Kirby Fighters 2/Parasol: Difference between revisions
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While Parasol has a relatively small amount of moves, his moves almost all have multiple uses and effects | While Parasol has a relatively small amount of moves, his moves almost all have multiple uses and effects. He has a projectile shield by holding Parasol Swing(5B) that has a hitbox behind him when he lets go of B, a high-damage long range move with Parasol Drill(66B) which can be comboed into and out of, a fast and high-damaging divekick with Parasol Dive(j.2B) that has big combo potential on hit and leads to grab mixups on block, and Parasol Twirl(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 commandgrab in Circus Throw(c.6B/c.8B) that does a bit more damage than a regular throw and lets you to choose where you throw your opponent (to either side or straight up) by holding that direction. One of Parasol's strongest attributes is being able to hover in the air after dash jumping with Parasol Drift, giving you a lot of control of your sideways movement in the air, plus access j.66B or j.2B at any time. This allows Parasol to move in a way that no other character can while airborne (with an active hitbox above him!), while threatening with one of the strongest horizontal whiff punish tools in the game or a fast safe downward combo starter. | ||
==Moveset== | ==Moveset== | ||
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* Probably Parasol's most important move - j.2B 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). | * Probably Parasol's most important move - j.2B 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 | * By holding guard while landing with j.2B, Parasol can keep his forwards momentum and slide forward while guarding 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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|description= * | |description= * | ||
* Parasol's command grab - does more damage than a regular throw. It can | * Parasol's command grab - does more damage than a regular throw. It can grab both grounded ''and'' aerial opponents when used while grounded or airborne, so long as you're close enough to them. | ||
* Allows Parasol to choose between launching his opponent to the left, right, or straight up. | * Allows Parasol to choose between launching his opponent to the left, right, or straight up. | ||
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|description= * | |description= * | ||
* Parasol Drift is a unique mechanic that allows Parasol to float back and forth | * Parasol Drift is a unique mechanic that allows Parasol to float back and forth while 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. | * 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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==Combos== | ==Combos== | ||
* j.2B j.66B 2B | * j.2B > j.66B > 2B | ||
* j.2B dash forward j.2B j.66B | * 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 > 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.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 > 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) | * j.2B > 5B > turnaround back hit 5B by letting go of B (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== | ==Hats== |
Revision as of 12:54, 28 September 2020
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. He has a projectile shield by holding Parasol Swing(5B) that has a hitbox behind him when he lets go of B, a high-damage long range move with Parasol Drill(66B) which can be comboed into and out of, a fast and high-damaging divekick with Parasol Dive(j.2B) that has big combo potential on hit and leads to grab mixups on block, and Parasol Twirl(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 commandgrab in Circus Throw(c.6B/c.8B) that does a bit more damage than a regular throw and lets you to choose where you throw your opponent (to either side or straight up) by holding that direction. One of Parasol's strongest attributes is being able to hover in the air after dash jumping with Parasol Drift, giving you a lot of control of your sideways movement in the air, plus access j.66B or j.2B at any time. This allows Parasol to move in a way that no other character can while airborne (with an active hitbox above him!), 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) |
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Parasol Shield
5[B] (Air OK) |
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Parasol Drill
66B (Air OK) |
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Parasol Twirl
2B |
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Parasol Dive
j.2B |
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Circus Throw
c.6B/c.8B (Air OK) |
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Parasol Drift
Activates while falling |
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Drift Stall
2 while falling |
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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 by letting go of B (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)