Kirby Super Star Ultra - Helper To Hero with Sir Kibble - sub-8, no healing, 3 consecutive jump max
Rules:
-Clear Helper To Hero within 8 minutes
-No more than 3 consecutive jumps
-No healing allowed
I was motivated to do this to make a point about range characters' melee ability and why having it be nuanced works better than having an overspecialized character choice. The irony is that I was willing to settle for sub-9 at this point because I was sick of dying at Wham Back Rock/Jewel, but the good luck I got with Computer Virus not doing its wretched defense moves, as well as proper handling of Meta Knight and WBR, got me a new record, over the previous time I had that only aimed to get a new record way back when.
I will say this: I think Sir Kibble could indeed have been more efficient. Cutter Drop, while definitely workable enough, doesn't quite justify its safety issues within its damage value. Final Cutter also barely manages burst damage, although there are moments where it can still help. Still, what I have to work with is definitely enough for the purposes of the video, especially when Sweep Cutter has its direct hit checked for first on each frame in trade for the direct hit coming out after the boomerang, which is how I'm able to deal reliably 78 damage, upwards of 88, per round against Computer Virus, simply by attacking just before my attack phase starts up. Sweep Cutter even has useful maneuverability that I can use against bosses like King Dedede, Meta Knight, and especially Wham Bam Rock/Jewel. Cutter Dash having moments of utility that can be thought of as strafing is also a nice touch.
I'm providing this video as a point that melee attacks being more consistently adept promotes the harmony between long range and close range combat, and that under proper balancing, melee attacks are more reflecting on the character than anything. Here with Sir Kibble, his melee moves are more focused on mobility mixup, where somebody like Poppy Bros. Jr. might be more focused on precision placement. I think what also helps is when the more dedicated melee specialists stand out MORE, but in a manner that has their players feel more empowered by being the ones behind the hand-to-hand instead of the game. Close range incentive also can be good for disrupting the disruption guys.
My solution to long range balance in terms of multiplayer would be to make it more utility-based and primarily making sure its active power has working trade-offs that would globally help distance closure. Concepts like trick shots and leading shots will still be around to keep the damage consistent, but with their promotion by contrast, it would feel like you're fighting against an opponent who can be trapped when they're resorting to more sophisticated maneuvers to try to knock you off balance. I think the morale boost would certainly aid the heavy hitters in overcoming any wanting mobility.
I can again point to Kid Icarus Uprising having had ideas such that combat with standard Clubs was consistently interactive in close AND long range when the worst imbalances were curbed, which was sadly not as often not as often as I would have liked, but when we had cases like the Bumblebee Power providing viable Counter Play even on an Evasion+ setup that wasn't so bloated with modifier abuse to be entirely unbearable, it proves my point that simply what we would need is for long range combat to be vibrant enough, so that it still is potentially exhausting to fight through, but also having to worry about the foe's morale actively enough.
And yes, I think this becomes particularly fair game to bring up in light of the recent announcement of the character Great Reach Attack Buster System.
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