Introduction
Wrestler (Unlocked at Fighters Rank 2)
Wrestlers main goal is to get his grabs going and take his opponent to the corner, where he gets 50/50s to continue the pressure.
In neutral approaching with grab can be predicable so good neutral tools for mixups are full hop double sobat, drop kick, and jab.
Grabbing of course is very good at threatening people and a strong option, and opponents wont want to jump because wrestler covers the air well.
He has a lot of kinds of grabs the basic gist of when to use which is
Down throw when you're facing the corner, this can lead to a flying grab(8B grab) if they don't airdodge, or a read and coverage if they do
Forward throw when you're 1/3rd screen, this throw can actually move during the spinning part, which lets u move closer to the corner, it gives you less time to set up your flying grab but its worth it still
Back throw when facing back to the ledge or mid screen, this can be followed up with a quick air puff (A then B very quickly) which leads to a mixup between flying grab or landing headbutt(8jB/up air)
Up throw is good when you're in the corner right up against the wall, opportunities for this one are more rare but its probably the most advantageous mixup wrestler has
A throw does the most damage of all of wrestlers throws, and it can put people on platforms BUT
If you're going for damage optimal you can do back throw and follow it up with A throw for a 40 damage command grab! however this leads to the worst mixup as all characters can simply fly away and are not vulnerable to flying grab
If you get a flying grab you can either wait to land and have access to all your previous throws, OR you get two air throws.
B air throw sends opponents down and bounces them off walls and surfaces, it can combo into j2b/down air and does good damage.
A air throw is a version of up throw that does more damage, Kirby lands and tosses his opponent toward where he was facing, this one can be looped and is quite infamous, however players will start airdodging so be ready to punish.
The main mixup here is airdodge vs attack, flying grab beats all attacks in the game except water spit down, and airdodge beats instant flying grab, however you can delay it to catch it and loop the throw mixup.
Theres more specific stuff but this should be enough to get started! Enjoy wrestler!
Moveset
Chop
5B
|
Damage
|
Startup
|
Total Frames
|
Attributes
|
10
|
-
|
-
|
-
|
- Kirby performs a swift chop.
- Followups into Chop Barrage
|
|
Chop Barrage - Final Chop
5BB
|
Version
|
Damage
|
Startup
|
Total Frames
|
Attributes
|
5BB
|
6 (3x2)
|
-
|
-
|
-
|
5BBB
|
18 (4, 14)
|
-
|
-
|
-
|
- Chops the barraged opponent with a barrage of chops.
- 5BB gives two additional chops, while 5BBB gives one more normal chop which leads into a damaging finisher chop.
|
|
Launching Lariat
2B
|
Damage
|
Startup
|
Total Frames
|
Attributes
|
30
|
-
|
-
|
-
|
- Kirby focuses in place, then lets loose with lariat strike that launches the opponent.
- As Kirby's charging, you can change the direction he's facing.
- The move can also be delayed by holding B.
|
|
Rolling Sobat
j.B
|
Damage
|
Startup
|
Total Frames
|
Attributes
|
20
|
-
|
-
|
Crouch avoidable
|
- Kirby extends his leg and kicks in front of him.
|
|
Headbutt
j.8B
|
Damage
|
Startup
|
Total Frames
|
Attributes
|
26
|
-
|
-
|
-
|
- Kirby swings his head above him for a damaging air-to-air/surprise landing attack.
|
|
Flying Dropkick
66A+B
|
Damage
|
Startup
|
Total Frames
|
Attributes
|
26 (16, 2x3, 4)
|
12
|
-
|
Crouch Avoidable
|
- Kirby advances forward a good distance with a multi-hit dropkick.
- The followup hits after the first hit whiff against crouchers.
|
|
Wrestler Pinpoint Kick
j.2B
|
Damage
|
Startup
|
Total Frames
|
Attributes
|
10
|
-
|
-
|
-
|
- Kirby quickly falls to the ground to kick the opponent, then bounces back up into the air on hit or block.
|
|
Wrestler Fury Stomp
j.2[B]
|
Damage
|
Startup
|
Total Frames
|
Attributes
|
26 (10, 2x6, 4)
|
-
|
-
|
-
|
- A flurry of kicks from above on top of the opponent.
- Afterwards, Kirby jumps back up into the air.
|
|
Meteor Plancha
28B
|
Damage
|
Startup
|
Total Frames
|
Attributes
|
36 (19, 8, 9)
|
6
|
-
|
-
|
- Kirby spins into the air before plummeting downwards with a fiery explosion.
|
|
Bouncing Meteor Plancha
Hold 4 or 6 against a wall in midair + 5B
|
Damage
|
Startup
|
Total Frames
|
Attributes
|
44 (19, 16, 9)
|
-
|
-
|
-
|
- Walljumps forward and performs an aerial Meteor Plancha.
- This move can only be done on stages that have solid walls:
- Haldera Volcano
- Castle Lololo
- Dedede Arena
|
|
Tackle Grab
66B
|
Damage
|
Startup
|
Total Frames
|
Attributes
|
0
|
5
|
-
|
Unblockable
|
- Kirby lunges forward with a grab attack that cannot be blocked.
- Grabbing the opponent allows Kirby to perform many different followups.
|
|
Lift/Flying Grab
8B
|
Damage
|
Startup
|
Total Frames
|
Attributes
|
0
|
8
|
-
|
-
|
- Kirby grabs the opponent if close enough to them on the ground.
- If no opponents are close to Kirby, he leaps high into the sky to grab.
- Can move left or right while going up.
- If Kirby doesn't grab anyone on the way up, he flails around on the way down.
- Grabbing the opponent allows Kirby to perform many different followups.
|
|
Blazing Back Breaker
8 during Tackle Grab/Lift
|
Damage
|
Startup
|
Total Frames
|
Attributes
|
28
|
-
|
-
|
-
|
- Kirby hops up and then slams back down to the ground, throwing the opponent forward afterwards.
|
|
Megaton Slam
2 during Tackle Grab/Lift
|
Damage
|
Startup
|
Total Frames
|
Attributes
|
28
|
-
|
-
|
-
|
- Kirby lifts the opponent up, then throws them onto the ground.
|
|
Air Suplex
4 during Tackle Grab/Lift
|
Damage
|
Startup
|
Total Frames
|
Attributes
|
28
|
-
|
-
|
-
|
- Dramatically jumps into the air with the opponent before crashing down, throwing them behind Kirby.
|
|
Giant Swing
6 during Tackle Grab/Lift
|
Damage
|
Startup
|
Total Frames
|
Attributes
|
28
|
-
|
-
|
-
|
- Kirby violently spins the opponent around, then tosses them in a Mario 64 fashion.
|
|
Rolling Breaker
A during Tackle Grab/Lift
|
Damage
|
Startup
|
Total Frames
|
Attributes
|
36
|
-
|
-
|
-
|
- Spins upwards, then dunks the opponent downwards.
|
|
Ultra Back Breaker
A during Flying Grab
|
Damage
|
Startup
|
Total Frames
|
Attributes
|
36
|
-
|
-
|
-
|
- An enhanced and more fiery version of Back Breaker.
- Lands to the ground with the opponent for an explosion that launches them straight up.
|
|
Air Corkscrew
B or 2 during Flying Grab
|
Damage
|
Startup
|
Total Frames
|
Attributes
|
28
|
-
|
-
|
-
|
- Spins the opponent right round in the air before chucking them back down.
|
|
Hats