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* The PurposelyOverpowered 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 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 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 Morpho Knight [[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 the [[spoiler:The Ultimate Cup Z, 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 Chaos Elfilis, [[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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* Just like in ''Star Allies'', Bomb is a truly formidable Copy Ability for boss battles. The vanilla version of the ability isn't anything to write home about, but its two evolutions - Chain Bomb and Homing Bomb - are two of the best area-of-effect abilities in the entire game. Chain Bomb adds the ability to link up to 5 bombs together for AOE damage upon their explosion; their area of effect is normally quite small on their own, but when linked together it becomes surprisingly large, dealing respectable damage in wide areas. Homing Bomb includes all the strengths of the Chain Bomb, and also makes the bombs automatically home in on the closest enemy on the field: this new perk turns the ability into a stupidly effective boss killer and can make the [[ThatOneSidequest usually dreaded]] NoDamageRun Waddle Dees much easier to obtain, as you can just spam the attack button while moving only to dodge incoming attacks; its only real flaw is that sometimes the thrown bombs could end up too far apart due to the homing system, significantly whittling down the ability's damage output.

to:

* Just like in ''Star Allies'', Bomb is a truly formidable Copy Ability for boss battles. The vanilla version of the ability isn't anything to write home about, but its two evolutions - Chain Bomb and Homing Bomb - are two of the best area-of-effect abilities in the entire game. Chain Bomb adds the ability to link up to 5 bombs together for AOE damage upon their explosion; their area of effect is normally quite small on their own, but when linked together it becomes surprisingly large, dealing respectable damage in wide areas. Homing Bomb includes all the strengths of the Chain Bomb, and also makes the bombs automatically home in on the closest enemy on the field: this new perk turns the ability into a stupidly effective boss killer and can make the [[ThatOneSidequest usually dreaded]] NoDamageRun Waddle Dees much easier to obtain, as you can just spam the attack button while moving only to dodge incoming attacks; its only real flaw is that sometimes the thrown chained bombs could end up too far apart due to the homing system, system and end up unchained as a result, significantly whittling down the ability's damage output.
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* Just like in ''Star Allies'', Bomb is a truly formidable Copy Ability for boss battles. The vanilla version of the ability isn't anything to write home about, but its two evolutions - Chain Bomb and Homing Bomb - are two of the best area-of-effect abilities in the entire game. Chain Bomb adds the ability to link up to 5 bombs together for AOE damage upon their explosion; their area of effect is normally quite small on their own, but when linked together it becomes surprisingly large, dealing respectable damage in wide areas. Homing Bomb includes all the strengths of the Chain Bomb, and also makes the bombs automatically home in on the closest enemy on the field: this new perk turns the ability into a stupidly effective boss killer and can make the [[ThatOneSidequest usually dreaded]] NoDamageRun Waddle Dees much easier to obtain, as you can just spam the attack button while moving only to dodge incoming attacks; its only real flaw is that sometimes the thrown bombs could end up too far apart due to the homing system, significantly whittling down its damage output.

to:

* Just like in ''Star Allies'', Bomb is a truly formidable Copy Ability for boss battles. The vanilla version of the ability isn't anything to write home about, but its two evolutions - Chain Bomb and Homing Bomb - are two of the best area-of-effect abilities in the entire game. Chain Bomb adds the ability to link up to 5 bombs together for AOE damage upon their explosion; their area of effect is normally quite small on their own, but when linked together it becomes surprisingly large, dealing respectable damage in wide areas. Homing Bomb includes all the strengths of the Chain Bomb, and also makes the bombs automatically home in on the closest enemy on the field: this new perk turns the ability into a stupidly effective boss killer and can make the [[ThatOneSidequest usually dreaded]] NoDamageRun Waddle Dees much easier to obtain, as you can just spam the attack button while moving only to dodge incoming attacks; its only real flaw is that sometimes the thrown bombs could end up too far apart due to the homing system, significantly whittling down its the ability's damage output.
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None


* Just like in ''Star Allies'', Bomb is a truly formidable Copy Ability for boss battles. The vanilla version of the ability isn't anything to write home about, but its two evolutions - Chain Bomb and Homing Bomb - are two of the best area-of-effect abilities in the entire game. Chain Bomb adds the ability to link up to 5 bombs together for AOE damage upon their explosion; their area of effect is normally quite small on their own, but when linked together it becomes surprisingly large, dealing respectable damage in wide areas. Homing Bomb includes all the strengths of the Chain Bomb, and also makes the bombs automatically home in on the closest enemy on the field: this new perk turns the ability into a stupidly effective boss killer and can make the [[ThatOneSidequest usually dreaded]] NoDamageRun Waddle Dees much easier to obtain, as you can just spam the attack button while moving only to dodge incoming attacks.

to:

* Just like in ''Star Allies'', Bomb is a truly formidable Copy Ability for boss battles. The vanilla version of the ability isn't anything to write home about, but its two evolutions - Chain Bomb and Homing Bomb - are two of the best area-of-effect abilities in the entire game. Chain Bomb adds the ability to link up to 5 bombs together for AOE damage upon their explosion; their area of effect is normally quite small on their own, but when linked together it becomes surprisingly large, dealing respectable damage in wide areas. Homing Bomb includes all the strengths of the Chain Bomb, and also makes the bombs automatically home in on the closest enemy on the field: this new perk turns the ability into a stupidly effective boss killer and can make the [[ThatOneSidequest usually dreaded]] NoDamageRun Waddle Dees much easier to obtain, as you can just spam the attack button while moving only to dodge incoming attacks.attacks; its only real flaw is that sometimes the thrown bombs could end up too far apart due to the homing system, significantly whittling down its damage output.
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None


* Just like in ''Star Allies'', Bomb is a truly formidable Copy Ability for boss battles. The vanilla version of the ability isn't anything to write home about, but its two upgrades - Chain Bomb and Homing Bomb - are two of the best area-of-effect abilities in the entire game. Chain Bomb adds the ability to link up to 5 bombs together for AOE damage upon their explosion; their area of effect is normally quite small on their own, but when linked together it becomes surprisingly large, dealing respectable and reliable damage in wide areas. Homing Bomb includes all the strengths of the Chain Bomb, and also makes the bombs automatically home into the closest enemy on the field: this new perk turns the ability into a stupidly reliable boss killer and can make the [[ThatOneSidequest usually dreaded]] NoDamageRun Waddle Dees much easier to obtain, as you can just spam the attack button while moving only to dodge incoming attacks.

to:

* Just like in ''Star Allies'', Bomb is a truly formidable Copy Ability for boss battles. The vanilla version of the ability isn't anything to write home about, but its two upgrades evolutions - Chain Bomb and Homing Bomb - are two of the best area-of-effect abilities in the entire game. Chain Bomb adds the ability to link up to 5 bombs together for AOE damage upon their explosion; their area of effect is normally quite small on their own, but when linked together it becomes surprisingly large, dealing respectable and reliable damage in wide areas. Homing Bomb includes all the strengths of the Chain Bomb, and also makes the bombs automatically home into in on the closest enemy on the field: this new perk turns the ability into a stupidly reliable effective boss killer and can make the [[ThatOneSidequest usually dreaded]] NoDamageRun Waddle Dees much easier to obtain, as you can just spam the attack button while moving only to dodge incoming attacks.
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* Just like in ''Star Allies'', Bomb is a truly formidable Copy Ability for boss battles. The vanilla version of the ability isn't anything to write home about, but its two upgrades - Chain Bomb and Homing Bomb - are two of the best area-of-effect abilities in the entire game. Chain Bomb adds the ability to link up to 5 bombs together for AOE damage upon their explosion; their area of effect is normally quite small on their own, but when linked together it becomes surprisingly large, dealing respectable and reliable damage in wide areas. Homing Bomb includes all the strengths of the Chain Bomb, and also makes the bombs automatically home into the closest enemy on the field: this new perk turns the ability into a stupidly reliable boss killer and can make the [[ThatOneSidequest usually dreaded]] NoDamageRun Waddle Dees much easier to obtain, as you can just spam the attack button while moving only to dodge incoming attacks.
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None


* Ranger allows Kirby to shoot at enemies from a ridiculous distance, even allowing the ability to target enemies in the background, and can be charged for a massive damage shot. Normal enemies including the {{Giant Mook}}s become jokes when you can snipe them from way beyond their range, and most bosses don't have much in terms of long-range attacks, letting a skilled Ranger player whittle them down with impunity. If the enemy ''does'' get near, it has one of the more effective counterattacks in the game with last-second dodges, allowing three three-shot volleys in if you mash the attack button. Unlike most other abilities, Ranger has the honor of having the only charged attack in the game you can actually dodge out of, and as the counter is a projectile it has a better chance of actually hitting the enemy back considering some bosses will already be out of reach of short-range abilities after dodging certain attacks. Ranger's evolutions improve on these qualities, with Noble Ranger trading in charged high-damage pellets for MoreDakka and Space Ranger's charge attack which, in addition to being more powerful than base Ranger's, shoots out a huge ring that penetrates mooks and produces a ''massive'' lingering SphereOfDestruction upon hitting surfaces and bosses, racking up massive rapid damage after its already incredibly powerful initial hit.

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* Ranger allows Kirby to shoot at enemies from a ridiculous distance, even allowing the ability to target enemies in the background, and can be charged for a massive damage shot. Normal enemies including the {{Giant Mook}}s become jokes when you can snipe them from way beyond their range, and most bosses don't have much in terms of long-range attacks, letting a skilled Ranger player whittle them down with impunity. If the enemy ''does'' get near, it has one of the more effective counterattacks in the game with last-second dodges, allowing three three-shot volleys in if you mash the attack button. Unlike most other abilities, Ranger has the honor of having the only charged attack in the game you can actually dodge out of, and as the counter is a projectile it has a better chance of actually hitting the enemy back considering some bosses will already be out of reach of short-range abilities after dodging certain attacks. Ranger's evolutions improve on these qualities, with Noble Ranger trading in charged high-damage pellets for MoreDakka and Space Ranger's charge attack which, in addition to being more powerful than base Ranger's, shoots out a huge ring that penetrates mooks and produces a ''massive'' lingering SphereOfDestruction upon hitting surfaces and bosses, racking up massive rapid damage after its already incredibly powerful initial hit.hit while ''also'' causing noticeable hitstun and delaying their movements further.
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* The PurposelyOverpowered 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 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 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 performs 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.

to:

* The PurposelyOverpowered 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 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 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 performs 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.
Is there an issue? Send a MessageReason:
None


* The PurposelyOverpowered Morpho Knight Sword is easily one of, if not, the most powerful abilities in the game. 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 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 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.

to:

* The PurposelyOverpowered Morpho Knight Sword is easily one of, if not, the most powerful abilities in the game.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 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 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 performs 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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Removing first-person


* The PurposelyOverpowered Morpho Knight Sword is easily one of, if not, the most powerful abilities in the game. 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 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 Chaos Elfilis, because trust me. If you do you're ''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.

to:

* The PurposelyOverpowered Morpho Knight Sword is easily one of, if not, the most powerful abilities in the game. 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 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 Chaos Elfilis, because trust me. If if you do you're ''doomed'' 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.
Is there an issue? Send a MessageReason:
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* The PurposelyOverpowered Morpho Knight Sword is easily one of, if not, the most powerful abilities in the game. 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 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. 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.

to:

* The PurposelyOverpowered Morpho Knight Sword is easily one of, if not, the most powerful abilities in the game. 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 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.cakewalk (unless you get cocky against Chaos Elfilis, because trust me. If you do you're ''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.
Is there an issue? Send a MessageReason:
None


* The Morpho Knight Sword is easily one of, if not, the most powerful abilities in the game and PurposelyOverpowered. 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. And because the ability is given to you just before unlocking 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.

to:

* The PurposelyOverpowered Morpho Knight Sword is easily one of, if not, the most powerful abilities in the game and PurposelyOverpowered.game. 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. And because Since the ability is given to you just before unlocking 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.cakewalk. 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.
Is there an issue? Send a MessageReason:
None


* Ranger allows Kirby to shoot at enemies from a ridiculous distance, even allowing the ability to target enemies in the background, and can be charged for a massive damage shot. Normal enemies including the GiantMooks become jokes when you can snipe them from way beyond their range, and most bosses don't have much in terms of long-range attacks, letting a skilled Ranger player whittle them down with impunity. If the enemy ''does'' get near, it has one of the more effective counterattacks in the game with last-second dodges, allowing three three-shot volleys in if you mash the attack button. Unlike most other abilities, Ranger has the honor of having the only charged attack in the game you can actually dodge out of, and as the counter is a projectile it has a better chance of actually hitting the enemy back considering some bosses will already be out of reach of short-range abilities after dodging certain attacks. Ranger's evolutions improve on these qualities, with Noble Ranger trading in charged high-damage pellets for MoreDakka and Space Ranger's charge attack which, in addition to being more powerful than base Ranger's, shoots out a huge ring that penetrates mooks and produces a ''massive'' lingering SphereOfDestruction upon hitting surfaces and bosses, racking up massive rapid damage after its already incredibly powerful initial hit.

to:

* Ranger allows Kirby to shoot at enemies from a ridiculous distance, even allowing the ability to target enemies in the background, and can be charged for a massive damage shot. Normal enemies including the GiantMooks {{Giant Mook}}s become jokes when you can snipe them from way beyond their range, and most bosses don't have much in terms of long-range attacks, letting a skilled Ranger player whittle them down with impunity. If the enemy ''does'' get near, it has one of the more effective counterattacks in the game with last-second dodges, allowing three three-shot volleys in if you mash the attack button. Unlike most other abilities, Ranger has the honor of having the only charged attack in the game you can actually dodge out of, and as the counter is a projectile it has a better chance of actually hitting the enemy back considering some bosses will already be out of reach of short-range abilities after dodging certain attacks. Ranger's evolutions improve on these qualities, with Noble Ranger trading in charged high-damage pellets for MoreDakka and Space Ranger's charge attack which, in addition to being more powerful than base Ranger's, shoots out a huge ring that penetrates mooks and produces a ''massive'' lingering SphereOfDestruction upon hitting surfaces and bosses, racking up massive rapid damage after its already incredibly powerful initial hit.

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* The Morpho Knight Sword is easily one of, if not, the most powerful abilities in the game. 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. And because the ability is given to you just before unlocking 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.

to:

* Ranger allows Kirby to shoot at enemies from a ridiculous distance, even allowing the ability to target enemies in the background, and can be charged for a massive damage shot. Normal enemies including the GiantMooks become jokes when you can snipe them from way beyond their range, and most bosses don't have much in terms of long-range attacks, letting a skilled Ranger player whittle them down with impunity. If the enemy ''does'' get near, it has one of the more effective counterattacks in the game with last-second dodges, allowing three three-shot volleys in if you mash the attack button. Unlike most other abilities, Ranger has the honor of having the only charged attack in the game you can actually dodge out of, and as the counter is a projectile it has a better chance of actually hitting the enemy back considering some bosses will already be out of reach of short-range abilities after dodging certain attacks. Ranger's evolutions improve on these qualities, with Noble Ranger trading in charged high-damage pellets for MoreDakka and Space Ranger's charge attack which, in addition to being more powerful than base Ranger's, shoots out a huge ring that penetrates mooks and produces a ''massive'' lingering SphereOfDestruction upon hitting surfaces and bosses, racking up massive rapid damage after its already incredibly powerful initial hit.
* The Morpho Knight Sword is easily one of, if not, the most powerful abilities in the game.game and PurposelyOverpowered. 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. And because the ability is given to you just before unlocking 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.
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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, only readily available by inhaling Bonkers.

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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, in with the exception of ''VideoGame/KirbyAndTheForgottenLand'', only readily available by inhaling Bonkers.
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* The Morpho Knight Sword is easily one of, if not, the most powerful abilities in the game. 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. And because the ability is given to you just before unlocking the Ultimate Cup Z, you'll most likely attemlt it with this equipped, potentially turning what is supposed to be the final and hardest challenge of the game into a total cakewalk.

to:

* The Morpho Knight Sword is easily one of, if not, the most powerful abilities in the game. 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. And because the ability is given to you just before unlocking the Ultimate Cup Z, you'll most likely attemlt attempt it with this equipped, potentially turning what is supposed to be the final and hardest challenge of the game into a total cakewalk.
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*** 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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*** 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.''''

!''VideoGame/KirbyAndTheForgottenLand''
* The Morpho Knight Sword is easily one of, if not, the most powerful abilities in the game. 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. And because the ability is given to you just before unlocking the Ultimate Cup Z, you'll most likely attemlt it with this equipped, potentially turning what is supposed to be the final and hardest challenge of the game into a total cakewalk.
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* ''[[SimpleYetAwesome The]] [[DropTheHammer 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, only readily available by inhaling Bonkers.

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* ''[[SimpleYetAwesome The]] [[DropTheHammer ''[[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, only readily available by inhaling Bonkers.
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* ''[[SimpleYetAwesome The]] [[DropTheHammer 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.
* 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.

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* ''[[SimpleYetAwesome The]] [[DropTheHammer 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. \n The only real caveat is that it's a fairly rare ability in every game it's in, only readily available by inhaling Bonkers.
* Stone. It's [[BoringButPractical limited in techniques, 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 [[StoneWall safe, defensive playstyle.playstyle]].
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* The Smash ability. It grants Kirby his moveset from the ''VideoGame/SuperSmashBros'' series including moves Kirby can normally use with Cutter, Hammer and Stone, giving Kirby plenty of moves to play with and the ability to cut ropes, take out silver blocks and wooden stakes that would require other abilities, though another ability would be needed to light fuses. The hammer swings in particular are heavily scaled up in power, dealing ''twice'' as much damage compared to the actual Hammer ability and actually making it better than Hammer against many bosses in the game. It's a rare ability, but if you can acquire it, hold on to it as much as you can.

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* The Smash ability. It grants Kirby his moveset from the ''VideoGame/SuperSmashBros'' series including moves Kirby can normally use with Cutter, Hammer and Stone, giving Kirby plenty of moves to play with and the ability to cut ropes, take out silver blocks and wooden stakes that would require other abilities, though another ability would be needed to light fuses. The hammer swings in particular are heavily scaled up in power, dealing ''twice'' as much damage compared to the actual Hammer ability and actually making it better than Hammer against many bosses in the game.game[[labelnote:*]]For instance, you can take out King Golem in just over a ''single second''[[/labelnote]]. It's a rare ability, but if you can acquire it, hold on to it as much as you can.
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* HAL Laboratories 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.

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* HAL Laboratories designed [[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.
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Minor fixes.


* 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 {{Shoryuken}}esque Final Cutter, the spammable Ultra Giant Swing, and finally, a Stone form which is not only also another powerful attack, but also renders you invulnerable to 99%[[note]]Will not protect against [[spoiler:Star Dream OS Soul's OneHitKO rings]][[/note]] of all attacks for as long as you want on top of all the offensive moves you can do. [[spoiler:Better yet, you actually can snag this ability as early as ''[[DiscOneNuke 1-4]]'' in a secret room!]]
* [=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 new attack where it flies invincibly forward while dealing damage and passing through enemies.

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* 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 {{Shoryuken}}esque Final Cutter, the spammable Ultra Giant Swing, and finally, a Stone form which is not only also another powerful attack, but also renders you invulnerable to 99%[[note]]Will most[[note]]Will not protect against [[spoiler:Star Dream OS Soul's Soul OS' OneHitKO rings]][[/note]] of all attacks for as long as you want on top of all the offensive moves you can do. [[spoiler:Better yet, you actually can snag this ability as early as ''[[DiscOneNuke 1-4]]'' in a secret room!]]
* [=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 new dash attack where it flies invincibly forward while dealing damage and passing through enemies.



* 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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* Poison. Take the Water ability from Return ''Return to Dream Land, 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.



* The Hammer's 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.

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* The Hammer's 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.
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These are the officially used terms.


* 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 UsefulNotes/VirtualConsole 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, but the 3DS inadvertently buffed it by introducing the circle pad, which you can just spin to build up a full charge in a second like the original.

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* 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 + Control Pad to quickly build up a full charge; even better, the UsefulNotes/VirtualConsole 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 + Control Pad to reach full charge, but the 3DS inadvertently buffed it by introducing the circle pad, Circle Pad, which you can just spin to build up a full charge in a second like the original.



* 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's[[note]]from VideoGame/KirbySuperStar[[/note]] 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 FinalBoss 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. It also includes the plasma barrier that appears when it's fully charged, and will damage close enemies and disperse most projectiles; the barrier is large enough that if another character is piggybacking on Spark Kirby, the barrier would be able 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.

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* 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's[[note]]from VideoGame/KirbySuperStar[[/note]] charged-shot mechanic. Unlike KSS, however, where you had to charge by mashing the D-Pad + Control Pad in various directions, you can charge KRTD's Spark by shaking the Wiimote, Wii Remote, 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 FinalBoss 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. It also includes the plasma barrier that appears when it's fully charged, and will damage close enemies and disperse most projectiles; the barrier is large enough that if another character is piggybacking on Spark Kirby, the barrier would be able 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 Wii Remote 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.
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* Knuckle Joe, due to one simple reason: if you use his charged B attack, he fires a KamehameHadoken that can go across the screen, and deals a respectable 20 damage per hit. Most characters able to fire off attacks from a distance either have a drawback (Plasma needs charging, Ninja’s kunai are weak and have significant recovery time), but not Joe. The attack has only a paltry few frames of recovery, and can be used on both the ground and in the air. So long as you stay away from whatever you’re against, Joe is practically untouchable as he knocks off chunks of the opponent’s HP with each attack.
Is there an issue? Send a MessageReason:
Minor fix.


*** I think it's 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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*** I think it's 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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** 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.
** 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. Thus, the game can't despawn the bag, freaks out, and then promptly crashes. If they get crushed while guarding, ''Gooey and R.C.K. will become'' '''literal''' ''game-breakers.''

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** 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.
** Side
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. Thus, the game them and thus can't despawn the bag, freaks out, and then promptly crashes. If they 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 become'' '''literal''' ''game-breakers.''will'' '''literally''' ''break the game.''[[/note]]
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** 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. Thus, the game can't despawn the bag, freaks out, and then promptly crashes. If they get crushed while guarding, ''Gooey and R.C.K. will become'' '''literal''' ''game-breakers.''



** 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.

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** 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.easier.
*** I think it's 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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Not true at all. Hammer Throw can still lose your Hammer ability (trust me, I've found out the hard way) and can't even be used as Hammer Kirby in The Ultimate Choice.


* The Hammer's 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 Hammer Throw attack now will not make Kirby lose the hammer, too.

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* The Hammer's 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 Hammer Throw attack now will not make Kirby lose the hammer, too.

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** [[RetCanon Thanks to]] ''VideoGame/SuperSmashBros'', Meta Knight has inherited Shuttle Loop from the Wing ability, and it's just as broken for him as it is for Wing Kirby.



* Meta Knight can use his Shuttle Loop from the ''VideoGame/SuperSmashBros'' 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 SomeDexterityRequired.



* Starting from ''Return to Dreamland,'' [[AnIcePerson Ice]] got an amazing move that wrecks bosses, grants invincibility, does as much damage as Spark's biggest shot, and can be easily spammed. Ice Ball alone solidifies Ice's place among the broken abilities in the game, as the amount of time you have invincibility frames following the attack is laughably overpowered. It also has surprising range; the Ice Ball can hit midair foes just fine if they're a little above the attack. Ice Ball covers up all the weaknesses of Super Ice Sprinkle (used with the LagCancel trick explained above); it lets you reposition or get that extra little hit in when the boss moves out of the way, all while staying completely safe in the process. When considering this alongside the fact that Ice's guard is one of the guards that is immune to almost anything, that it has the fastest grab in the game in Ice Ejection, and that it can freeze certain projectiles that bosses use to deal even more damage to them, Ice has the potential to destroy any boss in the game.

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* Starting from ''Return to Dreamland,'' Dream Land,'' [[AnIcePerson Ice]] got an amazing move that wrecks bosses, grants invincibility, does as much damage as Spark's biggest shot, and can be easily spammed. Ice Ball alone solidifies Ice's place among the broken abilities in the game, as the amount of time you have invincibility frames following the attack is laughably overpowered. It also has surprising range; the Ice Ball can hit midair foes just fine if they're a little above the attack. Ice Ball covers up all the weaknesses of Super Ice Sprinkle (used with the LagCancel trick explained above); it lets you reposition or get that extra little hit in when the boss moves out of the way, all while staying completely safe in the process. When considering this alongside the fact that Ice's guard is one of the guards that is immune to almost anything, that it has the fastest grab in the game in Ice Ejection, and that it can freeze certain projectiles that bosses use to deal even more damage to them, Ice has the potential to destroy any boss in the game.
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** In addition to Plasma, there's the helper, Plasma Wisp. For the most part, it's functionally the same as Plasma in that you have a strike shield and need to move to build charge, but there's one massive difference: it has free eight direction movement, meaning it can go up and down without needing to do silly things like press A. Once you get used to it keeping its momentum a little, any fight that requires you to leave the ground at any point becomes far easier if you want to attack while doing so.

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