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Minor fixes.


* Flight. It renders almost every platforming challenge a joke. It doesn't run out, taking damage still allows you to keep flying, and the only cost is slowness and a larger hitbox, none of which matter very much when most games don't have TimedMission levels or a health bar.

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* Flight. It renders almost every platforming challenge a joke. It doesn't run out, out in most games, taking damage still allows you to keep flying, and the only cost is slowness and a larger hitbox, none of which matter very much when most games don't have TimedMission levels stages or a health bar.



* The original ''Franchise/{{Kirby}}'' GameBreaker is the Hi-Jump ability in this game. While in the main stages it was just a funny ability only useful in certain levels, against bosses it became a destruction machine: the combination of invincibility frames and the fact that it has you leap far outside most boss' range of attacks meant that if you were good at timing you could beat pretty much any boss silly without ever taking a hit -- the ability could be used both offensively and to dodge things, and the only bosses that weren't made a complete breeze by this were [[TunnelKing Heavy Mole]], with whom it's tricky to both attack with Hi-Jump and leap out of attack range, and [[TheDragon Meta Knight]], [[DefiedTrope who says "screw you" to your game breaker]] and forces you to [[SwordFight fight on his level]].
* HAL Laboratories [[PurposefullyOverpowered designed]] the [[InfinityPlusOneSword U.F.O. ability]] to smash the game's balance to pieces; it grants free movement in the air and a versatile attack with four levels of charge, the last level of which tears bosses to shreds with only a couple hits. That's why they wisely decided to make the U.F.O. ability wear off after one stage, make it unable to go through drop-through floors (while other abilities can), and on top of that made the Little U.F.O.s that grant the ability the only enemies in the game that [[RespawningEnemies never respawn]]. Unfortunately, though, they neglected to catch a glitch that allows Kirby to be a U.F.O. ''[[GoodBadBugs for the entire game]]''. In the remake ''Kirby: Nightmare in Dream Land'', you can get [=UFO=] by sucking up two Rockys and whiz through the rest of the level.

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* The original ''Franchise/{{Kirby}}'' GameBreaker is the Hi-Jump ability in this game. While in the main stages it was just a funny ability only useful in certain levels, contexts, against bosses it became a destruction machine: the combination of invincibility frames and the fact that it has you leap far outside most boss' range of attacks meant that if you were good at timing you could beat pretty much any boss silly without ever taking a hit -- the ability could be used both offensively and to dodge things, and the only bosses that weren't made a complete breeze by this were [[TunnelKing Heavy Mole]], with whom it's tricky to both attack with Hi-Jump and leap out of attack range, and [[TheDragon Meta Knight]], [[DefiedTrope who says "screw you" to your game breaker]] and forces you to [[SwordFight fight on his level]].
* HAL Laboratories Laboratory [[PurposefullyOverpowered designed]] the [[InfinityPlusOneSword U.F.O. ability]] to smash the game's balance to pieces; it grants free movement in the air and a versatile attack with four levels of charge, the last level of which tears bosses to shreds with only a couple hits. That's why they wisely decided to make the U.F.O. ability wear off after one stage, make it unable to go through drop-through floors (while other abilities can), and on top of that made the Little U.F.O.s that grant the ability the only enemies in the game that [[RespawningEnemies never respawn]]. Unfortunately, though, they neglected to catch a glitch that allows Kirby to be a U.F.O. ''[[GoodBadBugs for the entire game]]''. In the remake ''Kirby: Nightmare in Dream Land'', you can get [=UFO=] by sucking up two Rockys and whiz through the rest of the level.stage.



* Burning + Burning basically turns Kirby into a comet that allows Kirby to soar for long distances, [[TheJuggernaut destroying nearly everything in his path]]. He can also fly for much longer after Kirby has used his breath, allowing him to soar for great distances past whole levels. You can't control your flight as the comet, but that's rarely a concern.

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* Burning + Burning basically turns Kirby into a comet that allows Kirby to soar for long distances, [[TheJuggernaut destroying nearly everything in his path]]. He can also fly for much longer after Kirby has used his breath, allowing him to soar for great distances past whole levels.stages. You can't control your flight as the comet, but that's rarely a concern.



* Stone + Cutter turns Kirby into a stone form of one of his past companions. In stone form, Kirby is invincible, plowing through most enemies while at worst losing his stone skin if he hits a Gordo or other similar spiked item (without losing health or the power). Now, just mash B until you get Pitch (the small bird), who can fly indefinitely, and you'll pass through most levels easily. As a bonus, Kirby won't be affected by water currents in this stone form, which helps immensely in a [[ThatOneLevel certain]] [[DownTheDrain water level]].

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* Stone + Cutter turns Kirby into a stone form of one of his past companions. In stone form, Kirby is invincible, plowing through most enemies while at worst losing his stone skin if he hits a Gordo or other similar spiked item (without losing health or the power). Now, just mash B until you get Pitch (the small bird), who can fly indefinitely, and you'll pass through most levels stages easily. As a bonus, Kirby won't be affected by water currents in this stone form, which helps immensely in a [[ThatOneLevel certain]] [[DownTheDrain water level]].stage]].



* Not only does Spark + Stone look cool, but you can hit enemies from every angle if you let the rock bounce around on its electric cord. You can ''casually walk'' through some levels with this combo.

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* Not only does Spark + Stone look cool, but you can hit enemies from every angle if you let the rock bounce around on its electric cord. You can ''casually walk'' through some levels stages with this combo.



* Burning + Bomb. Kirby jumps, spins, and shoots fireworks all around him. Usable three times before you have to land, and gets bigger with each use. You keep all of your momentum and mobility when attacking, making it great for moving through levels quickly.

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* Burning + Bomb. Kirby jumps, spins, and shoots fireworks all around him. Usable three times before you have to land, and gets bigger with each use. You keep all of your momentum and mobility when attacking, making it great for moving through levels stagees quickly.



* UFO returns in this game, and now you can keep it after exiting levels! (You still cannot drop down floors, however.) In addition, getting the Copy Scroll for UFO gives it an OrbitingParticleShield of 2 sparks that act as an effective barrier and (like any other electric attacks) can send sparks through water and metallic surface.

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* UFO returns in this game, and now you can keep it after exiting levels! (You stages (you still cannot drop down floors, however.) however)! In addition, getting the Copy Scroll for UFO gives it an OrbitingParticleShield of 2 sparks that act as an effective barrier and (like any other electric attacks) can send sparks through water and metallic surface.



* [=UFO=] is an ability you cannot legitimately get early in the game without using amiibo. Like in ''Squeak Squad'', you don't lose the ability after exiting the level, and now it ''can'' pass through drop-through floors. In addition, its ChargedAttack has a final level called Heat Cannon that can deal as much damage as the Hammer Flip, in addition of a SpreadShot of weaker blasts (including one ''behind'' him). It also retains its "Star Guard" ability from ''Squeak Squad'' (now done by repeatedly tapping the attack button) and has a dash attack where it flies invincibly forward while dealing damage and passing through enemies.

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* [=UFO=] is an ability you cannot legitimately get early in the game without using amiibo. Like in ''Squeak Squad'', you don't lose the ability after exiting the level, stage, and now it ''can'' pass through drop-through floors. In addition, its ChargedAttack has a final level called Heat Cannon that can deal as much damage as the Hammer Flip, in addition of a SpreadShot of weaker blasts (including one ''behind'' him). It also retains its "Star Guard" ability from ''Squeak Squad'' (now done by repeatedly tapping the attack button) and has a dash attack where it flies invincibly forward while dealing damage and passing through enemies.



* The Robobot Armor has ESP Mode, Spark Mode, and Mike Mode. ESP is absurdly versatile, being able to move very fast, produce an orb shield, and attack both upwards and all around it. Spark can rapid-fire weak projectiles, but also quickly charge up a huge piercing laser blast. Mike can attack while moving and has a powerful long-range sound wave, but unfortunately is only available in three levels.

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* The Robobot Armor has ESP Mode, Spark Mode, and Mike Mode. ESP is absurdly versatile, being able to move very fast, produce an orb shield, and attack both upwards and all around it. Spark can rapid-fire weak projectiles, but also quickly charge up a huge piercing laser blast. Mike can attack while moving and has a powerful long-range sound wave, but unfortunately is only available in three levels.stages.
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* Also, using the Wheelie Rider ability (which is only done with a Wheelie helper) with either two players or one player with the right controls (a modified controller or remapped controller) is nigh unstoppable. Getting around the fact that you're using two controllers (two players that are well coordinated fills this out amazingly), and you've got great mobility and a very powerful projectile attack that can be aimed in eight directions and a very high rate of fire.

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* Also, using the The Wheelie Rider ability (which is only done with a Wheelie helper) is rife for abuse from clever players. Even when playing normally with a single player, it can be used to ensure Kirby preserves a rare ability (since he can retain it while riding Wheelie) as well as direct all damage the duo takes to the helper, allowing for essentially doubled health so long as Wheelie stays alive. However, with either two players or one player with the right controls (a modified controller or remapped controller) is nigh unstoppable. Getting around the fact that you're using two controllers (two players that are well coordinated fills this out amazingly), and you've got great mobility and a very powerful projectile attack that can be aimed in eight directions and a very high rate of fire.
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* Flight. Fuckin' flight. It renders almost every platforming challenge a joke. It doesn't run out, taking damage still allows you to keep flying, and the only cost is slowness and a larger hitbox, none of which matter very much when most games don't have TimedMission levels or a health bar.

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* Flight. Fuckin' flight. It renders almost every platforming challenge a joke. It doesn't run out, taking damage still allows you to keep flying, and the only cost is slowness and a larger hitbox, none of which matter very much when most games don't have TimedMission levels or a health bar.
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* ''[[DropTheHammer The Hammer]]''. It's powerful enough on its own and can also be used underwater, and in some of the games, it comes with the Hammer Flip move; though it comes with a slight delay, it's one of the most damaging moves in the series. And then there's the Hammer's invincibility frames when using Hammer Swing, Twirl, and Ultra Giant Swing allowing Kirby and the player to ignore attacks while simultaneously doing damage. The only real caveat is that it's a fairly rare ability in every game it's in with the exception of ''VideoGame/KirbyAndTheForgottenLand'', only readily available by inhaling Bonkers.

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* ''[[DropTheHammer The Hammer]]''.''The Hammer''. It's powerful enough on its own and can also be used underwater, and in some of the games, it comes with the Hammer Flip move; though it comes with a slight delay, it's one of the most damaging moves in the series. And then there's the Hammer's invincibility frames when using Hammer Swing, Twirl, and Ultra Giant Swing allowing Kirby and the player to ignore attacks while simultaneously doing damage. The only real caveat is that it's a fairly rare ability in every game it's in with the exception of ''VideoGame/KirbyAndTheForgottenLand'', only readily available by inhaling Bonkers.
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* ''Kirby: Nightmare In Dream Land'' has the Needle ability. You have invincibility from attacks while giving you the ability to keep hurting enemies. You can beat Bonkers to grab the Hammer ability just by tossing yourself at him and pressing the attack button. King Dedede can be damaged before his fight starts by using this ability. The drawback is that it's difficult to use against flying bosses and enemies, but not impossible.

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* ''Kirby: Nightmare In in Dream Land'' has the Needle ability. You have invincibility from attacks while giving you the ability to keep hurting enemies. You can beat Bonkers to grab the Hammer ability just by tossing yourself at him and pressing the attack button. King Dedede can be damaged before his fight starts by using this ability. The drawback is that it's difficult to use against flying bosses and enemies, but not impossible.
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The three constants in life are death, taxes, and people misspelling "Dream Land" as one word.


* Wheel is a consistently broken movement ability in many Kirby games. Kirby is completely invincible while Wheel is active (except while turning), runs over normal enemies and star blocks with ease, and deals consistent damage to bosses all the while. It's also very easy to control and near-ubiquitous throughout most games it can be found in. In any game where Wheel Kirby can jump, you can expect both casual players and speedrunners to abuse the ability whenever possible.

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* Wheel is a consistently broken movement ability in many Kirby ''Kirby'' games. Kirby is completely invincible while Wheel is active (except while turning), runs over normal enemies and star blocks with ease, and deals consistent damage to bosses all the while. It's also very easy to control and near-ubiquitous throughout most games it can be found in. In any game where Wheel Kirby can jump, you can expect both casual players and speedrunners to abuse the ability whenever possible.



* HAL Laboratories [[PurposefullyOverpowered designed]] the [[InfinityPlusOneSword U.F.O. ability]] to smash the game's balance to pieces; it grants free movement in the air and a versatile attack with four levels of charge, the last level of which tears bosses to shreds with only a couple hits. That's why they wisely decided to make the U.F.O. ability wear off after one stage, make it unable to go through drop-through floors (while other abilities can), and on top of that made the Little U.F.O.s that grant the ability the only enemies in the game that [[RespawningEnemies never respawn]]. Unfortunately, though, they neglected to catch a glitch that allows Kirby to be a U.F.O. ''[[GoodBadBugs for the entire game]]''. In the remake ''Kirby: Nightmare In Dreamland'', you can get [=UFO=] by sucking up two Rockys and whiz through the rest of the level.
* ''Kirby: Nightmare In Dreamland'' has the Needle ability. You have invincibility from attacks while giving you the ability to keep hurting enemies. You can beat Bonkers to grab the Hammer ability just by tossing yourself at him and pressing the attack button. King Dedede can be damaged before his fight starts by using this ability. The drawback is that it's difficult to use against flying bosses and enemies, but not impossible.

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* HAL Laboratories [[PurposefullyOverpowered designed]] the [[InfinityPlusOneSword U.F.O. ability]] to smash the game's balance to pieces; it grants free movement in the air and a versatile attack with four levels of charge, the last level of which tears bosses to shreds with only a couple hits. That's why they wisely decided to make the U.F.O. ability wear off after one stage, make it unable to go through drop-through floors (while other abilities can), and on top of that made the Little U.F.O.s that grant the ability the only enemies in the game that [[RespawningEnemies never respawn]]. Unfortunately, though, they neglected to catch a glitch that allows Kirby to be a U.F.O. ''[[GoodBadBugs for the entire game]]''. In the remake ''Kirby: Nightmare In Dreamland'', in Dream Land'', you can get [=UFO=] by sucking up two Rockys and whiz through the rest of the level.
* ''Kirby: Nightmare In Dreamland'' Dream Land'' has the Needle ability. You have invincibility from attacks while giving you the ability to keep hurting enemies. You can beat Bonkers to grab the Hammer ability just by tossing yourself at him and pressing the attack button. King Dedede can be damaged before his fight starts by using this ability. The drawback is that it's difficult to use against flying bosses and enemies, but not impossible.



* After a poor showing in ''Star Allies,'' Ice is back to the height of its power, comparable to its ''Return to Dreamland'' incarnation. The move to 3D might have taken Ice Ball and the dash jump attack, but in their place is the ability to freeze '''bosses''' solid, dealing a significant chunk of their health when they break out. This being a Kirby game, ''every'' boss has some move that invites immediate and significant reprisal, meaning there's always a primary point to go to town. Of course, the same could be said of Hammer, Sword, and Bombs in this game...only Ice now retains its invincible shield and stands as the best shield ability in the game, largely because the attacks from ''Star Allies'' that pierce invicibility frames have effectively been dropped. Grabs and suction moves overpower the shield, but almost ''nothing'' else. In fact, the many melee enemies that you fight ''hurt themselves'' just touching Kirby. It is entirely possible in some fights to win by just holding R for twenty minutes. Add in a slide effect to maintain dodge speed for the few times you need it and fantastically scaling upgrades that give Ice almost uncontested range aside from Ranger, and you have one of the strongest abilities in the game - and by far the safest and easiest to abuse.

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* After a poor showing in ''Star Allies,'' Ice is back to the height of its power, comparable to its ''Return to Dreamland'' Dream Land'' incarnation. The move to 3D might have taken Ice Ball and the dash jump attack, but in their place is the ability to freeze '''bosses''' solid, dealing a significant chunk of their health when they break out. This being a Kirby game, ''every'' boss has some move that invites immediate and significant reprisal, meaning there's always a primary point to go to town. Of course, the same could be said of Hammer, Sword, and Bombs in this game...only Ice now retains its invincible shield and stands as the best shield ability in the game, largely because the attacks from ''Star Allies'' that pierce invicibility frames have effectively been dropped. Grabs and suction moves overpower the shield, but almost ''nothing'' else. In fact, the many melee enemies that you fight ''hurt themselves'' just touching Kirby. It is entirely possible in some fights to win by just holding R for twenty minutes. Add in a slide effect to maintain dodge speed for the few times you need it and fantastically scaling upgrades that give Ice almost uncontested range aside from Ranger, and you have one of the strongest abilities in the game - and by far the safest and easiest to abuse.
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* Flight. Fuckin' flight. It renders almost every platforming challenge a joke. It doesn't run out, taking damage still allows you to keep flying, and the only cost is slowness and a larger hitbox, none of which matter very much when most games don't have TimedMission levels or a health bar.

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moved Star Allies to its own page since it has so many



''Star Allies'' has [[GameBreaker/KirbyStarAllies its own page]].



!''VideoGame/KirbyStarAllies''
* The amiibo mechanic carries over from the previous game to this one, only this time you get no copy abilities from them. Just healing items and Picture Pieces.
* The Hammer Flip now uses its Smash Bros. (and ''Team Kirby Clash Deluxe'') variation where it can be charged while moving (slowly) and has 3 levels of charge.
* The Friend system by itself leaves you unable to even ''lose'' due to bringing back the ability to [[CombatResuscitation revive your fallen teammates]] from ''Team Kirby Clash Deluxe'' (short of falling into a pit or getting crushed). Not to mention many of the Friend Abilities dealing high damage. As such, a common SelfImposedChallenge in doing either Guest Star ???? or The Ultimate Choice is to do them without any Friends.
* The Team Attack from ''Return to Dream Land'' returns. Now, instead of the attack being determined by the character at the bottom (i.e Kirby, Dedede, Meta Knight and Bandana Waddle Dee have different attacks), any combination of friends make one attack when it's triggered: [[WaveMotionGun a giant laser]] that grows larger if more of the Friends participate. This does require more than 1 human players, however.
* In the game, you can have a friend give you some elemental boosts. There are five elemental boosts [[labelnote:*]] Blizzard (Ice), Bluster (Wing; Clean), Sizzle(Fire), Splash (Water; Clean), and Zap (Spark; Beam; ESP)[[/labelnote]], and out of all of them, Bluster is the most broken. Some of the abilities and allies below are busted because of this boost. Not only does it increase your attack like the rest of the boosts, but it also make your mobility with certain moves absolutely ridiculous.
* Any Friend that can heal others are this (particularly in the Ultimate Choice), but especially Chef Kawasaki. Heck, the friend system in general — with friends, [[SocializationBonus doubly so if they're controlled by the real ones playing with you]], you can steamroll levels upon levels, solve most of the puzzle rooms quickly, shred the bosses into paper within seconds, and most of all, you'll never die, because for most of the time they'll revive you.
* Almost every weapon-based friend combo could qualify. Not only do they increase your attack, but they drastically increase the practicality and range of the item.
* Ever felt sorry for Beam, an OvershadowedByAwesome ability? Well, ''Star Allies'' buffs Beam up to horrifying levels, mainly Beam Blast, its SpreadShot aerial move. Originally, its air stall wasn't that great, so you could only use it three times before hitting the ground. ''Star Allies'' increases the air stall of Beam Blast to a point where you can use it up to ''seven times'' before landing, and this game follows the ''Planet Robobot'' boss mechanics where multi-hit attacks are much more effective. Additionally, Beam applies an electricity effect to bosses that stops them in place, which makes it great at stunlocking. Other Beam moves got buffed as well (all of its attacks hit more times, Cycle Beam maintains Kirby's momentum instead of stopping him, and Wave Beam charges faster), but Beam Blast really pushes it into boss-killer territory.
* Bomb. Dear god, BOMB. On its own, it's an unremarkable ability, but when applied with two particular elements, it becomes one of the scariest boss killers. With Bluster Bomb, you can float while holding an enlarged bomb, which happens to explode when it touches the enemy. Re-stocking the bomb in midair while in contact with the enemy has given it one of the highest air DPS. Sizzle Bomb can make the floor burst into flames if it explodes on it, and the combined damage of the burning floor and the Sizzle Bomb itself gives it the highest ground DPS. Both of these properties can let you clear the Ultimate Choice in under ''[[https://www.youtube.com/watch?v=9LDUhaJWFHM 7 and a half minutes]]''. And as mentioned above, a certain Dream Friend can apply both of those elements...
* Bluster Sword. Among other things, it modifies the Sword Spin move (dash jump + attack) so that the user floats up slightly when using it before slowly descending, and can be repeated as long as the user stays in the air and doesn't get hit. This basically turns Sword Kirby, Blade Knight and especially Meta Knight into a whirlwind buzzsaw of doom with high DPS, particularly on bosses.
* Most of the Dream Friends are PurposefullyOverpowered by having more versatile movesets than the standard abilities, making it easier for them to kill bosses and provide puzzle assistance. They're always easily available in Story Mode, since you can summon them at Dream Palaces on the world maps (you have to clear a level to use a Dream Palace again, but you can unlock up to four separate ones as you progress).
** Rick & Coo & Kine and Gooey are two of the most practical dream friends in the game. R.C.K. has fire, wind, water, rock, and cutting/wind abilities[[note]]Stone Rick can (slowly) move around, unlike regular Stone (although he also takes ScratchDamage as opposed to none at all), Parasol Coo is a reworked Tornado in practice (itself a broken ability in previous games), Cutter Coo is the broken variant from ''Dream Land 2'', and Kine Splash can do surprisingly good damage when positioned right[[/note]] whereas Gooey has throw, fire, water, and rock. All the team needs is the lightning ability (Plasma, Beam, and especially ESP)[[note]]note that Ice has the similar functionality to water[[/note]] and you have almost all your bases covered. And as of the second Dream Friends update, there are two Dream Friends who ''do'' have lightning - Adeleine & Ribbon, via the Kracko painting, and Daroach via Doc's UFO. Both also have ice and cutter via Ice Dragon and Waiu for the former, and Ice Shot/Laser and claws for the latter.[[note]]Side note: Getting crushed is a guaranteed insta-kill, so Gooey/R.C.K. will be removed as per standard procedure. The game then searches for Gooey/R.C.K. to despawn their bag (as they're technically not guarding anymore). But because the game already removed Gooey/R.C.K., the game can't find them and thus can't despawn the bag. This apparently makes the game freak out enough to crash as soon as Gooey/R.C.K is about to start the "fall off the screen" part of their death animation. So if either of them get crushed while guarding, ''Gooey and R.C.K. will'' '''literally''' ''break the game.''[[/note]]
** While Marx's puzzle skills aren't particularly impressive, his fighting skills more than make up for it. Even though he needs friend combo abilities to unlock a lot of his more powerful moves, there's a good pool of moves that he doesn't need a single friend for, one of them being his Black Hole[[note]]Not only can it instantly kill enemies, it can even deal massive damage to bosses and mini-bosses, and best of all, he doesn't even need a cooldown for it (just a bit of charge time)[[/note]]. Then there's his Marx Flip Ultima[[note]]which lets him hide underground to avoid any kind of attack, and its followup Shadow Uppercut does good damage and is invincible[[/note]] and also his heavily damaging [[DifficultButAwesome (albeit hard to consistently pull off)]] Marx Megaspin, which is able to do quick damage to foes as an invincible multi-hitting move. Speaking of how much of a powerhouse Marx becomes with Combo abilities, specifically his Ball-Spit attack, Splash Marx is able to spawn a column of thorns whenever a Spit-Drop ball hits the ground or an enemy, Blizzard Marx is able to spam the ice-mine attack from his boss fight, Sizzle Marx allows for utterly ridiculous ground DPS thanks to not only the flames covering the ground after it explodes when it hits the ground, but also through the ''four fireballs that shoot out of it as well'', and Bluster Marx allows him to spam his wide-range cutter attack for as long as he can spam the attack. Add the fact that his Flip Ultima/Shadow uppercut combo '''can be BUFFED''' as well, and that gives you a Dream Friend who can reduce a huge portion of bosses to nothing within seconds (Kracko/Twin Kracko especially goes down pretty easily, moreso in Guest Star), and pretty much hide underground to avoid almost every attack in the game at the same time.
** Meta Knight, like his previous playable appearances in the Meta Knightmare sub-games and ''Return to Dream Land'', is one of the best characters in the game. He's fast on land and in the air, and he has an extensive moveset that can rack up damage very quickly. However, give him a Friend Ability and he becomes even more of a threat. His default Shuttle Loop is normally a great move for both attacking and moving horizontally, but when combined with Fire, it essentially becomes Burning + Burning from ''VideoGame/Kirby64TheCrystalShards''; a fast, long-lasting horizontal move where Meta Knight is invincible the whole time. And unlike Burning + Burning, Shuttle Loop can be aimed and used continuously. Basically, this one attack can blast through entire rooms and tear enemies to shreds.
** Adeleine and Ribbon may not be notably versatile, but they still have their uses. While Adeleine is slower than others when it comes to Friend Combos (having to draw a boss first), that still gives her cutting, electric, ice, and an upgraded Artist moveset, complete with Al Fresco, an upgrade of Still Life that spits out even more items. Add her to an Animal Friends and Gooey team and the only puzzles they can't solve could probably be counted on one hand. Her aerial shard gun is a potent projectile attack that can be spammed, and her Kracko mount can zap bosses while flying above harm. What's more, her Ice Dragon mount has its [[BreathWeapon icy breath]] that can do ''ludicrous'' amounts of damage.
** In terms of game-breaking invincible charges forward, Dark Meta Knight trades in Meta Knight's Shuttle Loop for the combo string of Dark Drill, Dark Spiral, and Meteor Edge[[note]]Meta Condor Dive is gone, Knight Spin is replaced by Dark Crosscut -> Triple Thrust, Mach Tornado is replaced with Dark Calibur, and the command for [[SwordPlant Down Thrust]] instead gives Dark Mirror - Ring[[/note]]. Dark Spiral in particular shreds through bosses like they're made of damp tissue, but since the moves chain into each other, you need to use Dark Drill and there's no reason not to use Meteor Edge. And don't worry about CollisionDamage — ''the entire string has invincibility frames''. Bosses can be brought past their TurnsRed threshold before the game even puts their health bar on screen! For swarms of regular enemies, he still has a blazing fast sword-based moveset while summoning {{BFS}}s gives him comparatively massive reach, Blade Burst hits a huge area and the startup time is mitigated by being completely invincible, and pressing down-B for a Dark Mirror move (ground or air) is always a good panic button (as you guessed, also loaded with I-frames). As an alternative, Triple Thrust (dash, jump, and hit B again after Dark Crosscut) does great damage as well, and is useful against airborne foes. Adding Bluster, of course, makes DMK more mobile and his summoned blades go even farther.
** Daroach joins the animal friends in sheer utility, boasting Doc's electric UFO, fire bombs, ice beams, slashing claws (his own and Spinni's), and Storo's stake-pounding bulk. In fact, pairing him with a Broom Hatter or Cleaning Kirby grants a team all of the elemental properties in the game that can be used on weapons ''within two characters''. And in battles, between Smack-in-the-Box, the fire bombs, and being able to summon the rest of the Squeak Squad, Daroach is always going to have a massive amount of damage on the screen when he needs it, while being completely free to teleport or throw his Ultra Ice Laser in for extra hurt.
** Apparently, Magolor hardly even needed the Master Crown's power. He has insane area control, with his spikes and Ultra Swords, the latter of which can pass through walls and he can't be hit while using it. His magic blasts aren't very hard to charge up and will yield both electricity and fire depending on how long they were charged for, and his invincible dash attack provides wind, making him about as versatile as Daroach or the Animal Friends based on only two moves. The Gem Apples can be charged if you leave them out for long enough and the explosions they leave can make for great traps. And to top it all of, his friend ability will summon the Lor Starcutter and the more friends that get on means the ship, which already dashes across the screen, will make the ship bigger. He even has a Black Hole attack similar to Marx's and his can be summoned almost instantly unlike Marx who has to charge his. Finally, his Ultra Sword attack gives him virtually perfect and permanent invulnerability, as its inputs are very simple, you can chain another just before the previous finishes, retain full air mobility when using it, and of course it deals massive damage in an arc that's about half a screen wide.
** Susie has some of the best range out of all the Dream Friends. Her laser has a long range and can be fired rapidly. Her Transporter's propellers can damage anything above her and she can shoot from it. The Transporter Burst can help defeat a large group of enemies in a row and she gets invincibly frames during the attack. But her real power comes in the form of her Business Suit. While it doesn't have much range, the sheer power that the mech can produce can tear apart a mini boss in seconds. Oh, and she can have elements applied to her, giving her even more power to mess with.
** The Three Mage-Sisters, unlocked by [[spoiler:getting the Happy Ending in Heroes in Another Dimension]], [[TheDividual are all consolidated into one single Dream Friend]], and boy do they make [[spoiler:beating Another Dimension]] well worth it. Each one is able to use most of the attacks they use as bosses, trading in how long some of the attacks last for utter buttloads of I-frames and attack chaining potential, and has a pretty easy button combo to cycle between the three (Down + B), as well as their Sister Circle attack, which is their equivalent to Crash Kirby that does stupidly large damage to bosses, and clears an entire room of enemies by pressing Down + holding B. They're also able to grant Kirby/any compatible Friends/Dream Friends four of all five elemental abilities so that all you really need is a Friend that can grant Bluster to be able to access all five elemental abilities in the game. In fact, you could plow through Soul Melter EX pretty easily with them, especially if you spam their Down-Up-B moves. Naturally, bringing in two/three '''more''' sets of Mage-Sisters allows for yet even more power, and can plow through Bosses even easier.
*** It's also important to note that having a team consisting of all Mage-Sisters takes their already game-breaking status to an almost literal extreme: the game will start to struggle and noticeably lag if you have all four Mage-Sisters spamming attacks simultaneously, and using an all-Mage-Sisters team when fighting against the Mage-Sisters bosses (which means having '''five''' Mage-Sisters entities on the playing field, mind you) can in some instances (particularly when all five Mage-Sisters are spamming) ''slow the game to a crawl.''
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** Magolor can tear entire rooms in half. He has insane area control, with his spikes and Ultra Swords, the latter of which can pass through walls and he can't be hit while using it. His magic blasts aren't very hard to charge up and will yield both electricity and fire depending on how long they were charged for, and his invincible dash attack provides wind, making him about as versatile as Daroach or the Animal Friends based on only two moves. The Gem Apples can be charged if you leave them out for long enough and the explosions they leave can make for great traps. And to top it all of, his friend ability will summon the Lor Starcutter and the more friends that get on means the ship, which already dashes across the screen, will make the ship bigger. He even has a Black Hole attack similar to Marx's and his can be summoned almost instantly unlike Marx who has to charge his. Finally, his Ultra Sword attack gives him virtually perfect and permanent invulnerability, as its inputs are very simple, you can chain another just before the previous finishes, retain full air mobility when using it, and of course it deals massive damage in an arc that's about half a screen wide.

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** Apparently, Magolor can tear entire rooms in half.hardly even needed the Master Crown's power. He has insane area control, with his spikes and Ultra Swords, the latter of which can pass through walls and he can't be hit while using it. His magic blasts aren't very hard to charge up and will yield both electricity and fire depending on how long they were charged for, and his invincible dash attack provides wind, making him about as versatile as Daroach or the Animal Friends based on only two moves. The Gem Apples can be charged if you leave them out for long enough and the explosions they leave can make for great traps. And to top it all of, his friend ability will summon the Lor Starcutter and the more friends that get on means the ship, which already dashes across the screen, will make the ship bigger. He even has a Black Hole attack similar to Marx's and his can be summoned almost instantly unlike Marx who has to charge his. Finally, his Ultra Sword attack gives him virtually perfect and permanent invulnerability, as its inputs are very simple, you can chain another just before the previous finishes, retain full air mobility when using it, and of course it deals massive damage in an arc that's about half a screen wide.
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* After a poor showing in ''Star Allies,'' Ice is back to the height of its power, comparable to its ''Return to Dreamland'' combination. The move to 3D might have taken Ice Ball and the dash jump attack, but in their place is the ability to freeze '''bosses''' solid, dealing a significant chunk of their health when they break out. This being a Kirby game, ''every'' boss has some move that invites immediate and significant reprisal, meaning there's always a primary point to go to town. Of course, the same could be said of Hammer, Sword, and Bombs in this game...only Ice now retains its invincible shield and stands as the best shield ability in the game, largely because the attacks from ''Star Allies'' that pierce invicibility frames have effectively been dropped. Grabs and suction moves overpower the shield, but almost ''nothing'' else. In fact, the many melee enemies that you fight ''hurt themselves'' just touching Kirby. It is entirely possible in some fights to win by just holding R for twenty minutes. Add in a slide effect to maintain dodge speed for the few times you need it and fantastically scaling upgrades that give Ice almost uncontested range aside from Ranger, and you have one of the strongest abilities in the game - and by far the safest and easiest to abuse.

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* After a poor showing in ''Star Allies,'' Ice is back to the height of its power, comparable to its ''Return to Dreamland'' combination.incarnation. The move to 3D might have taken Ice Ball and the dash jump attack, but in their place is the ability to freeze '''bosses''' solid, dealing a significant chunk of their health when they break out. This being a Kirby game, ''every'' boss has some move that invites immediate and significant reprisal, meaning there's always a primary point to go to town. Of course, the same could be said of Hammer, Sword, and Bombs in this game...only Ice now retains its invincible shield and stands as the best shield ability in the game, largely because the attacks from ''Star Allies'' that pierce invicibility frames have effectively been dropped. Grabs and suction moves overpower the shield, but almost ''nothing'' else. In fact, the many melee enemies that you fight ''hurt themselves'' just touching Kirby. It is entirely possible in some fights to win by just holding R for twenty minutes. Add in a slide effect to maintain dodge speed for the few times you need it and fantastically scaling upgrades that give Ice almost uncontested range aside from Ranger, and you have one of the strongest abilities in the game - and by far the safest and easiest to abuse.
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* After a poor showing in Star Allies, Ice is back to the height of its power, comparable to its ''Return to Dreamland'' combination. The move to 3D might have taken Ice Ball and the dash jump attack, but in their place is the ability to freeze '''bosses''' solid, dealing a significant chunk of their health when they break out. This being a Kirby game, ''every'' boss has some move that invites immediate and significant reprisal, meaning there's always a primary point to go to town. Of course, the same could be said of Hammer, Sword, and Bombs in this game...only Ice now retains its invincible shield and stands as the best shield ability in the game, largely because the attacks from ''Star Allies'' that pierce invicibility frames have effectively been dropped. Grabs and suction moves overpower the shield, but almost ''nothing'' else. In fact, the many melee enemies that you fight ''hurt themselves'' just touching Kirby. It is entirely possible in some fights to win by just holding R for twenty minutes. Add in a slide effect to maintain dodge speed for the few times you need it and fantastically scaling upgrades that give Ice almost uncontested range aside from Ranger, and you have one of the strongest abilities in the game - and by far the safest and easiest to abuse.

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* After a poor showing in Star Allies, ''Star Allies,'' Ice is back to the height of its power, comparable to its ''Return to Dreamland'' combination. The move to 3D might have taken Ice Ball and the dash jump attack, but in their place is the ability to freeze '''bosses''' solid, dealing a significant chunk of their health when they break out. This being a Kirby game, ''every'' boss has some move that invites immediate and significant reprisal, meaning there's always a primary point to go to town. Of course, the same could be said of Hammer, Sword, and Bombs in this game...only Ice now retains its invincible shield and stands as the best shield ability in the game, largely because the attacks from ''Star Allies'' that pierce invicibility frames have effectively been dropped. Grabs and suction moves overpower the shield, but almost ''nothing'' else. In fact, the many melee enemies that you fight ''hurt themselves'' just touching Kirby. It is entirely possible in some fights to win by just holding R for twenty minutes. Add in a slide effect to maintain dodge speed for the few times you need it and fantastically scaling upgrades that give Ice almost uncontested range aside from Ranger, and you have one of the strongest abilities in the game - and by far the safest and easiest to abuse.
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* The PurposelyOverpowered [[spoiler:Morpho Knight]] Sword is easily one of, if not, the most powerful abilities in the game, perhaps in the whole franchise. It has the highest base attack power and speed of any ability, along with a charge attack that shatters boss health bars and enlarges your sword, letting you swing it like a Gigant Sword for even more damage. On top of that, your dodge is improved with increased invincibility frames, and the final hit of your basic three-hit combo even restores some of your own health. Since the ability is given to you just before unlocking [[spoiler:The Ultimate Cup Z]], you'll most likely attempt it with this equipped, potentially turning what is supposed to be the final and hardest challenge of the game into a total cakewalk (unless you get cocky against [[spoiler:Chaos Elfilis]], because if you do you're likely doomed even with the ability). While its SwordBeam attack is intended to be balanced by only being available at full HP, it also works as long as the player has the extra life bar powerup active. And since every time you correctly perform the normal combo it will ''heal'' you a bit, it means almost nothing. And what better way to make this ability even more broken? You can '''upgrade''' it.

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* The PurposelyOverpowered [[spoiler:Morpho Knight]] Sword is easily one of, if not, the most powerful abilities in the game, perhaps in the whole franchise. It has the highest base attack power and speed of any ability, along with a charge attack that shatters boss health bars and enlarges your sword, letting you swing it like a Gigant Sword for even more damage. On top of that, your dodge is improved with increased invincibility frames, and the final hit of your basic three-hit combo even restores some of your own health. Since the ability is given to you just before unlocking [[spoiler:The Ultimate Cup Z]], you'll most likely attempt it with this equipped, potentially turning what is supposed to be the final and hardest challenge of the game into a total cakewalk (unless you get cocky against [[spoiler:Chaos Elfilis]], because if you do you're likely doomed even with the ability). While its SwordBeam attack is intended to be balanced by only being available at full HP, it also works as long as the player has the extra life bar powerup active. And since every time you correctly perform the normal combo it will ''heal'' you a bit, it means almost nothing. And what better way to make this ability even more broken? You can '''upgrade''' it.it.
* After a poor showing in Star Allies, Ice is back to the height of its power, comparable to its ''Return to Dreamland'' combination. The move to 3D might have taken Ice Ball and the dash jump attack, but in their place is the ability to freeze '''bosses''' solid, dealing a significant chunk of their health when they break out. This being a Kirby game, ''every'' boss has some move that invites immediate and significant reprisal, meaning there's always a primary point to go to town. Of course, the same could be said of Hammer, Sword, and Bombs in this game...only Ice now retains its invincible shield and stands as the best shield ability in the game, largely because the attacks from ''Star Allies'' that pierce invicibility frames have effectively been dropped. Grabs and suction moves overpower the shield, but almost ''nothing'' else. In fact, the many melee enemies that you fight ''hurt themselves'' just touching Kirby. It is entirely possible in some fights to win by just holding R for twenty minutes. Add in a slide effect to maintain dodge speed for the few times you need it and fantastically scaling upgrades that give Ice almost uncontested range aside from Ranger, and you have one of the strongest abilities in the game - and by far the safest and easiest to abuse.

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