Kirby Fighters 2/Parasol: Difference between revisions
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While Parasol has a relatively small amount of moves, his moves almost all have multiple uses and effects. He has a projectile shield by holding Parasol Swing (5B) that has a hitbox behind him when he lets go of B, a high-damage long range move with Parasol Drill (66B) which can be comboed into and out of, a fast and high-damaging divekick with Parasol Dive (j.2B) that has big combo potential on hit and leads to grab mixups on block, and Parasol Twirl (2B) which isn't much of a neutral tool but does a lot of damage as a combo finisher. Beyond that, Parasol also has a command grab in Circus Throw (c.6B/c.8B) that does a bit more damage than a regular throw and lets you to choose where you throw your opponent (to either side or straight up) by holding that direction. One of Parasol's strongest attributes is being able to hover in the air after dash jumping with Parasol Drift, giving you a lot of control of your sideways movement in the air while having access to 66jB or j.2B at any time. This allows Parasol to move in a way that no other character can while airborne (with an active hitbox above him!), while threatening with one of the strongest horizontal whiff punish tools in the game or a fast safe downward combo starter. | While Parasol has a relatively small amount of moves, his moves almost all have multiple uses and effects. He has a projectile shield by holding Parasol Swing (5B) that has a hitbox behind him when he lets go of B, a high-damage long range move with Parasol Drill (66B) which can be comboed into and out of, a fast and high-damaging divekick with Parasol Dive (j.2B) that has big combo potential on hit and leads to grab mixups on block, and Parasol Twirl (2B) which isn't much of a neutral tool but does a lot of damage as a combo finisher. Beyond that, Parasol also has a command grab in Circus Throw (c.6B/c.8B) that does a bit more damage than a regular throw and lets you to choose where you throw your opponent (to either side or straight up) by holding that direction. One of Parasol's strongest attributes is being able to hover in the air after dash jumping with Parasol Drift, giving you a lot of control of your sideways movement in the air while having access to 66jB or j.2B at any time. This allows Parasol to move in a way that no other character can while airborne (with an active hitbox above him!), while threatening with one of the strongest horizontal whiff punish tools in the game or a fast safe downward combo starter. | ||
==Strengths and weaknesses== | |||
{{ProConTable | |||
|pros= | |||
*High damage combos | |||
*Quick burst options that all have combo potential | |||
*Great corner pressure | |||
*Almost everything is safe on shield and his shield pressure game includes tick throws | |||
|cons= | |||
*no dedicated antiair, relies heavily on air to airs with j5b, j66b, and j2b if you can get high enough | |||
*Slow frame data | |||
}} | |||
==Moveset== | ==Moveset== | ||
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{{AttackData-KF2 | {{AttackData-KF2 | ||
|damage= 10 or 12 | |damage= 10 or 12 | ||
|startup= | |startup= 11 | ||
|recovery= | |recovery= | ||
|attribute= Crouch avoidable | |attribute= Crouch avoidable | ||
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{{AttackData-KF2 | {{AttackData-KF2 | ||
|damage= 11 (8, 3) | |damage= 11 (8, 3) | ||
|startup= | |startup= 1 | ||
|recovery= | |recovery= | ||
|attribute= | |attribute= | ||
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{{AttackData-KF2 | {{AttackData-KF2 | ||
|damage= 28 (8, 4x5) | |damage= 28 (8, 4x5) | ||
|startup= | |startup= 12 | ||
|recovery= | |recovery= | ||
|attribute= | |attribute= | ||
|description= | |description= * Kirby dashes forward, spinning his parasol and hitting opponents up to 6 times. | ||
* Kirby dashes forward, spinning | |||
* The grounded and aerial versions are similar but not identical in how they behave, because Kirby will move down slightly over time during the aerial version. | * The grounded and aerial versions are similar but not identical in how they behave, because Kirby will move down slightly over time during the aerial version. | ||
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{{AttackData-KF2 | {{AttackData-KF2 | ||
|damage= 28 (8, 5x2, 10) | |damage= 28 (8, 5x2, 10) | ||
|startup= | |startup= 8 | ||
|recovery= | |recovery= | ||
|attribute= | |attribute= | ||
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{{AttackData-KF2 | {{AttackData-KF2 | ||
|damage= 20 | |damage= 20 | ||
|startup= | |startup= 8 | ||
|recovery= | |recovery= | ||
|attribute= | |attribute= | ||
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{{MoveData | {{MoveData | ||
|imageSize= 250x250px | |imageSize= 250x250px | ||
|image= | |image=KF2_Parasol_Parasol_Circus_Throw.png | ||
|caption= | |caption= | ||
|name=Circus Throw<br> | |name=Circus Throw<br> | ||
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{{AttackData-KF2 | {{AttackData-KF2 | ||
|damage= 20 | |damage= 20 | ||
|startup= | |startup= 1 | ||
|recovery= | |recovery= | ||
|attribute= Unblockable | |attribute= Unblockable | ||
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* There is a hitbox on the parasol during this, but it does not protect Parasol from projectiles hitting him from above. | * There is a hitbox on the parasol during this, but it does not protect Parasol from projectiles hitting him from above. | ||
* While in Drift, you can press down at any point in time to fall at normal speed. You can press up after this to put the parasol back up and go into Drift mode again. | * While in Drift, you can press down at any point in time to fall at normal speed. You can press up after this to put the parasol back up and go into Drift mode again. | ||
}} | }} | ||
}} | }} | ||
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==Combos== | ==Combos== | ||
* Parasol Dive(j.2B) > aerial Parasol Drill(66 > j.B) > Parasol Twirl(2B) | * Parasol Dive (j.2B) > aerial Parasol Drill (66 > j.B) > Parasol Twirl (2B) | ||
* j.2B > dash forward > j.2B > 66 > j. | * j.2B > dash forward > j.2B > 66 > j.5B | ||
* j.2B > 66B | * j.2B > 66B | ||
: The grounded version of 66B usually has more hits connect and therefore does more damage than the aerial version, but it usually does not let you combo after it | : The grounded version of 66B usually has more hits connect and therefore does more damage than the aerial version, but it usually does not let you combo after it | ||
* j.2B > j.2B > j.2B > 2B | * j.2B > j.2B > j.2B > 2B | ||
: Corner only | : Corner only | ||
* j.2B > | * j.2B > 66jB > dash forward > j.2B > 66jB > 2B | ||
: Most damaging combo so far at roughly 85 damage, does not work if you get to a corner before the very end, may not work vs SDI away unless you're fighting Dedede | : Most damaging combo so far at roughly 85 damage, does not work if you get to a corner before the very end, may not work vs SDI away unless you're fighting Dedede | ||
* j.2B > Parasol Swing(5B) > turnaround back hit 5B by letting go of B | * j.2B > Parasol Swing (5B) > turnaround back hit 5B by letting go of B | ||
: Most effective in the corner, as you cannot true combo out of the reverse hit of the jab | : Most effective in the corner, as you cannot true combo out of the reverse hit of the jab. However, if they block you can immediately turn back around and command throw or quickly jump and j2B. | ||
* Circus Throw (c.8B or c.6B) > 2B | |||
: Corner only - must throw them towards the wall. Does not work if you're touching the wall or if you're too far away. They should make contact with the wall around the highest point in the throw. | |||
* c.8B > microdash > j2B > 66jB | |||
:Corner only - works when closer to the wall than the range for the previous combo. You can sometimes combo into a 2B at the end, but it's inconsistent and probably better to go for a mixup. You can generally tell visually when the 2B at the end will or won't work. | |||
==Hats== | ==Hats== | ||
<gallery> | |||
KF2 Parasol Paper Parasol(68).png|Paper Parasol(Unlocked at Fighter's Rank 68) | |||
KF2 Parasol Sectonian Queen's Parasol(94).png|Sectonian Queen's Parasol(Unlocked at Fighter's Rank 94) | |||
</gallery> | |||
{{Navbox-KF2}} | {{Navbox-KF2}} | ||
[[Category:Kirby Fighters 2]] | [[Category:Kirby Fighters 2]] | ||
[[Category:Kirby Parasol]] | [[Category:Kirby Parasol]] |
Latest revision as of 14:56, 24 April 2021
Introduction
Parasol (Unlocked at Fighters Rank 31)
While Parasol has a relatively small amount of moves, his moves almost all have multiple uses and effects. He has a projectile shield by holding Parasol Swing (5B) that has a hitbox behind him when he lets go of B, a high-damage long range move with Parasol Drill (66B) which can be comboed into and out of, a fast and high-damaging divekick with Parasol Dive (j.2B) that has big combo potential on hit and leads to grab mixups on block, and Parasol Twirl (2B) which isn't much of a neutral tool but does a lot of damage as a combo finisher. Beyond that, Parasol also has a command grab in Circus Throw (c.6B/c.8B) that does a bit more damage than a regular throw and lets you to choose where you throw your opponent (to either side or straight up) by holding that direction. One of Parasol's strongest attributes is being able to hover in the air after dash jumping with Parasol Drift, giving you a lot of control of your sideways movement in the air while having access to 66jB or j.2B at any time. This allows Parasol to move in a way that no other character can while airborne (with an active hitbox above him!), while threatening with one of the strongest horizontal whiff punish tools in the game or a fast safe downward combo starter.
Strengths and weaknesses
Strengths | Weaknesses |
---|---|
|
|
Moveset
Parasol Swing
5B (Air OK) |
---|
Parasol Shield
5[B] (Air OK) |
---|
Parasol Drill
66B (Air OK) |
---|
Parasol Twirl
2B |
---|
Parasol Dive
j.2B |
---|
Circus Throw
c.6B/c.8B (Air OK) |
---|
Parasol Drift
Activates while falling |
---|
Combos
- Parasol Dive (j.2B) > aerial Parasol Drill (66 > j.B) > Parasol Twirl (2B)
- j.2B > dash forward > j.2B > 66 > j.5B
- j.2B > 66B
- The grounded version of 66B usually has more hits connect and therefore does more damage than the aerial version, but it usually does not let you combo after it
- j.2B > j.2B > j.2B > 2B
- Corner only
- j.2B > 66jB > dash forward > j.2B > 66jB > 2B
- Most damaging combo so far at roughly 85 damage, does not work if you get to a corner before the very end, may not work vs SDI away unless you're fighting Dedede
- j.2B > Parasol Swing (5B) > turnaround back hit 5B by letting go of B
- Most effective in the corner, as you cannot true combo out of the reverse hit of the jab. However, if they block you can immediately turn back around and command throw or quickly jump and j2B.
- Circus Throw (c.8B or c.6B) > 2B
- Corner only - must throw them towards the wall. Does not work if you're touching the wall or if you're too far away. They should make contact with the wall around the highest point in the throw.
- c.8B > microdash > j2B > 66jB
- Corner only - works when closer to the wall than the range for the previous combo. You can sometimes combo into a 2B at the end, but it's inconsistent and probably better to go for a mixup. You can generally tell visually when the 2B at the end will or won't work.