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KIRBY SUPERSTAR - Damage FAQ vFinal
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(c) January 18, 2007 Quasar84 (
[email protected])
Introduction: I often thought about the RPG Battle in Kirby Super Star.
At first, it was comical, but as time went on it became less and less
funny, and more and more intriguing. Here, the designers had given
people the opportunity to discover many of the numeric components of
the game. Determined to unlock the damage of every move, I began
experimenting.
Thanks to everyone who wrote me with corrections and updates. I am no
longer updating this FAQ. I don't have the time I used to, and while
I'm a firm believer in MAKING time for things, I no longer have the
passion to make time for this. I also want to apologize to anyone
who e-mailed my yahoo account. It got deleted and I no longer have
your names and cannot properly credit you. Thanks for your support,
and sorry again.
Lastly, thanks to Floogal for doing some major revision to this
document and reminding me of its existence! Your work is much
appreciated. He's made a change to the majority of the powers
in some way, added a few new terms (chainable for moves that you
can repeat without entering the whole command again, and nonstun
for moves that don't provoke invinco-time on enemies or bosses),
added a few bosses I missed, and provided damage for a lot of the
previously labeled "instant kill" (mostly grab) moves.
With no further ado, welcome to the final version. Please don't
send me any more e-mail, but thanks for your time all the same. =)
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Version History
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vFinal - My last version of this FAQ.
Special thanks:
-Floogal, this version is mine in name only, really.
-Ryan Simon, who mentioned chainable attacks to me first, and
mentioned you can lift off by tapping y with break spin.
-Vic S, the first person to give me complete data on Mike.
-ForteGS, for supplying some HP values for Kirby and the helpers,
and mentioning the bomb move I forgot. He also included a
number of move clarifications and corrections which
I have noted where relevant. Among the changes:
-Changed the two air moves for Suplex to do 70DMG to
held enemy.
-Changed Wing and Parasol slightly
He also (like everyone ^^) wrote to tell me Mike's damage.
-Michael Smith, for ALSO pointing out Mike. And the Great Cave
Offensive technique using Mix that I think everyone but me figured
out. =)
v3.2 - Made the following changes:
-Included Crash in the abilities. I was bad about testing these
one shot powers.
-Fixed 'Capture Beam' under Beam Power (I didn't include what the
captured enemy could do as a projectile attack.)
-Fixed Bomb Power (Laying a bomb does 26 damage, not 16.)
-Made a few changes to the HP section
-Sort of added 'Mike.' This is my biggest failure at the moment.
-Thanks for the things in this update goes to:
Ryan Simons, who pointed out I missed Crash and Mike, contact
damage and reminded me to write about TAC Hand, and the 'puff'
normal Kirby shoots.
Justin, who also pointed out I missed Crash - it does 160
damage, actually, which is quite impressive.
Zerakheyel, who mentioned Marx's wide beam as breaking Mirror
Guard's defense. Indeed it does, though it's not the only
thing after all...
Kenneth E. Nagle, who also mentioned TAC Hand's brutal
effectivenes, and thus encouraged me to see if it did more
damage, among many other things he wrote about.
Dr. Putter, just for giving feedback. ^^
v3.1 - The "Paint" attack was pointed out to me. What an oversight!
Thanks to 'Pureshadow' for pointing this out to me.
v3.0 - Added the star shot for 2P wheelie rider (Thanks, A.Khorram!),
and more HP data.
v2.0 - Made some revisions, mostly in format, but also added damage
for Suplex moves, and HP for bosses in the Arena.
v1.0 - First Edition of this FAQ
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Glossary of terms used in this FAQ
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Multihit - The attack's area of effect and duration allow it to hit
multiple times.
Nonstun - Enemies, minibosses, and about half of the major bosses will
not have any invinciblity frames after being hit by this attack.
If the attack can be repeated quickly, or it is also Multihit,
then you can very quickly rack up damage.
Invincible - Kirby will not take damage while performing this attack.
Instant Kill - This attack doesn't affect most bosses, and instantly
kills enemies.
Non-Stop - This denotes projectile attacks which don't stop when they
hit an enemy.
Commital - Must follow through; An attack where you can't move until
the attack has finished execution. Many attacks are like
this, however, I've only tagged those for which the inability
to move can be significant. Ex: Rising Break.
Semi-Commital - Either you must finish this move, but can move around
while doing it, or you can't move, but can stop doing
this move when you want. Ex: Beam Machine Gun.
Non-Commital - The attack can be cancelled early by pressing B.
Chainable - For a mid-air dash attack, you can repeat the attack as much
as you want as long as you don't touch the ground or hit B.
For grounded dash attacks, you can repeat the attack as much
as you want without needing to dash between attacks.
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N O R M A L K I R B Y & H E L P E R S
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Normal Kirby has 56HP. Most contact damage TO Kirby does between
5 and 10 HP, usually between 6 and 8. Special attacks vary.
Unfortunately, the seemingly random damage of enemy attacks makes it
very hard to analyze them well, even with memory hacking, and I've given
up. Sorry to those who I promised a subsection on this subject.
ForteGS wrote in to tell me he found Kirby to have 70HP, and gave these
data:
Kirby: 70
(Helpers)
Rocky: 80
BioSpark: 38
Waddle Doo: 37
Burnin' Leo: 56
- ALL other partners have 48 HP.
- Kirby's max. HP doesn't change when he's using Abilities.
- An average enemy attack does 5-10 damage.
Inhale (Y) - Instant Death, press down to copy power. Does not affect
bosses.
Can be used on minibosses generally after they're defeated.
Star Shot (Y after Inhale) - 52DMG, will ricochet if grazes enemy (keeps
same damage)
Multi-Star Shot (Y after Inhale 2+ objects) - 60DMG, Non-Stop
Puff of Air (Press B twice, not in water) - 10 DMG
Slide (Down + B) - 13 DMG
Headbutt (jump up or fall from high) - 16 DMG
Contact (Run into something ^^) - 2 DMG. When you contact something, you
suffer damage and the enemy suffers 2
damage. If you guard, your damage will
be greatly reduced in most cases, and
the enemy will still suffer damage. It
is possible, though slow, to kill most
bosses through guarding (indeed, it was
necessary to do this to test Crash.)
Bosses are immune to contact damage,
but not if Kirby is guarding.
Guard (L or R) - Reduces amount of damage taken. Kirby may still be
knocked back however. Also, attacks that grab Kirby,
such as the hand in the Combo Cannon, or Buggzy, or
the common enemy Biospark can all break through Guard.
Mirror Kirby changes Guard to 'Reflect Guard', which
bounces back most enemy projectiles for high damage.
Reflect guard does NOT increase contact damage and I
do not believe it reduces damage any more than regular
guard (though it does reflect many attacks entirely
that regular guard would not.) Some attacks still
damage even when guarding, such as the Sword Knight's
attack, and Marx's Hyper Breath (or whatever it is.)
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P O W E R S
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******* Beam *******
Beam Whip (Y) - 5 DMG per hit, Multihit, Commital, Nonstun
Cycle Beam (Dash+Y) - 14 DMG per hit, Multihit, Chainable
Beam Machine Gun (Dash+Y in Air) - 5 DMG per hit, Multihit, Semi-Commital,
Chainable, Nonstun
Capture Beam (Forward+Y) (Grabs Enemy) - Invincible, Commital, 44DMG to
held; enemies released
by this attack deal 60 damage as
a short range Non-Stop attack.
Wave Beam (Hold Y) - 26 DMG, Non-Stop
******* Bomb *******
Author's comment:
No matter how you generate/toss the bombs, it only matters whether
the bomb hits the enemy directly or not. If it hits directly, it
does 16DMG but is a "nonstun" attack. If using the (Y near enemy)
move or the bomb goes off in Kirby's hands, it does 26DMG.
Throw a Bomb (Y) - See above
Drop a Bomb (Down + Y) - See above
Straight Throw (Dash+Y) - See above
Set a Bomb (Y near enemy) - See above
******* Cook *******
Instant Death to normal enemies. Does not affect bosses.
******* Copy *******
Analyze Beam (Y) - 18 DMG
TAC Hand (Y, Helper Only) - 18 DMG - Yes, it does the same amount of damage.
The power of TAC hand does not lie in how much damage it does per
hit, but in how very fast it can deal them, and in its
multi-hitting characteristic.
******* Crash *******
Crashing Ability, "Crash Fire Ball" (Y) - 160 DMG, one use only
******* Cutter *******
Cutter Boomerang (Y) - 10 DMG
Cutter Dash (Dash + Y) - 18 DMG, Commital, Invincible
Cutter Drop (Hold Y, In Air) - 15 DMG
High-Speed Cutter Drop (Down+Y, In Air) - 22 DMG, Commital
Non-Stop Cut (Y, near enemy) 40 DMG Total*
Step 1: 4 DMG, Nonstun
Step 2: 4 DMG, Nonstun
Step 3: 32 DMG, Non-Stop, Invincible
*Appears to do more on normal enemies?
******* Fighter *******
Vulcan Jab (Y, Weak) - 5DMG per hit, multihit, Nonstun
Smash Punch (Y, Strong) - 22DMG
Leg Sweep (Dash + Y, Weak) - 6DMG, multihit, Nonstun
Spin Kick (Dash + Y, Strong) - 18DMG at end of attack, 20DMG otherwise,
Invincible
Down Kick (Y, In Air, Weak) - 18DMG, bounces you off the enemy
Double Kick (Y, In Air, Strong) - 22DMG
Hold Leg (Hold Y after an 'Air' move) - 18 DMG per hit, Multihit
Rising Break (Up + Y) - 2DMG per hit, 34DMG at very end, Multihits*,
Invincible, Nonstun, Commital
Grab Enemy (Near Enemy) - N/A
Arm Throw (Grab + Y) - 50DMG to held, 70DMG to others, Invincible
Tomoe Throw (Grab + Back + Y) - 50DMG to held, 80DMG to others, Invincible
*At certain points in attack, it seems to do much more damage.
I have been unable to consistently verify this, however. ForteGS writes
that it does 68 at the very end, but was testing on normal enemies.
******* Fire *******
Author's comment: I'm mostly sure on this one, but I've
experienced some variance in the damage of
the Burning Attack...
Blow Fire (Y) - 5DMG, Multihit, Commital, Nonstun
FireBall (Hold Y + Back) - 40DMG, Multihit!, Semi-Commital
Burning Attack (Dash + Y) - 14DMG, 12DMG for second hit, Commital,
Invincible
Mid-air Burning Attack (Dash+Y in air) - 16DMG, 14DMG for second hit,
Commital, Invincible, Chainable only if you keep hitting a wall.
Fireball Spin (B + Y) - 16DMG, can Multihit
Fireball Roll (Fireball Spin right before landing) - 18DMG, can Multihit,
Commital
******* Hammer *******
Hammer Nail (Y) - Hammer Portion - 30DMG
Stars 'shot out' by Hammer - 12DMG
Hammer Swing (Dash + Y) - Appears to vary inately, and vary if you're
moving 'forward', staying 'still', or moving
'backward' (all relative to how you were
facing/moving when you started the move.)
Does between 26 and 16 per hit, and
multihits..., invincible*
Giant Swing (Y, In Air) - 14DMG, multihits
Ultragiant Swing (Dash + Y, In Air) - 14DMG, multihits more often than
the normal Giant Swing
Hammer Throw (Dash + A) - 80 DMG, Non-Stop! (Causes you to lose power)
Hammer Flip (Up + Y) - 80 DMG, 16DMG if hits from behind/underneath
while charging, flames do 4 DMG, multihit
*According to ForteGS:
Hammer Swing: a very complex move, I'll explain on a normal enemy and
on a boss. Normal enemy: there are two ways the attack can hit, if the
first hit of the hammer is a direct hit, the enemy is sent flying with
26 damage (no other hits connect then, usually), but if the first hit
misses, or is not a "direct hit", all hits do 16 damage (and you might
end up doing some serious touching damage if the enemy is still standing
and Kirby won't be hurt if the enemy dies by that damage, but all normal
enemies die after that)
******* Ice *******
Freezer Breath (Y) - 8 to 10DMG depending on range, multhit, Commital,
Nonstun
Feezer Blizzard (Dash + Y) - 20DMG, multihit, Non-Commital
Freezer Suction (Forward + Y, Near Enemy) - 54DMG to eaten enemy, briefly
invincible*
Freezer Ejection ('Y' after Freezer Suction) - 70DMG, non-stop
Freezer Sprinkle (Y, In Air) - 18DMG, multihits
Fast Freezer Sprinkle (Dash+Y, In Air) - 14DMG, multihits
Frozen Enemy - 38DMG, non-stop only if Kirby kicked it beforehand
*As ForteGS notes, the enemy is still "alive" inside Kirby and the
damage is not applied until Freezer Ejection.
******* Jet *******
Store Power (Y) - 6DMG to anything in the flame
Jet Kick (Release Y) - 14DMG (no power), 22DMG (some power), invincible,
Commital
6DMG to anything in the flame
Jet Heading (Release Y, In Air) - 14DMG (no power), 22DMG (some power),
30DMG (max power), invincible, Commital
6DMG to anything in the flame
Quick Heading (Dash+Y, In Air) - 22DMG (no/some power), 30DMG (max power),
invincible, commital, chainable
6DMG to anything in the flame
Jet Dash (Release Y, Max Power) - 30DMG, invincible, semi-commitable
6DMG to anything in the flame
Jet Cracker (Jet Dash + Y) - 45DMG, invincible
Ultra-jet Jump (Max Power, B in air) - 26DMG (only from explosion),
invincible
Jet Blow (Y near enemy) - instant-death to held, 60DMG to others, non-stop,
invincible
Diving Rocket (Y near enemy, max power) - 80DMG to held, 80DMG to others,
non-stop, invincible
******* Mike *******
Loudspeaker (Y) - 40 damage to all enemies
Desk Stand (Y) - 60 damage to all enemies
Mike Stand (Y) - 80 damage to all enemies
******* Mirror *******
Mirror Cut (Y) - 22DMG
Reflect Force (Hold Y) - 12DMG, multihit, provides a partial shield
Mirror Body (Dash + Y) - 16DMG on 'break apart' hit, 22DMG on 'return'
hit, commital, chainable
Reflect Guard (R or L) - 1DMG per hit. It reflects most enemy
projectiles.
Reflected things using Reflect Force or Reflect Guard: 40 DMG, non-stop,
multihit
******* Ninja *******
Knife Throw (tap Y) - 5DMG, nonstun
Quado-Shock attack (Hold Y) - Slash 22DMG,
Succesive Shots (Near Enemy) - 24DMG
Dash Attack (Dash + Y) - 30DMG at very end of attack, otherwise 6DMG
Ninja Kick (Down + Y) - 14DMG, rebounds you away from enemy, non-commital
Hide Defense (Y when hurt) - 26DMG, temporarily invincibile
Air Drop (Y near enemy) - 50DMG to held enemy, 60 DMG to others, invincible,
non-stop
******* Paint *******
Paint (Y) - 70 DMG, hits all
******* Parasol *******
Author's comment: An interesting power, it's worth noting that just
walking the parasol into something (or having
something walk into the parasol) will deal it
6 DMG per hit.
Parasol Swing (Y) - parasol: 18DMG (far), 16DMG (close)
sparkles: 10DMG (graze), 12DMG (otherwise)
Parasol Shield (Hold Y) - 8DMG per hit, multihit, can absorb projectiles.
Parasol Drill (Dash + Y) - 4, 8, 10, or 18DMG, depending on how fast and how
direct. Can multihit.
Parasol Dive (Down + Y) - 28DMG (close), 14DMG (graze), non-commital
Parasol Roll (Y near enemy) - instant-death to held, 60 DMG to others,
invincible
******* Plasma *******
Plasma Needle (No Power) - 5DMG, nonstun
Plasma Arrow (Slight Power) - 10DMG
Plasma Spark (Medium Power) - 30DMG
Plasma Laser (High Power) - 32DMG, Non-Stop
Plasma Wave Cannon (Full Power) - 40DMG, Non-Stop, hits behind too
-At this power level, Kirby is surrounded by a sphere of energy
that deals 6 DMG on contact and provides superior protection
compared to basic guarding.
******* Stone *******
Stone (Y) - Become invincible
Turbo Stone (Dash + Y) - 26DMG, become invincible
Stone Smash (Y, In Air) - 55DMG, become invincible
Stars do 16DMG.
******* Suplex *******
Pin Point Kick (Down and Y, In Air) - 16 DMG, Semi-Commital
Quick Stamping (Y twice near enemy) - 50 DMG to held, 70 DMG to others
--- All the 'after lifting' moves are
commital attacks, and turn what's being held into a non-stop
multihitting projectile. You are invincible while performing
all of them, until the point where you 'let go' of the enemy. ---
Body Breaker (Up after Lifting) - 50 DMG to held, 70 DMG to others
Body Slam (Down after Lifting) - 50 DMG to held, 70 DMG to others
Pile Driver (Forward after Lifting) - 50 DMG to held, 60 DMG to others
German Suplex (Back after Lifting) - 50 DMG to held, 60 DMG to others
Lariat (Y after Lifting) - 50 DMG to held,
60 DMG on forward part, throws enemy
backward for 70 DMG
Jumping Body Slam (B after Lifting) - 50 DMG to held, 60 DMG to others
Air Body Slam (Up, Left, or Right after Lifting In Air) = 70 DMG to held, 60
DMG to others
Air Body Down Slam (Down after Lifting In Air) = 70 DMG to held, 90 DMG to
others
******* Sword *******
Chop (Y) - 18DMG
Beam (Y, at a distance, when health is full) - 16DMG
Multi-Sword Attack (Y repeatedly) - 6DMG per hit, multihit, commital,
nonstun
Sword Stab (Dash + Y) - 12DMG
(Hold Y after Sword Stab) - Sword stays and deals another 12DMG
Mid-air Chop (Y in air) - 22DMG, bounce off enemy
- 16DMG (hold), don't bounce, multihit
Down Air Stab (Down + Y, In Air) - 24 DMG
18 DMG (hold)
Unnamed Swing (Dash + Y, In Air) - 12 DMG per hit, multihit
******* Wheel *******
Wheel Dash (Y) - 12/14/16/18DMG per hit, multihit, semi-commital, invincible
for maximum speed, turn against wall/edge of screen
to "push" off of it
while doing windup, 10 DMG, multihit, nonstun, invincible
Parking Wheel (Hold B as hit wall/screen) - 10 DMG, multihit, nonstun,
invincible
Star Shot (1P, Y) - 52DMG per hit, non-stop, short range attack
******* Wheely Rider *******
Author's Comment: Not really a 'power', but since it has a unique damage
value, why not include it? I'm almost sure it's right.
Wheel Dash (Y) - 16DMG per hit, multihit, semi-commital, invincible
while doing windup, 10 DMG, multihit, nonstun, invincible
Wheelie Rider Shot (Y, 1P controller, and (optional) directional button.) -
52DMG per hit
******* Wing *******
Author's Comment: Because the toss moves are instantly executed, it's
nearly impossible to figure out how much damage they
do with any reliability...
Wing Flap (B in air) - 4DMG, nonstun
Feather Gun (Y) - 6DMG per feather, nonstun
Condor Heading (Dash + Y) - 10DMG per hit, commital, multihit, chainable,
invincible
- 12DMG at very beginning of move
Bomber Heading (Down + Y) - Body does 18DMG on hit, invincible, non-commital
Ground Sparks do 26DMG
Toss (Forward and Y, near enemy) - No damage to tossed enemy, commital,
invincible
8 DMG to those that touch Kirby
Shuttle Loop (Y, After Toss) - 16 DMG per hit, multihit, invincible, commital,
hits around 4 times.
******* Yo-Yo *******
Yo-Yo Throw (Y) - 16DMG, non-stop, commital
Up Throw Attack (Up + Y) - 18DMG, non-stop, commital
Down Throw Attack (Down + Y) - 18DMG, non-stop, commital
Air Spin (Down, Up + Y) - 26DMG on the up motion, 6DMG on the down motion,
commital, multihit, invincible
Break Spin (Dash + Y) - 10DMG, semi-commital, multihit, invincible, tap Y to
gain height and extend move
Mid-Air Break Spin (Dash + Y) - 12DMG, semi-commital, multihit, invincible
Hammer Drop (Y near enemy) - 50DMG to held, 60 DMG to others, invincible
---------------------------------
H P O F T H E B A D G U Y S
---------------------------------
Author's Note: The HP of bosses seems to vary depending on wether
or not you began the battle with a helper. There's an increase
of roughly 25% of their base HP, which is what's listed here.
(The actual figure I calculated in the RPG Battle is 22.7%, for
what it's worth.)
Enemies: Generally 5 to 20 HP. Notable exceptions are those tough
bearlike striped enemies - 55 HP.
Bonkers 160
Buggzy 160****
Butterfingers 130
Chameleo Arm 210
Combo Cannon 190
Cook Kawasaki 100
ComputerVirus
Slime 64
Witch 1 80
Witch 2 100
Dancing Doll 100
Evil Knight 180
Red Dragon 250
DynaBlade 230
Fatty Whale 230
Frosty 110
Halberd's Reactor 2000(!)*
Cannon 600
Heart of Nova 3240(!!)*
Heavy Lobster 275
King DeDeDe 220
Kracko 170
Kracko Jr. 120
LaLaLa 100
LoLoLo 100
Marx 350
MetaKnight 270
Poppy Bros. Sr. 80
Smasher 140
Twin Woods 256 (128 each)
Waddle Dee 200
Wham Bam Rock 225
Whispy Woods 190
* = These values were reported from ForteGS's hacking. I have not
independently verified them, but they seem plausible.
He also mentioned the Reflect Laser in the Halberd Reactor
fight does 600 DMG to the Reactor and 32DMG to the cannon.
He ALSO writes:
"Heart of Nova: The Heart of Nova has 3240 HP altogether, you do
58 damage with your ship (the diagonal attacks do 58 normally
and the direct stars attack does 58 damage within 2 hits.)
The HP of the cannons you attack as you see them (after the
first six, you should go backwards):
440, 320, 560, 160, 440, 320, 440 and 560"
(For a grand total of 3240)
**** = It took 90 damage with Fire Kirby to down him, 160
with Yo-Yo, and a whopping 400 with Ninja. However, I did
not have this experience with other bosses.