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Plasma

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Copy Ability
Plasma
Kirby Super Star Ultra artwork
Plasma
Name (JP) プラズマ (Purazuma)
In Games
KSSLogo
KAR logo
KSSU logo

Super Smash Bros. Brawl (Trophy)
TypeElemental
AppearancePlatinum crown with a greenish blue gem at the crest with large plumes of yellow-green plasma. Kirby turns pale in Kirby Super Star and green in its remake.
PropertiesElectric
Other PowersNone
Ability IconPlasma icon
Regular enemiesPlasma Wisp
Mid-bossesNone
BossesNone
HelperPlasma Wisp
Tap the +Control Pad to make and store an electric charge! Plasma Shots go through walls.
— Plasma's Flavor Text • Kirby Super Star Ultra

Plasma is one of Kirby's Copy abilities, first seen in Kirby Super Star.

General Information

Plasma is somewhat similar to Spark in the sense that the two abilities focus on green electricity/plasma. The differences between the two is similar to the Freeze and Ice abilities, in that one is stationary and the other is more projectile-based. Plasma would be the latter. As of Kirby: Squeak Squad, however, the Spark ability has shown elements of Plasma, such as rotating the D-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 D-pad is pressed. As more power builds, 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.

In Kirby Super Star and Kirby Super Star Ultra, Kirby stores one charge per direction-pad button press, and 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, have Kirby guard to fix his position, then press the directional buttons.

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.

The name, Plasma, is be 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.

Move Set

All built-up charges are expended when any projectiles are fired.

Move Controls Description Element Damage
Plasma Needle No Charge + 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.
KSSLogo
KSSU logo
0-2 charges
Electricity 8
Plasma Arrow Low Charge + B/Y Kirby fires off one arrow-shaped electric charge with double the range of Plasma Needle and slightly more damage.
KSSLogo
KSSU logo
3-6 charges
Electricity 10
Plasma Spark Medium Charge + B/Y Kirby discharges a small spark that flies ahead. Heavy damage, but slow-moving and has shorter range than Plasma Arrow
KSSLogo
KSSU logo
7-9 charges
Electricity 30
Plasma Laser High Charge + B/Y Kirby fires off a large, powerful arrow. Slightly more damage than Plasma Spark and projectile travels full screen width.
KSSLogo
KSSU logo
10-15 charges
KAR logo
Has the same properties but can go through edges of walls and has slight homing ability.
Electricity 32
Plasma wave cannon/Plasma Wave Full charge + B/Y Kirby fires his Plasma Barrier. Projectile is fast and large, travels past screen border, and deals heavy damage.
KSSLogo
KSSU logo
16+ charges
Electricity 40 (front blast,) 16 (back discharge)
Plasma Barrier Full charge Kirby creates a protective electric shield which repulses regular enemies and destroys incoming projectiles. Each hit received depletes one charge until not enough remain for the shield to remain active. The shield activates automatically when Kirby reaches full charge, and leaves once he uses Plasma Wave. If Kirby moves too fast and touches an enemy or boss himself, he takes damage regardless.
KSSLogo
KSSU logo
16+ charges
Electricity 6
KAR logo
Plasma Spray
B (No charge) Kirby fires a small flurry of Plasma Bolts off in front of him. Electricity -
KAR logo
Plasma Zap
B (Slight charge) Kirby fires two rounds of small Plasma Bolts in rapid succession. Electricity -
KAR logo
Plasma Comets
B (Medium charge) This fires off three strong comets which travel across the ground. Electricity -

Other

Plasma appears as a trophy in Super Smash Bros. Brawl.

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

Other Quotes

GameFlavor text
KSSLogo
Shock your enemies by firing sparks! Move the + Control Pad to store energy and really electrocute those enemies.
KSSU logo
Tap the +Control Pad to make and store an electric charge! Plasma Shots go through walls.

Trivia

  • 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 he 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).

Artwork

Gallery

Other Ability Icons

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