Kirby Fighters 2/Ninja: Difference between revisions
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Ninja as an extremely powerful swordsman with great damage, large disjoints, and block pressure, plus a his Knife Throw (5B) projectile that forces your opponent to approach you by beating or trading with a majority of projectiles in the game, usually only losing to ones that have been charged. In general, you want to be using 5B in neutral, and using Shock (5[B]) to win air-to-air and to start combos into Blossom Storm ( | Ninja as an extremely powerful swordsman with great damage, large disjoints, and block pressure, plus a his Knife Throw (5B) projectile that forces your opponent to approach you by beating or trading with a majority of projectiles in the game, usually only losing to ones that have been charged. In general, you want to be using 5B in neutral, and using Shock (5[B]) to win air-to-air and to start combos into Blossom Storm (82B). | ||
==Moveset== | ==Moveset== | ||
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|recovery= | |recovery= | ||
|attribute= Crouch avoidable | |attribute= Crouch avoidable | ||
|description= *Kirby Throws a Kunai. It does not cause opponents to flinch, but they do take a small amount of damage. Alternating between this attack and moving forward very rapidly throws them at a blistering speed when done correctly. It can surprise the opponent the first time, but most dash attacks can also deflect these Kunais and punish Kirby for throwing them out in some situations. | |description= *Kirby Throws a Kunai. It does not cause opponents to flinch, but they do take a small amount of damage. Alternating between this attack and moving forward very rapidly throws them at a blistering speed when done correctly (referred to as "kurbo-nai" or "stutter-stepping"). It can surprise the opponent the first time, but most dash attacks can also deflect these Kunais and punish Kirby for throwing them out in some situations. | ||
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|recovery= | |recovery= | ||
|attribute= | |attribute= | ||
|description= *Kirby does a diving kick. Simple aerial divekick attack. Very useful to shield pressure an opponent and check for dodges. This allows for more possibilities after a whiffed divekick, whether or not your opponent is near you. | |description= *Kirby does a diving kick. Simple aerial divekick attack. Very useful to shield pressure an opponent and check for dodges. This allows for more possibilities after a whiffed divekick, whether or not your opponent is near you. A common option is to whiff this move next to an opponent, then immediately 82B. You can cancel this move with an airpuff. | ||
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|recovery= | |recovery= | ||
|attribute= | |attribute= | ||
|description= *Kirby creates a smoke screen around him. This launches the opponent into the air slightly. If close, can be followed up with Shock, although more reliably Stealth Slash can be used to combo and keep the opponent juggled in the air for more mixups. | |description= *Kirby creates a smoke screen around him. This launches the opponent into the air slightly. If close, can be followed up with Shock, although more reliably Stealth Slash can be used to combo and keep the opponent juggled in the air for more mixups. Note that this move also moves Kirby into the air slightly, which can be both useful and detrimental depending on the situation. | ||
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|recovery= 40 | |recovery= 40 | ||
|attribute= | |attribute= | ||
|description= *Kirby leaps into the air, cherry blossoms surrounding him. He then crashes | |description= *Kirby leaps into the air, cherry blossoms surrounding him. He then crashes his fan down, creating a small explosion. Kirby will remain in the air after this move, which allows him to go for airpuff followups. This move gets Ninja Kirby out of sticky situations, as well as put him into a more advantageous position. After a Blossom Storm, it is very hard to punish Ninja on a regular block, as he can drop down and use Shock, or wait a bit and Air Drop the opponent. Opponents do not have much choice but to find a way out of the area if they are in the corner, or try and approach on Ninja Kirby's descent outside of the corner. | ||
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|caption= | |caption= | ||
|name=Air Drop<br> | |name=Air Drop<br> | ||
c.6B/c.8B | c.6B/c.8B (Air OK) | ||
|data= | |data= | ||
{{AttackData-KF2 | {{AttackData-KF2 | ||
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|recovery= | |recovery= | ||
|attribute= | |attribute= | ||
|description= *Kirby substitutes himself with a log, then reappears in a small smoke explosion that does damage. This move is jump-cancelable if done in midair, and can be used to approach if used with Kirby's back facing toward their opponent, although unlike other counters, this one does not have much invulnerability after the smoke explosion. This makes it useful against attacks with long endlag, but multihit attacks may be harder to escape. | |description= *Kirby substitutes himself with a log, then reappears in a small smoke explosion that does damage. This move is jump-cancelable if done in midair, and can be used to approach if used with Kirby's back facing toward their opponent, although unlike other counters, this one does not have much invulnerability after the smoke explosion. This makes it useful against attacks with long endlag, but multihit attacks may be harder to escape. You can hold 2L/2R for a bit to delay the counter hitbox. | ||
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==Neutral Gameplay== | ==Neutral Gameplay== | ||
Ninja's Knife Throw (5B) is an extremely powerful projectile, not for how much damage it does, but for how it's fast, low- | Ninja's Knife Throw (5B) is an extremely powerful projectile, not for how much damage it does, but for how it's fast, low-commitment, and destroys other projectiles (especially ones that aren't/can't be charged) that are much slower, meaning Ninja wins the interaction from a distance. Notable examples include Bomb, Magolor, and Water. | ||
5B is also a great pressure tool against characters who don't have projectiles of their own, such as Whip, Hammer, or Sword. This forces them to approach, meaning you can 50/50 with Stealth Slash (66B) or Shock (5[B]), or running up to them and using Air Drop (c.6B/c.8B). 5B is a powerful Ninja tool has, akin to Fox's Laser in Melee. Use this whenever there's any space between you and your opponent. Generally, you'll want to do 5B, jump, 5B twice, land, then repeat. This rhythm shoots knives at 3 different heights (Low, High, then Middle). If you mash both A and B over and over again, chances are that the two knives shot in the air will be around the same height, but if you jump higher they'll likely differ in height, covering more vertical range. | 5B is also a great pressure tool against characters who don't have projectiles of their own, such as Whip, Hammer, or Sword. This forces them to approach, meaning you can 50/50 with Stealth Slash (66B) or Shock (5[B]), or running up to them and using Air Drop (c.6B/c.8B). 5B is a powerful Ninja tool has, akin to Fox's Laser in Melee. Use this whenever there's any space between you and your opponent. Generally, you'll want to do 5B, jump, 5B twice, land, then repeat. This rhythm shoots knives at 3 different heights (Low, High, then Middle). If you mash both A and B over and over again, chances are that the two knives shot in the air will be around the same height, but if you jump higher they'll likely differ in height, covering more vertical range. | ||
With 5B projectiles flying across the screen, your opponent may go for dash attacks to approach. If you think they're going to try it, use Blossom Storm ( | With 5B projectiles flying across the screen, your opponent may go for dash attacks to approach. If you think they're going to try it, use Blossom Storm (82B) to dodge their attack from above and strike with your own that sets up for j.5[B] pressure. It's worth noting that even if you use j.5[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== | ||
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*j.5[B] (slash) > 5[B] (both the slash and the shockwave) | *j.5[B] (slash) > 5[B] (both the slash and the shockwave) | ||
:CLOSE RANGE ONLY, deals as much damage as the combo below | :CLOSE RANGE ONLY, deals as much damage as the combo below | ||
*j.5[B] > Blossom Storm ( | *j.5[B] > Blossom Storm (82B) (Mid-Close range only) | ||
:Use this whenever your standing 5[B] won't connect | :Use this whenever your standing 5[B] won't connect | ||
*j.5[B] > 66B (Any range) | *j.5[B] > 66B (Any range) | ||
:Use this when | :Use this when 82B won't connect | ||
*2B > j.5[B] > | *2B > j.5[B] > 82B | ||
*82B > j.AB | |||
:In the corner, can continue with j.5[B] and 82B | |||
===Platform Combos/Unblockables=== | ===Platform Combos/Unblockables=== | ||
* | *82B > 66B | ||
:Below the platform, your opponent is above or below | :Below the platform, your opponent is above or below | ||
* | *82B > aerial Air Drop (jc.6B/jc.8B) | ||
:Your opponent blocks | :Your opponent blocks 82B on a platform, Unblockable set up | ||
* | *82B > fall for a few frames > jc.6B/jc.8B | ||
:Opponent blocks | :Opponent blocks 82B up close, unblockable set up, possibly not true | ||
===Corner Combos/Infinites=== | ===Corner Combos/Infinites=== | ||
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==Blockstrings and pressure== | ==Blockstrings and pressure== | ||
Synopsis: Generally you want to continue Ninja's extreme guard pressure with Stealth Slashes (66B) and Blossom Storms ( | Synopsis: Generally you want to continue Ninja's extreme guard pressure with Stealth Slashes (66B) and Blossom Storms (82B), while using aerial Shock ( j.5[B]) to make sure they don't feel safe jumping, and Air Drops (c.6B/c.8B) 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.5[B] > 5[B] > 5[B] | 66B > j.5[B] > 5[B] > 5[B] | ||
66B > j.5[B] > | 66B > j.5[B] > 82B > c.6B/c.8B(if close) or 66B(if far) | ||
j.5[B] > 6B (Close) | j.5[B] > 6B (Close) | ||
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j.5[B] > j.5[B] | j.5[B] > j.5[B] | ||
j.5[B] > 66B > | j.5[B] > 66B > 82B > Smoke Screen (2B) > 6B (close) | ||
==Hats== | ==Hats== |
Revision as of 14:28, 5 March 2021
Introduction
Ninja (Unlocked at Fighters Rank 33)
Ninja as an extremely powerful swordsman with great damage, large disjoints, and block pressure, plus a his Knife Throw (5B) projectile that forces your opponent to approach you by beating or trading with a majority of projectiles in the game, usually only losing to ones that have been charged. In general, you want to be using 5B in neutral, and using Shock (5[B]) to win air-to-air and to start combos into Blossom Storm (82B).
Moveset
Knife Throw
5B |
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Shock
5[B] |
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Quad Shock
c.5[B] |
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Stealth Slash
66B |
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Ninja Kick
j.2B |
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Smoke Screen
2B |
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Blossom Storm
82B |
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Air Drop
c.6B/c.8B (Air OK) |
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Wall Cling
4/6 against a wall |
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Wall Strike
B during Wall Cling |
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Wall Jump
A during Wall Cling |
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Clone Technique
2L/2R right before getting hit |
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Neutral Gameplay
Ninja's Knife Throw (5B) is an extremely powerful projectile, not for how much damage it does, but for how it's fast, low-commitment, and destroys other projectiles (especially ones that aren't/can't be charged) that are much slower, meaning Ninja wins the interaction from a distance. Notable examples include Bomb, Magolor, and Water.
5B is also a great pressure tool against characters who don't have projectiles of their own, such as Whip, Hammer, or Sword. This forces them to approach, meaning you can 50/50 with Stealth Slash (66B) or Shock (5[B]), or running up to them and using Air Drop (c.6B/c.8B). 5B is a powerful Ninja tool has, akin to Fox's Laser in Melee. Use this whenever there's any space between you and your opponent. Generally, you'll want to do 5B, jump, 5B twice, land, then repeat. This rhythm shoots knives at 3 different heights (Low, High, then Middle). If you mash both A and B over and over again, chances are that the two knives shot in the air will be around the same height, but if you jump higher they'll likely differ in height, covering more vertical range.
With 5B projectiles flying across the screen, your opponent may go for dash attacks to approach. If you think they're going to try it, use Blossom Storm (82B) to dodge their attack from above and strike with your own that sets up for j.5[B] pressure. It's worth noting that even if you use j.5[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
- Aerial Shock (j.5[B]) > Smoke Screen (2B) > Stealth Slash (66B)
- Extremely close range only, has to be a jump in
- j.5[B] (slash) > 5[B] (both the slash and the shockwave)
- CLOSE RANGE ONLY, deals as much damage as the combo below
- j.5[B] > Blossom Storm (82B) (Mid-Close range only)
- Use this whenever your standing 5[B] won't connect
- j.5[B] > 66B (Any range)
- Use this when 82B won't connect
- 2B > j.5[B] > 82B
- 82B > j.AB
- In the corner, can continue with j.5[B] and 82B
Platform Combos/Unblockables
- 82B > 66B
- Below the platform, your opponent is above or below
- 82B > aerial Air Drop (jc.6B/jc.8B)
- Your opponent blocks 82B on a platform, Unblockable set up
- 82B > fall for a few frames > jc.6B/jc.8B
- Opponent blocks 82B up close, unblockable set up, possibly not true
Corner Combos/Infinites
- j.5[B] > 2B
- Repeat forever
Blockstrings and pressure
Synopsis: Generally you want to continue Ninja's extreme guard pressure with Stealth Slashes (66B) and Blossom Storms (82B), while using aerial Shock ( j.5[B]) to make sure they don't feel safe jumping, and Air Drops (c.6B/c.8B) 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.5[B] > 5[B] > 5[B]
66B > j.5[B] > 82B > c.6B/c.8B(if close) or 66B(if far)
j.5[B] > 6B (Close)
j.5[B] > j.5[B]
j.5[B] > 66B > 82B > Smoke Screen (2B) > 6B (close)