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Kirby meta knight clash12/11/2023 ![]() 5.2 Kirby's Star Stacker official website (Japanese).2.14 Team Kirby Clash Deluxe / Super Kirby Clash.2.11 Kirby Fighters Deluxe / Kirby Fighters 2.2.9 Kirby's Dream Collection Special Edition.2.8 Kirby's Return to Dream Land / Kirby's Return to Dream Land Deluxe.Kine also has a supporting role in the anime series Kirby: Right Back at Ya!, where he has the ability to speak in full sentences and develops a crush on Tiff. He has appeared in a large number of other games as well, though he rarely makes more than a cameo appearance, and is seldom seen in isolation from Rick and Coo. Kine makes his most prominent appearances in Kirby's Dream Land 2, Kirby's Dream Land 3, and Kirby Star Allies, where he is a playable character (though always paired up with either Kirby, Gooey, or another Animal Friend). Pairing up Kine with Kirby allows for a number of different methods of attack based on what Copy Ability the pink puffball has, though these vary heavily in effectiveness. He is distinguished by his bright blue body, wide circular eyes, and gaping mouth, big enough to fit Kirby inside when they travel together. Kine is an ocean sunfish-like creature and one of Kirby's six Animal Friends, making his first appearance in Kirby's Dream Land 2. Kirby's Dream Land 3 Instruction booklet Strong currents are no problem! Kine's a great swimmer. MK has better options in neutral and more lenient with the spacing for punishes, with his better speed and moves while Kirby has better punish options with more reliable combos to rack up lots of damage on the opponents mistake.Clip of Kine's theme from Kirby's Dream Land 2 Overall, both characters have a strong punish based game, relying on gimps to kill. The winner is neutral depending on whether you prefer to tech chase (Kirby) or create space (MK) with your throw. MK also has the stronger throws, but Kirby's can help him combo into other moves. Grab and throw: Metaknight's grab range, is much smaller than Kirby's, however his dash grab allows him to chase down opponents much further away (but must be properly spaced). MK however has the better kill move in shuttleloop as it can kill off the top quickly and can be set up easily with u-air. F-air and B-air are essentials for both and Kirby also has D-air for the edgeguard. Kill Power: Both of these characters specialize in offstage fighting, focusing more on gimps to get kills. MK has a similar problem, but his speed, fast dash attack and long range on his dash grab give him the edge over Kirby. Depends on your play style but I'll give edge to Kirby.Īpproach: Kirby is very floaty and his lack of range gives him few options to approach against projectile or spacing characters. With MK, u-air is the only move that combos into something (u-air -> u-airx4 -> shuttleloop), but b-air and f-air make great gimp tools. As well, there's hup-cancelling which makes Kirby's landing lag nill. ![]() B-air is very powerful and u-air can combo into-u-air. As well d-air makes a great edgeguard tool. For Kirby, D-air combos into u-tilt, f-tilt and grab. Edge MKĪerials: MK's aerials are very similar to Kirby's, however Kirby gets more combo mix-ups with his moves. Movement: MK is faster and has a heavier weight so he falls faster. Smashes: Kirby's smashes come out faster and are less punishable. If you put in alot of time, the edge goes to MK, if you uses custom moves or prefer to play defensively, the edge goes to Kirby. Final Cutter makes a decent follow up tool but as a recovery, it's lack of sweetspot makes it less effective. Swallow has a small range and with improved recovery makes Kirbycide less effective. ![]() Stone can kill off the top but the long transform times and the fact that you have to approach from above make it a mix-up at best. Hammer is a great on-stage kill move and one of Kirby's only reliable kills. Kirby's specials each have a use, but are much less versatile than MK's. Shuttle loop however is an amazing move in that it can kill off the top at mid-percents and the two hitboxes make it easier to get to the ledge safer. MK's Side B, Neutral B and Down B can be used in many situations, but are hampered by difficulty of use since a mistake will usually cost a stock as it puts you in free-fall. Specials: MK's specials are very useful everywhere while Kirby's is very specific. Depending on your style of play, MK can be useful, but overall I'm giving edge to Kirby. MK's dash attack is much better as it's fast and can be acted out of quickly. MK's d-tilt is better than Kirby but the range is very small. He also has alot more endlag on jab and start uplag on utilt making his combo game from the ground a bit weaker. Been playing alot of both recently so here's my 2 cents (Note I'm a Kirby main so someone with more MK experience I'd appreciate any corrections).Īttacks: MK's disjointed hitboxes are good, but the small range gives him less strength than Kirby.
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