User talk:Thativyguy/Ability Index

Welcome to the semi-existing Kirby Star Allies Ultimate Choice ability index! The purpose of this page is to provide an informative explanation of all Copy Abilities, Helpers, and Dream Friends as they apply to the aspects of so-called "competitive Kirby".

Introduction
Just what is "competitive Kirby"? Doesn't that seem like a bit of an oxymoron? Kirby is a lad primarily built for snacking and napping. Not only that, but his games are for kids. So what gives?

Well, as it turns out, more and more often in recent titles, HAL has been adding features conducive to a global leaderboard experience. People just love showing off their best times for various scenarios in the Ultimate Choice, otherwise known as the Arena. Of particular interest are solo times, requiring the most "Kirby skill", and subject to the most scrutinous optimization. However, that's not the only approach, and Star Allies is all about friends, so employing the AI to your side is discussed as well.

Legend
Using the simple system devised at Kirby Shinkaku, Copy Ability / Friend "viability" is divided into three categories:
 * Ease of Use, the ability for one to learn how to use this power. From 1, an infernal crisis, to 10, a spring breeze.
 * Strength, the damage and speed of the power. The combined damage per second is not known precisely; rather, an estimation is provided. From 1, a lowly Waddle Dee, to 10, Kirby's Megaton Punch.
 * Overall Ranking, a combination of the two above. The overall experience you can expect to have in the Ultimate Choice using this power. Graded from E to A, with E being an exercise in patience to A being easy as pie. Supremely outstanding abilities may warrant an extra rank, S.

List of Abilities
How an ability or Dream Friend performs solo, that is, with no Helpers to donate elemental attributes or participate in the fight.

When adding undocumented abilities, please list alphabetically, with Dream Friends at the bottom.

Overview
The King claims his rightful throne. While outwardly identical to Hammer, two key differences are noted: one, his larger hitbox allows for both slightly higher jumping and a larger range on his hammer moves; additionally, he can Dedede Hammer Throw at will without losing a "copy ability". This large projectile deals massive damage to enemies it pierces through, approximately equal to that of a full Plasma Wave. There is also the new Belly Flop technique, but this is something one may end up performing on accident in place of the Hammer Swing and is not of any notable value. The Giant Swing remains an excellent if unintuitive source of damage. The overall DPS provided by Dedede's hammer along with the ample invincibility frames from most attacks make him likely the most powerful candidate for solo clearing the Ultimate Choice.

With Friends
It is believed that a Zap or Blizzard aspect provide the most additional DPS to the hammer. Of primary utility with Zap aspect is the ability to summon lightning bolts to strike foes above Dedede, which is otherwise somewhat of a challenge.

Notable Runs

 * https://www.speedrun.com/ksa/run/ydqpgwqm, by imabadguy1.

Overview
Effectively an improved Sword, Meta Knight has a venerable assortment of moves unique to him. With such techiques as the Shuttle Loop and a newly reusable Mach Tornado providing invulnerability and motility, one can be much more safe over an interval of time. As such, simply clearing the Ultimate Choice is relatively easy.

With Friends
While Sizzle, Zap, etc. grant the most increased damage, of particular note is Bluster. With this, his Sword Spin air attack rises him into the air and can be chained multiple times this way. With any other attribute or lack thereof, only one or two Sword Spins can be performed per jump. This enhanced technique is somewhat more versatile than similar air attacks like Hammer's Giant Swing.

Notable Runs

 * https://www.speedrun.com/ksa/run/yl92ev2y, by Yuris. Record holder on speedrun.com as of 02:49, March 30, 2018 (UTC).