KIRBY and the Forgotten Land Copy Abilities: Weak to Powerful 💪

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Kirby and the Forgotten Land is Kirby's  newest adventure on the Nintendo Switch.   It introduced a lot of new features, such as  freedom of movement in a fully 3D environment,   the bizarre yet fun Mouthful Mode, and  the ability to evolve each of your copy   abilities at least once. Since we already  did a video on Mouthful Mode specifically,   today we’re focusing on Kirby's regular  copy abilities and their evolutions. I'm Kyle with 1upBinge, and this is Kirby and  the Forgotten Land Copy Abilities: Worst To Best. We had a tricky time trying to figure  out how we were going to rank these.   Kirby has 12 regular copy abilities, and they  all have at least one upgrade in their arsenal.   Because these evolutions would naturally be  thought of as better than their regular versions   (or previous evolutions as the case  may be), we thought the list might   seem too predictable if we simply ranked the  evolutions higher than their predecessors. Instead, what we have decided to do is rank  these abilities on their base versions with   their evolution(s) also being big influence  on where each one appears on the list. RANKINGS As usual, we’ll be starting with the worst and  working our way up to the Best Copy Abilities…   Starting at the bottom of the list,  we have the explosive Crash abilities.   With this ability, Kirby can  let out one big blast of energy,   which can cause quite a bit of damage.  This goes especially if he charges it up. The two reasons why this ability is at the bottom  are as follows: First, the amount of time it takes   to charge this attack makes it a bit risky. While  charging, Kirby is left completely vulnerable,   and anything that hits him will cause him  to have to start the charging process all   over again. This definitely becomes much more  common when trying to use it in a boss fight.   What helps this ability a little bit,  though not enough to move it up a spot,   is the Crash's evolution: Time Crash. This is  basically what it would look like if Shadow   used Chaos Blast and Chaos Control at the same  time. After Kirby initially unleashes his attack,   time slows down for a little bit for everything  around him, granting him more chances to hit   his opponents around him again before the  explosion ends. If these abilities could be   used more than once before they disappeared,  they probably would be ranked higher. Up next, we have Kirby's Sleep abilities. We  actually kind of surprised ourselves when we ended   up not putting the Sleep abilities at the very  bottom. After all, in almost every other game, the   Sleep ability is pretty much useless. As a matter  of fact, on some occasions, this ability is used   as an obstacle for Kirby to navigate around, as  making contact with it causes Kirby to instantly   fall asleep. There is the rare game where Kirby  can benefit from it and even use a pillow to   attack, but in most cases, it doesn't have much  use. This game is a rare exception to that though.   This ability actually allows Kirby to move briefly  before falling asleep. When he does, he restores   his health, which can really save him in a pinch.  He is left vulnerable in this state, but the   healing certainly helps with this a little bit,  and Kirby can manually be woken up pretty quickly.   Deep Sleep, which is the evolution to the Sleep  ability, is ultimately what keeps this ability   from being on the bottom. Upon acquiring Deep  Sleep, Kirby can actually activate it whenever he   wants, as opposed to it taking effect immediately.  Not only that, but after Kirby wakes up from his   nap, he is given a boost in either speed or attack  for quite the considerable amount of time. We   applaud the makers of the game for actually  finding a better use for the Sleep ability. Coming into the next spot on the list are the  Needle abilities. With this, Kirby turns into a   spiky ball. While in this state, his initial spin  will allow him to lunge forward briefly before   rolling in any other direction a bit slower.  While still in the ball, Kirby can pick up   various smaller objects and enemies. The more he  picks up, the longer he can remain in this state.   If he can't pick anything else up in time, or if  he wants to return to normal, Kirby stops rolling   altogether. If he picked up anything as a ball  before doing so, he launch those things outward.   This gets rid of them as well as use them as  projectiles to hit any other enemies that might   be nearby. This ability has two evolutions.  The Clutter Needle looks a bit more chaotic,   as it features many random objects that just  happen to be pointy. Otherwise, it pretty much   functions almost identically to the base version.  The Crystal Needle is where things get slightly   different. All the features of the previous  versions are there, and a couple are added on.   First, Kirby leaves a trail of crystals behind  him, which could come in handy when an enemy   he missed is following behind him. Secondly, Kirby  will launch two smaller spiky crystal balls out in   front of him. This can certainly come in handy if  Kirby is in an area where he can't pick a lot up. Kirby's Fire abilities are the next ones on our  list. This is one ability that has pretty much   become a staple of the franchise. It may be  because of the evolutions, but the base Fire   ability seems to have a bit of a downgrade in  this game. It can at least provide a flame that   can linger after Kirby stops breathing fire, but  that only increases the damage done by a little   bit. Other than that, the fire itself doesn't  really do much damage all things considered.   There are also two big features that at  least seem to be missing. For starters,   Kirby can't engulf himself in fire here, which  could cause a lot of damage to nearby enemies   when they touched him. Another missing feature is  some of his airborne attacks, which can be seen in   Return to Dreamland as an example. When attacking  downwards, Kirby could turn into a wheel of fire,   which could launch forward before it touches the  ground. Secondly, when jumping and not dashing,   Kirby could spin around in a 360 while breathing  fire. This is a good offensive move, but was also   a good form of defense if a lot of enemies are  around Kirby. Thankfully, his ability to launch   forward as a fireball can still be done when in  the air. When upgraded into Volcano Fire, the fire   breath turns into a bunch of volcanic rocks,  which thankfully do a bit more damage. Then,   when evolving even further into Dragon Fire, Kirby  returns back to a fire breath. In this state,   however, the breath does a bit more damage and  is more concentrated in front of him. The other   noticeable feature is the fireball he turns into  when launching forward. It allows Kirby to glide   for a little bit longer, and is much easier to  use multiple times before it touches the ground.   Lastly, Kirby can find a fuse attached to a cannon  every once in a while. Using the Fire abilities,   Kirby can light that fuse. If he gets into  the cannon before the fuse reaches it,   he is launched to a different place in the  level that will often reward him in some way. Exploding onto the scene next are Kirby's Bomb  abilities. If you have ever seen the standard   Bomb ability before, it hasn't changed much  here. It does provide a little more help with   aiming, however, which is appreciated in a 3D game  like this. Kirby can throw as many as he wants in   any direction. If they don't hit anything right  away, Kirby can throw another bomb at it and set   both off. What really makes this one fun to use  is how Kirby can roll the Bomb a good distance   in front him like a bowling ball. The game  is sometimes even aware of this, and gives   you a set of enemies to hit that arranged like  bowling pins. (Note for the editor(s). If you   need footage for this, I believe one of the bomb  challenges has a chance for this to happen). Kirby   can evolve this ability into the Chain Bomb.  At first, aside from physical appearance,   there doesn't seem to be much difference from  the base version since it functions the same way.   What does make it different is what happens  after throwing multiple bombs near each other.   If the bombs are close enough, a chain links them  together, which can be added to a certain amount   of times. Each bomb added increases the range and  power when the bombs all go off. The second and   final evolution is the Homing Bomb. The noticeable  difference here is that, after a bomb is thrown,   it grows wheels and starts moving around.  If it detects an enemy after doing so,   it will lock onto and head straight for them.  Chaining the bombs together is still possible,   though this can be a little harder to  do with the bombs being more mobile now. The Drill abilities are up next. This isn't  the first ability Kirby has ever had that   allows Kirby to dig through the ground,  but it still stands out on its own. This   ability allows Kirby to attack multiple  enemies by jumping out from underground.   As a bonus, if Kirby creates an enclosed circle or close to one while underground, after   he pops out, anything inside that space gets  hit/launched upward. If attacking in the air,   Kirby can launch forward for a second before  heading towards the ground to initiate his   underground attack. Its first evolution, the  Pencil Drill, doesn't look as threatening,   but it can still do some damage. The pencil  gets launched in an arc after Kirby pops out,   allowing for a little extra damage. The airborne  attack goes a little bit further as well. When   in the air and not moving anywhere, the pencil  can be launched forward as a projectile. The   last evolution, the Twin Drill, looks exactly how  you would think. Kirby now has two drills to use.   While underground, a buzzsaw also appears out  of the ground and can damage people above the   ground while Kirby is burrowing around underneath  them. When popping out, the drills can launch   enemies straight upwards. All this makes it a good  ability to close out the first half of the list. Starting the second half of the list  now, we introduce the Tornado abilities.   By the name alone, like with most abilities, you  can probably figure out pretty quick what Kirby   does with this ability. Kirby turns himself into  a tornado and starts traversing the level at a   faster speed. While doing so, he can snag certain  enemies and objects like the Needle ability could,   then can throw them outwards in all directions.  The Tornado abilities can also be used for moving   around quicker and traveling in the air for a  little bit before landing. This can be quite   useful for avoiding hazards and pits below  him, taking some shortcuts on parts of levels,   and even fly over to extra areas that he wouldn't  be able to reach otherwise. The Fleur Tornado that   the base version evolves into functions in a very  similar manner. The tornado itself is bigger now   and releases a bigger attack wave spreading out  in all directions at the end of the spin cycle.   The other evolution, the Storm Tornado, is even  bigger than the previous two. While this tornado   is spinning, it becomes a big, black tornado of  storm clouds, all of which increase the damage,   range, and effects it has against Kirby's enemies.  This includes being able to shock them as well,   and this is all while it possesses  improved traits of the other two tornadoes. Let's cool things down a bit now with  Kirby's Ice abilities. In a way, these   abilities demonstrate what the Fire abilities  could have potentially been. The ice generally   does more damage than the fire anyways. On top of  that, if the Ice Breath is used for long enough,   the enemy can get encased completely in the ice.  When they go to break out, they end up losing a   lot of their health if they don't get defeated  instantly. This even goes for the mini-bosses,   with one even having the challenge of freezing  Fleurina to free another Waddle-Dee. Kirby can   also generate what could be considered an ice  force field that provides a helpful defense,   but it also be used as an attack that  he can slide into enemies with. Kirby's   running animation is also changed. He now moves  around by ice skating, all while leaving shards   of ice where he had just been. The Frosty Ice  evolution functions very similarly. Only now, if   Kirby doesn't hit anything initially, some snowmen  can be created to launch at enemies as if he froze   an enemy already. This can allow him even more  range for attacks when he doesn't want to get too   close. When evolved into his Blizzard Ice ability,  Kirby now breathes Icicle Spears at enemies.   If multiples are launched at the same spot, an  ice wall can be formed and used against enemies,   making it much easier to hit them. The ice force  field also creates a ball of big ice needles   around Kirby dealing a decent amount of damage at  a wider range. While blocking, Kirby's ice shield   is a smaller version of the ice needles. If they  keep these evolutions for future games, perhaps   the developers can take note of this ability  and do something similar for the fire abilities. Coming in just short of the top 3 are Kirby's  Hammer abilities. The Hammer is one of the only   two Copy abilities in the game that receives 3  different evolutions instead of one or two. The   Hammer functions very similarly to how it usually  does. Swinging the hammer quickly 3 times allows   the third swing to become a little stronger.  When jumping, Kirby will do a forward rotation   to swing his hammer which can hit multiple times.  This includes a potential extra hit when he lands   back on the ground. He can also can charge up his  swing for various levels of power for an attack   known as the Hammer Flip. This attack is arguably  one of the most famous moves Kirby has ever used,   as it often winds up dealing some of the  highest amounts of damage in a single strike.   It's first evolution, the Toy Hammer, might look  and sound weaker, but don't let that fool you.   Instead of just 3, Kirby can now swing the hammer  5 times with the last one still being stronger.   This is all done with a bigger hammer too.  Otherwise, it functions a lot like the regular   hammer. The Wild Hammer is the next evolution,  and it also functions very similarly. Although,   instead of 3 or 5 quick swings, the Wild  Hammer swings only twice, but the swings are   a bit stronger. When we first heard the name of  the final evolution, the Masked Hammer, we were   thinking Kirby would have an appearance similar to  that of Masked Dedede, but this was not the case.   Instead, Kirby now wields two hammers at once,  all while allowing three strong swings again.   What makes this a little bit different is, after  the third strike, 2 small electric tornadoes form   and start sweeping the area for a short time. When  charging his swing, Kirby can now do a powerful   spin attack. Lastly, when Kirby smacks the ground  with his hammers after swinging in the area,   4 electric tornadoes will spawn instead of just  two. This makes it much easier for Kirby to hit   his enemies if he doesn't get them with the  initial swing of his hammers. The hammers,   regardless of which version it is, also is notable  in being able to hammer in things like stakes,   which often help him through the  level or uncover hidden secrets. Finishing up in third place are the  Cutter abilities. The Cutter works   like a bladed boomerang. Multiples of them can  be thrown in quick succession. Additionally,   if he is standing right in front of enemy, Kirby  engages in a quick series of close combat attacks.   A newer feature in this game is that, after one  cutter blade is thrown, Kirby can make it hover   in one spot and charge it up multiple times.  It can cause damage the whole time it is out,   and charging it provides more damage as it returns  to Kirby. The first of two evolutions, the Chakram   Cutter, is pretty much the same, but Kirby can  now throw many more blades in quicker succession,   and more than one can be charged up after throwing  them at the same time. Close combat attacks are   still possible here, and they also allow for  two blades to be thrown upon landing back on   the ground for extra offense. The final stage  in the Cutter line up is the Buzzsaw Cutter.   This one is similar to the Chakran Cutter  in that multiple can be thrown very fast.   Upon landing a close combat attack, instead of  two smaller blades, one giant blade is thrown.   The biggest difference here is that the buzzsaws  can bounce off of walls multiple times, even when   fully charged. If Kirby can attack enemies in a  small space, which could include the dummy in the   training room, and he charges up multiple blades  and bounces them all of walls multiple times,   this could potentially be one of the  most deadly attacks in the entire game.   A feature all of these Cutters have is that, if  there is something in the level that can be cut   or sliced for extra help or bonuses, the Cutters  are one of the few capable of taking care of this. Our runner-ups on our list are the Ranger  abilities. Outside of Smash Bros., it has   been rare to see Kirby ever wielding anything that  resembled a gun, but these abilities executed this   concept well. This is probably Kirby's longest  ranged attacks. The base version functions like   a long-ranged popgun of sorts, and each shot can  be charged for greater strength. On top of that,   when dashing and in the air, Kirby can do a  series of sweeping shots towards the ground.   There are also two other traits it shares with  its evolutions. For starts, they allow Kirby   to hit certain floating targets that operate  like blue switches often found on the ground,   and they can also all be aimed to fire at a  specific spot. The Noble Ranger grants Kirby two   guns, which can fire off a lot faster. This helps  Kirby deal a lot more damage. On top of that,   when fully charged, the Noble Ranger fires a lot  of shots extremely quick, dealing a lot of damage   in the process. Given how quickly these can charge  up, Kirby can consistently pack a punch. The final   evolution to this group of copy abilities is the  Space Ranger. This would have been cool if this   meant Kirby could dress up like Buzz Lightyear,  but this is sadly not the case. Kirby does revert   back to one gun again, but here's the catch:  Each shot hits multiple times. The charged shots   obviously cause more damage, but the fully  charged version stands out over the others.   After firing, the shot creates something similar  to a black hole, and deals a lot of damage to   anyone caught inside the blast, potentially  making it one of the stronger attacks in the game. If you have been using a process of elimination  while watching this video, then you might already   know which series of abilities have taken  the top spot. In case you haven't, our gold   medal is presented to Kirby's Sword abilities.  This ability is the other of the two that gets 3   evolutions, each one crazier than the last, and  each can also be like the Cutters when slicing   certain ropes or vines. The sword can be swung  just once, or multiple times in a quick combo.   His aerial attack is pretty much identical to the  Hammer, in that he spins forward and hits multiple   times. A note-worthy attack some of these swords  share is that, when the sword swing is charged up,   Kirby will perform a powerful spin attack.  This happens to look a lot like another popular   Nintendo character with a long green hat that does  an iconic spin attack with their sword. The Gigant   Sword is a special one due to how it makes Kirby  look and act a lot like the Wild Edge mini-boss.   The primary sword-swinging combo allows for 4  slower, but stronger swings. Charging it to the   max makes Kirby swing with one powerful strike in  front of him. Shielding can also cause damage to   enemies. Probably one of the craziest evolutions  in the game is the following stage, the Meta   Knight Sword. As the name implies, this evolution  gives you Meta Knight's sword, mask, and little   wings. Each swing of the sword can also launch a  wave of energy in the direction the sword is swung   when at full health, even when doing the spinning  aerial attack. Charging up the sword does a spin   attack again like the base Sword ability did, but  it is much stronger and bit more mobile now too.   This already would have been enough to take the  top spot, but the game takes it one step further   with the final evolution, the Morpho Knight Sword.  This sword pretty much functions as a reward for   completing the Main Story and the toughest arena  battle in the game. This special sword ability   has many functions similar to the Meta Knight  Sword, just even faster and stronger. Attacking   when fully charged makes the sword grow in size  and overall power for a short time. When it hits   the ground at full charge, it releases a giant  fire tornado after the initial damage is done,   causing even more damage than the initial swing  already did. Putting all these factors together,   we feel more than sure that the Sword ability and  its evolutions deserves to be in the top spot. But what do you think? What is your favorite  copy ability in Kirby and the Forgotten Land?   Let us know in the comments below. And if you need  a 1up, make sure to hit that notification bell and   binge our other Kirby videos: like our Mouthful  Modes Weak to Powerful video. Thanks for watching!
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Channel: 1upBinge
Views: 196,504
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Keywords: KIRBY MOUTHFUL MODE, KIRBY MOUTHFUL, kirby and the forgotten land release date, new kirby game 2022, kirby and the forgotten land release date switch, kirby and the forgotten land, kirby forgotten land, nintendo switch kirby and the forgotten land, kirby and the forgotten, kirby and the forgotten world, kirby and the forgotten land nintendo switch, new kirby game release, nintendo kirby and the forgotten land, kirby, kirby mouthful, mouthful mode, copy abilities, metaknight
Id: zNLNR6SYFGA
Channel Id: undefined
Length: 19min 11sec (1151 seconds)
Published: Thu Apr 07 2022
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