
The move will still suck like is neutral B (get it?), but at least he has something. One of the reasons that Kirby is so easy to hit out of FC is because he has no hitbox for most of the rising part and halfway on the falling part.

Give his fair the SDR hitbox placement/timing and 2 less frames of end lag.Additionally, let's cover his toes on his bair as well. Instead, it will be an edgeguarding/clanking tool that isn't super vulnerable to getting "hitbox poked". I am tempted to make it stronger, but I will not. Readjust the hitbox on his forward smash to completely cover his toe, even when late.There is a chance that it might be a bit…useful? Remove his L-cancel hitbox on his dair.This, in addition to his new fall speed, will give him a decent SHFFL. Doesn't have to be phenomenal, just a tad shorter. (Because are you REALLY going to use Down+B?) (same applies for 64) This will make him easier to combo, but it will make him more capable of chasing opponents vertically and dealing with juggle campers. Kirby's above average fast fall speed, average fall speed, and low gravity is the reason why Brawl Kirby is the combo king. Kirby's largest change is that I will change his fall speed and gravity to be a scaled-for-Melee version of Brawl's.(In Scrumpy's version, Kirby could backwards Final Cutter from the revival platforms in FD and kill himself).

This greatly improves his recovery and aerial approach without making him too fast.

I will match it to Ness (same voice actress, same creator, same air speed).

Tech dead window (cannot tech for 40 frames after performing a tech) 40 -> 20 Reflected projectiles damage multiplier 0.5 -> 2
