Kirby Air Ride Fun Fact: Did you know that Kirby Air Ride was made by the same people that made Super Smash Bros.?
Air Ride
1. Hold down A as you hit a turn, then release once you've finished the curve to get a speed boost.
2. Press A when you are over a green panel to get a speed boost.
3. Attack your rivals and enemies to get speed boosts.
4. USE THE COPY ABILITIES!
Top Ride
1. Use spin attacks on rivals.
2. Use the power-ups avalible to you to slow down rivals.
3. Look for shortcuts (i.e. rails, jump panels, switches, etc.)
4. USE BOOST ON TURNS!!!
City Trial
1. Attack rivals to take their power-ups.
2. Hit the Star Pole every game.
3. Know the strengths and weaknesses of each machine.
4. Pay attention to the events and Stadium Predictions.
5. If you want to knock out powerups from your foes easier, there is a copy ability wheel in one of the buildings!
Machines
Compact Star: A well rounded machine with good turn and charge stats. It's Top Speed is low, however, and its Glide is not the best.
Warpstar: Another well rounded machine. Although its turn is not as good as the Compact Star's, its faster and has better Glide and HP stats. Swap your Compact Star for this if you can.
Flight Warpstar: I've only seen this machine in Free Run mode. However, it has no glaring weaknesses. It combines the speed and HP of the Warpstar with the extrordinary Glide ability of the Winged Star to make one of the best machines around.
Wagon Star: This machine is faster than the Warpstar. However, it has two major weaknesses: 1. It cannot boost, and 2. It can jump in the air, but can't glide. This is not the best machine in the world, although it is pretty good for drag races.
Shadow Star: This machine is the 'Evil Star' of Kirby Air Ride. It's greatest stat by far is Offence, although its Glide is a close second. Boost into rivals to do a nice amount of damage.
Swerve Star: The Swerve Star has only two speeds: Top Speed and Stop. You cannot turn unless you are in the air or if you are charging. However, you can change direction pretty fast, making is a good choice for battles. Its high speed makes it useful for drag races and straightaways.
Slick Star: Alright, who came up with this one? The Slick Star does not stop when you hold down A. Instead, it slides like on ice. It's extremely dificult to control, unless you're a master. Its speed is decent, though.
Wheelie Bike: This machine is fast, and has decent offence. Its glaring weakness is the fact it cannot glide, only jump.
Wheelie Scooter: This machine is slightly slower than the Bike, but has the best turn stat of all. Try testing its turn abilities by using the pathways between the buildings. This machine can only jump as well, but jumps higher.
Formula Star: This machine may seem slow at first, but keep it going for a few seconds and you will be amazed! This machine has the best Top Speed out side of legendary machines, and is the machine for drag races. Keep it away from anything that has Glide in it's name. You'll also want to forget about large turns with this.
Turbo Star: This machine is FAST, but has a low charge stat. Its turn is not that good, but better than the Formula Star's.
Rex Wheelie: Known by me as 'Big Daddy Wheelie', Rex has the best Offence stat outside of legendary machines, and is practally unstoppable when going at Top Speed. However, its difficult for you to stop it too.
Winged Star: Ah, the Winged Star. This thing is slow, but speeds up in the air. It's best stat by far is its awesome glide stat. Keep it in the air as long as you can, its speeds up in the air.
Jet Star: Although this baby is slow on the ground, get it in the air and it will take off with super speed boosts! Its glide is weak, however, so I recommend boosting its Glide Stat.
Rocket Star: It may be slow, but charge up its Boost to full power and ZZZZZZZZZZZOOOOOOOOOOOOMMMMMMMMMMMMMMMM!!!!!!!!!!!!!!! This machine is great for races with lots of big turns.
Legendary Machines
Dragoon: I have one word to say about the Dragoon: GLLLLLLLLLIIIIIIIIIIIIIDDDDDDDDEEEEEEEEEEE!!!!!!!!!!!!!!!!!!!!!!!!
Hydra: One word for this two: AAAAATTTTTTTTTTTAAAAAAAAAAAAACCCCCKKKKKKKKKKKKKKKKKK!!!!!!!!!!!!!!!!!
The King and The Knight
King DeDeDe: Great attack, but if he gets killed he won't come back.
Meta Knight: Same strengths and weaknesses as King DeDeDe, but has a better glide stat.
Try mixing these abilities!
1. Bomb + Ice = Ice Bomb (You need the Bomb Scroll for this.)
2. Fire + Sword = Fire Sword (You need the Sword Scroll for this.)
3. Bomb + Spark = Thunder Bomb (You need the Bomb Scroll for this.)
4. Ice + Sword = Ice Sword (You need the Sword Scroll for this.)
Other Special Abilities:
Ghost: To get this ability, you need to find all the pieces of the Ghost Medal. Once you have, a special miniboss called Ghost Kirby will appear in some areas of stages. You can also find this ability in the secret ability room once you have the Ghost Medal. This ability will also appear in the ability room in the Boss Endurence game. Ghost Kirby can take control of enemies by pressing B. Each enemy has different abilities. The enemy acts as a sheild since Kirby cannot take damage while possesing stuff. Enemies have small health meters though, and Kirby will be vundrable to attacks if the enemy he was possessing is defeated. Keep in mind that Kirby cannot possess enemies like Gordos (The spiky balls) or the cannons. He also cannot possess bosses or minibosses.
Triple Star: This ability you automatically get to fight the final boss (The Dark Star). It's similar to the Star Rod, but the stars have shorter range and you have three that circle around you, which slightly damages enemys if they touch them. In the secret ability room, keep going pass the exit to find this ability on some sort of shrine. Note you can't put this ability in a bubble.
Fire/Ice Tornado: This ability is only temporary and you lose it when Kirby returns to normal. Get this ability by touching lava or ice while spinning in tornado form.
Ice/Fire Wheel: Same thing as tornado, except with the wheel ability. It wears off when you leave the lava/ice.
Basically this is a guide for using Kirby in Brawl. In a nutshell.
Kirby's Strengths and Weaknesses
| Advantages | Disadvantages |
| One of the best recovery stats in game | light and can be knocked away easily |
| can copy other foes' abilities (B attack) or spit them out at foes | Low priority |
| great spike moves and airial moves | short range |
Among others...
Tactics
Kirby is great for hit and run tatics. He is also great on stages like Rainbow Cruise, Big Blue, etc. as well as stages with pits to spike people into.
His copy ability is great since, when playing in a three or four player match, you can change abilities to match your situation. For example, say you are facing Samus, Ike, and Snake. First you get Samus's Charge Beam and use the projetile weapon to hit foes from afar. Then, you end up in a close combat situation so you get rid of Charge Beam (by taunting) and copy Ike's Sword Plant thing. You use it on the foes. Then, all of your foes are in one spot. You take Snake's gernade and BOOM!
Spiking
Kirby is one of the best spikers in the game. Say you knock away a foe. Then you float over him and use your A+down midair attack (Drill Kick). The foe gets sent flying downwards. As a general rule, never chase a foe past two jumps- many characters will have trouble recovering from that range anyway, and Kirby is easily knocked out of his jumps.
Recovery
Kirby has the best recovery in the game, rivaled only by Meta Knight. Why? Kirby has five jumps, then the Final Cutter move (B+Up), which gains massive height. The only problem is that it is easy to knock Kirby out of his jumps. Also, Kirby is very easy to knock away, being very light. Therefore, try to use your dodges and sheild during battle to help avoid damage. You may also want to use Stone, which temporarly leaves Kirby near-invincible, though you can grab him out of it. A tatic I've seen a friend use is to Stone down, and usually the foe beneath rolls out of the way. So, Kirby then comes out of Stone in midair and then uses Final Cutter. This often ends with the foe getting hit by either Final Cutter or by the Shockwave.
Items
Items are very important to Kirby. Projectile weapons like the Ray Gun and the Super Scope help Kirby 'snipe' foes with some measure of safety. Healing items help alot since Kirby is sent flying at low damage levels. The Metal Box and Super Mushroom are extremely useful because they make it harder to KO Kirby. The Franklin Badge reflects projectiles keeping Kirby's jumps safe, and weapons like the Beam Sword help Kirby's short reach.