Kirby Fighters 2/Archer: Difference between revisions
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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 (66 > j.B), 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 66jB 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. | 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 (66 > j.B), 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 66jB 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. Choppa Wednesday. | ||
==Moveset== | ==Moveset== | ||
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|attribute= Crouch avoidable | |attribute= Crouch avoidable | ||
|description= *Archer quickly fires an arrow straight in front in him. | |description= *Archer quickly fires an arrow straight in front in him. | ||
* The arrow can be crouched if it's fired from the ground. | *The arrow can be crouched if it's fired from the ground. | ||
*The arrow can be aimed. | |||
*This is one of your zoning tools, especially useful if you can aim it well. It's useful for stealing last hits. | |||
}} | }} | ||
}} | }} | ||
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|attribute= Transcendent, Crouch avoidable | |attribute= Transcendent, Crouch avoidable | ||
|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. | |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. | ||
*The arrow can be aimed. | |||
*This is especially useful against other zoners such as Gooey or even other Archers, as the arrow is transcendent. | |||
}} | }} | ||
}} | }} | ||
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|attribute= Transcendent | |attribute= Transcendent | ||
|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. | |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. | ||
*The arrow can be aimed. | |||
*This move is more useful than you might think. While it takes a long time to charge, it also deals a lot of damage, and if you aim well it covers almost the entire screen except for a small area on top of you. You can use this to condition opponents to shield, resulting in a shield break or a lot of damage. | |||
*It does guard pushback, making it easier to escape a punish if you whiff, but it's still punishable. | |||
}} | }} | ||
}} | }} | ||
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|attribute= | |attribute= | ||
|description= *For all three versions of Shot, Archer can angle the arrow up or down by holding the direction. | |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. | *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. | ||
*The arrows have a blind spot in a cone directly above Archer. | |||
}} | }} | ||
}} | }} | ||
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|attribute= | |attribute= | ||
|description= *Archer hovers in the air, firing four arrows diagonally down. | |description= *Archer hovers in the air, firing four arrows diagonally down. | ||
* Leaping Quiver is Archer's most damaging move that doesn't need to be charged, and can be comboed into itself at some ranges. | *Leaping Quiver is Archer's most damaging move that doesn't need to be charged, and can be comboed into itself at some ranges. | ||
*This is one of your important tools, as it allows Archer to pressure from a distance and prevent characters from closing in. | |||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|imageSize= 250x250px | |imageSize= 250x250px | ||
|image=KF2_Archer_Hitman. | |image=KF2_Archer_Hitman.jpg | ||
|caption= | |caption= | ||
|name=Hitman<br> | |name=Hitman<br> | ||
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{{MoveData | {{MoveData | ||
|imageSize= 250x250px | |imageSize= 250x250px | ||
|image=KF2_Archer_Crawl. | |image=KF2_Archer_Crawl.jpg | ||
|caption= | |caption= | ||
|name=Crawl<br> | |name=Crawl<br> | ||
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==Combos== | ==Combos== | ||
* 2B (close range) - 66B | * 2B (close range) - 66B | ||
* 2B (close range) - j.66B | * 2B (close range) - j.66B |
Latest revision as of 01:03, 13 March 2021
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 (66 > j.B), 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 66jB 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. Choppa Wednesday.
Moveset
Shot
5B (Air OK) |
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Snipe Shot
5[B] (Air OK) |
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Magic-Star Arrow
5{B} (Air OK) |
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Sharpshooter
8/2 during Shot (Air OK) |
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Sky Shot
8B (Air OK) |
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Sky-Shot Shower
8[B] (Air OK) |
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Arrow Slash
66B |
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Leaping Quiver
66 > j.B |
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Camouflage
2 |
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Hitman
2B |
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Crawl
1/3 |
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Combos
- 2B (close range) - 66B
- 2B (close range) - j.66B