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Kirby is the titular pink puff and main protagonist of Nintendo's Kirby series of video games. He made his debut appearance in 1992, starring in Kirby's Dream Land. The series has been running for over two decades, and over thirty titles have been released under Kirby's name, most of which are developed by HAL Laboratory, Inc. or published by HAL for co-developing studios.
Kirby has been featured in his own anime series, many manga publications in several countries, comics in numerous countries, and even an educational video co-starring Mario. The Kirby series is frequently merchandised by Nintendo, although most of its products are only released in Japan.
Kirby lives in his dome-shaped home in Dream Land, a country on his home planet Planet Popstar. His adventures take him throughout Dream Land and occasionally into local star systems for various reasons, and he has saved his homeland, and even the universe, many times.
Powers and Stats
Tier: At least Low 5-B, potentially far higher | 3-A | Low 2-B
Age: Unknown (Kirby's age has never been confirmed by Japanese sources. In Japanese, Kirby is introduced as 「若者」 (wakamono), which means a young person. Data of Queen Sectonia notes that she contains data spanning elements of creatures of at least 1000 years, which would imply Amazing Mirror has a 1000 year timeskip)
Classification: Kirby of the Stars, Citizen of Dreamland, Hero of Dreamland & Popstar, Warrior of Dreamland & Popstar, Hero of the Lower World
Stamina: Peak Human (Fought Queen Sectonia through the night), Limitless as Ghost Kirby (Can still do actions even at 0 health)
Range: Below Standard Melee Range (Kirby is 20 centimers tall), higher with Inhale, Extended Melee Range with Super Inhale (Can inhale trees), Hundreds of Meters with Mic (Sound can travel hundreds of meters), Low Multiversal with Magic Sock (Magic Sock can traverse between Patch Land and Pop Star), High Multiversal+ with Transportations (Can transport objects toThe Player)
Standard Equipment: Despite not being visibly carrying them, he has shown to have a cell phone to call a Warp Star, a cell phone to call other 3 Kirbys, a handkerchief, goggles and an air cushion. Can spit numerous small stars and bombs
Decreases the speed and jump of all the other opponents, that will also have a maroon aura around them.
Puts all opponents to sleep.
Drops a bomb on all the opponents.
Drops a random Food item. One may occasionally be a Maxim Tomato.
Drops three Timed Dynamites
The Dash Shoe drastically increases the speed and jumping capability of anyone who touches it, it also surrounds them with a blue glow. The item's effects are temporary.
Debuting in Kirby's Block Ball. Upon touching the item, Kirby will split into two.
Scan Specs
An Invader Armor, its power and functions change depending on its pilot, Kirby's made it surpass its limited capabilities and turn into a shape-shifting copy robot.
Scan Specs: Produces a scan ray from its mouth, turning targets into data absorbed that turns the armor into a mode corresponding to the abilities of those targets. See the Robobot Armor Modes section for more information about them.
Reset Specs: Drops its Copy Ability.
Robobot Punch: Hits with its arms.
Robobot Slam
Hunker Down: Contracts its arms and legs, making it resemble a ball and taking no damage from attacks.
Gives Kirby extra powers constantly or when activated:
Power Throw: Improves throwing ability constantly.
Big Air Bullet: Increases power and size of air bullets constantly.
Invisibility: Makes Kirby transparent for 15 seconds when activated.
Mega Blast: Will send foes Kirby attacks flying farther constantly.
Cashgrabber: Raises the number of things you an steal from foes by 50% constantly.
Deflector: Brushes off attacks automatically for 60 seconds when activated.
Superspicy Curry: Lets Kirby blow flames for 10 seconds when activated.
Will improve Kirby's aerial mobility and allow him to spit an unlimited number of air bullets much faster and farther for a limited time.
It starts growing in size after being picked up and explodes by itself if held for too long.
When held, it fires arcing shots automatically to a fixed distance ahead of the carrier for as long as it lasts.
Once Kirby picks up a Timed Dynamite, the clock shown on it will slowly begin to tick down. Once the clock makes one cycle, the dynamite will explode.
When Kirby puts on the 3D Helmet Cannon, he immediately begins rapidly shifting from foot to foot. The helmet's explosives cannon fires automatically.
When collected, Kirby becomes invincible for a short time, and almost any enemy he touches will be instantly defeated, or at least damaged.
When this item is used, Kirby grows to an enormous size and temporarily become invincible while rapidly flashing different colors.
When the mike is spat out, Kirby will screech into it, greatly damaging all enemies on screen.
The character holding it cannot fly or float with it. As long as it is being held, its carrier is both invisible and intangible. The Invisibility Stone will respawn in its original place if destroyed. It only lasts for a limited time and flashes red when it is close to expiring.
It can fire lasers of various sizes and power depending on how many Kirbys are using it.
When picked up and thrown by Kirby, the Gordo grows in size and his spikes jut out, making him a temporary hazard and an immovable obstacle for opponents.
Called "Lobster Tank" by fans, it is another vehicle that Kirby can use. Its charge attack is a powerful electroshock that comes from its mouth area.
When picked up and used Kirby summons one of the following Dream Friends to assist him:
Used to increase his statistics. The effects are shared with allies.
Speed Power-Up Hearts: Increases speed.
Health Power-Up Hearts: Increases and heals all health.
Attack Power-Up Hearts: Increases attack potency.
All Power-Up Hearts: Gives all previous effects at once.
A common enemy that can appear and be used as a throwable item, exploding when landing.
The 2 parts that make up this item can appear when Kirby is fighting along an ally. The 2 need to put together both parts to create a Warp Star-like vehicle in which they can shoot projectiles at targets and blast them with an energy beam. Kirby and a buddy have used this item after it was somehow heavenly delivered to them from above in order to finish an evil force at the end of Fighters 2, and an official twitter post has praised it for its power, poetically hyped the range of its energy beam and acknowledged the fact that it appears from the heavens.
Used to dance for some time and then gain an amp in power.
A Gordo with its spines retracted, it can be thrown somewhere so that it may grow its spines.
It has visible items inside, it can be broken to get them.
A small capsule with a smaller Plugg inside. Attacking it charges electricity which will then be used to shoot a projectile into a target.
Items Kirby could obtain through the Story Move in Fighters 2, its effects stayed until reaching the Summit of a tower where the adventure took place (At best, this meant climbing 50 floors, each with a fight). Kirby choosed 1 of a small, random list of this items being avaliable to him after finishing a battle, and using more than once the same item or the same type of items would keep accumulating its effects, always making Kirby more powerful in a customizable way.
Healing Items
Cherry: Heals some health for Kirby and his buddy.
Energy Drink: As before but better.
Maxim Tomato: As before but better.
Stones: Increase certain stats, using the same stone more than once increase the stat further. The descriptions are given as if 1 use per item was used.
Attack Stone
Attack Stone Lv. 1: Raises attack power a little for Kirby and his buddy (+37 in-game).
Attack Stone Lv. 2: As before, but better (+55).
Attack Stone Lv. 3: As before, but better (+73).
Attack Stone Lv. 4: As before, but better (+92).
Cursed Attack Stone Lv. 5: Raises attack power immensely for Kirby and his buddy (+128), but it will also damage them for half of their health. Although continuing their fights and gaining more items, Kirby & co. can heal themselves.
Health Stone
Health Stone Lv. 1: Raises maximum health for Kirby and his buddy to some degree (By 45 in-game, the standard being 100).
Health Stone Lv. 2: As before, but better (+60).
Health Stone Lv. 3: As before, but better (+75).
Health Stone Lv. 4: As before, but better (+85).
Cursed Health Stone Lv. 5: Raises maximum health for Kirby and his buddy by 110, but it will also damage them for half of their health. Although continuing their fights and gaining more items, Kirby & co. can heal themselves.
Quick-Charge Stone
Quick-Charge Stone Lv. 1: Shorters the charge time for charge attacks a little for Kirby and his buddy (+45 in-game).
Quick-Charge Stone Lv. 2: As before, but better (+67 in-game).
Quick-Charge Stone Lv. 3: As before, but better (+89 in-game).
Quick-Charge Stone Lv. 4: As before, but better (+106 in-game).
Cursed Quick-Charge Stone Lv. 5: Shorters the charge time for charge attacks immensely for Kirby and his buddy (+138), but it will also damage them for half their health. Although continuing their fights and gaining more items, Kirby & co. can heal themselves.
Recovery Stone
Recovery Stone Lv. 1: Raises the power of recovery items a little for Kirby and his buddy (+64 in-game).
Recovery Stone Lv. 2: As before, but better (+85).
Recovery Stone Lv. 3: As before, but better (+106).
Recovery Stone Lv. 4: As before, but better (+132).
Cursed Recovery Stone Lv. 5: Raises the power of recovery items immensely (+158) for Kirby and his buddy, but it will also damage them for half their health. Although continuing their fights and gaining more items, Kirby & co. can heal themselves.
Ghost Stone
Ghost Stone Lv. 1: Let's Kirby become a ghost a little faster, and his health increases a little moe than normal after reviving (+25 in-game). It also increases his speed as a ghost.
Ghost Stone Lv. 2: As before, but better (+38 in-game).
Ghost Stone Lv. 3: As before, but better (+50 in-game).
Ghost Stone Lv. 4: As before, but better (+75 in-game).
Cursed Ghost Stone Lv. 5: Let's Kirby become a ghost immensely faster and have immensely more health after reviving, but it will also damage him for half his health. Although continuing his fights and gaining more items, Kirby can heal himself.
Badges
Bandana Waddle Dee Badge: Multiblies attack power against Bandana Waddle Dee by 3.
Gooey Badge: Multiblies attack power against Gooey by 3
Magolor Badge: Multiblies attack power against Magolor by 3.
Boss Badge: Supercharges Kirby's attack power against bosses in the Buddy Fighters Tower.
Stickers: Bestow certain effects, using the same sticker more than once increase the scale further. The descriptions are given as if 1 use per item was used.
Crackler Sticker: Multiplies the attack power of a Crackler by 2.
Explosives Sticker: Multiplies the attack power of Timed Dynamite and Bombers against enemies by 2.
Extension Sticker: Extends the remaining time for a battle by 20 seconds; this are Game Mechanics.
Quick-Cheer Sticker: Reduces by half the time it takes for a successful Cheer dance. It also doubles the dance's attack power.
Score-Bonus Sticker: Increases the score got from a battle by 10%. This are Game Mechanics.
Mint Leaf Sticker: Multiplies the attack power of a Mint Leaf by 2.
Auto-Heal Sticker: Increases the auto-heal after winning a battle by 30 (the base health being 100). The auto-heal after winning may be due to Kirby and his buddy's regenerative abilities, or just Game Mechanics, the latter making this item inapplicable.
Zap Weapon Sticker: Increases a Zap Weapon's charge speed and doubles its electric attack power.
Anti-Explosion Charm: Greatly reduces the damage from Timed Dynamite and Bombers.
Anti-Mike Charm: Reduces the damage from enemies using Mike attacks by 75%.
Anti-Hazard Charm: Reduces the damage from (stage) hazards such as Magma and Springy Hands by 50%. It may be Game Mechanics.
Anti-Gordo Charm: Reduces damage from Gordo Balls and Gordos thrown by bosses by 75%.
Auto Guards
Auto Guard I: Makes Kirby use his Guard technique automatically every so often.
Auto Guard II: Makes Kirby sometimes use his Guard technique automatically, more often than before.
Item Selection Plus: Adds an extra item slot in the Item Room, letting Kirby have more items to choose from after finishing a fight.
Cursed Rings: All of them are said to be cursed.
Cursed Auto-Heal Ring: It multiplies the auto-healing after a battle by 3, but in return, no food items will appear in it. The food items appearing are Game Mechanics.
Cursed Attack Ring: Multiplies his attack and that of his buddy by 2, but in return, their maximum health is cut by 66%.
Cursed Anti-Ghost Ring: Stops enemies, Kirby and his buddy from becoming ghosts.
Buddy Skill Up: Increases the combat skills of Kirby's buddy, apparently making him stronger too.
Standard Tactics: Despite using various items and techniques, Kirby's first natural opening is to always use inhale.
Weaknesses: Taking too much damage causes him to lose any copy ability, this is removed with copy essence deluxe.
Notable Attacks/Techniques:
This dropdown contains Kirby's attacks and techniques.
*Physiology: Kirby has a soft, flexible body. This allows him to be flattened or stretched, always returning to his original shape. He can inflate himself, making himself more buoyant, and he can flap his arms to hover. In most games, he can do this indefinitely. He's naturally a bit bounceable, exponentially so as a ball. His body is also pretty light, being able to get dragged by butterflies and birds flying at him on a breeze.Series creator Sakurai officially stated during an interview that Kirby has no bones, making him an invertebrate.
Kirby's Star Spit briefly turning back a dimensional wall
Inhale: Inhale is Kirby's signature technique. By taking a deep breath Kirby is able to suck objects into his mouth like a vacuum, which stretches to fit large objects. Kirby can then swallow the object or enemy that is in his mouth to absorb it, or spit it out as a star to attack. Inhale is a great defense as well as an attack. Inhaling seems to have no effect on excessively large or heavy objects, such as a boss, though Kirby has displayed being able to inhale some of them after defeating them, so this could be chalked up as a resistance. Another inconsistent part about inhale is the ability to inhale underwater, Kirby in most games cannot inhale underwater and must use his technique, the water gun. It could potentially be attributed to Game Mechanics that Kirby can't inhale underwater or seen as him not wanting to.
Super Inhale: In Kirby & The Amazing Mirror and Kirby: Squeak Squad, after Kirby inhales for a while, his inhale becomes a Super Inhale. The Super Inhale has slightly more range and strength, allowing him to inhale Large Enemies, Large Star Blocks, and Heave Ho Blocks.
Hover: Kirby sucks in air to puff up, he can then waves his arms around to float into the air, allowing him to fly indefinitely. He can float on water while puffed up. Releasing the accumulated air he sucks in allows him to use the air gun technique.
Air Gun: The Air Gun is a technique used by Kirby. First Kirby flies, inflating themself, and then exhale, puffing out a ball of air that will damage most regular enemies and some large enemies. It can also be used to destroy Star Blocks and in Kirby's Adventure, has shown to destroy Ability Stars.
Headbutt Attack: In most games, Kirby's jump off the ground can be used as a headbutt attack. Its effects differ between games: Primarily, the attack allows Kirby to destroy Star Blocks by hitting them from underneath. In certain games, however, Kirby is able to damage enemies with it as well. Foes with a lot of health in Kirby Super Star/Kirby Super Star Ultra often require a few headbutts to defeat. Enemies in Kirby's Dream Land 3 are defeated with one headbutt and enemies in Kirby 64: The Crystal Shards are defeated with two. Kirby deals the most damage when he has just left the ground and is most vulnerable at the peak of his jump.
Water Gun: The Water Gun is used by the Kirby underwater; if Kirby is using a Copy Ability that cannot be used underwater, he will perform the Water Gun move instead. The move is a short-range blast of water that may be aimed in one of four directions; up, down, left or right. Depending on the game, the move will either be a one-shot blast or will be an indefinite stream of water/bubbles.
Star Spit: The Star Spit is an ability used by Kirby that turns an enemy or object into a star. To star spit, Kirby must inhale an enemy, then press the attack button to spit them out as a star-like projectile. If Kirby inhales two enemies, it becomes more powerful. In most games, Kirby is capable of inhaling more enemies, resulting in a more powerful shot. In Kirby: Squeak Squad, if Kirby inhales three or more enemies, it becomes even more powerful. If Kirby inhales enough enemies in Kirby's Return to Dream Land, the star he spits becomes twice as large as him. In Kirby's Blowout Blast, when Kirby inhales enough enemies, the star he spits becomes a powerful shot called a Blaster Bullet.
Blaster Bullet: The most powerful form of the star spit technique, requiring Kirby to inhale a huge group of enemies.
Kirby utilizing Copy Abilities without the need to swallow enemies
Kirby utilizing Copy Abilities to attack foes
Kirby entering Copy Ability Rooms, using his Copy Abilities to test them
Kirby's duplicates using diverse Copy Abilities
Half transformed Kirby using the full Copy Ability
Copy Ability: Copy Abilities are powers that Kir can gain in various ways, the most known way is Kirby using his inhale technique and swallowing the enemy, gaining their techniques. Something interesting to note with copy abilities are that an enemy that Kirby swallows won't necessarily give him all the attacks that an enemy can perform in gameplay. For instance, Bonkers, can throw explosive coconuts, but the ability he grants, Hammer, doesn't allow Kirby to throw coconuts implying that when Kirby swallows the enemy he gains their best skill and not all of their skills. Conversely, sometimes Kirby can do moves that the enemy cannot, showing the abilities he mimics are performed better by him then the enemy. It should also be noted that Kirby gaining copy abilities through inhaling will cause him to lose them if he takes enough damage. The other way Kirby can gain copy abilities is through Copy Essence Deluxe where Kirby can naturally gain copy abilities without inhaling an opponent, he can also keep the abiliites permenantly this way, no matter how much damage he takes.
Kirby spitting an enemy into another enemy to fuse them
Kirby throwing a Power Star into an enemy to fuse them
Kirby throwing an enemy into another enemy to fuse them
Summoning: Kirby has summoned various different objects and allies on his adventure such as:
Warp Star: Can summon the warp star which serves as Kirby's primary mode of transportation in the series, allowing him to travel quickly between areas.
A Warp Star approaching Kirby for travel purposes
A Warp Star approaching Kirby so he can chase a foe
The Star Allies Sparkler catching up the Star Allies, helping them in combat
A Warp Star approaching Kirby & allies to take them back home
Gooey: Can summon his friend, Gooey, to assist him in his adventures or battles.
Cell Phone: In Kirby and the Amazing Mirror Kirby can use his cell phone to call the other 3 Kirbys which will heal some health in contact with Kirby and will assist him in the tasks he's doing.
Creation: Kirby can sacrifice his copied ability to summon a "Helper", which is the being he may have used to gain his copied ability, now assisting Kirby in his adventures or battles.
Power Absorption: Shown in Kirby's Dream Course and Kirby Canvas Curse. Kirby throws himself at the enemy and will steal his abilities when touching him.
Power Transferral: Also shown in Kirby's Dream Course, he can exchange abilitiy with another enemy.
Heroic Heart: The heroic heart is the name of the star that popped out of Kirby when he was split into ten by Necrodeus' scepter during the events of Kirby Mass Attack. As the heroic heart's name suggests, it is Kirby's own heart. The heart is seen communicating its thoughts with the remaining Kirby after his first encounter with Necrodeus - it is likely that Kirby has to make conscious effort to follow its direction simply because he has been separated from it. Despite being called a heart, the Heroic Heart is very clearly Kirby's spirit, it's not a physical, tangible object and can move wherever and go through walls.
Telekinesis: With his Heroic Heart, he can telekinetically move his body around.
The reflected attack more notably homing into the attacker
Resurrection of others: During Mass Attack Kirby was divided into 10 Kirbys, with each of them having only a fraction of his power. If one of those Kirbys were to die, he would fly upwards as a soul which can be caught by another Kirby to revive him, making the previously dead Kirby have a body again (although still damaged). Whether or not Kirby can do this to other beings is unclear. At the same time, at the beginning of the previously said game, 9 of those Kirbys were erased by Necrodeus, and Kirby was still able to revive them despite not being present as souls. Instead, eating enough food somehow brought them back.
Ghost Kirby absorbing energy from a target to recreate his body
Ghost Kirby possessing & erasing Uja, a large number of insects
Ghost Kirby: Unlike the copy ability, when defeated, Kirby transforms into a Ghost Kirby, although instead of only being a light blue, each Ghost Kirby retains its normal colors. Ghost Kirby can attack non-ghosts to deal slight damage and, more importantly, return back to life with some health restored; getting defeated after being revived results in a progressively longer period before the Kirby transforms into a ghost. Ghost also has a few more techniques to attack with, in addition to vanishing.
Attack: Kirby slaps with one of his hands. If charged, he will slap twice with one of his hands.
Tackle: Kirby dashes forward while performing a headbutt.
Vanish: Kirby vanishes, becoming invisible and being unaffected by attacks and hazards.
Possession: Kirby can control the possessed enemy. Pressing X causes Kirby to destroy the possessed enemy and allows him to act freely again.
Absorption: Kirby puts the possessed target(s), and anyone they are holding, under his cloak, absorbing them. Kirby can absorb life energy from other targets to regenerate back a physical form.
Slide: Slide is one of the most basic moves in the Kirby series. It does little damage, but can defeat some weaker enemies in one hit. In essence, if Kirby has no power available and needs to deal fast damage to a foe, the slide attack is better than nothing.
Guard: Guarding is Kirby's only defensive action without a copy ability. Kirby assumes a defensive posture until the button is released. While guarding, Kirby takes no damage from weak attacks and minimal damage from stronger attacks, in addition to retaining his ability and not getting knocked off the ground. Enemies that come in contact with a guarding Kirby also take minimal damage.
Space Jump: Kirby can transform into a star and warp to one's location. Normally helpers do this to keep up with Kirby.
Sharing: Kirby and another can share food with each other to restore health in a motion that resembles kissing. This is done by one character touching a recovery item, and touching the other within the next few seconds.
Dodge: Acrobatically twirls to one side or in place to dodge attacks.
Air Dodge: Twirls to dodge attacks in the air.
Team Attack: A technique Kirby can access to with a Star Ally. In Return to Dream Land when piggybacking an ally, they can briefly charge energy to use a special attack, the more allies charging energy the more powerful the attack will be. The form of the attack depends on the ally below, which is shooting it. Kirby launches a giant compilation of air forward that can pass through enemies, its size depends on the number of allies charging energy. Kirby & all other allies in-game (Meta Knight, King Dedede, and Bandana Dee) can use their Team Attack to push back and warp the waves of space that were consuming interstellar parts of Another Dimension.
Team Attack (Return to Dream Land)
Friend Heart: A Friend Heart allows Kirby to make friends, and serves as one of the main mechanics Kirby Star Allies. Before Kirby learns of his new ability, Hyness performs a ritual to resurrect Void Termina who is sealed in the Jamba Heart, but fails to perform it correctly, causing it and the Heart Spears containing it to shatter, sending their shards across the galaxy. A pink heart shard, which was dispersed by the Heart Spears, lands on Kirby and grants him his new power, which was unbeknownst to him at the time. Kirby discovers it in the first stage of the game, Green Gardens, as part of an interactive cutscene that explains the use of Friend Hearts; in this cutscene, Kirby turns an enemy Poppy Bros. Jr. into a friend by tossing a Friend Heart at him. From then on, Kirby always has access to Friend Hearts, and can use one by pressing the X button. Kirby throws a heart by releasing the button, but can aim the throw before releasing the button, similarly to the aiming system of the Bomb ability; additionally, if Kirby is close enough, he will throw a heart directly at the enemy without needing to aim. If a heart touches an enemy that can be befriended (indicated by a small heart symbol above the enemy when Kirby is holding a Friend Heart), that enemy will become a friend, of which Kirby can have a maximum of three at any time. If Kirby uses a Friend Heart to create a friend despite already having three friends in tow, one of the three friends can be replaced with the new friend, or the action can be cancelled altogether, resulting in the enemy transforming into an ability item. Kirby can also throw Friend Hearts at Copy Essences, Ability Stars, and ability items to turn them into friends. If a friend throws a Friend Heart at another enemy, they transform into whatever enemy they threw the Friend Heart at. When an enemy is befriended, that enemy will wear their ability hat.
Decreases the speed and jump of all the other opponents, that will also have a maroon aura around them.
Puts all opponents to sleep.
Drops a bomb on all the opponents.
Drops a random Food item. One may occasionally be a Maxim Tomato.
Drops three Timed Dynamites
The Dash Shoe drastically increases the speed and jumping capability of anyone who touches it, it also surrounds them with a blue glow. The item's effects are temporary.
Debuting in Kirby's Block Ball. Upon touching the item, Kirby will split into two.
Scan Specs
An Invader Armor, its power and functions change depending on its pilot, Kirby's made it surpass its limited capabilities and turn into a shape-shifting copy robot.
Scan Specs: Produces a scan ray from its mouth, turning targets into data absorbed that turns the armor into a mode corresponding to the abilities of those targets. See the Robobot Armor Modes section for more information about them.
Reset Specs: Drops its Copy Ability.
Robobot Punch: Hits with its arms.
Robobot Slam
Hunker Down: Contracts its arms and legs, making it resemble a ball and taking no damage from attacks.
Gives Kirby extra powers constantly or when activated:
Power Throw: Improves throwing ability constantly.
Big Air Bullet: Increases power and size of air bullets constantly.
Invisibility: Makes Kirby transparent for 15 seconds when activated.
Mega Blast: Will send foes Kirby attacks flying farther constantly.
Cashgrabber: Raises the number of things you an steal from foes by 50% constantly.
Deflector: Brushes off attacks automatically for 60 seconds when activated.
Superspicy Curry: Lets Kirby blow flames for 10 seconds when activated.
Will improve Kirby's aerial mobility and allow him to spit an unlimited number of air bullets much faster and farther for a limited time.
It starts growing in size after being picked up and explodes by itself if held for too long.
When held, it fires arcing shots automatically to a fixed distance ahead of the carrier for as long as it lasts.
Once Kirby picks up a Timed Dynamite, the clock shown on it will slowly begin to tick down. Once the clock makes one cycle, the dynamite will explode.
When Kirby puts on the 3D Helmet Cannon, he immediately begins rapidly shifting from foot to foot. The helmet's explosives cannon fires automatically.
When collected, Kirby becomes invincible for a short time, and almost any enemy he touches will be instantly defeated, or at least damaged.
When this item is used, Kirby grows to an enormous size and temporarily become invincible while rapidly flashing different colors.
When the mike is spat out, Kirby will screech into it, greatly damaging all enemies on screen.
The character holding it cannot fly or float with it. As long as it is being held, its carrier is both invisible and intangible. The Invisibility Stone will respawn in its original place if destroyed. It only lasts for a limited time and flashes red when it is close to expiring.
It can fire lasers of various sizes and power depending on how many Kirbys are using it.
When picked up and thrown by Kirby, the Gordo grows in size and his spikes jut out, making him a temporary hazard and an immovable obstacle for opponents.
Called "Lobster Tank" by fans, it is another vehicle that Kirby can use. Its charge attack is a powerful electroshock that comes from its mouth area.
When picked up and used Kirby summons one of the following Dream Friends to assist him:
Used to increase his statistics. The effects are shared with allies.
Speed Power-Up Hearts: Increases speed.
Health Power-Up Hearts: Increases and heals all health.
Attack Power-Up Hearts: Increases attack potency.
All Power-Up Hearts: Gives all previous effects at once.
A common enemy that can appear and be used as a throwable item, exploding when landing.
The 2 parts that make up this item can appear when Kirby is fighting along an ally. The 2 need to put together both parts to create a Warp Star-like vehicle in which they can shoot projectiles at targets and blast them with an energy beam. Kirby and a buddy have used this item after it was somehow heavenly delivered to them from above in order to finish an evil force at the end of Fighters 2, and an official twitter post has praised it for its power, poetically hyped the range of its energy beam and acknowledged the fact that it appears from the heavens.
Used to dance for some time and then gain an amp in power.
A Gordo with its spines retracted, it can be thrown somewhere so that it may grow its spines.
It has visible items inside, it can be broken to get them.
A small capsule with a smaller Plugg inside. Attacking it charges electricity which will then be used to shoot a projectile into a target.
Items Kirby could obtain through the Story Move in Fighters 2, its effects stayed until reaching the Summit of a tower where the adventure took place (At best, this meant climbing 50 floors, each with a fight). Kirby choosed 1 of a small, random list of this items being avaliable to him after finishing a battle, and using more than once the same item or the same type of items would keep accumulating its effects, always making Kirby more powerful in a customizable way.
Healing Items
Cherry: Heals some health for Kirby and his buddy.
Energy Drink: As before but better.
Maxim Tomato: As before but better.
Stones: Increase certain stats, using the same stone more than once increase the stat further. The descriptions are given as if 1 use per item was used.
Attack Stone
Attack Stone Lv. 1: Raises attack power a little for Kirby and his buddy (+37 in-game).
Attack Stone Lv. 2: As before, but better (+55).
Attack Stone Lv. 3: As before, but better (+73).
Attack Stone Lv. 4: As before, but better (+92).
Cursed Attack Stone Lv. 5: Raises attack power immensely for Kirby and his buddy (+128), but it will also damage them for half of their health. Although continuing their fights and gaining more items, Kirby & co. can heal themselves.
Health Stone
Health Stone Lv. 1: Raises maximum health for Kirby and his buddy to some degree (By 45 in-game, the standard being 100).
Health Stone Lv. 2: As before, but better (+60).
Health Stone Lv. 3: As before, but better (+75).
Health Stone Lv. 4: As before, but better (+85).
Cursed Health Stone Lv. 5: Raises maximum health for Kirby and his buddy by 110, but it will also damage them for half of their health. Although continuing their fights and gaining more items, Kirby & co. can heal themselves.
Quick-Charge Stone
Quick-Charge Stone Lv. 1: Shorters the charge time for charge attacks a little for Kirby and his buddy (+45 in-game).
Quick-Charge Stone Lv. 2: As before, but better (+67 in-game).
Quick-Charge Stone Lv. 3: As before, but better (+89 in-game).
Quick-Charge Stone Lv. 4: As before, but better (+106 in-game).
Cursed Quick-Charge Stone Lv. 5: Shorters the charge time for charge attacks immensely for Kirby and his buddy (+138), but it will also damage them for half their health. Although continuing their fights and gaining more items, Kirby & co. can heal themselves.
Recovery Stone
Recovery Stone Lv. 1: Raises the power of recovery items a little for Kirby and his buddy (+64 in-game).
Recovery Stone Lv. 2: As before, but better (+85).
Recovery Stone Lv. 3: As before, but better (+106).
Recovery Stone Lv. 4: As before, but better (+132).
Cursed Recovery Stone Lv. 5: Raises the power of recovery items immensely (+158) for Kirby and his buddy, but it will also damage them for half their health. Although continuing their fights and gaining more items, Kirby & co. can heal themselves.
Ghost Stone
Ghost Stone Lv. 1: Let's Kirby become a ghost a little faster, and his health increases a little moe than normal after reviving (+25 in-game). It also increases his speed as a ghost.
Ghost Stone Lv. 2: As before, but better (+38 in-game).
Ghost Stone Lv. 3: As before, but better (+50 in-game).
Ghost Stone Lv. 4: As before, but better (+75 in-game).
Cursed Ghost Stone Lv. 5: Let's Kirby become a ghost immensely faster and have immensely more health after reviving, but it will also damage him for half his health. Although continuing his fights and gaining more items, Kirby can heal himself.
Badges
Bandana Waddle Dee Badge: Multiblies attack power against Bandana Waddle Dee by 3.
Gooey Badge: Multiblies attack power against Gooey by 3
Magolor Badge: Multiblies attack power against Magolor by 3.
Boss Badge: Supercharges Kirby's attack power against bosses in the Buddy Fighters Tower.
Stickers: Bestow certain effects, using the same sticker more than once increase the scale further. The descriptions are given as if 1 use per item was used.
Crackler Sticker: Multiplies the attack power of a Crackler by 2.
Explosives Sticker: Multiplies the attack power of Timed Dynamite and Bombers against enemies by 2.
Extension Sticker: Extends the remaining time for a battle by 20 seconds; this are Game Mechanics.
Quick-Cheer Sticker: Reduces by half the time it takes for a successful Cheer dance. It also doubles the dance's attack power.
Score-Bonus Sticker: Increases the score got from a battle by 10%. This are Game Mechanics.
Mint Leaf Sticker: Multiplies the attack power of a Mint Leaf by 2.
Auto-Heal Sticker: Increases the auto-heal after winning a battle by 30 (the base health being 100). The auto-heal after winning may be due to Kirby and his buddy's regenerative abilities, or just Game Mechanics, the latter making this item inapplicable.
Zap Weapon Sticker: Increases a Zap Weapon's charge speed and doubles its electric attack power.
Anti-Explosion Charm: Greatly reduces the damage from Timed Dynamite and Bombers.
Anti-Mike Charm: Reduces the damage from enemies using Mike attacks by 75%.
Anti-Hazard Charm: Reduces the damage from (stage) hazards such as Magma and Springy Hands by 50%. It may be Game Mechanics.
Anti-Gordo Charm: Reduces damage from Gordo Balls and Gordos thrown by bosses by 75%.
Auto Guards
Auto Guard I: Makes Kirby use his Guard technique automatically every so often.
Auto Guard II: Makes Kirby sometimes use his Guard technique automatically, more often than before.
Item Selection Plus: Adds an extra item slot in the Item Room, letting Kirby have more items to choose from after finishing a fight.
Cursed Rings: All of them are said to be cursed.
Cursed Auto-Heal Ring: It multiplies the auto-healing after a battle by 3, but in return, no food items will appear in it. The food items appearing are Game Mechanics.
Cursed Attack Ring: Multiplies his attack and that of his buddy by 2, but in return, their maximum health is cut by 66%.
Cursed Anti-Ghost Ring: Stops enemies, Kirby and his buddy from becoming ghosts.
Buddy Skill Up: Increases the combat skills of Kirby's buddy, apparently making him stronger too.
Rage Slash: Kirby slashes with animal claws. This move has a low range but is powerful. This can also be used to dig horizontally.
Animal Fury: Kirby jumps onto the opponent and starts furiously clawing at them before jumping off.
Cling: Kirby uses his claws to cling to a climbable ceiling.
Shovel Dig: Kirby slashes downwards, digging his way down.
Drill Spin: Kirby spins like a drill and charges in a chosen direction. Kirby is temporarily invincible while using this move.
Shot: Kirby fires a single arrow forward.
Snipe Shot: Kirby fires a more powerful arrow that travels farther.
Magic-Star Arrow: Kirby fires a powerful, glowing arrow that pierces organic matter (enemies) and explodes against inorganic matter (walls).
Sharpshooter: Kirby aims his arrow while charging.
Sky Shot: Kirby fires an arrow at a 90-degree angle above him.
Sky-Shot Shower: Kirby fires an arrow above him, that splits into more arrows that fall around him.
Arrow Slash: Kirby uses his arrow as a blade, and lunges and slashes twice in front of him.
Leaping Quiver: Kirby jumps forward, and fires several arrows diagonally down below him.
Camouflage: Kirby pulls out one of several pieces of camouflage and hides behind it. It functions as a perfect defense, defending against all hits.
Hitman: Kirby quickly fires an arrow behind his camouflage, though it leaves him vulnerable during the shot.
Crawl: Kirby crawls with the camouflage on his back, still using it as camouflage, though he is vulnerable during the crawl.
Brush Slash: Kirby swings his brush forward, unleashing paint.
Brush Splash: Kirby springs forward and swings his brush to release a wave of paint.
Painter: Kirby paints one of his threemainfriends on an easel, who come to life and attack with a hammer, a sword, and a spear respectively.
Sculpture: Kirby creates a slab of stone and makes a large sculpture to hold above his head.
Creative Destruction: Kirby slams the sculpture twice and then once into the ground, destroying the sculpture in the process.
Paintbrush: Kirby holds the paintbrush in front of him. It then grows several times in size as Kirby swings it, sacrificing the ability and covering everything, including the screen, with paint.
Capture: Kirby inhales an enemy into his reach, or dashes forward to grab them.
Throw/Drop: After grabbing them, Kirby flips the enemy in a wrestler-like fashion.
Ball Transformation: Kirby turns himself into a ball, and bounces around. Kirby is invincible once he has enough momentum, except the instant he hits a wall, and does a lot of damage.
Inflate: Kirby expands himself enormously, allowing him to float around freely.
Pop: Kirby explodes, damaging and stunning the enemies in range.
Beam Mage Kirby's time stop
Beam Whip: Kirby creates a whip made of electricity, and swings it from a 45-degree angle to a negative 45-degree angle. This move goes through walls. This attack becomes longer and stronger with a Beam Scroll.
Wave Beam: Kirby charges and fires a blast that blows through enemies (in that it goes through them), and can attack some larger enemies twice. As a Beam Mage, this move can put an enemy in a localized time-stop.
Capture Beam: Kirby grabs an enemy with his beam, and throws them, doing massive damage.
Cycle Beam: Kirby dashes forward and fires a spiral of blue energy orbs. Kirby can also make the technique shorter but stronger and hit more.
Beam Blast: Kirby jumps into the air and fires small energy bolts both, in front of him and diagonally below him, and gives Kirby slightly more air time.
Revolution Beam: Kirby suspends himself in midair and rotates the beam from his rod in a circle. This can be done indefinitely.
Horn Upper: Kirby slashes his big horn upwards.
Horn Flurry: Kirby quickly slashes his horn upwards many times.
Rocket Horn: Kirby quickly lunges forward, skewing all in his way. He then throws off the impaled enemies.
Rocket Horn Dive: Kirby, during a Rocket Horn, flies upwards and back a little in a circle, slamming the skewered enemies on the ground.
Spiral Horn: Kirby spins around, sucking all enemies nearby into the tornado and slashing them with the horn. Kirby is invincible while using this move.
Catching Horn: Kirby skewers the enemy on the horn, rendering them helpless.
Carry Around: Kirby simply carries the enemy on his horn, and walks around.
Quick Throw: Kirby throws the enemy off of his horn after a Catching Horn.
Throw Drop: Kirby takes the skewered enemy, jumps high into the air, and slams them against the ground.
Crown Drop: Kirby takes the skewered enemy and does a double backflip, slamming them on the ground twice.
Slamming Drill: Kirby, after a Catching Horn, spins the enemy on the ground in a drill-like fashion.
Hover Wing: Kirby uses his beetle wings to hover in the air, going higher if he so desires. The wings do damage.
Bell Block
Ring-Ding: Kirby shakes his bells in front of him, releasing sound waves that do damage.
Ring-Ding-Dong: Kirby waves both of his bells to create sound waves at a faster pace, and has increasing sound and pitch if he's hitting an enemy.
Ding Finale: During Ring-Ding-Dong, Kirby jumps and shakes both of his bells, releasing sound waves to the left and right. The sound waves bounce off of walls.
Quick Finale: Identical to Ding Finale, but doesn't require to be done during Ring-Ding-Dong, though its harder to execute because of it.
Sting-Ding: Kirby quickly spins around and springs up while rattling the bells, allowing him to create two large sound waves to his left and right.
Twin-Tinker: Kirby slides across the ground and hurls his bells in front and behind him. The bells travel in an upward curve and bounce off of walls.
Tinker Melody: Kirby draws his bells towards himself, charging a bit. Upon releasing, sound notes fly all around. Kirby is rendered temporarily invincible during the execution of the move.
Bell Block: Kirby hides under an enlarged bell that used to be his hat. If the bell is hit with an attack, the bell will emit sound waves, doing damage to those hit by them.
Floating Ring-Ding: Kirby spins bells to the left and right of him while floating on water.
Underwater Ring-Ding: Same, but underwater.
A bomb being used without a charge
Full charge
Ready Bomb: Kirby creates a bomb out of thin air and holds it/aims it to throw. Kirby can briefly charge the bomb to increase the distance in which he throws it, the size of its explosion and its power.
Throw Bomb: Kirby throws the bomb. It explodes on contact.
Drop Bomb: Kirby drops a bomb on an enemy, stunning them until it explodes.
Bomb Set: Kirby places a bomb right in front of him. This has a delayed explosion.
Bomb Bowl: Kirby rolls a bomb straight in front of him. The bomb is unaffected by gravity.
Bomb Slide: Kirby does a sweep with the bomb in his hand. The bomb will be set on the ground, though it will automatically explode on contact with an enemy.
Bubble Beam
Bubble Beam: Kirby releases a stream of bubbles from his wand, turning enemies into bubbles themselves, though the bubbles are filled with abilities best fitting the enemy in question, for Kirby to store in his stomach.
Big Bubble: Kirby charges a bit, and releases a larger bubble that curves and transmutes enemies into bubbles.
Somersault: Kirby leaps forward, damaging any enemies in the way, and springs back to his original position.
Backsault: Similar to the above ability but backward. Additionally, Kirby doesn't spring back to his original position.
Fire-Hoop Jump: A flaming hoop appears above and in front of Kirby, and he jumps through it, catching fire and rolling upon landing on the other side of it. Kirby is invincible throughout this move.
Ball Balance:Kirby balances on a spinning ball. Kirby can also move a small distance upon using it. Kirby is invincible throughout the duration.
Baton: Kirby juggles purple batons above his head. Kirby can move a small distance during this move.
Fire Baton: A continuation of Baton. The attack gets stronger the longer it goes, and the batons catch fire.
Trampoline: Kirby jumps on a small blue trampoline that appears under him in a straight vertical line, dealing continual damage.
Acrobatics: During a Trampoline attack, Kirby continues to leap in the air. The aforementioned trampoline does damage if it falls on an enemy.
Balloon Pop Art: Kirby blows up a balloon until it pops, doing damage.
Sweep: Kirby sweeps in front of him. The broom used for sweeping and dust from the sweeping both do damage. This can also be used to clean and uncover secrets.
Sweep and Move: Kirby walks while sweeping, creating a gust of wind in front of him.
Broom Flick: Kirby creates a wider gust of wind in front of himself and sweeps it forward.
Clean Pitch: Kirby summons his friend Pitch, who turns into a bucket. Kirby then splashes water from him.
Charged Clean Pitch: Kirby summons his friend Pitch, who turns into a bucket, and charges up so Kirby can splash more water from him.
Clean Nago: Kirby turns into a cloth and summons his friend Nago, who pushes him forward.
Clean Chuchu: Kirby summons his friend ChuChu, who's flying above him on a broom, protecting them with a gust of wind. The bristles also create Star Bubbles.
Analyze Beam: Kirby uses a strange light to scan an enemy, replacing Copy power with that of the scanned enemy. It's basically his inhale, without the strain or small drawbacks of inhaling.
Angel Arrow: Kirby fires a single arrow forward. It can be aimed.
Arrow Acrimony: Kirby charges the arrow, and it's shot at a much higher speed. It can be aimed.
Arrow Judgement: Kirby charges the arrow fully, and three powerful arrows in a tight spread come out instead of one. It can be aimed.
Heavenly Wrath: Requires an Ability Scroll. Kirby fires three arrows just like in Arrow Judgement, but it doesn't need to be charged, and the arrows are faster and unaffected by gravity.
Flight: Kirby uses his little wings to hover and fly around.
Cutter Boomerang: Kirby tosses the blade on his hat forward, and it flies back after a short distance. If it misses Kirby, it flies backwards indefinitely (Kirby gets a new blade on his hat immediately after the initial throw). Using the Copy Scroll for this ability allows this move to glow blue, grow larger and more powerful, and pass through enemies and some walls. Kirby can also choose to use the front half of his body as the cutter, but the move homes onto Kirby (for obvious reasons) on the return, and Kirby can do nothing but move (can't attack, fly, or other)
Hyper Boomerang: Kirby charges his blade until it enlarges and glows, and then throws it with more power. This move also bounces off of walls, if not made to return to Kirby's grasp.
Cutter Dash: Kirby dashes forward, using his boomerang blade as a sword.
Sweep Cutter Kirby throws a Cutter Boomerang like normal, but holds out another one while doing so, causing extra damage to anyone in melee range.
Cutter Drop: Kirby holds his cutter in front of him as he falls down damaging enemies. By dashing in midair the attack goes slightly faster.
Cleaving Cutter: Kirby attacks enemies too close to comfort with his boomerang blade used as a sword.
Final Cutter: One of most known move for Kirby's copy abilities, due to it being his Recovery Move in the Smash Bros. series. Kirby slashes thrice in front of him with his blade used as a sword again, but then leaps upwards and brings it down, creating a powerful shockwave. Every part of this move does massive damage.
Sleeping Gas
Bouncing Capsule: Kirby throws a bouncing pill in front of him.
Pill Bopper: Kirby charges a bit, and throws out bouncing pills in all directions.
Science Lab: Kirby takes a little bit of time to create a concoction, resulting in either a fire, lightning, ice, or occasionally healing medicine. If Kirby takes too long, it explodes, and while the explosion does damage to enemies, it leaves Kirby temporarily vulnerable.
Research Vault: Kirby can choose to store the aforementioned concoction for later. Kirby glows the color of the medicine if so.
Spray Medicine: Kirby sprays a rainbow colored liquid above him from a syringe.
Bandage Spin: Kirby spins in the air damaging enemies around him, wielding bandages for increased range.
Clipboard Dash: Kirby rams in front of him, using a clipboard as both, a battering ram, and a shield.
Pharmacy: Kirby throws three pills from a bottle in midair.
Healing Area: As Doctor Healmore, Kirby can release medicine that heals allies that step on it. The amount varies on how long it's charged. It disappears after a short while.
Bouncing Capsule: Kirby throws a pill that bounces.
Flash Spark: After brief moments of preparation Kirby creates a yellow potion that shoots out balls of electricity. Similar to Science Lab, but potions are determined by charge time, and spark projectiles follow a straight path, not falling. Kirby will hold the flask above his head until releasing it, acting similar to Research Vault.
Sleeping Gas: After brief moments of preparation Kirby drops a purple potion that creates a blue haze that causes opponents to fall asleep.
Remedy: After brief moments of preparation Kirby drinks a teal potion that heals some (25% in-game) of his maximum health.
Clipboard Bash: Kirby dashes forward with a clipboard in front of him.
Psychokinesis: Kirby creates a bubble of psychic energy that explodes immediately.
PK Shift: Kirby creates a bubble of psychic energy that can move around. It detonates either when Kirby wants it to, when it can no longer sustain itself, or it hits an enemy twice.
PK Electroshift: PK Shift, but the bubble is bigger and electric and doesn't detonate after hitting an enemy twice.
Vanish/Reappear: Kirby vanishes into thin air as long as he wants. He can reappear near an enemy, doing damage with psychic waves that are released from his emergence.
PK Evade: When the enemy is about to attack, Kirby quickly disappears, and a bubble of psychic energy takes his place, doing damage. This attack functions as a type of precognition.
PK Insight: Just as the enemy is about to hit Kirby, Kirby quickly disappears, replacing himself with a larger, more powerful bubble of psychic energy, doing damage. This also functions as a type of precognition.
Vulcan Jab: Kirby releases a flurry of weak consecutive jabs, with each punch releasing a shockwave. Kirby can add upper-kicks and falling chops into the mix, and/or let the move go on indefinitely.
Smash Punch: Kirby throws a powerful overhead punch, releasing a wave of energy from his fist.
Force Blast: Kirby puts his hands behind him like he was preparing for a Kamehameha. He releases a ball of energy that travels forward, and it gets stronger and larger depending on how long it's charged, and has three forms: Force Blast, Mega Force Blast, and Giga Force Blast. The Giga Force Blast does fire damage. Kirby can instantly perform the Mega Force Blast without charging, but it requires skill (in game, it requires the input for a Hadouken in Street Fighter). This version is called the Instant Mega Force Blast.
Leg Sweep: Kirby slides across the ground with his foot extended, doing more damage than his normal slide kick, but still rather weak, however fast. Kirby is invulnerable during the execution of the move.
Spin Kick: Kirby does a whirlwind kick, and is temporarily invincible during the attack.
Somersault Kick: Kirby performs a running somersault kick to anyone too close to him.
Down Kick: Kirby uses downwards momentum to kick an opponent from above, bouncing off of them, giving him a chance to use this move again and again or follow up with something else.
Sky Kick: Same as Down Kick, but Kirby drops to the ground at a quicker pace.
Moon Somersault Kick: Kirby performs a Somersault Kick in midair, leaving behind a crescent shaped flash even after the move is finished. Kirby is temporarily invincible during this move.
Double Kick:As Kirby falls he preforms a kick and then he fires off a second kick, complete with an energy wave.
Rising Break: Kirby uses a powerful leaping uppercut that coats him in energy (it's a Shoryuken). Kirby is rendered invincible for the duration of the attack.
Foe Grab: Kirby grabs a nearby enemy.
Arm Throw: Kirby takes his grabbed enemy and tosses/punches him forward.
Juudou Throw: Kirby takes his grabbed enemy and throws them behind him.
Aerial Spin Kick: Kirby performs a whirlwind kick forward a small distance. In midair, he performs it stationary.
Energy Blast:Kirby shoots an energy blast that requires less time to charge as his health depletes. The lower Kirby's health, the more powerful the blast. Kirby instantly fires the blast at max power if his health is dangerously low. The Copy Scroll makes the move achieve maximum power without being at low health.
Air Drop: Kirby takes an enemy high in the air and slams them onto the ground.
Fire Breath: Kirby blows fire breath from his mouth that can be tilted.
Spinning Fire Breath: Kirby spins in midair, blowing fire from his mouth.
Flaming Inferno: Kirby combusts himself into a living fireball, doing massive damage to all who come in contact with him.
Burn: Kirby cloaks himself in flames and dashes forward. This is slightly stronger in the air. Kirby can also choose to drop flames during this attack's dash phase, leaving a burning hazard for foes.
Searing Burn: Kirby stops his Burn attack short to create an explosion with that leftover energy.
Fireball Spin: Kirby spins like a wheel in midair before self-combusting. If the move is still in progress when he hits the ground, he rolls forward a bit, and can even go up walls.
Blazing Flare: Kirby spits a small flame to create a roadblock. Kirby can make the flame bigger and bigger if he desires.
Note: When copied from a target, Kirby can discard the Copy Ability to become corporeal again. He can't do that when defeated or dead after he turned into Ghost Kirby.
Possess: Kirby charges forward and possesses an enemy if he comes in contact with them. All damage taken goes to the enemy.
Absorb: Kirby puts the possessed enemy (an anyone the possessed enemy is holding) under his cloak, absorbing them.
Attack: Kirby throws a punch or two, or tackles. If this move hits, it brings Kirby back to life, and the target takes some damage. Kirby is invincible for a short time after revival.
Vanish: Kirby can render himself intangible, invisible, and invincible as long as he wants, but he can't attack for that time.
Hammer Nail: Kirby pounds his hammer downwards.
Giant Hammer: Kirby charges the hammer, and it grows massive. It flattens all who are underneath its pound.
Hammer Swing: Kirby swings his hammer around him in a spin. Kirby is invincible during this move, and this move can deflect projectiles.
Giant Swing: Kirby swings himself and the hammer in the air in a 360 degree motion vertically.
Ultra Giant Swing: Same as the giant swing, but Kirby does it quicker and twice.
Hammer Flip: Kirby charges his hammer until it's on fire, and then swings it upwards. This is one of Kirby's most damaging normal moves.
Hammer Throw: Kirby sacrifices his weapon and ability for one last (powerful) attack. After doing a Hammer Swing, he throws the hammer full force, doing instant massive damage to any enemy in its path.
Triple Hammer: Kirby charges the hammer and swings it three times, each hit more powerful than the last.
Hammer Twirl: Kirby holds the hammer's head below him and twirls it to perform rapid damage. This move can be used in the air and on the ground. Kirby is invincible during this attack, and touching him will damage enemies just as much as the hammer itself.
Hi-Jump: Kirby is propelled into the air, aided by a small explosion beneath his feet.
Rocket Hi-Jump: Kirby charges and is propelled into the air with a blue force field around him and a bigger explosion.
Mega Hi-Jump: Kirby charges more and is propelled into the air with an orange force field around him. The explosion is smoky.
Rocket Dive: Kirby falls downward with a blue force field around him.
Ice Breath: Kirby breathes ice in front of him, freezing enemies and items on contact. Said things can be kicked as projectiles afterwards. With an Ability Scroll, this can be angled. Kirby can also choose to use this move and spin around in place.
Freezer Blizzard: Kirby huddles down and creates a forcefield of freezing aura, freezing anyone who comes in contact with it solid. Kirby can't move during this move.
Ice Sprinkle: Kirby spins in midair while breathing his ice breath, still freezing all.
Super Ice Sprinkle: The same, but Kirby spins more, and the move hits more.
Ice Suction/Ice Ejection: Kirby inhales an enemy into his mouth, freezing them on the inside. He then spits them out as a block of ice.
Ice Ball: Kirby turns into a ball of ice that rolls around and explodes after a while.
Ice Block: Kirby hides in an ice cube.
Ice Scatter: Kirby comes out of the ice cube, blowing it up in the process. The shrapnel of the ice does splash damage to nearby enemies.
Note: The exhaust from all of these attacks do fire damage.
Store Power: Kirby charges up the jet's energy, and can store it.
Somersault: Kirby does a quick moon kick that hits an enemy from above.
Jet Kick: Kirby lunges forward propelling himself with the jet with his foot extended, kicking enemies.
Jet Dive: Kirby dives forward, plowing into enemies.
Jet Dash: At full charge, Kirby dashes into enemies headfirst.
Jet Cracker: Kirby stops himself short during a Jet Dash, and the excess energy creates an explosion in front of him.
Jet Blow: Kirby gets enemies caught up in the jet thruster and blows them out of the back, sending them into other enemies.
Rocket Dive: Kirby grabs an enemies. He then takes the enemy in a loop and throws them into the ground, kicking them away after that.
Hover: Kirby uses the afterburn to keep him midair.
Ultra-jet Jump: At full charge, Kirby launches himself at high speed into the air. The fire from the thruster is massive.
Laser Blast: Kirby fires a laser that can bounce off of slopes.
Big Laser Blast: Kirby fires a normal laser, and then immediately fires a bigger laser. This move requires an Ability Scroll.
Leaf Attack: Kirby throws leaves in front of him that rise at an approximate 30 degree angle.
Leaf Tornado: Kirby spins, and leaves surround him like a tornado.
Leaf Scatter: Kirby ends the Leaf Tornado, scattering the leaves everywhere.
Leaf Dance: Kirby dashes with leaves surrounding him.
Leaf Hide: A special guard where Kirby hides in his own leaves, rendering him invincible.
Leaf Uppercut: Kirby conjures up a column of leaves to strike enemies quickly, powerfully, and accurately.
Leaf Rain: Kirby throws leaves downwards, and can be used to carpet bomb grounded enemies, given that it can be done in succession.
Roulette: Everything stops as a roulette spins. It stops on Kirby's command or randomly if left to linger. ? gives a random copy ability, 1-UP is obvious, Cherry turns all enemies into food, Invincibility Candy gives Kirby one, and Galaxia summons Meta Knight to slash all enemies on screen. Kirby loses the ability after using this move.
Doves: Kirby takes off his hat and three doves fly out of it, damaging all who they come in contact with.
Card Trick: Kirby throws three sharp cards forwards.
Clown Spring: Kirby lowers his hat, and a clown head springs out. It hops around a bit before returning to the hat.
Note: Kirby is naturally invincible in this form, to an obvious extent, at the cost of lowering flight helpfulness.
Ground Pound: Kirby ground pounds.
Ball: Kirby turns into a metal sphere that can roll around. Requires an Ability Scroll.
None: Kirby has no new moves. He can't even use his base ones. He's just small. The plus side is that he can get into small places.
Reflect Guard
Reflect Force
Mirror Cut: Kirby swings his scepter down.
Reflect Force: Kirby sends out multiple mirror like objects from his scepter, cutting enemies and reflecting attacks.
Mirror Body: Kirby splits in two and reforms shortly after, damaging enemies that come in contact with either of the two Kirbys. One Kirby will come out in the direction the player is moving, and the other Kirby will go the opposite direction.
Reflect Guard: Kirby shields, which creates a barrier that reflects all ranged attacks that come in contact with it. The barrier breaks after time, but can be reformed instantly.
Mirror Body-Sky: Kirby splits into five, forming a vertical line upwards, damaging enemies who come into contact with any of the Kirbys.
Mirror Body-Wheel: Kirby splits into seven, with the original in the center and six around him. This move damages enemies which come into contact with any of the Kirbys.
Note: Although the control over his duplicates is portrayed as limited in-gameplay, realistically, this shouldn't be the case in a similar matter than how Simirror and Dark Meta Knight can manipulate their duplicates freely as enemies but are limited to sending duplicates into a direction & back as playable characters.
Launch/Explode: Kirby turns into a missile, and explodes on contact with anything.
Needle: Multiple spikes come out of Kirby.
Needle Burst: Kirby shoots spikes from his hat.
Rolling Needle: Kirby rollsaround at high speed while covered in needles.
Mega Needle: Kirby's hat turns into a large needle, shooting straight up.
Falling Spine: Kirby flips upside-down, sticking one large spike and several smaller spikes straight down.
Kunai Throw: Kirby throws a kunai in front of him. This can be done in an absurdly rapid succession.
Quad Shock: Kirby swings a knife downwards, and if it made contact with an enemy, he swings it back upwards, creating a powerful shockwave.
Stealth Slash: Kirby quickly lunges forward and slashes with his katana. This move is so fast that it leaves afterimages.
Air Drop: The original of the air drop moves. Kirby grabs an enemy and brings them high into the air, before slamming them onto the ground.
Ninja Kick: Kirby does a downwards kick from midair, and if he retains his midair stance, it can be used in succession.
Hide Guard: After taking a hit, Kirby becomes invisible. When he reappears, a powerful explosion ensues.
Shuriken Throw: Basically kunai throw, but with shurikens. It's slower but stronger.
Elemental Jutsu: Kirby builds up power around himself, before punching the ground and releasing fireballs everywhere for major damage.
Smoke Screen: Kirby releases a smoke bomb, doing damage and hiding Kirby in the process.
Blossom Storm: Kirby abruptly rises up and, with a fan in hand, swings downwards to conjure a plantation of cherry blossoms. Both his fan and the blossoms abruptly damage enemies before fading.
Parasol Swing: Kirby swings his parasol in front of him, doing damage, and also releasing a little bit of water. Kirby can continue to hold it out in front of him as a shield. With an Ability Scroll, damaging stars will emerge from the parasol.
Drift: Kirby's parasol slows his descent. Kirby can close the parasol to get rid of the effect, and reopen it to return the effect.
Parasol Dive: Kirby dives downwards, parasol first, damaging enemies in the way.
Circus Throw: Kirby takes an enemy and bounces them on his parasol before throwing them. This move does a surprising amount of damage.
Parasol Drill: Kirby races forwards, spinning his parasol in front of him like a drill.
Parasol Twirl: Kirby twirls the parasol underneath him, gaining invincibility from attacks and heavily damaging enemies that come into contact with him.
Sticky Toxin: Kirby spits out a poison ball that leaves a puddle of corrosive acid.
Toxic Tower: Kirby shoots toxic liquid upwards. This can be tilted in a Tilted Toxic Tower.
Toxic Slide: Kirby surfs on a wave of poison, leaving puddles of acid in its wake. Both, the wave and the puddle do damage
Toxic Smog: Kirby exhales a smog that damages all who come in contact with it. It does not disappear for long time.
Poison Pummel/Toxic Swamp: Kirby uses a flurry of poison jabs (Poison Pummel), and leaps into the air, before bringing it down in a splash of poison (Toxic Swamp).
Toxic Ball: Kirby throws a ball of poisonous liquid that bounces around before exploding.
Nighty Nightcap
Doze off: A rather useless ability. Kirby falls asleep for a short while, rendering him vulnerable for attack. However, Kirby can pass this off via contact, and with an Ability Scroll, this can have Kirby heal quite a bit while asleep.
Early Wake: Kirby's sleep bubble grows larger and larger until it pops, waking Kirby up. The sleep bubble does minor damage.
In Kirby Battle Royale, Kirby has a much wider variety fo moves.
Pillow Attack: Kirby swings a pillow in front of him.
Pillow Uppercut: Kirby follows up by swinging his pillow upwards.
Pillow Takedown: Kirby finishes by slamming his pillow down, which deals a knockdown to the opponent.
Spinning Pillow Dive: Kirby spins around, extending his pillow outwards, doing damage to anybody who gets hit. The move not only is a good attacking move but also provides good coverage.
Burst Bubble: Kirby builds up a large sleep bubble bigger than him, which detaches from Kirby and slowly travels across, exploding upon contact with an enemy for massive damage. The move lasts a long while.
Nighty Nightcap: Kirby pulls out a green nightcap not unlike his own and puts it on an opponent's head, which puts them to sleep, leaving them vulnerable.
Sweet Dreams: Kirby falls asleep and dreams of eating cake, healing himself in the process. Unlike Doze Off, Kirby can instantly leave his sleep state.
Vulcan Jab: Kirby punches multiple times, and the move leaves shockwaves. See the Fighter tab.
Final Cutter: Kirby rises upwards with a blade before bringing it down in a shockwave. It is important to note that this iteration only uses the rising and falling part of the move, without the initial three slashes. See the Cutter tab.
Stone: Kirby turns into an invincible stone, pounding into the ground. See the Stone tab.
Hammer: Kirby swings his hammer powerfully in front of him. It can be charged, and Kirby can move around while charging. See Hammer tab.
Giant Swing: Kirby spins around in midair with his hammer. See Hammer tab.
Ultra Giant Swing: Giant Swing, but Kirby spins more and faster. See Hammer tab.
Twinkle Star: Kirby does a powerful somersault in the air.
Smash Kick: Kirby charges up before launching himself into a powerful kick. See Fighter tab.
Air Drop: Kirby grabs an enemy, takes them high into the air, and slams them back into the ground. See Ninja tab.
Shield: Kirby's guard turns into the bubble shield from the Smash series, but unlike over there, it doesn't shrink.
Level 4 shot
Level 5 shot
Spark: Kirby stops and creates an electric forcefield that hurts all who come in contact with it,and stops most projectiles. He can move with it sometimes, but the forcefield's radius decreases. It has also been stated to paralyze enemies, but this hasn't been shown in combat.
Charge Power: Kirby charges his static electricity for later attacks.
Spark Barrier: Enough charged power creates an electric aura that damages and repels those in its radius and makes Kirby invincible.
Spark Arrow: The result of a short charge. Kirby shoots a weak arrow of electricity at the target.
Spark Laser: The result of a longer charge. Kirby fires a somewhat quick, mediocre beam of electricity that passes through enemies.
Spark Wave: The result of a maximum charge. Kirby fires a powerful, fast ball of electricity that goes through everything and homes into targets.
Thunderbolt: Kirby projects a vertical bolt of lighting upwards from his hat.
Lightning Strike: Kirby fires a bolt of lightning below him.
Spear Thrust: Kirby thrusts his spear forward.
Back Thrust: Kirby thrusts his spear behind him.
Skyward Thrust: Kirby thrusts his spear above him.
Moon Drop: Kirby, in midair, flashes his spear and twirls it downwards directly below him.
Spear Throw: Kirby throws his spear in an arc.
Spear Barrage: Kirby throws two spears in succession, with varying distances.
Triple Throw: Kirby charges and throws three spears instead of one with varying distances.
Multispear Attack: Kirby unleashes a flurry of forward jabs with the spear before finishing with a powerful thrust.
Spear Copter: Kirby charges, and then spins the spear above his head, making him hover, and shredding all enemies that come in contact with the spear.
Underwater Thrust: Same as Spear Thrust, but underwater.
Surface Thrust: Same as Skyward Thrust, but underwater.
Underwater Downward Thrust: Same as Moon Drop, but underwater.
String Shot: Kirby fires a bundle of string that encases the enemy in pods on contact.
Net Work: Kirby charges for a little and creates a web around him, encasing any enemy that comes in contact with it in pods.
Skyward Web: Kirby creates a needle of web and projects it upwards.
Web Sling: Kirby dashes and fires a web in front of him, encasing an enemy into a pod on contact.
Web Scatter: Kirby fires three small webs in front of him, encasing enemies hit in a pod on contact.
Downward Web: Kirby fires a large web below himself.
Pod Kick: Kirby kicks the encased enemy forwards, using them as a projectile.
Pod Slam: Kirby slams the pod in front of him to use an another weapon, and then throws it forward.
Pod Slamabam: Kirby repeatedly slams the pod from side to side, hurting anyone who gets hit with it in the process. Kirby then throws the pod forward to get rid of it.
Pod Guard: Kirby encases himself in a pod. The pod has a defense mechanism in which it ejects web spikes if an enemy makes any sort of contact with it. An enemy that's too close to it when Kirby drops the guard takes damage as well.
Jab: Kirby jabs his staff forward.
Up Jab: Kirby thrusts his staff directly upwards.
L-R Jab: Kirby holds his staff parallel to the ground while crouching. The staff then extends and does damage to enemies on both sides of Kirby.
Raging Staff: Kirby spins his staff around him and finishes with slamming the staff in front of him.
Pole Vault: From the air, Kirby thrusts his staff beneath him. Once it lands on the ground, Kirby stores energy to pole vault. Kirby will go farther the longer he stores energy.
Unrelenting Staff: After Pole Vaulting, Kirby speedily thrusts his staff diagonally downwards, finishing with a single powerful thrust.
Long Jab: Kirby runs forward and thrusts his staff out in front of him, elongating it slightly so it has more reach than a normal Jab.
Super Long Jab: Kirby charges a bit and then extends his staff forwards with increased reach.
Spinning Staff: Kirby lets go of his staff, which spins upwards like a helicopter before it stops ascending and vanishes back to Kirby's hand.
Staff Counter: Right before getting hit, Kirby quickly spins the staff around his head, damaging enemies around him and avoiding damage.
Wet Jab: Kirby thrusts his staff in front of him while underwater.
Wet Up Jab: Kirby thrusts his staff upwards while underwater.
Wet Down Jab: Kirby thrusts his staff directly below him while underwater.
Stone Change: Kirby transforms into an invincible stone with varying and interesting appearances, slamming onto enemies. Kirby can choose to slowly move around as a slightly larger than normal stone version of his normal self.
Change Back: Kirby burst out of stone form with a small explosion.
Turbo Stone: Kirby turns into stone while dashing, ramming into enemies as a stone.
Heavy Smash: Kirby takes longer to transforms, and spins, but turns into a larger stone and his drops create shockwaves.
Stone Uppercut: Kirby turns his hand into a stone human hand and uppercuts the opponent.
Mighty Uppercut: Kirby charges up Stone Uppercut before transforming.
Dash Grab: Kirby dashes at an opponent and picks them up. If Kirby starts off dashing, he can use a Turbo Dash Grab to go faster and farther. This is the prerequisite to lead into the following.
Torrent Lariat: Kirby holds the grabbed enemy in front of him and uppercuts them, having them go in a backwards arc.
Body Slam: Kirby throws his victim onto the ground directly in front of him, bouncing them upwards.
Pile Driver: Kirby leaps forward and smashes his enemy into the ground.
Rock Drop: Kirby makes a huge jump, holding the target over his head. At the climax of the jump, Kirby flips so that the target is below him, then slams it into the ground.
German Suplex: Kirby flips backwards and smashes the grabbed object/foe against the ground, sending them backward.
Back Breaker: Kirby hops in place, breaking the enemy on his shoulder, and tosses them to the side.
Air Body Slam: In midair, Kirby throws the opponent upwards.
Plunge Body Slam: In midair, Kirby throws the target into the ground, where it bounces at a higher angle.
Fury Stomp: Kirby stomps on the opponent several times in quick succession. This can be done on both, the ground and the air.
Pinpoint Kick: Kirby kicks straight down from above. This doesn't require a grab at first, and is the only move that doesn't.
Chop: Kirby slashes with his sword.
Spin Slash: Kirby charges his sword with energy, and then spins around, sucking in and damaging all enemies in range.
Uppercut: Kirby does a quick sword motion up.
Multisword Stab: Kirby slashes with incredibly quick sword swipes that are nigh-impossible to see.
Final Cutter: Kirby jumps into the air and does a flip, and then comes crashing down with a shockwave. This is identical to the Cutter version, minus the first two sword slashes.
Sword Spin: Kirby spins himself and the sword in midair.
Chop & Thrust: Kirby swipes at the opponent in midair, pushing Kirby back a bit, giving him more distance.
Sword Beam: Kirby swings his sword and a beam comes out.
Drill Stab: Kirby lunges forward with his sword extended.
Down Thrust: Kirby drops downwards, impaling all enemies underneath his sword and creates a shockwave upon hitting the ground.
Upward Slash: Kirby rises with his sword.
Sword Dive: After an Upward Slash, Kirby spins around and comes down in a diagonal dive with his sword, looking like a variation of Final Cutter.
Twister Slash: Kirby charges his sword with energy, and does a spin attack while rising in the air.
Sky Energy Sword: Kirby raises his sword skyward and fills it with energy, and fires a crescent beam of energy from it.
Inhale: Kirby inhales an enemy into his grabbing range, and picks them up. He then aims them to where he wants to throw and chucks them.
Using Tornado Attack while in snow
Tornado Attack: Kirby turns into an invincible cyclone, taking enemies caught up in his windy fury with him. After reading an Ability Scroll with a new technique in it, his Tornado Attack could now be infused with fiery or icy terrain Kirby may run over when using the attack, allowing him to burn or freeze targets on contact.
Whirlwind Spin: Kirby uses wind in a spin attack, sending those caught up in it upwards.
Rising Gust: Kirby launches a small cyclone from his crown upwards.
Falling Gust: Kirby whips up a small tornado and fires it downwards.
Hyper Tornado After a Tornado Attack, Kirby extends the wind from the cyclone into a bigger, but shorter lasting tornado, doing heavy damage.
Chain Beam: Kirby fires a beam identical to the basic Beam attack.
Smart Beam: Kirby fires a ricocheting laser beam after charging very lightly.
Heat Beam: Kirby charges a bit more to fire a stronger laser beam that doesn't ricochet.
Piercing Heat Beam: Kirby charges even more to fire an electric energy beam that can go through walls.
Heat Cannon: Kirby charges to maximum and fires a Piercing Heat Beam in front of him, two Heat Beams to the side at 45 and -45 degree angles respectively, and a Heat Beam directly behind.
Unidentified Flight: Kirby disappears and reappears many times in a zigzag pattern.
Mystery Catch: Kirby uses a tractor beam to drag an enemy into himself. The enemy disappears without a trace.
Star Guard: A ball of electric energy orbits around Kirby.
Wave Attack: Kirby shoots a pulse of water that travels along the ground.
Surf: Kirby surfs on a wave of water, allowing him to travel over water and fire without flying.
Wave Surf: Kirby raises his wave for Surf to deal damage and be rendered temporarily invulnerable.
Geyser: Kirby projects a column of water straight up from his crown.
Fountain Hover: Kirby faces the ground and spits water downwards, which makes him hover off the ground.
Water Crown: Kirby splashes damaging water at his feet.
Rainbow Rain: Kirby crouches, then projects a sphere of water around him and ends with a rainbow flourish.
Enhanced Water Gun: Kirby's underwater-exclusive Water Gun attack is increased in power and range.
Using Dash while in snow
Dash: Kirby dashes forward at high speeds as an invincible wheel. After reading an Ability Scroll with a new technique in it, his Dash could now be infused with fiery, icy or electric terrain Kirby may run over when using the attack, allowing him to burn, freeze or electrocute targets on contact.
Turn Jump: Kirby hops and turns, which renders him vulnerable.
Brake: Kirby stops rolling.
Slow Down: Kirby slows down, which renders himself vulnerable.
Downshift: Kirby drills downwards from the air, and continues rolling.
Rocket Start: Kirby charges up, and dashes forward with even more power and speed.
Soaring Jump: During a rocket start, Kirby has himself soar through the air, doing flips.
Whip Strike: Kirby cracks his whip in front of him.
100-Whip Slap: Kirby swings his whip for a flurry of strikes.
Ceiling Strike: Kirby cracks his whip upwards.
Jump Strike: Kirby leaps into the air and sends his whip at a -45 degree angle.
100-Whip Dash: Kirby dashes while twirling his whip speedily.
Whip Tornado: Kirby uses his whip to create a vortex, and the whip grabs in all it can to damage.
Whip Grab: Kirby latches onto an enemy with his whip. This leads to Lash moves.
Front Lash: Kirby throws the enemy hard on the ground, having them bounce away.
Double Lash: Kirby slams the enemy on the ground twice, though they bounce away less.
Back Lash: Kirby turns around and throws the enemy that way instead.
High Lash: Kirby throws the enemy really far upwards.
Feather Gun: Kirby fires sharp feathers.
Condor Head: Kirby dashes forward in a headbutt.
Combo Bomb: Kirby ends his Condor Head early and slams onto the ground in a more powerful downwards electric divebomb.
Combo Dive: Kirby ends his Condor Head early and slams onto the ground in a more powerful downwards diagonal electric divebomb.
Bomber Heading: Kirby dives straight down, head first, creating electric shockwaves upon hitting the ground.
Condor Dive: Same as Bomber Heading, but diagonally down instead of straight down.
Toss: Kirby tosses an enemy upwards, setting them up for an attack.
Shuttle Loop: After tossing, Kirby spins around the enemy in a loop before throwing, doing massive damage.
Flap: Kirby flaps his wings to fly as easy as he ever could without a vehicle. The wings do small damage.
Gust Roll: Kirby does a barrel roll, disorienting all in range.
Tackle Grab
Chop: Swings his arm horizontally in front of him.
Chop Barrage - Final Chop: Performs two additional chops before performing a spin ending with a strong backhanded swipe.
Launcher Lariat: Charges up and then performs an upward-swinging lariat. Kirby can hold the move indefinitely and can turn around while charging. Kirby slides forward while performing the attack. This attack sends opponents upward.
Rolling Sobat: Spins and performs a kick in front of him in mid-air.
Headbutt: Pulls his head back and then swings it forward.
Flying Dropkick: Performs a spinning dropkick.
Wrestler Pinpoint Kick: While mid-air, he drops down with both feet extended underneath him.
Wrestler Fury Stomp: As before, but landing on a target. Kirby will kick it many times.
Meteor Plancha: Jumps upward while performing a backflip, then dives diagonally downward.
Bouncing Meteor Plancha: Jumps off the wall while performing a backflip, then dives diagonally downward.
Tackle Grab: Dashes forward and grabs a foe if one is within his reach.
Lift: Grabs and lifts a foe if one is directly in front of him.
Blazing Back Breaker: Jumps upward and slams the grabbed foe against his back, punctuated with flames.
Megaton Slam: Spins around before slamming the grabbed foe into the ground, punctuated with flames.
Air Suplex: Jumps high upward before quickly falling backward upside-down before slamming the grabbed foe into the ground, punctuated by a lightning bolt.
Giant Swing: Rapidly spins around before throwing the grabbed foe.
Rolling Breaker: Jumps in the air and performs rapidly flips before slamming the grabbed foe.
Flying Grab: Jumps upward and grabs a foe if one is within his reach.
Ultra Back Breaker: Twirls around and slams the grabbed foe against his back, punctuated with flames.
Air Corkscrew: Spins and throws the grabbed foe diagonally downward.
Yo-yo Throw: Kirby throws his yo-yo, damaging all who make contact.
Break Spin: Kirby spins on his head, dealing damage to those who touch him. If done in the air, he does more damage and has more momentum.
Yo-yo Up: Kirby throws his yo-yo upwards.
Yo-yo Down: Kirby throws his yo-yo in a downwards arc.
Yo-yo Orbit: Kirby spins his yo-yo in a circle around himself.
Hammer Drop: Kirby grabs an enemy and slams them into the ground with his yo-yo.
Gazer Spiral: Kirby spins around in the air, using his yo-yo as a weapon and a pole, and has two orbiting damaging stars spinning with him.
Walk the Dog: Kirby spins his yo-yo directly in front of him, the yo-yo staying in the same place.
Dog Walker: During Walk the Dog, Kirby moves around with the yo-yo, and the yo-yo stays the same distance from Kirby at all times.
This ability appears in Kirby Quest, a sub-game in Kirby Mass Attack, and Kirby can fire a powerful laser from his rod.
Absurdly strong versions of a few normal abilities only acquired through special, powered up versions of enemies. This has a time limit.
Flare Beam: Kirby fires a ball of electricity that can be maneuvered and dispersed.
Monster Flame
Snow Bowl
Grand Hammer: Kirby enlarges his hammer and performs a powerful overhead swing, smashing it on the ground beneath him, generating a shock wave. Moves objects down one unit.
Hammer Plus: Kirby enlarges his hammer into a festive, multi-colored form and slams it on the ground, creating larger shock waves and pounding objects down two units.
Super Hammer Plus: Kirby enlarges his hammer into a golden, star-studded monstrosity before smashing it on the ground, generating a massive shock wave and pounding objects down by three units.
Monster Flame: Kirby summons a large, fiery dragon that destroys everything in its path and lights fuses.
Target Flame: Kirby can make the Monster Flame go upwards or downwards at a slight angle.
Snow Bowl: Kirby turns into a large snowball that absorbs any enemy that comes in contact with him.
Snow Attack: Kirby quickly rolls in the direction he's facing, destroying everything in his path.
Snow Crash: Kirby reverts to his normal self after a large snow explosion.
Ultra Sword: Kirby sweeps a sword, cutlass, kendo stick, meat cleaver, Galaxia, bluefin tuna, or a golden paper fan in a wide arc in front of him.
Turning enemies into food, then eating them
Cook Pot: All enemies, projectiles, and defeated mid-bosses on-screen are sucked into a pot, cooked, and then transformed into food that can be used to replenish health. If there is nothing to use this move on, the ability will not be expended.
*Crash Fireball: A large energy surge engulfs everything, doing severe damage to everything.
Supernova: Kirby charges, and releases an even more powerful surge of energy.
*Dance Solo: Kirby dances his victory dance, but with more festive music. This small change makes the dance do severe damage to any enemy in view.
*Illuminate: Kirby tosses a small ball of light that expands, lights up dark areas, and reveals hidden doors. This move does not damage enemies but can function as a blinding tool.
*Megaphone: Kirby sings, doing severe damage to all who hear it.
Desk Mike: Kirby sings, but with more range.
Stand Mike: Kirby sings, and this has the maximum range.
Encore: Kirby sings a very loud chord, doing severe damage to all in range. It can only be used the third time.
*Paint Out: Kirby paints everything in range, doing severe damage, and can be used for several functions. It can recolor and permanently blind enemies. It's good for bypassing invisibility.
Comes from ice and stone. Kirby turns into a stone used for the sport "Curling" to ram into enemies, freezing them.
Comes from double cutter. Kirby throws the front half of his body as a giant spiky boomerang, but it restricts movements.
Comes from double burning. Kirby blazes forward resembling a giant phoenix with increased strength, size, travel range.
Comes from double needle. Kirby extends giant versions of (from clockwise starting at 12 o'clock position) a corkscrew, a pencil, an oddleg caliper, a nail, a bee stinger, a fork, a cactus, and a syringe.
Comes from double spark. Kirby extends a spark forcefield that extends into a bigger one. Those who come into range with that one gets passively bolted by Kirby. Kirby can move, but it'll decrease the range.
Comes from double stone. Kirby transforms into a giant invulnerable stone version of himself that can plow down anything. Sufficiently strong foes can break him out of the form, but Kirby remains unharmed and they take damage from the exploding rock shrapnel.
Comes from bombs and stone. Kirby throws a large stick of dynamite that detonates shortly after in a large explosion and rock shrapnel, and can even damage Kirby if he's not careful.
Comes from spark and stone. Kirby spits out a rock that's electromagnetically connected to Kirby through a stream of electricity, and the rock damages anything it touches.
Comes from needle and bomb. Kirby turns into a gordo, temporarily gaining their invincibility, and eventually explodes, releasing spikes everywhere.
Comes from ice and bomb. Kirby walks around as a snowman, and then blows up, with freezing shrapnel.
Comes from spark and burning. Kirby rubs a towel on his head until it ignites through static electricity. Kirby then runs around invincibly, but in agony.
Comes from burning and cutter. Kirby spits out a giant flaming sword and swings it around. He can throw it forward just to spit out a new one.
Comes from bomb and burning. Kirby can explode fireworks with himself up to three times in succession before resetting, each explosion creating more fireworks than the last.
Comes from burning and needle. Kirby turns into a bow and fires a flaming arrow from himself.
Comes from double ice. Kirby turns into a giant snowball that rolls over and absorbs all that come in contact with it. Kirby can burst out of it, and all that was absorbed becomes instantly frozen.
Comes from ice and cutter. Kirby skates around, and jumps in the air, spinning with a frosty cyclone. Those not diced by the skates are frozen by the cyclone.
Comes from bomb and spark. Kirby becomes a walking light bulb that can explode and light up rooms.
Comes from cutter and spark. Kirby wields a double sided lightsaber and swings it around.
Comes from burning and ice. Kirby freezes himself into an ice cube and quickly melts himself. The ice from the freezing and the steam from the melting can do damage from the bottom and top respectively.
Comes from double bomb. Kirby fires three homing missiles from his mouth.
Comes from spark and needle. Kirby turns into a giant tack that brings lightning down from above.
Comes from bomb and cutter. Kirby throws shurikens that stick onto an enemy and explode.
Comes from stone and needle. Kirby creates a drill on his arm that plows through enemies. Kirby can release the drill and it goes through walls.
Comes from ice and spark. Kirby turns into a refrigerator and launches food that damages on contact. Kirby can eat the food to heal himself.
Comes from cutter and needle. Kirby turns his arms into a giant bear trap that clamps on enemies unfortunate to get caught in its path.
Comes from needle and ice. Kirby turns into an icy snowflake that slowly grows and freezes those who come in contact with it.
Comes from stone and cutter. Kirby turns into a block that gets shaved down into statues of his animal friends that have their strengths and weaknesses. Rick can climb walls, Coo can fly longer than Kirby, Kine does nothing but turn around (it's a reference), Pitch can fly higher than Kirby and rolls down hills, ChuChu can jump higher than Kirby, and Nago can Triple Jump.
Comes from burning and stone. Kirby forms a small volcano on his head and fires burning rocks from it.
*Ice Bomb: Kirby does the normal bomb attacks, but with cryogenic energy attached with it.
Ice Bomb
Thunder Bomb: Kirby does the normal bomb attacks, but does electric damage.
*Fire Sword: Kirby uses the normal sword attacks, but all contact burns and does fire effects.
Ice Sword: Kirby uses the normal sword attacks, but slashes freeze on contact and do ice damage.
Ice Sword
Thunder Sword: Kirby uses the normal sword attacks, but attacks have electrical effects.
*Blizzard Bomb: Upon being empowered by ice, Kirby's bombs gain ice properties. The bombs freeze anything caught in the explosion and Bomb Bowl has the bombs leave a trail of ice when rolling.
Blizzard Cutter: Upon being empowered by ice, Kirby's boomerangs gain ice properties. The boomerangs create a mass of damaging crystalline ice on whatever surface they touch, organic or otherwise. Final Cutter also creates a shockwave of icicles instead.
Blizzard Hammer: Upon being empowered by ice, Kirby's hammer gains ice properties. Hammer Twirl creates two icicles on both sides of him. Kirby creates a trail of ice with Hammer Swing. Hammer Flip creates a series of increasingly large icicles in front of him the longer he charges.
Blizzard Ninja: Upon being empowered by ice, Kirby's ninja techniques gain ice properties. Knife Throw has Kirby toss kunais that freeze any surface, including the enemy, on contact. Stealth Slash has Kirby create for icicles in front of him and slash them in half, sending ice debris behind him. Smoke Screen and Blossom Storm has Kirby create two icicles to each side of him, the icicles from the latter move being larger than those of the former. Quad Shock has Kirby freeze the enemy with a slash and knocking them away, creating four increasingly large icicles.
Blizzard Sword: Upon being empowered by ice, Kirby's sword gains ice properties. Drill Stab has Kirby leave a trail of ice. When Down Thrust hits the ground, Kirby creates two icicles on each side of him. With Upward Slash has Kirby create a mass of ice upon going upwards while Sword Dive has him shatter it, sending forward ice debris. Sword Spin has the added property of flinging four icicles around Kirby during the attack.
Blizzard Whip: Upon being empowered by ice, Kirby's whip gains ice properties. The whip is white and covered in ice and snowflakes when lashing. 100 Whip Slap has Kirby build up a mass of damaging ice in front of him. 100 Whip Dash has Kirby create ice on a surface that damages those who come in contact with it. Whip Tornado creates an icy whirlwind, which has four icicles rain down from the whip that shatters into smaller icicles. Any enemy grabbed and thrown with Whip Grab will have the properties of an ice projectile.
Blizzard Yo-Yo: Upon being empowered by ice, Kirby's yo-yo gains ice properties. When the yo-yo is used, it's white and covered in ice. Yo-yo orbit leaves a pile of damaging ice on both sides of Kirby. During Walk the Dog and Dog Walker, the yo-yo becomes an icicle and leaves a pile of damaging ice in its wake. The same thing happens during a Break Spin. An enemy grabbed and thrown with Hammer Drop has the properties of an ice projectile. Gazer Spiral has Kirby create a pillar of ice as he rises, and at the apex of his jump, he shatters some of the ice and icicles fall from it.
Blizzard Staff: Upon being empowered by ice, Kirby's staff gains ice properties. With Raging Staff, Kirby builds up a large mass of crystalline ice, then shatters it with the final strike, shooting ice debris forward. During Pole Vault, Kirby leaves a small mass of ice where he landed. With Unrelenting Staff, Kirby builds up a large mass of crystalline ice on any surface, wall, or ceiling his rapid jabs hit, then shatters the ice with his final strike, shooting ice debris forward. Super Long Jab has the stab release small bits of ice debris from the tip. When the staff vanishes during Spinning Staff, it releases two chunks of ice on all sides.
*Zap Bomb: Upon being empowered by beam or plasma, Kirby's bombs gain electric properties. Explosions release a spark followed by a lightning bolt coming down. And rolling them along the ground creates a trail of sparks.
Zap Cutter: Upon being empowered by beam or plasma, Kirby's boomerangs gain electric properties. The boomerang creates sparks on anything that it touches and Final Cutter calls down a lightning bolt at the apex of Kirby leap and the landing creates an electric blast with a large radius, shooting out a shockwave consisting of a large spark.
Zap Hammer: Upon being empowered by beam or plasma, Kirby's hammer gains electric properties. Hammer Twirl brings down a bolt of lightning when Kirby starts twirling the hammer. Hammer Swing leaves a trail of sparks. Hammer Flip has the swing bring down a lightning bolt onto himself, which creates electrical explosions the more Kirby has charged.
Zap Katana: Upon being empowered by beam or plasma, Kirby's ninja techniques gain electric properties. Kirby's kunais have electric trails that burst into sparks upon impact. Stealth Slash has lightning bolts strike behind Kirby while he's dashing. Smoke Screen has Kirby summon a lightning bolt downwards, which leaves a small explosion. Blossom Storm has Kirby summon a bolt of lighting onto himself that he fires downwards for a large explosion. Quad Shock has Kirby slash the enemy and hit them with a series of lightning bolts.
Zap Sword: Upon being empowered by beam or plasma, Kirby's sword gains electric properties. Sword Drill leaves a trail of sparks. Down Thrust has a lightning bolt hit the sword for a small electrical explosion when Kirby hits the ground. Sword Dive does the same for a larger explosion. With Twister Slash, at the apex of his jump, Kirby drops a lightning bolt onto himself for yet another electrical explosion.
Zap Whip: Upon being empowered by beam or plasma, Kirby's whip gains electric properties. The whip is green and lashing surrounds it with sparks. 100 Whip Slap has the strikes turn into arcing lightning bolts that leave sparks on the ground. 100 Whip Dash creates a spinning trail of electricity. Whip Tornado spins with electricity and shoots down lightning bolts at the apex. Any enemy grabbed and thrown with Whip Grab has the properties of an electric projectile.
Zap Yo-Yo: Upon being empowered by beam or plasma, Kirby's yo-yo gains electric properties. The yo-yo is green and using it surrounds it with sparks. Yo-yo Orbit leaves a trail of sparks around Kirby. The yo-yo occasionally gets struck with a lightning bolt from a random angle when Kirby is Walking the Dog. At the end of a Break Spin, Kirby strikes himself with a lightning bolt that creates a large electrical explosion. Any enemy grabbed and thrown with Hammer Drop has the properties of an electric projectile. Gazer Spiral has him drop a lightning bolt on himself at the beginning and release exploding lightning bolts at the apex of the attack.
Zap Staff: Upon being empowered by beam or plasma, Kirby's staff gains electric properties. With Raging Staff, each of Kirby's strikes summons down a bolt of lightning that hit the tip of the staff, and the overhead slam creates a brief spark wherever the final lightning bolt hits. When Pole Vaulting, a small electrical trail is left where Kirby landed. With Unrelenting Staff, each of Kirby's rapid jabs creates a small spark, and his final strike shoots a lightning bolt diagonally downward. For a Super Long Jab, Kirby summons down a bolt of lightning that hits the tip of the staff and leaves a spark behind wherever the lightning lands. For Spinning Staff, when the staff disappears, it creates a large growing spark that eventually dissipates.
*Splash Bomb: Upon being empowered by water, Kirby's bombs gain hydrokinetic properties. Bombs explode in a burst of water and when being rolled on the ground, they create a trail of water.
Splash Cutter: Upon being empowered by water, Kirby's boomerangs gain hydrokinetic properties. Boomerangs create a burst of water on whatever they impact and Final Cutter has the shockwave be an actual wave.
Splash Hammer: Upon being empowered by water, Kirby's hammer gains hydrokinetic properties. Hammer Twirl shoots out water droplets from all sides, Hammer Swing leaves a trail of water, and with Hammer Flip, Kirby shoots out droplets in front of him, with more the longer he charges.
Splash Katana: Upon being empowered by water, Kirby's ninja techniques gain hydrokinetic properties. Kunais are encased in water and release a burst of water on impact. Kirby shoots three large drops of water that splatter behind him as he dashes forward with Stealth Slash. Smoke Screen has Kirby shoot a large droplet of water to either side of him. Blossom Storm has Kirby release multiple drops of water around him. Quad Shock slashes the enemy and overwhelms with a wave of water.
Splash Sword: Upon being empowered by water, Kirby's sword gains hydrokinetic properties. Drill Stab leaves a trail of water behind him. Water droplets are released on either side of Kirby when he hits the ground with a Down Thrust. Upward Slash creates a mist while Kirby rises. Sword Dive has Kirby release water droplets in front and behind him upon landing. Spin Slash releases water droplets around Kirby while Twister Slash releases water droplets down from Kirby.
Splash Whip: Upon being empowered by water, Kirby's whip gains hydrokinetic properties. It's blue and releases bursts of water with every strike. 100 Whip Slap has Kirby's strikes release water droplets. 100 Whip Dash creates an expanding whirlpool. Whip Tornado has Kirby create a spiral of water when going up and dropping water at the apex. Any enemy grabbed and thrown with Whip Grab has the properties of a water projectile.
Splash Yo-Yo: Upon being empowered by water, Kirby's yo-yo gains hydrokinetic properties. The yo-yo is blue and encased in a bubble of water. Yo-yo Orbit releases a burst of water on either side of Kirby. The yo-yo spouts water upwards when Walking the Dog. Break Spin leaves a trail of water behind Kirby and releases droplets of water around him. Any enemy grabbed and thrown with Hammer Drop has the properties of a water projectile. With Gazer Spiral, Kirby rises with a cyclone of water and releases water drops around him at the apex.
Splash Staff: Upon being empowered by water, Kirby's staff gains hydrokinetic properties. The final strike of Raging Staff releases four water droplets ahead. Pole Vaulting leaves a small splash of water where Kirby landed. Unrelenting Staff has each strike create a bubble of water and the final strike releases water drops around Kirby. The staff releases two water droplets in front of Kirby with a Super Long Jab. With Spinning Staff, the staff turns into a rain cloud that pours water down before disappearing.
*Bluster Bomb: Upon being empowered by the wind of wing or cleaning, Kirby's bombs gain air properties. Bombs descend slowly downwards when thrown, travel farther when rolled and descend slowly in the air, and the explosion creates a burst of air. When holding a bomb and jumping, the bomb inflates a bit and Kirby can jump higher.
Bluster Cutter: Upon being empowered by the wind of wing or cleaning, Kirby's boomerangs gain air properties. Boomerangs travel straight up after a certain distance and leave a whirlwind on a surface they come in contact with. Final Cutter, Kirby slashes the enemy repeatedly, constantly rising, before doing a spinning slash and slamming the enemy into the ground, creating a burst of wind.
Bluster Hammer: Upon being empowered by the wind of wing or cleaning, Kirby's hammer gains air properties. Kirby floats in the air with Hammer Twirl, creating a whirlwind below him. Hammer Swing has Kirby floating in the air during the spin and creating a whirlwind. Kirby falls slower when using (Ultra) Giant Swing. With Hammer Flip, Kirby's jumps are floatier and the first two charges, Kirby jumps in the air and slams his hammer on the ground, creating a whirlwind.
Bluster Ninja: Upon being empowered by the wind of wing or cleaning, Kirby's ninja techniques gain air properties. Kirby's kunais release whirlwinds on impact and travel in diagonally upwards loops. Stealth Slash has Kirby dash diagonally upward and create a cyclone at the end of the attack. Kirby creates a small whirlwind around himself with Smoke Screen. With Blossom Storm, Kirby leaps high into the air and creates an inverted cyclone under him. With Quad Shock, Kirby slashes the enemy and the enemy is caught in a whirlwind that carries them diagonally up.
Bluster Sword: Upon being empowered by the wind of wing or cleaning, Kirby's sword gains air properties. Drill Stab sends Kirby farther, Kirby floats upwards a bit when using Sword Spin, Kirby falls slower during Chop and Thrust and Hat Thrust, Down Thrust raises a small whirlwind around Kirby when he hits the ground, Upward Slash carries Kirby much farther up, Sword Dive has Kirby create a large whirlwind around himself when he slams into the ground, Spin Slash sends Kirby into the air, creating a small cyclone beneath him, and Twister Slash sends Kirby high into the air, creating a large cyclone beneath him.
Bluster Whip: Upon being empowered by the wind of wing or cleaning, Kirby's whip gains air properties. The whip is green and lashing with it surrounds it in a cyclone. With 100 Whip Slap, the strikes have a larger radius and finish with a large whirlwind. Kirby slides forward with 100 Whip Dash and releases a whirlwind. Kirby jumps much higher with Whip Tornado and creates a cyclone beneath him when he does. Any enemy grabbed and thrown with Whip Grab will have the properties of a wind based projectile.
Bluster Yo-Yo: Upon being empowered with the wind of wing or cleaning, Kirby's yo-yo gains air properties. The yo-yo's green and when swung, it becomes surrounded by a miniature whirlwind. If used in midair, Kirby falls slower when using Yo-yo Throw or Yo-yo Up. Yo-yo Orbit brings up a burst of air around Kirby. Kirby moves faster when Walking the Dog. Kirby creates a whirlwind around himself for a Break Spin and gets a bit more lift during a Jump Spin. Any enemy grabbed and thrown with Hammer Drop will have the properties of a wind based projectile. Gazer Spiral starts slow but gets faster, and creates a cyclone around Kirby as he rises.
Bluster Staff: Upon being empowered with the wind of wing or cleaning, Kirby's staff gains air properties. Kirby follows up with an extra overhead slam for Raging Staff. Kirby falls slower when Pole Vaulting. For Unrelenting Staff, each jab creates a whirlwind, and the final attack is an overhead slam rather than another jab. Kirby covers more distance with a (Super) Long Jab. Spinning Staff has the staff rising quicker, and it only stops upon collision with a ceiling or gets out of eyesight.
*Sizzle Bomb: Upon being empowered by fire, Kirby's bombs gain flame properties. Bombs create a trail of fire when rolling and explosions leave a lingering blaze on impacted surfaces.
Sizzle Cutter: Upon being empowered by fire, Kirby's boomerangs gain flame properties. Boomerangs leave a lingering blaze on anything that they hit, and Final Cutter sends off a shockwave of flame pillars.
Sizzle Hammer: Upon being empowered by fire, Kirby's hammer gains flame properties. During Hammer Twirl, Kirby creates an explosion around himself. Hammer Swing leaves a trail of fire as he moves across the ground. Hammer Flip releases exploding fireballs, with more being released with a longer charge.
Sizzle Katana: Upon being empowered by fire, Kirby's ninja techniques gain flame properties. Kirby throws fiery kunais that create a lingering blaze on the area of impact. Kirby's dashes during Stealth Slash create pillars of fire that eventually explode and disappear. Smoke Screen creates a blaze that extends to either side of Kirby. Blossom Storm creates a large fiery explosion that sets any nearby surface on fire. Quad Shock has Kirby slash the enemy per usual and then knocking them away with fiery explosions.
Sizzle Sword: Upon being empowered by fire, Kirby's sword gains flame properties. Drill Stab leaves a trail of fire behind Kirby. A fiery explosion occurs that sets off a blaze in the immediate area every time Kirby slams his sword into the ground during a Down Thrust. When Kirby slams into the ground during a Sword Dive, he leaps forward and slams his sword into the ground again, sending a wave of fire forward. Spin Slash has Kirby create a fire cyclone that sets off ablaze on the floor.
Sizzle Whip: Upon being empowered by fire, Kirby's whip gains flame properties. The whip is red and releases a flame at the end of every strike. Any surface impacted during a 100 Whip Slap bursts into flames, and the attack also creates a smoky blaze in the air. 100 Whip Dash creates a jet of flames. With Whip Tornado, Kirby spins a trail of fire around himself, and at the apex of the jump, surrounds himself with an elliptical burst of flame. Any enemy grabbed and thrown with Whip Grab will have the properties of a fire projectile.
Sizzle Yo-Yo: Upon being empowered by fire, Kirby's yo-yo gains flame properties. The yo-yo is red and is covered in flames that can be seen when swung. Yo-yo Orbit leaves a trail of flames to either side of Kirby. The yo-yo combusts and leaves a trail of flame when Walking the Dog. For Break Spin, the beginning of the technique creates a small explosion, Kirby leaves a trail of flame when moving across the ground, and the end of the technique creates a large explosion. Any enemy grabbed and thrown with Hammer Drop will have the properties of a fire projectile. Kirby creates a trail of fire as he rises for Gazer Spiral, and at the apex, he releases fireballs around himself.
Sizzle Staff: Upon being empowered by fire, Kirby's staff gains flame properties. The overhead slam of Raging Staff creates a fiery explosion that sets off a blaze on any impacted surface. Kirby leaves a small flame wherever he lands while Pole Vaulting. Kirby's rapid jabs of Unrelenting Staff builds up a small flame while the final hit creates a large explosion. Super Long Jab also creates a fiery explosion. The staff shoots fireballs around Kirby from above when it disappears during a Spinning Staff.
Abilities that can only be used when done with the Robobot Armor. All of these abilities are far more powerful than their normal counterparts. All Armor Modes can hover at least slightly, while others can outright fly.
*Zig Zap: The armor releases a ball of electricity that bounces along the ground.
Big Zap: The armor charges up before releasing a bigger, faster, more powerful ball of electricity.
Zip Zap: The armor releases a ball of electricity from the air that bounces higher once it hits the ground.
*Boomstepper: The armor releases an explosive robot that walks forward for a few seconds before exploding, or explodes automatically on contact with organic matter.
*Whirling Saw: The armor shoots a saw from its hand that comes back to it after a short trip.
Cutting Shot: The armor charges and fires the saw, and it continues flying forward.
Roaming Saw: The armor can walk around with a buzzsaw extending from it before it fires the Cutting Shot.
*Psithunder: Kirby raises the Robobot Armor's hands, forming one ball of energy above each. The energy is then released in an upward arc.
Psithunder Flash: The Robobot Armor forms and releases four balls of energy.
Psistorm: Kirby raises and waves the Robobot Armor's hands, forming four balls of energy above that rain down randomly at the same time.
*Crimson Tail: The armor releases a long ranged stream of fire.
Hot Drop: As the armor dashes, it leaves a trail of fire.
Red Carpet: The armor shoots jets of fire from both sides.
*Snowstorm: The armor releases a blast of ice from its fans.
Speedskater: The Robobot Armor moves forward smoothly forward on the ground while spinning and blowing cold air.
Blizzard Lance: The Robobot Armor charges an attack that releases three ice shards which stick to surfaces for a few seconds before disappearing.
This mode can fly freely.
Frequent Fire: The jet armor fires out several rapid-fire shots forward.
Missile Salvo: The jet armor fires two missiles forward.
Missile Spread: The jet armor fires four missiles; two normal missiles and one large missile forward and another large missile backward.
Flip Flight: The jet armor boosts forward invincibly for a few seconds before moving back again.
*Destructo-Amp: The Robobot Armor releases a short-ranged wave of sound that can bounce off of surfaces.
Solid Amp: The Robobot Armor releases a focused and long-ranged beam of sound.
Finale: The Robobot Armor jumps up and releases a large musical note which splits into four smaller notes that last for a few seconds.
*Parasault: The armor uses its parasol arms to fly upwards, and the blades shred whatever they come in contact with.
Paraslam: The armor falls and creates a small wind storm underneath it.
*Sharpshooter: The armor fires a small electric shot.
Cannon Blast: The armor fires an even larger shot after charging.
Super Cannon Blast: The armor fires a giant continuous beam of electrical energy.
*Rock Crusher: The armor punches straight with its rock hand.
Rock Rusher: The armor unleashes a five-punch combo attack consisting of two punches forward, two uppercuts and one final smash down.
Earth Shaker: Kirby puts the armor's fists together and smashes downward.
Rock Blocker: The armor's fists are held up in a defensive position, blocking frontal attacks.
*Power Beam Saber: The armor slashes forward with a giant beam blade.
Combo Beam Slash: The armor performs a combo attack consisting of four chops forward and one final spinning move.
Twin Saber Dance: The armor drills down with its beam swords.
*Turbo Accelerate: The armor accelerates forward.
Speed Burst: The armor jumps before accelerating.
Burn Rubber: The armor spins in a circle repeatedly, creating fire.
3D Spring Hopper: The armor hops from one plane to the other.
Kirby's strongest items. For the most part, they're received only at the end of the game, to fight the boss, and are usually mandatory. They are solely used at that point. Note that Super Abilities are Final Weapons (especially Ultra Sword), but there are enough of them that they can get their own section.
Kirby's final weapon in Planet Robobot used to take out Star Dream. Kirby uses the Robobot Armor to take over the Halberd. He has access to the Combo Cannon, Capture Inhale, the Sail Wing, and the Planet Buster. The Combo Cannon fires locked-on shots. Capture Inhale absorbs debris to power up the Halberd for the Planet Buster. The Sail Wing allows Kirby to do a barrel roll from the Starfox series, deflecting attacks. The strongest move of his is the Planet Buster, which despite the name, is much more powerful than a mere planet busting attack. Kirby fires a cluster of powerful stars that do more damage depending on how much was Capture Inhaled.
Kirby's sorta Final Weapon in Triple Deluxe used to take out Queen Sectonia. Kirby eats a Miracle Fruit, which gives him this ability. Kirby's inhale is increased dramatically, allowing him to swallow anything (it distorts things that are much bigger than him to fit in). Kirby can reflect attacks without the star transformation, and those swallowed by it don't get put into his stomach dimension.
Kirby's "Final Weapon" in Return to Dream Land, used to take out the Lor Starcutter under Magolor's control. and his friends ride on Landia the dragon when it's split into four. He can fire charged up fire bolts and can dash forward and back invincibly.
Kirby's Final Weapon in Dream Land 3 and Star Stacker to take out Dark Matter, 0, and Gryll (though the latter one has no stakes). Kirby turns all of the Heart Stars into a rod with a heart on top. The rod can fire a powerful energy shot shaped like a heart.
Kirby's Final Weapon in Amazing Mirror that is used to take out Dark Mind and is one of the only optional ones. Kirby wields Meta Knight's Galaxia (called the Master Sword back then) sword. Kirby has all the normal sword attacks (though buffed up considerably), but his Sword Beam is stronger, wider, and doesn't force him to be at full health, and his Drill Rush is absurdly stronger, does fire damage, and can be used in midair.
Kirby's Final Weapon in Dream Land 2, used to take out Dark Matter the first time. It is formed by fusing all of the Rainbow Drops. The sword works as a normal powerful sword, but it's best used for reflecting projectiles for major damage. It can also create rainbows, hence its name.
Kirby's Final Weapon in The Crystal Shards, used to take out Zero-Two. It's technically a Mix ability of Ribbon and Crystal. It's is the combination of all of the Crytal Shards into the original Crystal being used as a weapon, and Kirby is being carried and flown by his love interest Ribbon. The two of them fire crystal shots.
Kirby's Final Weapon in Star Allies, used to take out Void Termina. Kirby combines a Friend Star with the four Heart Spears to create it. The Star Allies Sparkler fires projectiles from the tip, fly around quickly and efficiently and spin counterclockwise to avoid all damage on a relative scale (Sparkler Turn). Kirby takes the lead in the center of the Sparkler while his friends ride in the tail. Still, the leader can be rotated to imbue the shots with a different element depending on the leader (the technique is called Rider Switch). The Sparkler can fire different homing projectiles with varying power depending on charge time. An uncharged shot is called the Sparkler Comet, and it fires a star shaped projectile. A charged shot is called the Sparkler Starshot, and it fires a projectile shaped like two intertwining stars. The strongest attack is called Team Star Allies!, which, if everyone who's riding charges together and releases at the same time, fires a giant laser at the opponent.
Kirby's most iconic Final Weapon. The Star Rod is the source of all of Dream Land's good dreams and is now a weapon for Kirby. It's used in Kirby's Adventure and its Remake Nightmare in Dream Land. It is used to take out Nightmare. Kirby can fire powerful, evil-killing star shots and spin around midair with the rod extended.
Kirby's Final Weapon in Super Star. It is used to take out Nova on the way to Marx, as well as Kabula. It is formed either through the Dream Fountains or the Sparkling Stars. It is a flying Roman Chariot that fires stars in front of it, and "barriers" diagonally.
Kirby's Final Weapon in Squeak Squad, and the only other optional one used to take out Dark Nebula. It is received from Daroach after he drops it after his possession. Kirby is protected by three orbiting stars, and fires a powerful star shot similar to the Star Rod, but faster. The shot can be aimed and guided after it's fired.
Key:Pre-Super Star | Post-Superstar | Post-Star Allies
Note: The first official 3-A feat for Kirby comes in Canvas Curse and with Powerscaling the first enemy that can be scaled to it is Marx Soul from some unknown time after Super Star, with Kirby showing to get stronger and him struggling against lesser feats in games prior to Super Star, he has keys to separate prior to Super Star. His first official Low 2-B feat doesn't happen until Star Allies thus giving him a Post-Star Allies key.
Gallery
Kirby's classic design
Kirby made out of yarn in Epic Yarn and its remake, Extra Epic Yarn
The many copy abilities of Kirby
Beam Kirby
Fighter Kirby
Fire Kirby
Ice Kirby
Spark/Plasma Kirby
Stone Kirby
Sword Kirby
Hammer Kirby
Ninja Kirby
Mike Kirby
Kirby's 2° figurine • Kirby & the Rainbow Curse
Kirby's 1° entry on the Dedede Directory (Translated), official Kirby JP twitter<