Kirby Super Star – Damage FAQ
Super Nintendo
Damage FAQ by Quasar84
Version: Final | Updated: 01/18/2007
----------------------------------- KIRBY SUPERSTAR - Damage FAQ vFinal ----------------------------------- (c) January 18, 2007 Quasar84 (Quasar84@gmail.com) Introduction: I often thought about the RPG Battle in Kirby Super Star. At first, it was comical, but as time went on it became less and less funny, and more and more intriguing. Here, the designers had given people the opportunity to discover many of the numeric components of the game. Determined to unlock the damage of every move, I began experimenting. Thanks to everyone who wrote me with corrections and updates. I am no longer updating this FAQ. I don't have the time I used to, and while I'm a firm believer in MAKING time for things, I no longer have the passion to make time for this. I also want to apologize to anyone who e-mailed my yahoo account. It got deleted and I no longer have your names and cannot properly credit you. Thanks for your support, and sorry again. Lastly, thanks to Floogal for doing some major revision to this document and reminding me of its existence! Your work is much appreciated. He's made a change to the majority of the powers in some way, added a few new terms (chainable for moves that you can repeat without entering the whole command again, and nonstun for moves that don't provoke invinco-time on enemies or bosses), added a few bosses I missed, and provided damage for a lot of the previously labeled "instant kill" (mostly grab) moves. With no further ado, welcome to the final version. Please don't send me any more e-mail, but thanks for your time all the same. =) --------------- Version History --------------- vFinal - My last version of this FAQ. Special thanks: -Floogal, this version is mine in name only, really. -Ryan Simon, who mentioned chainable attacks to me first, and mentioned you can lift off by tapping y with break spin. -Vic S, the first person to give me complete data on Mike. -ForteGS, for supplying some HP values for Kirby and the helpers, and mentioning the bomb move I forgot. He also included a number of move clarifications and corrections which I have noted where relevant. Among the changes: -Changed the two air moves for Suplex to do 70DMG to held enemy. -Changed Wing and Parasol slightly He also (like everyone ^^) wrote to tell me Mike's damage. -Michael Smith, for ALSO pointing out Mike. And the Great Cave Offensive technique using Mix that I think everyone but me figured out. =) v3.2 - Made the following changes: -Included Crash in the abilities. I was bad about testing these one shot powers. -Fixed 'Capture Beam' under Beam Power (I didn't include what the captured enemy could do as a projectile attack.) -Fixed Bomb Power (Laying a bomb does 26 damage, not 16.) -Made a few changes to the HP section -Sort of added 'Mike.' This is my biggest failure at the moment. -Thanks for the things in this update goes to: Ryan Simons, who pointed out I missed Crash and Mike, contact damage and reminded me to write about TAC Hand, and the 'puff' normal Kirby shoots. Justin, who also pointed out I missed Crash - it does 160 damage, actually, which is quite impressive. Zerakheyel, who mentioned Marx's wide beam as breaking Mirror Guard's defense. Indeed it does, though it's not the only thing after all... Kenneth E. Nagle, who also mentioned TAC Hand's brutal effectivenes, and thus encouraged me to see if it did more damage, among many other things he wrote about. Dr. Putter, just for giving feedback. ^^ v3.1 - The "Paint" attack was pointed out to me. What an oversight! Thanks to 'Pureshadow' for pointing this out to me. v3.0 - Added the star shot for 2P wheelie rider (Thanks, A.Khorram!), and more HP data. v2.0 - Made some revisions, mostly in format, but also added damage for Suplex moves, and HP for bosses in the Arena. v1.0 - First Edition of this FAQ ---------------------------------- Glossary of terms used in this FAQ ---------------------------------- Multihit - The attack's area of effect and duration allow it to hit multiple times. Nonstun - Enemies, minibosses, and about half of the major bosses will not have any invinciblity frames after being hit by this attack. If the attack can be repeated quickly, or it is also Multihit, then you can very quickly rack up damage. Invincible - Kirby will not take damage while performing this attack. Instant Kill - This attack doesn't affect most bosses, and instantly kills enemies. Non-Stop - This denotes projectile attacks which don't stop when they hit an enemy. Commital - Must follow through; An attack where you can't move until the attack has finished execution. Many attacks are like this, however, I've only tagged those for which the inability to move can be significant. Ex: Rising Break. Semi-Commital - Either you must finish this move, but can move around while doing it, or you can't move, but can stop doing this move when you want. Ex: Beam Machine Gun. Non-Commital - The attack can be cancelled early by pressing B. Chainable - For a mid-air dash attack, you can repeat the attack as much as you want as long as you don't touch the ground or hit B. For grounded dash attacks, you can repeat the attack as much as you want without needing to dash between attacks. ------------------------------------------- N O R M A L K I R B Y & H E L P E R S ------------------------------------------- Normal Kirby has 56HP. Most contact damage TO Kirby does between 5 and 10 HP, usually between 6 and 8. Special attacks vary. Unfortunately, the seemingly random damage of enemy attacks makes it very hard to analyze them well, even with memory hacking, and I've given up. Sorry to those who I promised a subsection on this subject. ForteGS wrote in to tell me he found Kirby to have 70HP, and gave these data: Kirby: 70 (Helpers) Rocky: 80 BioSpark: 38 Waddle Doo: 37 Burnin' Leo: 56 - ALL other partners have 48 HP. - Kirby's max. HP doesn't change when he's using Abilities. - An average enemy attack does 5-10 damage. Inhale (Y) - Instant Death, press down to copy power. Does not affect bosses. Can be used on minibosses generally after they're defeated. Star Shot (Y after Inhale) - 52DMG, will ricochet if grazes enemy (keeps same damage) Multi-Star Shot (Y after Inhale 2+ objects) - 60DMG, Non-Stop Puff of Air (Press B twice, not in water) - 10 DMG Slide (Down + B) - 13 DMG Headbutt (jump up or fall from high) - 16 DMG Contact (Run into something ^^) - 2 DMG. When you contact something, you suffer damage and the enemy suffers 2 damage. If you guard, your damage will be greatly reduced in most cases, and the enemy will still suffer damage. It is possible, though slow, to kill most bosses through guarding (indeed, it was necessary to do this to test Crash.) Bosses are immune to contact damage, but not if Kirby is guarding. Guard (L or R) - Reduces amount of damage taken. Kirby may still be knocked back however. Also, attacks that grab Kirby, such as the hand in the Combo Cannon, or Buggzy, or the common enemy Biospark can all break through Guard. Mirror Kirby changes Guard to 'Reflect Guard', which bounces back most enemy projectiles for high damage. Reflect guard does NOT increase contact damage and I do not believe it reduces damage any more than regular guard (though it does reflect many attacks entirely that regular guard would not.) Some attacks still damage even when guarding, such as the Sword Knight's attack, and Marx's Hyper Breath (or whatever it is.) ----------- P O W E R S ----------- ******* Beam ******* Beam Whip (Y) - 5 DMG per hit, Multihit, Commital, Nonstun Cycle Beam (Dash+Y) - 14 DMG per hit, Multihit, Chainable Beam Machine Gun (Dash+Y in Air) - 5 DMG per hit, Multihit, Semi-Commital, Chainable, Nonstun Capture Beam (Forward+Y) (Grabs Enemy) - Invincible, Commital, 44DMG to held; enemies released by this attack deal 60 damage as a short range Non-Stop attack. Wave Beam (Hold Y) - 26 DMG, Non-Stop ******* Bomb ******* Author's comment: No matter how you generate/toss the bombs, it only matters whether the bomb hits the enemy directly or not. If it hits directly, it does 16DMG but is a "nonstun" attack. If using the (Y near enemy) move or the bomb goes off in Kirby's hands, it does 26DMG. Throw a Bomb (Y) - See above Drop a Bomb (Down + Y) - See above Straight Throw (Dash+Y) - See above Set a Bomb (Y near enemy) - See above ******* Cook ******* Instant Death to normal enemies. Does not affect bosses. ******* Copy ******* Analyze Beam (Y) - 18 DMG TAC Hand (Y, Helper Only) - 18 DMG - Yes, it does the same amount of damage. The power of TAC hand does not lie in how much damage it does per hit, but in how very fast it can deal them, and in its multi-hitting characteristic. ******* Crash ******* Crashing Ability, "Crash Fire Ball" (Y) - 160 DMG, one use only ******* Cutter ******* Cutter Boomerang (Y) - 10 DMG Cutter Dash (Dash + Y) - 18 DMG, Commital, Invincible Cutter Drop (Hold Y, In Air) - 15 DMG High-Speed Cutter Drop (Down+Y, In Air) - 22 DMG, Commital Non-Stop Cut (Y, near enemy) 40 DMG Total* Step 1: 4 DMG, Nonstun Step 2: 4 DMG, Nonstun Step 3: 32 DMG, Non-Stop, Invincible *Appears to do more on normal enemies? ******* Fighter ******* Vulcan Jab (Y, Weak) - 5DMG per hit, multihit, Nonstun Smash Punch (Y, Strong) - 22DMG Leg Sweep (Dash + Y, Weak) - 6DMG, multihit, Nonstun Spin Kick (Dash + Y, Strong) - 18DMG at end of attack, 20DMG otherwise, Invincible Down Kick (Y, In Air, Weak) - 18DMG, bounces you off the enemy Double Kick (Y, In Air, Strong) - 22DMG Hold Leg (Hold Y after an 'Air' move) - 18 DMG per hit, Multihit Rising Break (Up + Y) - 2DMG per hit, 34DMG at very end, Multihits*, Invincible, Nonstun, Commital Grab Enemy (Near Enemy) - N/A Arm Throw (Grab + Y) - 50DMG to held, 70DMG to others, Invincible Tomoe Throw (Grab + Back + Y) - 50DMG to held, 80DMG to others, Invincible *At certain points in attack, it seems to do much more damage. I have been unable to consistently verify this, however. ForteGS writes that it does 68 at the very end, but was testing on normal enemies. ******* Fire ******* Author's comment: I'm mostly sure on this one, but I've experienced some variance in the damage of the Burning Attack... Blow Fire (Y) - 5DMG, Multihit, Commital, Nonstun FireBall (Hold Y + Back) - 40DMG, Multihit!, Semi-Commital Burning Attack (Dash + Y) - 14DMG, 12DMG for second hit, Commital, Invincible Mid-air Burning Attack (Dash+Y in air) - 16DMG, 14DMG for second hit, Commital, Invincible, Chainable only if you keep hitting a wall. Fireball Spin (B + Y) - 16DMG, can Multihit Fireball Roll (Fireball Spin right before landing) - 18DMG, can Multihit, Commital ******* Hammer ******* Hammer Nail (Y) - Hammer Portion - 30DMG Stars 'shot out' by Hammer - 12DMG Hammer Swing (Dash + Y) - Appears to vary inately, and vary if you're moving 'forward', staying 'still', or moving 'backward' (all relative to how you were facing/moving when you started the move.) Does between 26 and 16 per hit, and multihits..., invincible* Giant Swing (Y, In Air) - 14DMG, multihits Ultragiant Swing (Dash + Y, In Air) - 14DMG, multihits more often than the normal Giant Swing Hammer Throw (Dash + A) - 80 DMG, Non-Stop! (Causes you to lose power) Hammer Flip (Up + Y) - 80 DMG, 16DMG if hits from behind/underneath while charging, flames do 4 DMG, multihit *According to ForteGS: Hammer Swing: a very complex move, I'll explain on a normal enemy and on a boss. Normal enemy: there are two ways the attack can hit, if the first hit of the hammer is a direct hit, the enemy is sent flying with 26 damage (no other hits connect then, usually), but if the first hit misses, or is not a "direct hit", all hits do 16 damage (and you might end up doing some serious touching damage if the enemy is still standing and Kirby won't be hurt if the enemy dies by that damage, but all normal enemies die after that) ******* Ice ******* Freezer Breath (Y) - 8 to 10DMG depending on range, multhit, Commital, Nonstun Feezer Blizzard (Dash + Y) - 20DMG, multihit, Non-Commital Freezer Suction (Forward + Y, Near Enemy) - 54DMG to eaten enemy, briefly invincible* Freezer Ejection ('Y' after Freezer Suction) - 70DMG, non-stop Freezer Sprinkle (Y, In Air) - 18DMG, multihits Fast Freezer Sprinkle (Dash+Y, In Air) - 14DMG, multihits Frozen Enemy - 38DMG, non-stop only if Kirby kicked it beforehand *As ForteGS notes, the enemy is still "alive" inside Kirby and the damage is not applied until Freezer Ejection. ******* Jet ******* Store Power (Y) - 6DMG to anything in the flame Jet Kick (Release Y) - 14DMG (no power), 22DMG (some power), invincible, Commital 6DMG to anything in the flame Jet Heading (Release Y, In Air) - 14DMG (no power), 22DMG (some power), 30DMG (max power), invincible, Commital 6DMG to anything in the flame Quick Heading (Dash+Y, In Air) - 22DMG (no/some power), 30DMG (max power), invincible, commital, chainable 6DMG to anything in the flame Jet Dash (Release Y, Max Power) - 30DMG, invincible, semi-commitable 6DMG to anything in the flame Jet Cracker (Jet Dash + Y) - 45DMG, invincible Ultra-jet Jump (Max Power, B in air) - 26DMG (only from explosion), invincible Jet Blow (Y near enemy) - instant-death to held, 60DMG to others, non-stop, invincible Diving Rocket (Y near enemy, max power) - 80DMG to held, 80DMG to others, non-stop, invincible ******* Mike ******* Loudspeaker (Y) - 40 damage to all enemies Desk Stand (Y) - 60 damage to all enemies Mike Stand (Y) - 80 damage to all enemies ******* Mirror ******* Mirror Cut (Y) - 22DMG Reflect Force (Hold Y) - 12DMG, multihit, provides a partial shield Mirror Body (Dash + Y) - 16DMG on 'break apart' hit, 22DMG on 'return' hit, commital, chainable Reflect Guard (R or L) - 1DMG per hit. It reflects most enemy projectiles. Reflected things using Reflect Force or Reflect Guard: 40 DMG, non-stop, multihit ******* Ninja ******* Knife Throw (tap Y) - 5DMG, nonstun Quado-Shock attack (Hold Y) - Slash 22DMG, Succesive Shots (Near Enemy) - 24DMG Dash Attack (Dash + Y) - 30DMG at very end of attack, otherwise 6DMG Ninja Kick (Down + Y) - 14DMG, rebounds you away from enemy, non-commital Hide Defense (Y when hurt) - 26DMG, temporarily invincibile Air Drop (Y near enemy) - 50DMG to held enemy, 60 DMG to others, invincible, non-stop ******* Paint ******* Paint (Y) - 70 DMG, hits all ******* Parasol ******* Author's comment: An interesting power, it's worth noting that just walking the parasol into something (or having something walk into the parasol) will deal it 6 DMG per hit. Parasol Swing (Y) - parasol: 18DMG (far), 16DMG (close) sparkles: 10DMG (graze), 12DMG (otherwise) Parasol Shield (Hold Y) - 8DMG per hit, multihit, can absorb projectiles. Parasol Drill (Dash + Y) - 4, 8, 10, or 18DMG, depending on how fast and how direct. Can multihit. Parasol Dive (Down + Y) - 28DMG (close), 14DMG (graze), non-commital Parasol Roll (Y near enemy) - instant-death to held, 60 DMG to others, invincible ******* Plasma ******* Plasma Needle (No Power) - 5DMG, nonstun Plasma Arrow (Slight Power) - 10DMG Plasma Spark (Medium Power) - 30DMG Plasma Laser (High Power) - 32DMG, Non-Stop Plasma Wave Cannon (Full Power) - 40DMG, Non-Stop, hits behind too -At this power level, Kirby is surrounded by a sphere of energy that deals 6 DMG on contact and provides superior protection compared to basic guarding. ******* Stone ******* Stone (Y) - Become invincible Turbo Stone (Dash + Y) - 26DMG, become invincible Stone Smash (Y, In Air) - 55DMG, become invincible Stars do 16DMG. ******* Suplex ******* Pin Point Kick (Down and Y, In Air) - 16 DMG, Semi-Commital Quick Stamping (Y twice near enemy) - 50 DMG to held, 70 DMG to others --- All the 'after lifting' moves are commital attacks, and turn what's being held into a non-stop multihitting projectile. You are invincible while performing all of them, until the point where you 'let go' of the enemy. --- Body Breaker (Up after Lifting) - 50 DMG to held, 70 DMG to others Body Slam (Down after Lifting) - 50 DMG to held, 70 DMG to others Pile Driver (Forward after Lifting) - 50 DMG to held, 60 DMG to others German Suplex (Back after Lifting) - 50 DMG to held, 60 DMG to others Lariat (Y after Lifting) - 50 DMG to held, 60 DMG on forward part, throws enemy backward for 70 DMG Jumping Body Slam (B after Lifting) - 50 DMG to held, 60 DMG to others Air Body Slam (Up, Left, or Right after Lifting In Air) = 70 DMG to held, 60 DMG to others Air Body Down Slam (Down after Lifting In Air) = 70 DMG to held, 90 DMG to others ******* Sword ******* Chop (Y) - 18DMG Beam (Y, at a distance, when health is full) - 16DMG Multi-Sword Attack (Y repeatedly) - 6DMG per hit, multihit, commital, nonstun Sword Stab (Dash + Y) - 12DMG (Hold Y after Sword Stab) - Sword stays and deals another 12DMG Mid-air Chop (Y in air) - 22DMG, bounce off enemy - 16DMG (hold), don't bounce, multihit Down Air Stab (Down + Y, In Air) - 24 DMG 18 DMG (hold) Unnamed Swing (Dash + Y, In Air) - 12 DMG per hit, multihit ******* Wheel ******* Wheel Dash (Y) - 12/14/16/18DMG per hit, multihit, semi-commital, invincible for maximum speed, turn against wall/edge of screen to "push" off of it while doing windup, 10 DMG, multihit, nonstun, invincible Parking Wheel (Hold B as hit wall/screen) - 10 DMG, multihit, nonstun, invincible Star Shot (1P, Y) - 52DMG per hit, non-stop, short range attack ******* Wheely Rider ******* Author's Comment: Not really a 'power', but since it has a unique damage value, why not include it? I'm almost sure it's right. Wheel Dash (Y) - 16DMG per hit, multihit, semi-commital, invincible while doing windup, 10 DMG, multihit, nonstun, invincible Wheelie Rider Shot (Y, 1P controller, and (optional) directional button.) - 52DMG per hit ******* Wing ******* Author's Comment: Because the toss moves are instantly executed, it's nearly impossible to figure out how much damage they do with any reliability... Wing Flap (B in air) - 4DMG, nonstun Feather Gun (Y) - 6DMG per feather, nonstun Condor Heading (Dash + Y) - 10DMG per hit, commital, multihit, chainable, invincible - 12DMG at very beginning of move Bomber Heading (Down + Y) - Body does 18DMG on hit, invincible, non-commital Ground Sparks do 26DMG Toss (Forward and Y, near enemy) - No damage to tossed enemy, commital, invincible 8 DMG to those that touch Kirby Shuttle Loop (Y, After Toss) - 16 DMG per hit, multihit, invincible, commital, hits around 4 times. ******* Yo-Yo ******* Yo-Yo Throw (Y) - 16DMG, non-stop, commital Up Throw Attack (Up + Y) - 18DMG, non-stop, commital Down Throw Attack (Down + Y) - 18DMG, non-stop, commital Air Spin (Down, Up + Y) - 26DMG on the up motion, 6DMG on the down motion, commital, multihit, invincible Break Spin (Dash + Y) - 10DMG, semi-commital, multihit, invincible, tap Y to gain height and extend move Mid-Air Break Spin (Dash + Y) - 12DMG, semi-commital, multihit, invincible Hammer Drop (Y near enemy) - 50DMG to held, 60 DMG to others, invincible --------------------------------- H P O F T H E B A D G U Y S --------------------------------- Author's Note: The HP of bosses seems to vary depending on wether or not you began the battle with a helper. There's an increase of roughly 25% of their base HP, which is what's listed here. (The actual figure I calculated in the RPG Battle is 22.7%, for what it's worth.) Enemies: Generally 5 to 20 HP. Notable exceptions are those tough bearlike striped enemies - 55 HP. Bonkers 160 Buggzy 160**** Butterfingers 130 Chameleo Arm 210 Combo Cannon 190 Cook Kawasaki 100 ComputerVirus Slime 64 Witch 1 80 Witch 2 100 Dancing Doll 100 Evil Knight 180 Red Dragon 250 DynaBlade 230 Fatty Whale 230 Frosty 110 Halberd's Reactor 2000(!)* Cannon 600 Heart of Nova 3240(!!)* Heavy Lobster 275 King DeDeDe 220 Kracko 170 Kracko Jr. 120 LaLaLa 100 LoLoLo 100 Marx 350 MetaKnight 270 Poppy Bros. Sr. 80 Smasher 140 Twin Woods 256 (128 each) Waddle Dee 200 Wham Bam Rock 225 Whispy Woods 190 * = These values were reported from ForteGS's hacking. I have not independently verified them, but they seem plausible. He also mentioned the Reflect Laser in the Halberd Reactor fight does 600 DMG to the Reactor and 32DMG to the cannon. He ALSO writes: "Heart of Nova: The Heart of Nova has 3240 HP altogether, you do 58 damage with your ship (the diagonal attacks do 58 normally and the direct stars attack does 58 damage within 2 hits.) The HP of the cannons you attack as you see them (after the first six, you should go backwards): 440, 320, 560, 160, 440, 320, 440 and 560" (For a grand total of 3240) **** = It took 90 damage with Fire Kirby to down him, 160 with Yo-Yo, and a whopping 400 with Ninja. However, I did not have this experience with other bosses.
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