SSBU Kirby Throw Combos (V13.0.1)

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This is the final version of the Kirby Throw Combo video, being made after Sora's release and potentially the final balance patch for the game. This is also the final version that I personally will make, as my motivation and time have drained for these kinds of projects. I'm glad to have worked on this and provide a reliable resource for Kirby players, both old and new, to learn from. This project also couldn't have been done alone, as Kirby players from both Twitter and the SSBU Kirby Mains discord helped a ton. Don't be afraid to experiment with other potential combo routes, though! I'm very certain I didn't cover absolutely every combo out there and there may be some that I don't even know about.

Inhale setups were included as some matchups are better started with the Copy Ability, assuming you get the grab at 0%.

Fthrow Fair Dash Utilt (+Utilt) Bair/Usmash is a combo that works on nearly the entire cast while keeping high damage output and without being very vulnerable to SDI. I would recommend doing this combo over the alternatives I show, but it is very dependent on your execution skills. The alternatives are usually weaker than this combo, but require less execution skill from the Kirby.

All of these combos work at 0% (Or 1% if you're Charizard, Ivysaur, Pit/Dark Pit, or Wolf on SBF). The combos shown work on any flat stage, Lylat, Small Battlefield, and Battlefield.

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. Every situation with tumble shown is with DI Away and the victim escaping with their best/fastest option. 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 Bair is shown as a finisher instead of Usmash, that means Usmash is not a true followup. If you see 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.

If the combo counter does not register for a Utilt, that means the Utilt connects while the opponent is suffering landing lag. It's still a true followup, though!

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.
Copy Abilities are included!

Every turnaround Utilt done after a Dair or Dash after Fair is an instant turnaround Utilt. Don't know what that is? Check out a tutorial here:    • Instant Turnaround Tilts Tutorial (V6...  

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.

All of this was done with jugeeya's Training Modpack! No longer must I suffer with Smash Ultimate's default training mode tools. Check it out here if you're interested and have a modded switch. https://github.com/jugeeya/UltimateTrainingModpack







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