Kirby's Return to Dream Land/Ability Info

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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.

Contents


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.
  • Damage Reduction - Damage by all players is reduced as more players are added to the game. The reduction are as follows. [1]
    • For the 20 main abilities, ability-less Kirby, King Dedede, Meta Knight, and Waddle Dee:
      • 2 players = -10% dmg
      • 3 players = -12.5% dmg
      • 4 players = -15% dmg
    • For Crash and Mike:
      • 2 players = -5%
      • 3 players = -6.25%
      • 4 players = -7.5%

Kirby

Walking [2]

  • 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 [2]

  • 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

  • Attack properties [1]
    • 15 dmg
  • Distance [2]
    • 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 [2]
    • 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.

Fluttering [2]

  • 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
    • Fluttering up at about 10.9 hz: 13.4 frames/block
    • Fluttering up at about 8.5 hz: 13.8 frames/block

Falling [2]

  • Downward movement
    • Falling at top speed: 5.0 frames/block

Ladders [2]

  • Upward movement
    • Climbing up: 8.9 frames/block
    • Climbing up with repeated jumps: 6.9 frames/block
  • Downward movement
    • Climbing down: 5.7 frames/block
      • This is slightly slower than falling at top speed.

Swimming [2]

  • 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 speed.
  • Upward movement
    • No block counts available, but swimming straight up and swimming up-diagonally make no difference in upward speed.
  • Downward movement
    • 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 [2]

  • 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
    • Flat: 7.3 frames/block
    • Uphill (1/2): 8.3 frames/block
    • Downhill (1/2): 7.4 frames/block

Invincibility

  • Walking [2]
    • Flat ground: 8.9 frames/block
  • Running [2]
    • Flat ground: 7.0 frames/block
  • Sliding [2]
    • 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)
  • Attack Properties [1]
    • Contact / Jump / Slide Attack / Freefall Bounce - 64 dmg
    • Idling doesn't work on main bosses, but it does work on minibosses

Other Characters

Meta Knight

Meta Knight is more or less a Sword/Wing Kirby Glass Cannon hybrid.

  • 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 a very high DPS better than Wing Kirby's Dive Bomb (but it is very difficult and straining). This should be used against all aerial bosses/minibosses, and larger grounded bosses.
    • Thanks to spin attack, shuttle loop, and flying, this makes Meta Knight the ideal co-op player to use for most co-op speedruns.
  • Character Differences [1]
    • 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[1]
    • 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

Bandana Waddle Dee is the most similar to Kirby out of the three co-op characters. In fact, Waddle Dee is exactly the same as Spear Kirby, 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 (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[1]
    • 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

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 [1]
    • 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 [1]
    • 1st hit - 16 dmg
    • 2nd & 3rd hit - 14 dmg per hit
    • Max total - 44 dmg
    • Brief invincibility upon startup
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 [1]
    • 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 [1]
    • Held object - 16 dmg
    • Thrown object - 60 dmg
    • Invulnerable while holding objects
    • Can capture foes in mid air.

Bomb

Bomb Bowl (Dash + 1)
  • Tips
    • This is the strongest move against bosses/minibosses, though it isn't as applicable against aerial bosses
  • Attack properties [1]
    • 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 [1]
    • 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 [1]
    • 28 dmg
    • Gives Kirby a minor horizontal and vertical boost when used in the air

Crash

Cutter

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 [1]
    • 16 dmg
    • Invincible for the duration of the move
  • Distance [2]
    • Flat ground: 3.8 blocks
  • Speed [2]
    • 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. [2]

Fighter

Spin Kick (Dash + Hold 1)
  • Tips
    • 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 [1]
    • 1st hit is an early hit - 20
    • 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 [2]
    • 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 [2]
    • 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 [2]
    • 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.
Sky Kick (Down + 1 in air)
  • Tips
    • You can cancel a Sky Kick into a flutter to move horizontally through the air more quickly than with just fluttering. Here's a suggested method of doing it:
    1. Get into the air.
    2. Continuously hold Down on the control pad for the following steps. Don't touch Left or Right, as that'll ruin your momentum.
    3. Press 1, and then 2 right afterward, so you do a Sky 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.
    4. 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.
    5. As soon as the air pellet animation ends, repeat steps 3 and 4.
    Since the Sky Kick doesn't move downward immediately after execution, it is actually very possible to gain height while doing repeated Sky Kick cancels.
  • Attack properties [1]
    • 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
    • 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 [1]
    • 36 dmg
Giga Force Blast (LVL 3 Charge, Down + Hold 1, release)
  • Tips
    • This is stronger than Insta-Hadoukens, but requires significant charge-up. Though because it is stronger, it should be used when the runner has nothing else to do for a few seconds (i.e. when a miniboss is spawning, or a boss is transitioning phases) then commence spamming Insta-Hadoukens
  • Attack Properties [1]
    • 42 dmg

Fire

Burn (Dash+1)
  • Tips
    • 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.
  • Attack properties [1]
    • 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 [2]
    • Successive, well-timed aerial Burns:
      • 9 blocks apart (not holding left or right between Burns)
      • 8.5 blocks apart (holding forward between Burns)
  • Speed [2]
    • 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. [2]
Fireball Spin (Down+1 in midair)
  • Attack properties [1]
    • 24 dmg
    • Invincible for the duration of the move
  • Hitlag: 5 frames on enemies, 3 frames on breakable blocks. [2]
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.
  • Distance [2]
    • 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 [2]
    • 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 Swing (Dash + 1)
  • Attack properties [1]
    • 26 dmg per hit
    • Invincible for the duration of the move
    • Press - anytime to do Hammer Throw
  • Distance [2]
    • Flat ground: 6.8 blocks for successive, well-timed Hammer Swings, holding forward for the duration of the swing.
  • Speed [2]
    • 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. [2] 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 goes higher than it may seen. It can hit all minibosses. The only bosses it can't reliably hit is Goriath when he jumps around, and Fatty Puffer when he clings to the ceiling.
    • 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 situations include:
      1. Hitting a boss when it's vulnerable for only a few frames (Mr. Dooter phase 2, Galacta Knight, Magolor's Soul)
      2. Knocking a boss into phase 2 with as little health as possible (Whispy Woods, Metal General)
      3. 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 [1]
    • 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)
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
    • Used primarily for huge amount of invincibility
    • Hold the guard button during the move on the ground, and Kirby will instantly guard after finishing Hammer Twirl. There is no frame of vulnerability in between (though anything that pierces his guard will still pierce it)
  • Attack properties [1]
    • 1st Hit - 16 dmg
    • 2nd, 3rd 4th hit - 14 dmg per hit
    • Total max - 58 dmg
    • Invincible for the duration of the move

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 [1]
    • 24 dmg
  • Distance
    • Horizontal movement [2]
      • 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 [2]
      • 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. [2]

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 up to almost instantly reach top speed, so for medium/longer distances it is recommended to run without the ice ability on ice, if possible.

Leaf

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 Laef Uppercut (if the boss/miniboss has little health left) or float back up and repeat (if the boss/miniboss still has substantial health remaining).
  • Attack properties [1]
    • 28 dmg
Leaf Uppercut (Up + 1)
  • Tips
    • Weaker than Leaf Rain, but better if you want more short-term damage (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 [1]
    • 24 dmg

Mike

Megaphone (Press 1 (1st time))
  • Attack Properties [1]
    • 33 dmg
    • Damages/Kills foes in Kirby's line if sight
Desk Mike (Press 1 (2nd time))
  • Attack Properties [1]
    • 53 dmg
    • Damages/Kills foes in front of Kirby
Stand Mike (Press 1 (3rd time))
  • Attack Properties [1]
    • 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 [1]
    • 106 dmg
    • Damages/Kills all foes on screen.
    • Waggle charges faster than mashing

Needle

Rolling Needle (Dash + 1)
  • Attack properties [1]
    • 28 dmg
    • Invincible at start up and for the duration of the move
    • Can turn around in the middle of the move
    • Can be canceled at any time into needle attack.
  • Distance
  • Speed

Ninja

Shock (Hold 1)
  • Attack properties [1]
    • 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.
    • Try to hit with the tip of the blade, so the far shockwave hitbox hits to deal the extra 3 damage
  • Attack properties [1]
    • 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.
    • 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.
  • Attack properties [1]
    • 1st hit - 8 dmg
    • Repeat hits - 7 dmg per hit
    • Max total – 29 dmg
    • Invincible for the duration of the move
  • Distance
  • Speed
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 foward 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.
    • Ninja Kick falls faster than just falling normally.
  • Attack properties [1]
    • 18 dmg
  • Speed

Parasol

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 [1]
    • 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 [1]
    • 1st hit - 16 dmg
    • 2nd, 3rd, 4th, 5th hits - 14 dmg each
    • Max total - 72 dmg
    • Invincible for the duration of the move

Sleep

Spark

Spark Wave (LVL 3 Charge + 1)
  • Tips
    • For practical purposes, waggling outclasses mashing the d-pad to charge in every way possible
    • This is almost literally the only attack you should be using as Spark Kirby
  • Attack properties [1]
    • 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.

Spear

Stone

Sword

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 [1]
    • 16 dmg per hit
    • Max Total - 80 dmg
  • Distance
  • Speed
Hyper Tornado [Waggle or Mash D-pad during Tornado Attack]
  • Tips
    • Waggle charges faster than mashing the D-Pad.[1]
    • 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 [1]
    • 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.
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.
  • Attack properties [1]
    • Physical hit - 20 dmg
    • Back Draft - 16 dmg
    • Invincible for the duration of the move

Water

Surf (Dash)
  • Attack properties [1]
    • Turn around – 16 dmg
    • Faster than normal dashing, same speed as sliding.
    • Kirby can dash on the surface of water as well on fires block and lava without getting hurt.
    • No delay when starting a dash on icy surfaces.
    • Can crash into enemies without getting hurt (but Kirby bounces off of them)
Wave Surf (Dash+1)
  • Attack properties [1]
    • 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 [1]
    • 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 them [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 [1]
    • 1st hit - 6 dmg
    • 2nd & 3rd hit - 5 dmg per hit
    • 5th hit - 21 dmg
    • Invincible for the duration of the move
    • Max total - 37 dmg

Whip

Wing

Condor Head (Dash+1)
  • Tips
    • This is one of the best moves in the game for speed runs, for the following reasons:
      1. Fast horizontal movement
      2. Slow loss of height in the air
      3. Being chainable into a Combo Dive at any time during the move, which offers great flexibility in horizontal spacing
  • Attack properties [1]
    • 1st hit - 14 dmg
    • 2nd & 3rd hit - 12 dmg each
    • Max total - 38 dmg
    • Invincible for the duration of the move
  • Distance [2]
    • 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 [2]
    • 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 [2]
    • 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 [1]
    • 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) [2]
    • Varies, since the Condor Head can be cancelled into a Combo Dive at any time.
  • Speed (for Condor Head -> Combo Dive) [2]
    • 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 [1]
    • 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 [2]
    • Downward: 2.7 frames/block. So nearly twice as fast as simply falling.
Hover Flap (2 in midair)
  • Attack properties [1]
    • 4 dmg
  • Speed [2]
    • 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.
  • Hitlag [2]
    • 1 frame for enemies, 3 frames for breakable blocks.

Super Abilities

Flare Beam

Grand Hammer

Monster Flame

Snow Bowl

Ultra Sword

References

  1. 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 1.13 1.14 1.15 1.16 1.17 1.18 1.19 1.20 1.21 1.22 1.23 1.24 1.25 1.26 1.27 1.28 1.29 1.30 1.31 1.32 1.33 1.34 1.35 1.36 1.37 1.38 1.39 1.40 1.41 1.42 1.43 1.44 1.45 1.46 1.47 1.48 1.49 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
  2. 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 2.10 2.11 2.12 2.13 2.14 2.15 2.16 2.17 2.18 2.19 2.20 2.21 2.22 2.23 2.24 2.25 2.26 2.27 2.28 2.29 2.30 2.31 2.32 2.33 2.34 2.35 2.36 2.37 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 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.
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