Kirby Fighters 2/System: Difference between revisions
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==Handicap== | ==Handicap== | ||
<br> | <br> | ||
Upon selecting your | Upon selecting your character, you'll be given a prompt to select a Handicap. The options include: | ||
*Very Easy | *Very Easy | ||
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==Health== | ==Health== | ||
<br> | <br> | ||
Player health is the same throughout the cast, '''except''' for King Dedede which has an additional 30 health. The amount of starting health changes based on two factors; Handicap level and number of players. | Player health is the same throughout the cast, '''except''' for '''King Dedede''' which has an additional '''30 health'''. The amount of starting health changes based on two factors; Handicap level and number of players. | ||
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==Guard== | ==Guard== | ||
<br> | <br> | ||
Pressing L or R will cause your | Pressing L or R will cause your character to block incoming attacks starting on frame 1. A gauge will appear that decreases the longer you block. The gauge will slowly regenerate over time when you're not blocking. | ||
If the gauge is fully depleted, your | If the gauge is fully depleted, your character will be stunned and unable to act for a short time. The stun duration can be shortened by mashing buttons/direction inputs. Your Guard gauge will go back to being full after the stun wears off. | ||
==Directional Influence== | ==Directional Influence== | ||
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<td> <p><b>Bomb</b></p> | <td> <p><b>Bomb</b></p> | ||
</td> | </td> | ||
<td><p>Target Throw ( | <td><p>Target Throw (Point blank)</p> | ||
</td></tr> | </td></tr> | ||
<tr> | <tr> | ||
<td><p><b>Staff</b></p> | <td><p><b>Staff</b></p> | ||
</td> | </td> | ||
<td><p>Jab, Back Jab, L-R Jab, Raging Staff ( | <td><p>Jab, Back Jab, L-R Jab, Raging Staff (Except the ender)</p> | ||
</td></tr> | </td></tr> | ||
<tr> | <tr> | ||
Line 100: | Line 100: | ||
<td><p><b>Bell<b></p> | <td><p><b>Bell<b></p> | ||
</td> | </td> | ||
<td><p>Twin Tinker ( | <td><p>Twin Tinker (Projectile)</p> | ||
</td></tr> | </td></tr> | ||
<tr> | <tr> | ||
Line 110: | Line 110: | ||
<td><p><b>Parasol<b></p> | <td><p><b>Parasol<b></p> | ||
</td> | </td> | ||
<td><p>Parasol Swing ( | <td><p>Parasol Swing (Point blank)</p> | ||
</td></tr> | </td></tr> | ||
</table> | </table> |
Revision as of 12:43, 26 September 2020
Handicap
Upon selecting your character, you'll be given a prompt to select a Handicap. The options include:
- Very Easy
- Easy
- Normal (Default)
- Hard
- Very Hard
Normal: This is the 99.9% preferred option, and the one that the wiki is based around. It makes everything consistent in regards to damage and health, while not adding any of the side effects from the other Handicap levels.
Easy & Very Easy: Grants the player additional health and damage as well as the ability to Auto-Guard incoming attacks.
Hard & Very Hard: Decreases the player's health and damage output while also causing them to take increased damage.
Health
Player health is the same throughout the cast, except for King Dedede which has an additional 30 health. The amount of starting health changes based on two factors; Handicap level and number of players.
Assuming that each player is playing on Normal Handicap, health would look like this:
Kirby Fighters 2 Health | |||||
---|---|---|---|---|---|
2 Players | 240 | ||||
3 Players | 220 | ||||
4 Players | 200 |
Guts
Upon reaching or going under 20% of your total health, your healthbar will start flashing red and your character will look tired. During this time, all damage taken will be decreased by 20%.
Guard
Pressing L or R will cause your character to block incoming attacks starting on frame 1. A gauge will appear that decreases the longer you block. The gauge will slowly regenerate over time when you're not blocking.
If the gauge is fully depleted, your character will be stunned and unable to act for a short time. The stun duration can be shortened by mashing buttons/direction inputs. Your Guard gauge will go back to being full after the stun wears off.
Directional Influence
Directional Influence (DI) is the act of moving while getting hit by the opponent's attacks. Upon getting hit or being combo'd, you have free movement on the ground or in the air to potentially escape!
Depending on the opponent's tools and options, you'll need to think whether to DI away or towards them so that they have a difficult time following up. This adds a layer to the player vs. player mindgame in reading your opponent's DI and punishing them for trying to escape!
Crouch
Certain attacks will miss entirely against someone who is crouching. This applies to everyone, except King Dedede. :(
Below is a list of moves that can be avoided by crouching. (Work in progress)
Crouch Avoidable Moves | |
---|---|
Sword |
Drill Stab, Spin Slash, Twister Slash |
Bomb |
Target Throw (Point blank) |
Staff |
Jab, Back Jab, L-R Jab, Raging Staff (Except the ender) |
Fighter |
Spin Kick (2nd and 3rd kick), |
Beetle |
Spiral Horn |
Bell |
Twin Tinker (Projectile) |
Archer |
Shot, Snipe Shot |
Parasol |
Parasol Swing (Point blank) |