Kirby Fighters 2/Bell: Difference between revisions
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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. | 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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|attribute= | |attribute= | ||
|description= *Kirby hits in front of him with a bell. | |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. | *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). | *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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|imageSize= 250x250px | |imageSize= 250x250px | ||
|image=KF2_Bell_Bell_Block.jpg | |image=KF2_Bell_Bell_Block.jpg | ||
|caption= Go ahead, hit it | |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) | ||
|data= | |data= | ||
{{AttackData-KF2 | {{AttackData-KF2 | ||
|damage= | |damage= N8~P24 | ||
|startup= | |startup= | ||
|recovery= | |recovery= | ||
|attribute= Counter | |attribute= Counter | ||
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*Perfect shields have a bigger hitbox and do more damage. | *Perfect shields have a bigger hitbox and do more damage. | ||
*There are 15 frames of grab invulnerability on startup. | *There are 15 frames of grab invulnerability on startup. | ||
*However, Bell cannot | *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. | 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 | |||
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Bell can Air dodge if you do the following: | |||
Shield(Hold)>Jump>Air puff>Input a direction | |||
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Bell can change the speeds and angles of back bell if you hold back or forward | |||
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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== |
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 |
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Moveset
Ring Ding 5B (Air OK) So you got hit and now are getting mixed up So you got hit and now are getting mixed up
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Ring-ding-dong 5B repeatedly (Air OK) We straight up doing ya Dong We straight up doing ya Dong
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Ding Finale 2B during Ring-ding-dong 9/10 Bellers recommend to not use this move a lot 9/10 Bellers recommend to not use this move a lot
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Quick Finale
[8]2B |
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Sting-ding 2B Don't roll in... Don't roll in...
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Twin Tinker 66B (Air OK) This move has some tech. This move has some tech.
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Tinker Melody 5[B] The Croc shield break incident The Croc shield break incident
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Bell Block L/R (Air OK) Go ahead, hit it since you wanna act like a ding dong Go ahead, hit it since you wanna act like a ding dong
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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)