|“||The supercharged Plasma Ability returns! Waggle the control stick to build up energy, then fire it off. You can even shoot upwards! You can also zap your friends' weapons with a mighty jolt to grant them extra shocking powers!”|
|— Flavor Text • Kirby Star Allies|
Plasma is somewhat similar to Spark in the sense that the two abilities focus on green electricity/plasma. The differences between the two are similar to the Freeze and Ice abilities (or the Fire and Burning abilities), in that the two abilities have different styles of attack. Plasma mostly has projectile-based attacks, while Spark's attacks are usually stationary. As of Kirby: Squeak Squad, however, the Spark ability has shown elements of Plasma, such as rotating the +Control Pad to build up an electrical blast that can pass through walls and damage enemies.
Unlike other abilities, Kirby stores up energy every time the +Control Pad is pressed (in Kirby Star Allies, he also does this when the controller is shaken). The more power that is built up, the stronger the projectile Kirby will fire, and at maximum power, Kirby's body begins to glow, covered in an electrical "shield". If the shield is not fired, it acts as a force field that protects him from projectiles, enemies, and other such baddies. At full charge, Plasma Wave's range is essentially infinite, and the projectile travels until it hits an enemy or wall. This makes it the furthest-hitting Copy Ability in the game, not counting single-use ones like Crash, or Magic in Kirby & The Amazing Mirror.
Kirby passively loses one charge per second if he has any built up. When any projectile is fired, all the built-up charges are expended. To gather charges without actually moving, Kirby can guard to fix his position, then press the directional buttons. However, this strategy does not work in Kirby Star Allies, as Kirby will dodge instead.
In Kirby Super Star, Kirby stores one charge per +Control Pad button pressed; Kirby Super Star registers simultaneous button presses as distinct, so up/left, down/right, etc. would count as two charges each. However, in Kirby Super Star Ultra, he stores one charge each time the player presses +Control Pad buttons. Thus, Kirby Super Star Ultra would count those simultaneous inputs as 1 charge each, halving the effective speed in which Plasma can be charged. This has a significant effect on Plasma's power in both games; in Kirby Super Star, it is considered very desirable to have against bosses, while in Kirby Super Star Ultra, it is used more often on the field.
Plasma does not exhibit passive charge loss nor give the Plasma Shield at full charge in Kirby Air Ride, and Kirby cannot charge the Air Ride Machine without firing the full charge built up on the gauge, since both actions share the same button.
Plasma's attacks were merged into the Spark ability in Kirby's Return to Dream Land; Spark now possesses several of Plasma's attacks, including the arrow, the laser, the wave, and the barrier.
Despite this form of Spark appearing in both Kirby: Triple Deluxe and Kirby: Planet Robobot, Plasma makes a reappearance in Kirby Star Allies, effectively replacing Spark. The former also has some additional moves. It uses the hat seen in Kirby Air Ride, but doesn't turn Kirby green. Plugg appears as its friend, rather than Plasma Wisp. If the player makes rapid inputs on both the analog stick/+Control Pad and the controller's motion sensor at the same time, Plasma can charge its strongest attacks extraordinarily fast in this game. Alternatively, players can move freely while charging with just the motion sensor.
The name of the ability, Plasma, is derived from the real-life state of matter with the same name, usually an ionized gas with unique properties. Strong electrical charges are often associated with it.
All built-up charges are expended when any projectiles are fired.
|Plasma Needle||0-2 charges + B/Y||Kirby fires off one weak electric needle which travels about as far as Beam's range. It does little damage, but can be used in rapid succession. Great for picking off enemies at short-range.||N/A||Electricity|
|Plasma Arrow||3-6 charges + B/Y||Kirby fires off one arrow-shaped electric charge with double the range of Plasma Needle and slightly more damage.||N/A||Electricity|
|Plasma Spark||7-9 charges + B/Y||Kirby discharges a small spark that flies ahead. Heavy damage, but slow-moving and has shorter range than Plasma Arrow.||N/A||Electricity|
|Plasma Laser||10-15 charges + B/Y||Kirby fires off a large, powerful arrow. Slightly more damage than Plasma Spark and projectile travels full screen width.||Electricity|
|Plasma Wave||Full charge (16+ charges) + B/Y||Kirby fires his Plasma Barrier. Projectile is fast and large, travels past screen border, and deals heavy damage. Kirby also emits a small discharge behind him.||Electricity|
|Plasma Barrier||Full charge (16+ charges)||Kirby creates a protective electric shield which repulses regular enemies and destroys incoming projectiles.||Electricity|
|Plasma Spray||B (No charge)||Kirby fires a small flurry of Plasma Bolts off in front of him.||Electricity|
|B (Slight charge)||Kirby fires two rounds of small Plasma Bolts in rapid succession.||Electricity|
|B (Medium charge)||This fires off three strong comets which travel across the ground.||Electricity|
|↑/↓/←/→ + L/R During Plasma Barrier||The player immediately moves a short distance in the direction that they move the control stick. Removes charge with each use.||Electricity|
|↑ + B/Y||Fires a plasma needle upwards.||Electricity|
|↑ + B/Y with slight charge||Fires 2 plasma arrows upward in a V shape.||Electricity|
|↑ + B/Y with medium charge||Fires 2 circular plasma shots upwards in a V shape. After travelling a certain distance, they linger in place for a brief period before dissipating.||Electricity|
|↑ + B/Y at maximum charge||Fires a single large plasma bolt upward that explodes upon travelling a certain distance.||Electricity|
|Plasma Wave||40 (front blast, back discharge)||40 (front blast), 16 (back discharge)|
|Zap Splasher||Water||When Kirby/Plugg uses any plasma attacks on Kirby/Driblee, they'll form a water pillar that shoots exploding electric bolts in a wide range.||Electric|
|Thundersplash||Water||When Kirby/Driblee uses any water attacks on Kirby/Plugg, they'll form a plasma barrier that shoots electricity-infused puddles of water in a wide range.||Electric|
In the Super Smash Bros. series
|Shock your enemies by firing sparks! Move the +Control Pad to store energy and really electrocute those enemies.|
|Tap the +Control Pad to make and store an electric charge! Plasma Shots go through walls.|
|The supercharged Plasma Ability returns! Waggle the control stick to build up energy, then fire it off. You can even shoot upwards! You can also zap your friends' weapons with a mighty jolt to grant them extra shocking powers!|
|“||Kirby when he inhales Plasma Wisps, which glow with a neon green flame. Plasma Kirby can charge the plasma strength up to a maximum level of 5 by furiously pressing buttons. In Kirby Super Star, your attack - be it a Plasma Laser or a Plasma Wave - varies with the length of time you charge it.”|
|— Trophy description • Super Smash Bros. Brawl|
|“||What does the aurora borealis have in common with lightning? Plasma! And what does Plasma Kirby have in common with them? Hrm. Maybe that was too easy... Anyway, Plasma Kirby can build up plasma using the +Control Pad and fire it with the B button. You can look up more about plasma if you want, but firing plasma is what's important here.”|
|— Trophy description • Super Smash Bros. for Nintendo 3DS|
|“||Charge up electricity for a powerful attack!”|
|— Kirby Battle Royale - Kirby's 25th Anniversary Copy Ability Poll|
- As Plasma was originally a palette swap of Fire and Ice, it is usually taken after the latter's common appearance, with glowing, static crystals forming out of its hat. However, it was still a palette swap of Fire rather than Ice in Kirby Super Star Ultra, turning the crystallized electricity into flowing sparks of electric flame. This makes it nearly indistinguishable from the original ability cap of Spark, with the only difference being a modified, golden zig-zag band and triangular light-green gem based on the one Kirby had from Kirby Air Ride. In addition, the remake recolored Kirby's skin green, whereas he was a pale-ish pink in the original version (a similar color was redistributed to Mirror).
- Plasma is one of two abilities in Kirby Air Ride to not appear in Kirby: Right Back at Ya!, the other being Freeze.
- In the 25th Anniversary Poll that ran on the Official Kirby Website, Plasma was unveiled on November 6, 2017 to have been the fifth place winner.
- In Kirby Super Star, the Plasma ability turns Kirby pale pink in-game, but green in offical artwork. This was fixed in the game's remake, where he is green in both.
Sprites and Models
Other Ability Icons
- ↑ https://twitter.com/NintendoAmerica/status/927604010181328896 Nintendo of America Twitter