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12700 May 8th, 2014

Fighter Kirby by LegacyWolf
[Character - Moveset (PSA) - Kirby]



LegacyWolf: Not my PSA. Credit all goes to UMOP.

New video(kinda outdated but its the same PSA). Click the vid to watch a demonstration.

NEUTRAL B:
Pressing down the special button lets Kirby start focusing his chi. There are 4 different charging levels you can release it into. Releasing it immediately on the ground results in the famous Vulcan Jab. He does 5 punches extremely fast, each doing only 1%. Holding the special button once the Vulcan Jab starts lets the attack continue into a combo, going from Vulcan Jab to a Rising Kick, and finally into a Meteor Punch. The Rising Kick deals 4%, and has set knockback that easily sets up another hit. The Meteor Punch deals 6%, and is slightly less powerful than Diddy's d-air. Releasing it immediately in the air results in a quick Whirlwind Kick (see side-b).

If you let Kirby focus his chi for less than a second, he'll have gathered enough to shoot a ball of energy. There are 3 different levels of this energy blast: level 1 takes 1 second to charge, level 2 takes 2 seconds to charge and level 3 is releasing it anytime after 3 seconds. He can keep charging as long as you want, but it'll never go higher than a level 3 hadouken blast. All of the levels have a range of almost half of FD. The level 1 deals 5% and has no kill power, but decent knockback. The level 2 deals 10%, and kills around 150%. The level 3 deals 20%, and kills at around 65%. If Kirby does a hadouken in the air, it cancels his momentum (this was done to make the attack work correctly in the air, not because that's how it's supposed to be).Kirby can stop focusing at any time by pressing a shield button, but he does not keep the energy he had built up.

SIDE-B:
Kirby leaps into a Whirlwind Kick. There are 4 kicks to this attack each dealing 5%, and the jump into it has a hitbox for 2%, for a 5 hit combo dealing 22%. The entire move, even the last hit, has set knockback that is just enough to lead into some combos.

There is another part to the side special that I don't think anyone else has done before. If you do the side-b while running, he will instead do a large backflip uppercut fire kick. This move deals 12% and sends the opponent flying straight up, killing at around 100%.

UP-B:
Kirby does what's technically called his Rising Break. The move comes out fast and has super armor for until the hitboxes show up. It then does a 7 multihit combo, dealing 2% for each of the first 6 hits and 6% on the last one for a total of 18%. It doesn't kill until about 150%, and puts him into his special fall animation. For recovery, it goes up a little shorter than his Final Cutter did, but can autosnap to ledges on the way up.

DOWN B:
On the ground, Kirby does one of the few attacks he can do in the canon Kirby games without a copy ability: His slide kick. This move has deals 8 damage, set knockback, and a 50% tripping chance. If you hit with it, Kirby bounces off the opponent, and has a slight amount of lag.

In the air, Kirby does his diagonal dive kick. This move shoots him downward at an angle, and lasts a long time. There are two hitboxes, one on his body for 7% and one on the kick for 9%. If you hit the opponent, it spikes them at the same angle, and Kirby bounces off. If you hit the ground, Kirby will slide a little bit.

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