Kirby's Optimal Throw Combos at 0% (V7.0.0, Outdated)
This is extremely outdated. Check out the V9.0.0 version of this showcase for more accurate combos.
https://www.youtube.com/watch?v=rvB-Hls5kS8
This is an updated version of my previous Throw Combo video in order to include Byleth. This also includes a different combo for Marth/Lucina (my previously shown one was overlooked and confirmed to not be a true combo) and two new combos for Ivysaur and Pit.
All of these combos work at 0% (Or 1% if you're Charizard, Ivysaur, or Pit/Dark Pit). The combos shown work on any flat stage, Lylat, and Battlefield.
If you're interested in BF/Lylat specific throw combos, check out one of my previous showcases here: https://youtu.be/kQVRDzaDpR4
If you're interested in Copy Ability setups & Copy Ability combos under BF/Lylat platforms, check out this showcase: https://youtu.be/WVMWbeTF3og
Echo Fighters (and Doctor Mario) are not directly shown because they share the same properties as their originals.
95% of these clips are shown with NO tumble. This means DI is impossible with these conversions.
DI on Utilt is negligible and worst case scenario Kirby can just Bair/Nair instead of Usmash. Everything else that sends into tumble was tested with optimal DI beforehand in order to ensure consistency. If you don't believe me, that's OK, just test it out yourself in-game. If I made a mistake, please let me know and provide evidence!
If Dair Utilt Bair is shown instead of Dair Utilt Usmash, that means Usmash is not a true followup. If you see Dair Utilt Usmash used, then you can substitute the finisher with Bair instead if you'd like to keep one of your kill options fresh.
If Dair Jab is used, that means Dair Utilt is not true against the character in question. This is due to them landing and not being in hitstun long enough to prevent shielding.
These conversions are focused on damage optimization and some others are focused on positioning. These conversions also account for opponent's escape options not only in the form of Airdodge, Jump, and combo-breaking attacks, but hurtbox shifting as well. That's why you don't see a lot of Fthrow Dair, because a lot of characters can shift their hurtbox via animation to avoid it. I also show the combo counter in a few conversions because they may seem illegitimate at first, but they're actually guaranteed.
Copy Abilities are included!
Every turnaround Utilt done after a Dair is an instant turnaround Utilt. Don't know what that is? Check out a tutorial here: https://www.youtube.com/watch?v=xfpcGBeZFoQ
Unfortunately, Pichu and Diddy Kong have absolutely no combos that work on them at 0%. Their hurtbox sizes in a non-tumble animation are just too short/slim. Fortunately, Pichu is never really at 0% and Diddy Kong isn't as common anymore.
Fun Fact: Every character who gets hit by Dair Utilt Bair/Usmash can get hit by Dair Utilt Inhale. Keep this in mind for getting Copy Abilities!
Another Fun Fact: I really liked messing around with these combos vs Shulk and using the Monado Arts. There's definitely way more you can do, but I need to practice them.
The songs used are:
Peppermint Palace (Kirby & the Amazing Mirror)
Cabbage Cavern (Kirby & the Amazing Mirror)
Sand Canyon 1 (Kirby's Dreamland 3)
Float Islands (Kirby Super Star)
Forest Stage (Kirby Air Ride)
Moonlight Capital (Kirby Triple Deluxe)
Together with the Spring Breeze (Kirby Super Star)
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