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Kirby 
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That Inhale offstage sounds neat. Get ready for some wicked edgeguards, including spitting them under the stage right before the blast line or something like that. To add to teh Kirbycide discussion, I think UThrow can be used if Jump Cancelled, but idk.

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Fri Apr 17, 2015 9:24 am
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hmmm....
U-throw can kirbycide if you dash grab (which isn't a thing but you do slide a bit)
If you immediately u-throw you might fall straight to your death
Meta Knight can do the same

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Sat Apr 18, 2015 1:11 pm
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I had a thought about the back/forward throw kirbycides. In exchange for buffs in other places what I would like to see is:

The ability to break out of fthrow and bthrow

BEFORE YOU SHOOT ME:
There's a few things that would see setting this apart from how Melee handles the move:

1) You can't break out of the grab if there hasn't been any actual vertical movement - if the throws were done on solid ground and would land on the same platform it is impossible to break out of it during this time

2) The breakout is percentage based, like mashing out of a normal grab. At certain heights and percents, it would be humanly impossible to mash fast enough to break out, although the value should probably be pretty high. However this does mean that unlike melee, characters can break out ON THE WAY DOWN

3) Breaking out of the move WILL NOT RESULT IN KIRBY DYING ALONE - Kirby will pop up too during the break out, although the horizontal distance is in the opposite direction.

While this change would cause his throw kirbycides to no longer be a salt-shaking 0% kill option (as a Kirby main I do concede that this is utter CHEESE), it does allow these throws to have a certain layer of mind games outside of "LOL STAY AWAY FROM THE EDGE"

Any thoughts on this?

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Sat Apr 18, 2015 4:43 pm
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What I recommend is that bthrow and fthrow have higher knockback and will fall maybe 2 Marth lengths below the ledge and then bounce on thin air. This sets up for a great gimp situation, but isn't EZ win.

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Sat Apr 18, 2015 6:55 pm
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TheCodeSamurai wrote:
What I recommend is that bthrow and fthrow have higher knockback and will fall maybe 2 Marth lengths below the ledge and then bounce on thin air. This sets up for a great gimp situation, but isn't EZ win.



That would probably look super awkward tho
Maybe spawning like a star to land on or something

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Sat Apr 18, 2015 7:43 pm
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Yeah, something like that. Maybe a star comes up from the bottom and slams into them.

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Sun Apr 19, 2015 11:04 am
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Kind of like Tails' upthrow right? While he can move so that he holds them offstage, he will not drop to the blast zone.

They could just make it so that the Stars spawns when he lands no matter what to reuse some code or something.

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Sun Apr 19, 2015 2:14 pm
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This man is correct.

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Sun Apr 19, 2015 2:37 pm
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But I want my Kirbycides :( Meh, I guess I could get used to it, depends on how they actually get thrown off... I imagine this beig effective against Fox/Falcon or just fast allers or charas with bad recovery. Some other point I noticed: Kirbyciding with FThrow is not possible on WW because you will land on the platform abovve, but BThrow works just fine. ( :arrow: FThrow goes higher than BThrow)

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Wed Apr 22, 2015 12:36 am
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Ideally you'd still be in a very advantageous position after throwing your opponent offstage, so that there would still be a huge incentive not to get hit by it but it wouldn't be insta-death. In some ways it would be better, because you might get a gimp without dying.

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Wed Apr 22, 2015 7:02 am
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Now to compensate i would like inhale to have way less lag on whiff :3

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Fri Apr 24, 2015 5:22 pm
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DucKi wrote:
Now to compensate i would like inhale to have way less lag on whiff :3

Yes please. It'd become similar to Chomp shenanigans. :3

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Fri Apr 24, 2015 5:35 pm

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I really want to talk about Kirby match-ups.

But I don't know how this can go. Sometimes (maybe most time) I feel Kirby's my best character now as I do better with him than my other character. Even his worst match-ups don't feel that bad to me. I really love using him. . . And I feel like I probably would never lose if he got his very needed buffs, lol.

Some of his match-up I believe.

vs. Fox | 50/50-60/40
vs. Donkey Kong | 40/60
vs. Jigglypuff | 50/50
vs. Chibo-Robo | 40/60
vs. Marth | 30/70
vs. Mario | 40/60-35/65

I'm sure vs. Link is losing but I'm not sure on how much. Against Meta-Knight, I can't really tell. It feels losing by a lot sometimes, to near even others. vs. Peach is likely even. vs. Sora feel so hard because of his safeness.

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Thu Apr 30, 2015 7:31 pm
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What about against Falcon? My gut reaction is that it is either even or in Kirby's favour, as Kirby is very small and light making him hard to combo (and catch out with nair) and Falcon's recovery is garbage, but Falcon is a good character and can camp Kirby hard with his speed.

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Thu Apr 30, 2015 9:37 pm

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It really feels like if Falcon plays hit and run, Kirby should have the disadvantage. He'll never be able to catch him as Falcon tacks on damage. And Kirby really has to worry about being grabbed because follow-up are pretty automatic for Falcon and his kill power is super-high on him. The best thing Kirby has is being to juggle and edgeguards. Edgeguard aren't too hard to confirm, but can be difficult to setup the situation. And Kirby's juggles can be amazing but execution might can be tricky. I feel like Falcon can put in a lot less effort play safer in-general. He only gets bodied by Kirby from trying rush him, which he doesn't need to do to win. The thing with Kirby is that you either play perfect or lose (or the opponent has to make a lot of mistakes). He can't effort to give-up any openings and can't effort to fail capitalizing on any punish moments either. A single miss easily causes him the match because he only gets so few chances to take the stock.

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Thu Apr 30, 2015 10:10 pm
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