Kirby Fighters 2/Archer: Difference between revisions
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|image=KF2_Character_Move_Name.png | |image=KF2_Character_Move_Name.png | ||
|caption= | |caption= | ||
|name= | |name=Shot<br> | ||
5B (Air OK) | |||
|data= | |data= | ||
{{AttackData-KF2 | {{AttackData-KF2 | ||
|damage= | |damage= 12 | ||
|startup= | |startup= | ||
|recovery= | |recovery= | ||
|attribute= | |attribute= | ||
|description= * | |description= *Archer quickly fires an arrow straight in front in him. | ||
* The arrow can be crouched if it's fired from the ground. | |||
}} | }} | ||
}} | }} | ||
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|image=KF2_Character_Move_Name.png | |image=KF2_Character_Move_Name.png | ||
|caption= | |caption= | ||
|name= | |name=Snipe Shot<br> | ||
5[B] (Air OK) | |||
|data= | |data= | ||
{{AttackData-KF2 | {{AttackData-KF2 | ||
|damage= | |damage= 16 | ||
|startup= | |startup= | ||
|recovery= | |recovery= | ||
|attribute= | |attribute= Transcendent | ||
|description= * | |description= *The medium charged version of Shot, Archer fires a stronger arrow that passes through hitboxes and enemies, dealing more damage than the uncharged version. | ||
}} | }} | ||
}} | }} | ||
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|image=KF2_Character_Move_Name.png | |image=KF2_Character_Move_Name.png | ||
|caption= | |caption= | ||
|name= | |name=Magic-Star Arrow<br> | ||
5[[B]] (Air OK) | |||
|data= | |data= | ||
{{AttackData-KF2 | {{AttackData-KF2 | ||
|damage= | |damage= 32 | ||
|startup= | |startup= | ||
|recovery= | |recovery= | ||
|attribute= | |attribute= Transcendent | ||
|description= * | |description= *The full charge version of Shot, Archer fires a significantly more powerful arrow that still goes through hitboxes and enemies, dealing twice as much damage as the medium charge arrow. | ||
}} | }} | ||
}} | }} | ||
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|image=KF2_Character_Move_Name.png | |image=KF2_Character_Move_Name.png | ||
|caption= | |caption= | ||
|name= | |name=Sharpshooter<br> | ||
8/2 during Shot | |||
|data= | |data= | ||
{{AttackData-KF2 | {{AttackData-KF2 | ||
|damage= | |damage= N/A | ||
|startup= | |startup= | ||
|recovery= | |recovery= | ||
|attribute= | |attribute= | ||
|description= * | |description= *For all three versions of Shot, Archer can angle the arrow up or down by holding the direction. | ||
* When the arrow is released, Archer will continue aiming in that direction if he fires more arrows; you can still aim the arrows, but by default you will continue to aim in that direction rather than returning to neutral. | |||
}} | }} | ||
}} | }} |
Revision as of 20:06, 30 September 2020
Introduction
Archer (Unlocked at Fighters Rank 28)
Archer is a strong zoning character for the most part who also has a couple of options for close quarters combat. His long range zoning tools are Shot (5B), which can be charged to three different stages and aimed up or down, and Hitman (2B), a crouching version with less flexibility but faster startup. Archer can also antiair with Sky Shot (8B), although it only goes straight above him and cannot be aimed to the sides. At close range, Archer has one melee option with Arrow Slash (66B), which is relatively small for a dash move but pretty fast. One of his strongest options overall is Leaping Quiver (j.66B), which is a good midrange option when used from the ground and a strong long range pressure tool from platforms. While Archer has a pretty limited combo game, he is able to combo into and out of j.66B from certain ranges. He is also the only character in the game who can crawl, but it moves very slowly. Overall, Archer is a zoner with modest damage output and mediocre close range options, but he has a strong keep away game if he can set up, and good anti-zoning tools due to the speed of his projectiles.
Moveset
Shot
5B (Air OK) |
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Snipe Shot
5[B] (Air OK) |
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Magic-Star Arrow
5B (Air OK) |
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Sharpshooter
8/2 during Shot |
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Move Name
Input |
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Move Name
Input |
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Move Name
Input |
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Move Name
Input |
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Move Name
Input |
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Move Name
Input |
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Move Name
Input |
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