Abilities

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General

Hitlag

Abilities such as Burning, Parasol, Tornado, Fighter, Sword, Smash, Stone, Hammer, and most importantly, Wheel, experience hitlag when moving through enemies. Hitlag can be mitigated by reducing the amount of contact with enemies, most often simply making sure to dodge them. Each hit causes you to stop for 3 frames, with 2-4 hits per enemy on average. This means for every enemy you hit with these abilities, you lose a bit of time, and that adds up quickly over the course of an entire run.

In the case of abilities like Smash, starting your attack close to the ground will ensure your attack will get cancelled once you land. Not all enemies will die in one hit however, so you may need to swiftly take advantage of invulnerability in such cases.

For abilities like Wheel or Burning, changing the position where you start your ability affects the amount of hits you deal to an enemy. For example, moving before activating wheel in a room could deal 4 hits to a certain enemy, while standing still before activating wheel would only deal 2 hits to that same enemy.

You have a few options before immediately activating your ability when you enter a room with Wheel. Standing or Jumping without moving horizontally are both consistent options that give you the same hitlag position every time. In the case of jumping, since you have less friction in the air when recoiling, it gives you a different hitlag position than if standing. In rare cases sliding can also be used to fix your position. Every room has a different action that best reduces hitlag that you need to memorize if you're looking to reduce as many hits as possible.

Speed Summary

("Speed" meaning moving from point A to point B under ideal circumstances, not the actual max speed value.)

Abilities roughly in order of horizontal speed:

  1. Wheel
  2. Parasol
  3. Missile
  4. Burning
  5. Fighter
  6. Tornado
  7. UFO
  8. Normal

Abilities in order of ascending speed:

  1. Missile
  2. UFO
  3. Cupid
  4. Normal

Abilities in order of descending speed:

  1. Stone/Smash
  2. Sword/Smash
  3. Fighter
  4. Missile
  5. Normal

Wheel

Wind-up Recoil

When you activate wheel, you will briefly be sent backwards. One way to minimize this is by activating Wheel on the ground and not in the air, since the ground has more friction. You can also stop your recoil using a wall placed behind yourself.

You can jump while the wind-up animation is ongoing. This is useful in cases where you need to jump without moving backwards in the air, or when you're jumping off a breakable block.

Wheel Jump

If you jump right before activating Wheel, you will perform a Wheel Jump. Unlike a normal jump while using Wheel, a Wheel Jump gives you the full height of a normal jump while still activating Wheel.

Invincibility

Wheel is invincible unless you are activating the ability or turning. Therefore when fighting bosses, only turn when outside of their hitbox.

Turning Around

If you need to deactivate Wheel and go the opposite direction, make sure to deactivate Wheel while turning around to cancel the turning around animation and instantly start moving the opposite way. This also helps preventing you from skidding on the ground.

Ceiling Clip

You can wheel into a ceiling to remain longer in the air. Although precise, it can be used to dodge enemies or reach further geometry without reactivating wheel. This is easier to perform when jumping into a downwards slope.

Riding over 3-tile gaps

In order to Wheel over 3-tile gaps without bonking, you need to align yourself by pressing up against a wall, then activate Wheel while on the ground. This will set your position perfectly such that you can ride over the gap and not bonk. Make sure not to activate Wheel in the air and not to move horizontally after aligning yourself against a wall.

Enemy Invulnerability

If you need to deactivate wheel around an enemy, you can time a wheel cancel right as you hit an enemy in order to only deal 1 hit. This keeps the enemy alive, but that's fine since you can move through it without getting damaged.

Wheel 1-hit
 

Missile

Directional Speed

Diagonal speed preserves the max speed of both directions, so long as you have both directions held. Missile will continue to go at max speed in your last held direction, regardless if it's still pressed. This means that you can simply tap when moving in a straight line, but when moving diagonally you need to have both directions pressed. This applies to optimal turning as well.

Missile happens to be slightly faster moving downwards with a speed of 690 compared to your base falling speed of 640, excluding recoil.

Missile's upward speed isn't faster than your jumping speed, so make sure to jump before activating Missile for upwards movement.

Drift

Missile's major difficulty is in managing its wide drifting. In order to mitigate drift, counter it by holding the opposite direction for several frames. This is especially crucial when making 90° turns, where you need to completely halt your movement before going in a new direction.

Recoil & Knockback

When activating Missile, Kirby will recoil backwards before he starts moving forward. You can hold the opposite direction of your intended direction during Missile's activation sequence to reverse this initial recoil and save a little bit of time.

Missile recoil
 

The knockback from blowing up with Missile produces significantly more recoil. Before exiting Missile, reverse your direction until you fully start moving the other way, then press A or B, then your original direction, to fully launch yourself the right way using the Missile's knockback.

Missile Knockback
 

When moving upwards, you can also use this knockback to redirect your Missile exit and launch yourself sideways almost instantly.

Bomb Blocks

When moving through bomb blocks, tap back for atleast one frame after hitting the bomb block before resuming your main direction. You move at the same speed as the clearing of the barrier blocks, so as long as you don't move diagonally you shouldn't hit anything.

Ceiling Clip

You will explode on the ceiling if you attempt to drift out of a ceiling clip.

Version Difference

On the Japanese version compared to the other versions, Missile's direct hit causes 6 damage instead of 2, and for indirect hits 2 damage instead of 1.

Parasol

Passive Hitbox

Parasol has a passive hitbox that deals damage even when the ability is not in use. This hitbox is better than using the attack for a few reasons. Unlike the attack, the passive hitbox has no wind-up time, and doesn't slow you down. The hitbox is more maneuverable as well. The passive hitbox deals 4 damage per hit, while the attack randomly alternates between 4 and 1 damage per hit. This means the passive hitbox is faster than attacking for fighting bosses. The only downside is that the passive hitbox has far less horizontal range, meaning it's risky to use during bosses.

Momentum Preservation

If you let go of all directional buttons right before you press A to blow up, you will preserve your horizontal speed. When gliding with Parasol, you gain a flat boost of 308 to your speed, before slowing down significantly after 8 frames. Thus, when you float immediately after a glide with Parasol with your direction buttons released, the amount of momentum preserved is significantly amplified thanks to Parasol's glide boost. Since gliding applies a flat boost and not a set value, you can stack your momentum preservation indefinitely[1] with every subsequent float. You will start gliding faster if you aren't moving upwards when you puff, although this requires you to tap A very briefly to pull off.

Thus, in order to move quickly with Parasol: jump, glide, let go and float as soon as your glide boosts you, puff as soon as possible while trying not to move too high, then repeat the process without pressing anymore directional buttons. In practice, this means briefly tapping A, puffing with B, then waiting for your glide to boost you. All these steps take up around the same amount of time in the sequence when broken down. If you do this too slowly or go too low, you'll need to reset the sequence by holding left or right again, and in the latter case hold your float for longer.

Parasol movement
 

However, this movement is difficult to pull off. A more reliable method is to hold the directional button up until the float each time instead of just the first glide, and float for longer. Aside from that, the most basic way to move with Parasol is to substitute the float after the glide with an attack instead, or simply float fully to the ground.

This momentum can also be preserved with an attack, however you lose speed faster and need to wait for your attack to stop. It is a viable option if you need to attack through an enemy without a puff. Keep in mind the ground has more friction, so try and attack in the air when doing so.

Descending

Parasol has the downside of being hard to descend with. The simplest way to do so is to dive, however you need to control your dives so that you don't accidentally bounce off of any hitboxes. Alternatively, attacking also works.

UFO

Movement

In both air and water, UFO moves just slightly faster than no ability.

Unlike Missile, moving diagonally actually decreases your individual directional speed from 512 to 416. As a result, you want to avoid diagonal movement whenever possible. There are a few things you can use to support this:

  • Slopes: Move into slopes whenever possible. They will automatically push you in the additional direction without sacrificing your movement speed. Make sure to tap down when moving horizontally into downwards slopes to avoid getting stuck at the very bottom.
  • Ceiling Clips: By clipping into a ceiling, then moving down and getting pushed out, you save a tiny bit of vertical movement.
  • Floor Nudges: Similar to Ceiling clips, you can get slightly displaced vertically when moving into a floor from lower than its surface. This is especially true moving into the bottom of upwards slopes.

Attack Efficiency

UFO's most efficient attack varies depending on circumstance. For single bosses with no resistances, beam spray is best. For those with resistance to electricity, small or medium charge shots are best. For multiple targets, targets you can land 2 hits on, or those with resistance to both fire and electricity, full charge is best.

Fighter

Movement

The fastest way to move horizontally is to press B without dashing, and vertically by pressing down B.

Cancel Platform Collision

If you dive while ducking through a platform, you can dive straight through any other 2-way platforms.

Force Blast Combo

If you briefly hold B during a combo attack after mashing B, you can instantly release a Force Blast after the second or third attack.

Mega Force Blast

Your Force Blast becomes more powerful if you're on 1 hp.

Stone

When using Stone on the ground, you will jump up a tile. This can be used to get onto Stumps from the ground without having to jump first.

Cancelling your ability a few tiles above the floor allows you to reach the floor with your movement unlocked, while avoiding the jump off the floor that occurs if you cancel stone on the ground.

Moving left or right ensures that Stone preserves your momentum before it drops. On the other hand, releasing both left and right ensures that all your momentum is cancelled and you drop straight down. In order to fully preserve your horizontal momentum with Stone even while dropping, you need to activate it while dashing on the ground.

Stone mechanics
Left: Momentum stone & early deactivation.

Right: No momentum & grounded deactivation.

 

Other Abilities

Burning

Unlike Wheel, you are immediately active after a bonk. This lets you gain height, skip a long unwind animation, or instantly enter doors next to walls using bonks.

Throw

Invincible when holding something.

Sword

Final cutter preserves your horizontal momentum, meaning you can Up B off ledges as well as turn around if needed.

Fire

Can be tilted in all directions, including backwards and diagonal. This is important when aiming at bomb blocks or switches.

Ice

Will not slide on ice.

Hammer

When using neutral, aerial, or up B, the Hammer appears behind you before going to your front. Therefore, use these attacks backwards whenever you need to prioritize speed, or land multiple aerial hits.

For bosses, there is a 3-pixel range right next to the boss where the wind up hitbox deals damage. In addition, this sweet spot can be used to set up double-hits using Up B.

Moveset Data

All Blade element attacks, plus Master, can cut string platforms. All Fire element attacks, plus Crash, can light fused cannons. Most attacks can damage bosses as well, except for those that defeat enemies instantly (∞), and ability-less attacks such as slides, puffs, dives, tumbles, and contact damage.

Ability Attack/Input Damage (~max hits per attack) Element Use underwater Break star block Break metal block Pound stump Shake screen Penetrate walls?
Normal Inhale Normal
Normal Star Bullet 10 Normal
Normal Double Star 18 Normal
Normal Slide 2 Normal
Normal Puff 2 Normal
Normal Water Gun 2 Normal
Normal Dive 2 Normal
Normal Tumble 2 Normal
Normal Footstool Jump 2 Normal
Normal Contact 1 Normal
Normal Candy 7 Normal
Normal Cannon 28 ?
Fire - 5 Fire
Spark - 3 Electric
Cutter - 4 Blade
Sword B 6 Blade
Sword B×3 (“Chopping Sword”) 1(×7) Blade
Sword B, after Chopping Sword 6 Blade
Sword Up B (ascending) 2(×2) Blade
Sword Up B (descending) 6(×2) Blade
Sword Up B (wave) 2 Normal
Sword Down B/A 4 Blade
Fighter B 1(×3) Normal
Fighter B 2 Normal
Fighter B 1(×5) Normal
Fighter Held B 2 Normal
Fighter Fully held B 4 Normal
Fighter Held B on 1 hp 6(×2) Normal
Fighter Side B or B (aerial) 2(×3) Normal
Fighter Dash B 3 Normal
Fighter Up B (hitbox) 2(×4) Normal
Fighter Up B (onset) 1 Normal
Fighter Down B (aerial) 4 Normal
Laser - 2 Fire
Cupid B 3 Blade
Cupid Partially held B 5 + 3 + 3 Blade
Cupid Fully held B 5 + 5 + 3 Blade
Ice - 4 Ice
Hammer B 5(×2) Normal
Hammer B (aerial) 5(×2) Normal
Hammer Dash B 2(×6) Normal
Hammer Up B (hitbox) 25(×2) Normal, Fire
Hammer Up B (onset) 2(×2) Normal, Fire
Parasol Hitbox 4 Normal
Parasol B 1 Normal
Magic Meta Knight 4 + 4 + 22 Blade
Magic Food or 1-up -
Wheel - 2 Normal
Cook - -
Burning - 2 Normal, Fire
Beam - 3(×3) Electric
Stone Hitbox 10 Normal ~
Stone Shockwave 4 Normal ~
Smash B 1(×2) Normal
Smash B (aerial) 2(×6) Normal
Smash Side B 10(×2) Normal
Smash Side B (aerial) 9(×3) Normal
Smash Up B (ascending) 2(×2) Blade
Smash Up B (descending) 6(×2) Blade
Smash Up B (wave) 2 Normal
Smash Down B (hitbox) 10 Normal ~
Smash Down B (shockwave) 4 Normal ~
Tornado - 2 Normal
Crash - 29 Normal
Bomb Small explosion 5 Fire
Bomb Medium explosion 2 Fire
Bomb Large explosion 1 Fire
Missile Small explosion 6/4 Normal ~
Missile Large explosion 2/1 Normal ~
Throw Inhale -
Throw Hitbox and throw 12 Normal ~
UFO B 4 Electric
UFO Briefly hold B 4 Fire
UFO Hold B 10 Fire
UFO Fully hold B 18 Normal, Fire
Master B 8 Fire
Master B 1(×6) Fire
Master B 8 Fire
Master Hold B 8 Fire
Master Dash B 3(×7) Fire
Master Up B 8 Fire
Master Up B after slide (ascending) 2 Fire
Master Up B after slide (descending) 6 Fire
Master Up B after slide (wave) 2 Fire
Master Down B 2(×4) Fire
Master Down B (aerial) 4(×2) Fire

[2]

  1. This attribute of Parasol means you can actually overflow your speed if you go fast enough (Parasol Glitch)
  2. Data referenced from Hoshize