Game Breaker / Kirby

Game Breakers in the Kirby series.

General

  • The Hammer. It's powerful enough on its own and can also be used underwater, but in some of the games it appears in 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.
  • Stone. It's limited in techniques, but it can be used to easily blow through bosses thanks to doing good damage, being easy to hit with, and granting invincibility that can be switched on and off at any moment. Great for those who prefer a defensive playstyle.

Kirby's Adventure

  • The original Kirby Game-Breaker 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 Heavy Mole, with whom it's tricky to both attack with Hi-Jump and leap out of attack range, and Meta Knight, who says "screw you" to your game breaker and forces you to fight on his level.
  • HAL Laboratories designed the U.F.O. ability to smash the game's balance to pieces; it grants hovering 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, and on top of that made the Little U.F.O.s that grant the ability the only enemies in the game that never respawn. Unfortunately, though, they neglected to catch a glitch that allows Kirby to be a U.F.O. 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 "b". 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.

Kirby's Dream Land 2

  • Coo + Parasol. The resulting tornado attack provides invincibility frames and an easily maneuvered hitbox. It's so bad that angry Propeller Bombs (which normally One-Hit Kill the animal friend) can be destroyed by it. Needless to say, Coo and the combo itself deserved to be nerfed in Kirby's Dream Land 3; Coo is harder to control there, and the combo can actually be pierced by certain attacks, at least including the nose poke counterattack by Whispy Woods.
  • Kine + Ice is similarly broken (to the point of it being worth using Kine on land). The idea is you can move freely with an impenetrable shield of ice, but if you hold it too long you're frozen in a cube of ice and left immobile and defenseless for a couple seconds. In theory this is a balance, in practice all you need to do is tap the B button to keep the shield indefinitely. It also renders the Propeller Bombs a complete non-threat since they are frozen in one hit by Ice.

Kirby Super Star

  • Grab the Copy ability, make it into a helper, and have a second player take control of him. Realize he is almost literally unkillable short of huge play mistakes — T.A.C. (the name of the Copy helper) can vanish at will, every time he copies a power (and he can ditch and re-copy at will) his health refills completely — and, if the enemy is un-copy-able, has a decently damaging attack that turns lightning-fast as long as he's near the enemy. Picking up Stone and letting T.A.C. deal with everything without any risk of dying got many players through the Arena in record times.
    • While Copy is ordinarily pointless for Kirby to have himself, it becomes a Game-Breaker in Milky Way Wishes as it can bypass that game's gimmick and give Kirby his ability to copy back. Consequently, the Copy ability is very well-hidden.
      • Speaking of MWW, Hammer's greatest strength is unlocked there; when using the Hammer Throw technique, Kirby sacrifices his Hammer ability for a huge amount of damage, but because of how abilities work in MWW, you can just re-equip Hammer and do it again almost immediately.
  • Bomb. It's fast, easy to aim, easy to find, and one of the most powerful basic abilities in the game. Most bosses are a joke when using the bomb, and it's even funnier when Poppy Bros. Jr. is your partner for double the bombing action.
  • Plasma is another ability that can turn you into an engine of destruction. A full charge fires a shot that not only deals impressive amounts of damage, but also reaches all the way across the screen and pierces through enemies and obstacles. Maintaining a full charge creates a shield that protects you from minor projectiles, you can generate a full charge in about a second with a little practice, and you can charge while defending. You can just guard while rapidly spinning the D-Pad to quickly build up a full charge; even better, the Virtual Console re-releases provide a much shallower learning curve thanks to the fact that the controllers required to play the game include a usable analog stick, which is much easier to spin at a much more rapid pace! The DS remake nerfed Plasma in that it requires more presses of the D-Pad to reach full charge.
  • Jet is by far the best ability in the game for speedrunning. Kirby moves extremely fast with the ability and can even bypass some minibosses due to how high Jet can fly, causing him to completely fly over the usual area that would trigger the miniboss battle. Its only weakness is that it isn't very effective against bosses compared to, say, Plasma or Hammer.
  • Mirror's offensive power via its dash attack, when combined with a high shield defense that reflects all projectiles, is pretty overpowered in the hands of a patient player.
  • Any ability that offers a flexible throw attack, such as Fighter, Suplex, Yo-yo, etc. This is mainly since if you can get your hands on any object/enemy the boss or enemy throws out, you can toss it right into them to deal huge damage.
  • 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.

Kirby 64: The Crystal Shards

For the few useless powers and joke abilities, this game has a plethora of absolutely devastating powers that will allow you to mow through enemies and bosses with ease:
  • Cutter + Bomb gives Kirby explosive ninja star throwing power. It's extremely rapid fire and hits almost instantly. Most bosses go down very fast.
  • Burning + Burning basically turns Kirby into a comet that allows Kirby to soar for long distances, 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.
  • Ice + Ice turns Kirby into an almost indestructible snowball. All enemies become absorbed in his path. The player doesn't even have to do anything most of the time. Just grab some popcorn and enjoy the mayhem.
  • 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 certain water level.
  • Burning + Cutter. In addition to looking really cool, this BFS can also be held up and thrown. Helps a lot when fighting Acro and HR-H/E.
  • Spark + Cutter gives you a double-ended laser sword. What it lacks in the versatility of the fire sword, it makes up for in speed. Kirby: cutest Sith ever.
  • 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.
  • Stone + Needle. It allows you to fire a drill, that destroys every enemy in its path (except invincible ones). Also, you can plow through enemies while holding on to it, making you an unstoppable projectile of doom. Also, if button mashed while in the air, and if a direction (horizontal) is held down, you can float insane distances, because activating the drill stops you from falling. Platforming and fighting help all in one.
  • Ice + Spark. It turns Kirby into a refrigerator and pops out three food items. And it can be used in boss fights. That's right; this power lets you heal during boss fights! Even though it's hard to actually attack with it, you can still outlast everything until you get enough lucky hits in.
  • Spark + Spark surrounds Kirby with a forcefield that instantly zaps any enemy that touches it.
  • 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.
  • Bomb + Bomb equals homing missiles.
  • The Bomb ability in of itself is damn effective. Covering a good distance if held, it's also easy to use close up, and thanks to the animation, is very easy to mash quickly with the B button. While not the most powerful, the practical use in almost any situation more than makes up for that.
  • In short, with experimentation, even newbie players will stumble upon at least one combo that makes the game a breeze. As a result, the biggest challenges are found in 100% Completion, where you are often required to use a particular ability — not necessarily an effective one — to find a Shard. Just a warning, though: Do not expect to use these for the Final Boss, Miracle Matter, who holds the distinction of being the only boss post-Dream Land where copy abilities are next to useless.

Kirby & the Amazing Mirror

  • The Smash ability. It grants Kirby his moveset from the Super Smash Bros. series including moves Kirby can normally use with Hammer and Stone, giving Kirby plenty of moves to play with and the ability to take out silver blocks and wooden stakes that would require other abilities, though another ability would be needed to light fuses. It's a rare ability, but if you can acquire it, hold on to it as much as you can.
  • The Master ability is fittingly named because it cannot be lost accidentally (when Kirby loses it, it doesn't disappear) and can get past any obstacle in the game, including any obstacle that requires specific abilities (silver blocks, wooden stakes, and fuses). It's also quite powerful and flexible, having far more attacks available than the plain Sword ability. However, the only time it can be used before the credits are seen at least once is during the final boss battle, so its main use is either for easy access to missed treasures or for just screwing around post-game if the file has been 100% completed.

Kirby: Squeak Squad

  • Tornado is overpowered to the point of literal insanity. You are effectively invincible while using it, you fly with easy controls while using it, it lasts a very long time, does absurd contact damage, and the kicker? The frame it ends, you can start another tornado. Quite possibly the most broken ability in the history of Kirby.

Kirby's Return to Dream Land

  • The Spark ability in this game is brutal. It combines the classic Spark (hold down attack to erect an electric force-field) with the Plasma ability'snote  charged-shot mechanic. Unlike KSS, however, where you had to charge by mashing the D-Pad in various directions, you can charge KRTD's Spark by shaking the Wiimote, which can quickly and easily fully charge the shot (although you can also mash the controller in this game as well) — combined with the fact that the fully charged blast deals ludicrous damage to just about anything, it can take down even the Final Boss in less than a minute. That is, of course, assuming your wrists don't get sore from waggling while dodging attacks. On top of all that, hitting the attack button while holding up or down will fire a lightning bolt to the edge of the screen in that direction, instantly hitting everything either above or below you regardless of your charge level.
    • Spark is even more powerful since, when fully charged, there is a barrier of electricity surrounding Kirby that does decent damage and even protects him from the majority of enemy attacks; either the enemy can't get close enough to attack without getting hurt (and subsequently knocked away), or the projectiles they use are destroyed as soon as they touch the barrier. On top of that, if Spark Kirby is riding on another Kirby's back, the barrier is large enough to protect both of them.
  • The Tornado ability returns and is more powerful than ever. As always, it makes Kirby completely invincible until he stops spinning, making it easy to avoid damage and punish enemy assaults. Not only that, but it now has a charging attack that is used by shaking the Wiimote while Kirby is spinning. When he stops, the tornado spreads out as it dissipates, causing a ton of constant damage and covering Kirby as he recovers. Needless to say, mastering Tornado is just about the same as mastering Spark, and having at least two Kirbys with both of these abilities will absolutely wreck any boss that stands in their way.
  • Water deserves mention as well, notably its dash attack. Although it doesn't seem like much at first (Kirby rides a wave forward, with no way to control/stop it until it ends a short distance away), Kirby is literally invincible during the entire attack, meaning you can just coast through anything, from giant boulders to the final bosses' huge lasers. The other attacks aren't bad either; you can shoot a geyser straight up to hit flying bosses, or send blobs of water across the ground with unlimited range. Still, the dash attack is just ridiculous.
    • Water's Rainbow Rain attack does a good amount of damage and can be chained infinitely, if you're quick enough. Oh, and Kirby is invincible the whole time, and said chaining makes him permanently invincible, and you can also suspend him in midair with this, if you need to hit a floating boss.
  • Leaf. Its guard renders you completely intangible to almost all attacks (it won't save you from being sucked into a vortex of pain, for example), its Leaf Uppercut is fast, spammable and does good damage, and it's one of the first powers you can obtain, and is thus available in the first Copy Room.
  • Fighter easily breaks the final boss due to the invincibility frames in Rising Break. All you have to do is use the uppercut, get on top and repeatedly use the dropkick.
  • Stone is broken even by Stone Ability standards. Not only does it make you almost totally invincible to most attacks, but it has two attacks (Dash+1 and Down+1 in midair) that allow you to hit enemies multiple times for massive damage. If that weren't enough, this Stone also has a purely-offensive Uppercut attack that's like a non-fiery version of Hammer's Hammer Flip.
  • Meta Knight can use his Shuttle Loop from the Super Smash Bros. series in this game. It eats at boss HP like crazy and is very spammable. Wing Kirby has the same ability and several air dashes that let him blow through stages nearly completely invincible, although Some Dexterity Required.
  • King Dedede makes Hammer's infamy worse in this game, as he naturally keeps his Hammer even after using Hammer Throw, meaning he can just spam it as much as he wants.

Kirby: Triple Deluxe

  • The Beetle ability. It makes all other weapon-based abilities (like Sword and Spear) redundant, as all of its attacks (even its rapid-fire combo attack) do a massive amount of damage coupled with generous invincibility frames. It can even smash in pegs like Stone and Hammer, cut ropes like Sword and Cutter, its flight damages enemies, and it can use powerful grappling moves like Suplex from earlier games, making it overshadow other abilities even more. It has been added to Kirby Fighters Deluxe (though you have to have played Kirby Triple Deluxe to unlock it), but it's been toned down so many of its moves have a slight delay. It's still extremely powerful, though.
  • The Archer ability is amazing for both bosses and normal gameplay, due to one single attack: Magic-Star Arrow. You can charge your arrow in about 2.5 seconds to get an arrow that reaches the same damage as the very powerful Hammer and Stone abilities. Thanks to its very fast charging speed, excellent range, and really good damage, you can take out most bosses with ease. And if that wasn't enough, the ability includes an evasive maneuver that makes Kirby immune to damage akin to Leaf's guard (by crouching). Its only disadvantage is that it makes for a poor close-range ability, but its potential to let you snipe enemies from a safe distance clearly outweighs its cons. Like with Beetle, Kirby Fighters noticeably tones it down, however, with the arrows taking far longer to charge and there being a slight delay on going into the invincibility camouflage.
  • Anything with a guard that makes you No-Sell all damage, such as Leaf and Bell.
  • Although tricky to time, the Circus ability can become one. Remember the "Hi-Jump" ability? Well the Circus ability incorporated that into its moveset with the Trampoline Jump. The "Down B" move is a ball roll that is a slightly longer lasting version of the Hammer Twirl. Lastly, the Fire Hoop Jump is one of the few moves that can accurately damage Sectonia (in both games) during her teleportation move, a move typically hard to pinpoint. These moves can be used in combination to slice through the True Arena, especially in the later game.

Kirby: Planet Robobot

  • ESP. Although it's a simple fun ability at first glance, true mastery of this supernatural ability reveals that it has a teleport move that removes Kirby's hitboxnote  and can cover ground easily, an energy ball move that, when spammed near an enemy without charging, has impressive DPS, and a counter "prediction" move that, when used right, is like an omnidirectional Hammer Flip without the long startup and cooldown. If you are able to combine this with extensive knowledge of how to fight Core Kabula and Star Dream in the quickest way possible, then you can potentially beat the True Arena in less than 14 minutes. Tops.
    • And then the same person who achieved the above feat proved that, while ESP is certainly the strongest of the new abilities, Hammer remains as powerful as ever, perhaps the strongest it's ever been. Here's the proof. And that's not even mentioning that the Shoot 'em Up portions have become even faster, and the way he dodges the final rings...
  • It seems that thanks to the mechanics of boss invincibility having been reworkednote , any ability with a move that's usable in the air, has respectable power, and is spammablenote , in addition to a move with very high powernote  has the potential to rip through the True Arena in record-breaking time. Exhibit A and B are shown above. Exhibit C? ice.note 
  • amiibo. If you have certain kinds of amiibo and the means to use them, then you can scan them in a stage anytime you like (provided you aren't using Robobot Armor) and get a free ability, including the rare and powerful Smash Bros. and UFO abilities, along with a healing item, and you can use amiibo as early as stage 1-3. There are limitations in that you can only use the same kind once and up to 10 different kinds per stage, though these limits are reset when you clear the stage so you can use the amiibo again in another stage. You can even use them in the Arena, True Arena and Meta Knightmare Returns, but your record will be marked with an icon if you do.
    • Speaking of Smash Bros. and UFO, let's go over why exactly the game intends to keep these two abilities from you for as long as possible. First off, we have Smash Bros., which features a fairly powerful and far-reaching lunge kick with invincibility frames during it, a Hammer Flip during which you can move and jump while indefinitely charging it (three levels of charge!), the Shoryukenesque Final Cutter, and finally, a Stone form which is not only also another powerful attack but also renders you invulnerable to 99%note  of all attacks for as long as you want on top of all the offensive moves you can do. Better yet, you actually can snag this ability as early as 1-4 in a secret room!
    • UFO is an ability you cannot legitimately get early in the game without using amiibo. There is a good reason for this. It features a far-reaching Heat Cannon shot that deals as much damage as a Hammer Flip, and also a flight mechanic that allows Kirby to fly in any direction in a straight line without having to constantly hover in place manually, greatly facilitating evasion of certain enemy attacks. In addition, the UFO has gained a dash attack that also gives it invincibility frames. The game pretty much turns into a Shoot 'em Up, with Kirby as the overpowered player ship. What's more, like in Kirby: Squeak Squad, you don't lose the UFO ability after clearing a level with it.
  • 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.
  • Poison. Take the Water ability from Return to Dream Land, invincible charge and all. Now add in the added bonus of leaving a toxic trail on the ground which harms anything that treads on it. Is the enemy airborne? No problem, Kirby can spit out 2-3 toxic clouds and achieve the same effect, all while still being able to attack as himself while the poison traps chip away the enemy's health. Even better, the multi-hitting "geyser" attack is now aimable, even at very close to 90 degrees angle.
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