Kirby Fighters 2/Bell: Difference between revisions
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<br> | <br> | ||
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. | |||
==Strengths and weaknesses== | |||
{{ProConTable | |||
|pros= | |||
*One of the best defensive options in the game | |||
*Great Projectiles | |||
*Great Single hit damage output | |||
*Has set ups that can do a lot of damage if done right | |||
*Has 15 Frames of invulnerability | |||
|cons= | |||
*Slow Frame data | |||
*Can't dodge or air dodge without tech | |||
}} | |||
==Moveset== | ==Moveset== | ||
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{{MoveData | {{MoveData | ||
|imageSize= 250x250px | |imageSize= 250x250px | ||
|image= | |image=KF2_Bell_Ring_Ding.gif.gif | ||
|caption= | |caption= So you got hit and now are getting mixed up | ||
|name= | |name=Ring Ding<br> | ||
5B (Air OK) | |||
|data= | |data= | ||
{{AttackData-KF2 | {{AttackData-KF2 | ||
|damage= | |damage= 21 | ||
|startup= | |startup= 16 | ||
|recovery= | |recovery= | ||
|attribute= | |attribute= | ||
|description= * | |description= *Kirby hits in front of him with a bell. | ||
*Slow but good for mix-ups. Jab can destroy projectiles, if you hit the opponent you can mix them up, you can go for a grab, or just go for jab 2. | |||
*If you hold B for a few frames you can make this move end faster(the move will lose range but will gain the ability to cancel this move into shield or twin tinker). | |||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|imageSize= 250x250px | |imageSize= 250x250px | ||
|image= | |image=KF2_Bell_Ring_ding_dong.gif | ||
|caption= | |caption= We straight up doing ya Dong | ||
|name= | |name=Ring-ding-dong<br> | ||
5B repeatedly (Air OK) | |||
|data= | |data= | ||
{{AttackData-KF2 | {{AttackData-KF2 | ||
|damage= | |damage= 3 per hit | ||
|startup= | |startup= | ||
|recovery= | |recovery= | ||
|attribute= | |attribute= | ||
|description= * | |description= *Kirby alternates between hitting the opponent with the left bell and the right bell. | ||
*5B does not true combo into this move. | |||
*If you press a direction(that isn't down) you can cancel this move and go for another move. | |||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|imageSize= 250x250px | |imageSize= 250x250px | ||
|image= | |image=KF2_Bell_Ding_Finale.gif | ||
|caption= | |caption= 9/10 Bellers recommend to not use this move a lot | ||
|name= | |name=Ding Finale<br> | ||
2B during Ring-ding-dong | |||
|data= | |data= | ||
{{AttackData-KF2 | {{AttackData-KF2 | ||
|damage= | |damage= 30 | ||
|startup= | |startup= 37 | ||
|recovery= | |recovery= | ||
|attribute= | |attribute= Transcendent | ||
|description= * | |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. | |||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|imageSize= 250x250px | |imageSize= 250x250px | ||
|image= | |image=KF2_Bell_Quick_Finale.gif | ||
| | |captio1 Quick Finale a day keeps the Wrestlers away | ||
|name= | |name=Quick Finale<br> | ||
[8]2B | |||
|data= | |data= | ||
{{AttackData-KF2 | {{AttackData-KF2 | ||
|damage= | |damage= F20~C30 | ||
|startup= | |startup= 37 | ||
|recovery= | |recovery= | ||
|attribute= | |attribute= Transcendent | ||
|description= * | |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. | |||
*It can be used if someone is above you on a platform. | |||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|imageSize= 250x250px | |imageSize= 250x250px | ||
|image= | |image=KF2_Bell_Sting_ding.gif | ||
|caption= | |caption=Don't roll in... | ||
|name= | |name=Sting-ding<br> | ||
2B | |||
|data= | |data= | ||
{{AttackData-KF2 | {{AttackData-KF2 | ||
|damage= | |damage= 23 | ||
|startup= | |startup= 28 | ||
|recovery= | |recovery= | ||
|attribute= | |attribute= | ||
|description= *Move | |description= *Kirby hops briefly before ringing both his bells. | ||
*This Move is active for very long and is one of Bell anti airs. It can be used to catch rolls and air dodges. | |||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|imageSize= 250x250px | |imageSize= 250x250px | ||
|image= | |image=KF2_Bell_Twin_Tinker.gif | ||
|caption= | |caption= This move has some ''tech''. | ||
|name= | |name=Twin Tinker<br> | ||
66B (Air OK) | |||
|data= | |data= | ||
{{AttackData-KF2 | {{AttackData-KF2 | ||
|damage= | |damage= 18 | ||
|startup= | |startup= 9 | ||
|recovery= | |recovery= | ||
|attribute= | |attribute= Crouch avoidable | ||
|description= * | |description= *Kirby dashes forward, throwing both his bells in opposite directions. | ||
*The bells arc upward as they travel to the sides of the stage. | |||
*The move that you will be using a lotin neutral. Twin tinker is a semi-transcendet projectile. | |||
*You can angle the bells and throw back 1 back bell very fast with tech. | |||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|imageSize= 250x250px | |imageSize= 250x250px | ||
|image= | |image=KF2_Bell_Tinker_Melody.jpg | ||
|caption= | |caption= The Croc shield break incident | ||
|name= | |name=Tinker Melody<br> | ||
5[B] | |||
|data= | |data= | ||
{{AttackData-KF2 | {{AttackData-KF2 | ||
|damage= | |damage= 28 | ||
|startup= | |startup= | ||
|recovery= | |recovery= | ||
|attribute= | |attribute= | ||
|description= * | |description= *Kirby brings both bells together before creating a ring of bells around him. | ||
*Only useful against some characters and when you are on a platform. You will only use this move the make Bell Jab end faster. | |||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|imageSize= 250x250px | |imageSize= 250x250px | ||
|image= | |image=KF2_Bell_Bell_Block.jpg | ||
|caption= | |caption= Go ahead, hit it since you wanna act like a ding dong | ||
|name= | |name=Bell Block<br> | ||
L/R (Air OK) | |||
|data= | |data= | ||
{{AttackData-KF2 | {{AttackData-KF2 | ||
|damage= | |damage= N8~P24 | ||
|startup= | |startup= | ||
|recovery= | |recovery= | ||
|attribute= | |attribute= Counter | ||
|description= * | |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 air dodge 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. | |||
}} | }} | ||
}} | }} | ||
==Gameplan== | |||
With Bell, you want to Zone people with twin tinker, is up the speeds of the back bell, change between back and front bell from time to time to mix them up, you could also add a grab in there if they get too close. When using Twins tinker you can control how much you love forward or backward, usually, you want to go backward. Jab can destroy projectile and if you hold B for a few frames you can cancel the end lag and cancel the move into another move like for example Twin tinker. | |||
If they are hit by Jab 1 you can go for a grab, Jab2, retreating twin tinker. | |||
Bell block is bell best move as it is a counter and has 15 frames of grab invulnerability. Sometimes you just want to dash towards the opponent and block (throw a grab in there too). Bell block can jump out of block stun or grab, this is very useful to avoid hard situations or just get a better punish than 8 damage from the regular counter block. 2B is great to catch rolls and air dodges and good for anti-air people. Quick Finale is good to throw from time to time since it will push people away. | |||
==Tech== | |||
Bell can dodge If you do the following: | |||
Shield(Hold)>Jump>Land>Input a direction | |||
------------------------------------------ | |||
Bell can Air dodge if you do the following: | |||
Shield(Hold)>Jump>Air puff>Input a direction | |||
------------------------------------------ | |||
Bell can change the speeds and angles of back bell if you hold back or forward | |||
------------------------------------------ | |||
To throw quick tinker you have to do the following: | |||
Dash>Jump>Turn around twin tinker | |||
(THIS TECH CAN BE OPTIMIZED IF USE SHIELD WHEN JUMPING) | |||
==Hats== | ==Hats== | ||
<gallery> | |||
KF2 Bell Temple Bell(75).png|Temple Bell(Unlocked at Fighter's Rank 75) | |||
KF2 Bell Sleigh Bell(88).png|Sleigh Bell(Unlocked at Fighter's Rank 88) | |||
</gallery> | |||
{{Navbox-KF2}} | {{Navbox-KF2}} | ||
[[Category:Kirby Fighters 2]] | [[Category:Kirby Fighters 2]] | ||
[[Category:Kirby Bell]] | [[Category:Kirby Bell]] |
Latest revision as of 16:20, 22 April 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.
Strengths and weaknesses
Strengths | Weaknesses |
---|---|
|
|
Moveset
Ring Ding
5B (Air OK) |
---|
Ring-ding-dong
5B repeatedly (Air OK) |
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Ding Finale
2B during Ring-ding-dong |
---|
Quick Finale
[8]2B |
---|
Sting-ding
2B |
---|
Twin Tinker
66B (Air OK) |
---|
Tinker Melody
5[B] |
---|
Bell Block
L/R (Air OK) |
---|
Gameplan
With Bell, you want to Zone people with twin tinker, is up the speeds of the back bell, change between back and front bell from time to time to mix them up, you could also add a grab in there if they get too close. When using Twins tinker you can control how much you love forward or backward, usually, you want to go backward. Jab can destroy projectile and if you hold B for a few frames you can cancel the end lag and cancel the move into another move like for example Twin tinker. If they are hit by Jab 1 you can go for a grab, Jab2, retreating twin tinker. Bell block is bell best move as it is a counter and has 15 frames of grab invulnerability. Sometimes you just want to dash towards the opponent and block (throw a grab in there too). Bell block can jump out of block stun or grab, this is very useful to avoid hard situations or just get a better punish than 8 damage from the regular counter block. 2B is great to catch rolls and air dodges and good for anti-air people. Quick Finale is good to throw from time to time since it will push people away.
Tech
Bell can dodge If you do the following: Shield(Hold)>Jump>Land>Input a direction
Bell can Air dodge if you do the following: Shield(Hold)>Jump>Air puff>Input a direction
Bell can change the speeds and angles of back bell if you hold back or forward
To throw quick tinker you have to do the following: Dash>Jump>Turn around twin tinker (THIS TECH CAN BE OPTIMIZED IF USE SHIELD WHEN JUMPING)