Its flame techniques burn bright! Light fuses, your friends' weapons, or whatever you want with this searing fire. When these flames get in the middle of friends, all sorts of fiery devastation is possible!”
Fire focuses on exhaling fire breath to deal damage. Kirby can light cannon fuses with his fire breath to solve certain puzzles. Fire can be obtained from the Hot Headenemy and the Mr. Shineboss's stars.
Techniques
Move
Controls
Description
Element
Fire Breath
B
Kirby exhales wavering flames for as long as the button is held. In Kirby's Adventure, Fire Breath travels 3 tiles and only wavers slightly, offering little coverage to hit objects a bit above or below the area directly in front of Kirby. In Kirby: Nightmare in Dream Land, Fire Breath ignores terrain, travels 4 tiles, and wavers significantly more, allowing it to hit objects slightly above or below the area directly in front of Kirby.
Fire now gives Kirby a golden tiara with a green gem in the middle, as well as a fire-like headdress in Kirby Super Star or actual fire in Kirby Super Star Ultra and makes Kirby red. Fire now has multiple moves, with its dash attack being based on the similar Copy Ability Burning and it having other methods of using fire besides breathing it. In addition to cannon fuses, Fire can now also light candles. Fire is obtained from Burning Leo, who is its Helper.
Kirby can aim his fire breath, allowing it to travel up, down, or be extended or shortened. In Kirby Super Star, Kirby's extended fire breath travels 4.5 tiles, and allows his upward or downward aimed fire breath to travel up to 3 tiles upward or downward. In Kirby Super Star Ultra Kirby's extended fire breath travels 3.5 tiles, and his upward or downward aimed fire breath travel 2 tiles upward or downward.
Sizzle
5 per hit
6 per hit
Fire ball
Fireball Inferno
Hold Y + ←
Hold B + Hold ←
Kirby becomes engulfed in flames. In Kirby Super Star, letting go of ← causes the move to end; Kirby will resume breathing fire until the Y button is released, otherwise he will breath fire briefly before stopping. In Kirby Super Star Ultra, letting go of B causes the move to end; Kirby will be idle when the move ends.
Sizzle
40 per hit
Burning attack
Burn
Dash + Y
Dash + B
Kirby flies forward as a fireball. This attack rebounds upon making contact with a wall; rebounding on a wall conserves Kirby's dash state, allowing Kirby to rebound again by pressing the button again. Kirby's trajectory angles slightly in the air depending on whether Kirby is moving upward or downward beforehand. Kirby is invincible during this move. In Kirby Super Star, Kirby's dash state is not conserved when this move is performed in the air. In Kirby Super Star Ultra, Kirby can influence the trajectory of his Burn by pressing up or down; Kirby's dash state is conserved when this move is performed in the air, allowing Kirby to perform multiple consecutive Burns before landing, up to three on level ground.
Sizzle
14 (ground), 16 (air), 10 (grazing hit)
20 per hit (ground), 22 per hit (air)
Fire ball spin
Fireball Spin
B + Y
B in air
Kirby spins while surrounded with fire. This move lasts until Kirby touches the ground.
Sizzle
16 per hit
Fire ball roll
Fireball Roll
Y before landing
B prior to landing
If on level ground, when Kirby is falling from the apex of his jump, pressing the button will cause Kirby's fireball spin to roll along the ground. Kirby is invincible during this move. Kirby rolls 6 tiles in Kirby Super Star and 7 tiles in Kirby Super Star Ultra.
Fire can spit out fireballs onto the race course that damage any enemies and opponents that make contact with them. Charging for longer causes the fireball to travel farther and be larger. Fire is obtained from Heat Phanphan.
Techniques
Move
Controls
Description
Burning Flame
A
Kirby spits out a fireball that lingers on the ground if it doesn't make contact with any enemies or opponents. Kirby can spit larger fireballs farther distances by holding down A for a longer period of time.
As with Kirby: Nightmare in Dream Land, which preceded it, Fire is limited to just Fire Breath. However, Kirby can still aim his fire breath in Kirby & The Amazing Mirror. Fire can be obtained from Hot Head and Dark Mind's red stars.
In Kirby: Squeak Squad, Fire gains Burning's attack, allowing it to destroy Metal Blocks, and it can incinerate grass and bushes, vaporize clouds, and melt snow, ice, and another type of Metal Block. Upon obtaining the Fire Ability Scroll, located in the first Treasure Chest in Stage 3 of Prism Plains, Fire regains the ability to aim its fire breath, which it does not have by default. Fire can be obtained from Hothead, Flamer (which had given the Burning Copy Ability prior to this game), Acchi, and Mrs. Moley's oil drums (Moley's oil drums had given the Burning Copy Ability prior to this game).
Techniques
Move
Controls
Image
Description
Element
Fire Breath
B
Kirby exhales wavering flames that travel 4 tiles forward and 1 tile upward and downward for as long as the button is held.
Kirby flies forward as a fireball. This attack rebounds upon making contact with a wall. Kirby is invincible during this move.
Sizzle
Target Fire
B + ↑/↓
Kirby can aim his fire breath, allowing it to travel up or down. In Kirby & The Amazing Mirror, Kirby's fire breath can also be extended, allowing it to travel 5 tiles.
As with Kirby Super Star Ultra, which preceded it, Fire now has many moves at its disposal, but its fire can no longer penetrate terrain normally. It also received the ability to drop fireballs in its wake while charging forward, spin in the air while exhaling flames, and roll up walls. Fire can now melt Ice Blocks and illuminate dark areas. Fire is obtained from Hot Head, Flamer, Galbo (which had given the Burning Copy Ability prior to this game), Red Sphere Doomer's orbs, and Mr. Dooter EX's flame skulls.
Techniques
Move
Controls
Description
Element
Damage
Fire Breath
1
Kirby exhales wavering flames that travel 4 tiles forward 2 tiles upward, and 1 tile downward for as long as the button is held.
Kirby can aim his fire breath, allowing it to travel up, down, or be extended or shortened. Kirby's upward fire breath travels upward 3 tiles, and his downward fire breath travels downward 2 tiles. Kirby's extended fire breath travels a little over 5 tiles, and allows his upward or downward aimed fire breath to travel up to 4 tiles upward or 3 tiles downward.
Sizzle
8 (1st hit), 7 (repeat hits)
Fireball Inferno
Fire Breath + Hold ← (if facing right)
Kirby becomes engulfed in flames as long as the button is held.
Sizzle
40 per hit
Burn
Dash + 1
Kirby flies forward as a fireball 8 tiles; Kirby will retain some momentum if the move ends in the air. This attack rebounds upon making contact with a wall; rebounding on a wall conserves Kirby's dash state, allowing Kirby to rebound again by pressing the button again. Kirby's trajectory angles slightly in the air depending on whether Kirby is moving upward or downward beforehand. Kirby can influence the trajectory of his Burn by pressing up or down; Kirby's dash state is conserved when this move is performed in the air, allowing Kirby to perform multiple consecutive Burns before landing, up to six on level ground with a high enough ceiling. Kirby is invincible during this move.
Sizzle
20 (ground), 22 (air)
Burning Flame
1 during Burn
Kirby drops a fireball that lingers on the ground if it doesn't make contact with any enemies. Kirby can drop up to three Burning Flames during a single Burn.
Sizzle
6 (1st hit), 5 (2nd hit)
Spinning Fire Breath
1 in midair
Kirby spins around while exhaling flames that travel 3 tiles and ignore terrain. This move elevates Kirby slightly if done at the apex of his jump.
Sizzle
12 (1st hit), 10 (2nd & 3rd hits)
Fireball Spin
↓ + 1 in midair
Kirby spins while surrounded with fire. This move elevates Kirby slightly if done at the apex of his jump and lasts until Kirby touches the ground. Kirby is invincible during this move.
Sizzle
24
Fireball Roll
Hit ground during Fireball Spin
If on level ground, when Kirby is falling from the apex of his jump, pressing the button will cause Kirby's Fireball Spin to roll along the ground 8 tiles forward. This move will always activate, regardless of distance from the ground, if performed from a dashing jump. Kirby is invincible during this move.
Sizzle
24
Fireball Climb
Touch wall during Fireball Spin/Roll
If Fireball Roll makes contact with a wall and the player is holding in the direction of the wall, Kirby will roll up to 6 tiles up the wall, depending on the distance rolled on the ground. If Fireball Spin makes contact with a wall and the player is holding in the direction of the wall, Kirby will roll 6 tiles up the wall.
Fire is mostly unchanged from its appearance in Kirby's Return to Dream Land. However, it lacks Burning Flame and Spinning Fire Breath. Instead, Fire received two additional moves in the form of Searing Burn and Fireball Jump, moves that serve as extensions of Burn and Fireball Roll respectively. Fire can be obtained from Hot Head, Flamer, Galbo, Flame Galboros, Coily Rattler's flaming rocks, Pyribbit's volcanic rocks, Red Antler, and Queen Sectonia's and Soul of Sectonia's Floral Fire Bullets.
In Kirby: Planet Robobot, Fire can be used by Robobot Armor to burn down giant logs and light fuses while carrying cannons. Fire can be obtained from Hot Head, Flamer, Galbo, Red Holo-Doomer's orbs, Dark Matter Clone's orbs, and the Mario, Luigi, and Charizard amiibo.
Kirby can aim his fire breath, allowing it to travel up, down, or be extended or shortened. Kirby's upward fire breath travels upward 3 tiles, and his downward fire breath travels downward 2 tiles. Kirby's extended fire breath travels a little over 5 tiles, and allows his upward or downward aimed fire breath to travel up to 4 tiles upward or 3 tiles downward.
Sizzle
8 (1st hit), 6 (repeat hits)
Fireball Inferno
Press and hold ← during Fire Breath
Kirby becomes engulfed in flames as long as the button is held.
Sizzle
48 per hit
Burn
Dash + B
Kirby flies forward as a fireball 7 tiles. This attack rebounds upon making contact with a wall; rebounding on a wall conserves Kirby's dash state, allowing Kirby to rebound again by pressing the button again. Kirby's trajectory angles slightly in the air depending on whether Kirby is moving upward or downward beforehand. Kirby can influence the trajectory of his Burn by pressing up or down; Kirby's dash state is conserved when this move is performed in the air, allowing Kirby to perform multiple consecutive Burns before landing, up to six on level ground with a high enough ceiling. Kirby is invincible during this move.
Sizzle
20 (ground), 22 (air)
Searing Burn
A during Burn
Kirby stops his Burn with a small explosion. Its effect is identical to rebounding off a wall.
Sizzle
20, 8 (if combo'd from Burn)
Fireball Spin
↓ + B in midair
Kirby spins while surrounded with fire. This move elevates Kirby slightly if done at the apex of his jump and lasts until Kirby touches the ground. Kirby is invincible during this move.
Sizzle
16, 8 (repeat hits)
Fireball Roll
Touch the ground during Fireball Spin
If on level ground, when Kirby is falling from the apex of his jump, pressing the button will cause Kirby's Fireball Spin to roll along the ground 8 tiles forward. Kirby can roll over 2 tile gaps without falling. Kirby is invincible during this move.
Sizzle
20, 8 (repeat hits)
Fireball Jump
Press A during Fireball Roll
Kirby jumps while Fireball Rolling. The distance of his jump depends on how far into the Fireball Roll Kirby is and can be further influenced by pressing forward or backward. Kirby jumps the farthest when at the beginning of the move, traveling 9 tiles forward by default, 12 if holding forward, and 6 if holding backward, assuming level ground. Kirby jumps the nearest when at the end of the move, traveling an additional 1 tile by default (9 tiles total), 4 additional tiles if holding forward (12 tiles total), or 1 less tile if holding backward (7 tiles of displacement). Kirby's jump height is 2.5 tiles. Kirby is invincible during this move. In Kirby: Planet Robobot, Kirby's jump distance is slightly reduced, and the player has less influence over how far he jumps.
Sizzle
24, 8 (repeat hits)
Fireball Climb
Touch a wall during Fireball Roll or Fireball Jump
Touch a wall during Fireball Roll or Fireball Spin
If Fireball Roll or Fireball Jump makes contact with a wall and the player is holding in the direction of the wall, Kirby will roll up to 6 tiles up the wall, depending on the distance rolled on the ground. If Fireball Spin makes contact with a wall and the player is holding in the direction of the wall, Kirby will roll 6 tiles up the wall.
Kirby can aim his fire breath, allowing it to travel up, down, or be extended or shortened. Kirby's upward fire breath travels upward 3 tiles, and his downward fire breath travels downward 2 tiles. Kirby's extended fire breath travels a little over 5 tiles, and allows his upward or downward aimed fire breath to travel up to 4 tiles upward or 3 tiles downward.
Sizzle
8 per hit
Fireball Inferno
Press and hold ← during Fire Breath
Kirby becomes engulfed in flames as long as the button is held.
Sizzle
48 per hit
Burn
Dash + B
Dash + Y
Kirby flies forward as a fireball 7.5 tiles. This attack rebounds upon making contact with a wall; rebounding on a wall conserves Kirby's dash state, allowing Kirby to rebound again by pressing the button again. Kirby's trajectory angles slightly in the air depending on whether Kirby is moving upward or downward beforehand. Kirby can influence the trajectory of his Burn by pressing up or down; Kirby's dash state is conserved when this move is performed in the air, allowing Kirby to perform multiple consecutive Burns before landing, up to six on level ground with a high enough ceiling. Kirby is invincible during this move.
Sizzle
20 (ground), 22 (air)
Searing Burn
A during Burn
B during Burn
Kirby stops his Burn with a small explosion. Its effect is identical to rebounding off a wall.
Sizzle
20
Fireball Spin
↓ + B in midair
↓ + Y in midair
Kirby spins while surrounded with fire. This move elevates Kirby slightly if done at the apex of his jump and lasts until Kirby touches the ground. Kirby is invincible during this move.
Sizzle
10
Fireball Roll
↓ + B prior to landing
↓ + Y prior to landing
If on level ground, when Kirby is falling from the apex of his jump, pressing the button will cause Kirby's Fireball Spin to roll along the ground 8 tiles forward. Kirby can roll over 2 tile gaps without falling. Kirby is invincible during this move.
Sizzle
16
Fireball Jump
Press A during Fireball Roll
Press B during Fireball Roll
Kirby jumps while Fireball Rolling. The distance of his jump depends on how far into the Fireball Roll Kirby is and can be further influenced by pressing forward or backward. Kirby jumps the farthest when at the beginning of the move and jumps the nearest when at the end of the move. Kirby's jump height is 1.5 tiles. Kirby is invincible during this move.
Sizzle
24
Fireball Climb
Touch a wall during Fireball Roll or Fireball Spin
If Fireball Roll or Fireball Jump makes contact with a wall and the player is holding in the direction of the wall, Kirby will roll up to 6 tiles up the wall, depending on the distance rolled on the ground. If Fireball Spin makes contact with a wall and the player is holding in the direction of the wall, Kirby will roll 6 tiles up the wall.
Fire initiates Fireball Inferno, allowing the wind to shoot off strands of fire. The effect or Rising Sizzler can also occur when any move with the Sizzle element makes contact with any move with the Bluster element.
Fire now has a new effect, igniting enemies hurt by it for damage over time. The duration that enemies take additional damage can be extended by continuing to attack them with Fire, and can be estimated by the size of the flame engulfing the affected enemy's body. Fire also has two upgrades: the Volcano Fire upgrade allows Kirby to lob volcanic boulders while the Dragon Fire upgrade gives Kirby to breathe a longer stream of fire, as well as flight; in addition, fire (and its evolutions) lacks the Fireball Inferno, Searing Burn, Fireball Spin, Fireball Roll, Fireball Jump, and Fireball Climb abilities in this game.
Techniques
Move
Controls
Description
Element
Shared Moves
Direction Lock
Hold R/ZR/L/ZL during attacks
While performing moves on the ground, Kirby can move around without changing the direction of the attack.
N/A
Fire
Fire Breath
B
Kirby exhales flames for as long as the button is held, and can slowly move forward while breathing fire. Flames linger on the ground when the move is used, damaging enemies that touch them. The longer the move is held, the larger the flames become. Enemies hurt by the move are ignited, taking additional damage over time.
Kirby can walk slowly and rotate 360° during Fire Breath.
Sizzle
Burn
B in midair while moving/B + A quickly while moving
Kirby flies forward as a fireball, damaging enemies and igniting them for further damage over time. The attack rebounds if it hits a wall, which can prevent it from being used again if Kirby loses too much altitude. Kirby can perform Burn continuously as long as he can remain in the air. Kirby can change direction in between uses of Burn. Kirby is invincible during this move.
Sizzle
Volcano Fire
Volcanic Rocks
B
Kirby spits out burning rocks that fly in a shallow arc for as long as the button is held, and can slowly move forward while doing so. Flames linger on the ground when the move is used, damaging enemies that touch them. The longer the move is held, the larger the flames become. Enemies hurt by the move are ignited, taking additional damage over time.
Sizzle
Target Spew
L-Stick during Volcanic Rocks
Kirby can walk slowly and rotate 360° during Volcanic Rocks.
Sizzle
Volcanic Burn
B in midair while moving/B + A quickly while moving
Kirby flies forward as a clump of magma, damaging enemies and igniting them for further damage over time. The attack rebounds if it hits a wall, which can prevent it from being used again if Kirby loses too much altitude. Kirby can perform Volcanic Burn continuously as long as he can remain in the air. Kirby can change direction in between uses of Burn. Kirby is invincible during this move.
Sizzle
Dragon Fire
Dragon Breath
B
Kirby exhales a long plume of purple fire for as long as the button is held, and can slowly move forward while breathing fire. Flames linger on the ground when the move is used, damaging enemies that touch them. The longer the move is held, the larger the flames become. Enemies hurt by the move are ignited, taking additional damage over time.
Sizzle
Target Fire
L-Stick during Dragon Breath
Kirby can walk slowly and rotate 360° during Dragon Breath.
Sizzle
Dragon Burn
B in midair while moving/B + A quickly while moving
Kirby flies forward a significant distance as a purple fireball with dragon's wings, damaging enemies and igniting them for further damage over time. The attack rebounds if it hits a wall, which can prevent it from being used again if Kirby loses too much altitude. Kirby can perform Dragon Burn continuously as long as he can remain in the air. In addition to changing directions in between uses, Kirby can turn in any direction while performing Dragon Burn and can even ascend slightly. Kirby is invincible during this move.
This section is about an unreleased or cancelled game
Fire is seen in a screenshot for this game, and Heat Phanphan as its Helper. While no gameplay footage of it was shown, Fire would likely have all of its moves from Kirby Super Star.
In Super Smash Bros. Melee and Super Smash Bros. Ultimate, Kirby's dash attack is Burn. Unlike the original game incarnations, the attack cannot fly through the air as Kirby will begin to fall should he dash attack toward and over a ledge; in Super Smash Bros. Ultimate, however, Kirby cannot pass over a ledge when performing this move.
Kirby has obtained Fire in many episodes of Kirby: Right Back at Ya!. It is the most common ability used in the anime, with nine appearances in total. The attack that Kirby uses depends on what he swallowed to get the ability. For example, torches give him his standard Fire breathing attack, while inhaling fireworks allows him to spit fireworks back, like the Burn + BombPower Combo from Kirby 64: The Crystal Shards. Fire Kirby also makes an appearance in the 3-D short, Kirby 3D. It is also notable for being the first seen Copy Ability in the anime as well.
Transformation Sequence
Fire Kirby Transformation (English)
Fire Kirby Transformation
In the transformation sequence, the green gem forms around Kirby's forehead and a yellow headband snaps into it and around Kirby, and his skin turns a vivid reddish pink. Shortly after, flames begin to engulf the area around Kirby before subsiding.
Flavor Texts
Game
Flavor text
Kirby can breathe fire! Enemies beware, or you're gonna get burned!
Use Dash and Y to hurl burning fireballs. You can light fuses, candles, or even yourself to become a mega-powerful weapon.
Fire!! Hot! So hot! Too hot to touch!
Fire! Hot! So hot! Too hot to touch! Burning!
Burn bright with fire power! Light the fuse! Yow! Hot! You're on fire, man! Yoww!
Feel the heat of hot flame techniques! Light fuses! Climb walls! Fireball Climb! And if you're on fire, it's Fireball Inferno time!
A flaming ability that burns white hot! Light the fuse, roll into a fireball, and scorch through the air with a bang. Embrace the blistering flames of Fireball Inferno!
This flaming ability allows Kirby to spit out fire! Light the fuse and ignite yourself to produce an even more powerful flame.
Its flame techniques burn bright! Light fuses, your friends' weapons, or whatever you want with this searing fire. When these flames get in the middle of friends, all sorts of fiery devastation is possible!
Related Quotes
“
When Kirby swallows a fire-wielding enemy, he transforms into Fire Kirby. Not only does he breathe fire in this form, but he can also sprout flames on his entire body and damage enemies by crashing into them. Fire Kirby wears the bright red headdress of his enemy Burning Leo. The hat turns into a helpful weapon when thrown.”
Fire Kirby's hot stuff! Use his flames to burn up enemies or surround him in a fiery cloak and charge forward. He can also burn grass and light fuses.”
Kirby when he inhales an enemy who uses fire. Shooting fire from his mouth, Fire Kirby can cook enemies from afar. This ability also allows Kirby to light explosive blocks, fuses, and so on. In Kirby Super Star and Kirby & The Amazing Mirror, Fire Kirby can roll his burning body into enemies as an attack move.”
When Kirby first copied the Fire ability, he was only able to breath fire. Nowadays, he can do all sorts of neat things! For example, he can engulf himself in flames and roll forward, burning grass, lighting fuses, melting ice, and so on. What we'd really like him to do, though, is help us make the perfect s'more. Mmmmm.”
In Kirby Super Star, the ability hat's design was shared with Ice and Plasma, so the flames at the top were a solid decoration. This gives it the appearance of Burning Leo or, to a lesser extent, Hot Head's original design.
Fire appears in the cover of the 17th volume of Kirby Manga Mania, although the hat looks different from the games.
The canceled Kirby GCN also would have given subtle changes to the newer design, similar to Kirby's Return to Dream Land except the gem would have been cut as a hexagon. Incidentally, the unused Kirby GCN version of this design is incorporated in Fire's trophy in Super Smash Bros. Brawl.
Fire Kirby's trophy description in Super Smash Bros. Brawl mistakenly lists his first appearance as Kirby Super Star, when it was actually Kirby's Adventure.
In the Super Smash Bros. series, inhaling Bowser allows Kirby to blow fire, and his Bowser hat is reminiscent of the Fire ability hat's posture when breathing fire is the same. Another similar move to the Fire ability is obtained when he inhales Charizard. Also when Kirby blows fire, he appears in the same pose as he does when he breathes fire as Fire Kirby.
Spinning Fire Breath still exists in the code of Kirby: Planet Robobot. However, the move cannot be performed through means other than hacking. This is also true of Revolution Beam and Triple Hammer.
Videos
Kirby of the Stars Copy Ability "Fire" Introduction Video