The Beginner’s Guide to Training the Kirby amiibo in Smash Ultimate

Welcome to Amiibo Doctor! In addition to training this amiibo, we also have the most cutting-edge guides for nearly every amiibo in the competitive amiibo scene’s many Discord servers. You should also reference our Raid Boss amiibo guides, and if you’re having trouble winning in competitive amiibo, check the official amiibo tier list! Happy training!

by Brad (Pikapool), Guest Contributor

Hi, I’m Brad and I train Kirby amiibo. I think my results speak for themselves. I’ve had fairly consistent Kirby results, with my first win happening recently.

There is another Kirby amiibo guide on Amiibo Doctor, but Pika’s results with Kirby are worthy of another guide.

You can show your support for Amiibo Doctor by purchasing a Kirby amiibo from this Amazon Affiliate link. Thank you for keeping interest in amiibo alive.

AI Flaws

Kirby has a couple flaws but all of them are either consistent or avoidable.

Kirby’s AI Flaws are:

  • Hammer (side special) is a charging move that causes self-harm. He likes it a bit too much, and it’s very nonoptimal to use.
  • Up and Down Special are both moves that Kirby can be conditioned to spam. Up Special Kirby spam is formidable, until you get on a platform stage. Down Special is similar, except worse. He will repeatedly use it into a platform for, as I’ve observed, minutes on end. Kirby can’t use Neutral Special properly. It’s a weak command grab that essentially has one use, and he can’t do a thing with his acquired Special that’s useful.
  • Kirby can’t use Inhale properly. It’s a weak command grab that essentially has one use, and he can’t do a damn thing with it that’s useful.
  • Kirby recovers high, burning out all of his jumps. He will recover high, but it’s fairly easy to minimize the flaw by backing out and restarting the match every time he uses his last double jump.. This also compounds with the next AI flaw:
  • Kirby will, for some reason, use as many of his jumps as he reasonably can. He’s got quite a few of them, so you’ll have to work around that.
  • Down smash has a flaw where it just doesn’t hit, specifically in arenas. Kirby poorly spaces it. Whenever down smash does hit, it’s just the tip.
  • Down B will be cancelled before hitting the ground. (Editor’s note- this flaw may have been introduced in a relatively recent patch, though it’s difficult to say for sure. If you trained a Kirby earlier in Ultimate, it may have behaved somewhat differently then.)

Overall Playstyle

Kirby flourishes on the ground. He has three strong Smash Attacks, three good Tilts, Up Special is very good and he can use dash relatively well. Kirby also has good aerial play to back him up. Kirby can juggle with Up B, use his falling Forward Air to his advantage and drill his opponents with Down Air which he combines into his smash attacks.

How to Train the Kirby amiibo

Stay on the ground. The moves that you should use the most are Forward Smash, Up Smash, and Down Tilt. Forward and Up Smash have good damage and knockback, and make for useful KO moves. Down Smash can be used at the ledge and can use it out of his Down Air (the downsides of both of those is that up smash is better out of Down Air and that at the ledge I prefer edgeguarding).

Down Tilt can be combo’d into Forward Smash and Grab at different percentages. Down Tilt is very neat. Kirby can use Forward Smash or grab out of it. For Grab, I’d much prefer Up Throw or Down Throw. In practice, they’re the same. Up Throw does 1 less percent, but it can kill. Dash Attack is an excellent move, and often kills at the ledge. The best part about it is that when training you don’t have to do it up-close. Kirby’s actually somewhat limited in the air thanks to the unusual way his AI handles his aerials. Up air can be used for juggling, as I said earlier. Falling Forward air can be used for getting a free Up or Forward Smash if you land while doing it. Offstage is very straightforward. Down Air or Forward Air. If you’re feeling lucky, use Stone.

“Gee, Brad, what’s the deal with Down Air?” Bad and also good. Kirby seems to have two different Down Air brains – one for offstage play and one for onstage play. Onstage is something I have a problem with. If you go balls to the wall onstage, it’s gonna be very spammy. Kirby hits it semi-inconsistently, tries it repeatedly, and it becomes stale and leaves him vulnerable. Use it occasionally when onstage. Kirby will combo it into any of his three Smash Attacks, with Up Smash being the best. Offstage is different. Go insane. Kirby is fantastic offstage, and Down air is the reason.

Why it Works

Kirby is a high-mid tier character that breaks into and flourishes in B+ because of his ability to go toe to toe with big boys and his good matchups in his tier. He does this because of his access to damage and kill options and his ever-lasting small hitbox. Also, he’s round. (Editor’s note: it is a well established fact in the amiibo community that the power of roundness often causes the deities on high to bless amiibo mid-match, leading them to be better than ever. If you actually believed this, please read an actual guide to the basics of amiibo, found here.)


  1. If Kirby burns his last double jump below stage should I still back out? Or how about if he’s above you and burns all of his double jumps?


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