Kirby Fighters 2/Bell: Difference between revisions
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|attribute= | |attribute= | ||
|description= *Kirby alternates between hitting the opponent with the left bell and the right bell. | |description= *Kirby alternates between hitting the opponent with the left bell and the right bell. | ||
*5B does not true combo into this move. | |||
}} | }} | ||
}} | }} | ||
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|imageSize= 250x250px | |imageSize= 250x250px | ||
|image=KF2_Bell_Quick_Finale.gif | |image=KF2_Bell_Quick_Finale.gif | ||
|captio1 Quick Finale a day keeps the | |captio1 Quick Finale a day keeps the Wrestlers away | ||
|name=Quick Finale<br> | |name=Quick Finale<br> | ||
[8]2B | [8]2B | ||
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|description= *Kirby rises up into the air before slamming back down with both bells, sending out a large soundwave. | |description= *Kirby rises up into the air before slamming back down with both bells, sending out a large soundwave. | ||
*Kirby can be hit when he is in the air, and the move will not finish. | *Kirby can be hit when he is in the air, and the move will not finish. | ||
}} | }} | ||
}} | }} | ||
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|imageSize= 250x250px | |imageSize= 250x250px | ||
|image=KF2_Bell_Sting_ding.gif | |image=KF2_Bell_Sting_ding.gif | ||
|caption= | |caption=Don't roll in... | ||
|name=Sting-ding<br> | |name=Sting-ding<br> | ||
2B | 2B | ||
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|imageSize= 250x250px | |imageSize= 250x250px | ||
|image=KF2_Bell_Twin_Tinker.gif | |image=KF2_Bell_Twin_Tinker.gif | ||
|caption= | |caption= This move has some ''tech''. | ||
|name=Twin Tinker<br> | |name=Twin Tinker<br> | ||
66B (Air OK) | 66B (Air OK) | ||
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|attribute= Crouch avoidable | |attribute= Crouch avoidable | ||
|description= *Kirby dashes forward, throwing both his bells in opposite directions. | |description= *Kirby dashes forward, throwing both his bells in opposite directions. | ||
*The bells arc upward as they travel to the sides of the stage. | |||
}} | }} | ||
}} | }} | ||
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|imageSize= 250x250px | |imageSize= 250x250px | ||
|image=KF2_Bell_Tinker_Melody.jpg | |image=KF2_Bell_Tinker_Melody.jpg | ||
|caption= Croc shield break incident | |caption= The Croc shield break incident | ||
|name=Tinker Melody<br> | |name=Tinker Melody<br> | ||
5[B] | 5[B] | ||
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|imageSize= 250x250px | |imageSize= 250x250px | ||
|image=KF2_Bell_Bell_Block.jpg | |image=KF2_Bell_Bell_Block.jpg | ||
|caption= Go ahead, | |caption= Go ahead, hit it, since you wanna act like a ding dong | ||
|name=Bell Block<br> | |name=Bell Block<br> | ||
L/R (Air OK) | L/R (Air OK) | ||
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|attribute= Counter | |attribute= Counter | ||
|description= *Kirby hides inside of a bell. If he gets hit, the opponent will take damage. | |description= *Kirby hides inside of a bell. If he gets hit, the opponent will take damage. | ||
*Perfect shields have a bigger hitbox and do more damage. | |||
*There are 15 frames of grab invulnerability on startup. | |||
*However, Bell cannot airdodge or roll normally. (It's possible with tech.) | |||
Bell's most important move. Bell Block forces the opponent to play the game differently, as many combos which are not true but difficult to escape now become dangerous to attempt. If the Bell player shields mid-combo, the situation will be reversed. Furthermore, Bell Block can be used to punish baits. | |||
}} | }} | ||
}} | }} |
Revision as of 01:41, 13 March 2021
Introduction
Bell (Unlocked at Fighters Rank 37)
Bell is a copy ability with high damage and great defense that will leave your opponent's ears ringing! His special Bell Block allows him to counter enemy attacks, and his Quick Finale covers most of the screen, making Bell a truly dangerous foe.
Moveset
Ring Ding
5B (Air OK) |
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Ring-ding-dong
5B repeatedly (Air OK) |
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Ding Finale
2B during Ring-ding-dong |
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Quick Finale
[8]2B |
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Sting-ding
2B |
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Twin Tinker
66B (Air OK) |
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Tinker Melody
5[B] |
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Bell Block
L/R (Air OK) |
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