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#### User Info: Plasdurock

Plasdurock
8 years ago#1
Well since the guide wasn't accepted for gamefaqs. I guess I'll go with the next best option which is posting the mostly complete data here. I'll keep this simple and get right to the meaty stuff.

CREDITS:
Plas Durock - Testing & Confirmation/corrections, Main Guide (Kirby's Rainbow Resort/Gamefaqs)
Chooch - Guide Layout. (Kirby's Rainbow Resort)
gsk6390 - Testing & Confirmation/corrections, Math Algorithms, Character Differences. (Gamefaqs)
Walkthrublazer - Multiplayer Testing. Video confirmation. (Gamefaqs)
Avengah - Testing (Gamefaqs)
Nintendo and Hal Labs for creating the Kirby series.

NOTES:

*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 round to the nearest integer. The variations you see in the damage for the same attack are false. The actual value 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. Some attacks appear to force different durations of mercy invincibility.

Also, once a major boss reaches at least half their max hp, they'll become invulnerable for a brief period. Their HP bars will flash while they're invincible however. After this brief phase their attack patterns will change.

*Damage for attacks gets reduced every time whenever you add extra players. The reductions are as follows.

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%

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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: Refer 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 isn't fire type
- Can't do Giant Swing/Ultra Giant Swing
- 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

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

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

----

COPY ABILITIES:

Key:

Ability name
*Ability notes

TECHNIQUE [Command]
#hit/hit type - Damage

*Technique notes

----
Fiction is obliged to stick to possibilities. Truth isn't. -Mark Twain

#### User Info: Plasdurock

Plasdurock
8 years ago#2
Kirby
*Can inhale enemies and to copy their powers or can spit them out as stars.

Contact – 3 dmg
Contact during mercy invincibility - 10 dmg

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

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 on totem guard, release guard while Kirby's on bottom]
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

DROP COPY ABILITY [Press (-)]

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

Beam
*Electric property, most attacks provide light in dark places.
*Brief invincibly 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 circles of 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 Midboss/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.

-------------
Fiction is obliged to stick to possibilities. Truth isn't. -Mark Twain

#### User Info: Plasdurock

Plasdurock
8 years ago#3
-------------

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

-------------
Fiction is obliged to stick to possibilities. Truth isn't. -Mark Twain

#### User Info: Plasdurock

Plasdurock
8 years ago#4
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.

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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.
*can perform a hammer throw by pressing (-) during 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

-------------
Fiction is obliged to stick to possibilities. Truth isn't. -Mark Twain

#### User Info: Plasdurock

Plasdurock
8 years ago#5
King Dedede
*Largest character
*25% more health than Kirby
*Hammer is weaker than Kirby's but has more reach
*Can't perform Giant Swing/Ultra Giant Swing

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.

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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 dmg
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

-----
---
Fiction is obliged to stick to possibilities. Truth isn't. -Mark Twain

#### User Info: Plasdurock

Plasdurock
8 years ago#6
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

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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

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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
Fiction is obliged to stick to possibilities. Truth isn't. -Mark Twain

#### User Info: Plasdurock

Plasdurock
8 years ago#7
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 most 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.

Popping bubble - 24 dmg
Fiction is obliged to stick to possibilities. Truth isn't. -Mark Twain

#### User Info: Plasdurock

Plasdurock
8 years ago#8
-------------

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.

*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)

-------------
Fiction is obliged to stick to possibilities. Truth isn't. -Mark Twain

#### User Info: Plasdurock

Plasdurock
8 years ago#9
Bandanna Dee
*Can't hover, has infinite jumps instead. Making him faster than King Dedede and Kirby, but slower than Meta Knight.
*Has the same HP as Kirby

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.

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

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 on totem guard, release guard while Waddle's on the bottom]

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

* Widest range of all team attacks.
*During the attack, multispear attack is performed, hits foes up to five times.

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Stone
*Smashes metal blocks and wooden pegs.
*Kirby is invincible during stone transformation startups, and of course for the duration of stone form.
*Stone forms protect against everything except for Magolor's black hole attach and getting crushed by the level.

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 1 hit - 4 dmg
Repeat transformation hits - 3 dmg
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

*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]

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Fiction is obliged to stick to possibilities. Truth isn't. -Mark Twain

#### User Info: Plasdurock

Plasdurock
8 years ago#10
Sword
*Cuts ropes, goes through walls.

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
Shock wave - 16 dmg

*The sword is a sweet spot, hit with it directly as opposed to striking from the side for the most damage.

*Brief invincibility during start up and when landing.

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
Total Max - 80 dmg

*Invincible for the duration of the move

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Fiction is obliged to stick to possibilities. Truth isn't. -Mark Twain
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