Remake It! Kirby's Smash Moveset

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is there anything else in video games quite like Kirby the little pink puffball has an appealing design as equal parts adorable and Fierce and his games are beginner friendly and Visually stunning yet with nightmarish Final Bosses and shockingly deep lore Kirby's followed a core design concept from the start approachable and easy to learn yet with depth to offer experienced players too yet Kirby and Smash Brothers hasn't lived up to that many other Fighters have changed and evolved over time but Kirby's hardly budge since melee feeling increasingly Bland and uninspired hasn't helped that he's been lackluster competitively for a long time dragged down by serious weak points that have left him pretty mediocre for a while but what if we could remake Kirby's smash design to fix all of that how could we update his moveset and add new attacks where it makes sense to create a new version that better embodies the spirit of his modern era and has to an extent less extreme weak points can it be done in a way that keeps his kirbyism design philosophy intact and can we avoid the pitfalls you usually see with this stuff by not over relying on references to the point of the design losing all cohesiveness it won't be easy but I think we can pull it off so without further Ado let's remake it first is Kirby's basic appearance and uh there isn't anything to update here this default looks been pretty consistent for the last decade plus smash also already does a solid job nailing Kirby's personality bright cheerful and easy to get along with normally but he goes into serious mode when there's evil to defeat or sometimes when someone personally wrongs him he's all smiles during his more Whimsical attacks yet breaks out the Angry Eyes during his stronger stuff but there's always room to emphasize his Duality further maybe you could pick up an idol animation from his recent outings where he sits down and chills for a while very Charming as far as alternate costumes go uh there's only so much we can do here Kirby's got a pretty good set as is but he's one of the characters most limited by only having eight of them to use if smash 6 lets some Fighters have more than that or has a feature that lets you make your own alt colors Kirby's a prime candidate to take that and run with it just look at his unlockable palette swaps an Amazing Mirror alone and hey if they wanted to do a serious call back Kirby could have a full-on model swap based on the Easter egg from Star allies that draws from his very first design his home series loves callbacks like that so it'd be fitting foreign things drag him down in smash his go-to fighting style isn't the problem it's that he can't accomplish it as well as he wants Kirby settled into a punish heavy style from Smash 4 onward he can seriously struggle to approach and has mostly stubby range so he focuses on getting opponents to slip up and Deals bursts of damage when they leave themselves open and he supplements that with well you know Kirby's signature copy abilities aren't going anywhere gaining another Fighter's neutral special adds that much more to the pink puffballs repertoire altering his strategies based on what they allow him to do getting those copy abilities can be a serious hassle though something we can help with somewhat as for stats and Etc while Kirby's Mobility has been a problem for a while we can't actually change that too much being slow and floaty in the air and having decent at best speed on the ground is exactly how he moves in his games some remake Concepts crank one of the other up significantly to where it stops feeling like Kirby and I think it's better to focus his Buffs elsewhere but we can help his Mobility a little his run speed is just a tick better now putting him barely slower than Mario his walk speed is roughly 10 percent faster for more precise small movements and his air speed while still slow is about six percent faster it might not sound like much but even small improvements can be helpful in platform Fighters he'll still want to play more grounded in neutral situations and play carefully to get out of jams but now those particular weak points should be less extreme such changes and others should help highlight Kirby's upsides better especially on offense most of his attacks will still lean towards speed and combo ability and while his damage per hit ain't the greatest having more opportunities to string hits together should offset that better than before and his Aerials will be more well-rounded which will make his already good Edge guarding even stronger if he doesn't just KO outright with his above average knockout power surprisingly strong for such a little guy but every fighter needs weak points and Kirby has some I kept around he's still very light like always so he can't take very many hits he still has issues approaching especially against swords and other disc joints even though he has more ways to find openings now and he'll have to rely on his multiple jumps to mix up his movement when recovering or Landing because being slow and floaty in the air even if slightly less slow is still a dangerous combination when you're in a disadvantaged state foreign now for the part you've been waiting for let's begin with Kirby's simplest attacks to show how we can update him without going too far partially because we're keeping most of these the same Kirby's job combo was already one of his fighter abilities signature moves it's a very fast yet short-range jab until the rapid part that does a chunk of damage when you can't go for something fancier Kirby's forward tilt is basic yet effective a quick footsies tool you can angle up or down as needed no need to replace this with something fancy sometimes showing some restraint works best which is why Kirby's up tilt also stuck around replacing this now iconic move just didn't feel right still this quick and combo friendly as ever when you hit someone behind you especially if they're a fast Faller so where's the new stuff well Kirby's classic slide kick is his down tilt now the burst of movement should make it easier to punish opponents or catch Landings from further away than before it may not trip people like the old one but since he doesn't Ricochet on contact with some something unlike in his games hitting near the end of the slide can set up combos at low percents Kirby's Dash attack is the same as an ultimate but with some improvements he travels faster in Fireball form now for another helpful burst option compared to his new down tilt this move has slower startup but deals more knockback and eventually starts taking stocks but if that batch seemed too safe let me introduce you to Kirby's new Smash attacks starting with moving his hammer from a special to here as he whips out the big wooden Mallet and pounds the ground in front of him while a few frames slower than his old notably fast forward smash it's exactly as powerful the disjoint catches enemies in different ways than before and it's added vertical reach hits jumps more easily too though if you want a dedicated anti-air try out Kirby's new up smash drawing from another classic ability he suddenly hunches over and Sprouts five razor-sharp orange needles from his back that cover an arc above him a disjointed anterior a surprising reach it's not the fastest but ketchupon is jumping and they'll really feel the pain rounding out the set is a new down smash using another Mainstay ability Kirby generates an electric shock that covers the area around him a fast multi-hit with surprising power Captain Chuck by his lengthy n lag the affected area isn't a perfect circle for this version more of a semi-circle wider on the sides that doesn't go all the way below guess you could say Kirby retooled it for smash Kirby's ride at home in the air so what can his Aerials do now his neutral air takes the old one and retools it basic animation is similar to before but now swirling winds circle around Kirby's hands and feet similar in color and style to the tornado ability the newly wind powered spin has slightly faster startup and Deals multiple hits with the original knockback intact on the last hit and you can drag opponents down to the ground with it for other follow-ups I kept his Forward Air the same design wise but it's picked up new Aesthetics now each of the kicks has distinctly colored motion effects like its fighter ability counterpart the colors would be toned down a little for readability but it still gives an otherwise plain looking move some visual Flair Kirby games are famous for being bright and colorful I did something similar with his back hair wasn't about to replace this Cornerstone of the move set but it's also getting a visual upgrade now Kirby's feet glow during a kick with the reddish R the original moves projectile has should help emphasize how hard this thing can hit here's a neat trick Kirby's up air starts with him swinging upward like before but instead of a flip kick he swings a bladed cutter Boomerang above him in an arc another rare disc joint attack this should make the move better at juggling opponents since Kirby's Less open to getting hit in the process higher knockback growth can even make it a backup finisher fun fact is upper already had this exact name and ultimate so this might not be that much of a reach then Kirby's down air is the same as before but we can buff it to be less outclassed slightly faster startup and hire knockback growth on the final hit should make for a stronger and less hard read Reliant Edge guard tool without making it too powerful Kirby's always had a useful grab game aside from melee so what's he got now his grab animations are the same as before no need to get needlessly complicated here they have pretty solid range and average speed for a brawler character Kirby's Pummel is also the same watching someone so cute and innocent looking Punch The Living Daylights out of people never gets old his throws are where this gets more complicated Kirby's fourth throw is an upgraded version of the original borrowing some visuals from Kirby Fighters 2's wrestler ability while he won't leave as high into the air having him spin a couple times with hitboxes that knock other Fighters away would be a cool Extra Touch damage and knockback are similar to before so it's still a combo throw Kirby's back throw got the same treatment we can emphasize his power more with a delayed start faster back flip though without the exaggerated extra height and an electric shock because Kirby and his foe hit the ground could zap anyone else nearby too I kept his up throw the same because I mean come on One does not simply remove the ninja abilities signature command throw and yes it's still a kill move especially if there's a platform above to land on and Kirby's down throw is wait what instead of throwing the opponent he places a firework bomb on their head as they're left stunned for a moment until it explodes deals double-digit damage with diagonally forward knock back that Ko's off the side eventually and it also damages anyone else nearby wrapping this up let's retool Kirby's taunts so they work even better than before his up taunts been reverted to its Smash 4 version an Abridged version of the Kirby dance since you can cancel out of taunts at any time now the longer animation Isn't So risky to go for I thought about adjusting his side taunt But ultimately decided to keep it it's a neat callback to smash 64's character select screen a game that itself has indirect ties to the Kirby series and we can update is down taunt based on something recent now Kirby will say one of three voice lines based on one he greets villagers in forgotten land think of it as him waving to the fans God [Music] now how can we update Kirby's specials easier said than done case in point s while his neutral special is the same as always for obvious reasons we can adjust it to be more useful by raising the maximum reach of its grab with a few more frames of startup for balance we can make inhale a legitimate mix-up tool you can use it almost medium ranges this will open up more opportunities to use it since you don't have to get up close to someone first while Kirby can't inhale Pure Energy projectiles anymore since he usually can't in his games any physical projectile or object he spits back out as a star will now travel further than before to potentially hit the fighter that threw it and now dropped abilities won't vanish right away instead they take on a star form shaded the corresponding Fighter's signature color with their stock icon etched on like abilities in the modern games the star bounces around for a few seconds and if any Kirby in the match inhales the star they get the ability back oh and taunting doesn't immediately drop your ability either now you have to intentionally hold the button for a couple seconds another carryover from the modern in titles these changes should give inhale more of a niche in Kirby's Base Kit as a mix-up command grab with situational Zone breaking properties while also making copy abilities more forgiving to use it need further fine tuning but as a proof of concept it's a strong start now for the moment you've maybe been waiting for we moved the hammer ability off Kirby's side special so what's replacing it something that hopefully should help address a couple Core Design flaws wheel is another long Runner copy ability and its Speedy movement should be just what the doctor ordered on use Kirby transforms into a pink wheel and rolls forward bowling over anyone in his path for a decently strong hit you can also jump while in wheel form if you're on the ground popping up a short hop height with faster fall speed than usual dealing a weaker but still decent hit while in midair pressing B again turns Kirby back to normal and while there's quite a bit of n lag on it normally if you do it right after damaging someone you can cancel out much faster opening up follow-ups and 50 50 setups wheel is a burst option that lets Kirby Traverse the stage and punish opponents from further away than ever before it also gives him better horizontal recovery that really helps his offstage presence shine can't get too predictable with it though you can't turn around while in wheel form unlike in the games and you're forced to change back and suffer even more and lag if you bunk into an obstacle or a strong enough attack and also unlike in the games you're not Invincible in this form for obvious balance reasons so you have to rely on timing and movement to avoid getting hit up special is next while we could just upgrade Final cutter a modern title's take on an old ability opens up another option an on and off part of Kirby's repertoire high jump gives the puffball a vertical leap much higher than what he can pull off normally Kirby's Return to Dreamland retooled it in ways that work perfectly here on use Kirby suddenly Dons a cape which goes under any ability hat he currently has and leaps into the air while shrouded in a heroic aura that damages anyone in the way you can press left or right to steer him a little on the way up less so than the original version and once you reach the apex of the jump you can press B a second time to perform a rocket dive back down anyone you hit at the start of your Ascent is knocked into the flight path of the dive for a second hit and you can steer it as well to better ensure it connects high jump is a rising and falling up special that works for recovery and combat the initial jump comes out fast enough that it works as an outer Shield punish giving Kirby a defensive clap back in the style of ether or Klim Hazard that he lacked before since final cutter was too slow just take care while using it because it doesn't go as high as you'd expect again it's like in Return to Dreamland not Kirby's Adventure the rocket dive is slower than you'd think and doesn't Spike Kirby can't grab Ledges until the apex of the jump and you go into Free Fall afterward whether you dive or not on to Kirby's down special and look not everything needed to change all Stone needs is some quality of life improvements How about if Kirby's standing or walking when you activate it he hops in place before transforming letting him hit harder from a grounded position just like in his modern games and if you use it at the end of a dash he slides while transforming instead damaging anyone he carens into these two additions take an outclassed special and give it more utility while it's still a niche move most useful when you have the advantage now there are more situations you can use it in might still need further tweaking sliding off Ledges with it could be kind of op so maybe Kirby pulls a Wily coyote and slides off Into Thin Air not falling until the animation is done and now for Kirby's new Final Smash what better way to ring in this new era then the ultimate attack he used in his newest non-remake outing empowered by the smash ball Kirby braces himself as an 18-wheeler drops down from the sky next to him anyone hit by it who didn't dodge gets stunned and Kirby leaps into action using his mighty vacuum breath to inhale the massive vehicle only halfway but that's part of the plan because his mouthful mode from forgotten land lets him take control of it and Kirby does what comes naturally and Floors it rocketing ahead at high speed and dealing a massive hit to anyone stunned by the initial drop or anyone too stupid to get out of the way as the big rig runs them over if that didn't end the match somehow Kirby drops back down into the field of play and the Fight Continues foreign take on Kirby that updates his moveset in just the right ways to be a more fully realized version of himself while toning down some of his weak points to be less debilitating than they've been in a while did I walk the tightrope of modernizing his design without going overboard with the references you decide and that exact thing is what made this rework trickier than you'd think even I'm not 100 confident on a few of these down Smash Up air and down throw particularly on the other hand an ability or two still feels like they're missing decided not to pull anything from ice on the off chance the ice breath custom special comes back next game and I turned down other iconic ones like parasol and beam so a certain someone would have them available without intruding on Kirby's moveset speaking of which check out my other content if you like this video I do all sorts of analysis and Theory craft stuff including designs for future smash newcomers like an updated bandana D concept coming soon or if you're watching this in the future maybe it's already out special thanks to the following for helping make this video happen thanks as well to my patrons for the continued support your friendliness is much appreciated and now it's time for their stars to shine any current patrons can vote on which of these two options gets featured next time this one includes a chance to help a few Echo Fighters play their role better so until next time May the rest of your day be more like the start of Kirby's games and less like their Final Bosses
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Channel: Delzethin
Views: 77,303
Rating: undefined out of 5
Keywords: Super Smash Bros, Smash Bros, Smash Ultimate, Smash Bros Ultimate, SSBU Delzethin, Remake It, Smash Bros Kirby, Smash Ultimate Kirby, Smash Bros Kirby Moveset, Smash Ultimate Kirby Moveset, Smash Bros Kirby Remake, Smash Bros Kirby Revamp, Smash Ultimate Kirby Remake, Smash Ultimate Kirby Revamp, Smash Bros Kirby Moveset Remake, Smash Bros Kirby Moveset Revamp, Smash Ultimate Kirby Moveset Remake, Smash Ultimate Kirby Moveset Revamp, Smash Bros Kirby Update
Id: Qu957eoFuQA
Channel Id: undefined
Length: 18min 41sec (1121 seconds)
Published: Thu Sep 07 2023
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