Kirby vs Young Link

Young Link Matchup (Kirby)

Kirby vs Young Link

Kirby vs Young Link is decided by whether Kirby can stop jumping into arrows and boomerang, then turn one clean low-profile entry into ledge and landing pressure.

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Matchup Summary (Win Condition and Game Plan)

This matchup gets worse when Kirby answers arrows, boomerang, and bombs with predictable high jumps, because that is exactly where Young Link’s nair, fair, and Up B coverage become easiest to land. Kirby needs to win the approach by staying low, walking, and using small aerial movement changes that make Young Link choose escape or anti-air before the real entry happens.
Young Link’s rotation is fast, but his ability to keep winning once Kirby is already in his face is more limited. Kirby should treat every opening as a chance to route into nair, grab, down tilt, then ledge or landing pressure, where Young Link’s light weight and defensive burden become much more visible.
The frame table shows Jab 3, Rapid Jab Finisher, ftilt, utilt, dash attack, every smash attack, neutral B, and Up B (1) are punishable with OOS Bair (9f) or Grab (10f). By contrast, nair, fair, bair, down tilt, and side B rarely give an immediate punish, so shielding more and more does not actually stop Young Link’s projectile cycle.
The win condition is to make the few successful entries count heavily. Kirby does better by slipping under once and extending advantage than by trying to jump through the zoning pattern every time.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldKirby OOS Candidate MovesBarely Missed Moves
Jab 14-10
  • OOS Bair (9f)
  • Grab (10f)
  • OOS Nair (+1)
  • OOS Uair (+1)
  • Up Smash (+2)
  • OOS Fair (+3)
Jab 26-7
  • None
  • OOS Bair (+2)
  • Grab (+3)
Jab 36-25
  • OOS Bair (9f)
  • Grab (10f)
  • OOS Nair (11f)
  • OOS Uair (11f)
  • Up Smash (12f)
  • OOS Fair (13f)
  • OOS Dair (21f)
  • Up B (23f)
Rapid Jab3/5/7
Rapid Jab Finisher4-37
  • OOS Bair (9f)
  • Grab (10f)
  • OOS Nair (11f)
  • OOS Uair (11f)
  • Up Smash (12f)
  • OOS Fair (13f)
  • OOS Dair (21f)
  • Up B (23f)
Forward Tilt10-12/-13
  • OOS Bair (9f)
  • Grab (10f)
  • OOS Nair (11f)
  • OOS Uair (11f)
  • Up Smash (12f)
  • OOS Fair (+1)
Up Tilt9-14
  • OOS Bair (9f)
  • Grab (10f)
  • OOS Nair (11f)
  • OOS Uair (11f)
  • Up Smash (12f)
  • OOS Fair (13f)
Down Tilt8-7/-8/-10
  • None
  • OOS Bair (+2)
  • Grab (+3)
Dash Attack8-16
  • OOS Bair (9f)
  • Grab (10f)
  • OOS Nair (11f)
  • OOS Uair (11f)
  • Up Smash (12f)
  • OOS Fair (13f)
Forward Smash (1)15-27
  • OOS Bair (9f)
  • Grab (10f)
  • OOS Nair (11f)
  • OOS Uair (11f)
  • Up Smash (12f)
  • OOS Fair (13f)
  • OOS Dair (21f)
  • Up B (23f)
Forward Smash (2)11-30
  • OOS Bair (9f)
  • Grab (10f)
  • OOS Nair (11f)
  • OOS Uair (11f)
  • Up Smash (12f)
  • OOS Fair (13f)
  • OOS Dair (21f)
  • Up B (23f)
Up Smash10/25/41-22
  • OOS Bair (9f)
  • Grab (10f)
  • OOS Nair (11f)
  • OOS Uair (11f)
  • Up Smash (12f)
  • OOS Fair (13f)
  • OOS Dair (21f)
  • Up B (+1)
Down Smash9/21-31/-33/-20/-21
  • OOS Bair (9f)
  • Grab (10f)
  • OOS Nair (11f)
  • OOS Uair (11f)
  • Up Smash (12f)
  • OOS Fair (13f)
  • OOS Dair (+1)
  • Up B (+3)
Neutral Air4-2/-3
  • None
Forward Air14/24-3/-2
  • None
Back Air6/18-3/-3
  • None
Up Air5-9
  • OOS Bair (9f)
  • Grab (+1)
  • OOS Nair (+2)
  • OOS Uair (+2)
  • Up Smash (+3)
Down Air13Bounce: ** | Fast Fall: -11/-12
  • OOS Bair (9f)
  • Grab (10f)
  • OOS Nair (11f)
  • OOS Uair (11f)
  • Up Smash (+1)
  • OOS Fair (+2)
Z Air9-3
  • None
Neutral B14—47-16 to -10
  • OOS Bair (9f)
  • Grab (10f)
  • OOS Nair (+1)
  • OOS Uair (+1)
  • Up Smash (+2)
  • OOS Fair (+3)
Side B27-8 to -4
  • None
Up B (1)9…-17
  • OOS Bair (9f)
  • Grab (10f)
  • OOS Nair (11f)
  • OOS Uair (11f)
  • Up Smash (12f)
  • OOS Fair (13f)
Up B (2)8/12/16/19/22/26/31/39/47
Down B17
Grab12
Dash Grab14
Pivot Grab15

Win Condition Checklist

  • Do not rely on full-hop approaches over arrows and boomerang. Use low profile movement, walk, and slight aerial drift to change the projectile height first.
  • After blocking Jab 3, Rapid Jab Finisher, ftilt, utilt, dash attack, any smash attack, neutral B, or Up B (1), punish with OOS Bair (9f) or Grab (10f) so each successful entry matters.
  • Do not force immediate shield punishes on nair, fair, bair, down tilt, or side B. Cover the landing and retreat with nair, uair, or down tilt and win the second touch.
  • Once Young Link is cornered, cover ledge jump, ledge drop, and landing with bair and Up Smash instead of drifting too far offstage.
  • Build the stock through repeated ledge and landing pressure rather than fishing for a raw center-stage kill read.

Actions to Avoid

  • Turning the whole approach into a series of big jumps directly into Young Link’s anti-air lanes.
  • Cashing out too early after the first hit and letting Young Link escape before the corner is secured.
  • Whiffing after every blocked nair or fair and giving Young Link another full projectile reset.
  • Overcommitting offstage and surrendering the stage position that Kirby worked to earn.

Reference Links

Related Pages