Kirby Fighters 2/Ninja: Difference between revisions

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Ninja's Kunai is an extremely powerful projectile, not for how much damage it does, but for how fast and safe it is to use, as well as the fact that it destroys other projectiles that are much slower, meaning Ninja wins the interaction. Notable examples include Bomb, Magolor and Water.
Ninja's Kunai is an extremely powerful projectile, not for how much damage it does, but for how fast and safe it is to use, as well as the fact that it destroys other projectiles that are much slower, meaning Ninja wins the interaction. Notable examples include Bomb, Magolor and Water.


Ninja's Kunai is also a great pressure tool vs characters who cannot shoot projectiles of their own, such as Whip, Hammer, or Sword. This forces them to approach, meaning you can 50/50 with dash attack or j. hB, or run up grab. This is a powerful Ninja has, akin to Fox's Laser in Melee. Use this whenever there's any space between you and your opponent. Generally you want to do kunai, jump kunai kunai, then kunai. (The input is mashing both A and B over and over again.)
Ninja's Kunai is also a great pressure tool vs characters who cannot shoot projectiles of their own, such as Whip, Hammer, or Sword. This forces them to approach, meaning you can 50/50 with dash attack or j.[B], or run up grab. This is a powerful Ninja has, akin to Fox's Laser in Melee. Use this whenever there's any space between you and your opponent. Generally you want to do kunai, jump kunai kunai, then kunai. (The input is mashing both A and B over and over again.)


Your opponent may see Kunais flying across the screen, and go for dash attacks. After you successfully bait it out, use Cherry Blossom to go over it and deal your own damage, which sets up for J. hB pressure again. It's worth noting that even if you use J. hB as soon as you leave the ground, the hitbox is always active. Ninja's best trait is how well he can trade with his disjoint and usually outdamage his opponent, or if it doesn't, you will put them into a combo situation.
Your opponent may see Kunais flying across the screen, and go for dash attacks. After you successfully bait it out, use Cherry Blossom to go over it and deal your own damage, which sets up for j.[B] pressure again. It's worth noting that even if you use j.[B] as soon as you leave the ground, the hitbox is always active. Ninja's best trait is how well he can trade with his disjoint and usually outdamage his opponent, or if it doesn't, you will put them into a combo situation.


==Combos==
==Combos==

Revision as of 14:34, 25 September 2020

KF2 Ninja.png

Introduction

Ninja (Unlocked at Fighters Rank 33)

Ninja as an extremely powerful swordsmen with great damage, large disjoints, great block pressure, and a throwable Kunai that forces your opponent to approach you. In general, you want to be using Kunai in neutral, and using JHB to win air-to-air and to start combos into Cherry Blossom

Moveset

General Moves

Neutral Gameplay

Ninja's Kunai is an extremely powerful projectile, not for how much damage it does, but for how fast and safe it is to use, as well as the fact that it destroys other projectiles that are much slower, meaning Ninja wins the interaction. Notable examples include Bomb, Magolor and Water.

Ninja's Kunai is also a great pressure tool vs characters who cannot shoot projectiles of their own, such as Whip, Hammer, or Sword. This forces them to approach, meaning you can 50/50 with dash attack or j.[B], or run up grab. This is a powerful Ninja has, akin to Fox's Laser in Melee. Use this whenever there's any space between you and your opponent. Generally you want to do kunai, jump kunai kunai, then kunai. (The input is mashing both A and B over and over again.)

Your opponent may see Kunais flying across the screen, and go for dash attacks. After you successfully bait it out, use Cherry Blossom to go over it and deal your own damage, which sets up for j.[B] pressure again. It's worth noting that even if you use j.[B] as soon as you leave the ground, the hitbox is always active. Ninja's best trait is how well he can trade with his disjoint and usually outdamage his opponent, or if it doesn't, you will put them into a combo situation.

Combos

J. hB into standing hB (the first hit) into hB (Shockwave) (CLOSE RANGE ONLY)

note: Deals as much damage as the combo below, however can be used to not stale your Cherry Blossom

J. hB into Cherry Blossom (Mid-Close range only)

note: Use this whenever your standing hB won't connect to not stale it

J. hB into 66B (Any range)

note: Use this when Cherry Blossom won't connect

{Platform Combos/Unblockables}

(You are below the platform, your opponent is above or below) Cherry Blossom --> 66B

(Your opponent blocks the Cherry Blossom on a platform) Cherry Blossom --> Air grab (6B) (Unblockable set up)

(Opponent blocks Cherry Blossom up close) Cherry Blossom --> fall for a few frames --> Air grab (unblockable set up)

Blockstrings and pressure

Synopsis: Generally you want to continue Ninja's extreme guard pressure with Dash Attacks and Chery Blossoms, while using Jumping Sword to make sure they don't feel safe jumping, and your grabs so they don't get too comfortable blocking. It's worth noting a lot of these chain into themselves, which can be used to apply pressure over and over. Also worth noting is these work anywhere on stage, not just the corner

66B --> J. hB --> hB --> hB

66B --> J. hB --> Cherry blossom --> (if close) Air Grab (if far) 66B

J. hB --> 6B (Close)

J. hB. --> J. hB

J. hB --> 66B --> Cherry Blossom --> 2B --> 6B (close)

Hats

General
Controls
Stages
System
Characters
Sword
Bomb
Staff
Artist
Fighter
Yo-Yo
Beetle
Bell
Archer
Parasol
Cutter
Hammer
Beam
Wrestler
Ninja
Whip
Water
Bandana Waddle Dee
Gooey
Magolor
King Dedede
Meta Knight