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Kirby's Return to Dreamand Copy Ability (Damage) Guide. - Kirby's Rainbow Resort

Kirby's Rainbow Resort

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PostPosted: October 29th, 2011, 5:24 pm 
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Watch out, I bite! Male
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Joined: October 7th, 2003, 2:51 pm
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Favorite Kirby Game: Kirby Super Star Ultra
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Kirby's Return to Dreamland Ability Damage Guide


The purpose of this document is to give players a look beneath the surface of the variety of copy abilities Kirby has at his disposal in the game Kirby's Return to Dreamland. However instead of explaining the aesthetics of the abilities, this guide will be showing off the damage values and various traits each abilities and attack has.


Sections:
Notes
Terms
Character Differences
Copy Abilities
Boss HP
Credits

--------------------

[Notes]

*Press Ctrl + F and type the ability name to find it more easily.

*The numbers that you get when you damage Metal General are mostly flavor text, but they can be used to determine the actual damage of an attack. Simply divide the visible number by 10 and then round to the nearest integer. The variations you see in the damage for the same attack are false. The actual damage is always the same.

*Bosses have instances where they can reduce damage by half, or even more. They also have periods of invincibility after some attacks hit called mercy invincibility. Also, once a major boss reaches at least half their max hp, their HP bar will flash brief and they become invulnerable during this period. After which they'll change their attack patterns.

*Damage for attacks gets reduced every time you add extra players.

For the 20 main abilities, no power Kirby, King Dedede, Meta Knight and Waddle Dee the damage reduction is:

2 players = -10% dmg
3 players = -12.5% dmg
4 players = -15% dmg

For Crash and Mike the damage reduction is:

2 players = -5%
3 players = -6.25%
4 players = -7.5%

-------------------

[b]Terms:

*Early Hit/Late Hit: Refers to a property some attacks have where an the attack does more damage if it hits immediately after being executed as opposed to hitting when it's been out for a while.
*Diminishing Returns: Pretty much stales moves, moves deal less damage when they hit repeatedly.
*Sweet Spot: The point of an attack that does the most damage when it hits.
*Near/Far: Refers to a property some attacks have where their damage differs whether their close to the player or some distance away. A type of sweet spot.


CHARACTER DIFFERENCES

King Dedede

Hammer Flip is non-elemental.
- Can't do Giant Swing/Ultra Giant Swing
- Less damage on most attacks than Hammer Kirby

+ Dedede only appears larger than the other characters, this isn't actually the case. Attacks to his head will do no damage to Dedede at all. His hurt box is actually the same size as the other characters.
+ 25% more HP than Kirby
+ More range on his attacks than Hammer Kirby
+ Can do Hammer Throw as many times as he likes

Meta Knight

- 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. Overall, this makes him the fastest
+ More damage on most attacks than Sword Kirby

Waddle Dee

+ Instead of flying, he has infinite no. of jumps. Overall, this makes him faster than King Dedede and Kirby, but slower than Meta Knight.


--------------
KEY

Ability
*Ability notes

TECHNIQUE [Command]
#hit/hit type - Damage

*Technique notes

--------------



Kirby
Kirby
*Can inhale enemies and to copy their powers or can spit them out as stars.
*Kirby's basic moves other than star spit can NOT damage bosses.

IDLE [Do nothing...]
Contact – 3 dmg
Contact during mercy invincibility - 10 dmg

JUMP/HOVER [Press 2]
*Invincible near the apex of a single jump.

Headbutt -
Freefall Headbutt -
Air bullet - 8 dmg

INHALE [Press 1]
Death in inhaled enemy.

SUPER INHALE [WAGGLE + 1 or Mash D-Pad + 1]
Death to inhaled enemy.

SPIT [1 with mouth full]
*Multi-stars penetrate enemies and are unable to graze/ricochet.

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

SWALLOW/COPY [Hold down after inhaling foe]
*Death in to inhaled enemy

DUCK[Hold Down]

DASH [Double tap direction ]
Contact - 5 dmg
Contact during mercy invincibility – 10 dmg

GUARD [Hold A]
3 dmg
Sliding Guard - 3 dmg

PUFFBALL TEAM ATTACK [Everybody guard, release guard while Kirby's on the bottom of a stack]
2P - 43 dmg
3P - 56 dmg
4P - 73 dmg

*Kirby exhales a massive puff of air that travels across the screen horizontally.
*The more players stacked the larger the air puff.

SLIDE [Down +2 while on ground]
15 dmg

*Sliding constantly is faster than dashing.

DROP COPY ABILITY [Press (-)]


Beam
*Electric property, most attacks provide light in dark places.
*Brief invincibility upon execution of moves, with Cycle Beam having the longest duration outside of capture beam (where Kirby's totally invulnerable.)

BEAM WHIP [Press 1]:
8 dmg

CYCLE BEAM [Dash +1]
18 dmg per hit

*Can hit up to 3 times for a total of 54 dmg

BEAM BLAST [Dash + 1 in midair]
1st hit - 16 dmg
2nd & 3rd hit - 14 dmg per hit
Max total - 44 dmg

*Beam Blast allows Kirby to jump slightly higher than normal and also briefly halts his decent when the blasts first come out.

REVOLUTION BEAM [Mash 1 in air]
20 dmg

Wave Beam [Hold 1, Release]
32 dmg

CAPTURE BEAM [Up, Forward or Down next to foe + 1]
Held object - 16 dmg
Thrown object - 60 dmg

*Invulnerable while holding objects
*Can capture foes in mid air.


Bomb
*Bombs are non-elemetal
*Bombs have light around them in dark areas, explosions provide more light.

BOMB PREP [Hold 1]

BOMB THROW [Release 1 during Bomb Prep]
Direct Hit - 16 dmg
Explosion Only - 26 dmg

TARGET THROW [Direction]

SELF-DESTRUCT [Bomb Prep... Do nothing]

*When a bomb self destructs, Kirby takes no damage, however he does gain mercy invincibility as if he had.

BOMB BOWL [Dash +1]:
32 dmg

*Do not need to Dash a second time to do continuous bowls after the first.

BOMB DROP [1 next to foe]
26 dmg

*Can plants bombs on foes in midair

BOMB SET [Down + 1]:
28 dmg


Crash
*Unaffected by Boss/midboss damage reduction moves.
*Ignores boss/midboss invincibility.

CRASH FIREBALL [Press 1, release]
99 dmg

SUPER NOVA [1 + Waggle, release or 1 + Mash D-Pad, release]
120 dmg

*Invincible during charge up.
*Waggle charges faster than mashing.


Cutter
*Cut's ropes
*Cutters can travel up slopes.
*Cutters can be aimed up or down.

CUTTER BOOMERANG [Press 1]
12 dmg

HYPER BOOMERANG [Hold 1, release]:
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]
16 dmg

*Invincible for the duration of the move.

SWEEP CUTTER [Hold 1 in air]
22 dmg

CUTTER DROP [Down +1 in air]
22 dmg

CLEAVING CUTTER [1 next to foe]:
Slash 1 - 12 dmg
Slash 2 - 8 dmg

FINAL CUTTER [Mash 1 next to foe]
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]:
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.

SMASH PUNCH [Hold 1]:
20 dmg

LEG SWEEP [Dash + 1]
1st hit – 6 dmg
2nd, 3rd, 4th hit - 5 dmg per hit
Total max - 21 dmg

*Invincible for the duration of the move.

SPIN KICK [Dash + Hold 1]:(
1st hit an early hit - 20
1st hit is a late hit - 18 dmg
2nd & 3rd hit - 15 dmg per hit
Total max - 50 damage

*Spin kick's first hit has early/late properties. The longer the attack is out, the weaker the first hit is. To do the most damage, hit the foe immediately after execution.
*Invincible for the duration of the move

DOWN KICK [1 in midair]
18 dmg

DOUBLE KICK [Hold 1 in air]
Foot - 26 dmg
Projectile – 18 dmg

*Kirby's foot is a sweet spot try to hit with that instead of the projectile.

RISING BREAK [Up+ Hold 1]:
1st hit - 16 dmg
2nd, 3rd hit - 8 dmg per hit
4th hit - 14 dmg
Max total - 46 dmg

*Invincible for the duration of the move and briefly after the end.

SKY KICK [Down + 1 in air]
18 dmg

FORCE BLAST [Down + Hold 1, release]
24 dmg

*Lv 1 charge, tiny blue sphere

MEGA FORCE BLAST [Down + Hold 1, release]
36 dmg

*Lv 2 charge, medium blue sphere

GIGA FORCE BLAST [Down + Hold 1, release]
42 dmg

*Lv 3 charge, large red sphere
*Fire property. Light's Fuses, breaks ice blocks.

INSTANT MEGA FORCE BLAST [Down, Forward + Press 1]
36 dmg

*Execution also referred to as Quarter Circle Forward/Quarter Circle Right
*Can be executed immediately after a previous IMFB for quick spamming.

MOON SOMERSAULT KICK [Press 1 in air next to foe]
16 dmg

FOE GRAB [ Up or Forward when next to foe]
Held Object - 36 dmg

ARM THROW [Foe Grab + 1 Up, or Forward]
45 dmg

JUDO THROW [Foe Grab + Down or Back]
52 dmg


Fire
*Enhances the field of vision in darkness, attacks provide light as well.
*Lights fuses, melts ice blocks

FIRE BREATH [Press 1]
1st Hit - 8 dmg
Repeat hits - 7 dmg per hit

TARGET FIRE [Fire Breath + direction]
1st hit - 8 dmg
Repeat hits - 7 dmg per hit

FIREBALL INFERNO [Fire Breath + Hold Back]
40 dmg per hit

BURN [Dash +1]:
20 dmg if initiated on the ground
22 dmg if initiated in the air.

*Aim UP or DOWN while dashing by pressing the respective direction on D-Pad.
*Invincible for duration of move
*Can break through metal blocks.

BURNING FLAME [1 During Burn]
1st hit - 6 dmg
2nd hit - 5 dmg
Total max per flame - 11 dmg

SPINNING FIRE BREATH [1 in midair]
1st hit - 12 dmg
2nd & 3rd hit - 10 dmg per hit
Total max - 32 dmg

FIREBALL SPIN [Down + 1 in midair]
24 dmg

*Invincible for the duration of the move.

FIREBALL ROLL [Hit ground during Fireball Spin]
24 dmg

*Invincible for the duration of the move.

FIREBALL CLIMB [Hold against wall during fireball spin/roll]
24 dmg

*Invincible for the duration of the move.



Hammer
*Smashes metal blocks and wooden pegs

HAMMER [Press 1]
28 dmg,
Star - 12 dmg

HAMMER TWIRL [Down + 1]
1st Hit - 16 dmg
2nd, 3rd 4th hit - 14 dmg per hit
Total max - 58 dmg

*Invincible for the duration of the move, can be used to spot dodge attacks or for invincible aerials.

TRIPLE HAMMER [Hold 1, release] (
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 SWING [Dash +1]
26 dmg per hit

*invincible for the duration of the move.

GIANT SWING [1 in midair]
26 dmg

*Can be used on the ground if you execute the move just before landing.

ULTRA GIANT SWING [Dash +1 in midair]
1st hit - 16 dmg
2nd hit - 14 dmg
Max total - 30 dmg

*Can be used on the ground if you execute the move just before landing.

HAMMER FLIP [Up + 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 lights fuses.
*Hitting with the back of the hammer has the highest potential for damage compared to hitting with the front, thanks to flames.

HAMMER THROW [Dash + (-) OR Hammer Swing + (-)]
Spin - 26 dmg
Thrown Hammer - 80 dmg
Total max - 106 dmg

*Can hit with both the swing and the thrown hammer for maximum damage.
*More momentum and movement range on the ground if performed from a hammer swing.
*Invincible during the spin and briefly during the throw


King Dedede
King Dedede

HAMMER [Press 1]
26 dmg
Star hit – 18 dmg

HAMMER TWIRL [1 + Down]
1st hit – 16 dmg
2nd, 3rd, 4th hit – 14 dmg per hit
Max total – 58 dmg

*Invincible for the duration of the move, can be used to spot dodge attacks or invincible aerials.

TRIPLE DEDEDE HAMMER [Hold 1, release]
1st & 2nd Hammer hit - 16 dmg per hit
3rd, hammer hit - 32 dmg
Max total for hammer - 64 dmg

1st, 2nd, 3rd Star hit - 12 dmg each
Max total for stars - 36 dmg

HAMMER FLIP [Up + 1]
Hammer hit only - 45 dmg
Hammer hit after aura hit - 39 dmg
1st Aura hit - 8 dmg
2nd, 3rd, 4th, Aura hit - 7 dmg per hit
Max total - 68 dmg

*Non-elemental, can't light fuses or destroy ice blocks.
*Hitting with the back of the hammer has the highest potential for damage compared to hitting with the front, thanks to the aura.

MIDAIR HAMMER SWING [1 in Midair]
26 dmg

GIANT DEDEDE SWING[Dash +1]
26 dmg

*Invincible for the duration of the move.

DEDEDE HAMMER THROW [Dash + (-) Or Giant Dedede Swing = (-)]
Spin hit – 26 dmg
Thrown hammer - 32 dmg
Max total – 58 dmg

*Dedede has infinite hammer throws
*Dedede is invincible during the spin, but vulnerable during the actual throw.
*More momentum and movement range on the ground if performed from a Giant Dedede Swing.

DEDEDE TEAM ATTACK [Everybody on totem guard, release guard while Dedede's on the bottom]
2P - 45 dmg
3P - 57 dmg
4P - 74 dmg

*King Dedede slams his hammer onto the ground and creates 5 stars that form an arch-like pattern around the team.
*Shortest range out of the 4 team attacks.
*Stars linger after the attack then disappear.


Hi-Jump
*Kirby is invincible for the duration of all moves.
*Explosions do splash damage

HI-JUMP [Press 1]
24 dmg

ROCKET HI-JUMP [Hold 1]
30 dmg
Explosion - 18 dmg

MEGA HI-JUMP [Hold 1 Longer, release]
38 dmg
Explosion - 24 dmg

ROCKET DIVE [Down + 1 in air]
20 dmg
Explosion - 16 dmg


Ice
*Ice property freezes minor enemies and puts out fiery blocks.
*Stationary Ice cubes do 40 dmg

ICE SKATE [Dash]
*Can skate harmlessly over fiery surfaces.
*Faster than normal dashing, same speed as sliding.
*No delay when starting a dash on icy surfaces.

ICE BREATH [Press 1]
1st hit near - 18 dmg
1st hit far - 15 dmg
Following hits near - 15
Following hits far - 13 dmg

*Ice breath has a sweet spot up close to Kirby.

ICE SPRINKLE [1 in midair]
22 dmg

SUPER ICE SPRINKLE [Dash +1 in midair]
26 dmg per hit

*Hits up to twice for a total of 52 dmg.

ICE STORM [Dash + Hold 1 or Press 1 three times, then hold]
1st hit - 20 dmg
Repeat hits – 17 dmg per hit

ICE BALL [Dash, then Down + 1]
38 dmg

*Invincible for the duration of the move

ICE SUCTION [Up or Forward next to foe + 1]
*No invincibility, but can grab foes in air.

ICE EJECTION: [Ice Suction +1]
62 dmg

ICE KICK [Tap Frozen Foe]
Kicked Ice cube - 48 dmg

ICE BLOCK [Guard]
*Blocks chip damage!

ICE SCATTER [Release Guard]:
16 dmg


Leaf
*Leaves cut ropes.

LEAF ATTACK [Press 1]
1st hit - 8 dmg
2nd & 3rd hit - 7 dmg per hit

*Requires specific timing and distance to get all 3 hits to do damage.

LEAF SWIRL [Hold 1]
1st hit - 12 dmg
Repeat hits - 10

*Protects against most projectiles

LEAF SCATTER [Release 1 During Leaf Swirl]
30 dmg

*Briefly invincible on execution.

LEAF DANCE [Dash + 1]
28 dmg per hit

*Can hit up to twice for a total of 56 dmg
*Invincible for the duration of the move

LEAF HIDE [Hold A]
Guard Release - 12 dmg

*Protects against all attacks except for the final boss' black hole.

LEAF UPPERCUT [Up + 1]
24 dmg

LEAF RAIN [Down + 1 in air]
28 dmg


Mike

*Uneffected by Midboss/midboss damage reduction moves.
*Ignores boss invincibility.


MEGAPHONE [Press 1 (1st time]
33 dmg

*Damages/Kills foes in Kirby's line if sight

DESK MIKE [Press 1 (2nd time)]
53 dmg

*Damages/Kills foes in front of Kirby

Stand Mike [Release 1 (3rd time)]
79 dmg

*Damages/Kills all foes on Screen

ENCORE [1 +waggle, release or 1 + Mash D-pad, release (3rd time only]
106 dmg

*Damages/Kills all foes on screen.
*Waggle charges faster than mashing


Needle
NEEDLE ATTACK [Press 1]
16 dmg per hit

*Extremely brief invincibility on start up
*Sticks to surfaces.

NEEDLE BURST [Hold 1 + Waggle or Hold 1 + Mash D-pad] :
16 dmg

*Extremely brief invincibility when needles are fired.

ROLLING NEEDLE [Dash +1]
28 dmg

*Invincible at start up and for the duration of the move.
*Can be canceled at any time into needle attack.

MEGA NEEDLE [Up +1]
16 dmg
*Extremely brief invincibility on start up


Ninja

KNIFE THROW [Press 1]
1st hit - 8 dmg
Repeat hits - 7 dmg per hit

SHOCK [Hold 1]
25 dmg

QUAD SHOCK [Hold 1 next to foe]
Shockwave Near - 21 dmg per hit
Shockwave Far - 24 dmg per hit

*Can be used in the air.
*Shockwave does more damage to farther things.
*Entire combo (Shock + Quad Shock) does 46 dmg

STEALTH SLASH [Dash + 1]
1st hit - 8 dmg
Repeat hits - 7 dmg per hit
Max total – 29 dmg

*Invincible for the duration of the move.
*Kirby hangs in the air after dashing off a steep incline.

NINJA KICK [Down + 1 in air]
18 dmg

SMOKE SCREEN [Down +1]
16 dmg

*Invincible for the duration of the move, can be used to spot dodge attacks and charging enemies.

BLOSSOM STORM [Up then Down + 1]
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.

AIR DROP [Up/Forward/Back next to foe + 1]
Rising hit - 50 dmg
Diving hit – 50 dmg
Thrown object – 60 dmg
Max total – 110 dmg

*Can capture foes midair.
*Diving hit can't combo into the thrown object's damage.

HIDE GUARD [1 after being attacked]
26 dmg

*Kirby is invincible until he reappears, the smoke does damage

SMOKE COUNTER [1 right after attacked while guarding]
26 dmg

WALL CLING [Hold forward against wall in midair]

*Kirby clings to walls automatically when you're holding forward, can save you from a bottomless pit, or be pesky in small corridors.

WALL STRIKE [Tap 1 During Wall Cling]
8 dmg
Repeat hits - 7 dmg per hit

*Slower version of knife throw

WALL JUMP [2 During Wall Cling]

*Can scale up the same wall or triangle jump.


Parasol
*Shields against against projectiles from above.
*Idling causes 8 dmg for 1st hit, 7 dmg per repeat hit.

PARASOL SWING [Press 1]
Water drops - 12 dmg
Parasol tip - 18 dmg
Parasol - 16 dmg

*Parasol Swing was three different hit boxes, with the sweet spot being at the tip of the parasol.
*Droplets are water property

PARASOL SHIELD [Hold 1]
1st hit - 8 dmg
Repeat hits - 7 dmg per hit

CHANGE SHIELD DIRECTION [Left or Right during Parasol Shield]
1st hit - 8 dmg
Repeat hits - 7 dmg per hit

PARASOL DRILL [Dash +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.

PARASOL TWIRL [Down + 1]
1st hit - 16 dmg
2nd, 3rd, 4th, 5th hits - 14 dmg each
Max total - 72 dmg

*Invincible for the duration of the move, can be used to spot dodge attacks.

PARASOL DIVE [Down +1 in air]
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]
Held object - 52 dmg
Thrown object - 52 dmg

PARASOL DRIFT [Float slowly downward]
1st hit - 8 dmg
Repeat hits – 7 dmg per hit


Sleep
*Sleep is meant to be a hindrance.

EARLY WAKE-UP [Waggle/Mash D-pad]
Popping bubble - 24 dmg


Spark
*Enhances the field of vision in darkness, attacks provide light as well.

SPARK ATTACK [Press 1]
1st hit - 8 dmg
Repeat hits - 7 dmg per hit

*Blocks most projectiles
*brief invincibility during start up.
*Enlarges circle of light in darkness.

CHARGE POWER [Waggle/Mash D-pad]
*Waggle charges faster than mashing and allows Kirby to charge more easily while running, guarding is also an option.

SPARK ARROW [Lv 1 Charge + 1]:
8 dmg

*Travels across the entire screen

SPARK LASER [Lv 2 Charge + 1]
18 dmg

*Small Barrier
*Travels across the entire screen.
*Penetrates enemies.

SPARK WAVE [Lv 3 Charge + 1]
40 - dmg
Sparks behind Kirby when firing - 16 dmg

*Large Barrier
*Travels across the entire screen.
*Penetrates enemies and walls.
*Clears out minor enemies.

SPARK BARRIER [Lv 2 & Lv 3 Charge]
1st hit 8 dmg
Repeat hits - 7 dmg

*Block's most projectiles
*Kirby can run through minor enemies when covered by the barrier

THUNDERBOLT [Up + 1]
14 - dmg

*Suspends Kirby in the air, he can remain stationary by spamming the move

LIGHTNING STRIKE [Down + 1 in Midair]
16 dmg

*Suspends Kirby in the air, he can remain stationary by spamming the move.


Spear
*Cuts ropes
*Stabs through walls.

SPEAR THRUST [Press 1]
18 dmg

MULTISPEAR ATTACK [Mash 1 during Spear Thrust]

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.

BACK THRUST [Back +1 after Spear Thrust]
18 dmg

SKYWARD THRUST [Up + 1]
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.

MOON DROP [Down + 1 in air]
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 THROW [Dash +1]
24 dmg per spear

SPEAR BARRAGE [Dash + Mash 1 in air]
24 dmg per spear

TRIPLE THROW [Dash + Hold 1, release]
30 dmg

SPEAR COPTER [Hold 1, release]
1st hit - 7 dmg
Repeat hits – 6 dmg per hit

*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. (On whispy woods it can hit up to 26 times for a total of 157 dmg)


Waddle Dee

SPEAR THRUST [Press 1]
18 dmg

MULTISPEAR THRUST [Mash 1 during Spear Thrust]

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.

BACK THRUST [Back +1 after Spear Thrust]
18 dmg

SKYWARD THRUST [Up + 1]
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.

MOON DROP [Down + 1 in air]
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.

WADDLE SPEAR THROW [Dash +1]
24 dmg per spear

WADDLE SPEAR BARRAGE [Dash + Mash 1 in air]
24 dmg per spear

WADDLE TRIPLE THROW [Dash + Hold 1, release]
30 dmg

WADDLE COPTER [Hold 1, release]
1st hit - 7 dmg
Repeat hits – 6 dmg per hit

*Can cancel out of the move by attacking.
*Spear Copter continues doing damage until the spear stops spinning. (Either Waddle Dee cancels out of it or he lands. (On whispy woods it can hit up to 26 times for a total of 157 dmg)

WADDLE TEAM ATTACK [Everybody guard, release guard while Waddle's on the bottom of team stack]

2P Energy Balls - 37 dmg

Multispear Attack
1st hit -7 dmg
2nd, 3rd, 4th & 5th hits - 6 dmg per hit.
Max total for combo (Energy balls + Multispear) - 68 dmg

3P Energy balls
49 dmg
Multispear Attack
1st hit -7 dmg
2nd, 3rd, 4th & 5th hits - 6 dmg per hit.

Max total for combo (Energy balls + Multispear) - 80 dmg

4P - Energy Spheres (64)
Multispear Attack
1st hit - 7 dmg
2nd, 3rd, 4th & 5th hits - 5 dmg per hit.
Max total for combo (Energy balls + Multispear) - 90 dmg

*Waddle Dee fires a spread-shot of several energy balls.
* Widest range of all team attacks.
*During the attack, multispear attack is performed, hits foes up to five times.


Stone
*Smashes metal blocks and wooden pegs.
*Invincible while transformed.
*Kirby is invincible during stone transformation startups, and of course for the duration of stone form.
*Stone forms protect against all attacks except for 's Blackhole


STONE CHANGE [Press 1]
40 dmg

CHANGE BACK [1 in stone form]
20 dmg

STONE SMASH [1 in midair]
40 dmg

TURBO STONE [Dash + 1]
32 dmg

HEAVY SMASH [Down + 1 in air]
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

*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.

STONE UPPERCUT [Up + 1]
20 dmg

Slope Slide [1 on slope]


Sword
*Cuts ropes, goes through walls.

OVERHEAD SLASH [Press 1]
16 dmg

SWORD BEAM [Press 1 at max hp]
16 dmg

*cuts ropes, goes through walls.

MULTI SWORD ATTACK [Mash 1 during Overhead Slash]
1st hit is NOT comboed from Overhead Slash - 8 dmg
1st hits IS comboed from Overhead Slash - 7 dmg
2nd, 3rd hit - 7 dmg per hit
4th hit - 10 dmg
5th hit near - 28 dmg
5th hit far - 32 dmg

*Sweet spot for final hit at the sword's tip.
*Entire Combo (Overhead Slash + Multisword Attack) does 79 dmg max.

DRILL STAB [Dash + 1]
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.


SWORD SPIN [Dash + 1 in midair]
12 dmg

*Can be used on the ground if you execute the move just before landing.

CHOP AND THRUST [1 in midair]
16 dmg

DOWN THRUST[Down + 1 in air]
Sword Strike - 22 dmg
Shockwave - 16 dmg

*Brief invincibility during start up and when landing.
*Hit with the main part of the blade as opposed to the side/shockwave for maximum damage.

UPWARD SLASH [Up + 1]
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.

SWORD DIVE [Down + 1 during Upward Slash]
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]
1st hit - 12 dmg
2nd, 3rd 4th & 5th hit - 10 dmg per hit
6th hit - 28 dmg
6th hit - 32 dmg if not comboed from other hits
Total Max - 80 dmg


Meta Knight

OVERHEAD SLASH [Press1]:
Near hit - 18 dmg
Far hit - 16 dmg

KNIGHT BEAM [Press 1 with full HP]:
16 dmg

META TRIPLE SLASH [Press 1 up to 2 times after Overhead Slash]:
1st hit is NOT comboed from Overhead Slash - 16 dmg
1st hit IS comboed from Overhead Slash - 14 dmg
2nd hit - 16 dmg

META MULTITHRUST [Mash 1 after 2nd hit of Meta Triple Slash]:
1st hit is NOT comboed from Meta Triple Slash - 8 dmg
1st hit IS comboed from Meta Triple Slash - 7 dmg
2nd, 3rd & 4th hit - 7 dmg per hit
5th hit is NOT comboed from 4th hit - 16 dmg
5th hit IS comboed from 4th hit - 14 dmg

*Entire combo (Overhead Slash + Meta Triple Slash + Meta Multithrust) does 90 dmg max

PIERCING SLASH [Dash+1]:
1st hit - 12 dmg
2nd & 3rd hit - 10 dmg per hit
Max total - 32 dmg

*Lunge at a foe from a bit of a distance to do a combo
*Invincible for the duration of the move

KNIGHT SPIN [Dash+1 in air]:
12 dmg

*Can be used on the ground if you execute the move just before landing.

META CHOP [1 in air]:
Early hit - 22 dmg
Late hit - 16 dmg

*Early hit is when Meta Knight is doing the slash
*Late hit is when Meta Knight continues to hold his sword out

DOWN THRUST [Down+1 in air]:
24 dmg

*Brief invincibility during start up and when landing.

UP THRUST [Up+1]:
8 dmg

META SPIN SLASH [Hold 1,release]:
1st hit - 12 dmg
2nd, 3rd, 4th & 5th hit - 10 dmg per hit
6th hit - 28 dmg
6th Hit- 32 dmg if not comboed from other hits
Max total - 80 dmg

*Invincible during spin

META CONDOR DIVE [Dash+Down+1 in air]:
Body hit - 28 dmg
Shockwave - 26 dmg
Max total - 54 dmg

SHUTTLE LOOP [Down then Up+1]:
Rising hit - 36 dmg
1st gliding hit - 16 dmg
Repeat gliding hits - 14 dmg per hit

*Can directly cancel glide into Meta Chop or a jump
*If you don't want to attack with Meta Chop from a glide, use jump cancel to very quickly do an Up Thrust, Down Thrust or another Shuttle Loop!
*Invincible during the Shuttle Loop & early moments of gliding.
*Gliding lasts until you do any of the above, hit a wall (which will automatically cancel into a jump) or land
*When gliding, diving speeds you up & ascending slows you down

HOVER FLAP [Jump]:
4 dmg

KNIGHT TEAM ATTACK [Everybody use guard, release guard while Meta Knight is on the bottom of a stack.]

2P Sword Beam - 46 dmg
3P Sword Beam - 63 dmg
4P Sword Beam - 83 dmg

*Meta Knight fires a large sword beam in a straight horizontal path.


Tornado
*Unwieldy and awkward movement, but covers distances quickly

TORNADO ATTACK [Press 1]
16 dmg per hit
Max Total - 80 dmg

*Can hit bosses up to five times.
*Invincible for the duration of the move

TORNADO DASH [Dash +1 in midair]
Physical hit - 20 dmg
Back Draft -16 dmg

*Invincible for the duration of the move.

FALLING GUST (Down + 1 in midair):
1st gust hit – 8 dmg
2nd, 3rd, 4th, 5th gust hits - 7 dmg per hit
Max total - 36 dmg

Shockwave is NOT comboed from gust hits - 12 dmg
Shockwave IS comboed from gust hits - 10 dmg

*Invincible during start up until wind leaves Kirby's body.
*Shockwaves can't do damage if the gust makes more than 1 or 2 hits.

RISING GUST [Up +1]
1st Gust hit - 8 dmg
2nd, 3rd & 4th hit - 7 dmg per hit
Max total - 29 dmg

*Invincible during start up until wind leaves Kirby's body.
*Rising gust has a shorter duration than falling gust.

HYPER TORNADO [Waggle or Mash D-pad during Tornado Attack]
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 attack
*Highest damage comes from comboing previous hits.
*Waggle charges faster than mashing the D-Pad.


Water
*Water property puts out fire blocks.
*Enhances water gun by doubling it's range and making it 3 times as wide

WAVE ATTACK [Press 1]
12 dmg

SURF [Dash]
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.
*Can crash into enemies without getting hurt.

WAVE SURF [Dash +1]
32 dmg
*Can can surf on the surface of water, even when the move ends.
*Invincible for the duration of the move.

GEYSER [Up + 1]
16 dmg per hit

*Hold UP and Mash 1 for continuous hits.

FOUNTAIN HOVER [Down +1 in midair]
8 dmg per hit

*Can adjust the height Kirby hovers at with UP or DOWN.

WATER CROWN [Down +1]
16 dmg
14 dmg if rapidly comboed.

RAINBOW RAIN [Hold Down, then Up + 1]
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

*Kirby is invincible for the duration of the move.
*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.


Whip
*Can strike through walls

WHIP STRIKE [Press 1]
16 dmg

100-WHIP SLAP [Mash 1]
1st hit - 8 dmg
Repeat hits - 7 dmg
Final hit - 10 dmg

*Mash 1 for repeat hits, difficult to do as it requires fast timing.

CEILING STRIKE [Up +1]
16 dmg

JUMP STRIKE [Down + 1 in air]
22 dmg

100 WHIP DASH [Dash +1]
1st hit - 16 dmg
2nd 3rd hit - 14 dmg per hit
Max total - 44 dmg

*invincible for the duration of the move.

WHIP TORNADO [Down then Up + 1]
Rising hit -16 dmg
1st air hit is NOT comboed from rising hit - 12 dmg
1st air his IS comboed from rising hit - 10 dmg
2nd 3rd air hit - 10 dmg per hit
Max total - 46 dmg

*Invincible during ascension only.

WHIP GRAB[Hold 1, release]
Whip Strike - 16 dmg
Held object -36 dmg
Total max - 52 dmg

*Invincible while holding object.

FRONT LAST [Whip Grab + 1 or Whip Grab + Forward]
Slammed object - 52 dmg

DOUBLE LASH [Whip Grab + Down]
Slammed object - 52 dmg

BACK LASH [Whip Grab + Back]
Slammed object - 52 dmg

HIGH LASH [Whip Grab+ Up]
Slammed object - 52 dmg


Wing
*Gives Kirby superior mobility in the air.

FEATHER GUN [Press 1]
1st hit - 8 dmg
Repeat hits - 7 dmg

TARGET FEATHER [1 + Dirction]
1st hit - 8 dmg
Repeat hits - 7 dmg

CONDOR HEAD [Dash + 1 or Dash + 1 in Midair]
1st hit - 14 dmg
2nd & 3rd hit - 12 dmg each
Max total - 38 dmg

*invincible for the duration of the move.


COMBO BOMB [Down +1 during Condor Head]
Body hit is NOT comboed from Condor Head - 24 dmg
Body hit IS comboed from Condor Head - 21 dmg
Shockwave - 18 dmg

*Boss invincibility makes Condor Bomb hit once. The entire combo (Condor Head + Condor Bomb) does 62 dmg max.
*invincible for the duration of the move.
*Can be canceled with hover flap and then comboed into Dive Bomb any time before hitting the ground.

COMBO DIVE [Up, then Down +1 During Condor Head]
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.
*Can be canceled and comboed into Dive Bomb any time before hitting the ground.

DIVE BOMB [Down + 1 in midair]
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

*invincible for the duration of the move.
*Can be canceled and tcomboed into another Dive Bomb any time before hitting the ground.

CONDOR DIVE [Dash + Down + 1 in midair]
Body hit - 24 dmg
Shockwave is NOT comboed from body hit - 24 dmg
Shockwave is comboed from body hit - 21 dmg
Max total – 48 dmg

*invincible for the duration of the move.
*Can be canceled and comboed into Dive Bomb any time before hitting the ground.

TOSS [Up or Forward next to foe + 1]
5 dmg

*Can grab objects in midair.

SHUTTLE LOOP [1 Right after Toss]
Shuttle Loop is NOT comboed from Toss – 50 dmg
Shuttle Loop IS comboed from Toss - 43 dmg

*Only combo in the game where the entire combo (Toss + Shuttle Loop) does less damage than just hitting with one part (Shuttle Loop only)
*Invincible for the duration of the move and briefly after completion.

HOVER FLAP [Press 2 in midair]
4 dmg


Landia
*Used ONLY in SHMUP level/battles.

STAR BREATH [Press 1]
1st hit - 3 dmg
Repeat hits - 2 dmg

BURST BREATH [Hold 1, release]
16 dmg
8 dmg for 'tail' of shot

*For this move, to hit with the 'tail' of a star shot you need the back half of your body to be overlapping/near the enemy

LANDIA CANNON [ Hold 1 + Waggle or Hold 1 + Mash Dpad]
Front Blasts - 24 dmg
Back Blasts – 16 dmg
8 dmg for 'tail' of shot

SPIRAL DRAGON [PRESS 2]
32 dmg

*Invincible for the duration of the move.

------------

Hyper
*Aquired when a character eats invincibility candy.

CONTACT/JUMP/SLIDE/FREEFALL BOUNCE - 64 dmg

*Idling doesn't work on main bosses, to damage them you must actively attack them (slide, jump through them, or freefall on them.) However contact DOES work on midbosses.

-------------

GSK's Crash and Mike explanations

For the 20 main abilities, no power Kirby, King Dedede, Meta Knight and Waddle Dee we know that the damage reduction is:

2 players = -10% dmg
3 players = -12.5% dmg
4 players = -15% dmg

To see how the game calculates it, 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

Step 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

Step 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

Step 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 the "regular" moves of Mike and Crash, the actual value obtained for damage reduction itself gets halved NOT the % of the damage reduction (but 4 player Crash is a bit weird). To see how the game calculates it, let's use the case of there being 4 players. The attack we're hitting with is the 1st "regular" move of Mike. Therefore, we know it does 33 dmg normally

Step 1: Calculate the normal % damage reduction
In this case, we know that since there are 4 players the normal scaling is 15%. So, to calculate the normal % damage reduction we need 15% of 33, which is 4.95

Step 2: Round the damage reduction to the nearest integer
The damage reduction we obtained from Step 1 was 4.95, so if we round it to the nearest integer it becomes 5

Step 3: Half the damage reduction
The damage reduction we obtained at the end of Step 2 was 5, so if we half the damage reduction it becomes 2.5

Step 4: Round the new damage reduction to the nearest integer
The new damage reduction we obtained at the end of Step 3 was 2.5, so if we round it to the nearest integer it becomes 3

Step 5: Apply the new damage reduction to get final damage
The damage reduction we obtained at the end of Step 4 was 3, so now we subtract it from the normal dmg of the move we're hitting with. In our case, we know that the normal dmg for the 1st "regular" move of Mike is 33. Therefore, the final damage is 33 - 3 = 30 dmg

The above 5 steps produce the correct values for all the "regular" attack cases of Mike. For Crash, it works for all but 1 "regular" attack case, since it gives 4 player Crash damage as 91 instead of 92.

Finally, Supernova ignores damage reduction, Encore is a special case.

------

Credits:
CREDITS:
Plas Durock - Testing & Confirmation/corrections, Main Guide (Kirby's Rainbow Resort/Gamefaqs)
Chooch - Putting up with me, Guide Layout. (Kirby's Rainbow Resort)
gsk6390 - Testing & Confirmation/corrections, Math Algorithms, Character Differences. (Gamefaqs)
Walkthrublazer - Multiplayer Testing. Video confirmation. (Gamefaqs)
Avengah - Testing (Gamefaqs)
ansujitsu - Testing (Gamefaqs)


Nintendo and Hal Labs for creating the Kirby series!


Last edited by GrnFzzTgr on September 4th, 2012, 8:53 am, edited 76 times in total.

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PostPosted: October 29th, 2011, 5:27 pm 
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Star Dreamer of the Younger Days Male
Star Dreamer of the Younger Days

Joined: December 6th, 2008, 8:08 am
Posts: 76
Favorite Kirby Game: Kirby's Epic Yarn
Location: The Halberd
Could I help?

All Super Abilities do one-hit K-O's,on all bosses....yeah.:P


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PostPosted: October 29th, 2011, 5:54 pm 
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Watch out, I bite! Male
Watch out, I bite!
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Joined: October 7th, 2003, 2:51 pm
Posts: 3313
Favorite Kirby Game: Kirby Super Star Ultra
Location: NY
If you want sure. Every attack has variations on damage. I list the range with the lowest and highest I get. Also note any findings you come up with. Like Hammer twirl has invincibility frames through the hole move, and so does ninja's smoke screen. Also note if the attack hits multiple times.


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PostPosted: October 29th, 2011, 5:59 pm 
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Star Dreamer of the Younger Days Male
Star Dreamer of the Younger Days

Joined: December 6th, 2008, 8:08 am
Posts: 76
Favorite Kirby Game: Kirby's Epic Yarn
Location: The Halberd


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PostPosted: October 29th, 2011, 6:17 pm 
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Watch out, I bite! Male
Watch out, I bite!
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Joined: October 7th, 2003, 2:51 pm
Posts: 3313
Favorite Kirby Game: Kirby Super Star Ultra
Location: NY
Do what? Hit multiple times?


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PostPosted: October 29th, 2011, 6:44 pm 
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Star Dreamer of the Younger Days Male
Star Dreamer of the Younger Days

Joined: December 6th, 2008, 8:08 am
Posts: 76
Favorite Kirby Game: Kirby's Epic Yarn
Location: The Halberd


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PostPosted: October 29th, 2011, 7:20 pm 
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Star Dreamer of the Younger Days Male
Star Dreamer of the Younger Days

Joined: December 6th, 2008, 8:08 am
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Favorite Kirby Game: Kirby's Epic Yarn
Location: The Halberd
Spear Copter can hit multiple times too.


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PostPosted: November 4th, 2011, 3:15 am 
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Watch out, I bite! Male
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Favorite Kirby Game: Kirby Super Star Ultra
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Updated.. Help is still wanted!


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PostPosted: November 4th, 2011, 8:41 am 
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Favorite Kirby Game: Kirby: Planet Robobot
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Dedede's hammer's actually considerably weaker than Kirby's, though he has a longer reach. He's also King Dedede.

Hammer does 26

Dedede also lacks (Ultra) Giant Swing and instead uses Hammer mid-air. This does 26 as well.

Triple Dedede Hammer does 16, 16, then 32. stars do 12 each.

Giant Dedede Spin does 26.

Dedede Hammer Flip does 46 with just the swing, it seems to stay the same whether the charge hits or not. The charge seems to be about the same as Kirby's. It lacks the fire-element and can't light fuses or break ice blocks.

Dedede Hammer Throw does 32 with the thrown hammer, the spin still does 26. He has unlimited throws.



Dedede has more health than any of the other three, while Meta Knight seems to have the least. Waddle Dee I think has about the same amount as Kirby, but I'm not sure on that.


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PostPosted: November 4th, 2011, 8:45 am 
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Puff in Training Male
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Favorite Kirby Game: Kirby 64: The Crystal Shards


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PostPosted: November 4th, 2011, 8:52 am 
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Forum Moderator Male
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are...are we really going to use that term for a Kirby game?


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PostPosted: November 4th, 2011, 4:55 pm 
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Watch out, I bite! Male
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@minon No, I'm not comfortable with the name of the term either. Need something better.

Yep I have Dedede's stats, good to see your results are the same as my first test and the other guy whose testing first results too! I just haven't put his in the new format yet. I'm still going to retest him too. I kept getting different results for hitting with the back of his hammer during hammer flip. The aura has to hit to get a different reading.

Multispear attack and multi sword attack were a nightmare to test... I WONT enjoy meta. I did wing, but I'm waiting for the other guy's results for it too, since I'm confident i have errors.
Yes you're right about Meta, Dedede and Waddle Dee's health.

@mecha wave The most damaging single attacks are Crash's Super Nova and Mike's Encore, for higher damage you need attacks that combo. It also depends on the boss's size and invincibility frames. is simply guinea pig because we can see the damage we dish out to him. He gets so much abuse but he LOVES it.


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PostPosted: November 4th, 2011, 6:27 pm 
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Watch out, I bite! Male
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Nevermind :P


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PostPosted: November 4th, 2011, 7:32 pm 
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Waddle Doo Female
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If I recall correctly, Leaf Hide's invincibility doesn't block all attacks like Stone does. Powerful stream/beam attacks like Fatty Puffer's and breaks through Leaf's invincibility and makes Kirby drop the ability. In fact I think a lot of attacks, like the shape-drawing attack, will harm Kirby in Leaf Guard if he's not in a safe area.


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PostPosted: November 4th, 2011, 11:48 pm 
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Watch out, I bite! Male
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Tested Leaf guard.. It protects against everything except for 2 things.

1. Getting crushed by walls/ciellings
2. 's black hole attack


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PostPosted: November 5th, 2011, 7:52 am 
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Watch out, I bite! Male
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Updated all gathered ability data, added colors, explained and updated terms and added some notes.


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PostPosted: November 5th, 2011, 8:38 am 
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Waddle Doo Female
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Stone does not protect against the black hole either.

That black hole sucks. :sad:


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PostPosted: November 5th, 2011, 7:52 pm 
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Watch out, I bite! Male
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Pun intended..?


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PostPosted: November 5th, 2011, 7:55 pm 
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Waddle Doo Female
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Naturally.

Although the sucking's far from the worst thing about that attack.


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PostPosted: November 6th, 2011, 10:04 pm 
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Watch out, I bite! Male
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Added character differences as well added Meta knight's and Waddle Dee's data, fixed some errors.


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