Welcome to the Kirby amiibo training guide! Thank you for taking the time to visit – your support is much appreciated. Without further ado, let’s get started.
Table of Contents
Section 1: Character Overview
Kirby may look soft and cuddly, but don’t let that fool you: he’s a force to be reckoned with. His skill set is deceptively strong and allows him to perform excellently when fully utilized. Kirby’s smash attacks are among the best in the game and are surprisingly powerful coming from a pink, pudgy puffball. His recovery is absolutely stellar – in addition to being able to double jump five times, Kirby can also use his up special to further aid his successful return. His jab and tilts are fast, strong, and effective, allowing him to quickly and reliably rack up damage on his opponents.
Unfortunately, Kirby is not without his flaws: he’s one of the lightest characters in Super Smash Bros., meaning his in-game durability is below average. His range is also one fist short (literally), and he often has trouble successfully landing his melee attacks. Kirby’s biggest flaw, however, is his appetite: he overuses his neutral special, Inhale. If left unchecked, he will eventually use nothing but Inhale. Furthermore, he uses many of his copy abilities incorrectly and at inappropriate times; for example, he cannot learn to charge moves like Ness’ PK Flash or Donkey Kong’s Giant Punch. These traits limit his potential, as he’d rather inhale opponents and spam their neutral specials than actually put up a decent fight.
Without the help of custom moves, Kirby suffers immensely. His AI is free to spam its Inhale without consequence, and it becomes nearly impossible to stop. If you aren’t precise in your training, your amiibo will eventually use nothing but Inhale. Kirby is one character who may not be worth training without equipment.
Luckily, Kirby’s most significant flaw can be curbed with the help of custom moves. This means that, in spite of his shortcomings, he still has potential. If you can look past Kirby’s insatiable appetite, you’ll have a powerful tournament contender on your hands in no time.
Section 2: Recommended Equipment
Recommended Stats & Bonuses
For more information on equipment – including instructions on how to farm for custom parts – please read our amiibo equipment guide.
Most amiibo tournaments allow and encourage equipment. In fact, over ninety percent of competitions do – but if you’d prefer to forgo custom gear and leave your amiibo ‘vanilla’, you can skip this section. Otherwise, you will need to equip your amiibo with a viable setup of stats and bonuses. The following build has been extensively tested and proven effective:
+70 Attack / +70 Defense / -20 Speed
Recommended Custom Moves
- Jumping Inhale: This is a custom move version of Kirby’s neutral special. Hence its name, it allows Kirby to jump forward before inhaling the opponent, and it also deals more damage. Jumping Inhale is 100% necessary on Kirby, as it helps him to curb his habit of overusing Inhale.
- Giant Hammer: This is a custom move version of Kirby’s side special. It isn’t essential to Kirby’s success, but is a stronger side special that grants super armor. If you give your Kirby amiibo Giant Hammer, he will punish shield breaks with a fully charged Giant Hammer instead of a fully charged forward smash.
- Upper Cutter: This is a custom move version of Kirby’s up special. It’s a direct upgrade that allows him to meet his full recovery potential. In addition to five double jumps, he’ll be able to use Upper Cutter to help him recover.
Once your amiibo’s stats, bonuses, and custom moves are refined and ready to go, your training will officially begin! If you encountered a problem while equipping your amiibo, feel free to join our Discord server to ask for help.
Section 3: Training Your Amiibo
Training Your Amiibo
If you don’t want to participate in the competitive metagame, and would rather train your amiibo for personal use, please read our article on raising an amiibo to fight human players.
Amiibo training is a very specific task, and for the best possible result, you will need to approach it with caution. You can’t just go all-out using combos and aerials: both are seen as “newbie tactics” by competitive trainers. Instead, you should remain grounded at all times, making sure to punish your amiibo for every aerial attack it uses against you. This is true regardless of whether or not your amiibo was fed equipment.
To help your amiibo properly utilize its moveset, you will mirror match it from Level 1 all the way to Level 50. Playing timed matches on Ω-form stages is highly recommended.
Training Tips (Equipment & Vanilla)
- Neutral options: jab, forward tilt, and down tilt. Kirby’s jab, Smash Punch, is a fast multi-strike attack that can help rack up damage at early percentages. It lacks range but can apply pressure to shields. His forward tilt is quick and can be angled, while down tilt trips opponents and can link into a forward smash.
- Main KO moves: forward smash, up smash, and down smash. Kirby has an excellent set of smash attacks. His forward smash can be angled and deals increased damage when aimed upwards, and has the longest reach of any of Kirby’s attacks. Even so, your two primary kill moves should be up smash and down smash, as they are boosted by the Improved launch ability bonus effect (whereas forward smash is not – even when angled upwards). Up smash can be used out of shield and as an aerial punish, while down smash covers both sides of Kirby and can catch opponents off-guard.
- Moves to avoid: neutral special. A well-trained Kirby amiibo will never use Inhale or any of its custom move versions. Once you apply the Jumping Inhale custom move to your amiibo, do not use it during battle.
Training Tips (Vanilla-Only)
- If you did not feed your amiibo equipment, it’s a good idea to teach it to grab, pummel, and throw its opponents. When grabbing your amiibo, throw it towards the nearest edge. This means you will only need to use forward and back throws. In the equipment metagame, Improved escapability renders most grabs and throws useless. Without the presence of this bonus, your amiibo is free to use its grab as often as it pleases.
When your amiibo finally reaches Level 50, its training will truly begin. Just like a real player, amiibo need match experience and practice against different characters. For more information on training your amiibo past Level 50, follow this link.
Section 4: Conclusion & Credits
Thank you so much for reading! Although the guide may be coming to an end, your training most certainly isn’t: there’s always a way to make an amiibo stronger, and yours is no exception. If you need additional help, check out the Amiibo Mechanics & Metagame Guide. If you want to ask specific questions, you can also stop by our Discord server.
If your desire to read amiibo training guides and articles hasn’t been entirely fulfilled, there are more posts here that you might like. Amiibo Training Analysis analyzes a specific aspect of the metagame in great detail. Meanwhile, the official amiibo tier list ranks each amiibo’s potential. The FAQ is another good resource worth checking out. Alternatively, you can head back to the master list of guides for even more amiibo training methods!