames/block.
+
** Vertical movement (to do)
+
 
+
* Hitlag: 3 frames for both enemies and breakable blocks. <ref name="FTY"/>
+
 
+
===== Rocket Dive (Down + 1 in air) =====
+
 
+
* Tips
+
** Due to the slow start-up, Rocket Dive should not be used over just falling.
+
** Ideally used when travelling down with many obstacles in the way that Kirby can't just fall through; most notably in the Hi-Jump Challenge Room.
+
 
+
* Attack properties <ref name="RR"/>
+
** 20 dmg
+
** Explosion - 16 dmg
+
 
+
=== Ice ===
+
 
+
===== Ice Skate (Dash) =====
+
 
+
* Tips
+
** Starting the dash is almost instant; this is most notable on ice, where running without Ice has slow acceleration
+
*** However, running on ice is faster than Ice Skate on ice (and slide attacking), and the player can overcome the slow acceleration by starting with a dashed-short hop to almost instantly reach top speed, so for medium/longer distances it is recommended to run without the ice ability on ice, if possible.
+
** To a human player, Ice Skate will be barely faster than sliding
+
 
+
* Speed <ref name="FTY"/>
+
** Flat ground: 8.8 frames/block
+
 
+
===== Ice Sprinkle (1 in midair) =====
+
 
+
* Attack properties <ref name="RR"/>
+
** 22 dmg
+
 
+
===== Super Ice Sprinkle (Dash +1 in midair) =====
+
 
+
* Tips
+
** Be sure to jump high (not necessarily a 100% full jump) so both hits damage the boss/miniboss. Outside of Ice Suction, this is Ice's strongest attack.
+
** Kirby can move horizontally a little while using this; because of lack of invincibility, the player must space it properly to not get hit by the boss while attacking. This is easier said than done because this must be done out of a dash; it's easiest to use this against a wall to not worry about the initial dash speed.
+
 
+
* Attack properties <ref name="RR"/>
+
** 26 dmg per hit
+
** Hits up to twice for a total of 52 dmg.
+
 
+
===== Ice Ball (Dash, then Down + 1) =====
+
 
+
* Attack properties <ref name="RR"/>
+
** 38 dmg
+
** Invincible for the duration of the move
+
 
+
* Distance <ref name="FTY"/>
+
** 8.7 blocks between successive, well-timed Ice Balls on flat ground. This can vary slightly depending on how quickly you execute the Ice Ball after starting to skate.
+
 
+
* Speed <ref name="FTY"/>
+
** Testing shows that Ice Balls can be done as fast as every 76 frames. It's possible that they can be done even faster, though. 76 frames requires very fast execution of the Ice Ball after starting to skate, so the distance would be slightly less than 8.7 blocks between Ice Balls. Suppose it's 8.6 blocks; then it's 76/8.6 = 8.8 frames/block.
+
** With slower timing, say 82 frames between Ice Balls, it's 82/8.7 = 9.4 frames/block.
+
 
+
* Hitlag <ref name="FTY"/>
+
** 7 frames for enemies, 0 frames for enemies encased in an ice block.
+
** 3 frames for breakable blocks.
+
 
+
===== Ice Suction (Up or Forward next to foe + 1) =====
+
 
+
* No invincibility, but can grab foes and objects in air.
+
* Leads into Ice Ejection if 1 is pressed
+
 
+
===== Ice Ejection (Ice Suction +1) =====
+
 
+
* Tips
+
** To use an Ice Ejection in the air, use Ice Suction on something in the air and then press 1 before Kirby falls to the ground. Keep in mind that once Kirby lands while having something in him, he can't move.
+
** This is the strongest grab attack in the game, in terms of hitting once. It is also very fast. Use it whenever possible.
+
 
+
* Attack properties <ref name="RR"/>
+
** 62 dmg
+
 
+
=== Leaf ===
+
 
+
Notes:
+
* All leaf attacks cut ropes
+
 
+
===== Leaf Swirl (Hold 1) =====
+
 
+
* Tips
+
** Kirby can move slowly while using Leaf Swirl; he can also jump
+
** This move is very slow. The only reason to use it in a speed-running setting is to lead to Leaf Scatter.
+
 
+
* Attack properties <ref name="RR"/>
+
** 1st hit - 12 dmg
+
** Repeat hits - 10
+
** Protects against most projectiles
+
 
+
===== Leaf Scatter (Release 1 During Leaf Swirl) =====
+
 
+
* Tips
+
** This is Leaf's strongest one-hit move, though not by much. It also has invincibility upon execution. Thanks to its one-hit power and invincibility, use this only when a boss is either vulnerable for only a split moment, or if the invincibility is needed while attacking, or both (i.e. Mr. Dooter bouncing around, or Metal General riding on his rocket from the background).
+
 
+
* Attack properties <ref name="RR"/>
+
** 30 dmg
+
** Briefly invincible on execution.
+
 
+
===== Leaf Rain (Down + 1 in air) =====
+
 
+
* Tips
+
** Leaf's best attack thanks to its excellent power for its speed and spammability. Use this whenever possible.
+
** Float to the top of the screen and spam it; when Kirby has lost too much height for it to hit, either switch to spamming Leaf Uppercut (if the boss/miniboss has little health left or is out of reach) or float back up and repeat (if the boss/miniboss still has substantial health remaining).
+
 
+
* Attack properties <ref name="RR"/>
+
** 28 dmg
+
 
+
===== Leaf Uppercut (Up + 1) =====
+
 
+
* Tips
+
** Weaker than Leaf Rain, but better if you want more short-term damage as Leaf Rain is best used with some set-up (in other words, if you want to finish something off).
+
** Kirby has very strong aerial mobility while using this in the air. Space Kirby properly while using it so he doesn't get hit.
+
 
+
* Attack properties <ref name="RR"/>
+
** 24 dmg
+
 
+
===== Leaf Hide (Hold A) =====
+
 
+
* Attack properties <ref name="RR"/>
+
** Guard Release - 12 dmg
+
** Protects against all attacks except for Magolor Soul's black hole.
+
 
+
=== Mike ===
+
 
+
Notes: <ref name="RR"/>
+
* Damage Reduction for Mike is different than for standard abilities
+
* Attacks are unaffected by boss/miniboss damage reduction moves.
+
* Attacks ignore boss/miniboss invincibility.
+
 
+
===== Megaphone (Press 1 (1st time))  =====
+
 
+
* Attack Properties <ref name="RR"/>
+
** 33 dmg
+
** Damages/Kills foes in Kirby's line if sight
+
 
+
===== Desk Mike (Press 1 (2nd time)) =====
+
 
+
* Attack Properties <ref name="RR"/>
+
** 53 dmg
+
** Damages/Kills foes in front of Kirby
+
 
+
===== Stand Mike (Press 1 (3rd time)) =====
+
 
+
* Attack Properties <ref name="RR"/>
+
** 79 dmg
+
** Damages/Kills all foes on Screen
+
 
+
===== Encore (1 + waggle then release or 1 + Mash D-pad then release (3rd time only)) =====
+
 
+
* Attack Properties <ref name="RR"/>
+
** 106 dmg
+
** Damages/Kills all foes on screen.
+
** Waggle charges faster than mashing
+
 
+
=== Needle ===
+
 
+
===== Rolling Needle (Dash + 1) =====
+
 
+
* Tips
+
** If this move is cancelled into a Needle Attack just as Kirby goes off a ledge, Kirby will fly off of the ledge with the Needle Roll's momentum. For maximum distance, don't touch left or right on the Control Pad after Kirby flies off the ledge.
+
 
+
* Attack properties <ref name="RR"/>
+
** 28 dmg
+
** Invincible at start up and for the duration of the move
+
** Can turn around in the middle of the move
+
** Can be cancelled at any time into Needle Attack
+
 
+
* Distance <ref name="FTY"/>
+
** Flat ground: 9.1 blocks.
+
 
+
* Speed <ref name="FTY"/>
+
** Successive first-frame Needle Rolls seem to be 74 frames apart. That's 74/9.1 = 8.1 frames/block on flat ground.
+
** With slow timing, say 79 frames apart, it's 79/9.1 = 8.7 frames/block on flat ground.
+
 
+
* Hitlag <ref name="FTY"/>
+
** Enemies: 7 frames when Kirby is in the Needle ball, 0 frames after Kirby has come out of the Needle ball (there is a short time after coming out of the ball when Kirby still damages enemies).
+
** Breakable blocks: 3 frames.
+
 
+
=== Ninja ===
+
 
+
===== Knife Throw (Press 1) =====
+
 
+
* Tips
+
** Knife Throw is incredibly fast. Use it a few times when a boss/miniboss is out of horizontal reach for a brief moment; if a boss moves away horizontally for a long time, you're better off going off to Quad Shock spam the boss.
+
** Usually better to use this in the air, as Kirby can move while throwing knives.
+
 
+
* Attack properties <ref name="RR"/>
+
** 1st hit - 8 dmg
+
** Repeat hits - 7 dmg per hit
+
 
+
===== Shock (Hold 1) =====
+
 
+
* Attack properties <ref name="RR"/>
+
** 25 dmg
+
 
+
===== Quad Shock (Hold 1 next to foe) =====
+
 
+
* Tips
+
** This is the most versatile, powerful melee attack in the game, as it can be spammed in both air and ground with excellent DPS. It is not as mobile as Wing's Dive Bomb; whichever is better goes by a case-by-case basis
+
** Try to hit with the tip of the blade, so the far shockwave hitbox hits to deal the extra 3 damage
+
 
+
* Attack properties <ref name="RR"/>
+
** Shockwave Near - 21 dmg per hit
+
** Shockwave Far - 24 dmg per hit
+
** Entire combo (Shock + Quad Shock) does 46 dmg
+
** Shockwave does more damage to farther things.
+
 
+
===== Stealth Slash (Dash + 1) =====
+
 
+
* Tips
+
** There is lag at the end because of the animation of Kirby putting away his weapon. The lag can be cancelled by any action before Kirby puts away his blade, meaning the lag of Stealth Slash can be cancelled by another Stealth Slash.
+
** Master the timing and use this over sliding, as it's faster
+
** Stealth Slashes off ledges will cause Kirby to hang in the air, which can then be cancelled by any action, including puffing, Knife Throw, and Ninja Kick.
+
** Be careful when using a Stealth Slash directly adjacent to an enemy. Doing the button input will cause Kirby to grab the enemy and Air Drop, which can lead to suicides.
+
 
+
* Attack properties <ref name="RR"/>
+
** 1st hit - 8 dmg
+
** Repeat hits - 7 dmg per hit
+
** Max total – 29 dmg
+
** Invincible for the duration of the move
+
 
+
* Distance <ref name="FTY"/>
+
** Flat ground: 5.3 blocks
+
 
+
* Speed <ref name="FTY"/>
+
** Successive first-frame Stealth Slashes seem to be 38 frames apart. That's 38/5.3 = 7.2 frames/block on flat ground.
+
** With slower timing, say 43 frames apart, it's 43/5.3 = 8.1 frames/block on flat ground.
+
 
+
* Hitlag <ref name="FTY"/>
+
** Enemies: 0 frames on enemies, usually, but in one instance during testing, 1 frame of hitlag was observed. More testing is needed to find out what caused this.
+
 
+
===== Ninja Kick (Down + 1 in air) =====
+
 
+
* Tips
+
** Ninja Kick can be cancelled by puffing Kirby; because the momentum from Ninja Kick translates somewhat into puffing Kirby, Kirby will then fling forward a short distance faster than floating by itself. The player can take advantage of this by alternating Ninja Kicks and puffing/unpuffing Kirby for reasonable horizontal speed in the air. Here's a specific procedure for doing it:
+
*# Get into the air.
+
*# Continuously hold Down on the control pad for the following steps. Don't touch Left or Right, as that'll ruin your momentum.
+
*# Press 1, and then 2 right afterward, so you do a Ninja Kick and immediately cancel it with a flutter. Try positioning your thumb over both the 1 and 2 buttons, so you can press 2 as soon as possible after 1.
+
*# Let Kirby briefly glide through the air with the momentum, then about .3 of a second later, press 1 to let out an air pellet.
+
*# As soon as the air pellet animation ends, repeat steps 3 and 4.
+
*: It is possible, but tricky, to maintain the same height or even gain height by fluttering only once after each Ninja Kick. In general, though, occasional extra flutters may be needed to maintain height during this technique.
+
** Ninja Kick falls faster than just falling normally.
+
 
+
* Attack properties <ref name="RR"/>
+
** 18 dmg
+
 
+
* Horizontal speed <ref name="FTY"/>
+
** Ninja Kicking as soon as the previous air pellet ends, cancelling the Ninja Kick immediately with a flutter, and letting the flutter go on for about .3 seconds:
+
*** 8.8 frames/block with very good timing, 9.3 frames/block with slower timing (timing the kick after the previous air pellet a little less precisely, or occasionally fluttering for a few frames too long).
+
** Letting the flutter go on longer, say .4 seconds instead of .3, is slower.
+
** Letting the Ninja Kick go downward more (say, 2-3 blocks) before cancelling it with a flutter, and then compensating for the lost height by fluttering up more, is much slower.
+
 
+
===== Smoke Screen (Down + 1) =====
+
 
+
* Tips
+
** Very useful to spot-dodge attacks, as Ninja Kirby will generally be in close-range against bosses. This allows Kirby to remain in ideal position for quad-shock spamming without taking damage.
+
 
+
* Attack properties <ref name="RR"/>
+
** 16 dmg
+
** Invincible for the duration of the move
+
 
+
===== Blossom Storm (Up then Down + 1) =====
+
 
+
* Tips
+
** Not useful in a speedrunning setting, but it's useful to look pretty while idling.
+
 
+
* Attack properties <ref name="RR"/>
+
** 1st hit (Fan) – 10 dmg
+
** 2nd hit (Flowers) – 17 dmg
+
** Max total – 27 dmg
+
** No invincibility, but has a wide hit box about the size of 2.5 to 3 Kirbies in radius.
+
 
+
===== Hide Guard (1 after being attacked) =====
+
 
+
* Tips
+
** The offensive version of Smoke Screen, it's not a bad idea to mash 1 if you think you're going to get hit.
+
** Can't use Hide Guard if Kirby would lose his Ninja ability from getting hit, so if your strategy involves Hide Guard, make sure it's based off of an attack that won't knock Kirby's ability out of him.
+
 
+
* Attack properties <ref name="RR"/>
+
** 26 dmg
+
** Kirby is invincible until he reappears, the smoke does damage
+
 
+
===== Smoke Counter (1 right after attacked while guarding) =====
+
 
+
* Attack properties <ref name="RR"/>
+
** 26 dmg
+
 
+
===== Air Drop (Up/Forward/Back next to foe + 1) =====
+
 
+
* Tips
+
** Use whenever possible against bosses/minibosses, as this is the strongest grab attack in the game if it hits twice.
+
** Be wary of accidentally triggering this over bottomless pits and breakable blocks (especially when spamming stealth slashes for stages) as this move is notorious for leading to suicides.
+
 
+
* Attack properties <ref name="RR"/>
+
** Rising hit - 50 dmg
+
** Diving hit – 50 dmg
+
** Thrown object – 60 dmg
+
** Max total – 110 dmg
+
 
+
=== Parasol ===
+
 
+
Notes: <ref name="RR"/>
+
* Shields against most projectiles from above.
+
* Idling lets the parasol do 8 dmg for 1st hit, and 7 dmg per repeated hit.
+
 
+
===== Parasol Swing (Press 1) =====
+
 
+
* Attack properties <ref name="RR"/>
+
** Water drops - 12 dmg
+
** Parasol tip - 18 dmg
+
** Parasol - 16 dmg
+
** Droplets are water property
+
 
+
===== Parasol Drill (Dash + 1) =====
+
 
+
* Tips
+
** There is a considerable period of deceleration at the end of the move if used on the ground. As a result, the player should almost always use this in the air as there is much less deceleration at the end.
+
** There is also considerable hitlag when plowing through enemies, so if possible, avoid using aerial parasol drills through enemies and blocks.
+
 
+
* Attack properties <ref name="RR"/>
+
** 1st hit is an early hit - 10 dmg
+
** 1st hit is a late hit - 8 dmg
+
** 2nd, 3rd, 4th hits - 7 dmg per hit
+
** Max total - 31 dmg
+
** Parasol drill's first hit has early/late properties. The longer the attack is out, the weaker the hit is.
+
** Invincible for the duration of the move
+
 
+
* Distance
+
 
+
* Speed
+
 
+
===== Parasol Twirl (Down + 1) =====
+
 
+
* Tips
+
** This is the best overall move in the game against grounded bosses/minibosses, with quite possibly the best DPS in the game outside of Inferno and grab attacks (which are both situational).
+
** There are a few brief frames of vulnerability between Parasol Twirl uses, so the player must space Kirby close enough so the boss, but far enough so he won't get hit. Keep in mind Kirby can move horizontally during the move, so this can be used against grounded bosses moving horizontally.
+
 
+
* Attack properties <ref name="RR"/>
+
** 1st hit - 16 dmg
+
** 2nd, 3rd, 4th, 5th hits - 14 dmg each
+
** Max total - 72 dmg
+
** Invincible for the duration of the move
+
 
+
===== Parasol Dive (Down + 1 in air) =====
+
 
+
* Tips
+
** Falling is faster than Parasol Dive for long-falls, but for falling short-term (a few blocks of height), Parasol Dive is likely faster as it accelerations instantly unlike falling.
+
** Use this in place of long-term falling if there are enemies and obstacles to plow through downward.
+
** Using this underwater is likely faster than swimming downward (though needs to be tested), and has invincibility which comes in very handy.
+
 
+
* Attack properties <ref name="RR"/>
+
** Parasol hit - 28 dmg
+
** Star hit - 14 dmg
+
** Invincible for the duration of the move
+
** The parasol is is a sweet spot.
+
 
+
===== Circus Throw (Up or Forward next to foe + 1) =====
+
 
+
* Tips
+
** Press up to throw the object upward.
+
** Press forward to throw the object in a forward arc.
+
** Even if the opportunity arises, Parasol Kirby is better off using Parasol Twirl against grounded bosses/minibosses due to its overpowered DPS.
+
*** Circus Throw can still be useful against grounded bosses if the boss is either vulnerable too short or moves on the ground too much for all the hits in Parasol Twirl (i.e. Mr. Dooter bouncing around or Metal General drilling across the floor).
+
** Use this against aerial bosses/minibosses at every possible opportunity.
+
 
+
* Attack properties <ref name="RR"/>
+
** Held object - 52 dmg
+
** Thrown object - 52 dmg
+
 
+
===== Parasol Drift (Float slowly downward) =====
+
 
+
* Tips
+
** Contrary to popular belief, this move is very useful for aerial horizontal movement, if Kirby is not in a position to Aerial Parasol Drill,. (i.e. popping out of water horizontally, using a Parasol Drill and ending in open air, or traversing an extended bottomless gap)
+
** Press up to force Kirby to drift; press down to stop drifting.
+
** Drifting moves quickly horizontally for a split second before drifting in the other direction, which ultimately slows Kirby down. To Parasol Drift effectively to the right...
+
*# Press Up to force Kirby to drift, if he's not already using Parasol Drift
+
*# Hold Right to drift to the right at full speed for a fraction of a second
+
*# Before Kirby begins to slow down by floating to the left a little, cancel the drift by pressing Down
+
*# Immediately press up to drift, and repeat the above three steps. Kirby should look like he drifts quickly to the right, drops, and then immediately drifts again.
+
** To drift left effectively, merely reverse the horizontal directions in the above instructions
+
 
+
* Attack properties <ref name="RR"/>
+
** 1st hit - 8 dmg
+
** Repeat hits – 7 dmg per hit
+
 
+
=== Sleep ===
+
 
+
Notes:
+
* If you got trolled by mixing, Level 6-1, or the ability stand in the True Arena, shake the wiimote to wake up more quickly.
+
* For style points, if an enemy is walking towards Sleep Kirby, wake up before the enemy touches him so the popping bubble will kill the enemy. Very stylish and troll-worthy, but very slow as well.
+
 
+
===== Early Wake-Up (Waggle/Mash D-pad) =====
+
 
+
* Attack properties <ref name="RR"/>
+
** Popping bubble - 24 dmg
+
** Waggling is faster than mashing D-pad
+
 
+
=== Spark ===
+
 
+
===== Spark Attack (Press 1)  =====
+
 
+
* Tips
+
** This has stronger DPS at point-blank range than Spark Wave, but generally should be used only when the boss/miniboss is stationary for an extended period of time.
+
 
+
* Attack properties <ref name="RR"/>
+
** 1st hit - 8 dmg
+
** Repeat hits - 7 dmg per hit
+
** Blocks most projectiles
+
** Brief invincibility during start up.
+
 
+
===== Charge Power (Waggle/Mash D-pad) =====
+
 
+
*Waggle charges faster than mashing and allows Kirby to charge more easily while running; guarding while mashing is also an option.<ref name="RR"/>
+
 
+
===== Spark Arrow (Lv 1 Charge + 1) =====
+
 
+
* Tips
+
** Use this when the extra damage from Spark Wave nor Laser isn't needed to finish a boss/miniboss
+
 
+
* Attack properties <ref name="RR"/>
+
** 8 dmg
+
** Travels across the entire screen
+
 
+
===== Spark Laser (Lv 2 Charge + 1) =====
+
 
+
* Tips
+
** Use this when the extra damage from Spark Wave isn't needed to finish a boss/miniboss
+
 
+
* Attack properties <ref name="RR"/>
+
** 18 dmg
+
** Small Barrier
+
** Travels across the entire screen.
+
** Penetrates enemies.
+
 
+
===== Spark Wave (Lv 3 Charge + 1) =====
+
 
+
* Tips
+
** For practical purposes, waggling outclasses mashing the d-pad to charge in every way possible.
+
** Use this as Spark Kirby's primary attack against bosses/minibosses.
+
 
+
* Attack properties <ref name="RR"/>
+
** 40 - dmg
+
** Sparks behind Kirby when firing - 16 dmg
+
** Large Barrier while charging
+
** Travels across the entire screen.
+
** Penetrates enemies and walls.
+
** Waggle charges faster than mashing and allows Kirby to charge more easily while running, guarding is also an option.
+
 
+
===== Spark Barrier (Lv 2 & Lv 3 Charge) =====
+
 
+
* Tips
+
** Kirby can run through minor enemies while having a Barrier.
+
** Despite being able to run through enemies, avoid sliding since Kirby will usually bounce off of the enemy before the barrier hits it, slowing him down.
+
 
+
* Attack properties <ref name="RR"/>
+
** 1st hit 8 dmg
+
** Repeat hits - 7 dmg
+
** Block's most projectiles
+
 
+
===== Thunderbolt (Up + 1) =====
+
 
+
* Tips
+
** Primarily used to hit blocks through the ceiling
+
** Has a niche use to hit bosses/minibosses that are above Kirby for a split second (primarily Goriath)
+
** Avoid using this to clear generic enemies above Kirby if Kirby needs to ascend, as it stops Kirby, and Kirby is better off using a Spark Barrier and floating/jumpin up nonstop.
+
 
+
* Attack properties <ref name="RR"/>
+
** 14 dmg
+
** Zaps through ceilings
+
** Suspends Kirby in the air, he can remain stationary by spamming the move
+
 
+
===== Lightning Strike (Down + 1 in Midair) =====
+
 
+
* Attack properties <ref name="RR"/>
+
** 16 dmg
+
** Suspends Kirby in the air, he can remain stationary by spamming the move.
+
 
+
=== Spear ===
+
 
+
===== Spear Thrust (Press 1) =====
+
 
+
* Tips
+
** Using this in the air does not slow Kirby down horizontally, so using short-hopped Spear Thrusts allows Kirby to defeat enemies in his path without stopping.
+
** Likewise using this underwater does not slow Kirby's swimming, allowing Kirby to defeat foes without stopping rather than having to dodge.
+
 
+
* Attack properties <ref name="RR"/>
+
** 18 dmg
+
** Can be used in water
+
** Pierces walls
+
 
+
===== Multispear Attack (Mash 1 during Spear Thrust) =====
+
 
+
* Tips
+
** Use this against grounded bosses/minibosses, linked from Spear Thrust.
+
** Using it against generic enemies is overkill; a Spear Thrust is, 90% of the time, enough to take out enemies while moving.
+
 
+
* Attack properties <ref name="RR"/>
+
** 1st hit isn't comboed from Spear Thrust - 8 dmg
+
** 1st hit IS comboed from Spear Thrust - 7 dmg
+
** 2nd, 3rd, 4th & 5th hit - 7 dmg per hit
+
** 6th hit near - 28 dmg
+
** 6th hit far- 32 dmg
+
** Entire combo (Spear Thrust + Multi Spear Attack) does 85 dmg max.
+
 
+
===== Skyward Thrust (Up + 1) =====
+
 
+
* Tips
+
** Using this underwater does not slow Kirby down, allowing Kirby to defeat foes without stopping rather than having to dodge
+
 
+
* Attack properties <ref name="RR"/>
+
** 1st hit far - 18 dmg
+
** 1st hit near – 12
+
** 2nd hit (near only) – 15
+
** Max total – 27 dmg
+
** To get a 2 hit combo of 12+15 you have to be almost overlapping with the target.
+
** Can be used in water
+
** Pierces walls
+
 
+
===== Moon Drop (Down + 1 in air) =====
+
 
+
* Tips
+
** Use this for downward movement; it is faster than falling normally for downward movement
+
** Moon Drop does not have invincibility for the duration; while it has enough range and power to not matter against most generic enemies, enemies with more health, harmful obstacles, and gordos will stop Kirby's Moon Drop and damage him. Be careful while using this.
+
 
+
* Attack properties <ref name="RR"/>
+
** 1st hit - 20 dmg
+
** 2nd hit - 17 dmg
+
** Average Max - 37 dmg
+
** Brief invincibility during start up.
+
** To combo an enemy for full dmg, hit with both the start up and main parts of the attack. Regardless, first hit always does 20 dmg.
+
 
+
===== Spear Barrage (Dash + Mash 1 in air) =====
+
 
+
* Tips
+
** Ideal against aerial bosses/minibosses.
+
** Time each spear appropriately such that none of them hit during the boss/miniboss's mercy frames.
+
** Avoid using this for navigating levels, as each spear tossed damages Kirby's aerial horizontal momentum.
+
 
+
* Attack properties <ref name="RR"/>
+
** 24 dmg per spear (can throw 3 in each full jump)
+
 
+
===== Triple Throw (Dash + Hold 1, release) =====
+
 
+
* Tips
+
** Though stronger than Spear Barrage, keep in mind that Kirby throws all three spears simultaneously, meaning only one will hit a boss. Avoid using this for bosses/minibosses.
+
** There are rarely cases where you can hit over three enemies at once without simply doing a single Spear Barrage, so avoid using this move for stages as well.
+
 
+
* Attack properties <ref name="RR"/>
+
** 30 dmg
+
 
+
===== Spear Copter (Hold 1 without dashing, release) =====
+
 
+
* Tips
+
** While the 157 dmg looks delicious, keep in minds its startup animation and its long duration that doesn't really give it very good DPS. Furthermore, the 157 damage is generally only viable against Whispy Woods.
+
** Ignoring startup-charge, whether flying horizontally is faster than sliding or not is yet to be determined (needs more testing)
+
 
+
* Attack properties <ref name="RR"/>
+
** 1st hit - 7 dmg
+
** Repeat hits – 6 dmg per hit
+
** Max Total - 157 dmg from 26 hits
+
** Can cancel out of the move by pressing 2 to float.
+
** Spear Copter continues doing damage until the spear stops spinning. (Either Kirby cancels out of it or he lands)
+
 
+
* Speed (to-do)
+
 
+
=== Stone ===
+
 
+
Notes: <ref name="RR"/>
+
* All moves smash metal blocks and wooden pegs.
+
* Invincible during stone transformation startups and duration of stone form.
+
* Stone forms protect against everything except for Magolor's black hole attack and getting crushed.
+
 
+
===== Stone Change / Smash (Press 1 / in midair) =====
+
 
+
* Tips
+
** Dropping vertically down is much faster with stone than just falling normally, and it plows through enemies and obstacles
+
 
+
* Attack Properties <ref name="RR"/>
+
** 40 dmg
+
 
+
* Speed
+
 
+
===== Change Back (1 in stone form) =====
+
 
+
* Attack Properties <ref name="RR"/>
+
** 20 dmg
+
 
+
===== Turbo Stone (Dash + 1) =====
+
 
+
* Tips
+
** This should be used to clear an enemy/obstacle on the ground that can't be jumped over
+
** Use this to start sliding down any slope, as it accelerates much more quickly
+
 
+
* Attack Properties <ref name="RR"/>
+
** 32 dmg
+
 
+
===== Heavy Smash (Down + 1 in air) =====
+
 
+
* Tips
+
** For maximum damage start the move while at point blank range from a foe. You'll get damage for the multi-hitting start-up combo, the falling stone and the shock wave. <ref name="RR"/>
+
** There is rarely a reason to use this outside of bosses due to its starting animation (whether it falls faster than Stone Change needs to be tested)
+
 
+
* Attack Properties <ref name="RR"/>
+
** Stone transformation 1st hit - 4 dmg
+
** Repeat transformation hits - 3 dmg (up to 7 times)
+
** Falling hit NOT comboed from Transformation hits - 50 dmg
+
** Falling hit IS comboed from Tranformation hits - 43 dmg
+
** Shockwave is NOT comboed from falling hit - 4 dmg 1st hit, 3 dmg 2nd hit
+
** Shockwave IS comboed from falling hit - 3 dmg
+
** Total max - 71 dmg
+
 
+
===== Stone Uppercut (Up + 1) =====
+
 
+
* Tips
+
** Use this to clear an enemy blocking the way in the air.
+
** Avoid using this unless absolutely necessary, as it kills most of Kirby's horizontal momentum.
+
 
+
* Attack Properties <ref name="RR"/>
+
** 20 dmg
+
 
+
=== Sword ===
+
 
+
===== Overhead Slash (Press 1) =====
+
 
+
* Tips
+
** Use this mainly to hit something through a wall, as it's quick and keeps Kirby in place.
+
** Otherwise this should generally be used to lead into Spin Slash.
+
 
+
* Attack properties <ref name="RR"/>
+
** 16 dmg
+
 
+
===== Drill Stab (Dash + 1 on ground) =====
+
 
+
* Tips
+
** Same horizontal speed as sliding, but harder to time thanks to harder button input, so stick to sliding when possible.
+
** Carries off across ledges, so use it over sliding for one-space gaps or when falling off a ledge intentionally.
+
** Can be used to plow through generic ground enemies; however, due to considerable hitlag, it may be more beneficial to just jump over the enemies, or use a falling Sword Spin.
+
 
+
* Attack properties <ref name="RR"/>
+
** 1st hit - 12 dmg
+
** 2nd hit - 10 dmg
+
** Total max - 22 dmg
+
** Lunge at a foe from a bit of a distance to do a combo
+
** Can combo into Upward Slash at any time during the move
+
** Invincible for the duration of the move
+
 
+
* Distance <ref name="FTY"/>
+
** Flat ground: 5.3 blocks
+
 
+
* Speed <ref name="FTY"/>
+
** Successive first-frame Drill Stabs seems to be 46 frames apart. That's 46/5.3 = 8.7 frames/block on flat ground.
+
** With slower timing, say 51 frames apart, it's 51/5.3 = 9.6 frames/block on flat ground.
+
 
+
* Hitlag: 3 frames for enemies and cuttable cords. <ref name="FTY"/> Will often hit enemies multiple times.
+
 
+
===== Sword Spin (Dash + 1 in midair) =====
+
 
+
* Tips
+
** Disregarding hitlag, Kirby does not horizontally slow down in the air while using this. As a result, this should be the only aerial attack Kirby ever uses for clearing enemies while moving (never use Chop & Thrust for stage clearing). This is most important for the Challenge Room.
+
 
+
* Attack properties <ref name="RR"/>
+
** 12 dmg
+
** Can be used on the ground if executed just before landing.
+
 
+
===== Down Thrust (Down + 1 in air) =====
+
 
+
* Tips
+
** Use this to descend rooms very quickly.
+
** Down Thrust does not have invincibility while falling. Though most foes die quickly enough to not be a problem, enemies with more health, all harmful obstacles, and gordos will stop Sword Kirby's Down Thrust and damage him. Be careful while using this.
+
 
+
* Attack properties <ref name="RR"/>
+
** Sword Strike - 22 dmg
+
** Shock wave - 16 dmg
+
** The sword is a sweet spot, hit with it directly as opposed to striking from the side for the most damage.
+
** Brief invincibility during start up and when landing.
+
 
+
* Speed
+
 
+
===== Upward Slash (Up + 1) =====
+
 
+
* Attack properties <ref name="RR"/>
+
** 1st hit - 12 dmg
+
** 2nd hit – 8 dmg
+
** Max total – 20 dmg
+
** 2nd hit against a boss is when Kirby is at the peak and has run out of a invincibility.
+
** Can be combo'd from Drill Stab
+
 
+
===== Sword Dive (Down + 1 during Upward Slash) =====
+
 
+
* Attack properties <ref name="RR"/>
+
** Dive hit is NOT comboed from Upward Slash - 12 dmg
+
** Dive hit IS comboed from Upward Slash – 10 dmg
+
** Ground impact hit – 32 dmg
+
** Max total – 44 dmg
+
** Entire combo (Upward Slash + Sword Dive) does 62 dmg
+
** The dive hit does 10 dmg if it comboes almost immediately after either hit of Upward Slash, later hits result in 12 dmg.
+
** Sword Dive's ground impact damage on small bosses Kirby has to be almost overlapping with them to overcome mercy invincibility.
+
** On Whispy Woods it's possible to get a combo for 62 dmg using both hits of upward slash and sword dive.
+
 
+
===== Spin Slash (Hold 1, release) =====
+
 
+
* Tips
+
** This is Sword Kirby's best attack to use against any grounded bosses/minibosses
+
** To spam Spin Slash quickly (also applies to Meta Knight's Spin Slash):
+
*# Press and hold 1 (Kirby should do an overhead slash first; this is ok, and helps tack on a little damage)
+
*# Let go of 1 when charged
+
*# While Kirby is spinning, hold 1 again. By the end of the attack, he should immediately start charging again. Repeat from step 2.
+
 
+
* Attack properties <ref name="RR"/>
+
** 1st hit - 12 dmg
+
** 2nd, 3rd 4th & 5th hit - 10 dmg per hit
+
** 6th hit - 28 dmg
+
** Total Max - 80 dmg
+
** Invincible for the duration of the move
+
 
+
=== Tornado ===
+
 
+
===== Tornado Attack (Press 1) =====
+
 
+
* Tips
+
** Tornado Attack should always end with Hyper Tornado, as it has roughly the same amount of endlag as not using Hyper Tornado, and Kirby can move a little more while using Hyper Tornado than during the endlag of Tornado Attack alone
+
** The lag of Tornado Attack can be cancelled by landing in water; this allows Kirby to almost immediately start another Tornado Attack. This is most notable in levels 3-1 and 3-2
+
 
+
* Attack properties <ref name="RR"/>
+
** 16 dmg per hit
+
** Max Total - 80 dmg
+
 
+
* Distance
+
 
+
* Speed
+
 
+
===== Hyper Tornado [Waggle or Mash D-pad during Tornado Attack] =====
+
 
+
* Tips
+
** As mentioned above, Hyper Tornado should always be used at the end of every tornado attack as there is no drawback to using it. The exception is when Tornado Attack can be cancelled by landing in water.
+
 
+
* Attack properties <ref name="RR"/>
+
** 1st hit is NOT comboed from Tornado Attack - 8 dmg
+
** 1st hit IS comboed from Tornado Attack - 7 dmg
+
** 2nd, 3rd & 4th hit - 7 dmg per hit
+
** Final Hit IS comboed from previous hits - 36 dmg
+
** Final Hit NOT comboed from previous hits - 42 dmg
+
** Max total - 65 dmg
+
** Entire combo (Tornado Attack + Hyper Tornado) does 144 dmg max.
+
** Invincible for the duration of the move
+
** Highest damage comes from comboing previous hits.
+
** Waggle charges faster than mashing the D-Pad
+
 
+
===== Tornado Dash (Dash+1 in midair) =====
+
 
+
* Tips
+
** Though slower than Tornado Attack in succession, it is better when only shorter horizontal distances need to be covered.
+
** Press Up or Down to slightly change the angle of the Tornado Attack
+
 
+
* Attack properties <ref name="RR"/>
+
** Physical hit - 20 dmg
+
** Back Draft - 16 dmg
+
** Invincible for the duration of the move
+
 
+
=== Water ===
+
 
+
===== Surf (Dash) =====
+
 
+
* Tips
+
** Surf is barely faster than Sliding, but it has slow acceleration
+
** Surf should almost never be used unless required, for the following reasons:
+
*** Wave Surf is faster and clears enemies for longer distances
+
*** Slide Attacking is faster for very short distances as there is no acceleration
+
*** Every time you jump from a Surf, you must slowly accelerate again upon landing
+
 
+
* Attack properties <ref name="RR"/>
+
** Turn around – 16 dmg
+
** Kirby can surf on the surface of water as well as on fire blocks and lava without getting hurt.
+
** Acceleration is not affected by icy surfaces.
+
** Can crash into enemies without getting hurt (but Kirby bounces off of them)
+
 
+
* Speed <ref name="FTY"/>
+
** Flat ground: 8.5 frames/block
+
** 1/2 Downhill: 8.1 frames/block
+
** 1/2 Uphill: 9.4 frames/block
+
 
+
===== Wave Surf (Dash+1) =====
+
 
+
* Tips
+
** Use this whenever there is much ground
+
** Wave Surf will automatically end if Water Kirby hits something one-block higher than his current height, but he'll bounce over; another Wave Surf can be immediately used
+
** Seemingly travels faster and farther downhill, and slow and shorter uphill, but testing needs to be done
+
 
+
* Attack properties <ref name="RR"/>
+
** 32 dmg
+
** No need to dash again after the move ends.
+
** Can can surf on the surface of water, even when the move ends.
+
** Invincible for the duration of the move.
+
 
+
===== Rainbow Rain (Hold Down, then Up+1) =====
+
 
+
* Tips <ref name="RR"/>
+
** Rainbow Rain can be immediately chained into another one by holding Down during the attack's animation and then pressing [Up + 1] immediately after the attack ends.
+
** Can be used in the air, press down when jumping then press Up+1 when airborne. When in the air, Kirby can remain suspended in place through spamming.
+
** Ideal for fighting bosses, due to spammability, invincibility, huge hitbox, versatility on ground and air, and above-average DPS
+
 
+
* Attack properties <ref name="RR"/>
+
** 1st hit - 6 dmg
+
** 2nd & 3rd hit - 5 dmg per hit
+
** 4th hit - 21 dmg
+
** 4th Hit if not comboed from 2nd & 3rd hit - 24 dmg
+
** Max total - 37 dmg
+
** Invincible for the duration of the move
+
 
+
=== Whip ===
+
 
+
=== Wing ===
+
 
+
===== Condor Head (Dash+1) =====
+
* Tips
+
** This is one of the best moves in the game for speed runs, for the following reasons:
+
**# Fast horizontal movement
+
**# Slow loss of height in the air
+
**# Being chainable into a Combo Dive at any time during the move, which offers great flexibility in horizontal spacing
+
** If used above a door, chain it into a Combo Dive for a Fast Door Entry
+
** To get on top of a ledge one block heigher than the current altitude without losing much momentum, use a Combo Dive just before hitting the block. Kirby will then slam on top of the block, and can then continue to use Condor Head without actually landing and with minimal slowdown. The easiest example is the second screen of level 2-1.
+
 
+
* Attack properties <ref name="RR"/>
+
** 1st hit - 14 dmg
+
** 2nd & 3rd hit - 12 dmg each
+
** Max total - 38 dmg
+
** Invincible for the duration of the move
+
 
+
* Distance <ref name="FTY"/>
+
** Successive, well-timed aerial Condor Heads:
+
*** No obstructions: 9.7 blocks per Condor Head
+
*** Against a (1/2) ceiling: no speedup or slowdown observed, but needs more testing.
+
*** Against a (1/1) ceiling: significant slowdown observed. This can be seen in the Wing Challenge, before the second ascent.
+
 
+
* Speed <ref name="FTY"/>
+
** Successive, first-frame aerial Condor Heads are 59 frames apart. 59/9.7 = 6.1 frames/block.
+
** Slower timing, say 63 frames apart, gets somewhere between 6.1 and 63/9.7 = 6.5 frames/block. It's not exactly 6.5, because Kirby is still moving forward between Condor Heads.
+
 
+
* Hitlag <ref name="FTY"/>
+
** 1 frame for enemies, 3 frames for breakable blocks. However, enemies can sometimes get chained for multiple hits (3 or 4 hits at times) if they get carried along with the attack.
+
 
+
===== Combo Dive (Up, then Down + 1 during Condor Head) =====
+
This is the diagonal dive, not the straight-down dive bomb.
+
 
+
* Tip
+
** Fast door entry: Combo/Condor Dive or Combo/Dive Bomb toward a door. Just as you reach the door, press 2 while holding Up. If you timed the 2-button press correctly, you will cancel the dive with a Hover Flap and then immediately enter the door. The timing is tricky because you must press 2 just before hitting the ground below the door.
+
 
+
* Attack properties <ref name="RR"/>
+
** Body hit is NOT comboed from Condor Head - 24 dmg
+
** Body hit IS comboed from Condor Head - 21 dmg
+
** Shockwave - 24 dmg
+
** Boss invincibility makes Combo Dive hit once. The entire combo (Condor Head + Combo Dive) does 62 dmg max.
+
** Invincible for the duration of the move
+
 
+
* Distance (for Condor Head -> Combo Dive) <ref name="FTY"/>
+
** Varies, since the Condor Head can be cancelled into a Combo Dive at any time.
+
* Speed (for Condor Head -> Combo Dive) <ref name="FTY"/>
+
** Generally, if you wait until near the end of the Condor Head to do the Combo Dive, it's about 7.1 frames/block for flat ground.
+
 
+
===== Dive Bomb (Down + 1 in midair) =====
+
 
+
* Tips
+
** Dive Bomb can be cancelled by a Hover Flap, which can be linked into another Dive Bomb. Thus Wing Kirby can chain Dive Bombs in very quick succession by [Down+1 -> 2 -> Down+1 -> 2 and so on)
+
** However, each Dive Bomb moves Kirby a few pixels backwards. Against aerial bosses, Wing Kirby will need to either readjust with a Hover Flap or switch directions by turning around in the hover flap in between. Against grounded bosses, Wing Kirby will need to land a shockwave to deal slightly less damage but be able to quickly readjust at the same time.
+
** This makes Dive Bomb the best, most versatile attack in the game for bosses and minibosses, as successive Dive Bombs can be used on every boss for excellent DPS in every situation possible, also thanks to the inherent mobility of Wing.
+
 
+
* Attack properties <ref name="RR"/>
+
** Body hit - 24 dmg
+
** Shockwave is NOT comboed from body hit - 18 dmg
+
** Shockwave IS comboed from body hit – 15 dmg
+
** Max total - 42 dmg
+
 
+
* Speed <ref name="FTY"/>
+
** Downward: 2.7 frames/block.  So nearly twice as fast as simply [[#Falling|falling]].
+
 
+
===== Hover Flap (2 in midair) =====
+
 
+
* Attack properties <ref name="RR"/>
+
** 4 dmg
+
 
+
* Speed <ref name="FTY"/>
+
** Upward movement
+
*** Flapping at about 11.6 hz: 8.3 frames/block
+
*** Flapping at about 8.6 hz: 8.7 frames/block
+
*** Much faster than [[#Fluttering|fluttering]].
+
 
+
* Hitlag <ref name="FTY"/>
+
** 1 frame for enemies, 3 frames for breakable blocks.
+
  
 
== Ultra Abilities ==
 
== Ultra Abilities ==
  
 
Notes:
 
Notes:
* The first time an ultra ability is used in a stage always uses the long starting animation; the long animation is not seen again until the level is either completed or exited (in others words, even after a daeth, the animation is not seen again within the same level). Because in a 100% run, the long starting animation must always be seen regardless, the amount of time used to attack (besides unlocking the alternate dimension) is actually the shorter animation. Usually, though, attacking is slower than simply navigating the room and tanking hits, with the exception of Snow Bowl.
+
* The first use of an ultra ability in a given stage always uses the long starting animation; the long animation is not seen again until the level is either completed or exited (in others words, even after a death, the animation is not seen again within the same level). Because in a 100% run, the long starting animation must always be seen regardless, the amount of time used to attack (besides unlocking the alternate dimension) is actually the shorter animation. Usually, though, attacking is slower than simply navigating the room and tanking hits, with the exception of Snow Bowl.
 
* Ultra Enemies do not need to be sucked. They drop the ultra ability when defeated regardless, and Kirby merely has to touch it. Still, sucking an ultra enemy is faster than defeating it and touching the ability, but it has a few situational uses:
 
* Ultra Enemies do not need to be sucked. They drop the ultra ability when defeated regardless, and Kirby merely has to touch it. Still, sucking an ultra enemy is faster than defeating it and touching the ability, but it has a few situational uses:
** Against Grand Doomer and Magolor, it is easiest to slide attack the ultra enemy and then walk into the dropped ability, as this lets Kirby transform without having to drop/throw the standard ability he should be carrying for the Ultra Sword Skip Animation.
+
** Against Grand Doomer and Magolor, when carrying an ability to do the ultra sword animation skip, it is most consistent to slide attack the ultra enemy and then walk into the dropped ultra ability, as this lets Kirby transform without having to drop/throw the ability he's carrying.
 
** Sometimes Kirby may be approaching the ultra enemy by attacking with a mobile ability (i.e. condor head, wave surf, tornado attac, burn, etc); if possible, it is better to just take out the ultra enemy with that mobile attack rather than not using the attack at all to suck the enemy, especially with Tornado as Kirby can move into the dropped ultra ability during the Hyper Tornado ending-animation.
 
** Sometimes Kirby may be approaching the ultra enemy by attacking with a mobile ability (i.e. condor head, wave surf, tornado attac, burn, etc); if possible, it is better to just take out the ultra enemy with that mobile attack rather than not using the attack at all to suck the enemy, especially with Tornado as Kirby can move into the dropped ultra ability during the Hyper Tornado ending-animation.
* Feel free to take as many hits as possible (but don't kill yourself) to move faster, as it is impossible for Kirby to lose his ultra ability from getting hit, with the exception of Magolor's anti-ultra clap attack.
+
* Feel free to take as many hits as possible (but don't kill yourself) to abuse invincibility if necessary, as it is impossible for Kirby to lose his ultra ability from getting hit, with the exception of Magolor's anti-ultra clap attack.
 
* It is never advantageous to get any ultra ability for any stages in a solo any%, as it requires losing Wing. Yes, even Snow Bowl.
 
* It is never advantageous to get any ultra ability for any stages in a solo any%, as it requires losing Wing. Yes, even Snow Bowl.
* For co-op, remember that the game follows Pink Kirby (player 1). Therefore it is best for a different player to play as a colored Kirby and take the ultra ability so Pink Kirby can still use his mobile ability during the ultra sequence, and the ultra Kirby will be teleported to the Pink Kirby. The exception is, of course, Snow Bowl, which Pink Kirby should get.
+
* For co-op, remember that the game follows Pink Kirby (player 1). Therefore it is best for a secondary player to take the ultra ability, so Pink Kirby can still use his mobile ability during the ultra sequence, and the ultra Kirby will be teleported to the Pink Kirby. The exception is, of course, Snow Bowl, which Pink Kirby should get.
 
* All abilities from all players are lost when entering Dimensional Rifts.
 
* All abilities from all players are lost when entering Dimensional Rifts.
  
Line 1,707: Line 101:
 
* Tips
 
* Tips
 
** Press 2 to cancel the Flare Beam
 
** Press 2 to cancel the Flare Beam
 +
** Controlling the Flare Beam is difficult at first. The beam takes a lot of time to decelerate before moving in a different direction, so if you want to turn the beam, then anticipate it and press that direction long before the actual turn.
  
 
=== Grand Hammer ===
 
=== Grand Hammer ===
 +
 +
* Tips
 +
** Avoid shaking if possible. There are many objects that can be slammed by weak grand hammers.
 +
** Grand Hammer Kirby has no method of destroying blocks below himself besides using Grand Hammer itself. Use a weak Grand Hammer, as the shockwaves destroy yellow blocks even horizontally far away.
  
 
=== Monster Flame ===
 
=== Monster Flame ===
Line 1,714: Line 113:
 
* Tips
 
* Tips
 
** The flame's altitude can be changed by pressing up or down during the actual attack
 
** The flame's altitude can be changed by pressing up or down during the actual attack
 +
** Most objects should not be destroyed by Monster Flame; Kirby can usually damage boost through everything, and it is considerably faster. Only use Monster Flame if you can't afford to take much more damage.
  
 
=== Snow Bowl ===
 
=== Snow Bowl ===
Line 1,721: Line 121:
 
** Due to hitlag from hitting ultra obstacles, it tends to be best to jump right after shaking to jump over as many obstacles as possible. When to jump is still a case-by-case basis though.
 
** Due to hitlag from hitting ultra obstacles, it tends to be best to jump right after shaking to jump over as many obstacles as possible. When to jump is still a case-by-case basis though.
 
** As soon as Kirby starts to slow down, break the Snow Bowl by pressing 1 and start again to roll at full speeds.
 
** As soon as Kirby starts to slow down, break the Snow Bowl by pressing 1 and start again to roll at full speeds.
** Jump up slopes, as rolling uphill slows Kirby down.
+
** Before reaching an ascending slope, jump, as directly rolling uphill slows Kirby down.
  
 
=== Ultra Sword ===
 
=== Ultra Sword ===
  
 
* Tips
 
* Tips
** The Swing can hit obstacles behind Kirby, albeit at not as wide of an angle as in front.
+
** The swing can hit obstacles behind Kirby, albeit at not as wide of an angle as in front.
 +
** The swing can also hit objects below. This is useful primarily in level 2-4, where the targets that unlock the dimensional rift can be destroyed earlier from above.
  
 
== References ==
 
== References ==
 
<references />
 
<references />

Latest revision as of 15:49, 12 June 2013

This page contains tips and details for the various moves and Copy Abilities: how to use moves most efficiently, how fast each move travels, how much damage each attack does, and so on. It is important for the runner to know general strategies for every standard ability in the game, as the 100% route uses every ability at least once in the game.


General Info

  • "Blocks" of terrain are easy to count with the human eye in the Challenge Rooms and in the Raisin Ruins lobby (particularly near the Stage 4 door). It is usually possible, but harder, to count blocks in other places. For example:
    • In the desert area of 2-2, the diamond patterns in the ground can be used to count blocks.
    • In the grassy area (first screen) of 1-4, the "grooves" between the bottom of the dirt path and the grass can be used to count blocks.
  • Frames/block is the number of frames it takes to travel one block. Since this is a measure of time taken, higher frames/block means slower travel, and lower frames/block means faster travel. For example, 7.5 frames/block is twice as fast as 15 frames/block.
  • "Uphill (1/2)" means that the test took place on an uphill slope that goes 1 block up for every 2 blocks in horizontal distance. 1/3 means 1 block up for every 3 blocks in horizontal distance, and so on. Similar for Downhill (1/2), etc.
  • Hitlag (lag when Kirby's attack hits something):
    • Hitlag freezes Kirby's movement and animation for a certain amount of frames. If the move Kirby is doing lasts for F frames without hitlag, then with 3 frames of hitlag, the move will last for F+3 frames.
    • Hitlag does not stack when hitting multiple objects. When Kirby hits two enemies simultaneously, Kirby will only experience the hitlag of one enemy. If Kirby hits one object and then a second object runs into Kirby's attack, that second object's hitlag will immediately begin, ignoring the remainder of the first object's hitlag.
    • Hitlag is almost always 3 frames when hitting a breakable block. When hitting enemies (or enemy projectiles, like Sir Kibble cutters), the hitlag varies depending on which attack is used.
  • Co-Op Damage Reduction - Damage by all players is reduced as more players are added to the game.[1]
    • For the 20 main abilities, ability-less Kirby, King Dedede, Meta Knight, and Waddle Dee, the damage reduction percentages are as follows:
      • 2 players = -10% dmg
      • 3 players = -12.5% dmg
      • 4 players = -15% dmg
    • To calculate final damage, let's use the case of there being 2 players. The attack we're hitting with is the main hit only of Dedede Hammer Flip. Therefore, we know it does 45 dmg normally.
    1. Calculate the % damage reduction. In the above case, we know that since there are 2 players the scaling is 10%. So, to calculate the % damage reduction we need 10% of 45, which is 4.5
    2. Round the damage reduction to the nearest integer. The damage reduction we obtained from Step 1 was 4.5, so if we round it to the nearest integer it becomes 5
    3. Apply the damage reduction to get final damage. The damage reduction we obtained at the end of Step 2 was 5, so now we subtract it from the normal dmg of the move we're hitting with. In our case, we know that the normal main hit only dmg for Dedede Hammer Flip is 45. Therefore, the final damage is 45 - 5 = 40 dmg
    • For Crash and Mike, damage reduction is calculated differently. After step 2 above, the damage reduction is then halved, then rounded again, and then deducated from the initial damage. This is NOT the same as merely halving the damage reduction percentage, due to rounding before and after halving the original damage reduction.


Standard Copy Abilities

Below is a list of the standard copy abilities in alphabetical order. Clink on the following to be directed to more information about that specific ability.

Beam

Bomb

Crash

Crash

Cutter

Fighter

Fire

Hammer

Hi-Jump

Ice

Leaf

Mike

Needle

Ninja

Parasol

Sleep

Spark

Spear

Stone

Sword

Tornado

Water

Whip

Wing

Ultra Abilities

Notes:

  • The first use of an ultra ability in a given stage always uses the long starting animation; the long animation is not seen again until the level is either completed or exited (in others words, even after a death, the animation is not seen again within the same level). Because in a 100% run, the long starting animation must always be seen regardless, the amount of time used to attack (besides unlocking the alternate dimension) is actually the shorter animation. Usually, though, attacking is slower than simply navigating the room and tanking hits, with the exception of Snow Bowl.
  • Ultra Enemies do not need to be sucked. They drop the ultra ability when defeated regardless, and Kirby merely has to touch it. Still, sucking an ultra enemy is faster than defeating it and touching the ability, but it has a few situational uses:
    • Against Grand Doomer and Magolor, when carrying an ability to do the ultra sword animation skip, it is most consistent to slide attack the ultra enemy and then walk into the dropped ultra ability, as this lets Kirby transform without having to drop/throw the ability he's carrying.
    • Sometimes Kirby may be approaching the ultra enemy by attacking with a mobile ability (i.e. condor head, wave surf, tornado attac, burn, etc); if possible, it is better to just take out the ultra enemy with that mobile attack rather than not using the attack at all to suck the enemy, especially with Tornado as Kirby can move into the dropped ultra ability during the Hyper Tornado ending-animation.
  • Feel free to take as many hits as possible (but don't kill yourself) to abuse invincibility if necessary, as it is impossible for Kirby to lose his ultra ability from getting hit, with the exception of Magolor's anti-ultra clap attack.
  • It is never advantageous to get any ultra ability for any stages in a solo any%, as it requires losing Wing. Yes, even Snow Bowl.
  • For co-op, remember that the game follows Pink Kirby (player 1). Therefore it is best for a secondary player to take the ultra ability, so Pink Kirby can still use his mobile ability during the ultra sequence, and the ultra Kirby will be teleported to the Pink Kirby. The exception is, of course, Snow Bowl, which Pink Kirby should get.
  • All abilities from all players are lost when entering Dimensional Rifts.

Flare Beam

  • Tips
    • Press 2 to cancel the Flare Beam
    • Controlling the Flare Beam is difficult at first. The beam takes a lot of time to decelerate before moving in a different direction, so if you want to turn the beam, then anticipate it and press that direction long before the actual turn.

Grand Hammer

  • Tips
    • Avoid shaking if possible. There are many objects that can be slammed by weak grand hammers.
    • Grand Hammer Kirby has no method of destroying blocks below himself besides using Grand Hammer itself. Use a weak Grand Hammer, as the shockwaves destroy yellow blocks even horizontally far away.

Monster Flame

  • Tips
    • The flame's altitude can be changed by pressing up or down during the actual attack
    • Most objects should not be destroyed by Monster Flame; Kirby can usually damage boost through everything, and it is considerably faster. Only use Monster Flame if you can't afford to take much more damage.

Snow Bowl

  • Tips
    • The Snow Bowl attack travels at amazing horizontal speeds, and should be used as often as possible
    • Due to hitlag from hitting ultra obstacles, it tends to be best to jump right after shaking to jump over as many obstacles as possible. When to jump is still a case-by-case basis though.
    • As soon as Kirby starts to slow down, break the Snow Bowl by pressing 1 and start again to roll at full speeds.
    • Before reaching an ascending slope, jump, as directly rolling uphill slows Kirby down.

Ultra Sword

  • Tips
    • The swing can hit obstacles behind Kirby, albeit at not as wide of an angle as in front.
    • The swing can also hit objects below. This is useful primarily in level 2-4, where the targets that unlock the dimensional rift can be destroyed earlier from above.

References

  1. An ability and damage guide at the Kirby's Rainbow Resort forums. It's mainly maintained by Plas Durock and contains contributions from several members of the Rainbow Resort forum and the GameFAQs KRtDL forum. http://www.gamefaqs.com/boards/935607-kirbys-return-to-dream-land/62398037
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