However, the move overall is very slow and Kirby's movement is drastically reduced. This also gives him trouble when approaching opponents, as many of his attacks lack range. Kirby's smash attacks have low launch power at low percentages but are all great kill moves at higher percentages. He knows the basics, like kicking and tossing, but he can also muster his fighting spirit to blast distant foes. Lifts opponent, spins with them in the air, then body slams them on the ground.
The hammer strikes twice in the air, but landing the single blow on the ground is more powerful. Kirby's voice is also slightly higher than it was in Brawl. Its horizontal knockback is great for edge-guarding, especially against opponents with poor recovery; it can also punish rolls, as well as kill opponents at high percentages. Inhale, Kirby's signature move, allows him to copy the opponent's Neutral Special move, or spit them as a projectile, that is unaffected by weight. It also can turn Kirby into a Thwomp. Final Cutter is Kirby's only recovery move, covering decent vertical range, as well having small disjointed hitboxes that can protect Kirby.
Kirby's up special Final Cutter slices up and down, firing a shock wave upon landing. Dash attack is a poor option for Kirby because it has a good amount of ending lag that makes it easy for opponents to punish if it misses or is blocked; at low percentages it can combo into forward aerial or up aerial but has little other utility, so it is greatly advised that you do not use dash attack as a combo finisher especially at mid-high percentages; it also quite useless as an approach option. Up Aerial is his juggling tool, able to chain from many of his other moves, mostly Up Tilt. Neutral Aerial is a Sex Kick that covers all around his body, and despite the low range, it is fast with a good number of active frames. Its ability to be cancelled at any time allows for powerful mindgames. However, his smaller feet and overall size have both resulted in smaller hitboxes in attacks, and his grab range has greatly decreased.
Up Smash is somewhat like Fox and Yoshi's Up Smashes, but lacks power, being more useful to finish Up Tilt combos. Hammer Flip is a slow move that is amazingly good at killing an opponent at early percentages but has few set-ups and can be punished or even interrupted easily by an opponent; it has Super Armor frames during the hammer swing, so it can't be interrupted during the attack itself, but if Kirby is hit while charging it, he will have to charge it up again from the beginning; on top of this, Kirby can only jump once while charging it and moves more slowly along the ground in addition to taking recoil damage if he charges it for too long. The projectile released is also a good way to keep away opponents when trying to recover. Maybe that was too easy. If Kirby copies the opponent's ability, he can then jump and hit them with a back aerial or up aerial since they end up above or behind Kirby after being swallowed by him. Fully charged: 21%, 15% at the tip. Kirby's jab is fast and can rack up damage on an opponent effectively; it has a strong finisher capable of killing most characters at high percentages.
Kirby's combo game has improved due to changes in hitstun cancelling, and his forward throw has been improved. Sometime he sounds as cute as he looks, but he can also hit those low notes when he wants to rock. Those pokey spikes won't add any flavor at all. The second hit has higher knockback scaling, being able to Meteor Smash opponents more reliably. Lifts the opponent, then jumps backwards, slamming them on the ground.
Kirby can spit out the opponent and then attack them with a forward aerial, up aerial, or down aerial. As an out of shield option it is quite useful since it can launch an attacking opponent away from Kirby for some breathing room. In addition, overcharging the move deals recoil damage to Kirby, similar to King Dedede's Jet Hammer. Up aerial can kill off of the ceiling of the stage at high percentages; it combos out of up smash, up tilt, forward throw, and dash attack and can combo into forward aerial. Kirby's patch history has granted him with further buffs to compensate his exploitable flaws and a greater improvement to his combo game. With a variety of useful skills like Knife Throw and Blossom Storm, you might want to remain a ninja forever! Uncharged: 15%, 11% at the tip.
Kirby's up throw is a potent kill throw especially on stages that have platforms like Battlefield or Dream Land 64; it doesn't combo into anything but using moves that can set up for grabs when the opponent is at high percentages is a good way to get the up throw. When fully charged, it deals massive knockback and can break shields in a single hit. Back Aerial is another Sex Kick, and his fastest and strongest aerial, with a decent range. You can look up more about plasma if you want, but firing plasma is what's important here. Is able to trip the opponent you hit with this attack.
Kirby can copy the Mike ability and then use a mike or megaphone to really let 'er rip. Kirby has Super Armor after transforming which protects him from being launched by enemy attacks, though a smart opponent will either grab Kirby or wait until Kirby transforms back. That's our Kirby--always the trendsetter. It can be used as a landing option or to get Kirby closer to the edge after being launched high into the air off stage. Kirby's air game is greatly complemented by his ground moves, and vice-versa.
Then track down and inhale Mr. Inhaling specific powers allows Kirby to cover many of his weaknesses. Kirby's up smash is a good combo finisher and kill move; it combos out of down aerial, up tilt, down tilt, and the first two hits of jab; at low percentages it can combo into up aerial and forward aerial. Down tilt has a high chance of tripping an opponent and is quite fast; at low percentages it can combo into itself, jab, forward smash, up smash, down aerial, and dash attack and easily combos out of down aerial; your best bet is to go for the forward smash or grab. It also has slightly more vertical range, with the wind effect being in a cone. Kirby has a lot of jumps that allow him to chain together a good number of aerials, though his poor air speed can make it difficult for him to follow-up sometimes.