Kirby Fighters 2/Parasol: Difference between revisions

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* As Kirby spins the parasol in front of himself, he blocks all weak projectiles. Strong projectiles such as Archer's charged arrow and Cutter's charged boomerang will go through the parasol and hit Kirby.
* Kirby can change directions at any point in time while holding Parasol Shield.
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* Kirby dashes forward, spinning has parasol and hitting opponents up to 6 times.
* The grounded and aerial versions are similar but not identical in how they behave, because Kirby will move down slightly over time during the aerial version.
* In general, this means more hits will connect with the grounded version, making it deal a bit more damage, but the aerial version done low to the ground is more consistent for combos.
* 66B will beat out weak projectiles, allowing Kirby to move through them with a hitbox to punish badly spaced projectiles.
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* Kirby jumps onto his parasol and spins it around, hitting opponents 4 times total.
* Tied with 66B for Parasol's most damaging move, Parasol Twirl is the character's standard combo finisher as it can combo from his two best neutral tools.
* If the opponent is too high up, they will sometimes fall out before the final hit of this move connects. While this loses a lot of damage for Parasol, it is rarely if ever punishable on hit as it sends the opponent quite far away.
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* A standard dive kick, Kirby quickly falls to the ground with his parasol as an active hitbox below and slightly in front of him.
* Probably Parasol's most important move - j2B is fast, safe, does a lot of damage, and can combo into any of his other moves (including itself, but not including the command throw).
* By holding block while landing with j2B, Parasol can keep his forwards momentum and slide forward while blocking when he lands. This is useful for slowly working your way in against projectiles while out of 66B's range, going for mixups that are safe on block but still give you followups on hit, and generally for keeping your movement unpredictable and relatively safe at close or medium range.
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  |attribute= Unblockable
  |attribute= Unblockable
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* Parasol's command grab - does more damage than a regular throw. can hit aerial opponents from the ground and grounded opponents from the air so long as whoever's airborne is close to the ground.
* Allows Parasol to choose between launching his opponent to the left, right, or straight up.
* Like some other command throws in this game, it cannot whiff. If you are out of range for the grab, rather than whiffing the grab, you'll do 5B if you're not dashing and 66B if you are.
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* Parasol Drift is a unique mechanic that allows Parasol to float back and forth wile falling. You can drift far to either side for a few frames, then you'll fall in place for a little bit before being able to drift again a few frames later.
* There is a hitbox on the parasol during this, but it does not protect Parasol from projectiles hitting him from above.
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* While in Drift, you can press down at any point in time to fall at normal speed. You can press up after this to put the parasol back up and go into Drift mode again.
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Revision as of 12:32, 28 September 2020

KF2 Parasol.png

Introduction

Parasol (Unlocked at Fighters Rank 31)


While Parasol has a relatively small amount of moves, his moves almost all have multiple uses and effects, plus he has the unique mechanic among the Kirby abilities of falling slowly in the air without having to multijump. He has a projectile shield by holding 5B, a high-damage long range move with 66B (dashB) which can be comboed into and out of, a fast and high-damaging divekick (j2B) which has big combo potential on hit and leads to grab mixups on block, and a grounded 2B which isn't much of a neutral tool but does a lot of damage as a combo finisher. Beyond that, Parasol also has a command throw that does a bit more damage than a regular throw while allowing you to choose between throwing your opponent to either side or straight up. One of the strongest attributes of Parasol is being able to hover in the air after dash jumping, as you have a lot of control of your drift in the air and can access 66B or j2B at any point in time. This allows Parasol to move in a way that no other character can while airborne, while threatening with one of the strongest horizontal whiff punish tools in the game or a fast safe downward combo starter.

Moveset

Parasol Swing
5B (Air OK)
KF2 Parasol Parasol Swing.png
Damage Startup Total Frames Attributes
10 or 12 - - -
  • Kirby strikes forward with the parasol.
  • Deals 10 damage at the hilt, and 12 damage at the tip.
  • As Kirby retracts the parasol, he can hit opponents behind him for 12 damage.


Parasol Shield
5[B] (Air OK)
KF2 Parasol Parasol Shield.png
Damage Startup Total Frames Attributes
11 (8, 3) - - -
  • As Kirby spins the parasol in front of himself, he blocks all weak projectiles. Strong projectiles such as Archer's charged arrow and Cutter's charged boomerang will go through the parasol and hit Kirby.
  • Kirby can change directions at any point in time while holding Parasol Shield.


Parasol Drill
66B (Air OK)
KF2 Parasol Parasol Drill.png
Damage Startup Total Frames Attributes
28 (8, 4x5) - - -
  • Kirby dashes forward, spinning has parasol and hitting opponents up to 6 times.
  • The grounded and aerial versions are similar but not identical in how they behave, because Kirby will move down slightly over time during the aerial version.
  • In general, this means more hits will connect with the grounded version, making it deal a bit more damage, but the aerial version done low to the ground is more consistent for combos.
  • 66B will beat out weak projectiles, allowing Kirby to move through them with a hitbox to punish badly spaced projectiles.


Parasol Twirl
2B
KF2 Parasol Parasol Twirl.png
Damage Startup Total Frames Attributes
28 (8, 5x2, 10) - - -
  • Kirby jumps onto his parasol and spins it around, hitting opponents 4 times total.
  • Tied with 66B for Parasol's most damaging move, Parasol Twirl is the character's standard combo finisher as it can combo from his two best neutral tools.
  • If the opponent is too high up, they will sometimes fall out before the final hit of this move connects. While this loses a lot of damage for Parasol, it is rarely if ever punishable on hit as it sends the opponent quite far away.


Parasol Dive
j.2B
KF2 Parasol Parasol Dive.png
Damage Startup Total Frames Attributes
20 - - -
  • A standard dive kick, Kirby quickly falls to the ground with his parasol as an active hitbox below and slightly in front of him.
  • Probably Parasol's most important move - j2B is fast, safe, does a lot of damage, and can combo into any of his other moves (including itself, but not including the command throw).
  • By holding block while landing with j2B, Parasol can keep his forwards momentum and slide forward while blocking when he lands. This is useful for slowly working your way in against projectiles while out of 66B's range, going for mixups that are safe on block but still give you followups on hit, and generally for keeping your movement unpredictable and relatively safe at close or medium range.


Circus Throw
c.6B/c.8B (Air OK)
Damage Startup Total Frames Attributes
20 - - Unblockable
  • Parasol's command grab - does more damage than a regular throw. can hit aerial opponents from the ground and grounded opponents from the air so long as whoever's airborne is close to the ground.
  • Allows Parasol to choose between launching his opponent to the left, right, or straight up.
  • Like some other command throws in this game, it cannot whiff. If you are out of range for the grab, rather than whiffing the grab, you'll do 5B if you're not dashing and 66B if you are.


Parasol Drift
Activates while falling
KF2 Parasol Parasol Drift.png
Damage Startup Total Frames Attributes
8 (Each hit) - - -
  • Parasol Drift is a unique mechanic that allows Parasol to float back and forth wile falling. You can drift far to either side for a few frames, then you'll fall in place for a little bit before being able to drift again a few frames later.
  • There is a hitbox on the parasol during this, but it does not protect Parasol from projectiles hitting him from above.


Drift Stall
2 while falling
Damage Startup Total Frames Attributes
- - - -
  • While in Drift, you can press down at any point in time to fall at normal speed. You can press up after this to put the parasol back up and go into Drift mode again.

Combos

  • j.2B j.66B 2B
  • j.2B dash forward j.2B j.66B
  • j.2B 66B (The grounded version of 66B usually has more hits connect and therefore does more damage than the aerial version, but it usually does not let you combo after it)
  • j.2B j.2B j.2B 2B (Corner only)
  • j.2B j.66B dash forward j.2B j.66B 2B (Most damaging combo so far at roughly 85 damage, does not work if you get to a corner before the very end, may not work vs SDI away unless you're fighting Dedede)
  • j.2B 5B turnaround back hit 5B (Most effective in the corner, as you cannot true combo out of the reverse hit of the jab but if they block you can immediately turn back around and command throw or regular throw)

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