This article is about Kirby's appearance in Super Smash Flash 2. For general information about the character, see Kirby.
in Super Smash Flash 2
SSF2 Kirby
Kirby symbol
Kirby's official pixel art.
Universe Kirby
Stock icon SSF2 Kirby head
Availability Starter
Weight class Light
Final Smash Cook Kirby
Tier B (17)

Kirby is a veteran starter character in Super Smash Flash 2. He was one of the first four playable characters in SSF2, alongside Mario, Ichigo, and Lloyd. Unlike in Super Smash Flash, both he and Meta Knight are now separate characters. His sprites are custom-made and based on his appearance in Super Smash Bros. for Nintendo 3DS and Wii U and his voice clips are from the same game. His moveset is taken directly from Super Smash Bros. Brawl.

Kirby is currently ranked 17th out of 40 on the tier list, placing him in the B tier; a good leap from his 27th-place position on the last tier list. Kirby has good combo-ability, disjointed range on some attacks, and strong finishers in his smash attacks, Hammer, and back aerial. He also has a strong aerial game, courtesy of his aeeial attacks having immense utility, most notably with his back aerial, letting him perform a fence of pain. Due to his low falling speed, five midair jumps, and Final Cutter, he has a very strong, flexible recovery, making him difficult to edgeguard. He is also good at edgeguarding himself, due to his ability to go deep against a cast that tends to have poor recoveries on average, allowing for early gimps.

However, Kirby suffers from an abysmal neutral game, floatiness, and poor range, greatly limiting his approach options. He also puts too great of an emphasis on hard reads for getting KOs because of his inability to reliably combo into his primary finishers. Combined with his light weight and his aforementioned floatiness, he tends to get KO'd a lot faster than his opponent, although his slow falling speed means he is less vulnerable to aerial combos. His defensive options are very punishable, as many of his defensive moves lack invincibility frames and his out of shield options are severely limited.

Kirby's representation in online tournaments was initially fairly strong in the early meta, but he gradually dropped off the map as his weaknesses became more apparent.


MG icon See also: Kirby (Super Smash Flash 2)/Hard data

Due to possessing five midair jumps, slow falling speed, good vertical mobility, and a decent vertical recovery option in Final Cutter, Kirby has one of the best recoveries in the game. Kirby has reliable finishers in his forward smash, down smash (semi-spikes the opponent if they connect with his feet), Hammer and a fresh back aerial.

Kirby has a good air game, possessing good range in the majority of his aerials (especially his forward and back aerials). They also have good combo potential. He has a good ground game with good tilts and good reach in his attacks. He has a good edge guarding game due to his good aerials, having five midair jumps which allows him to safely gimp his opponent while being able to recover back to the stage and is able to perform a fence of pain with his back aerial.

However, due to his light weight and very low accelerated falling speed, Kirby is very easy to KO both vertically and horizontally while also having poor momentum cancelling.

Kirby has poor mobility with a slow dashing, walking, and air speed which allows him to be rushed down by faster characters. He lacks a reliable projectile as the shockwave produced from Final Cutter is easy to avoid and out-prioritize. He lacks reliable ways to deal with projectiles which, when combined with his poor mobility, creates problems approaching characters with good projectiles.

Kirby also has problems dealing with characters who out range him, such as Ichigo and Marth.


Ground attacks

Attack Description Damage
Standard attack Kirby does two quick punches, followed by a series of rapid jabs. 2%
Forward tilt Kicks in front of him. 9%
Up tilt Bends over, kicking one of his feet straight up into the air. 7%
Down tilt Slides forwards and stretches his foot out to hit his opponent. 6%
Dash attack Kirby does a breakdance type move and spins along the ground on his head, hitting multiple times. The ending hit sends opponent flying at a far angle, and can lead into a combo, and can kill at ledge at higher percents. 1%
Forward smash Does a short lunge forward, stretching his foot straight forward. The longer Kirby charges it, the farther he will go. Sweetspot at the tip of Kirby's foot. KOs middleweights from the centre of FD at 105% uncharged, and 70% charged. 15%
Up smash Does a strong flip kick. Kirby's strongest smash attack in terms of knockback. 15%
Down smash Stretches his feet out on both sides and does a spinning kick. KOs middleweights from the centre of FD at 100% uncharged, and 70% charged. 14%

Aerial attacks

Attack Description Damage
Neutral aerial Spins around in a circle. This move is very useful for edgeguarding due to it's deceptively high knockback, which can lead to a kill at about 50-70 percent depending on the character with a follow-up move. 12%
Forward aerial Kicks forward 3 times in a row. Very useful for combos and edgeguarding. Can also be used to perform a fence of pain. 4%
Back aerial Kicks backwards with both feet. It is a great edgeguarding tool and can be used to perform Kirby's fence of pain. 12%
Up aerial Kicks above his head. Good juggling move, although players can intercept due to its rather slow short range. 13%
Down aerial Spins around while kicking several times, meteor smashing on the last kick. This move hits up to 6 times due to the hitlag generated on contact, but each hit is affected individually by stale move negation. 2%

Grab and throws

Attack Description Damage
Grab Grabs with one hand. N/A
Pummel Punches the opponent's head. 1%
Forward throw Kirby lifts the opponent in the air and piledrives them. If the player performs this attack on the edge of a stage, Kirby will fall down with the opponent, KO'ing each other. Can also true combo into hammer (if the opponent does not DI out) at early to mid percents, leading to a KO if near ledge or if performed on a lightweight. Can also be used to combo into f-air and another throw. 8%
Back throw Kirby lifts the opponent in the air and suplexes them. Just like forwards throw, Kirby can perform a Kirbycide on the edge of the stage. 8%
Up throw Kirby lifts the opponent in the air and airdrops them. Although difficult, it is possible to Kirbycide with this throw. 9%
Down throw Kirby stomps several times over his opponent. Can chain grab most characters at very low percentages. This move hits up to 11 times, but each hit is affected individually by stale move negation. 1%

Other attacks

Attack Description Damage
Floor attack Stands up and sticks both feet out while spinning (His down smash). Has no intangibility for the duration of the move. 6%
Ledge attack Jumps up and does a spin kick. Kirby has no intangibility for the duration of the move. 6%

Special moves

Attack Name Description Damage
Standard special move Inhale Kirby opens his mouth which can suck up nearby opponents like a vacuum. While in his mouth, Kirby can either spit them out as a star, or absorb their standard special move, and use it. He will also obtain a hat/hair etc. that resembles the opponent he devoured. 0%
Side special move Hammer Kirby pulls out a giant hammer, cocks it back, and swings forward, dealing great knockback and damage when it hits an opponent. When used in the air, he twirls while swinging, making it faster, but slightly weaker. Can be used immediately after Forward Throw. 23%
Up special move Final Cutter Kirby draws a silver blade resembling a scimitar, flips up in the air, and falls quickly, releasing a blue "wave" projectile forward if he lands on a solid surface. If used on an opponent, they will rise with Kirby, and be meteor smashed on the way down. 8%
Down special move Stone Kirby transforms into a hard object making him invincible, but prone to grabbing. When done in the air, Kirby plummets to the ground, damaging any opponent on contact. The player can also cancel the move in mid-air or on the ground if they hit Down Special again. If Kirby transforms into the Landmaster, they can drive around on the ground until Kirby either automatically cancels the move or the player cancels it. 18%
Final Smash Cook Kirby Kirby clangs a frying pan and a spatula, and boils up any opponent that comes into contact with his pot. After a while, the opponent will then be launched upwards, giving moderate knockback. Various items will also appear. 34%


Misc. Description
On-screen appearance Flies in on a Warp Star and crashes onto the ground.
Taunts Standard Leans inward to face the screen and wave his arms while saying "Hi!".
Side Spins repeatedly, then stops to balance on one leg and extend one arm. It is almost identical to his "character selection" animation in Super Smash Bros..
Down/Up Shuffles to one side, then shuffles to the opposite side before spinning and then holding his arm up. It is almost identical to one of his victory dances in his home series.
Idling Snoozes, then looks around.
Victory theme Remix of the flourish for Kirby's victory dance from multiple Kirby games.
Victory pose Performs a sort of Kirby's victory dance.
Lose Claps for the winner while waving his arms.

Changes from v0.9a

MG icon Main article: Kirby (Super Smash Flash 2)/Changelog

Kirby has received little changes from last demo. Kirby appears to benefit and is hindered by the low hitstun of the demo. Kirby is much harder to combo than last demo, but he has a harder time combo'ing than he did last demo along with less follow ups out of grabs. This has made Kirby appear to be seen as a less effective character.

Ground attacks

  • Nerf Forward smash travels less distance when fully charged.
    • Buff However, the move is stronger.

Grab and throws

  • Nerf It is much harder to chain grab with down throw.
  • Buff Pummel does slightly more damage.
  • Buff Up throw is stronger.

Special moves

  • Buff The majority of the hats and powers were fixed from last demo. Now Kirby may use neutral special moves that he received from using Inhale on certain characters that he wasn't able to last demo.
  • Buff Aerial Hammer is stronger.
    • Nerf However, it has slightly more start and endlag.
  • Nerf Final Cutter covers a shorter vertical distance.
  • Buff Stone does more knockback and deals more damage.
    • Nerf However, it has more start up and cool down time. This removes the stone stalling exploit completely.

In competitive play

Match Ups

Notable Players



Tier placement history

From tier list demos v0.6's first tier to v0.7's second tier; Kirby was seen as the worst character in the demos because he was always last and had a tier named after him (Kirby/K tier). However, in demo v0.8b; this all changed when Kirby was ranked 8th of B tier where he is no longer seen as the worst character in the demo.

In demo v0.9a, Kirby's position dropped to 16th, where he was seen as a mid tier character. In demo v0.9b, Kirby tier position dropped again to 26th of C tier where he is, once again, seen as a bottom tier character. On the second tier list for v0.9b, Kirby dropped further to 28th place. In the first Beta tier list, even though Kirby only rose one spot, was seen as a low-mid tier character, due to the addition of multiple characters. On the second Beta tier list, after Kirby was buffed considerably, he rose exactly 10 spots, going to 17th, of the B tier, and seen as a mid tier character.



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Early designs




  • Kirby is the only character to have a tier named after him so far.
    • Like wise; Kirby is the only character to be last on the tier list multiple times which is the reason why a tier was named after him.
  • Kirby's early pixel art was based on after getting an Assist Trophy as he did in Super Smash Bros. Brawl.
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